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Game 48: Operation Stealth - Welcome to My Underwater Lair

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Written by Joe Pranevich

James Bond's Mission Log #5: The secret and evil (secretly evil?) organization, Spyder, has a plan for world domination! And I am the only agent who can stop their evil schemes. But first, I had to penetrate their hidden lair deep under the ocean near Santa Paragua, survive a piranha-filled death trap, a maze of air vents filled with rats, and a poor user interface to emerge into Spyder’s employee bathroom. Using my ninja-skills, I have knocked out an unsuspecting soldier and disguised myself in his uniform. I’m ready to take on the evil Dr. Why and destroy the STEALTH-- now all I have to do is find him.

Step on Spyder!

Last week, I had successfully infiltrated the palace of General Manigua, tracked down the secret documents that the CIA had been looking for, and capped it off with a jet ski race against a group of Russian spies. As I ended the post, I had arrived at a US submarine and was awaiting further orders.

I am summoned into my boss’s office on the submarine for a briefing. Spyder has the STEALTH and are threatening to bomb many of the world’s capitals to oblivion if they do not get a ransom. But thanks to the capture of the documents from the palace, we now know where the STEALTH is being hidden: in a base 300 feet under the sea. This would be a problem except we a) have a submarine and b) I am an expert swimmer. Once the briefing is done, I am also given the last of my spy equipment including a wetsuit, a case filled with spy cigarettes (rocket launchers and fingerprint readers), as well as a CD-ROM containing a computer virus that will be able to cripple the plane’s land-based control equipment. Time is of the essence; I put on my wetsuit and start on my mission.

Well, this looks promising.

I exit the sub and find myself swimming. This game really enjoys swimming sequences, but this one is different from the others. As John is wearing scuba equipment, there is no need for an oxygen meter, so I can explore at leisure. Instead, I am completely surrounded by sharks that move faster than I can swim and kill me, sometimes at the rate of several times before I can cross the screen. Even though they only travel horizontally across the screen, they pop out so fast it is frequently impossible to get out of their way. Why did I not get shark repellent in my latest cache of spy equipment? I end up needing to save and restore constantly to stay alive-- let alone do any exploring-- but fortunately the area is pretty empty overall.

If this message were true, you’d have fewer minigames.

What I find is a region two screens high and four or five screens wide. The upper screens appear to be empty except for a message in a bottle. I immediately think it is important, but then I open it and realize it is an in-joke from the developers. Thanks guys! The lower screens contain patches of seaweed, the occasional palm tree (!!), and on the far lower-right a rock formation that clearly has an “entrance”, but no obvious way to open it. I search around on that screen and find that one of the palm trees has an opening in its trunk which contains a button. When I push the button, I get a nasty electric shock… but also the entrance opens up and I can swim into a small cave. I hope that I was not supposed to do something about that electrical shock, but I and my inventory do not seem worse for wear.

Palm trees underwater? Are they plastic?

Inside the cave, I emerge into a pressurized area and can remove my wetsuit. I must be in some sort of service entrance into the base as I see one of those screw-in hatches like you have on submarines. Behind that hatch is a ladder which I climb up. I pop out the top and I am finally in Spyder’s base! The STEALTH is here! My mission is nearly at an end! Regretfully, I am also surrounded and captured again. Seriously, am I the worst spy ever because it seems that I am getting captured all the time? Has anyone else noticed this? Maybe if I wore camouflage instead of a suit, do you think that would help? Does the real James Bond get captured this much?

What use are an airplane and helicopters in an underwater base?

The best thing about being captured when you are a spy is that you get plenty of chances to escape. Unlike the relatively quick death that Spyder offered me the last time, this one was a real gem: I get suspended in a cage above a pool of hungry piranhas! Even better, I am also introduced to the madman behind this scheme, Dr. Why, and he has a chance to tell me his entire plan before throwing the switch and causing the cage to descend. Apparently the ransom bit is a diversion because he plans nothing short of the destruction of the “rampant and stupid vermin” of the world. Honestly, I do not know if he’s planning to kill everyone or just the people he does not like, but he seems to be quite fixated on it. As my cage descends into the deadly water, Dr. Why and his guards leave so that I can try to escape in peace.

So, the clock is ticking-- time to search! I find that I can manipulate the cage, the door, and the lock on the door. Is that a good use for my spy pen? Yes! I am able to use the spy pen to dissolve the look and open the door. On the other hand, I did not think this plan through completely because I am still descending into piranhas, but now I also have an open cage door. If I had ninja skills, I could jump out of the cage to safety but that is not the way cool John Glames needs to solve this problem.

When not used to kill spies, this room doubles as a disco.

As the cage descends further, I keep exploring. I can see the winch control on the far right of the screen and a door on my left. I look for ways to rock the cage first, but that does not seem to do any good. Running out of ideas, I consult my inventory. I am carrying a cigarette case which I suspect contains both my fingerprint cigarettes as well as the ones which are secretly a mini-rocket launcher. Neither of those seem pertinent right now. I have my watch which I was expecting to use to travel between buildings, as described in the manual, but it does say that it can fire a cable at a wall. Is there a “wall” here? Yes! In each corner of the room there is something labeled “wall”. I use my watch and it fires a line to the wall, connecting it. I am still descending, so I fire at the other wall and it creates a tight line that I am able to grab onto. I move hand over hand to the left and jump down and stroll out the door… right into the waiting hands of some guards. Unlike their boss, they do not mess around and just throw me into the piranha tank. I die.

Best death scene of the game so far!

I restore back and run through the sequence again, this time I hand-over-hand my way to the right where there is an iron grate. I have some difficulty lining myself up, but eventually I am able to “operate” it and John Glames escapes into the ducts of the Spyder base.

Oh God, no. The same moron that designed General Manigua’s palace also designed the duct system for the Spyder base because this is a maze. But unlike at the palace, this maze is dark and all I can see are the red glowing eyes of some vicious-looking rats. Just like at the palace, I can move along the vent system and turn certain walls to open up or block off passages. This allows me to work through the hordes of rats and provides a few moments of respite. Unlike the palace, not being able to see very far ahead means that I have only a limited ability to plan a route and it takes many saves and restores to find paths that lead me to the “key” (a wrench) and the exit on each of the four levels.

I hate you. I hate you so much.

The most annoying part of this minigame is that the hallways that you have to traverse are much longer and more winding than the previous ones, meaning that you can be walking for quite a while before you realize you have a rat in front of you and have to run like hell back the way you came, figure out a way to block off or get in front of that rat, then try again. Dead ends are much more of a problem because you cannot see them coming and many lives of John Glames were lost before I was able to traverse all four levels and emerge once again into the light.
 
But I do have a question. The creatures that you are running from are clearly described as rats. So, how is it that they become spiders when they kill you?

Spider-rat?

Finally, I make it through the maze and emerge into a bathroom. A soldier is shaving and it looks like he just finished a shower-- his clothes are on a bench. I tiptoe over to his clothes, but he catches a glimpse of me in the mirror and attacks. A few moments later, I am again piranha food. Perhaps, he was also a ninja.
 
I restore and try again. This time I “operate” on the soldier to attack him. My ninja skills work and I emerge victorious! I put on the clothes and the interface gives me a zoomed in view of my boots and laces. Why? I have no idea, but I take the laces as well. I also search the room and find a “napkin” (their word for hand towel, clearly). When I examine the sink, it tells me that there is a glass in the “lavatory”, but no end of pixel hunting is causing it to appear. I will have to puzzle that out later. I confidently walk out into the hall in my enemy uniform… and my now-awake soldier friend cries out from inside the bathroom. Seconds later, I am again thrown to the fishes.

Lavatory, noun. “A room or compartment with a toilet and washbasin; a bathroom.” Not helpful

I restore again. This time I realize why I found the laces: I was supposed to tie him up! I do so and stick the “napkin” in his mouth as a gag for good measure. For the second time, I confidently stride out into the hallway and find it deserted. Finally, I can explore the Spyder base in peace. That seems like a great place to stop for this post. We are almost there!

What do you think of this new “Dr. Why” fellow? Do you think he is a take off of “Dr. No” or another Bond villain? Or is his name just a stupid take-off of Britain’s other 50-year old famous series, “Dr. Who”?

Time played: 2.5 hrs
Total time: 10 hrs

Note regarding spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please... try not to spoil any part of the game for me... unless I really obviously need the help... or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!


007_DRNO_connery_low.jpg
New Contest - James Bond References & Trivia

As I indicated in my review post, I am not a James Bond expert-- but you might be. As I play through the game each week, please post comments with all of the James Bond trivia and references that I am missing for the portion of the game that I have played. At the end of the postings on “Operation Stealth”, I will tally up the unique comments and the contributor that finds the most references will receive a “Dr. No” DVD provided by me (or an Amazon gift card equivalent if shipping or region locking is prohibitive.)







Joe Pranevich blogs about random geekiness at Kniggit.net and about religion at Coat of Many Colors.

What's Your Story? - Zvonimir

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Introduction and Captions by Ilmari
Answers by Zvonimir

Kickstarters dedicated to adventure games show that the genre is still not dead, but alive and kicking well. One group of eager adventure gamer creators, Studio Spektar, sent us a shameless plug in guise of What's Your Story -answers by one of their member, Zvonimir. Their home page promises a cartoonish adventure set in the former empire of Austro-Hungary. Because of our love of adventure games, we decided to let this shameless plug go through. So, I'll let Zvonimir speak next!

The crew
Zvonimir is the one on the right. Nice dressing style, guys!
My home country is… Croatia! Part of ex-Yugoslavia and also part of ex Empire of Austria-Hungary. We share the Adriatic sea with Italy.

My age is… 34. It will be 35 in about a week

The first adventure game I played was… Indiana Jones 3. A friend from elementary school showed it to me on his Amiga while I still had my Commodore 64 and I was blown away. First I saw the train intro and then he loaded the part with the castle. We didn't know too much English and had no idea what "leather" means, but we still laughed at the "Hi, I'm selling these fine leather jackets" joke and how it worked on a first guard, but not on the second one.

My favourite adventure game is… I'm not sure if Star Control 2 counts as an adventure, but it's my
favorite game of all time. Also, Loom.

I am pretty sure this is not an adventure game...

When I’m not playing games I like to… Draw, animate, play tabletop RPG's, LARP, board games and lately work on Viktor :)

I like my games in (a box, digital format)… digital. CD's get old and I don't really use my CD-ROM anymore (I think it has been broken for a few years, I never bothered to check). But I like books and maps :)

The thing I miss about old games is… Actually useful physical supplements. I remember playing Sid Meyer's Pirates! with a real map and it's one of my fondest childhood memories.

The best thing about modern games is… Convenient and helpful interface. It's hard to be nostalgic when the old games are cluncky and hard to play. I tried playing Little Big Adventure a few days ago and almost cried with frustration.


I know how you feel, I cried out at the time when this was released!

The one TV show I never miss is… You can't do that on television

If I could see any band live it would be… Katzenjammer!

My favourite movie is… 12 Monkeys

One interesting thing about me is… I am one of three people in Studio Spektar. We are making Viktor, a two dimensional point and click adventure set in a steampunk early 20th century Austro-Hungarian Empire with subtle political parodies, just enough to still make it kid-friendly. We just tried to go on a Kickstarter. Visit us and express your opinion :)

Will we be seeing Viktor in this blog in the distant future?

Game 46: Countdown - Leaving on a Jet Plane

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Written by Aperama

Mason Powers Journal Entry #6: “I'm finally beginning to make some headway into this case, I think! It's all confusing, really, but I'm definitely less lost than I was just a little while ago. My trusty CAD let me know where I had to go next – a lovely night club in Barcelona, Spain. Carlos Ramirez was Jackal's handler – it took a bottle of wine that probably cost more than my retirement fund, but I got him to tell me more about Jackal – and why McBain was still looking for the presumed-dead Scorpio. He also gave me a lockpick, and I think I now know how to disarm the bomb that Operation Thunderbolt is inversely linked to! Anyhow, this all sent me down to Venice, Italy, where I met a money-grubbing bartender, a lovely stripper with some delightful moves, a KGB operative who looked like he could snap me in half like a twig.. and, most of all, Scorpio! Turns out he faked his own death after the Jackal began to threaten him, sure that the Company would just send him to a mythical place like Sanctuary.. turns out he probably would have been right! I've only got time to say this because I took a flight to Rome, Italy – my old lover Lisa Loomis let me know that the Company was willing to hear me out. I'm ready to present my case to Jack Quinn and his lapdog – I sure hope I don't mess up any words!”

Technically, this flight cost $700. But travelling by line-air is all worth the while

Countdown, since doing its utmost to lose me completely, has been remarkably straightforward and game-like as of this update. This is very much working in its favour coming up to a PISSED rating – but I still don't think that coherency now saves it too much in the face of what has happened. And there are still lots of gaping issues that should really be addressed.. but again, I ramble over the game because my cheeks are still glowing with a mixture of anger and pain at the way things have come together. Anyhoo! Last I left you all, I was left with a vague clue as to where to go next. I've learned the likely name of 'Stormbringer'– 'Jackal'. Confused? Don't be, they're all just the creepy guy with the moustache in the last update. I thought at the time that he was likely 'Scorpio'– but the game seems to have left that thought for dust throughout this update, as several people have affirmed that they're two separate people, and I just don't see why people such as Carlos Ramirez, Jackal's handler, would bother to lie to me about that sort of thing..

My first attempts to persuade him to join the good fight were.. less than convincing

Carlos is a drunk. Well, the game doesn't really give you a clear idea of this, but you meet him in a cabaret, and he repeatedly goes for swigs of alcohol from what appears to be a cognac glass while you talk to him. The only way to get him to talk is through BLUFF-BLUFF-PLEASANT-PLEASANT. Basically, you intone that you're a member of the CIA looking into some double-crossing action, insist that you don't want to involve the full chain of command, and then offer him the ridiculously old bottle of wine found back in Sanctuary. He sees a good deal (this must be 15th century or so – I can only imagine how expensive it must be) and begins to blab along. He doesn't really have too much of use to tell about Jackal, ironically, given he's seemingly 'the only one who could wrangle him'– instead, you learn something about Scorpio through him. Scorpio used to have a girl back in Venice, Italy by the name of 'Golden Desire'– turns out, he was thinking of turning coat to the Soviets at around about the time that he had his 'accident' in Beirut...

Yeah, mister? Well not only did I live to tell about Fontaine, but I left him in an alley, completely conscious and.. oh god he's behind me isn't he?

The other thing he has to offer – which I got absolutely no indication of other than the fact that I obsessively use every item on every person in an adventure game that feels like it's lacking in sense (if you offer cash to someone who is willing to take money, they'll pull up a 'haggle' screen) – is a lockpicking kit for $400. Sure enough, that's what I needed for the safe back in Athens. Technically, I didn't rush straight out there – I'm on a deadline, and Italy is on the way to Greece – but it definitely felt as though you were supposed to race back there straight away. There is only one thing in the safe, being a small, encoded message – fed through the CAD, it reads as follows:


Do you put plot-sensitive pieces of encoded paper into blatantly obvious safes, too? Congratulations, you can be a part of Black December!

Anyhow, this stop 'technically' happened near the end of the playthrough here – but there again, in truth I'm very mindful of the timer in this game and had actually run from Carlos the moment I got it to take a peek. Savescumming hurts nobody, right? (Right.) From Greece back to Italy, and Venice – and what would appear to be either a high-rent strip club or a low-rent cabaret, I'm not entirely sure which. The first room brings us out to a bar, where there are two wise-cracking Europeans, and a bartender – we'll get to him in a moment, but first let's continue our little tour of what I plan to now title the 'striparet'.

The front room, where hilarious jokes are told.

The back room, where.. BLACKJACK?!?!?

I'd been wondering for a little while as to how this game would be completable if you hadn't found all of the caches – and I could already sense my dollars going down rapidly given that I was taking the plane every time for time constraints. But no? This room has a video blackjack machine. Excuse me for a moment..


Leisure Suit Larry has taught me well, sensei

Yeah, I ended up with about $5500 before I actually worried about things like 'plot'. Psh. Who cares about plot, anyway? The back room really had nothing much to speak of, as I wasn't able to talk to the dancer onstage, and she didn't seem to be going away any time soon. The dancer's room is closed off with a bouncer, and you can't threaten him with a scalpel OR plastic explosive.. no fun, game. A quick jaunt up to the front bar (where you can taste some Finlandia vodka no less) and we get to talk to the bartender.. who unsurprisingly wants a bribe. $500 seems a whole lot less when you're wandering around with an infinite money-generating device in the next room, so I pay the man and happily – he tells us that Golden Desire is more than likely to be willing to chat to us, and that he'll tell her to come down from the stage and wait for you in the next room. He also mentions that it seems strange – he remembers the name 'Scorpio', yet after the reports of him dying came out, she never seemed particularly worried about them despite them seeming quite the couple..

I'm only insulting these people for -you- guys. You wanted to see their silly faces, right?

Mason's default dialogue is, to be perfectly honest, somewhat dire. All he seems capable of doing is insulting her or introducing himself – but that's fine, as she doesn't need any real coercion to tell you things that might help you. She mentions that the Jackal was an absolute animal when he worked with Scorpio – and gives a rather impassioned plea attempting to explain that Scorpio was knotted up in all sorts of trouble, got unlucky and got taken out, and is clearly very angry with the CIA for putting him in a position like he ended up in to begin with. The dialogue is actually decent here for what I take to be about the first time in the game thus far – the writing makes her seem legitimately angry, and almost human. This is about the first 'sad' sprite that we actually get to see, but it's not actually that humorous – so instead, here's her reaction to being called 'babycakes'...

Good thing that the CIA have knocked Mason off of their lists – he's a walking sexual harassment suit

The next step is more than a touch counterintuitive. Unfortunately, the game has taught us that time is an issue, so you should rush whenever you can – I'm still staring at the top right corner of the screen every time I get involved in anything. Thankfully, keeping saves sitting around, I was staring at the screen and trying to use my inventory on everything and anything – and then the bouncer up and left. Yup, just left. No tact or foreknowledge necessary – he just up and went away. Hooray! That makes things easy enough, I guess. The room ahead is Ms. Desire's dressing room – there's not too much of interest in here, really, just a one-room puzzle that involves finding a key which leads to another key which leads to a memo. The memo runs through the CAD, and gives an anonymous memo that essentially reads 'I'm going away for a while, don't tell anyone anything – Buzz Brezhnev will know where I am.' (There's also a makeup kit, which I take just.. because.)

Bonus quiz: where's the first key in here? Hint: it's the thing that looks like a clipping issue..

As last time, I'm almost tempted to end it here – but everything else that I've done to this point is entirely set in the chat window. Buzz Brezhnev is a man that looks like he belongs in Red Alert more than anything – he's described by the bartender as a 'big Russian bear'. He's also in Venice.. the weird thing is that it's not entirely certain as to how Mason manages to find him, as he's apparently 'somewhere in Venice'. There's a pretty consistent problem with this – it's never particularly clear as to how exactly we find out where these sorts of things are. Regardless, Buzz is here, and he's quite a difficult man to get anything out of. It takes several minutes of messing around to find the exact key – he likes to be harassed heavily, in that co-conspiratorial fashion I'm imagining. He's also full of the most ridiculous faces in the entire game IMO, having a full range of emotions in his character portrait.

He's quite fun to be around, this ol' Buzz.

Eventually, by sheer trial and error, you work out that you have to convince him that you're sure that Scorpio is alive, using the knowledge of the memo – and after a little bit of work, you manage to get him on your side. After you manage to convince him that you're not angry or looking to take out Scorpio, he'll share the fact that indeed, Scorpio is alive and well.. and looking to speak to you! He's also in Venice. He has a lot more information to give you, including the fact that the KGB have similar interests to you in taking out the Black December cell. This is a nice little touch from this game – they're essentially giving you a reason why this KGB agent is actually willing to talk to you, which I rather like. He also passes along some knockout capsules to be slipped into people's food at a cost of $500.

They really worked on this man's expressions..

Given we don't even leave the state, let alone the country to do so, I'm including Scorpio's short piece. He's quite condescending, telling you how he's amazed that you've even made it as far as you have. He's open that he's a member of the KGB now, and asks for your promise of silence on the matter. He doesn't actually offer anything particularly groundbreaking at this point, but he does make it rather clear that he's not the Jackal in disguise. He's also a well-thought character, making this more or less three for three – but that doesn't forgive the sheer amount of caricatures that have existed up until this point. If anything is to be taken, just the following conversation should really do as an example of this game at its best:



This is an amazing example of what this game can be.. and I wish, was, the whole way through.

Scorpio more or less gives us a running commentary on the things we've learned up until now – and he continues to keep the idea going that he was a bad guy to be on the wrong side of.. and that Jackal is just as bad in his own right. He's clearly the bad guy, but I'm still a bit weirded out by the idea that Scorpio and Jackal are very, very similar in looks to my mind. The story is actually shaping out really well, now – Jackal's motives seem to be an attempt to get the ultra-conservative General Leeland elected as the next President of the US, given that 'another large-scale terrorist attack would almost clearly win the election for the General' according to more than just a couple of people. The game's actually beginning to get some positive points for it, which has me quite happy to say I think it might finish strong. When leaving Scorpio, a message pops up from our CAD, sending us off to our e-mailing system – Lisa Loomis has something to tell us, and she just happens to be local, just down in Rome..

