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Missed Classic 28: Freedom: Rebels in the Darkness (1988)

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By Ilmari


Hey, this isn’t what I was supposed to play! What’s going on?
I’d like to consider myself a history buff. I love reading about past events, see how all the borders have shifted, learn about the lives of people in past ages. And I do enjoy also playing games situated in definite historical periods. Still, I couldn’t really muster up enthusiasm for the Oregon Trail.

It wasn’t just that the Oregon Trail was really no adventure game at all. It’s something about the setting itself that doesn’t really strike me as that alluring. I was quite into all the tales about the Cowboys and Indians, as a little kid, but when I grew up, it became quite clear that I had confused the good and the bad guys. Really, the supposed savages were actually just defending their own lands from an onslaught of people coming originally from across the Atlantic Ocean and settling in on someone else’s backyard or hunting grounds. But winners decide how the history is written, and we are more likely to hear of brave settlers battling the forces of nature, which apparently included also Native Americans. This historical whitewashing has so well hidden the truth that some loudmouth has had the nerve to suggest building a wall on Mexican border to stop the flow of the supposed immigrants. This is simply an outrage. If these supposed foreigners have even a tinge of Native American heritage, their ancestors in most likelihood walked few millennia ago through the lands of USA - on the other hand, the ancestors of this particular tramp were quite recently living in Rhineland.

Point of my rant is that a historical setting in a game loses some of its charm, if the player has to take the unjust side. But just let me play a rebel who will throw away her chains, cut the throat of her oppressors and lead her enslaved people to freedom and I am hooked.


Now this is what I am talking!

But that guy... he looks like Hulk Hogan on steroids and full of fake tan. And jeans?

It is debatable which is the greater crime in the history of the American continent: the brutal treatment and even extermination of the indigenous civilizations by the colonists, or the equally brutal shipment of Black Africans to work at the plantations, just because the indigenous population didn’t have the stamina for the hard work. We’ve already seen Muriel Tramis’s take on the consequences of the latter atrocity at the beginning of 20th century in the island of Martinique in Mewilo. This time, we’ll transport back to a time century earlier, when slaves rebelled. It's time to play the next game Muriel Tramis made for Coktel Vision, Freedom.

I have to admit, calling Freedom an adventure game is a bit of a stretch. But hey, French Wikipedia does it too, so it’s not just me… And if Oregon Trail found its place on our blog, Freedom should surely get it also. It is just so rare to see games with an important message, so let’s be inclusive this time, shall we?

Just like with Mewilo, Martiniquean writer Patrick Chamoiseau has created all the texts in the game. Indeed, some of the characters have familiar names - for instance, you might get to rebel against Arnaud de Ronan, whose ghost we met in Mewilo.

Freedom does have characters, since both the oppressed and oppressing side consist not just of nameless units. There are clear roles in the plantation, like the priest, and there are usually two or three character options for each role. The manual describes in detail the various characters, and presumably having different characters in your and the opposing team makes the game somewhat different - one priest is stronger in some area than the other.


One possible set of characters

There are four possible options for the leader of the rebellion, which you’ll get to choose at the beginning of the game. Two of the choices are a bit stereotypical: there’s Sechou, strong, but tongue-tied caveman, and there’s Solitude, weak, but charismatic woman. The two other options are more average, Makandal and Delia, with somewhat different skill sets. In practice, I did not find that much difference between the two average types, probably because I played on the lowest of the three difficulty levels, and some of the skills seem to be of use only in the higher difficulty levels.


The farthest I got was with Solitude. Yes, reason beats brute force


The main game screen

After determining your character and the difficulty level, you are instantly dropped to the map above. Yes, it’s colourful and very hard to decipher, even when you are playing it. The player character, and her gang of rebels, is represented by one of the moving dots (Can't see the dots? I had also the same problem). The other moving dots are chien or dogs roving around the plantation. These dogs aren’t deadly, but if you walk too close they tend to bark. At best, you only make yourself more prone to being detected by losing your cover, at worst, the bark reveals you to Martinique militia, which means an immediate game over.

The result of the encounter with the dogs, just like almost everything else in the game, is based in some manner on various numbers. Part of them you can see on the main screen, part of them can be found in another screen, together with some details of how you’ve progressed, and I guess there must be some hidden variables also. There’s numbers for your stealth, for the power of your group of rebels and so forth - I am not going to go through them in detail.

What I could mention is the torch on the left side of the screen, which represents the playing time - take too long and the sun goes up and rebellion is over. If you are doing great, there is the possibility of encountering Manman-Olo, a goddess of the sea, who will be glad to turn the course of the sun few hours earlier, so you’ll have more time to plan your revolution.


Nude goddess - what more could you expect from the makers of Emmanuelle?

While moving about the plantation, you can stop at some point of interest and press Enter to get a close-up of where you are. At first, you might be interested of visiting the slave quarters, where you can try to rally the other slaves to your cause. The more charisma and fame you have, more eager your friends will be to join you. Of course, the more rebels you have in your team, more easily you will be detected.

You’d think one slave would be equal to another, but apparently some slaves are more equal than others. At first, you’ll only be able to get some low-level slaves to join, but when the rebellion moves forward, chief slaves will also be interested of your project. The most difficult to get to join the gang are the domestic slaves, who live near the master of the plantation - so difficult that I haven’t yet managed to convince anyone of them to my side. Yet, having them is apparently quite essential, since the masters are not so eager to fight with their beloved nannies.


Brothers! I have a dream!

There are two types of sorcerers (one more modern, the other more traditional) and two possible characters for each type in the game, with each character having different special skills. It’s possible to get only one sorcerer into your gang, but so far I’ve found it easier to have no sorcerer. They can give you advice, which is about as helpful as tips given by your advisers in Civilization. The special skills might be of use, but the sorcerers are also very prone to die in combat - and death of your sorcerer means that a large percentage of your followers returns to home.


“Be careful! Bosses never leave their swords.” Yeah, I’ve noticed.

So, now that we have our ragtag gang together, let’s go and make some havoc! The number one priority is to burn some fields, which will make your fame rise easily. There are also storage buildings that you can burgle or climb into, but at least in the lowest difficulty level this seems pointless (I guess you could find weapons in them when playing in higher difficulty levels). Then again, you can also burn the storage buildings.


Fire, walk with me.

Beside fulfilling your pyromaniac fantasies, you can also contact your oppressors - or they might see you and want to have a word with you. It’s not just friendly chitchat, but you usually have the option to fight them - or then you are forced to fight them. This is probably the silliest part of the game. In the easiest level, you’ll automatically have the same weapons as your opponent, so it’s either a fist, sword or pistol fight. Fist and sword fights are like those classic karate games - you push buttons with no rhyme or reason and hope that you’ll somehow beat the bad guy (or at least that has been my preferred tactic). With a pistol fight there seems to be no control, but the game decides according to some predetermined criteria, which side will win.


Local priest is trying to intimidate us with his prophetic skills


And he goes down before saying Hail Mary!


Massacre? You and what army?


Say, you and that priest must have same tailor


We ain’t harvesting any sugar for you, guvner!


 Darn, he’s quick with that pistol!

Once you have beaten the gentleman you’ve fought with, you’ll get to decide whether you’ll want to keep him a prisoner or whether you’ll just hang the guy. Both options have some pros and cons. If you have a hostage, your oppressors might not strike you as hard in the next battle. Then again, the prisoners have a tendency to escape, especially if the size of your rebel group drops drastically. Furthermore, some prisoners can convince slaves to return to their homes.