See you next time, dear! (This entire picture was such a fan service moment. Why didn't they just have it on an e-mail? Woulda been fine..)

The notion of listing inventory has backfired a little as the game refuses to get rid of seemingly innocuous things, leaving me with two uninteractive boxes that I can't tell apart and a bag – but I'll keep up traditions..

- Coat hanger
- Mason's wallet
- Scalpal
- Keys
- Grappling hook
- Flashlight
- Boots
- Bag
- Box (two separate ones)
- Fake passport.
- Cash ($3703 – no real risk in losing any more.. we've got blackjack now!)
- Three doses of plastic explosives
- The CAD
- A battery
- Pliers
- Wire cutters
- Note with hidden message to Rachel
- Screwdriver
- A photo of Jackal
- A makeup kit
- 'Stationery' (the note to Golden Desire)
- Knockout capsules
- Message with (wiring diagram?)

Session Time: 1hr 30min
Total Time: 9hr 00min

Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. Please read ithere before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!

Missed Classic 1: Mystery House - WON! and Final Rating

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Written by Joe Pranevich

Cora Bow’s Girl Scout Cookie Log #2: Today, I defeated a murderer and found jewels that will pay for my college education! Also, I killed two people! It’s a bit of a long story...

A clue: the killer knows when to use an apostrophe.

In my last posting, Cora had just started her exploration of the “Mystery House” by identifying a light source that would let us survive and explore in the coming darkness. Candle in hand, exploring the house completely was our next step. Rather than describe each and every room, let me describe briefly what I found:


The Downstairs & Outside

Never has a stick-figure looked so sinister.


  • The lower level of the house consisted of a kitchen, a dining room, and a library.
  • The dining room contained a candle, but nothing else of interest. I am avoiding that room right now because when I enter it I trip over the rug and start a fire.
  • The kitchen contained a butter knife, an empty pitcher, and some matches.
  • The library appears to be useless. There are books and a fireplace, but I could neither take any books nor light the fireplace. I had hoped the fireplace would be climbable (as in Zork 1), but it was not to be.
  • Outside the kitchen is a forest maze, all rooms alike. I have not worked it out yet, but I know I do not have enough items to map it. I also have not found an exit so I have to restore whenever I enter.
  • Outside the house in the other direction is a side and back yard. The backyard has my first dead body: Sam, the mechanic, is dead.
  • Out a gate in the yard is a cemetery where I find my first living person since the start of the adventure: Joe, the gravedigger. He’s busy digging six graves. How ominous! If I fall into one of the graves, he will kill me-- so I would not say that he is a “good” guy, but I am not sure whether he is the murderer. He is carrying a shovel that I suspect that I will want later.

The Upstairs and Attic

Is this a dagger I see before me?

  • The upstairs consists of a T-shaped hallway with several bedrooms, a nursery, a study, a bathroom, and another set of stairs up to the attic.
  • There are more dead bodies up here: in the nursery (Dr. Green) and in the small bedroom (Sally, the seamstress). Searching Sally’s body, I found a blond hair-- a clue to her killer?
  • As I entered the large bedroom, I was nearly killed by a thrown dagger. The attempted killer got away, but at least I got a dagger in the deal!
  • The study was empty, but it had an attached bathroom. There, I found a towel and the remains of Bill the butcher. He was strangled by pantyhose and I am not sure if that is supposed to be a clue as to the murderer’s gender.
  • The attic level consists of a main room and a small storage room.
  • The attic itself contained only a window, described as the only non-boarded window in the house, and a ladder leaning against the wall. You cannot move the ladder or climb it, but I may find a use for it later.
  • The storage room contained a locked chest.

Having explored all of the obvious places, I know that Joe is both alive and homicidal, but is he the killer? The blond hair on Sally’s body suggests otherwise as neither she nor Joe are blond. That may not mean much-- maybe she has a blond cat-- but in a game like this it probably is a big deal. Bill was strangled by pantyhose and if that is supposed to clue me in to the killer’s gender, then it must be Daisy as the only non-dead female blond left. If I find her, I will be certain to ask her. One big open question: is there one murderer or have the guests been offing each other? We know that the treasure can only be collected by one person so everyone-- myself included-- has a motive to reduce the competition. How many murderers are there?

In all this, I also found out that I could jump out the attic window. I survive the attempt with minor injuries but die when the ambulance I am ferried away in is in a car accident. Something tells me that Roberta was getting tired of writing all of the death messages!

But who called the ambulance? And how did the EMT miss the dead body in the yard?

As I explore, I have been drawing a map like this so that I could keep track of who was found where, as well as notes on the clues that I have been finding:

My map of the upstairs.

Now that I have the house explored, I realize that I have a few puzzles left to be worked out: 1) the forest maze; 2) the fire in the dining room; 3) getting the shovel from Joe; and 4) unlocking the chest in the attic. None of those seem particularly relevant to finding a murderer, but presumably one of them will open up other avenues.

I decide to tackle the fire first. I know that I have an “empty pitcher” in my inventory and that sounds like it is dying to be filled. I tried to “get water” when I was at the sink (both in the kitchen and in the bathroom), but that did not work. I head back to the sink and try to “turn faucet”, “turn on”, and many other combinations but none of them are giving me water. Eventually, I reread the manual. One of the example commands for the game is “water on”. Is that even English? Obviously Ken and Roberta knew that this specific combination would be a problem so they stuck it in the manual, but really? Couldn’t they have found a “verb object” command that worked? I suppose not. The good news is that there is now water in the sink and I have a filled pitcher.

I head back to the dining room and, just like before, I trip over the rug. I struggle to find a command to save me, but each time the parser does not understand what I am up to and I die. After a few reloads, I try “pour water” and that does the trick! The fire is out and a hole has been burned in the rug. And what should be under the rug right there? Why, a key of course! I pocket the key and suspect that I have solved two puzzles at once. I head upstairs to the attic and the small key unlocks the chest. Inside is a gun with a single bullet. Why do I suspect that will come in handy?

It’s dangerous to go alone, take this!

That leaves only two puzzles that I know of: getting the shovel off of Joe and the forest maze. I decide that the gun might be my solution for dealing with the gravedigger and so I go down and shoot him. He dies and I can pick up his shovel. Somehow, that does not feel right so I reload. We’ll see if there is a non-violent solution later, or a better target for a loaded gun. Time to go look at the maze.

Text adventure mazes, starting with the “Maze of Twisty Little Passages All Alike” in “Colossal Cave” work in a similar way. You have some number of identical rooms with nondescript exits. Worse, rooms are not connecting in a sane manner. For example, going west to get to another room almost never means that you can get back to it going east. The solution to this puzzle in “Colossal Cave”, and most adventure games since, is to make the rooms different in some way-- usually by dropping an item. If you have enough items, you can get one in every room and use that to build a map. Unlike the more normal room connections of the adventure, it is often quite difficult to describe these mazes in a program like Visio or Omnigraffle and I use a spreadsheet instead. After dropping all my items and trying every direction, I end up with a map of the maze that looks like this:

This girl scout is also a litter bug.

I discover that there are eight screens to the maze, but I otherwise leave empty-handed. Why would Roberta build a maze with no ending? There must be a point, but one that I have not discovered yet. Unfortunately, I have solved all the puzzles that I laid out for myself. What did I miss?

With no obvious clues, I resolve to explore the house over again. I go through each room, poke and prod at all of the items in each one and try to find something that stands out. One challenge here is that the parser will respond with an error message that you “see nothing special” if you look at an item that is not in the room with you. Therefore, it is easy to use the wrong term for something and think you are using the right one because a similar object is in another room. Very frustrating!

After some searching, I am drawn to a mysterious painting in the study:

This is the response when you “look” at the picture. I have no idea what it's supposed to mean.

I find that the painting is held to the wall using four bolts. Unlike every other immovable object in this game, this is the only one that tells you an excuse beyond it being too heavy. Try as I might, I can not find anything that I can do with the bolts. There is no wrench in the house. And that is where I cheated for the one and only time this playthrough: I got a hint.

My hint was that you have to use the butter knife on the bolts. I am very disappointed by this puzzle. Not only is that something I could have been able to get, but that the confusion is because of the word used. This is not a French import game where I expect badly used terms! In my head, you can take off “screws” with a butter knife, certainly not “bolts”. Bolts need something like a wrench and a butter knife is nothing like a wrench. Still muttering under my breath, I take the painting off the wall and it reveals a button! I press the button, and the wall swings open. What we have here is an old-fashioned secret passage!

The cost to repair water damage can be astronomical.

The wall leads to a crawl space and a stairwell down to the basement. And what do I see when I get there? Another dead body: Tom, the plumber. It seems that I was not the first to find the secret door, though how could he have put the painting back on from the inside? Did he have help? Or is there another entrance?

Tom’s body also has another clue: he is holding a daisy. I know I guessed that it might be Daisy earlier, but I am very annoyed about this clue. If it is right, then it is hitting me over the head with an answer that I was enjoying puzzling through. Worse, it’s a stupid clue. How would Tom know to carry that type of flower and have it in his hand when he was killed? He could not have had that level of foresight. Could the killer hand flowers to his or her victim like a calling card? Ignoring how stupid that is from the killer’s perspective, there have not been flowers with most of the murders. I am left to conclude that this is a clue, but it is stupid. I’m calling it now: Daisy is the killer.

The basement also has a key, which I take, a hole and a doorway. The door leads to a hall and stairs up to a pantry, but there is nothing obvious to do there and I cannot interact with any of the jars. The hole leads into a tight crawl which ends in the forest in front of a giant pine tree which I did not see earlier while exploring. I climb the tree and discover that someone has built a platform and put a telescope up there. Why? I have no idea. Maybe it is a peeping Tom. I look through the telescope and find that it is pointed at the attic (obviously why the windows are not boarded!) and now I see a trapdoor which I missed before!

So how long can a telescope survive in a tree, exposed to the elements?

Once again, I do not understand this plot development. Why was there a hole in the basement leading to the forest? It’s a long tunnel, who built it? The killer? Probably not, it would take days to dig. And why a telescope up in a tree that reveals a trapdoor that you cannot see while standing inches below it? I am losing my suspension of disbelief, which is unfortunate because I am Cora Bow, girl scout on a mission.

I climb down the tree and find myself in the forest maze. Even without all my dropped items, I know that I can just keep going “north” until I find someplace that will allow me to go “up”. With that, I solved the maze and at least now I have a clue what it was there for.

My next stop is the attic and yes, there is now a trapdoor there right above the ladder. I open the trapdoor and am taken to the game’s final confrontation:

It was Daisy! In a bunch of rooms! With a bunch of stuff!

Yes, Daisy was the murderer! Of course, all of the clues are useless in retrospect because when you get to this part of the house you just discover who did it. I’m pretty disappointed on that score. (Up to this point, it could also have been Joe the gravedigger, but the game never puts you in a position where you have to decide between them.)

I waste no time: I ask her if she wants to buy any cookies. She refuses, then I shoot her. A bit anti-climactic, yes, but at least that is done.

There is a note on the ground: “It’s in the basement.” With the killer dealt with, now it’s time to claim my treasure! Never mind that it does not make sense for the killer to leave a note saying where the treasure is hidden. Why wouldn’t the secret die with her?

Since it is in the basement, I am going to bet that I will have to dig for it. I head to the graveyard, stab the gravedigger with the dagger and run off with his shovel. In my defense, he did kill me in a different saved game. I rush back to the basement shovel in hand and start to dig-- which does not work. I try to dig in a thousand different ways, but none of them are understood by the system. Eventually, I notice the algae and start working on that. I stumble on the solution by accident: if you clean off the algae, you find a loose brick. Behind the brick is the jewels!

I head back out to the front door. The key I picked up in the basement earlier opens the lock, so that is done. I head outside and win! I am a “guru wizard”, whatever that means. Since I did not need the shovel, I consider restoring and win again without killing Joe, but I do not bother. Instead, I restore and get the jewels without killing Daisy-- and the game will not end. I had to kill at least one person to win this game. Go morality!

But back to the point: I won!

I am a guru wizard! The next game is “The Wizard and the Princess”. Coincidence?

Session time: 2 hours
Total time: 3 hours


My PISSED Rating:

Puzzles and Solvability - 4

While the game is short, there are a few fun puzzles and the game itself is far more fun than you think it should be. I got stuck once and did die a number of times, but I do not believe there were any long term “dead man walking” situations (but perhaps if you use the gun too early). Consulting a walkthrough after the fact, I see that there are multiple solutions to some of the puzzles (you can use the hammer to knock down a wall at one point, plus multiple items you can use as weapons), and the subplot around getting the shovel is extraneous. I wonder if there is a non-lethal way to get the shovel? That said, I am docking points here for the senselessness of the “bolt” puzzle and the general unsolvability of the murder. The game hands you the solution on a silver platter and that just is not acceptable in a game that bills itself as a murder mystery.

Interface and Inventory - 2

The parser is the game’s biggest weakness, as it has the restrictions of “Colossal Cave” rather than the more dynamic parser that would come with “Zork” the same year. It is made worse by idiotic decisions like having “water on” be the only command (that I could find) to turn on the sink. The inventory items each have their own glyphs, but scale is completely off. The house key, for one, looks like the size of my upper body.

Stairs. If there is one thing consistently drawn well in this game, it’s stairs.

Story and Setting - 3

The story is stand-out here, at least through the first half, and the depiction of the Victorian manor house is fantastic. Bonus here for the realization that the tower where Daisy is hiding out is visible even in the first screen of the game. Even with that win, the characters in this game are not fleshed out at all and even the player character is an empty avatar. No excuse is ever given as to why everyone was in the house at the same time, at all! Near the endgame, the story gets nonsensical as you have to puzzle out why there is a telescope in a tree, how the secret passage was closed behind Tom, and who built a tunnel to the forest and why. May be okay for lighter fare, but when you do a mystery like this one, you expect the mystery to make sense. Fantastic attempt here, but there are some real problems.

Sound and Graphics - 1

The black and white wireframe graphics have a certain charm after a while, but they look amateur compared to where the genre will go even a few months later. I give them credit for doing something that no one had ever done before, but even for 1980 games this was relatively weak.

This woman has a tail? Coming out her front?

Environment and Atmosphere - 4

Wandering through an abandoned house and stumbling over one dead body after another is surprisingly effective in defining a mood for the game. Ken and Roberta did a lot with just a little and it really shows.

Dialog and Acting - 2

Other than the notes that are left on the floor, all of the NPCs are silent. This is a lonely story. The text descriptions of the rooms are deliberately very shallow; Roberta clearly wanted you to be paying attention to the images rather than the text. For that, she is to be commended! But it does not leave much to judge in this category.

The time tunnel!

So (4+2+3+1+4+2)*100/60 is 27. After some deliberation, I will also give “Mystery House” two bonus points (+2) for the “Inventing a New Genre” award. Ken and Roberta were making up the rules as they went along and we all are thankful to them for it. That leaves us with a final score of 29.



It is quite difficult to say whether this “feels” right. “Mystery House” is undoubtedly a game from a different era, yet it measures favorably against more than a few newer games. That seems right: this is a better game than some that we have played, but at the same time the PISSED rating defines games in terms of the characteristics that later games have, so it is unsurprising that this first effort would lack some of those qualities. But ask me whether I’d rather re-play “Mystery House” or “Operation Stealth”-- there’s no contest. This is a far more fun game.

Joe Pranevich blogs about random geekiness at Kniggit.net and about religion at Coat of Many Colors.

Game 48: Operation Stealth - Won!

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Written by Joe Pranevich

James Bond's Mission Log #6:Victory! I have successfully foiled the evil Dr. Why’s fiendish plot. The world is safe for me to go spend some quality time with the lovely Julia Manigua. I know where there is some fantastic deep-sea diving, as long as you don’t mind a few sharks... and I don’t mean that as some sort of double entendre. The diving off Santa Paragua really is fantastic...

Aren’t you a little short for a Spyder agent?

In last week’s post, John Glames had just managed to escape from another of Spyder’s death traps by crawling through a rat-infested system of air ducts then stealing a uniform. Now safely disguised, we can finally explore the rest of the Spyder base properly!

My first tentative steps outside of the Spyder bathroom are into a hallway which curves around to the south and east. I came out of one door and there was a second door to the right. I try that door first, but it it locked, so I head south instead. That section of the hall is curving north and east except with a little alcove off to the south. I think I remember that door from one of the times that I died escaping the piranhas, so I expect that goes back there, but the other door is new. I try the piranha door anyway and it does not open, so I guess the point is moot. Fortunately, the other door opens revealing a storage room with lots of filing cabinets, a refrigerator, a fuse box, and other odds and ends. I find a case of guns, but it seems that I cannot do anything with them. Does the game think I might not want a gun? Would a gun be a giveaway as long as I am disguised in a Spyder jumpsuit? I personally would feel a bit better with a gun while exploring an enemy base, wouldn’t you? But sadly, it is not to be. I search the room and find two items in the filing cabinets: a pair of laces and a blank rubber stamp. What are they for? I have no idea, but if there is one thing that I have learned it is “pick up everything not nailed down”.

The next room to the east seems to confirm my suspicions: the Spyder base is arranged in a circle. There the hallway curves to the west and north with only a single door in the middle. That door leads into a computer room, but there is no computer operator present. Is that the guy that is currently on the floor in the bathroom? Who can tell? I try to use my virus-laden CD-ROM here, but it appears that this computer either does not have a CD drive or it is not the right one. I will keep looking. There’s also a bed in the room (why exactly?) and some clothes on the bed. I rifle through the clothes and find a “mission”, but it seems to be another Delphine gag item-- either that or Spyder really does have a mission to buy all of the terrific games made by Delphine Software. The only other item of note is a water cooler in the corner where Spyder agents certainly have their water cooler conversations.

Caution: This item breaks the fourth wall.

Leaving the computer behind, I head to the north-east hall section and run across a few Spyder agents having a conversation. Before I can get close enough to spy on them, I am recognized as a fraud and killed-- all because my boots were not tied. I restore and use the laces that I found in the storage room and this time they know that I am the real deal. In fact, I am such a real deal that the officer there orders me to fetch him a glass of water. Not wanting to reveal myself, I did not tell him where he could stick his glass of water and instead headed back south with a new goal in mind. I’m not sure how to give him the water, but it probably involves the water fountain in the computer room and the glass that I was hinted about in the bathroom, but was unable to find. Time to recheck every room and see what I have missed.

I start back from the beginning again and check the door next to the bathroom. This time, it opens! The room appears to be the the officer’s office, the guy that I am supposed to deliver the glass of water to. (I guess he could just walk west to get here, while I had to walk around the whole circle.) I cannot get him to talk to me, but I do notice that there is a real rubber stamp on his desk, much like the blank one that I found in the filing cabinet. Obviously, that will be important later. I try to take it, but the officer opens a trap door underneath me and I am very quickly dead again. I restore back and check the rest of the room, but there does not appear to be anything I can interact with. Again, the bank of computer monitors do not have a CD-ROM drive and the filing cabinets in the room cannot be opened by me. It seems, at least for now, like a waste of time.

Because even evil spy organizations need bureaucratic middle-managers.

The next room I search again is the bathroom, and I make a stupidly slow sweep of the entire room pixel by pixel. Not surprisingly, I manage to find the glass I was looking for earlier-- right in the sink where you would expect to find it. How the heck did I miss it before? I have no idea. Either I was not trying the right pixels or it only appears after I need it. Either way, I have it and return to the computer room to fill it with water. My stupid fetch-quest nearly over, time to deliver it to the officer.

On my way back, I pass through the north-east hallway now that the crowd of agents and officers are gone. This hall also has a door, but unlike the others has a fingerprint scanner. A ha! I know exactly where this is leading! I give the glass of water to the officer and I can get his fingerprint, right? I am so clever. I also know from the manual that some of my spy-cigarettes are used to save fingerprints for subsequent analysis. Not exactly the same as using it to crack a security door, but worth a shot. I deliver the full glass to the officer, wait patiently for him to drink, and then I retreat back to the hall with the empty glass. I know from the manual that the fingerprint cigarettes are the ones with the blue bands, so I select the right one and “operate” it to get just the cigarette paper. I “use” that on the glass and now I have a fingerprint! Time to try it out on the door.

Using the fingerprint on the scanner is easy and the door opens into another hall. At the end of the hall is another problem: a second security door, this one guarded by laser bars and a Spyder agent behind a pane of glass. Seems a bit pointless to have two security doors in a row, but obviously I am approaching a sensitive part of the base. Besides, a door guarded by lasers is pretty cool.

It’s like “limbo”, but with more death.