The final aim of the game is to convince the owner of the plantation to set you free. The manual gives clear conditions for doing this - certain percentage of the plantation must be wasted and all four dogues must be killed. These dogs are sent eventually set after you, when the higher class people finally get enough of you. They are not the sweet chiens, who merely bark at you. No, these dogs bite. Unfortunately, I haven’t yet been able to kill all the dogs. It’s quite easy to destroy three of them, but killing the fourth seems impossible, even though I have reduced the emulator speed to its minimum. Chances are:

  • It’s a bug
  • It’s an intended feature, meant to teach you cruelly that rebellion never pays
  • There’s something wrong with the copy I’ve been playing
  • It’s a clever copy protection that will fail you at the very last minute
  • I've still missed some implicit winning condition


 Three down, one to go


And I fail again

Since I haven’t been able to get to the end, I sadly don’t have any pictures to show of it. The first one who manages to play the game to its final end (no matter which version used) will get 50 CAPs for their story and screenshots.

Final rating

Puzzles and Solvability

On retrospect, I might have been a bit hard on Oregon Trail, when I gave it just 0 for puzzles - although it didn’t have traditional adventure game puzzles, it did have some type of problems to be solved. Almost the same remarks apply with Freedom, since the problems you have to solve are more like problems in a strategy game. Should you rally some more slaves or would it just break your cover? Should you try tackling with the priest or instead go burn some fields?

Score: 1

Interface and Inventory

The interfaces of Mewilo and Emmanuelle were far from optimal and Freedom isn’t an exception to this trend. Let’s say you want to ask an advice from a sorcerer. You first have to push “ESC”, in order to activate the menu at the top of the main screen. Then, you can’t just cycle through menu choices with arrow keys, but you have to take the cursor with the arrow keys or the mouse to the Advice-button - and if you accidentally have tried to move the cursor without pressing “ESC” you are actually moving your character in the screen. Like in Mewilo, there’s no in-game save mechanism, but considering how different Freedom is, I don’t think this is a real fault.

Score: 2

Story and Setting

With Oregon Trail I complained that there wasn’t that much of story and even what the game had was a bit inconsequential for the actual gameplay. Here, the plot is far more important. You have an intriguing introduction - plantation owner is sleeping restlessly, because of a rumored slave rebellion, but who will lead it? The plantation itself is a setting that feels alive, with different characters living in different places. There are various ways how the rebellion might fail, all explicated with text boxes. And while I did not get to the best ending, it surely would have been epic (I guess everyone puts on their best dress, dances and sings “Freedom has come, freedom is fun!”, ). Still, it’s far from the complexity of Mewilo.

Score: 4.

Sound and Graphics

Freedom does have some individually rather decent pictures, even if some of the character graphics were clearly lifted from Mewilo.Yet, the main map itself was so hard to decipher that I cannot really praise the graphics. Compared to Mewilo, there was precious little music or sounds to be heard.

Score: 3.

Environment and Atmosphere

This is clearly the best aspect of the game. Once you get the hang of the interface and actually understand what is going on, the game becomes a veritable source of suspense. Trying to find a good spot to run between the guard dogs, being caught and having to fight a much stronger opponent - it’s all geared to make you feel like a rebellious slave and boy does it make your adrenaline flow.

Score: 6.

Dialogue and Acting

Patrick Chaimoiseau is as professional writer as ever, and the various characters again have a distinct voice - all oppressors are not of the same mold, but there are scared cowards, violent brutes and even compassionate friends of slaves. Due to the nature of Freedom, there’s just so much less dialogue than in Mewilo and you’ve quickly seen the majority of it.

Score: 5.


1 + 2 + 4 + 3 + 6 + 5 /0.6 = 27. Because of the historical importance of the theme, I am going to give Freedom a one bonus point, making the total 28.

While Freedom does then beat Oregon Trail, it clearly doesn’t fare well in the PISSED rating. I was waiting it would have scored better, but there seems to be a common theme running through Coktel Vision games - great or at least interesting ideas with a lot of potential combined with a good story, but with frustrating interface and severely lacking in the actual gameplay. We’ll see whether these flaws get corrected in the future.

A Conversation with David Marsh

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Interview by Joe Pranevich


As we close out our coverage of Sherlock Holmes: Consulting Detective, I am thrilled to have been able to speak to one of the masterminds behind ICOM Simulations’ success, David Marsh. In the first decades of his career, David helped bring us classics like Deja Vu, Shadowgate, and Uninvited. He was the art director for the Consulting Detective series. These days, David is the driving force behind Zojoi, the current owner of much of ICOM’s adventure gaming legacy. He and his team have recently released updated versions of the first three Consulting Detective cases plus a complete reimagining of the original Shadowgate.

In a wide-ranging conversation, David and I talk about all of those titles, games that didn’t quite make it, and even Road Runner’s Death Valley Rally. It was a lot of fun and I’m thrilled to be able to bring this interview with you.

Now you’re playing with power!

JP: First off, I want thank you for taking the time to chat with me today. You worked on several of my absolutely favorite old NES games as part of the MacVenture series, Deja Vu and Shadowgate. I think those games more than many others inspired a whole generation of console gamers that might not have had access to adventure games to think about them in a different way. I wanted to know if you could tell us a little bit about how that came about and how you contributed to those very influential games?

DM: When I started, I was doing ministry work in a large church in Chicago. I met a guy who was a programmer at a company called ICOM Simulations. I was an artist; I had done art on various machines, Apple IIs and stuff, when I met him. The Mac had just come out and he had told me that he was working on this game called Deja Vu and they had just started work on another game called The Uninvited. These were the first first-person retail [adventure] games. They obviously took advantage of the window system: really incredible jump there where they were dragging objects from window to window and using them and stuff. It was pretty neat. my friend and colleague, Karl Roelofs, and I came up with this idea for Shadowgate. I think at that time, it was called “Shadowkeep”. It had millions of names-- “Behemoth” was a name for a while, just a lot of different things. We worked on it in ‘85, ‘86, and ‘87. During that time, I also finished the artwork for The Uninvited. That was great. We ported that to every conceivable machine: the Commodore 64, Commodore Amiga, Atari ST, PC; 4 colors, 16 colors, 32 colors.

And then we were approached by Kemco-Seika and they said we want to go ahead and put some of the MacVentures out for this 8-bit console called the NES. They gave us the specs for it which, as you know, were quite limiting. We laughed. We said, sure-- go ahead and try but you can’t do it. It’s going to be too much of a pain. It’ll be a problem. It’s not going to be big enough. The screen’s not large enough, the colors, resolution, and all that. They came back with a really compelling product, especially considering all the products out on the NES to that point were pretty much side-scrollers. This was very different. They were doing all the coding and we were looking at it, testing it, translating it. They translated it from English to Japanese then we translated it back to English. That was the start of some really cool things.

Nu du spelar med kraft!

Shadowgate went out in English, Japanese, German, and Swedish-- which was interesting. It was one of the only NES titles specifically made for Sweden and I never got a reason why they decided to do that. Maybe somebody thought it would be a great Swedish game. Deja Vu followed after that, which I consider the best of all the MacVentures. Just a great, solid story. And then they did The Uninvited and it wasn’t until years later that-- when I was doing freelance work for Infinite Ventures who had purchased the rights to all that stuff-- that we put it out on the Gameboy Color. At that point, Deja Vu II was added to the mix.

JP: I have to agree: Deja Vu is an absolutely fantastic game, although I did fall in love with Shadowgate first. I had the opportunity to play the PC versions of those games as well but I came to them through the consoles and that’s where I fell in love with the brand.

DM: Shadowgate is interesting because Karl and I didn’t know what we were doing. There are a lot of puzzles in there. When we re-did Shadowgate again in 2014, we wanted to keep the feel of Shadowgate, and the “Hey! I remember this room, but wow is it rendered differently.” and then change the puzzles that we didn’t like. So the ones that were very random, we removed, and we tried to put a lot of story behind it.

Reimagined Shadowgate is beautiful.

I think Deja Vu is awesome and has great art by Mark Waterman. It’s got a great plot as well. The other thing I love about it is the balls the programmers had: there’s a part in the game where you need to purchase a gun from-- I don’t remember the name of the gun shop, [Ed Note: “Gun Palace”] -- and the code actually looked to see what the date was on your Mac and, if it was Sunday, the gun shop was locked. Which is just terrible to do to a player, but I just think is hilarious now. You’d never get away with that now. Just fun, great games.