I search this room, but I may have hit a dead end again. Trying to interact with the lasers kills you, just as you’d expect. The guard window has a mail slot next to it and I bet I will need to stick something in there, but what? A Spyder ID? The closest I have is my gag mission orders, but that does not do the trick. I check the hallway, but all I see is a keycard reader and another fuse box. There are a ton of fuse boxes scattered around the base-- is there a puzzle that connects them? If so, I have not found it yet, but I will keep looking. Deactivating the power seems like a great approach to deal with lasers, but also not the most subtle one.

For the second time in an hour, I backtrack again to look for even more pixels that I might have missed. And of course, I find something: in the computer room, there is a black area on the right of the screen that turns out to be a garbage chute. Inside the chute is a liferaft. Why was it being thrown away? What use is it against a laser door? No idea, but it is bound to come in handy later. I do head back and try it against the door just in case, but no dice.

Since I did not find anything useful, I restore back further and replay the entire section since coming out of the bathroom grate. This time, when I hand the officer a glass of water, I notice that he turns his back for just a moment. I use that opening to try to grab the stamp off his desk. It fails the first couple of times, but I am pretty sure I am on the right track so I restore until I can get the timing just right and now I have a proper stamp! I wonder how long it will take him to notice his is blank? Now what am I supposed to stamp with it? I try the fake orders, but that does not work. I guess I have to keep searching.

Do you see the stamp pad in this picture? No, and neither does anyone else.

Another hour of pixel hunting later, I find the solution: there is a stamp pad in the computer room. It is completely invisible, without even a change in the screen when you “take” it. I find these pixel-searching puzzles to be just unfair and a waste of time. This is the third item that I’ve missed since entering the lair because I did not find the right pixels to click on, and this is even after I’d started to do slow and careful sweeps. I want to throw my mouse after just a few minutes of this. The answer to the puzzle at least is obvious: I can use the stamp with the ink pad. I use them together and… trigger a small bug. Now I have two “ink pads”, but one of them is actually the inked stamp. I try that out on the fake mission and now I have an “authorized mission”. But stop for a second: those mission orders just said to buy Delphine games. Why the heck would a mission like that, even one stamped by the officer, get me through the guard room? I know how adventure game puzzles work, but I am still disappointed with this one.

I am frankly amazed that the red carnation has lasted this long.

I return to the security room and put my authorized orders in the mail slot. As I suspected, it works! I am both pleased and swearing under my breath, but at least I can get into the next room. That happens to be another hallway, pretty much identical to the last except for a trash can. I do not see anything to do with the can, and I still do not have an ID badge for the scanner, so I press forward-- straight into the master control room of the evil Dr. Why.

Dr. Why sits on a large swiveling chair in the center of a room filled with agents and large monitors. Julia is here as well, which is a bit of a relief that I did not miss saving her back in the palace. Otto is also here, so it is even more of a reunion! Unfortunately, they see through my disguise and I change back into my handsome spy clothes. If I am going to have to listen to an evil plan monologue, then I might as well be dressed for it.

Couldn’t you have spared me the piranhas and rats?

Before we can get into Dr. Why’s plans and how I am not going to foil them, the good (evil?) doctor reveals a great secret: this is not an underwater base at all! In fact, it is a base cleverly disguised as a volcanic island which can be submerged when the evil mastermind needs his privacy. This leads to all sorts of questions that I just know the game will not answer: did they sink a real island? were the palm trees real or plastic? if they built the whole thing, how did no one notice? But at least I sense that I am near the end. The island base reaches the surface and the Stealth is launched. When Dr. Why’s counter reaches 346, Washington, D.C. will be no more. (Why 346? Is this a James Bond or Delphine Studios in-joke?)

When the cut scene ends, I can see what I can do. Otto, Julia, and Dr. Why are here and all interactable, as are several of the Spyder agents, the computer in the middle of the room (with a CD-ROM slot), and some of the computers on the sides of the room. While I am exploring, the game tells me that I must have forgotten something and while fourth-wall breaking, it is at least helpful. A few moments later, I die-- either because Otto shoots me for trying something that I should not be attempting, or because Washington, D.C. is destroyed. I try the scenario over and over again, using the classic adventure game trick of using every object with every other object to see if anything happens. Finally, I find a clue: when I use the rocket-launcher cigarettes on one of the computers on the side of the room (not the one with the CD drive), I get an error that says that I cannot do it while Otto is watching. Aha! Obviously, now I just need a distraction. But what?

How did they keep the hoards of construction workers and suppliers that would have been required to build a base like this quiet? This would be one of the great engineering marvels of the 20th century!

I will not bore you with the next part. I spent a few more hours replaying the whole sequence over again, searching every pixel and driving myself bonkers. I really wanted to beat my first TAG game without assistance, but I gave up and asked for a hint. (You may have seen the request as a comment on an earlier post.)

I actually was given two hints:


  1. I missed an item earlier in the game required to win. (Is this why I get the “forgot something” message?)
  2. I have everything I need to solve this puzzle already.

Damn and blast. So I can solve the puzzle of Dr. Why’s room, but not the game because I missed something a ways back. I hate dead ends in adventure games. I read further into the hint and discover that I missed an “elastic band” which was hidden somewhere in the shark-infested waters. That means that I need to restore all the way back there, find it, and then replay the whole base section for a fourth time. It also means that I have to beat the rat maze again, which I am not looking forward to. I considered giving up at this point, writing a genuinely PISSED rating, and leaving for good.

Instead, I took a break, beat “Mystery House”, and felt a lot better. You have probably read that review by now!

Much more fun than stupid rat mazes.

After my break, I take a deep breath and dive in again. I restore back to the sharks and explore the underwater environment in more detail. This is really tough, much tougher than the base, because you cannot pixel-hunt and dodge sharks at the same time. Even worse, you are always swimming so you cannot easily sit in one place to do the exploration. Eventually, I find a patch of seaweed whose description says that there is something on the bottom. Eureka! But even though I am on the right path, I struggle to work it out. I cannot just “take” the seaweed, or “operate” it. There are no pixels at the bottom to manipulate separately. Eventually, I discover that you need to “examine” it while in exactly the right spot. Since you are constantly moving when you swim, this was harder than it sounds-- especially since I did not know the trick. I replay the rest of the sequence again, up through to where I was before. On the bright side, the rat maze was not quite as bad as the first pass. Before long, I am back in front of Dr. Why, except with an elastic band.

I still do not get why 346. Does anyone know?

Having just replayed this whole sequence again, I admit that I did not have much patience for trial and error or more pixel-searching. I know that I have all of the objects I need to solve this puzzle, but I just cannot do it. I check the next hint: the answer is the “electric razor” and it has something to do with the trash can in the hallway. How would that even work since there is a metal door between us and that trash can? I have no idea. I restore back to the hallway and try using the razor, then remember that this is the 90s and rechargeables must not have been invented yet. Just like in the beginning of the game, I search around for a power outlet and find one in the hall. Yeah, I missed this somehow in all of my pixel-hunting-- no idea how, but I’m pretty disappointed. I plug in the razor, turn it on, pop it in the trash, and head back to talk to Dr. Why. I do not know why I do these things, but they seem like the first thing to try.

Back in Dr. Why’s room, I still get the “forgot something” message-- is there something else that I am missing? I am about to restore again when the rest of the fake “self destruct” message from the airport starts to play. Dr. Why and Otto panic, giving me the perfect chance to shoot the rocket cigarette at the computer. It blows up and the island starts to become unstable. Before I can celebrate much, Otto shoots me. I restore and do it again, except this time “operate” on Otto as soon as I can. That works! I attack him and knock him out. Dr. Why escapes with Julia, but before I can follow I stick the CD-ROM into the computer and infect the Stealth. Now that it can no longer be cloaked, the US military should have no difficulty shooting it down. But before I can go save Julia again, the base explodes. I restore again, this time trying to shave seconds off my time. I keep getting closer, but the constant interruption by text boxes makes it almost impossible to get too much faster. Eventually, I decide that my DosBox settings might be wrong and slow down the game. That helps and I am able to perform all the actions and get the heck out of there before the base explodes. I make it to the door just in time to see Dr. Why abandon Julia and fly away in a helicopter. She and I both grab the bottom of the helicopter and we all fly off together.

You have to admire any non-super spy willing to grab onto the bottom of a flying helicopter.

We ascend into the air, but even action heroes such as ourselves cannot hold on forever and we drop. On the way down, I deploy the liferaft that I found in the garbage and we survive! Just as I think we are about to win, Dr. Why circles back around and drops a bomb on us. Game Over.

I restore, this time knowing exactly what I need the “elastic band” for! While we are hanging, I attach the band to the bomb. This breaks pretty much all logic if a water-logged elastic has the tensile strength to hold and pull back a bomb, but whatever. It’s a game! When he tries to drop the bomb again, it flies back up and destroys the helicopter. We won! I won my first game for “The Adventure Gamer”!

The ending scene depicts a brief awards ceremony where I am given the “Republic Order of the Banana” and then, and perhaps most importantly, I get the girl. Julia and I retire back to some privacy and the game ends.

So this means the revolution is cancelled?

Excuse me, I have nookie I need to attend to.

Shockingly, there is no “John Glames will return in…” tag at the end. I really expected one.

As far as Delphine games is concerned, one of their “next adventures” will be “Out of this World” (called “Another World” outside the US), considered one of the greatest games of its era and a defining piece of 1990s software. I am completely incapable of understanding how the studio that did this game could have done that one. Their next adventure game will be “Cruise for a Corpse”, which we will get to in 1990. I am considering volunteering for it-- am I a masochist or what?

Up next will be a PISSED rating! I cannot wait to see how it will do!


Session time: 6 hours 30 minutes
Total time: 16 hours 30 minutes

New Contest - James Bond References & Trivia

As I indicated in my review post, I am not a James Bond expert - but you might be. As I play through the game each week, please post comments with all of the James Bond trivia and references that I am missing for the portion of the game that I have played. At the end of the postings on "Operation Stealth", I will tally up the unique comments and the contributor that finds the most references will receive a "Dr. No" DVD provided by me (or an Amazon gift card equivalent if shipping or region locking is prohibitive.)
Joe Pranevich blogs about random geekiness at Kniggit.net and about religion at Coat of Many Colors.

Game 46: Countdown - Won!

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written by Aperama

Mason Powers Journal Entry #7:“It's been the ultimate pyrrhic victory. I solved the case of the Black December terrorist group.. that's something. Also kept a gigantic bomb from going off in the middle of Paris – go me! Unfortunately.. just about everyone I've ever known has died. Some died meaning well, some didn't – but it doesn't really matter, I guess. Jack Quinn is dead, Earhardt Fleischer and General Leeland both took their own lives before they could be exposed as the true masterminds behind the group, Hakeem is dead, Lisa.. oh, Lisa! She fell off of the Eiffel Tower, and.. well, she was.. I guess she was a bad egg after all. Hey. Wonder what Rachel Akure is up to?”


“You know. Because we think you're a terrorist double agent.
But hey, we think maybe you can do something for us, so may as well just let you go free huh?”

This last play post took around about an hour, and it was an extremely frustrating hour that undid all of the good will I had for it in the last post. Jack Quinn and Earhardt Fleischer (pictured here making sweet ear nookie) have very little to offer. The Cliffnotes version of the whole conversation is as follows: “We think you're the mole that McBain was trying to ferret out, we still think that you're the one that did everything bad – but the only person that Hakeem Ababash, who this pair of clowns is certain will be the only person who has actually managed to collect the necessary information on Operation Thunderbolt, will trust is Mason Powers. Yup, you got it. The one person they need the most, just so happens to trust the only one they believe is guilty of all of the crimes. So, in order to prove that we're not that person, we're being sent out to grab Hakeem, who is apparently in the Roman Colosseum.. ugh.
One.. two.. THREE PUT ON YOUR CRIMINALLY INCOMPETENT FACE!

Surprise surprise, though, when we head over to the Colosseum, we're encountered by.. being proven to be the incompetent ape that we're constantly being accused of being. Mason hears a whisper near the scheduled drop point, he turns his head to discover the source of the noise.. and gets knocked out. He then wakes up in a scenario that I think may have actually been designed for the other game being played..
No, Mr. Bond – I expect you to die!

What follows is possibly one of the most aggravating things that I have ever encountered in all of my years of playing video games. After being stuck in the air for what is legitimately a minute in real time, the candle tears through the rope, and Mason is left in front of what is the least aggressive tiger in the planet. I'm convinced that the bloodstains on the ground must actually be the result of the frequent feedings he's been given – it's the only reason I can think for him not even attempting to go after you, simply walking around in circles. There's some rope on the ground – and behind the well-picked skeleton, there's a hook. So I'm thinking either grappling hook (but you can't use items on other items in this game) to swing over the tiger, or a lasso to take the tiger down. The little lever underneath Mason's prone face is to open and close the tiger den – but good god, the collision detection is horrible. If it had an obvious, clear reasoning behind the tiger taking you down, sure – but it seems that more or less every time it passes by, (that is not in front of you, but is horizontally on the same axis as you with your body and its back legs) you die. The way to get around it is to walk towards the gate, use the awful clipping to your advantage and end up with your body half way down the 'talk' command on the interface..
Zoological fans, tell me – can a Bengal tiger really eat a wimpy ex-CIA operative in three chomps? Tell me in the comments!

So, I'll spare you all the pain of getting lucky enough to have the tiger walk into the den (it will also walk through the top gate if you don't push the lever immediately) and have it not eat you, and subsequently not have the game bug out and decide that you're stuck in that little piece of the screen next to the 'talk' command – and instead say you move under the window and throw up a rope. It's possible that you need the hook in order to do so – I'm not going to go back and investigate, as the very screen gives me the heebie jeebies.
New top suspect: obscenely fat people?

The body hanging up there is your good friend Hakeem Ababash. Yep, sure enough, he's dead too. There's not too much in here, but this is another room that is obscenely easy to get stuck in. Every one of those stones are an interactible object. A few of them (the ones just to the right of the table) note that 'a gush of air' is popping out from behind them – there's one stone that when 'moved' (not 'opened' or 'used') makes the door pop up, with no obvious reason behind it being that particular stone. Worse still, that stone would be in reach of the person being hung up – so theoretically, he could open it and try to call for help. More importantly though, items! There's a branding rod sitting next to the hot coals. A sack with all of your stuff next to the window, which I immediately pinched. (I lost my two random boxes, all of my plastic explosives, my toolbox, flashlight, my keys, my mountaineering gear and my bag? But most tragically, the SCAL-PAL. (I shed a single tear of pain for that one.)) The table has a blueprint that is 'written in French'. Regardless... I have no earthly clue as to how you can read these blueprints, but they're there, and I take them because that's the sort of thing that Mason Powers would do. There's a newspaper article explaining that there's going to be an international summit on terrorism this Sunday in Paris, because General Leeland is winning several polls on the terrorism issue. There's also a postcard under the sack of greasy fast food that is of.. uhm. I'm honestly not sure what it's of.
The great landmark of.. uhm.. a mountain.. and a canyon.. Roman pillars.. I don't even know what country this is supposed to be. My first thought is maybe the Grand Canyon? It was one of the listed 'terrorist targets' for Operation Thunderbolt..

Admin's note: I guess it's Acropolis

Given the fact that I'm loading this up with the CAD – and everything else has had hidden writing in it – I zoomed in, found no writing – but then the game came up with 'MICRO-DOT DETECTED'. It's a small black dot just between the mountain and the building, which gives you the knowledge you need to finish off the game. It would really not have been hard to miss – essentially the only reason I did was how little I trusted the game by this point. The 'dot' reads 'Regarding your concerns about a possible change of location, when the Jackal leaves Belgrade on the Orient Express, he will be carrying a second device. The first device is already in place, but this will make out plan fool-proof. - Stormbringer'. All of my hard work until this point is proven rather useless as I travel to Belgrade and make my way to the Orient Express.. on Saturday at 10 A.M. I'd managed to keep myself to Thursday at 8 AM by this point, so I was a little miffed to be honest.
This game was before the Last Express,
so I suppose I can at least be lenient in the setting of the 'inrtigue'..

… But I can't forgive it this. What-a you say-a? You no need-a the book, yes?

The train carriage doesn't have much of interest. There's a bunch of people who 'speak bad English' (they didn't want to make another portrait is my guess), a bunch of useless red herrings – and a telegram that has been conveniently discarded just next to an ashtray. It reads 'To Jack L. (ha!), awaiting your arrival from Belgrade. Stop. Per your instructions I will look for you as a man of the cloth. Stop. I will be expecting a special package from you. Stop. Gina.'
Mr. 'Jack L.' has apparently dropped in on Father Flanigan...
 (It's apparently a reference to the charity group BoysTown and its founder)

The main carriageway leads to some side cabins. Most of them don't have too much to speak of – one that has a chess set 'where the Bishop has been knocked over', which I think is supposed to be a joke about how they've just had a priest killed for his costume. The 'jackal' is in a room a few down from him, and he's quite easy to get upset..
I kick arse for the Lord!

This is one of the last dialogue puzzles in the game. Basically, you have to play to the Jackal's strengths – the idea that I think they're trying to convey is that he's someone who would rather stay in character, because he's such a master of disguise. You convince him that someone has fainted in the next cart.. he tries to get out of it but soon realises that to be a convincing priest, he really needs to at least drop in.

Food, food. It's all this guy talks about! Some international superspy..
(He looks nothing like he did in his picture!)

We've got the knockout capsules, slip it in his food.. yeah, it's not too complicated. None of the puzzles in this game have really been too big and surprising. Long story short, he comes back, eats some food and passes out. You pinch his clothes and his briefcase (filled with a hundred thousand dollars) and go to meet 'Gina' in his stead. Before that, though, I was quite concerned about the note that the Jackal was apparently wandering around with a backup nuclear device. I found it, found some plastic explosives and electrics in there.. and had no other interactions in spite of using every single item I'd received in an attempt to sabotage it. Mason, being Mason, was too afraid he might trigger the explosion. So he leaves the Jackal on the train, with the nuke still aboard... does he search him for and steal his gun? Toss him out the train cart? Nope, just leaves him to his own devices. This guy really is inept. However, instead of taking screenshots of the casket with the nuke inside..


… I decide to reminisce to a far, far better detective game


… then get to admire the gloriously 80s dress sense of this lady
who is clearly phoning her performance in

Gina has very little to speak of, again. I kinda think they were going with the thought that people would be more eager to rush out to the end of the game by this point – I'll admit that I might have rushed it were I not here to take screenshots. She uses a pretty lame codephrase – 'Have you got the yo-yo?''Then I've got the string'.. and then promises to take us off to replace the nuclear device on the premise that it's faulty. She leads us to a back alley to the conference site that the world leaders are all congregating at in France via a back alleyway. The game leaves us with a forced 4 hours to complete it in – but it took nothing like this long. The rooms are a bunch of extremely simple puzzles that don't even involve the objects you have in your inventory..
In this room: a shaft missing a gear! (I've already replaced the gear in this screenshot)

In this room: A gear! That leads to a pulley, that pulls down the drawbridge
to make a walkway, which won't work.. Hard puzzle, game!

It's this sort of puzzle that just bugs me about a game. There are a couple of potential red herrings to bring your thoughts out – but as soon as you locate the gear, it's almost impossible not to immediately react with the thought of 'just put it in the next room?' It's just padding, plain and simple. Go across walkway, go up ladder, and you're in a room full of largely cheap seeming art. (One is actually listed as having a 'retail value of $20'.) There's one doorway that leads to instant death, and another one that's been boarded up – the only item left in our inventories at this point that interacts with it is plastic explosive.. Seems safe nearby a nuclear device, right?
Priceless art, eh?

AMERICA! Something.. yeah..

The final room of the game is just about desolate. There's one interactive object – an elephant on top of a box – you move the box, you move the panel behind where the elephant was. This all felt like padding. Just taking us to one room with a few puzzles in it that led to a crate holding the plastic explosive would have well and truly done, in my humble opinion. Anyhow, we're to the true final screen of the game: The bomb!
Let me just pull out my trusty screwdriver..


This should be fine. I've already been told what to do with the wires.
Blue: 3 o'clock, Green: 9 o'clock, Red: 6 o'clock. Probably in that order t--


um.. oops.

So, I've got no idea how you were supposed to actually get the order to cut these in. My thought was it was in the order of the note that was given – but regardless, as there's no actual stress in this situation, it wasn't a trouble. I blew up Paris a couple of times, reloaded, found the right order. I presume that it means we had to do something with the blueprints found back in Hakeem's death room – but I honestly don't know how. And this game honestly doesn't make you want to reload to find these things out – it's just as easy to re-reload, even if it's probably at the cost of a few points.
In true superspy tradition, I waited until the last second to strip the final wire

And like that, Countdown's climax is at hand! The game proceeds with a short set of end-screen speech, which I'll recap instead of going through screenshots. “I had saved the President's life... along with the heads of state of six other countries. Black December was exposed as a fraud. Phony terrorists organised by an inner circle of self proclaimed messiahs trying to seize control of the most powerful country in the world. At the head of this conspiracy was General Leeland, the man who would be King. His second in command was Earhardt Fleischer. But there would be no trial for their crimes... Both had arranged to save the taxpayers a substantial sum in case their plan fell through. One died by poison, the other by gunshot. Other co-conspirators, though no one would ever know if all had been captured, were rounded up and the incident was closed. Well... not quite! I got a big promotion and finally started moving up in the company. Now, I felt I could try to strike something up again with Lisa...”

“I love you..”












“Die, pig!”

This was a really nice, if largely unneeded twist – the game really didn't need it to conclude, as Lisa has really done very little throughout the game. It just shows off another conspirator – Lisa didn't have to be a part of this.. but turns out she was! Mason ducks as she lunges with a knife, he reaches out to save her regardless – and she slips from his grasp with a shriek. Eep.
Yep, Mason's that nice a guy


Cue hard rock music from intro! (And the second piece of music period for the game..)

If anyone has any information on my missing 35 points (take off two for not being able to re-see the cutscene where Mason jumps out of the window in this playthrough), feel free to let me know. I never used the battery, the branding rod, the 'watch' that appeared in my inventory from the sack in the torture room, the pliers or the coat hanger – everything else actually had either one or multiple uses.

On to the rating!

Session Time: 1 hour
Total Time: 10 hours

Game 46: Countdown - Introduction

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Written by Aperama


The game opens with a shill scream



...And then some generic hard rock music into a title screen. COUNTDOWN!

It's almost sad to be writing instead of reading these, but I'll try my best not to let anyone be disappointed.. well, aside from the fact that we're leaving QFG2, which I've already mentioned is quite possibly my favourite game of all time. Countdown: An Interactive Movie of Intrigue, Espionage and Suspense appears to be the next in a relatively short line of games we're going to see from Access Software - A.K.A. the creators of the Tex Murphy franchise. Seeing the familiar faces of Brent Erickson -- but more importantly, Chris Jones (the face of Tex Murphy) under the 'created and designed by' column is quite heartening, I'll admit freely, as I was quite worried this one could easily be a hunk of junk! At least the story is just about guaranteed to be good. Comparing the credits of the two games, it seems that Mean Streets had quite a few extra people working on it, though - if Mobygames is to be believed, only eight people actually worked on this game, which is a little concerning to say the least. (One of them is only there for 'additional text', at that, whatever that means!) Still, I've got faith in the ability of this crew, as all of the people who are listed in this game are veterans from Mean Streets, and the majority of them returned for Martian Memorandum - so they can't have mucked up too badly.


Chris Jones - anybody who doesn't know this face by now on this blog has some catching up to do

The manual doesn't exactly give amazing amounts of detail in regards to what I'm to expect, and isn't very graphical in nature. Apparently, I'm an American Intelligence officer (not Molly Meldrum, as I had so hoped - any Australian reader can fill you in) waking up in a government subsidized asylum for 'people who know too much'. But I have that ever-so-fun plot point of amnesia to deal with! (That said, the back cover informs me a little more, telling me that I'm Mason Powers, that I've just intercepted an ultra secret message about an international terrorist group - and that the CIA Section Chief, Frank McBain, is dead - allegedly at my hands! I'm already expecting there to be several playthroughs though, as there's another listed issue - 'You have 96 hours starting 12:00 am Wed. Oct. 7. You have until Sat. Oct. 10 at midnight to solve the game.' Ooh, boy! I love it when games give me deadlines! *gag* Still, that's not to say that the deadlines are going to be impossible, right? I'm definitely not heartened by its warnings of 'save often' (a common adventure game mainstay in manuals and death screens alike) - but I'll admit that my warning klaxon does seem to be firing away at the statement that I should 'play with a friend' and that I should 'play with the lights turned down for atmosphere'. Heck. There's even a hint book ad. And a help line ad. Yeeeah... I think Trickster might have picked the right time to stand aside..


I can already tell just from this little screenshot in the manual that there's going to be some real pixel hunting pain

The game appears to be using a modified version of the Tex Murphy/Mean Streets engine, which means I at least know what I'm likely to be in for as far as an interface - somewhat clunky, but mostly effective. It also shows pictures in the manual of a familiar conversation interface, even though I'm hopeful that they've at least taken out the 'remembering everybody's full name' sections of Mean Streets... but I'm really getting ahead of myself, here. I'll let you all know ahead of time that the blogging part of this is very new to me, and the thought of taking intermittent screenshots is definitely not one I'm used to.. doubly so with a timed game. With any luck, though, I should be able to get around my troubles and just focus on getting thoroughly lost in the world of Countdown. My copy forces me to choose my interface/sound options every time I run it up, even with it 'installed', which is quite annoying - and just from a few moments of fiddling with the opening screen, I can already tell that I'm going to be cussing a great deal at the game engine, making me click multiple times on things et al - I'll try not to belabour the point, though. Anyhow. Let's get on with it!


The 1990s loved these slogans, didn't they? Did anyone ever really feel that 'they were right there'? Huh?
Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read ithere before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of Aperama requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that Aperama won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw

Missed Classic 2: Adventure (1977)

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Written by Ilmari

There is an immense number of adventure games and the official playing list of TAG contains only a small selection of them. The games that make it to the official list have passed a tight criteria that we hope will let through only the most memorable adventure games. Then again, someone might think that the rules have been too strict and some forgotten classic has slipped through our hands. Well, since TAG is now a community effort, there is a perfect chance to rectify this - one can just write a review of this hidden gem, and we might publish it as part of our irregularly appearing Missed Classics -series. The rules of the official playing list can be followed, but reviews of a more relaxed formula fit also right within Missed Classics. We’ve already seen Joe’s take on Sierra’s Mystery House and now I will move to an even more distant past.

Personally I was always a bit disappointed that Trickster limited TAG to graphical adventure games, since so many memorable text adventures had to be ignored (then again, if that decision would not have been made, we would probably still be stuck in the 80s). It is still debatable whether at least purely text-based adventure games should not be included in the Missed Classics, and I would love to hear opinions on this in the comments. Nevetheless, I think the rules can be bent once, when we are dealing with the game from which the whole genre got its name: Adventure, also known as Colossal Cave.

The story behind Adventure has been told over and over again by far more talented and well-informed writers, so I’ll just give a quick summary. I urge any reader who is interested of more details to check Jimmy Maher’s Digital Antiquarian or Rick Adams’ Adventure page.

It all began with Will Crowther, one of the programmers behind ARPANET, the predecessor of Internet. In addition to programming, Crowther was known as an enthusiastic spelunker and was especially famous for exploring part of the Mammoth-Flint Ridge Cave System in Kentucky with his wife, Patricia Crowther. Due to their divorce in 1975, Crowther was separated from his daughters and was then inspired to write a program that they might find amusing.

The man behind it all, Will Crowther

The program recreated geography of a part of the so-called Bed Quilt Cave of the Mammoth Cave System. For a long time, it was thought that Crowther’s original program was nothing more than that - a mere guided tour through a cave system. When the original code of Crowther was discovered in 2005, it became clear that this first stage of Adventure was something more. It had obvious D&D influences, like magic words and little dwarves running around, but most importantly, it already had puzzles and was thus a primitive adventure game. Yet, it was also clearly unfinished and had no proper ending.

However incomplete, Crowther’s program was spread from one person to another and eventually found it’s way to Stanford Medical Center’s computer system, where it was discovered in 1977 by Don Woods, a graduate student in computer science at Stanford University. Woods decided to contact the author of the program and ask a permission to complete it. This was quite a feat in itself, since the program had no more suggestion of its origin than the surname of Crowther. Fortunately, the Internet of late 1970s was far smaller than nowadays and Woods could simply send e-mail to all Crowthers in the net. Crowther gave his permission and Woods began adding features and especially ending to the game that was now known as Adventure. This is the definitive version of the game that gave its name to the genre we so love.

Don Woods receiving award for his work on Adventure

Rest is then history. Adventure has been ported to many computer systems and many enhanced versions of the game have also appeared. I am playing Don Ekman’s DOS port of the game, which should be as close to the original mainframe Adventure as possible. It even faithfully recreates the possibility to set “opening hours” for the game - a feature useful in mainframe versions, because people were not encouraged to use all their precious time with playing Adventure. Since I’ve played the game earlier to a successful completion and this will not be part of the official playing list, the following will be more like a guided tour through the prominent features of the game.

Spelunker’s diary: Who would have guessed that a cave in the middle of Kentucky would contain volcanos and even dragons! Somehow I feel that I’ve fallen into an elaborate game of treasure hunt, so unbelievable everything seems. And what did that voice say about the cave closing?

I hope the screenshots satisfy even the readers with a more refined taste

Adventure wastes no time for beginning. If the player wants some info when starting, the game mentions a legendary Colossal Cave, where magic is rumored to work and which should contain immense riches, if one just is able to get back alive. Without any further explanation player is then dropped in a forest near a small brick building. The building itself contains some basic equipment for caving expedition – lamp, food, water and a set of keys – but the legendary cave is not in the immediate vicinity. The forest itself contains few rooms and there's also a valley and a hill, but these are all mere scenery. Instead, one should follow the stream, which soon ends with a locked grate, behind which the entrance to Colossal Cave lies. The keys found in the building fit, and the player finally steps into the cave itself.

While the description of overland rooms is nothing out of the ordinary, in the cave system Crowther's expertise on the topic becomes evident – I have no idea what a frozen river of orange stone looks like, but it sure sounds like coming from a person knowing his geology. Some rooms, evidently added by Woods, have more fanciful features. For instance, in two rooms you see a shadowy figure waving to you through a window - later you’ll learn that these rooms overlook a huge canyon containing an enormous two-sided mirror.

This is what frozen river of orange stone looks like.
Anyone interested of the real Colossal Cave should check
the photos available in an article by Dennis G. Jertz.
It sure looks more cramped than I thought it would be.

Now, while in graphical adventure games it is fairly easy to see how the rooms connect to one another, especially the earlier text adventures made navigation truly difficult. One might move north, but going back to south might land you to a completely different place than the one you originally started. In Adventure this makes some sense, since you are meant to walk in an elaborate cave system - you are choosing a tunnel leading out from the northern side of a room and this tunnel might lead to east side of another room.


For those who want to orient themselves better,
here's a map of Adventure by courtesy of Joe Pranevich.

(Here's a better version)
10 CAPs for the first one to point out something missing from Joe's map

The navigation becomes truly difficult, when the descriptions of the rooms become completely identical - this happens in the famous “maze of twisty little passages, all alike”, where all rooms are described with just these words. Joe has detailed rather well how to handle such mazes in his Mystery House review, so I’ll not bother explaining it again - I’d just like to point out that I personally find them a bit tedious, adding nothing but wasted time for the game play. While this maze originated with Crowther, Woods added a second maze to the game, this time one of “twisting passages, all different”. In Woods maze the descriptions of the rooms are slightly different, with same words, but in different order, which makes mapping it much simpler.

Another obstacle in mapping Adventure - and one that fortunately felt quickly out of fashion - is the randomness in movement. Both in the overland forest section and in the caves themselves there are some rooms in which moving to certain direction won’t have a certain result, but the player will land to a random destination. This is probably meant to suggest how utterly confusing movement in the area is, but I find it rather perplexing that even after hundreds and hundreds times of going through the same rooms the would-be spelunker hasn’t learned to navigate through the tunnels.

Especially irritating this randomness of movement is in case of the famous puzzle of the last lousy point. Gaining the point is rather easy. You’ll find a magazine in the caves, addressed to certain Witt. Then you’ll just have to find a room called Witt’s End and drop the magazine there - the point is yours. Problem is then finding your way out of the Witt’s End, when going to any direction seemingly lands you back to the same place. Solution is to move to any other direction except west - you have a small chance to land somewhere else than Witt’s End.

Speaking of points, the game does have a scoring system, added by Woods. You gain points by finding the cave, but most of the score comes from discovering treasures and moving them to the safety of the brick building (especially the latter part is not explained well in the game and the player might well wonder what to do with all this gold and jewelry). Points can also be lost - the game offers hints, but charges points of it. Furthermore, after player dies he can choose to be resurrected, which also costs some points, but lets you keep all the treasure you’ve managed to accumulate. In the original Adventure (and also in the port I am playing) the maximum score was 350.

Yes, I am back alive again!

But because I used up my lamp, I am still kicked out of the game. Doh!

Now, picking the treasures up is usually the easy part and the challenge lies in getting forward to the places where treasures lie. Most of the cave system is without light and wondering around in dark leads eventually to falling down a pit, so after entering the cave, first problem is quickly to get some light. This might not be as easy as it sounds. True, the brick building contains a lamp, but since the game’s parser accepts only two words in a sentence, it is a bit tricky to find the right formula for turning the lamp on - it happens to be just “lamp on”. The lamp works with batteries, which have a tendency to run out. The player can find a battery dispenser in the “all different” -maze, but buying a battery requires some coins, which as a treasure are then deducted from your score. A player wanting to get a full score must then be so fast that new batteries are never required.

The first real puzzle the player will face concerns the rod, the parrot and the snake (sounds like a great rock band). The first items you’ll meet inside the Colossal Cave are a cage and a rod that has the appearance of being magical (later on you will have to wave the rod to create a crystal bridge over a chasm - somewhat unfair puzzle because there is nothing to hint that waving will have any effect there). Next you’ll meet up a bird, which will probably seem frightened and fly away, when you try to pick it up. After a few steps down the cave and you’ll get into an ominously named hall of the mountain king, where a snake guards the entrances to further rooms.

The solution to this conundrum requires careful inventory management. The player must have the cage so that the bird can be carried - this is very obvious. What is not so obvious is that the bird is afraid of the rod. So, before the bird is picked up, the rod must be dropped. What use is the bird then? You shouldn’t feed it to the snake, which would still be guarding the passageway. Instead, you are meant to throw the bird, which then scares the snake away.

I am not going to go through all the puzzles of Adventure in detail. Most of them seem rather commonplace - at least until you consider that these puzzles were bright new, when the game came out. Oiling rusty doors and feeding hungry bears is something we’ve seen in dozens adventure games after this.

Watering a plant and climbing it: 5 CAPs for a similar puzzle in another adventure game

Compared to later Infocom games the two-word parser makes the puzzles somewhat easier. With Infocom games the player would be expected to write down exactly where the bird is to put, but in Adventure holding a cage and picking up the bird is enough. Similarly, the player is not meant to tell, which tool he should use for opening an oyster, it suffices that he is just carrying the right item. An interesting twist on this theme is the use of a pillow - you will find a delicate vase, dropping of which leads to its shattering, unless the room contains a pillow, on which the vase is then dropped.

Note how important is the ability to drop things - something rarely found in graphical adventures. Adventure comes with an inventory limit, which forces the player to drop items occasionally. Furthermore, there is a place where the inventory items prevent movement forward - the passage supposedly becomes so tight that you cannot get through. Then it’s just a matter of leaving your items behind, while you attempt to move through the toughest spot. In another room you’ll find a particular treasure (gold nugget) that is apparently so heavy that you cannot carry it up and you’ll have to find an alternative route to take it outside.

Another interesting feature of Adventure are the magic words. At the same spot you find the magic rod you’ll also see the word “XYZZY” written on a wall. Using that word in that particular room lands the player back to the brick building and doing the same thing at the building transfers one back to the XYZZY room. I remember being confused about all of this, when I first played the game - I thought I had to have the rod in possession and that saying XYZZY would somehow invoke its magical powers. Indeed, I think that the magic words should have been introduced more substantially than just by telling that magic works in the cave and by placing an incomprehensible scribble on one room (especially as some rooms have scribbles that do not work as magic words). Of course, the matter would be different if all the magic words were nothing but shortcuts, like XYZZY and PLUGH, which one hears a hollow voice saying somewhat further down the cave, but two of the words are also essential for solving actual puzzles.

The first case is actually rather good puzzle, at least once you know how the magic words work. At one point the player arrives at a room of giant proportions with a large nest containing golden eggs. On the wall of this room one can read the words “Fee”, “Fie”, “Foe” and “Foo”. Saying these words does not make the player move anywhere else, but it does make the eggs return to the nest, if they are out of it. How does this help? Well, the player will later on meet a bridge guarded by a troll, who won’t let anyone through, unless they forfeit a treasure. The obvious trick is to give the eggs to the troll and then say the magic words to make them return to their nest.
The second case is more unfair. Remember the tight spot I mentioned earlier, where you had to drop all your items before moving through to next room? Well, the tight spot leads to a room with an emerald that is the size of a plover’s egg. The emerald is small enough to be carried through the tight spot, so that’s not the problem. The true enigma lies in the room beyond the emerald room. Emerald room has light, but the room next to its hasn’t. Since you have to leave your lamp before going through the tight spot, you apparently cannot bring light to the dark room. The solution is that the word “PLOVER” (mentioned only briefly in the description of the emerald) transports the player between emerald room and and an earlier part of the cave system, thus making it possible to bring light to the dark room (it contains nothing else but a platinum pyramid, which is one of the treasures).

While the magic words are quite problematic (especially PLOVER), I’ve learned to truly dislike the random elements of the game, that is, the pirate and the dwarf. They appear from time to time quite unexpectedly and generally try to screw things up: pirate steals your treasures and dwarves try to kill you. It is because of them that I cannot say to have won the game this time (I’ve done it earlier), as I finally resigned because of exhaustion. After a few rounds of reminding myself of all the important things inside the Colossal Cave, I started to really solve the puzzles, but did it a bit too slowly and noticed too late that I’d forgotten to get a new battery. Result: falling into a pit in darkness.

I tried to plan my second attempt more carefully, but failed at one crucial moment. When you encounter a dwarf for the first time, he will throw an axe at you, miss and run from the scene cursing. The axe is then for yours to take and boy you are really going to need it. When you later meet a dwarf, usually the only thing to do is to throw an axe at him and hope you’ll manage to kill him, before one of his knifes hit you instead of the wall (the knifes vanish so you cannot pick them up). Well, I had failed to notice the first appearance of a dwarf (this happens easily, if you are doing things too quickly) and I had no idea where the axe was, when a dwarf appeared next time. Dwarfs have a very bad aim, but they have an infinite supply of knives and they tail you relentlessly - and it is very possible that after one dwarf another appears. So there I was followed by three dwarves - needless to say that I couldn’t finish before being gutted.

Fun for the first time, not so much for the next thousand times

At this point I was getting a bit annoyed and angry at my own lack of attention. I then decided to just follow the quick walkthrough included in the ZIP of the game, just to get the screenshots of the last section. I followed the steps and killed some dwarfs on the way, but then the problem of non-appearing pirate appeared. You see, when the pirate appears to steal your precious items, he hides them in the “all alike” -maze together with his own treasure chest. The chest itself is a treasure and it doesn’t exist before seeing the pirate. So, if you never see the pirate, you are doomed to spend the rest of your Adventure walking in circles and waiting him to appear.

At the moment I realized I wasn’t going to make it this time either, I was pretty tired of the whole game and decided to stop it. After all, I had managed to complete the Adventure before, so I had no great urge to do it another time. Screenshot was still missing, but hey, I could always ask the readers to provide one. So, here’s a challenge - first one to send screenshots of the end scenes will get 20 CAPs!

So what’s the ending like then? Well, you have managed to procure all the possible treasures (not counting those you might have broken, given to troll or used up in buying batteries) and there seems to be nothing left to do but wander around the cave system aimlessly. Then a voice is heard, announcing that the cave is closing. Soon you are whisked away to something called a repository of the “Adventure” -game - filled with all the stuff from the caves, including a number of sleeping dwarves you do not want to disturb. We’ve had plenty of discussions whether breaking the fourth wall makes for a good plotting - now you know it started at the very beginning of genre.

At one end of the repository lies a steel grate leading to treasury, with keys apparently in the main office. Getting to the treasury is one of the lousiest puzzles in the game. Will Crowther had for some reason programmed an answer for a use of the verb “blast”: blasting requires dynamite. Woods apparently thought this verb should have some actual use (it’s beyond me how he thought the player would even consider using such a verb). Among all the junk in the repository there are rods that are slightly different from the magic rod in the caves - they are actually dynamite. All you then need to do is to leave the dynamite at the opposite end from the grate, go yourself to the other end and say “blast” (if you remain in the same end with the dynamite, you will get blown to pieces, and if you blow up the dynamite in the wrong end, the repository is filled with lava). When the dynamite explodes, dwarves are buried in the rubble and a hole to the main office is opened. The player is then carried by elves to sunset… actually it’s very unclear what the elves mean to do with the player character. 10 CAPs for the best explanation!