There were other games we had done on the MacVenture series that never made it. There was a game called “Helios” that was based on a meteor coming to the earth, done by a couple guys in Hawaii. They were friends of the CEO. That was cancelled And then a game called “Gossip” where you were a gossip columnist in San Francisco. And we had finished Beyond Shadowgate; it was done but at that point the company had moved on to do side-scrollers for the Super Nintendo. And they ended up turning that into a TurboGrafx game as a side-scroller. And then a game called “The Awakening” which was a great London werewolf game that Karl and I did that we still like a lot, but that was never released.

Deja Vu leveraged the Mac’s windowing system very well.

JP: Any chance we’ll be seeing modernized versions of any of those “Lost Classics” through Zojoi?

DM: Maybe. We’ve talked about “The Awakening” because of our love for it-- we love that whole era. We as Americans have romanticised 19th century London, but it was a horrible place to live. But we really like that timeframe-- one that Suzanne Goldberg really captured in the Sherlock Holmes: Consulting Detective books/board game. Anyway, maybe someday I’ll go back to “The Awakening” which is just a great fun design.

I’m more apt to revisit The Uninvited and Deja Vu again, with a modern 3D update. We’ve talked about putting out Deja Vu with Deja Vu II as one big game because those games hold up so well.

JP: I do remember Deja Vu and I remember not getting that I needed to throw random objects into the sewer. That was a terrible puzzle!

DM: The thing was that destroying objects was always a problem. In that particular case, you really needed to think through what are the objects that you need to show the cops and which ones would incriminate you. So, you had to keep certain things and throw certain things away. It required a good amount of thinking! Of course, that was before the Internet so it was not like you could easily find the answer.

Trickster played the DOS version of Deja Vu as our 4th game!

JP: I’m fairly certain I called the NES tip line on that one.

DM: Alright! It was a little tougher to drop those items on the NES as compared to the Mac (dragging stuff from your inventory.)

JP: Perhaps so, but it was a beautiful inversion of the adventure game trope where you have to carry everything, right?

DM: “Carry everything” and “save early and often”!

JP: Indeed! I did love Shadowgate and I know that brand has continued through Beyond Shadowgate and, I think, Shadowgate 64 which I don’t think I ever even looked at and I don’t think you were involved with.

DM: Karl and I were approached by Infinite Ventures (who owned the property at that time) about helping about doing the design work for the game on the N64. We hired a firm in Minneapolis to do the programming... No, no, no. That was Shadowgate Rising. [ Ed Note: “Shadowgate Rising” was a cancelled title which would have been released in 2000 or 2001. ]

Shadowgate 64 was all done in Japan. In the end, Kemco pretty much handled everything from the design to the implementation. We were really barely involved.

JP: That’s okay. It’s a console game and I don’t even think an adventure game, so I don’t care. [ Ed Note: Shadowgate 64 utilized a fully 3D rendered world like many N64 titles of the era but is generally considered a simplified adventure game. ]

Shadowgate 2 through 63 fell into the sewer.

JP: Speaking of which, ICOM did move ahead and and was involved with some extremely influential FMV games. Those were the Consulting Detective series then Dracula Unleashed and such. I want to hear a little bit about how those games came about because they are such a departure from the ones that had been worked on earlier.

DM: I know that the producer on Sherlock Holmes was Ken Tarolla and I was the art director. I don’t remember how it came about-- there was some connection between Ken and the Goldbergs/Suzanne-- and [he] got ahold of the board games. [Ed Note: Suzanne Goldberg was one of the writers of the original Consulting Detective pen & paper game.] Of course, at that time it was the renaissance of board games going on there, the 80s and early 90s. Of course, these days board games are really doing well again which is exciting. They worked out what it would take to film it and create the scripts and program it. So a couple writers-- I don’t remember who they were-- were hired to take the base games of three mysteries-- that point it was the “Mummy’s Curse”, “Mystified Murderess”, and “Tin Soldier”-- and create all of the scenes required for the game..

I hired a fantastic artist, Kathy Tootelian, and she did all the illustrations. We couldn’t afford to film flashbacks so Kathy did them all as sepia-toned illustrations which I thought worked really great. Everything was shot on soundstages in Minneapolis and Peter and Warren were hired for Holmes and Watson respectively.I personally I thought they were a great Holmes and Watson. Those two gentlemen held themselves up very well. Anyway, all of this was shot at the same time we were developing the video technology. CD-ROM was a new thing and Tod Zipnick, our CEO, really wanted to take advantage of that by utilizing video. The real hurdle was not even so much the framerate-- but of course that ties into it-- but the size of the video.

I agree: great casting for Holmes and Watson.

The original video was shot on Betacam SP and the detail wasn’t… you know… the best at the small resolution. Even so, It was pretty exciting because it started off on the FM Towns and it ended up going to a number of other platforms. I remember years later while I was working at Infinite Ventures we put the games out on DVD. Did you see that version?

JP: Yeah. I don’t even know how they did it.

DM: It was a really difficult thing when we put that together, just being about to move back and forth between the scenes on the disk. It was very hard and a shame that didn’t really take off.

Anyway, back to the original platforms. Sherlock Volume One came out and it did well enough to do volumes two and three. Peter and Warren were still available and we continued to go back to Minnesota and shoot them. The video got a little larger as technology got better. Working on those Sherlock games was great. Again, my involvement at that time-- not talking about what I did with Zojoi-- but my involvement at that time was pretty much art direction. Although I was a dead body in “Mummy’s Curse”. I had a knife in my back…

JP: That’s the Arab guy slumped over the desk? [ Ed Note: Akram Fahmi, one of the Arab gentlemen in the smuggled artifact subplot. ]

DM: Yes, yes! That’s me with my long mullet at that point.

David Marsh in his acting debut.

JP: You’re going to be on IMDB tomorrow, my friend. Well… we’ll see about that. In terms of your contribution, is there-- other than playing the dead body-- is there something about those games that you are particularly proud of?
DM: I think it was the art direction of it. I give all kudos to Kathy Tootelian who came up with a great style. Here’s someone who I found at a local college and I just thought was perfect. She’s really a fantastic artist and a wonderful lady!

With Dracula Unleashed, I was the producer and art director. I was there for the whole shoot.That was much more of a campy kind of thing compared to Sherlock.

JP: That’s awesome. I regret that I haven’t played Dracula Unleashed yet, but it’s on my to-do list. I’ve already volunteered to review it in a couple of years.

DM: It’s interesting. You look at it and think Dark Shadows [Ed Note: A campy gothic US soap opera from 1966-1971] and that kind of stuff. It’s got that bit of camp to it and it was fun. We took it to the next level because it takes place over the course of three or four days. We shot scenes multiple ways depending on what objects you had “in hand”. If you had a cross in hand, it would change what would happen if you go to the cemetery or if you don’t. It was fun, but the whole FMV-thing kind of dried up after that. But it was good. If you want, I think I have an extra strategy guide if you want it.

This is the game I didn’t know that I needed to play.

JP: I like to play them straight but thank you so much for offering.

DM: The second half of the strategy guide has Stoker’s original novel in it, so it was pretty cool.

JP: That sounds absolutely amazing. Obviously, at that point you say that the FMV market was declining and that’s too bad. You worked on a “Beavis and Butt-head” adventure game, right?

DM: I didn’t work on that one, but I did work on a number of smaller titles when Viacom bought us. I went from working on adventures to working on FMV to working on Super Nintendo games. Those were great. I worked on Road Runner, Bugs Bunny, and Daffy Duck. And then when Viacom decided to get into the industry and bought us, they said, “We need you to make games for Paramount, MTV, and Nickelodeon.” It wasn’t quite on the same level of fun. [laughs] Those were some interesting years.