Time played: 3 hours
Total time: 3 hours


PISSED -rating

Puzzles and Solvability
The first adventure puzzles ever! I feel I should be excited by them, but I find myself rather underwhelmed. Problem is probably that I am constantly comparing Adventure with Zork trilogy. Just look at the dwarves in Adventure and then think about thief in Zork I: dwarves are just a nuisance that makes you repeat the exact same moves from time to time, while facing the thief requires more of strategic thinking. Most of the puzzles in Adventure just feel so simple. There are few problems with interesting twists, but also some that require you to read the mind of the programmers - and I really have no liking for the puzzles that require just luck. All in all, a very mixed affair.
Rating: 3

Interface and Inventory
Here I once again find myself torn by the pioneering status of Adventure and its crudeness when compared with later adventure games. Inventory is a bare list, and two-word parser just doesn’t have the sophistication that a text adventure truly requires. Then again, Adventure efficiently does what it can with the technical limitations and there are interesting results for most of the possible verb-noun -combinations. Minor quibble is that “throw” seems to be the “do-it-all” -verb, which sometimes leads to unintentionally humorous results.
Rating: 3

If I can just throw bears around, why couldn't I handle a troll by myself?

Story and Setting
I am beginning to sound like a broken record, but the story feels a bit non-existent when compared with later adventure games. The cave system is undoubtedly quite believable and even the more fantastic elements fit right within it. There are some minor oddities, like the more oceanic objects, which don’t really fit in with subterranean surroundings. Still, the major complaint I have is that there’s no real sense of what all this stuff is doing there. Even Zork I with a similar “gather all treasures” -quest had glimpses of the fabled Great Underground Empire, the remnants of which the player was exploring - Colossal Cave, on the other hand, seems to have no history. The strangest feature of the story is the ending with its suggestion that the cave is nothing more than an elaborate game. The idea is very underdeveloped and in retrospect it seems like a cliched way to have some closure for the dungeon exploration.
Rating: 3

You are lost sir, Disney World is in Florida

Sound and Graphics
No graphics, no sounds.
Rating: 0


Environment and Atmosphere
This is probably the highlight of Adventure. You truly feel like you are a seasoned spelunker exploring an unknown cave system, mapping out its dangers and conserving your light source. The attempts at humour break this atmosphere sometimes and it would have been better, if either all the humour would have been dropped or then the game would have taken a bolder step towards weird silliness, like Zork (these comparisons are starting to repeat themselves).
Rating: 5

Adventure failing to be funny

Dialogue and Acting
The characters do have couple of sentences, but most of text is still narration. Text in general is terse and efficient. On occasion the writing does rise to an even poetic brilliance, but it still is far from the great works of interactive fiction.
Rating: 4
If only the narration could be consistently of this quality

3 + 3 + 3 + 0 + 5 + 4 = 18, and dividing that with 60 makes 0,30 or 30. Because Adventure is the greatgrandfather of all adventure games, I am giving it exceptional 3 points bonus, which makes the final result 33. Does this seem low? Well, we have to remember that this is still very early in the development of adventure games - story, writing, parser and puzzles still have a lot to improve. Also, one thing that weighs heavily is that PISSED is developed for graphical adventure games. If we instead used an alternative SPIED-rating with no evaluation of graphics and sounds, the result would be 39. This sounds quite fair - Adventure does have potential and clear historical value, but some of the more annoying features make it less memorable than it might have been.

Game 48: Operation Stealth - Final Rating

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Written by Joe Pranevich

Drumroll, please...

Being my first game that I have reviewed for “The Adventure Gamer”, I did not know what to expect either from the game itself or the process of documenting and reporting on my experience with this game. There is also a fantastic legacy of fairness to uphold. Trickster built a site that we all loved, and I want to live up to that expectation. I started out enjoying “Operation Stealth” very much: the plot was interesting, the atmosphere was the right amount of cartoony for the subject matter, and the puzzles were challenging without my ever feeling like I did not have a lead to follow even when I did need to backtrack. By the end however, I found myself frustrated by an experience that had gone off the rails, first by adding too many minigames and then by making the final section extremely difficult. I became increasingly frustrated by the interface, the poor translation, and the bugs. I came very close to quitting this game, which is not a great start for what I hope will be a few posts for this blog. Having had a week or two to think it over, I have mellowed out a bit on the game and I am curious where this PISSED rating will take us.


Puzzles and Solvability

I suspect this will be one of the more challenging categories for me to discuss in this review. Let me start off with the good: most of the adventure game puzzles are fair. The vast majority of the time I played this game I felt like I had leads or I had avenues to explore and that the solutions to the puzzles were logical in the game world that I was playing in. This does not mean that I did not find myself insanely frustrated at more than a few points, but I chalk this up to interface over puzzles. The puzzles were well designed; the interface was crap.

Looking back at the two puzzles that stumped me, the elastic band and the distraction with the electric razor, I realize in hindsight that both were at least somewhat reasonable. For the elastic band, for example, I completely clicked through a message that would have given me the hint that I needed:

Somehow, I missed this message twice.

I suspect this was because my CPU settings were too high (an issue which also hurt in the final confrontation with Dr. Why), but I give them the benefit of the doubt. Once I knew there was something to find, I found it easily enough (barring the interface problem). The electric razor was similarly logical if I had noticed the electric socket right outside Dr. Why’s room. That would have clued me in to the only “logical” solution given the items that I had. It is still crazy because of the metal door, but maybe they left it open. So for both of these, I think I'll give the game a pass. 

The only “adventure game” puzzle which I particularly have an issue with is the fake orders. When you are given a gag item that instructs you to play more Delphine Software games, you do not expect it to be something you can use in-game. Fourth-wall breaking is fine, but how exactly did that paper get me past the guard?

The action puzzles in this game were a huge drawback for me. One or two would have been fine, but too many hours were spent in mazes, banging my head against timed sequences, or dodging sharks. This may have been fun for some, but I felt that the game overall placed too much emphasis on these sequences to the detriment of the adventure game aspects of play.

I’ll give it a 4. It would have easily be a 5 or 6, but I’m still pretty steamed about having to do the rat maze again.

Rating: 4


Interface and Inventory

Let me take the gloves off: the interface in this game is not fun. The mechanics of it are fine: right-click to open a menu or operate on inventory, left-click to select an item. But the translation is challenging and it took most of the game to work out the difference between “operate” and “use”. (For the record, “operate” implies no direct object. If you need to act on something instead of just act with something, you use “use”.) The error messages in this game are useless, the vast majority of the inventory items have no description, and some of the inventory items change names as you enter different parts of the game. Nothing you cannot figure out, but still annoying.

Then comes the pixel-hunting. Especially in the last area, you have to really search to find the objects you are looking for. The “ink pad” for example had no on screen clue, and I do not think the “glass” did, either. (But the latter was clued in the description.) Mousing around with “examine” selected in each screen became a habit, but even after I had done it for hours I was still missing things because they were so darned small. I ended up playing through some sections several times and still missed details. This aspect of the game is just no fun.

Getting new spy equipment was always a joy.

A huge bright side? The inventory. The spy gadgets that you received during the game were interesting, well-spaced within the narrative, and always fun to figure out how they could be used to solve the puzzles at hand. While they were all described in the manual, almost none of them were used in the way that was implied. You never, for example, used the “electric razor” as a recording device, nor cross between buildings using the watch cable. Even the rocket launcher was just a distraction for you to do the real damage. Some of the other items were a bit silly, such as only having enough money to buy two flowers in the beginning or the flotation device which I still do not fully understand, but overall this was a strong area for the game.

I will go with a 3 here. No matter how much I loved the inventory puzzles, the interface overall was terrible. They made the game difficult for all the wrong reasons.

Rating: 3


Story and Setting

Surprisingly, this is one category where Operation Stealth really shines for me. While I am not an expert in “James Bond”, by any means, I am familiar with the tropes of the genre: the gadgets, the girls, and the somehow overly fashionable games of spy-vs-spy. Real spies, I am sure, do not go around being the center of attention. This game had all of those elements in spades, and put them together in a fairly interesting way, even being more than a bit tongue in cheek when things started to get too over the top.

Are you? Because I’m having trouble keeping track.

This game is a popcorn-entertainment scenario played out in a popcorn-entertainment setting. It was not realistic in the least, but there was something fun about having the CIA, the Russians, a homegrown resistance cell, and Spyder all playing in the same sandbox and crossing each others’ paths. The twists and turn of the story were fun, and I even forgave John getting captured so many times once I was informed (by a commenter) that this was a standard trope in James Bond films that I was unaware of.

I did at times lose track of the plot, and I had difficulty telling identifying characters on sight. We also dropped the subplot with the Russians and the resistance cell midway through the game. This is not Shakespeare, but it was never intended to be and it does very well at being what it intended.

I’ll go with a 6 for this one.

Rating: 6


Sound and Graphics

The tropical setting of Operation Stealth as well as the “colorful” world that John Glames/James Bond inhabits lends itself to a bright palette, and this game does not disappoint. I have already deducted points for pixel-hunting, so for this let me just consider the graphics themselves. Overall, I found the screens to be nice, the use of colors good, and the game appealing. There were no fancy scaling tricks or view angles, so from that perspective the game was quite vanilla, but it was still a pretty game to look at. One exception here is the design of the minigames and the underwater sequences, both of which looked very muddy and difficult to make out what was going on.

This is the most creative the game ever got with camera angles.

Sound in this was nice with a few interesting songs and the background music when it was present was not glaring. Sometimes you would get rooms where you had to turn the sound off because it was grating (and I did have to play sometimes without sound because I have a small baby), but mostly it was an addition rather than a drawback.

I’m going to go with a 5 here.

Rating: 5


Environments and Atmosphere

As I said earlier, I thought the story was great and the setting fitting for it. But when it comes down to the environments that were depicted for the game, they do tend to run rather vanilla. An airport, a town, a cave, an underwater spy base? It is not that all of these places were the same, but that there were few real stand out sets or scenes in the game. That said, the atmosphere did manage that cheesy 1980s spy-film feeling which is more or less what they intended.

I go with a 4 here. Not bad, but could have been less monotone.

Rating: 4


Dialog and Acting

This is another tough category. The actual story and dialog that supports it is pretty great. There are occasional jokes that work (the recurring one about spies using their real names when they are not supposed to comes straight out of “Get Smart”), as well as some ham-fisted fourth-wall breaking that does not work. The explanations and dialogs are clear and overall I never was distracted by the quality of the prose to get taken away from the game that I was playing.

But the interface text and error messages were terrible. From the very first post, I complained about badly written error messages and they never got better or more understandable. There were objects that would randomly be renamed or referred to in multiple ways, the duplicated “ink pad” issue, and a few other gaffes. For example, I’m still not entirely clear what the water safety device I bought in the second or third post was supposed to be.

It’s funny, right?

So once again, a mixed bag. I’ll go with a 5.

Rating: 5


Totals

Actually, not that bad. Except the ending.

4+3+6+5+4+5=29 *100/60 = 45!

But I am going to use my discretion and give the game the “You Made Me Play That Rat Maze Twice, You Bastard” award for -1 points, giving the total as 44.

This is marginally better than “Future Wars” and that seems about right. It also is a bit lower than the first “Manhunter” which I recall also hating the controls for, so that also does not seem too far off the mark. This game would have scored significantly higher if the last section had not been so terrible, but honestly the early parts were not perfect either.


And the closest guess to 44 is... Ilmari... with 44!

Also, congratulations to Laukku who bet in the introduction post that Joe "won't find the rubber band in the sea without help." So a whopping 50 points for one of the few winning bets on this blog.

Caption contest winner: Kenny
Caption contest: The sermon by the leader of the Cuban Cult Of Smuggled AK47s was just too enrapturing for James and his Bond Girl.

James Bond Trivia Results
Post 1: Laertes = 1, Canageek = 1
Post 2: No trivia
Post 3: Charles = 1
Post 4: Ilmari = 1
Post 5: Andry_Panthro = 3, Ilmari = 1, TBD = 1
Post 6: No trivia

The winner is Andry_Panthro! On the basis of poor participation! ;) And a bonus 5 CAPs for all participants!

CAP Distribution

120 CAPs for Joe Pranevich
  • Blogger Award – 100 CAPs – For blogging his way through the game for our enjoyment
  • WYS Award - 20 CAPs - For sending his What's Your Story? -answers

20 CAPs for Andy Panthro
  • Clue Award - 20 CAPs - For answering Request for Assistance
  • Shaken but not stirred Award - 5 CAPS - For contributing James Bond trivia

20 CAPs for Corey Cole
  • "Would You Like to Work with Adventure Games?" Award - 20 CAPs - For sharing with us how people were employed in Sierra

65 CAPs for Laukku
  • Delphine Historian Award - 5 CAPs - For pointing out the reference to Future Wars
  • Frustration in the Seaweed Award - 50 CAPs - For successfully betting that Joe would not find the elastic band
  • "Go for the eyes" Award - 5 CAPs - For continuing to look at the screen shots after the initial shock
  • It's Good to be the King Award - 5 CAPs - For announcing a trailer for a new King's Quest game

15 CAPs for Ilmari
  • Psychic Prediction Award - 10 CAPs - For having the closest guess of the final score
  • Shaken but not stirred Award - 5 CAPs - For contributing James Bond trivia

10 CAPs for TBD
  • Genre Support Award – 5 CAPs – For announcing a new sale on GOG
  • Shaken but not stirred Award - 5 CAPs - For contributing James Bond trivia

10 CAPs for Kenny McCormick
  • Cuban Cult Leader Award - 10 CAPs - For winning the caption contest

5 CAPs for Novacek
  • Genre Support Award – 5 CAPs – For announcing a new adventure game on GOG

5 CAPs for Rowan Lipkovits
  • Mystery House Award - 5 CAPs - For sharing a link to Mystery House Taken Over

5 CAPs for Charles
  • Shaken but not stirred Award - 5 CAPs - For contributing James Bond trivia

5 CAPs for Canageek
  • Shaken but not stirred Award - 5 CAPs - For contributing James Bond trivia

5 CAPs for Laertes
  • Shaken but not stirred Award - 5 CAPs - For contributing James Bond trivia

5 CAPs for Tymoguin
  • "Go for the eyes" Award - 5 CAPs - For continuing to look at the screen shots after the initial shock

Game 46: Countdown – Final Rating

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Written by Aperama

This is the first game officially played since the revival of the blog, so I don't mind saying that the hardest post to write is most certainly this one. Trying to use the even-handed approach that I definitely feel Trickster always managed to offer out is sure to be a challenge and a half – and it doesn't help that I find this game to have been one that had a small gem that, were I not playing this game for the sake of the blog, I feel I would have given up on or just followed a walkthrough to beat. The game was challenging only ever in the points that I don't appreciate a game in being challenging – giving a largely artificial time limit that would take being rather daft to not manage to complete the game by, but leaving that incessant clock in the corner of your screen making you all the more cognisant of the looming possibility of a deadline – being the perfect example. Oh, and the timing-based walking puzzles were just insipid. On the other hand, I did like the story, as it managed to be plausible yet out there enough to keep my interests piqued. The end results? Let's see..


Puzzles and Solvability

Countdown is a game that, were only a few things changed, I might not even consider an adventure game. It most certainly is – but if you, for instance, removed the inventory system, the game would almost certainly have fallen more upon the 'creeping around' sections that were quite simply silly. It wouldn't have been hard to enhance them, either – all that would have needed to be added would be the ability to look into the next room whilst in Sanctuary and the death screens would have been much less prevalent. Still, I don't feel I can really deduct points for this – however, having a game that has no inventory interaction (which existed, after all, in King's Quest 1) is a big no-no for me, and the puzzles themselves were almost farcical every time they popped up. On the plus side, there was never a point where I was stuck staring at my screen wondering what had just happened – everything was clear and made sense, even if it wasn't particularly difficult. The real shining jewel could have been the conversation system – but instead of feeling organic, the puzzles that arose from that were largely the result of trial and error. So, to check – it had puzzles, and they were solvable – but they just weren't very good. Well, except for the parrot dropping the key to Mason's drawer – I still don't get how that happened. I'll also note here that Trickster similarly found that the puzzles were almost universally too easy within Mean Streets – so this really tells me that they didn't even learn from their mistakes! I feel thoroughly vindicated giving this a low score.

Rating: 3

The clues were there to let me know to give him wine – he wouldn't stop drinking! But the 'getting' there never felt right.

Interface and Inventory

I've already mentioned the inventory – it's rather woeful. There's a single, shining light in this once more, being the CAD system – it makes sense for a spy-styled person to have an advanced tool to fingerprint and do other such analysis. Unfortunately, it didn't let me continue to examine items, which is where the CAD system falls apart and you're left with a non-interactive inventory that largely depends on memory. Not being able to check the amount of cash I had on hand in my inventory (and only learning at either the video blackjack game or during travel) is a perfect example of the failure here! The conversation system was definitely also a positive at least in idea.. I wasn't a fan of the implementation, but the idea was quite good. They also tried to tell me in the manual that it'd work by using mixtures of conversation trees, so I can only blame myself for not realising that one. In practice, it really came down to 'click all of the buttons in every order until things progress'. The other main interface was the 'Look, Open, Move, Get, Use, GOTO, Talk, Taste and Travel' one.. while not quite as egregious as some of the early Lucasarts games, the 'taste' and 'travel' buttons felt fairly useless (there were about five objects that 'taste' even reacted to, and the 'travel' function was largely unusable except in instances where there was an alternative in just walking through a door to leave), and the 'goto' function only ever really came into play when attempting to scale things. I'd almost be willing to call it passable in this regard (though the either ESP or Reed Richards-like powers that Mason sometimes uses to open doors from across the hall and walk into them past a guard has to be considered impressive) – but even in this one, there's just too many damned flaws! You can walk up the sides of walls, the 'goto' function is almost unusable.. and all of the overhead sections were simply dreadful. Some might note that this was essentially the first game under a new engine, and that hiccups are bound to be made – to this, I say that these people haven't played Countdown.

Rating: 2

Also, pixel hunting. I won't go on about it, but it's there. If you see a key on the screen.. well, you're a clairvoyant

Story and Setting

If it weren't for the story that Countdown threw out, I'd be almost worried that this game would be wandering into the Psycho/Emmanuelle category. The game starts out hazy, and I'm almost entirely sure that a lot of people never got to learn more about the main thing that makes this game worth playing. There's a rich and well-thought story with an atypical twist or two that after wading through the horror that is the Sanctuary really makes the game more enticing. It's quite unfortunate that the game takes the amount of time it does to get to this point, yes – but I'd feel remiss saying bad things about a story that simply takes a while to come into its own. You can learn a lot of what's on offer over and over again, but everyone has at least a slightly different opinion, leaving you sifting through a lot of familiar information with little tidbits that can easily draw you down the wrong path (and did for me, several times!)

The game takes you to all sorts of locales, and is definitely adept at making one place seem different from the next

I almost find the story a touch hard to summarise, yet I fully understand it – this gives a decent idea, I think, of the way in which the game manages to both draw you in with intrigue and keep itself coherent and rich. I'll try to sum the story up quickly – there's a conspiracy going on in the CIA, with a fake terrorist organisation operating from within the 'Company'. This is entirely a scheme to get a hardline President elected. You happen to be one of the fall guys to throw those who are investigating off the trail – but through a mixture of luck and cunning, you manage to escape your captors. In an attempt to stop a world-shattering terrorist event, you end up inadvertently exposing the nature of the 'Black December' group. The game ties off many of its loose ends quite well.. the only real negative I can give it here is that by keeping the entire game within the settings of the Middle East and Europe, the opportunity to explore some of the wider world was lost. Looking over Trickster's posts, though, I realise that he typically notes the NPCs for a richness of feel – and that was definitely a flaw. A couple of caricatures could very easily have stood out (a la Buzz Brezhnev, the jolly KGB agent) but you're simply never around anyone for long enough to really get to know them outside of a simple question and answer session with each portrait given character. Also, the 'fake terrorist group' idea came from Die Hard.

Rating: 6

Come to think of it, Lisa and Hans Gruber die in the same way.. coincidence? Perhaps not!

Sound and Graphics

I'm definitely of the thought that these two categories can be split perfectly down the middle. Unfortunately, that would mean that it only has a score of 'one' in sound. Why? There's one musical track (the one that plays during the introductory sequence) and some of the most grating audio effects that can be imagined. There's a gunshot (that breaks the game when played), a few pieces of heavily grainy digitised speech (which is where the single point comes from for at least offering that rarity in this era), a brain-shatteringly annoying shriek that occurs dozens of times.. and then nothing. On the plus side, this means that the gunshot which breaks the game is largely missable.. but the fact that the game doesn't even introduce music where it would be a natural fit is quite jarring.

Ever been to a strip club/cabaret without music? I mean, of course, theoretically, if you'd ever been to one..

The graphics, on the other hand, are fairly impressive for the rich detail that has clearly been poured over them. There's small amounts of animation – just good enough to not look ridiculous – the walking looks natural without feeling forced. There's also a technical pallet swap near the end with Mason donning the vestige of a priest.. taken from the body of an unconscious person who had previously taken it from a dead body. (He wouldn't take any of his dirty laundry in his apartment, though – that'd just be gross!) The backgrounds never left me guessing as to what something was (with the exception of certain pixel-hunting objects), and while some things perhaps could have been slightly clearer, the graphics are definitely quite good for their era. There's one thing that I have to take a step back on here and mention – the portraits. They were all universally ridiculous, and felt entirely out of place. They essentially turned what I definitely felt was supposed to be a serious spy thriller into a game where everything looked as though it was tongue in cheek. They're unique, most certainly – but 'unique' also means 'nobody was silly enough to go this exact route beforehand'. They're cringeworthy for the most part, and probably have to be considered a negative, even if the game otherwise looks crisp.