[Ed Note: I was thinking of Beavis and Butt-head in Virtual Stupidity, an adventure game from 1994. Viacom New Media team members worked on that but not David. He worked on other Beavis games for Viacom but no adventures. Oops.]

And actually, we took whatever we learned on Dracula Unleashed and applied it to a game we called Club Dead, which was a crazy MTV video title that no one has ever heard of.

JP: I have heard of it and it’s on my list but not for a few years.

DM: The bottom of your list maybe, you know.

Beep-beep!

JP: I get there eventually. By the way, I did want to say that the Road Runner game, you just mentioned it, [Ed Note: Road Runner’s Death Valley Rally for the SNES] was a big favorite of mine as a kid. It was the only way that I could play a Sonic-like game without having to own a Sega.

DM: That was obviously the idea. The animation was all done by a fantastic artist named Jeff Troutman And the backgrounds were done by another awesome artist Brian Babendererde. We looked at every video under the sun and these guys really nailed the look and feel of those cartoons. The only thing that I believe we messed up on there was that cactuses could stop you from running. We should never have done that. Other than that, I was really happy with that game and it was just a team of four people and we produced it pretty quickly.

Funny story out of that game is that there’s a thing in one of the scenes… you know, Wile E. Coyote is always buying things from ACME. One of the things he buys is an outfit called the “bat-man” outfit. [Ed Note: First introduced in a Chuck Jones short in 1956.] It was “bat”… dash… “man”. He’s basically in green leotards with wings under his arms. We would send a design document to Warner Brothers via fax. That was the only way to do that. And part of it was saying that he’s in a bat-man outfit. They would come back and say, “Although we, Warner Brothers, owned the DC rights, Batman cannot appear in this game.” I’d fax back, it’s not “Batman”, it’s-- just look at the cartoon-- it’s called bat-man but it’s basically green leotards and they would just write back the same thing again. Finally, I learned my lesson and said that Wile E. Coyote is flying around in green leotards and that was approved! That was pretty nutty.

Wile E. Coyote in his green leotard. (1956)

JP: That’s fantastic!

DM: It’s a great, fun game. I think I still have a poster somewhere or a bubblegum card. It’s is still one of the titles I’m most happy with.

JP: I wanted to move on a little bit to your current adventures. Zojoi has been up and running for a couple of years now. You’ve released three of the Sherlock Holmes cases. You’ve released Shadowgate.

DM: And the original MacVentures on the original Mac and Apple IIGS as well.

JP: How did Zojoi come about? How did you get the idea to re-release some of these classics through your new venture?

DM: Basically, I watched what Double Fine had done on Kickstarter. Their adventure game kickstarter raised three million dollars. [ Ed Note: Double Fine was founded by Tim Shafer, designer or co-designer on many LucasArts titles including the Monkey Island games.]

Double Fine raised $3.45 million dollars for the development of “Broken Age”.

At that point, I was working at a startup-- I had left my previous job-- and I saw that and thought… why not?I called my friend Eugene Evans up and said, “What are you doing with the old game properties like Shadowgate and Sherlock?” And he said, “Nothing.” So I worked out a deal to get those again and I wondered what’s the thing that I could produce-- that I SHOULD produce-- first? It’s kind of like that Jurassic Park thing: just because you CAN doesn’t mean you SHOULD. I didn’t want to start off with Shadowgate because that was the key property, so I looked at Sherlock and went through Eugene’s basement and found all the source, all the Beta SP tapes. I then had all those re-digitized at the same time I did a kickstarter.

Of course, I had no idea what I was doing and so it failed spectacularly. But it taught me that there were enough people that still wanted the game so we decided to finish them. So Karl Roelofs, a great programmer named Brandon Booker, and I spent the next year working on them. The key was that people had never had a chance to see the video in any sort of glory. So other than re-digitized the mysteries and I found all of Kathy’s original drawings and I re-scanned those in and painstakingly re-edited all that stuff back into it. It was a neat project to work on.

I still have the other six mysteries sitting, waiting to go. Not programmed, but the video source is ready if I want to finish them.

The video is definitely improved, and now we have optional subtitles!

JP: You have my vote and my money if you ever sell the other six!

DM: I’ll let you know and I’ll put you to work in video editing.

JP: I’m afraid that while I have several skills, that is not one of them.

DM: I’ll teach you! Anyway, that’s how Sherlock started. So I incorporated Zojoi (basically a randomly generated name) and decided to do another kickstarter.

Karl and I spent probably four months or more getting the Shadowgate kickstarter ready. We made sure we showed backers what it was going to play and what the art style was going to be. I found a great artist in Russia named Chris Cold who did all the art. I love speed painting, it has a very sketchy feel to it, but it is very alive and he’s amazing. We knew it was going to be 2D and it would be programmed in Unity and we were going to add elements to make it feel 3D. We spent a lot of time planning the campaign - we had updates for every other day, we had stretch goals, and we put it out there. I think it was the NES players that really put us over the top and we reached our goal with maybe a week to spare.

Shadowgate ended up raising $137,232. Nice work, NES players!

And at the same time of our kickstarter, there was another kickstarter going for a game called Hero U. Do you know that game?

JP: I know it very well. The Coles come by our site and we are pleased that they chat with us often.

DM: They were very kind. We basically said, “Hey! Let’s help each other out.” They were looking for a lot more money, I think $400K and we were looking for $130K. “We’ll send some people over to you and obviously you are very well known for your past games and maybe you could send people over to us.” Once we got momentum going, once we hit 70% of our goal, people really started pledging. A lot of people just said, “I don’t know anything about this but it looks cool and I want to see it succeed.” We were a bit late but we finished the game and I learned a lot about shipping that I did not want to know before. And we did some really cool boxes, with a map-- a cloth map-- and all this stuff. It was a lot of fun, but it was a lot of work.

JP: I’m glad to hear it. I have to admit that by the nature of my “hobby” that I live in the past, so I haven’t played the new version yet. I look forward to playing it some weekend when I don’t have anything else to play.

DM: I’ll send you a key! Put it on your list!

JP: I own it! I bought your game right away.

DM: The neat thing about it, Joe, is that I contacted Kemco. And I said that obviously I had the rights to Shadowgate, but look people love the “chiptunes”. They love the original music that was created for the NES games. I would love to put them in there so people could play either the new, recreated, glorious version by Rich Douglas or they could play the game with the old NES chiptunes. They said fine, go ahead. Really, they were awesome to let me do that for the fans. . So we did that and old NES screen transitions and also created a “pixel mode” for fun. Oh and we included the old UI if they wanted to experience the 90’s again.

Shadowgate 2014 - in retro mode!

JP: It’s an amazing product and I’m glad you were able to succeed with it. What’s coming next for Zojoi? Do you have some new games on the horizon?

DM: I’ll let you know more in the next couple of months, I promise. We finished Shadowgate with the goal of going right into a sequel, but the tablet versions took us a long time. By the time we had finished the ports, the team had been working on Shadowgate for three or more years in one way or the other, and needed a break.

So some of the team moved on to developing our new adventure game engine. We are still working in Unity but the new titles are now in beautiful 3D and features a simpler UI and awesome storylines.. We’re working on two new games that are in various states of completion. But in the meantime, Shadowgate 2014 should be coming out on Xbox and Playstation. That should be happening soon, which is very cool.

JP: Well, that is awesome and I’m looking forward to seeing what comes. You have my vote for some new Sherlock, but new titles are good too!

DM: Haha. I hear you! Most of what I’m doing now are based on things I haven’t been done before, some genres that have never fully been exploited. Things from-- let’s see, I’m 51 now-- things from my childhood that I loved. I guess that’s all I can say right now. But things that I love that I thought would make a great, fun adventure game.

JP: I’m sure it will be a lot of fun! So the final question for the Bonus Round is: other than a game that you yourself worked on, name an adventure game that you particularly enjoyed and why?

DM: Hmm. I would say probably Manhole, remember that? I think about that game a lot when I’m designing stuff. I know it’s old. There are obviously other things that I’m playing. There’s something about when Manhole came out… that’s the Cyan guys, right? 

The Manhole - another 80s game that's been recently revisited

JP: Yep. They subsequently did the Myst games but that was their first. And it was done in HyperCard! [Ed Note: HyperCard was a beginners programming environment developed by Apple in 1987.]

DM: Oh yeah! Which is amazing! What I loved about Manhole was that there really wasn’t an interface to speak of - very minimalistic. It was also very absurd. It’s kind of like [if] the Beatles’s Yellow Submarine were to pick you up and put you on an adventure.. It was an exploratory game and yes there were puzzles and stuff, but it was unlike anything I had seen. I remember at that time [1988], the MacVentures were so heavily user-interface. Of course that’s because you could use a torch on anything, right? You could use a torch on the wall or on yourself. That was the whole idea, to give you as many options as we could. Manhole didn’t allow you to do that. It was pretty black and white-- literally. There was something about it that was great. I’ve actually thought a lot about it over the last year, as we were developing these new 3D adventure games and trying to keep things a bit more simple.

JP: Wow, that’s an awesome answer and thank you. I played that game as the target demographic on a Mac IIcx when I was like 8. [ Ed Note: I was at least 10-11. ] Bringing back memories! I just want to say thank you for spending as much time with me as you have this afternoon.


Talking to David was a treat and I hope you enjoyed our interview. You can check out Zojoi’s website at www.zojoi.com. Please check out their games on Steam or wherever awesome games are sold. The new Shadowgate and the first three chapters of Consulting Detective are available now, plus four emulated MacVentures: Deja Vu, Deja Vu II, Shadowgate, and Uninvited

Up next for us will be the final chapter in our playthrough of Consulting Detective, with potentially a brief detour to look at the alternate versions of these cases before we get to the final rating. I’m very curious (and excited) about how this game will do in our rating system!

Missed Classic 29: Asterix: Operation Getafix (1989)

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Written by Ilmari


What game are we playing this time?



Although one might have thought from my earlier Missed Classics that Muriel Tramis was the only game developer in Coktel Vision, the company had actually been in existence for two years before Muriel Tramis’ first game, Mewilo. The earliest Coktel Vision game I have been able to found is Balade Au Pays De Big Ben (1985), which appears to be based on Lewis Carrol’s Alice-stories and apparently was meant to teach French kids read English.




The game box speaks of pedagogical breakthroughs, but this just seems
ridiculous. I bet the program accepted only one correct solution,
 although technically there might have been many correct answers

Educational games was something Coktel Vision continued to produce through the years, but a bit more interesting from our perspective were their adaptations from comic books and animation movies. It is quite surprising that this French company apparently got the permission to produce games based on Disney movies. Their catalogue contained games based on old classics, like Peter Pan and Jungle Book, but also a game based on Oliver & Company. And this movie might just be the reason why Disney ever co-operated with a semi-obscure French company. Disney animations had experienced a kind of a slump in the 80s, and they didn’t fully recover before Little Mermaid. Oliver & Company was just another disappointment, at a time when Fievel was more popular than the company with the original mouse brand. Maybe no one else just wasn't that interested of making games based on Disney movies at the end of 80s?


FUN FACT: Oliver & Company was the second Disney movie I ever watched in a movie theater (guess what was the first one for 5 CAPs) and the first one I watched the year it appeared


I did see this one also in the movies, but it will still be a while, before we get to it on the blog...


...and yes, they did make an adventure game out of it

Muriel Tramis was somehow involved in making Oliver & Company into a game, since she is credited as conceiving the game (I really can’t fathom what else could it mean but just saying “do a game based on the new Disney movie”). Alas, the game is clearly an action game, so we won’t be seeing it on the blog.


If you truly want to see what Oliver & Company is all about, here it is in all its 8-minute glory

Besides Disney, Coktel Vision was also involved in turning a number of French comic book series into computer games. These creations includedBlueberry, Lucky Luke - and three Asterix games. Muriel Tramis is credited, again, as providing the concept for the last of them, Operation Getafix. Before getting into that game, I shall take the opportunity to introduce all you non-Europeans to the famed French comic book writer, René Goscinny, the person behind the best Asterix stories.

I won’t go into any biographical details of Goscinny's life (you can read them from Wikipedia), but I'll go straight to his work with comic books. While he apparently did draw his own comics, Goscinny is especially known as a collaborator, who provided plots for others to draw. Some of these comic book series were created before Goscinny got his hands on them and many of them continued after Goscinny’s death in 1977, but it is usually the Goscinny era titles that fans tend to remember.

Take for instance Lucky Luke, created by Belgian cartoonist Morris. Originally, the comic book was quite hard-boiled and Luke, the fastest gun in West, would kill his enemies in cold blood.


Not very kid friendly



This wouldn’t happen after Goscinny took charge of writing Lucky Luke and Morris was left the task of drawing. Instead of blood and guts, Goscinny concentrated on making fun of the usual cowboy cliches. Often he would take some noted figures of Wild West mythology and turn them upside down. Morris had killed off the Dalton brothers, but Goscinny invented their lesser known cousins, who were more incompetent than their famous namesakes. Jesse James, the famed Robin Hood of Wild West, has trouble deciding who are the poor he should help - if he gives money to people, they suddenly become rich - and finally decides to give money to people who are always poor, that is, Jesse himself and his brother. And then there’s Billy the Kid, who is literally a child and loves his lollipops and cocoa.


The picture says it all

While Lucky Luke is firmly based on historical realities, although at the same time subverting myths based on them, Iznogoud, Goscinny’s collaboration with Jean Tabary, is situated firmly in the land of fairy tales. The basic plot of these short stories is always same. Iznogoud, notoriously evil grand vizier of good and lazy caliph Haroun el Placid, invents the most nefarious plots involving political treacheries, magic and all kinds of nasty tricks, just to get to be Caliph instead of the Caliph; inevitably, these plots fail, usually turning against Iznogoud himself. Although the story is in a sense always same, the absurdity of Iznogoud’s plans and the number of amusing details and more or less bad puns filling these stories combine into a delightful experience.

It is simply impossible to pick a favourite out of these tales. Would it be the time when Iznogoud summoned to life a wax cabinet full of past and future criminals, including Brutus (killer of Caesar), Lucrezia Borgia and Al Capone? Or perhaps when he tried to sell the caliphate to mongol hordes who live in yogurt and eat jurts (the pun is better in French, where the two words sound so similar)? Or could it be the absurd story of Iznogoud trying to push Caliph within a magical ad poster (don’t even try to understand this without reading the story itself)? Or perhaps it’s the simple tale of Iznogoud trying to take Caliph into an island, which rumors told to be inhabited by man-eating giants, who then turn out to be vegetarians, but do use Iznogoud and his trusted servant Wa'at Alahf...






...as pieces of a giant chess set!


Of the three most famous Goscinny collaborations, Asterix, which he created with Albert Uderzo, is by far the weakest. In a sense, Asterix is like the middle brother between the historically accurate Lucky Luke and absurdly fantastic Iznogoud. Asterix is also fully grounded in history - we see Julius Caesar, Cleopatra and various others celebrities of the age. Yet, the basic premise of the series is pure fantasy. Apparently a single Gallic village has managed to resist the might of Roman legions, because the local druid knows how to make a magic potion that gives superhuman strength. This is clearly nothing but sucking up to the French national pride.

Many of the Asterix tales center around the village and its citizens, many of whom have names based on more or less bad puns. Because these puns are usually funny only in French, the names of the characters vary from one language to another. So, the village druid is called in French Panoramix (“seer”), in English Getafix (local drug dealer?), in Swedish Miraculix (“the miracle maker”) and in Finnish Akvavitix (reference to akvavit, a Scandinavian version of vodka). For the village chief, the same versions are Abraracourcix (“short arm”), Vitalstatistix, Majestix and Aladobix (reference to aladåb, Scandinavian version of meat jelly).