Rating: 4

Fontaine is written as a hard-nosed, ruthless assassin. He is drawn as Alfred Hitchcock dressed as Dr. Who.

Environment and Atmosphere

The game has good and bad points in this category. I think it goes without saying that the vast majority of people who have played or will play this game probably only experience the opening area – it does work, in spite of how much I do loathe it. The 'Sanctuary' is largely infeasible, but it does give you the legitimate feel that you're in an unforgiving place where there are terrible things happening. Access Software proved in Tex Murphy that they were more than happy to make ridiculous things happen in spite of a serious setting, and I definitely think that this detracts from the overall experience. If they'd committed more to either a humorous setting or knocked off all of the goofiness, there's every chance that the game would feel a lot firmer in one boot or the other – but instead, it consistently struggles to decide whether it's all a self-referential joke or a serious spy thriller.

The notion of finding a skeleton in the observation room of a hospital could be horrifying. This? This is not.

If you have the patience to traverse the catacombs and escape the Sanctuary, there is definitely one strong point that simply begs to be addressed. The entire game takes place around Mason not remembering exactly who he is. He regains enough of his memory to know people from one another, sure – but the game is more about remembering the exact details of the incident that led to him being thrown into Sanctuary in the first place. Consistently littering the game with triggers – broken glass, blood, his name – and assuring that the entire cutscene when played has a decent amount of digitised voice all are points in its favour. The fact that they didn't actually put many more locations after the fact also has to be a sticking point – you can visit three places in Turkey, one place in Greece, two places in Italy and then the endgame takes place on a train and in Paris. You also visit a few other places – but they're just explained in a short, textual blurb as opposed to giving much real interaction. I'm also shaking my fist at the game for its treatment of both the Jackal and Fontaine – they're supposed to be these scary individuals, you drug them, leaving them prone to whatever you would do to a mass murdering criminal hitman (as they both are)? And you.. leave them where they are. It just reeks of incompletion. I'm not even suggesting that they need to be killed – but you don't tie them up, call the authorities on them – you just leave them where they are! Still, I can't be too harsh on the game for what is otherwise one of its strong points.

Rating: 6

Really? Sounds interesting! Wish I could've seen it for myself..

Dialogue and Acting

This game is probably one of the first that I feel the 'acting' term could be used against.. but I won't be that cruel. (The portraits giving the short animations to show what happens between 'neutral' and 'angry', for instance, would be a great instance of some of the earliest acting in video games. Well, they could be. As I say, I'm not that mean.)

And the Academy Award goes to.. Buzz Brezhnev, for actually having multiple faces to cycle throughout

The dialogue is, for the most part, wooden. It's not hard at all to find an example of rushed writing that simply doesn't feel realistic. The doctor in the first act seems entirely too calm for someone who is being threatened with a scalp(a)l to the neck the entire time, for instance. There are a couple of good instances slipped down in the interim – the three dialogues that occur in Venice are actually quite noteworthy. Golden Desire, for her utterly ridiculous name, actually manages to give an impassioned speech over the way her boyfriend was being treated. Brezhnev's speech isn't too forced – it actually could be 'English spoken as a second language' as opposed to 'Yakov Smirnoff' levels, yet still makes him sound like a clever man. Scorpio also gives a few good diatribes. Unfortunately, they're the bar set, and much of the rest of the dialogue feels either forced or simply bad. I've also got to address the writing, here – the entire game is absolutely littered with spelling mistakes, which for a game that has far more text than it does graphics or sound is definitely a huge minus. The occasional typo is almost guaranteed – but they're prevalent enough that you can't go an entire conversation without seeing at least one mistake that would make an English teacher shudder.

Rating: 4

Probably because they try to insist that they spell it 'psychiatrist', eh Jackal?

Total

Adding up my scores, 3+2+6+4+6+4 = 25, which divided by 60 equals .4166 recurring – so 42 rounded up. However, I'm going to insist and give my discretionary point of deduction for the litany of death screens that utterly flood Countdown – not to mention the fact that the game simply feels unpolished. Just a few tiny changes would have hugely made for a better game – unfortunately, it was released in the state it was. It can probably be noted that the game was released between Mean Streets and Martian Memorandum – it's possible they were just using the game to try and polish up their ideas for the coming sequel to Tex Murphy. As it stands? I feel that this game thoroughly deserves its position as 'the largely forgotten game by Access Software between two far better games'.


And the closest guess to 41 is... Fry with 43. Fry's cunning plan to guess a rating based on the ratings of Mean Streets, Deja Vu and Deja Vu 2 has paid off. 10 CAPs coming your way. Andy Panthro also generously offered a Tex Murphy game to the winner so if that's still the case there's also a Tex Murphy game in your future.

CAP Distribution

100 CAPs for Aperama
  • Blogger Award – 100 CAPs – For blogging his way through the game for our enjoyment

60 CAPs for Ilmari
  • True Companion Award - 10 CAPs - For playing the game along with Aperama and completing it with some assistance
  • Adventure Award - 50 CAPs - For writing the Missed Classic post on Adventure

25 CAPs for Kenny McCormick
  • "Violence IS the answer" Award - 5 CAPs - For encouraging Aperama's violent tendencies with the goodly Dr. Hashish
  • Dragonborn Anonymous award - 10 CAPs - for starting an off-topic discussion in the 'Join The Tag Reviewers' discussion and discovering that others share the same addiction
  • Missing Title Award - 10 CAPs - For finding a loophole in Ilmari's contest in Adventure's Missed Classic post

20 CAPs for Andy Panthro
  • Sponsor Award - 20 CAPs - For sponsoring the blog with a free game

20 CAPs for Zvonimir
  • WYS Award - 20 CAPs - For sending his answers for the 'What's Your Story?' questions

15 CAPs for Fry
  • Psychic Prediction Award - 10 CAPs - For getting the closest prediction for the final rating
  • Man Eating Plant Award - 5 CAPs - For giving a correct answer to Ilmari's riddle in the Adventure Missed Classic post

10 CAPs for Deimar
  • Kickstarter Award - 10 CAPs - For noticing an adventure game related Kickstarter

5 CAPs for Charles
  • Spelunker Award - 5 CAPs - For finding out the reference to Jules Verne 

5 CAPs for Joe Pranevich
  • Beanstalk Award - 5 CAPs - For giving a correct answer to Ilmari's puzzle in Adventure's Missed Classic post

5 CAPs for TBD
  • Genre Support Award – 5 CAPs – For announcing a new adventure game sale on Steam

Now, to pass the baton onto whoever's next! Spellcasting 101 and Elvira, here we come!

The Year Ahead - 1991

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Written by Ilmari

The end of the year is coming quite fast, and since we are just getting used to the idea of a community driven blog, we thought that we should begin the discussion of the year ahead a bit earlier than Trickster used to. After all, we want to have more time to get eager volunteers for upcoming games.

For anyone uncertain about how this works, all games marked by Accepted are on the official gaming list. Readers can spend CAPs to transfer to the official list games which are marked as Borderline (50 CAPs for an individual or 100 CAPs for a joint effort) or Disregarded (200 CAPs). Just like last time, the below is now set in stone, so don't bother heading off to Moby Games to vote or Wikipedia to edit the Notable list. Any CAP trades need to occur before the introduction post for the last game of 1990 (King’s Quest V), after which time 1991's playlist will be set. Next year's games are to be played approximately in the chronological order wherever possible. All discussion on CAP trades for the 1991 playing list should be had on this post. The admin will be adjusting the CAP leaderboard and each game's status as trades are made.

This is the year when adventure games in general finally turned from parser-based EGA games into point-and-click games with beautiful graphics and hauntingly good music. I am sure many of you will want to relive your memories with some of the old classics coming up, or perhaps some of the more unfamiliar games might appear interesting. If you want to play and blog some of the games accepted in the official gaming list, you can express your interest in the comments here. So here we go!


The Adventures of Willy Beamish
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (72)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted

There’s a definite Bart Simpson vibe going on here

Castle of Dr. Brain
Is it clearly a graphic adventure game?
No
Does it have 20 or more Moby Games ratings?
Yes (44)
Is it on the Wikipedia Notable Games list?
No
Result
Accepted (group)
More of a puzzle game, but still beats Myst

Conquests of the Longbow: The Legend of Robin Hood
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (69)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
I liked it more than Conquest of Camelot. Does anyone want to play Robin Hood?

Cruise for a Corpse
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (37)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
Will the curse of the French games be finally lifted?

EcoQuest: The Search for Cetus
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (50)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
Let our ecopowers combine!

Elvira II: The Jaws of Cerberus
Is it clearly a graphic adventure game?No
Does it have 20 or more Moby Games ratings?Yes (22)
Is it on the Wikipedia Notable Games list?Yes
ResultBorderline

Is there still some love for Elvira? Or are all busy washing their hair?

Free D.C.!
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?No (12)
Is it on the Wikipedia Notable Games list?No
ResultDisregarded
I’ve never even heard of this game

Heart of China

Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (40)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
Grand Adventure in Far East

Hugo II: Whodunit?
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (20)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
It can’t be worse than the first one, right?

It Came From The Desert
Is it clearly a graphic adventure game?No
Does it have 20 or more Moby Games ratings?Yes (54)
Is it on the Wikipedia Notable Games list?No
ResultDisregarded
Transferred to 1991 when Trickster found out its real publishing date. Still no adventure game

Leisure Suit Larry 1: In the Land of the Lounge Lizards (remake)
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (98)
Is it on the Wikipedia Notable Games list?No
ResultAccepted (Ilmari)
If you count Softporn, this is the third version of the same game. Still not tired of it?

Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (64)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
Larry V: one of the easiest games to beat

Les Manley in: Lost in L.A.
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?No (14)
Is it on the Wikipedia Notable Games list?No
ResultAccepted (Aperama)
First game was awful, do we really want to make someone suffer through the second?

Martian Memorandum
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (37)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
Second game in the Tex Murphy series

Maupiti Island
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (27)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
Transferred to 1991 when Trickster found out its real publishing date.
Mortville Manor wasn’t very good, which doesn’t bode well for this game

Monkey Island 2: LeChuck's Revenge
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (452)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
I guess we’ll have to fight over who gets to play it

Police Quest 3: The Kindred
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (58)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
Riddle: What was first black, then white and now brown?

Sherlock Holmes: Consulting Detective
Is it clearly a graphic adventure game?No
Does it have 20 or more Moby Games ratings?Yes (27)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted (Joe Pranevich)
I wonder if this is an elementary game

Space Quest I: Roger Wilco in the Sarien Encounter (remake)
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (56)
Is it on the Wikipedia Notable Games list?No
ResultAccepted (Andy Panthro)
Does someone want to go through the first Space Quest again?

Space Quest IV: Roger Wilco and the Time Rippers
Is it clearly a graphic adventure game?Yes
Does it have 20 or more Moby Games ratings?Yes (109)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted
We skipped a couple of Space Quests and jumped straight to number ten…
Oh wait, this was a time travel story (and the best SQ, I’d say).

Spellcasting 201: The Sorcerer's Appliance
Is it clearly a graphic adventure game?No
Does it have 20 or more Moby Games ratings?No (18)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted (Ilmari)
Second in a series of rowdy games of spell and sorcery

Timequest
Is it clearly a graphic adventure game?No
Does it have 20 or more Moby Games ratings?Yes (20)
Is it on the Wikipedia Notable Games list?Yes
ResultAccepted (Ilmari)
A less known classic of Legend Entertainment.
 I wonder who will use all their CAPs for these masterpieces of interactive fiction

Game 49: Elvira, Mistress of the Dark - Introduction

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Written by Deimar

Long time lurker, first time reviewer. For my first game I’ve chosen none other than the one based on the well-mannered connoisseur, Elvira. If you believed that description, you probably know as much about the character as any non-US citizen or US citizen under thirty. So before we comment on the game, let’s start with a little introduction about the character. Shall we?

You may remember me from other TV series like this one

Elvira is the alter ego of actress Cassandra Peterson. In 1981, the producers of the TV show Fright Night were searching for a new hostess to replace the late Larry Vincent, who had died six years before. They contacted the original Vampira from the infamous Plan 9 from Outer Space to do it (because nothing spells terror like the prospect of having to watch Plan 9), but she refused due to creative differences. Therefore, they started a casting process and Peterson got the position and created the character by applying a sexy punk look on the original Vampira. This brought some court drama, but ultimately Peterson won and started hosting the show which changed its name to Elvira’s Movie Macabre.

I think I can see the appeal...

The show consisted on her showing B-rated movies, adding joyful snarky comments before, during and after the movie regarding the actors, the editing and the special effects. Basically, she provided the right company to watch those kind of movies that are so bad they become good, if you spend the whole movie laughing at it. The show’s popularity grew rapidly and the character got famous quickly, to the point that, by 1988, she even got a movie. However, her fame was, or at least I think it was, limited to the US and, more surprisingly, the UK.

And here is where Michael Woodroffe enters the picture. Woodroffe was the founder of Adventuresoft UK Ltd., a company that started by importing and distributing Adventure International’s games, which consisted mostly of Gauntlet and Scott Adams’ adventure games. Sadly, Adventure International went bankrupt, but by that time Adventuresoft UK Ltd. had started creating their own games. To break with their past, they changed their name to Horrorsoft Ltd., which also matched the common theme of their new games, horror. Well… more gore than horror per se, but you get the idea.

As horror fans, they were quite fond of Elvira. So much that her picture is part of the company’s logo. Or maybe they inherited the license and rolled with it (according to this interview, although I haven’t been able to get further details on that). In any case, they made 4 games under the label. Their first one was called Personal Nightmare (1989) and it’s a pure graphic adventure, while the other three, Elvira I (1990), Elvira II (1991) and Waxworks (1992), were RPG hybrids. After Waxworks, they changed the company’s name once again to Adventure Soft Publishing in 1992 and went on to create the beloved Simon the Sorcerer franchise (and ruin it under yet another new company) and The Feeble Files.

You got an impressive pair of… eyes… in your logo...

Which finally brings us to the game at hand: Elvira, Mistress of the Dark. The game is quite known for its gore imagery (reader discretion is advised) and even got the Computer Gaming World RPG of the Year award in 1991. It’s not on GOG or any other platform that I know of, so I have resorted to abandonware sites to download it and the accompanying documents, of which there are two: the game manual, which is written in the same mocking tone used by the titular character and explains the history and the interface, and a spell book printed in two colours as a copy protection mechanism.

I won’t say too much about the game right now (you can take a look at CRPG Addict’s opinion about the game) but I’d like to clarify a couple of points. The first one is that it runs on ScummVM. However, and for the sake of fidelity, I’ll be running it on DosBox. Other than a minor occasional bug with the sound during combat, it seems to run fine. The other one is that I did play the game quite a few years ago and I’ve watched some walkthroughs through the years, so I don’t expect to get stuck or need assistance (bye bye easy bets!!). And with that off my chest, and Elvira’s, it’s time to start our journey.

Which is gonna be full of awesome... erm… puns… Or at least I hope they are better than mine…

The playing of Elvira will commence 7th of January. Stay tuned!

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 20 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

Game 47: Spellcasting 101: Sorcerers Get All the Girls

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Written by Aperama

Spellcasting 101: Revenge of the Nerds

Hi again, gang! There were originally plans to have someone else attack the first game by Legend Entertainment – but instead, I've been pulled out to get right back to work on this one. Ilmari is a huge fan of Legend's games as has been proven throughout the blog, so I definitely know that any silliness I have to offer will clearly not be shouldered!

Spellcasting 101 (Sorcerers Get All The Girls), though? It seems an extremely silly thing. Its principal creator appears to be Steve Meretzky, best known for certain interactive fiction titles, among them Hitchhiker's Guide to the Galaxy and Leather Goddesses of Phobos. His games have a definite tone of irreverentness to them, and it's something that I'm definitely going to enjoy after the relative seriousness of Countdown. I'm keeping my eyes away from spoilers – but it appears to be something like Leisure Suit Larry were it to be a game about college. As last time, all that I'm really using is my knowledge of Legend Entertainment's Wikipedia page, the front and back covers of the box and the manual in order to judge what the game's about – but I'll admit that I have a little bit of insight that I can share beforehand, which has been a touch furthered through the aforementioned Wikipedia page. (Make fun of my newfound knowledge for its potential lack of accuracy at your collective leisure!) The game has a very much full cast, but it's mostly gaming newbies. Bob Bates is the only other name that really stands out in the credits, being one of the founders of Legend and having a couple of interactive fiction (IF) titles under his own belt before this point. The only other person with any previous gaming credits is Tanya Isaacson – I have to give her a yell out as she was responsible for some of the artwork in Pool of Radiance, one of the best CRPGs of 1988. Those who love the simple style of art that glows fully in EGA are in for a treat, no doubt.
The game is clearly very, very serious.
As an aside, I'd like to thank the Museum of Computer Adventure Game History for these images –
they're very scarce, and this seems to be the easiest place to find them!

Spellcasting, as all of Legend's early games (we'll see the rest later – again, this is literally #1), is actually just an interactive fiction game with an imagery corner to make it a 'graphical' adventure game – instead of the entire screen being your tool of interaction, there's a small imagery section in the upper right. You can play them entirely through the use of your mouse, just your keyboard (tabbing through things to choose verbs and items on screen) or a mixture of both. I've played a couple of Legend games like Eric the Unready in the past, even if I haven't actually played this particular one, so I've got an idea of how the system works. The little tidbit that I didn't know about Legend Entertainment was that the entire company developed from the skeleton of Infocom, the most influential IF company to have ever really existed (outside possibly of Japan). So it does now make a lot of sense as to why they went down this path instead of using the by this point well and truly tried and true format seen in all of Sierra and Lucasarts' titles – they were out to modernize the pre-existing genre as opposed to create games that might be more palatable to people who had only ever known commands to come out of an on-screen entity.
The interface you'd all better get used to looking at!

The manual gives a quick rundown of the game and what I (or, indeed, we) are likely in for. It begins with an 'acceptance letter' for you, Mr. Eaglebeak, and goes on to spruik 'Peloria's oldest, most famous and only institution of wizardly learning', Sorcerer University with a faux-typewriter style. It's not quite laugh out loud funny per se, but it definitely gives you a good idea of the sort of humour that the game is going to be offering. ('Hrlgut' being a spell to induce vomiting, 'Wufbam' being the spell to make small dogs explode, 'Slugbgon' being the lawyer vanishment spell.. and of course, 'Nee' being the one for shrubbery creation.. it's enough to make you smile, and that's more than good enough for this sort of game for me! There are a couple of other little quirks that I'm going to be asking for opinions on before I start to play, as otherwise the game could be quite difficult to read for everyone. Firstly, there's a 'script' mode. Essentially, I can get the entire game transcripted for me into a text file, making writing about it rather simple – for the most part, the graphics are likely to offer very little stimulation, making for somewhat boring screenshots. I'm willing to make it easier to read, but to give an idea, a screencap from the manual..

If I formatted this a touch better, taking away the smaller stuff, would this work
– or would you guys prefer summaries?

On a quite different theme, I've asked this introduction post to be put together along with a poll. Spellcasting has a rather raunchy premise. Repeatedly, there's mentions to the thought that it can be played in the 'nice' mode (without things being related to excrement and what I can already tell is likely to be quite a deal of sexually noted content.) And then, the 'naughty' one. Unlike our dear Mr. Laffer, however, I believe that this game seems likely to give more detail than simply an up and down censored bar going like crazy followed by a cigarette-toting prostitute – after all, this is a largely textual game, so I'm not even sure whether or not they'd be able to play a visual gag like that one! So, should I play in 'naughty' or 'nice' mode? Ilmari mentioned privately as I was trying to get the game running for the sole screenshot I've taken that I might be advised to use 'naughty' mode as a default and then give a play-by-play of the 'nice' alternatives, but this one is really down to you guys. So check the sidebar on the left of the Adventure Gamer website for the poll and vote.

Note the bottom four save the 'notify' command
– this is the sort of game Spellcasting promises to be!

If there is any sort of worries as far as the 'explicit content' getting over the top, don't worry. I've looked deep back into my psyche, and searched for an appropriate way of warning people that may be looking at this website at work – gods know I do! So, if there's any threat of wording that might be slightly risque, or pictures of badly pixellated EGA breasts that are about to come into play.. well. I've had a PC in my life for about as long as I've been alive. The earliest inference of sexually-charged content didn't come from Leisure Suit Larry in my life, however. (And in truth, I don't think that having a little picture of a sleazy motel room with 'CENSORED' proudly displayed on it isn't the best way to be discrete anyway.) For me it came from a little 50kb executable called 'CAT.EXE' that literally ran on just about anything. It was a brilliantly put together thing, given that even playing it now the game doesn't run off of the CPU clock, meaning that were you able to run it on a modern PC it would still run happily enough.. were it to actually be runnable without help, anyhow. It's the tale of Freddy the (alley) Cat, seeking his love, Felicia. IBM even supported the thing! You play through minigames all to get to the top of a pile of hearts, dodging enemy cats and the arrows of Cupid to get to be with your one true love.. give her a present, and you're.. well. The following image will be used if I ever have any reservations..

You can tell what's going down, here. Right?

Spellcasting is likely to be quite a different experience for everyone, given that the game is probably closer to Zork with a series of pictures appended than a true graphical adventure – but as the CAPs fell its way via Ilmari, we're all going to have to delve into its depths. I'm hoping for a charming/funny game, even if the parser is likely to be a touch of pain – just everyone let me know what they'd like! I can supply maps (which even the manual suggests I'm likely to need – it has a 'ten rules of thumb' section which includes 'save, look, read, take everything and ask around for help if you need it' as a general set of rules), inventory lists, text transcripts, summaries of what's happening through the plot and an idea of the puzzles I encounter – this is kinda new ground for us here at The Adventure Gamer, and I'd love some idea of what you guys reckon would be more interesting to read. Even if it comes down to asking for a different style after the first one? I'm open! I'm running into this one without a safety net here, so my mind is completely open..

A general moral attitude that may offend some! Are we signing up?
The playing of Spellcasting 101 will commence 10th of January. Be prepared!

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read ithere before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of Aperama requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that Aperama won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 20 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

What's Your Story - Deimar

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Answer by Deimar
Introduction and Captions by Ilmari

Holidays are coming, and we are having a bit of a break from normal game playing, but don't worry - lot of fun extra stuff is coming up during the next two weeks. First on our list is Deimar's What's Your Story. Deimar has been a semi-regular commenter of the blog and has promised to play Elvira for our enjoyment. But enough of my chit chat, here's Deimar!

I am sure I'd recognize Deimar, if I ever meet him in real life

My home country is…Spain

My age is…32... and counting

The first adventure game I played was…The Secret of Monkey Island. My father bought me and my sister a Commodore Amiga 500 when we were little (I must have been about 6 or 7 I think) with the hope that we got into this new thing called personal computing. Shortly after, he got us this game called The Secret of Monkey Island that didn't look nor played like anything we had seen at the time (yeah, I missed all the other graphic adventures before MI at the time). It was mesmerizing, even considering that we were stuck on the three trials for a long long time because we didn't know we could enter the kitchen in Scumm Bar...


So close, yet so far...


My favourite adventure game is…Again, The Secret of Monkey Island. I must have played it at least a dozen times. The writing is very funny, it is not frustrating in any way, the characters have a lot of charms, insult swordfighting... What's not to like? I don't think I have ever played a game that captured me as much as the original MI.

When I’m not playing games I like to…Watch TV series and films, mostly. Occasionally I also play tabletop games and RPGs with my friends. Sadly, work and the other hobbies have made me drop reading, but I still try to read novels, comics and manga from time to time (you won't believe it, but I'm still reading Neuromancer since the comment in which I said I would do so. I'm gonna finish before New Year, I swear!!).I also used to write in my own blog in spanish, talking about anything from my travels, games I've played, movies or series I've watched or even my own short stories. Oh, and I play padel.


Actually Deimar's finished it already

I like my games in (a box, digital format)…All the way digital. Although things like cloth maps and the like were fun to have (I made a lot of use of the map in Ultima VII), I prefer not having to worry about storing space at home or if the DVDs/CD-Roms/disks will still work. Digital download is the way to go. I will miss the box covers made by Aspiriz though. They were truly beautiful.

I can see the appeal

The thing I miss about old games is…I don't miss that much from old games. Probably because from time to time I play my own share. I think some of the old games were quite good because there was only one creative mind behind them, at most two or three. I think this made the games more daring, always trying to push the boundaries of what have been made before, and each game was a personal window into the mind of a designer. At some point, the big game companies formed and started trying to appease everyone playing very safe with their games, just like Hollywood with the big blockbuster movies. The good news is that I think the indie developers are giving us that personal vision that is more niche, but in my opinion also more satisfying. I think we are living another golden era of videogames.

The best thing about modern games is…Quality of Life improvements. I don't think fighting with a text parser is a wonderful thing, sorry. Or playing an RPG without automap. Also, I really like that game designers are moving away from hiding game mechanics. Old games could be really really obscure in that regard. And I like that difficulty in games is no longer an artificial mechanic to elongate the duration of the game.

The one TV show I never miss is…Game of Thrones. Although I also really like to watch Person of Interest, which is awesome and relevant in so many levels, and Arrow. Actually, this year I'm going to spent a lot of time in front of the TV as I like superhero movies and series and we got Arrow, Flash, Gotham and Constantine :D

If I could see any band live it would be…Probably Queen. Freddy Mercury is one of the best performers in history, and their concerts must have been something worth to behold. I wouldn't mind seeing Coldplay live again. They are also fantastic.

Sadly, no amount of CAPs will bring Queen back again


My favourite movie is…I wouldn't be able to say to be honest. I've watched the original Star Wars and Indiana Jones movies quite a few times. But I've also watched Aliens, The Goonies, Gremlins and Die Hard a lot so... I guess one of those.

One interesting thing about me is…I'm trying to get my Ph.D. on Computer Science, which is awesome until you try to explain to someone "normal" what do you do for a living and he/she is snoring after 1m of talking.

Missed Classic 3: Merry Christmas from Melbourne House (1984)

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By Joe Pranevich


What exactly does “cracked” mean in this context?

 Merry Christmas! Christmas is always a nostalgic time for me, a time when I reconnect with family and friends and revisit some of my old haunts. As a very special post for the season, I set out to find and play the earliest Christmas-themed graphical adventure game that I could find, a little vignette from 1984 called “Merry Christmas from Melbourne House”. While this was the only graphical adventure that I could find, my research did identify a few text adventures which I have listed at the end of this post. Please drop me a note in the comments below if you know of any others-- you will not only get CAPs, but also my Christmas appreciation! Not having ever heard of the game before, I did not know what to expect. Was this a missed classic? Or just a game better off forgotten? 

Before we get into the game, let me set the stage. After the company that would become Sierra On-Line published “Mystery House” in 1980, many new companies entered the market for what would now be called “illustrated text adventures”. These are games, like “Mystery House”, that took the basic structure of text adventures like “Zork” and “Colossal Cave”, but put simple graphics or animations against them. This would remain the norm in adventure games until 1984 when games with on-screen animated protagonists would appear, but new illustrated games were produced throughout the remainder of the 1980s, especially as developing them was relatively inexpensive. 
One of the many companies that stepped into this industry was Beam Software, a subsidiary of the publisher Melbourne House. Where Melbourne House was primarily aimed at importing games into the UK and Australia markets, Beam would produce software that eventually would be distributed globally in their own right. Beam had its first huge success with a version of “The Hobbit” in 1982, winning several awards and becoming (at least according to the “Digital Antiquarian”) the most sold text adventure game of all time. My only experience with the company is vague memories of playing one of their text adventures, “Sherlock” (1984), but I suspect they were much better known in their home markets of the UK and Australia.



I always look for “100% machine code” when purchasing new games.
(Source: TheRetroCavern.com)

And that is where this game enters the picture. In 1984, Melbourne House released their “Merry Christmas” game through a magazine promotion. I have been unable to find an original ad for the game, but various sources describe that it was distributed inexpensively as a marketing opportunity, both to get players interested in their games as well as to advertise a few of their products in-game. The lead programmer was Grahame Willis who had previously worked on “The Castle of Terror”. This is the final game of his that I have been able to find.

Santa’s Christmas Journal 1984:Ho Ho Oh No! Some of my elves are in revolt and I am running behind on packing my sleigh. If I don’t get my jolly butt moving, there may be no Christmas this year!


Have you noticed that in any Christmas movie where they show the North Pole, it is daytime?
Shouldn’t it be always night in the Arctic Circle in the winter?

As the game opens, I am standing outside the famous “Santa’s Workshop”-- my workshop-- at the North Pole. The workshop itself is quite small, but magic is always about suspension of disbelief. I notice a sign and a sad-looking snowman out front and the frozen Arctic tundra surrounding us in all directions. I can even see myself, Santa Claus, walking around outside in a bit of light animation-- although the on-screen Santa appears to be decorative only and cannot be controlled as in later adventure games. The sign, in addition to saying “Santa’s Workshop” also has another helpful message: “digging in the snow in lots of fun and very rewarding”. I’ll take that as a hint! I check out the snowman as well and discover why he is sad: he is missing his nose. One puzzle and one hint right off the bat, not a bad start!

I try to enter the workshop, but the door is locked. I look around for a “Welcome” mat, but of course there is only snow. With the hint from the sign, I dig around and find a small key with a red “S” on it. Is it really a puzzle when there is a hint in the same room as the solution, especially when the hint is rather direct? As a player, I am a bit disappointed, but hey-- it’s Christmas!

Rather than go into the workshop, even though I have a key now, I decide to head “north”. I immediately find myself “lost in the snow”. I try to go back the way I came and I just pass through more rooms with snow. I have discovered the game’s first (only?) maze! I do not have any items with which to map it yet, though that may not be necessary as the rooms are not exactly alike: there are signs that change position as you move around. I also try digging randomly, just to see what would happen, and I discover the snowman’s nose! I consider starting a map, but since I’ve lost track of all the wandering around I’ve done, I would not know where to start. I ask the game for a “hint” (as much to see what that does as actually needing one) and it reminds me that the North Pole is north. Well, duh! I try that and end up back at the workshop. (On my second playthrough, to prepare this review, I discover that this whole experience was a bit of a streak of luck. The maze is at least several screens, only one of which has the snowman’s nose and only one of which can be exited to the workshop by going north.)


You are in a maze of twisty little snow-drifts, all alike.

Back outside my workshop, I try to help the snowman first. I use “help snowman” and “use nose”, but neither of those commands are well understood. Fortunately, this game has a “vocab” command that gives you a list of understood verbs. In this case, “give” and “put” seem to be my best options. Just telling it to “give nose” does not do any good, but then I remember that this isn’t “Colossal Cave” or “Mystery House” so I type out “give nose to snowman”. That works! Obviously, the parser understands real sentences and I bet that anyone that had played Melbourne House games before would have known that. Either way, the snowman is happy to have his nose back-- but only happy for a moment because it falls off again and I am told that it is lost forever. What a downer. Is there a way to fix this later? Do I need to find glue? What would affix a carrot onto a snowman better? I have no idea, but I will keep my eyes peeled for a better solution.

I open up the workshop with my key and enter it. This part of the shop contains a bunch of hard-working elves making toys, so whatever “industrial dispute” the box alluded to must not be in force here.

I explore the workshop quickly and this is what I find:
  •  To the north, a window from which I can see reindeer pulling a sleigh circling the workshop, apparently waiting for me. I can open the window and when I climb out, I end up back in the snow maze.
  • To the east, another sleigh but this one without reindeer and only half-full. There’s also a Santa suit and boots.
  • The the south, I find piles of completed toys, letters from children, and a star-emblazoned book. The book is particularly special as it is a catalog of excellent games by Melbourne House! I bet some of these would make awesome gifts.
Do you think any of these are “Missed Classics”?

I also read some of the children’s letters-- they are addressed to me, after all. The first one is from a little girl that would like a dollhouse, as well as her brother who wants a cricket bat. I wonder if they would prefer a copy of “The Hobbit” instead? I read another and that kid wants both a cricket bat and ball. Obviously, this is a UK game because I cannot imagine many American kids longing to play cricket, but to each their own. The modern player in me is a bit concerned about the sexist stereotyping of the toys that the children are looking for, but this was 1984 after all. I try to pick up the “toys”, but the game tells me that I am being greedy. I get the hint: instead of asking for generic toys, I ask for the items from the letters directly: a cricket bat, cricket ball, and a dollhouse. That works and and they have joined my inventory! I read a few more letters, but they seem to be repeating those two so I move on.

I also seem to have picked up another object: an “ordo felves”. I have no idea what this is or whether it came with the letters or when I helped the snowman. It does not have a description, so I am not sure what it is. I initially thought that it might have something to do with cricket (Google suggests not), but perhaps I will figure it out. I doubt it is coincidence that it spells out “ord of elves”, but what it does I have no idea. Do elves generally come in ords? Is that like a flock of elves?


Complete this line: “My other sleigh is a …”

I head back to the sleigh to try to solve what puzzles might be there. It does not let me enter the sleigh, or do much of anything with it at all, but I can pick up my coat. (The boots? No, they seem to be nailed to the floor or something.) I search the pockets and discover a whistle! I blow it and it does not seem to do anything here, but it is obviously important.

On a hunch, I head out to the front of the workshop again-- through the window, of course-- and blow the whistle in the front yard. The reindeer which had been circling land! I get in the sleigh and tell the reindeer to go “up” and just like that, the game ends. I win!

After a brief victory screen, the game informs me that I scored 75 out of 100. Not bad, but there are obviously things that I missed. Has anyone discovered any items or puzzles that I passed up? I’m especially curious about the “ordo felves” and whether there is a puzzle related to it that I might have missed.

Time played: 30 min
Total time: 30 min
   
Ho! Ho! Ho! Tell your parents to buy our games!

Final Score

Now comes the hard part: to tell you how I feel about this short little Christmas vignette. Ratings are always difficult and if you have beaten the game and have found puzzles that I missed that might affect the score, please feel free to argue with me in the comments. But argue nicely, it’s Christmas!

Also because it is Christmas, I cannot be properly “PISSED” at this game. So, in honor of the season, I present to you my very own (but suspiciously similar) rating system, the “EGGNOG” scale.

Enigmas and Solvability

As I stated above, I am a bit concerned that I may have missed a puzzle or two, but what I found of the game was relatively sparse. The closest the game comes to a real puzzle is the search for the snowman’s nose, but in the end that segment appears to be completely optional. Finding the whistle took only a basic understanding of adventure game tropes, and I’m not sure at all what all of the toys I picked up were used for. I suspect that they mainly contributed to my score, but I will be glad to be corrected. Given all that, I regret that I can do no better than give this game a “1” for puzzles and even that is a bit of a holiday stretch.

Game UI and Items
I have a feeling that someone reading this will find the love of cricket as this game’s best quality

The game plays very similarly to other illustrated text adventures, and even has the graphics-with-text-at-the-bottom layout established by “Mystery House”-- but I suspect there is a technical reason for that. My suspicion is that Melbourne House repurposed their existing game engine for this effort, but in this case it is a good thing because it demonstrates a level of polish that exceeds that of the limited story. I especially liked the “vocab” command for reducing trial and error around figuring out what word to use, and the “help” command seemed to give a reasonable hint the only time I used it. That said, this game lacked a “save” feature, but given its short length it obviously did not need one.

The inventory in the game is terribly basic with essentially no inventory-based puzzles that I found, but again I may have missed some.

I really want to go “2.5” here, but half-points are not allowed. But really this demonstrates an engine that is superior to “Mystery House” which received a “2”. I am going to keep it at “2” because even though the engine was significantly nicer (as it should be for a game four years later!), there were far fewer interesting items in the game.

Gameworld and Story
This elf is not on strike.

I have to admit that I am disappointed, but it’s entirely Melbourne House’s fault. The inset documentation talks about an elvish “industrial action”, leading me to expect a game where I would solve a pay dispute or get the elves working again. There are some excellent plot ideas there, none of which the game seems to be aware of because this “industrial action” plot is entirely absent from the published game. The game also cannot decide if you are Santa or if you are helping Santa-- somewhat understandable given the fourth-wall breaking, but yet quite distracting. The combination of these two elements makes me suspect that the game is incomplete, or at least did not live up to its expectations.

The gameworld is also a bit “broken”, is the best way I can put it. For example, when you enter Santa’s Workshop there is no way to leave by the door. None. I tried every command I could think of, but the only way I could leave was through the window. The one nice touch to the gameworld was that since you are at the North Pole, you should be able to get back to the Workshop by going north-- even though it only worked in one part of the maze, it was clever and I like clever.

Given both the missing premise and the broken gameworld, I have to go with a “0” in this category. Sorry!

Noises and Pretty Pixels

This elf is thankfully not on a shelf.

 Here’s a challenge: how many times can you listen to “Jingle Bells” before you turn off the sound? That’s pretty much how I felt, and I could only listen to sounds when my wife was out of the room! There are no sound effects that I noticed for anything else in the game.

Graphically, the game is mixed. The art is not terrible, but the colors inside seem washed out and the art is very busy. The few touches of animation are nice, but by 1984 that sort of thing should have been expected.

In total, I think this is a “1”.

Overworld and Environs

So much undeveloped real estate!

When you think of the North Pole and Santa’s Workshop, so many awesome things come to mind. Maybe you are imagining a factory setting where row after row of elves are diligently making toys, perhaps while singing Christmas songs. Perhaps instead you are imagining Santa’s reindeer and their stables, with little reindeer practicing flying in the background. Maybe even you are thinking of Ms. Claus who is always worried that Santa will get cookie crumbs on his newly pressed winter suit. No matter which of those you imagined, this game is a bit disappointing.

What we get instead is a tiny environment: outside, a wintry maze, and four rooms inside. There are no places for the elves or Santa to live, no stables for the reindeer, and nothing else that helps to make this world feel real. The game feels like Christmas, that is certain, but the environment is not particularly special.

Let’s give this a “1” as well.

Gregariousness and Thespianism

The game text was well done throughout with meaningful descriptions on items and there are a few nice little touches, like the hints when you are in the maze, as well as the game chiding you to hurry up and find your way out because “Christmas is coming”. There is still a bit of ambiguity whether you are playing as Santa or not, but I covered that elsewhere. I’m going to give this category a “2”.

Total

Let’s sum it up and see what we get!

1+2+0+1+1+2=7/60 = 12

This is a very low score, but that is perhaps to be expected. “Merry Christmas from Melbourne House” is less a full game and more a Christmas vignette, and one that feels slightly unfinished at that. It was still fun for the 30 minutes it took to beat it, but ultimately not quite a forgotten gem. Still, you have to give them credit for making what is essentially a marketing piece somewhat playable and to that end it did it’s job perfectly: I think I’d like to play another Melbourne House game, eventually. (Most likely, “The Hobbit”.)

I sincerely thought about giving this game the “Still Better than Emmanuelle” award for +2 points, but perhaps that is a bit much. On the bright side, it is better than “Psycho”! Besides, the short duration of this game gave me extra time to play a real holiday classic:


He’s like a ninja turtle, except he never orders pepperoni on his pizza.

I hope you enjoyed this little look at an obscure game. I am looking for other Christmas graphical adventures (particularly those before 1990), so please leave a comment below if you know of any. I have found a decent number of Christmas text adventures, but none of them are illustrated as far as I know.

For your playing pleasure, here they are:
  • A Spell of Christmas Ice (1984)
  • The Elf’s Christmas Adventure (1987)
  • Crisis at Christmas (1987)
  • Humbug (1990) - A text adventure game by Graham Cluley, later better known as an network security blogger
  • Santa Clause (1991)
  • Paranoia (1993) - A “choose your own adventure”-style text adventure game, based on a 1987 gamebook.
  • The Twelve Days of Christmas (1994)
  • The Ice Princess (1995)
  • Not Just an Ordinary Ballerina (1999)
Have a great Christmas and a Happy New Year. We have something even more special lined up for next week. I cannot wait! Happy holidays!

Missed Classic 4: The Scoop - Introduction (1989)

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Written by Kenny McCormick

You need 512kb of memory?! My Gods! That’s… 1/12th of the power I need for an antivirus software! Talk about inflation!

I mean, really. Missing this game is like eating everything but the chocolate parts of a Neapolitan flavored ice cream. Seriously, Trix? You have something against chocolate? Is this an Aussie thing or can I pack a couple less bars of Toblerone if I ever visit Down-Under? Wait, what was I saying again? Oh right, The Scoop… of Chocolate Ice Cream? No, wait. Let’s do this all over again.

The Scoop was published by Spinnaker Software Corporation and developed by the same company who brought you the goddamn 1st game in this blog; which is Below The Root back in 1989. That’s like… I dunno… had this game got tipsy and had slotted its floppy disk into some skanky drive; it would have a college graduate playing computers the whole day in its basement by now. Sick, yes, I know. I ain’t Trickster. Go read something politically correct and hug some puppies (or kittens if you’re not a dog person) afterwards if my writing makes you cry, okay?

So, back to why I’m lauding it as a classic must-play for the avant-garde adventurers and I have to refrain myself from making it into a list to avoid looking like David Letterman, not that I need to do that, with me being so dashingly bodice-ripper-novel-cover-worthy handsome and even when there’s a lackluster review for it. Just ONE?! Here are the accolades.

For one, it’s based on the story written by a group (not just ONE) of six mystery writers; including the insatiable Agatha Christie. The story itself was good enough to be adapted as a radio play back when there was neither Internet nor frickin’ TV.

You know you’re the insatiable one when you’re the only one named in the group.