Would you take orders from this guy?

Problem is that there’s very little character in the villagers beyond these puns and few traits we learn about them. Just take the two main characters. Asterix is small, brave, clever, fast and good with fist fights; Obelix is super strong (because he dropped into a cauldron full of magic potion as a child), obese, likes to eat a lot, carries around menhirs and is very good with fist fights. Strike out few items from the list and you’ve got yourself another set of heroes.


These?


No, these. These were also good with fist fights.

With such stock characters, it is then no wonder that the actual plots of the Asterix albums are often largely forgettable, especially if the heroes are forced to remain near their home village. Instead, it is the small details that you remember, both the historical intros, in which Goscinny goes through the context of the stories, and the absurd puns and silly details that have nothing at all to do with the plot as such. Just look at the following panels from a plotwise completely irrelevant orgy in Switzerland, which involves messier and messier cheese fondue and ever-growing punishments each time you drop a bread in the pot.











These pictures show one piece of ambiguity in the humor of Asterix: the national stereotypes. Making fun of Swiss fondue and their cleanliness is one thing, making fun of Corsicans and their vendettas is completely another. Sometimes these stereotypes are just so ridiculous that you can do nothing else but laugh, like when all Egyptians speak in hieroglyphs. Some stereotypes are… well, look at yourself.


I know World War II had just ended, but seriously, not all
Germans are brutes who wear spiked helmets

Taking into account all the pitfalls that an Asterix story could fall into, it is no wonder that best of these is actually an animated movie, based on no comic book. I am, of course, speaking of the Twelve Tasks of Asterix. If you have no idea what I am talking about, you should probably go and see the movie. The plot itself is suitably absurd. Roman legions have got enough beating from one single Gallic village, and rumor is spread that the villagers are actually gods. Julius Caesar takes this as an insult and challenges the villagers to do twelve impossible tasks - not those of Hercules, because they are a bit dated, but an updated version.

The silly premise is nothing but an excuse to take Asterix and Obelix from one crazy situation to another. And it works! Even the stereotypes of national characters are kind of endearing in this one, and the German martial arts expert is positively hilarious. The ending has no respect at all of real history, but this is animation, where everything can happen. Without going to further spoilers, I’ll just show you my two favourite scenes from the film.


It starts off as a cliched quest to answer a riddle of a wise old hermit.
Then it becomes a commercial. Finally, we see Olympic gods, 
and Venus look suspiciously like Brigitte Bardot.


A classic scene in its own right. It’s supposed to be a simple
administrative formality, but red tape will make anyone crazy.

The reason why I am mentioning this beloved classic is that all the other Asterix movies have failed miserably, usually because they try to just copy the plot of the albums, without concentrating on the absurd details that are the true heart of an Asterix story. This is true also of Astérix et le coup du menhir, which inexplicably has been translated in English as Asterix and the Big Fight. You see, this movie is an amalgamation of two Asterix albums. Neither of them are among my favourites, mainly because they are so tightly connected to the life in the village of Asterix and Obelix. Asterix and the Big Fight (the comic book) tells the story of the village chief having a boxing match with another village chief - none of this is ever seen in the film version.

Instead, the filmmakers took only a B-plot from the comic book, which was probably for the best, since the B-plot actually has some funny moments and visual gags. It all begins by Getafix being hit by a flying menhir, thrown by Obelix. The result is that Getafix can’t remember how to make the magic potion. Best gags of the album involve Getafix making all kinds of potions with worse and worse side effects.
This B-plot alone couldn’t make a movie, so the producers combined it with another, slightly more interesting album, Asterix and the Soothsayer. It does have one of those classic Asterix history lessons, this time about divination in ancient times.


And it manages to be quite sarcastic

The story itself isn’t too bad either. Getafix has gone to the annual druid convention, while the village is visited by a soothsayer, who soon has to leave it, because Asterix and Obelix don’t trust him. Other villagers, though, keep on visiting the soothsayer in the forest, because he promises them a wonderful future. Then the Romans capture the soothsayer, and the local centurion hires him to prophesy a doom to the villagers. The ending manages to have both environmentalist and feminist overtones - Getafix rids Romans from the village with a foul-smelling gas reminiscent of polluted air, while the women of the village are finally given a chance to drink the magic potion and join the men in beating the Romans.

The movie is a bit of a paint-by-the-numbers. It has all the important points from one and a half albums - the plot follows mostly Asterix and the Soothsayer, but instead of being in a druid convention, Getafix has been hit by a menhir. Despite being faithful to the originals, the spirit of Asterix is sorely missing. And then someone - Muriel Tramis, perhaps? - had the bright idea of turning the movie into a game.

As you could have probably fathomed from the overtly long introduction, the game itself is quite short. Well, at least the English name is far better - Operation Getafix actually has something to do with the plot.


They didn’t get even Uderzo’s name right

The game begins just after Getafix has been hit by a menhir. The task of Asterix is stated clearly in the manual - collect ingredients from the surroundings and try to find the correct combination that will return Getafix to his sanity.

Let’s talk about the geography of the game. The central part of the game is the forest, which consists of two rows of little under ten screens. Both rows of forest screens end in same places. In the West, the forest stops with the Gallic village (four screens) and in the East, with the Roman camp (three screens). Apparently the world of Asterix is smaller than I remembered.

The main importance of the forest is that you can find various ingredients within it. Some of them you can find on trees and you have to push ENTER to get them. Some of them lie on the ground and you have to push SPACEBAR to make Asterix bend and pick them up. And while manual speaks of bending, the animation looks like Asterix is going on all fours. I am pretty sure French school kids used to make Asterix bend near other characters, creating all sorts of provocative images that we will not reproduce in this blog. Anyway, you can pick up only one piece of an ingredient at a time, and if you happen to lose it by making the wrong type of potion, you’ll have to go and pick it up again. Nice way to make the game last longer.


Found fresh strawberries


Jumping to get holly

At the western end of the forest we’ll encounter flying fish. This is running joke in Asterix. Apparently the local fishmonger sells fish that is far from fresh, which often causes fights between the villagers, and in these fights, fishes are thrown. In the game, the flying fishes work as an action minigame - you have to bend, if a fish is going to strike you. If Asterix is hit by several fishes, he loses one piece of wild boar, which act as hit points in the game. Lose enough hit points and it’s a game over. Asterix can also regain energy by jumping on wild boars, which also run at the western end of the forest.


Hit by a fish one too many time...


...and the result is the liberation of the village by Roman armies

At the eastern end of the forest we meet Roman legionaries in yet another action sequence. I can understand that I am meant to use joystick, but it really is a bad design choice to link all the fighting moves to function keys. Luckily, fighting is surprisingly easy. All you need to do is to stay far away from the legionary, repeatedly press F1 (a classic distracting move: “look, it’s a bird!”) and the legionary will inevitably run away.


I don’t get the logic of this game: Obelix, with his permanent super strength,
watches while Asterix with mere human strength tries to beat an armed soldier.

That’s about all there is to the forest, except for one screen, to which we will return later. The Gallic village is not much more interesting. The village has three shops:

  • Blacksmith, who sells Asterix a sickle. The sickle is used just as an extra point of energy.
  • Fishmonger, who sells Asterix a fish.
  • Wine merchant, who sells Asterix some wine.


The game truly lacks depth. You’d think you could use the stone path
leading to the building, but no, it’s apparently just a painted backdrop,
since Asterix stops walking, when he reaches the limits of the dirt path.

The one building you can enter in the village is the chief’s house. When you enter it the first time, a cutscene begins:


Gauls are scared of storms, because they are afraid the sky
might fall down. So they all gather into chief’s house for safety.


Ominous character enters the house: the soothsayer.

The scene follows the plot of the movie. The soothsayer offers reading the future from entrails (this is where you need the fish) and promises the villagers that the sky isn’t falling.

Every time after this incident, when Asterix visits the chief’s house, the chief’s wife feeds Asterix and Obelix some wild boar. This restores the energy of Asterix, but also makes him lose all the ingredients he has collected.


Considering that it is Obelix doing the eating, it is strange that the energy is transferred to Asterix.

The last place to visit in the village is the field, where Getafix is trying to brew his potion. Asterix can give him three different ingredients. Sometime the mixture explodes, but if it doesn’t, Obelix will ask whether Asterix will let Getafix drink the stuff. Unfortunately, Coktel Vision wasn’t very innovative with the results of the potion brewing. We don’t see Getafix changing his colour, but he merely jumps around and levitates a bit.


Getafix took one mushroom too many

The more you feed Getafix wrong potions, the worse shape he gets. Thus, manual suggests getting a guinea pig to do the dangerous tasting business. Let’s go take a look at the forest again.


What are the ladies of the village doing in the forest?


They are feeding the soothsayer!

The soothsayer as such is a relatively unimportant character in the game. You can test his divining skills, that is, play dice with him and perhaps gain some money, but that’s not really necessary. When you visit the screen a second time, the soothsayer is gone (if the game follows the plot of the movie, he’s been taken by the Romans) and you have a chance to loot his hideout.


Let’s take a can of petroleum…


...to make a big explosion…


 ...and to capture a Roman soldier…

...who will become our guinea pig!

It becomes quickly apparent (at least if you use save states in testing the various ingredient combinations) that you are missing one ingredient. It’s probably bay laurel, which Getafix insists I should get him, and it cannot really be elsewhere, but in the Roman camp (you know, all Romans like occasionally to dress up in laurel wreath and pretend to be Caesar).

Getting into the Roman camp poses a problem. It is easy to scare away one guard, but there seems to be an infinite number of guards waiting to replace him. It’s time to do some adventure game magic and try to read the creator’s mind (or watch the movie and see what plot point you might want to advance next).


Again, the logic of the game eludes me. Surely Obelix could just run through the line of guards.

Let’s return to our guinea pig and give him some nice potions to drink.


I so want to invite Getafix to my parties, everyone would be flying high.

The floating Roman flies to his camp, where his fellow legionaries manage to tie a rope to him. After that, they become so busy watching the sky that they fail to notice an uninvited visitor.


You have to know either the comic or the movie to even consider this possibility

The camp itself is mostly empty, except for few legionaries playing dice and the tent of centurion. Centurion is quite happy to trade your bottle of wine for anything that you want.


That reclining chair would look awfully good in my living room

Asterix takes the laurel wreath, which we can then take to Getafix.


And he finally comes back to his senses…


...just in time to make some magic potion

And that’s the whole game! Let’s start the scoring.

Final rating

Puzzles and solvability

At first I thought Operation Getafix might be more of an action adventure, but the action parts occur fortunately only in few screens, and even then there’s no need for quick reflexes. Still, there are not that much of puzzles either and most of them are solved just by trying different mixtures of the six ingredients or by carrying the correct object when you need it. The only thing you really need to complete the game then is patience.

Score: 1

Interface and Inventory

For once, Coktel Vision managed to make an interface that doesn’t feel essentially flawed. It’s simple, with only two actions (bending and jumping), but it works. The fighting system was a bit awkward, but you didn’t really need it for anything. Again, Coktel Vision did not give the player any chance to save her progress. Of course, with a saving ability the game would be ridiculously short - without it, you’d have to go and collect the same ingredients multiple times. Still, the lack of saving seems like a bad way to lengthen the game, so I’ll deduct a few points for it.

Score: 3

Story and Setting

There could have been so much depth or at least fun moments in the game. Instead, the producers took the already condensed movie and ripped a few scenes out of it. The role of the soothsayer is not very clear in the game, especially as he just vanishes in the middle of the game. And why isn’t Obelix doing anything in the game, except eating and making snarky comments? I know licensed games can be even worse in their lack of respect of the original source, but this is still quite unsatisfying.

Score: 2

Sounds and Graphics

Somehow I feel Coktel Vision is just getting worse in this category. The characters are recognisable from the comics, but otherwise the graphics look a bit bland. There seems to be no music, and while there are few sound effects, especially in the fighting scenes, they are not very remarkable.

Score: 3

Environment and Atmosphere

It is rare to find a game that manages to seem both too small and too big at the same time. The village and the Roman camp could have had more screens to visit, while the forest - the place you’ll be visiting most often - is just full of empty screens with nothing to do. This alone would be enough for 2, but considering that playing this without save states would mean walking around these desolate and boring surroundings many times over, I think I must give an even worse score.

Score: 1

Dialogue and Acting

Compared to earlier Coktel Vision games with a real writer doing all the texts. Operation Getafix falls flat. All the lines are comprehensible, but I would have expected more from a game based on Asterix-series.

Score: 3

1 + 3 + 2 + 3 + 1 +3 = 13, which divided by 0.6 makes 22. Considering the shortness and simplicity of the game, the score seems well deserved.





Consulting Detective - Won!

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Written by Joe Pranevich

A mysterious murderer and his mysterious envelope.

Last week, we started the case of the “Tin Soldier”. General Armstead has been killed in a duel with an unknown assailant. While we know he was killed by an elderly Frenchman with a cane and a carpetbag, he left behind plenty of people that had a motive to kill him: the thieves of the Polar Star diamond who he was close to exposing, five other members of a death lottery (a “tontine”), plus his brother-in-law who may have stood to gain control of a number of shared assets. None of those are elderly Frenchmen so we have to dig deeper to discover the connection.

We spent most of last time working to track down the Polar Star diamond. We discovered that Armstead’s contact had been murdered, potentially by the guy who the diamond was stolen from. We also know that Armstead’s publisher was making moves for the information almost immediately after his death. My leads are exhausted and I’ll need to start this week by going down a different path. Thus far, I don’t have any theories that are panning out, but I am having a ton of fun with this case.

Get off my lawn!

With the Polar Star leads exhausted, my next step step will be to dig into the Waterloo Tontine survivors. While they seem like too “obvious” to be correct, they are roughly the right ages and have plenty of motives. If they served with him during the war, that could explain the “captain” on the envelope, plus they may know of an act of cowardice that might have led to the duel. It’s plausible but all I can do is take the survivors one at a time.

My first target is Captain Robert Juergens. He’s the only other tontine member with a military title so he best fits my theory. Unfortunately, he doesn’t seem to be the one. When Holmes and Watson talk to him, he claims to barely know Armstead. He remembers sitting next to him in the ‘65 banquet and swapping stories of the war. I’m not sure what kinds of stories they were swapping, but Juergens revealed that while Armstead prefered “French damsels”, he was partial to “China ladies”. But while Juergens seems unlikely to have done the deed, he reveals that one of his relatives might have: his nephew, Boot Lacey. Captain Juergens fears that his nephew will kill him if he wins the tontine, so he’s planning to will whatever money is left to the Seaman’s Fund. If Mr. Lacey has designs on the money, he could be killing off the other survivors one by one.

Tracking down Boot turns out to be tricky. We head to his home from the directory, but his landlady tells us to look at the Red Bull Inn. We make that trip, but he’s not there either and the barman suggests the London Bridge Station. Only there do we find our man:

Boot to the head!

Boot Lacey is a con man. He pretends to be an amputee to convince generous people to give him money. He’s not an upstanding citizen, but I don’t think he has the patience to play a long game like this. That suggests that this whole sequence was a red herring, but it was a fun to explore. I wish that I didn’t feel punished for finding one of the game’s more humorous side characters!