“Oh, that’s not gonna make me bite and try this game like I’m your beeyotch, beeyotch.”, I hear you say. Well, let me tell you something, you little disrespectful punk! Get off my lawn and get this. It has adorable graphics. Sure, it’s 1989 and you are exposed to nifty adult adventure games in full EGA glory, but come on. We all know you are a nice innocent kid who prefers to play make-believe with your lightsaber than… well… playing with your lightsaber. I mean, just look at the opening screen!

Don’t you just want to reach out to pull those sweet caricatures out from the screen and cuddle them till they stifle in your man-boobs? No? What kind of monster are you?!

So, the sad thing about this game was that, shortly after adapting this game to DOS, the developers (Telarium) went under the water, thus, not being able to market this game to its full potential that might have saved them. It was an extremely commendable effort though, earning a posthumous Top Dog on Home Of The Underdog.

The gameplay was written by Jonathan Merritt who also wrote for Below The Root but was responsible for a couple of terrible Legend Of Zelda games which I refuse to link and that we shall never speak of. Ever. Anyway, he usually teams up with Dale Disharoon, Incorporated to handle the programming of various, including The Scoop, games. Lego Batman? Yeah, him totally. A book about Jesus? Him too.

So, without further ado, uninstalling Skyrim. See ya, stupid bug-ridden piece of trash that I bought at 80% sale on Steam.

Admin's note: The first seven posts of Kenny McCormick's foray into the missed classic of 'The Scoop' will be played in a marathon (one per day) between 29th December 2014 and 4th January 2015. So get your bets and final score guesses in quickly before our Holiday 'The Scoop' Marathon begins!

Missed Classic 4: The Scoop - Choosing My Sex

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Written by Kenny McCormick

Kenny’s filthy notebook (filled with oodles of doodles on genitalia) legible page #1:Why am I working as a journalist when I could have joined the Sex Olympics and defeated my nemesis Brad Stallion in a challenge of intergalactic carnal conquest to compensate our manhood?

Sure, sure. I’m optimistic, alright. In either sticking my thing into someone or someone sticking something in me. Like a sharp metallic object.

So, prior to getting to this screen, I was asked a DRM question to search for a word in certain paragraph which I passed easily, this being a cracked copy and all. I feel less guilty about it when I think that I’m glorifying this game in a more public manner by digging it out of some 3.5” disc burial cairn excavation site. Okay, not really. I’m fine with it 'cos I owned this thing until the disk suffered an Attack Of The Mold Creature. “He’s such a fungi to hang around with.”, the stupid disk probably said.

Also, I’m asked to choose my sex (there’s only Male or Female and no “I Like It Every Day & Night” option). Then, I get to name this suave mustachioed ladies’ man in dated suede suit. That’s what Londoners used to wear right? So, anyway, I gave him a nice Scottish name of McCormick; the last of the proud Highlander McCormick clan. What fires burn in his heart for a sword, he had transferred to his peni- er… pen. Just pen. No “I” after that. Or “S”. Or anything.

So, anyhoo, notice that the screen’s real estate is being occupied into 3 distinct areas. The top bar shows from left to right: Location, Date, Time (notice it’s close to 11pm when the game starts?). The bottom screen shows the description that cannot be conveyed with visuals alone and usually shows either a redundant movement instruction chart (LEFT & RIGHT to move and UP to enter orifi- er… egresses, I mean) or a menu of commands like Maniac Mansion, only this game is its older & smarter overachieving brother who ended up down-n-out after losing all his money to crack, whores and crack whores.

So, here’s the thing: From what I’ve read in the manual, I’m an up-&-coming (this one is so painfully obvious that I can’t be bothered to do it) reporter for the Daily Courier. Like Superman without the powers. Or even Lois Lane. But the game is nice enough to set me up with a serial killer nemesis. Also, I found out that the Daily Courier is actually a rather sad piece of work with only one reporter covering all the goddamn news in town. The hell?

Every shit job in the world starts with a “Welcome.”

And in the red corner, we have The Morning Star; an impressive 2-storied publishing house with 2 editors: one for the night and the other covers the day, and a repertoire of talented veteran journalists. And why did I take this stupid job with an unappreciative piece of shi- uh, shiny star boss who forces me to turn tricks all day like his personal gimp? Dafuq I know but turning tricks is what I do best with thousands of satisfied peasants in Skyrim attesting to that statement.

Now, the first time I played the game, I assumed I was a Night Reporter – covering the news from the graveyard shift of 10pm to 6am. I’m gonna recreate that line of thought for you guys here just for old Nostalgia’s sake because she always makes me wear some rose-tinted glasses to look at old crap best left forgotten.

Right in the beginning, I’m stationed outside the Daily Courier, just itching to start my journalistic career. Oh, why didn’t I just start out as a paparazzi cameraman, snapping upskirt photos of celebutantes? So, I might as well just enter the building.

Oh, joy. An old coot for a boss. There goes my “Office Romance” Mass Effect style wishful thinking.

So, with a press of the Space Bar, I switched over to the menu and selected the Talk option with my Bald-Spot Boss.

Sure. McCormick this. McCormick that. Waitaminit. It’s past 11. Why the hell are you still here?!

Far be it for me to dispute the guy who hands me money - I hailed a cab down to Victoria Station.

Oh, really? You know everything, don’t you? Would you wanna trade jobs?

With a satisfying screech, in a split second I’m right outside the Station proper.

Isn’t that the cutest London cabby you ever saw?! Hey! There’s only 1 door! How did I manage to squeeze in there? Is this a clown car in disguise?

Looking at the time, I found that I lost 10 minutes in that cab. Was I kidnapped by an UFO? Should I check for scars on my lower back in case the driver had popped out one of my kidneys to sell in the Chinese black market?

Stay tuned, fellow adventurers.

Missed Classic 4: The Scoop - Dead Letter Office

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Written by Kenny McCormick

Kenny’s filthy notebook (with list of questionable telephone numbers copied from toilet cubicles) legible page #2:I love my job. Gallivanting around town when everyone’s asleep and breathing in the fresh night air. Ah… Love it when London is so quiet. And filled with murders. Which gets me jobs and thus money. I hope more people gets killed for my financial security. Damn, I’m like a hitman! So cool. Know what would be cooler? A barcode tattoo on the back of my neck!
Huzzah! My first clue!


So, I guess travelling (depending on location and destination) and talking takes time. Talking, regardless of length of speech, would cost me 5 minutes. I’d love to see how that works in real life; some poor dolt having to slowly drawl out his 1-word [Fuuuuuccccccc~~~~~~~hsia !] response to fill out that 5-minute void and an even more unfortunate soul having to scatman his way through a 2,000 word speech in that same amount of time.

I am not sure how much time is required to travel on the train but, hey, the night is still young. I can work from 11pm to 6am, maybe even more since I’d only need to sleep by 3 pm, right? Yeah, right, we’ll see. Anyway, here’s what the note from some guy named Johnson (Teehee! Johnson!) says:

Ooh… an exotic murder weapon…

From this note alone; my bright, intuitive, hot-air-filled head of mine can deduce the following:

1. To be called a Murder Weapon but found someplace else, it would mean that this item was found near where the body was found. Since it was found in a tree, it would mean that the murder location is somewhat wooded and secluded.

2. It’s a dagger, named Medusa, made of jade. And it was thrown away after the killing. This means that the perpetrator/mastermind is filthy and disgustingly bourgeois rich.

3. I have a lead on this shop on “B. Street”. Probably one that deals in curios and antiques.

4. Who the fuc- uh… fuchsia… is Redman? And V. S.? Could it be Victoria Station? Nah. It’s Agatha Christie we’re talking about. It’s gonna be a lot more cryptic than that. As for Redman, he should be a fairly easy person to find. Else, he’d be named “R”.

5. Using an easily identifiable weapon means one of these things:
  1. Purely accidental manslaughter: It was a heated discussion and the dagger, which could have been a gift (because who in their right mind is gonna carry this shit around?) from the victim to the killer or vice versa, was used to end it.
  2. Religious sacrifice: As an exotic weapon, it may have been used as a ritualistic sacrificial tool. Only way to confirm it would be to check on the location of the murder to see if there are any archaic symbols or paraphernalia around.
  3. Opportunistic serial killer: This is the most unlikely scenario because the killer is very rich. He/she has too much to lose and will be too easily identifiable amongst the masses if he/she keeps leaving jade daggers around. If he/she is mentally unsound and the world is not just confined to this small little game universe, it may have been totally plausible. Knowing Agatha Christie, however, this would not happen.
  4. Sending a message: This dagger may be a known symbol amongst a close-knit group. The victim may have done something to piss off that well-to-do group and was taken out. This is most probable and would prove most difficult for me to solve as it would involve an entire group of suspects with the possibility that they may even engage a professional assassin to do the job.
Anyway, I’m only just into the game, so I’m sure I could beat this game, not unlike how it did to me so mercilessly more than 2 decades ago. I’m smarter and sexier now, game! Ahem. Now, where was I? Oh, right. Into the station, shall we?


Oh, look! It’s a bobby! I’m sure he’s named anything BUT Bobby unless his parents were clairvoyant or he was way too much into self-fulfilling prophecies.

Hello there! You’re uh… Really? That’s… that’s your name? Oh, great that it’s your last name. So, it’s not your parents' fault.

The cops are already at the crime scene. Man… how am I gonna do my job when they’re trudging around and possibly ruining or contaminating precious evidence that an amateur journalist would need to write an article for? Inconsiderate buggers only concerned with ending crimes to keep the world safe for you and me and bringing a terrible homicidal maniac to justice. What about my needs?

So, anyway, better start testing out my interrogating skills on my first suspect.

Geez! Okay, okay! Frickin’ square. I’m sure you’d just luuuurrrvvee to lock my sexy ass up for your sick corn-holing pleasure.

Might as well make my way to the eastern portion of the station to check out the latest crime scene. Damn it!

Two serious contenders for the “Most Well-Dressed Londoner”. Let’s observe what they’re doing and/or talking about to steal some fashion tips on immaculate British dress sense, shall we?

You can actually eavesdrop on conversations as an option. There are literally no other adventure games that can do this as a gameplay mechanic. You can only do that in some games as part of a cut-scene but to actively select to do that? Frickin’ first and only. Now you guys know why I’ve been harping on this game for so long?

Hemingway is the editor of Morning Star? Why the hell am I trying to contend with a paper whose editor is a Pulitzer Prize winner?!

So, anyway, it seems that Denis Oliver (that pretentious prick with that stupid hat) is the first to be summoned on the scene to identify the body by the cops after he received a call from the victim named Johnson (my note belongs to him!) who happens to be his fellow reporter from the Morning Star.

Ah. Inspector Smart. Maxwell Smart, I presume?

From the interrogation Smart was having with Oliver, I gathered that the same dagger is again missing after retrieval by Johnson. His notebook tampered with (I guess the killer didn’t want anybody to find out about the weapon so he/she had torn out the page and threw it outside the station for me to pick up).

The porter did it! No? Occam’s Razor, man.

“Out of Order” sign, you say? I must have that shit! I’m sure I could deduce a lot of things from that! The ink, the board… hell, even the string used to hang it on the booth could point out the killer! I must find a way to steal it from the police.

After a good dressing down from the police for hiding evidence (oops…), Oliver left the station a happy man since he’s now the only star reporter in the Morning Star. Get it? Star Reporter? Morning Star? Oh, it’s not funny enough for you? Fuc- uh… fuchsia bread is the best. So, my turn to talk to Smart.

Brighton? As in the shop on “B”righton Street? And is there some kind of epidemic of male-pattern hair loss that I should watch out from?

There’s an inquest tomorrow that I should totally attend because that’s where you meet hot chicks. Or was that funerals? Either way, I have plenty of investigation time left before my 3pm bedtime, right? Ha!

Let’s carry on in the next article, shall we?

Missed Classic 4: The Scoop - Need More Coffee

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Written by Kenny McCormick

Kenny’s filthy notebook (with several html addresses to alt.sex newsgroups) legible page #3: TRAINS! Choo chooooo~~~!!!

Now, to go through what I’ve gathered so far.

Since the dagger has been retrieved and any description of the weapon being “destroyed”, it would seem that the killer is afraid that it would be exposed to the public. If that were true, then my earlier deductions would have its scope drastically reduced.

Meaning that this is not:
  1. Opportunistic serial killing – Because serial killers love having a theme. The dagger would have been a great theme. But since its significance has been more or less marred by the killer trying to mask the fact that it was the murder weapon, this is no longer applicable.
  2. Warning message – Since the person who should be warned can no longer know who is the person responsible, the message would be lost. The kill that was meant to warn someone will lose its original purpose. Thus, this possibility is also moot.
  3. Accidental manslaughter – The first killing of Geraldine Tracey might have been one. But not this one. This is a premeditated silencing attempt.
  4. Ritual killing – Because Bloody Johnson there is also stabbed with the same knife, albeit no signs of any esoteric stuff can be found. Ha! In your face for trying to throw me off into the occult line of thought, game!

Thus, we are now left with the possibility that this is an assassination. It must be done by someone close to both Tracey and Johnson because there were no signs of struggle at either location. Strengthening my belief that this is so, is that, unless the killer has 100 points in Pickpocketing, Johnson had willingly handed the dagger to the killer on the pretense that the killer wished to help by “inspecting” the murder weapon when they met “by chance” outside the phone booth.

Looking at the victims, one male and the other a supposedly rather attractive female, it is very possible that we are looking a crime of passion. Someone might have killed both out of jealousy. Or, it is also quite palpable that, since it’s his very close friend who got killed, Johnson’s fervor in finding the killer could have forced his/her hand to silence him before his anger-driven zeal managed to unravel his/her identity.

Okay, now that we know that this is a simple series of assassinations which would have stopped at the first killing had everybody just forgotten about Tracey and got on with their lives, finding the killer would be as simple as knowing more about the death of, and who is, Geraldine Tracey. Frickin’ game just threw me in at the time of the SECOND killing to make my life difficult.

So, I’m in a train station. Why frickin’ not, know what I mean? On top of that, it seems that the trains work 24/7 in London. I wish the ones in mycity did that.


Here I am. Thinking… of non-sexual thoughts. Ha ha ha! This is the funniest caption I’ve ever written! ZING!

To the shop on B. Street! What the… it’s 3am already!? It should take less than an hour, lying pre-Internet game!

As an aspiring journalist/amateur detective/novice sleuth/greenhorn vigilante, I took the train to where the shop might be, presumably, in Brighton Street. At this time of the day, I’m sure it’s closed and I can find some way to break into the shop for some evidence gathering and exact some crediting into my crime-fighting funds.

Antique store? Aha! Found it! Fancy that. Selling my shit that I threw out for 50 quid. Who said this game is all up in your face with serious?

And what do we have here? Arnold’s Antiques? The shop on B. Street that sells stuff which might have included an ancient jade dagger named Medusa? Could it be that simple? Let’s open the door and- wait. Where’s the… Where. Is. The. Fricking. Door. There’s a window. Break the window and Climb through it! Argh! No such commands! There isn’t even a Use command! For a thinking man’s game, it sure is brutal. FINE! I’ll just find my clues elsewhere.

So, making my way to the next screen, I found the courthouse in which the inquest will begin in a few hours. Since every shop and building is closed at this unearthly hour, I’ll just wait till it begins.

Mmm… chocolate… Unlike Trickster, who hates cocoa-goodness which means that he’s not human, I love chocolates.

But something inexplicably funny happened that made me restart the game because…

I didn’t know I was a narcoleptic.

I guess I’m not a freaking Night Reporter as I had initially thought I was. I hope readers can feel the teeth-gnashing anger I'd felt when I was still a starry-eyed teen playing his first Detective Adventure game. Why, oh why, didn't the stupid manual or the goddamn boss clue me in about this? Why is the boss even in the office at 11pm, which further misled me into thinking that it’s perfectly normal for us to go all Batman-like in the middle of the night?

Good thing that adventure games are simple enough to get back to where you came from if you know what you’re doing. Unless there’s a stupid maze or revolting mini-games built in to sap your playing time.


My next article will start where I left off after speaking with Smart and going home to sleep instead of falling into a slumber-deprived coma outside like some kinda yuppie/hobo hybrid.

Missed Classic 4: The Scoop - Forgive Us Our Trespasses

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Written by Kenny McCormick

Kenny’s filthy notebook (with several repeating lines of “SCREW WRIGHTLEY” scrawled in it) legible page #4: Ah! Sleeping is great! It’d be greater if there was a hot chick beside me when I wake up for some freshening up. Damn, I’m starting to sound like a dirty American!

Picking up from where I left off with this new game, I promised myself that I would not resort to do this again unless I actually die or dead-end myself. However, from what I recall, you cannot die until the time is up. How much time do I have then? I can’t recall but let’s get on with the show, shall we? I’m sure we’ll find out soon enough.

Wow! I can get clairvoyant dreams?! I knew I was some kind of superhero since I’m an underpaid staff member from a newspaper with a two-word name that starts with “Daily”! Thus, I shall call myself NormalMan! I have the ability to be so mundane that villains lock themselves up in jail out of pity for my utter lack of extraordinary abilities!

After waking up from a wet dream about some snuff film, it was time for the Inquest! I love quests! Conquest, Inquest, Outquest, me like ‘em all! Without further ado, I stepped out of my single room flat (that’s what UK and their Commonwealth colonial indentured serva- er… partners call apartments) of a bachelor pad. As expected, a search through my own abode turns up with nothing. I was fully hoping to find myself to be the killer Fight Club style. It’d be totally kickass.

A ground floor apartment? In goddamn London? With a wide open door? Maybe I should lay out a Welcome mat for every shot-up hooligan in Great Britain.

I was about to hail for a cab but lo! There seems to be an Eastern exit in this screen. Travelling across it, you wouldn’t believe how coincidental and convenient it would be.


O-ho~ So my in-game arch-rival for journalistic supremacy is living just next door, eh?

What better way to win the race than to foster a false friendship with him and dig out whatever he may know for my own mercenary purpose? It’s not honorable, sure, but I’ll bet Oliver’s thinking the same and would have done it if he grew a pair that are larger my gargantuan ones.

Upon entering his home, I found no one there. So he’s already left for the inquest? That slimy bastard. Fine. Since, I’m already certified to be a trespasser, I might as well make the most of it.

Finders keepers, losers weepers!

I immediately made my way to the Victoria Station and took a train down to Brighton as fast as I could. When I reached the courtroom, who was there but Denis effing Oliver, I knew you were fast, you bastard, but damn are you a squiggly one.


Look at that smug oh-so-punchable pixelated face.

And then, finally! The first woman in the game! I almost thought that I had wandered into a Hercule Poirot novel. The lady goes by the name of Amethyst Manwaring. Look at those low-res hooters, guys. Look at them.

I know I’m a ladies’ man but damn, that was easy.

Anyway, to follow through with my plan to steal Oliver’s thoughts by forging a relationship based purely on insincerity, lies and possibly even some homoerotic sexual tensions, I initiated my conversation but…

How did you know? HOW DID YOU KNOW?!

That’s the way you wanna play it, Oliver? You want to know just how low and childish a man can go when he can’t get what he wants?

Someone hates someone on Monday. And look who gave a BJ to whom on Tuesday!

In your face, my good neighbor! I’m reading your goddamn journal right in front of you and you can’t have it! Neener neener! Oh wait. Inquest’s starting.

Seriously, there must be some kind of hair-loss epidemic in this game. Oliver’s probably bald under that hat of his.



Hmm… So, Geraldine Tracey was Geraldine Potts who had a brother named Arthur Potts. And her husband, Mr. Tracey, is a generous man… a rich man. Rich enough to buy a jade dagger. And close enough to Geraldine to plunge it in her heart. That’s Suspect #1 for ya. Who is this Mr. Tracey?

Aha! A fat and brightly dressed man! You must be Mr. Tracey!

Moving over to the Anteroom, my eyes almost bled from the clash of colors between that new character against the monochrome background. He’s so in-your-face that I seriously doubt that he’d be the killer and immediately struck him off my suspect list even before I could put him there.

Your” dear Geraldine? Is this some kind of strange British way of addressing one’s friend? Is that why Holmes always says, “My dear Watson”?

I can almost smell Fisher’s fingers full of Geraldine’s fishy poontang pie from this side of the screen. He has a shop up in North Street? I’m gonna pay you a visit. Or rob you if you’re not there. Like what I did to Oliver, that little arrogant turd nugget.






Yea, a weak heart from all that cholesterol, I presume. Hmm… I will have to ask Fisher where this Geraldine and her husband lives. I’m sure I can find more clues for the first murder than the subsequent ones. It’s always easier to track a killer by finding his first mistakes than to spot for new ones in his later killings after he has gained all that confidence and experience to remove evidence.

Killers are like D&D Wizards. They suck at Level 1 but they’ll rip (out your innards) at Level 9. Anyway, what Oliver said to me reminded me of something. This game allows me to tail someone and even request a cab to follow anyone. Once again, a game mechanic that no other Adventure game has that is not part of a cut-scene. This game is so open and the more my character knows, the bigger it becomes.

What am I gonna do first? Stay tuned, adventurers!
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