With that, I take to just interviewing each of the other tontine survivors one by one. None of them seem immediately more suspicious than the others:
  • I visit William Roland next. He couldn’t have done it since he’s been laid up for the last two weeks with gout. He’s a “starving poet” with a son in the United States and a daughter in London. We move on.
  • Peter Dudley is our next target, but he doesn’t know Armstead at all. He’s covered from head to toe with dirt, but he lives in a nice house. I suspect that there’s a Mary Poppins joke in here someplace.
  • Sherlock and Watson visit the last two suspects together, the Thomas sisters. I made a mistake in the last post when I wrote down their names; they aren’t Clarence and Ned Thomas, there are Claire and Anita Thomas! All of the other tontine members were men, so I must have made that assumption. They seem to be nice old ladies who complete each other's’ sentences. They also seem oblivious to the fact that one of them has to die for the other to get the money. They tell me that they hope to donate the money to the Ladies’ League for the Preservation of Finches. 
Arsenic and Old Lace?

None of those leads panned out so I need to consider other motives. Would anyone else benefit from Armstead’s death? I dispatch an Irregular to check on Armstead’s will and learn that everything he owns will be donated to the “Armstead Foundation”. That’s not in the directory, but would that anger Lord Fitch? Does he expect to regain control of his sister’s assets? Let’s look more closely at him next.

I admit that Lord Fitch is a stretch. He couldn’t have done the deed himself because Armstead’s valet knows what he looks like, but he could have used a proxy. I send Holmes there we are treated to a deeper look at Armstead’s marriage. Fitch hated Armstead for making his sister’s life miserable. Even before the wedding, he tried to prevent the union. He discovered Armstead’s lover in France and tried to cause a scandal by leaking it to the papers, but his father the elder Lord Fitch was able to quash the story. He has an alibi for the time of Armstead’s death, but I can’t imagine he’d get his own hands dirty anyway.

The fact that more people knew about the scandal is a big break! What crime is more likely to cause a “matter of honor” than infidelity? I send Holmes and Watson off to Langdale Pike, their Regular who knows the London social scene. If there was a scandal, would he know about it? Pike gives us two great leads: First, a gem collector named Carson Cabot had attacked Armstead after he was included in the first edition of the book. Second, Lloyd Shoemaker, Pike’s predecessor at the paper, might be more knowledgeable about scandals of the past. Let’s keep pushing on that.

I thought you were bringing the condoms?

We talk with Mr. Shoemaker and learn the shocking truth: Armstead got the French woman pregnant! That is a scandal! But Lloyd doesn’t know her name or give us any way that we can track her down. At least for now, we have a dead end.

Thinking on this, here’s my new theory: Armstead’s illegitimate son was his killer. He’d be in his 50s at this point and the right age to appear infirm to Armstead’s valet while still packing a wallop. The letter he carried was the proof of his heritage; it’s easy to see why the general would let him into his private study. The man challenged his father in a duel to reclaim his honor and won. But why now? My guess is that the French opera is the key. Armstead’s son was at or in the opera and saw his father in the audience. This inspired him to track down his father and meet him at his home a few days later. This matches all the facts!

The problem is that I’m not sure how to proceed with investigating down that line. We know that Phillip Arneau was one of the leads, but he’s not at home when we go to chat with him. We’ll have to keep going to find the connection.

You can poke someone’s eye out with that thing!

I’m out of finesse. I’m just going to run down the rest of the Regulars to see if any of them have a pertinent clue:
  • Porky Shinwell, my underworld contact, tells us that there was a bet going on to see who would “win” the tontine. His money had been on Armstead. 
  • Henry Ellis, the foreign news editor, tells us that 200 tontine members have died in the last twenty-five years. You don’t have to be Sherlock Holmes to guess why.
  • Quentin Hogg, the crime reporter, confirms that Andre Martin stole the Polar Star but reveals that he was recently murdered. He was strangled, just like his brother, and thrown into the Thames river. It looks like a fun side-case, but I doubt it is connected to Armstead. 
  • Jasper Meeks, the chief examiner, examined Armstead’s body. He was killed by a “strong upward thrust” and suggests that the old man that killed him wasn’t as frail as he looked.
  • H. R. Murray, the head chemist, analyzed the general’s sword. It was covered in dust from disuse, but a trace of blood on the point suggests that Armstead had wounded his opponent, but not fatally. 
  • Disraeli O’Brien, the clerk at the office of records, tells me that he found nothing incriminating on any of the other remaining ticket holders. Me, neither. 
My score keeps climbing higher and higher, but I’m not making progress. In desperation, I check the paper again and find a lead I missed: an ad for the French opera. It’s performed by Companie Arneau at the Princess Theater, managed by Eric Idler.

Alas, not an Eric Idle cameo.

I immediately head over to talk to Mr. Idler and we learn a great deal: Phillipe Arneau is the lead actor of the troop. In the current performance, he plays Napoleon from age 19 to his death. We also learn that his older sister died under tragic circumstances. Their mother was traumatized by her death and was placed into an asylum; she died just yesterday. Mr. Idler also tells us that Mr. Arneau is visiting the National Gallery today, but is staying at the Grand Hotel if we want to meet with him later.

This lead is promising so we head to the National Gallery but do not find Arneau. We go to his hotel room instead and somehow Holmes gets Lestrade’s permission to search it. I just wanted to talk to the guy! As usual, Holmes is right because we find a cane with a hidden sword inside plus the letter. The letter is it’s from Armstead’s lover in France and it reveals that Armstead had a daughter named Fleurette, but also that she had died. The woman must have been so saddened by her daughter’s death that she went into an asylum-- but was she there for 30 years? Something about the timeframe seems off, but it all seems to fit. My theory was wrong: Armstead wasn’t killed by his long-lost son, but rather by his long-lost daughter’s younger brother! I was close!

With that, we have enough to solve the case. I head to the judge and announce that Arneau was the killer. We’re then given our normal array of questions:

E. Because he “never wants a passerby to pass him by.”

The first one asks for Arneau’s motive. Immediately we know that it is the second option, avenging his sister’s death. We long since ruled out the tontine and the Polar Star as likely motives and there is nothing to link Fitch and Arneau. We select it and are the judge is happy. Time for the second question:

War… war never changes.

We are asked why the Napoleon statue was turned around. This one also is easy as Arneau was the actor that played Napoleon in the opera that Armstead had seen only a few days before. None of the other answers were supported even by red herrings! The judge then asks us the least important question in the game so far: what was Armstead’s special nickname for his wife. We select “Horseface” and the case is over! Our score was 340, Holmes was 28.

I thought I was getting better!

Just as before, Holmes provides us with his more elegant solution:
  • Holmes deduced that because of the swordplay, it must have been a matter of honor. The general had time to climb on a chair to get the sword down from its place above the mantle; he wasn’t killed in cold blood.
  • Since the letter was for “Captain” Armstead, it was a matter related to the distant past.
  • The killer’s sword was, as we discovered, hidden in his cane. 
  • Holmes also deduced that the killer must have been able to climb over an eight-foot wall. That meant that he couldn’t have been as old as he appeared.
  • The reversed Napoleon was a deliberate clue. Armstead had recently been to a play about Napoleon played by Arneau and recognized his assailant as the actor.
  • Arneau did it to avenge his sister. He had only recently found the letter and the news of his mother’s death was the final blow.
Are you sure we can’t settle this over a game of whist?

I like this solution and I think this is my favorite case of the three, although I dislike that it was only solvable by coincidence. Arneau was coming for Armstead no matter what; his trip to the opera was irrelevant. The turned figure was a major clue but even that didn’t inspire Holmes to check all the French actors in the city. If Armstead had not gone to the opera, Holmes could not have known to check there and the killer would have gone free. My regret is that I missed the newspaper article about the theater. If I had found that, I could have avoided spending unnecessary time with the tontine survivors and the Regulars. Oh well.

This is the last case of the game. I’m a bit surprised that there was no crescendo here, no connection to the other cases. As such, it’s a bit of a letdown that we’re at the end. It’s like watching a sitcom all the way through only to learn that the final episode offered no closure. We’ll have some more cases in Volume Two (which we get to in 1992), but I fear that the disconnected nature of this game takes something away from the experience. But enough of that for now. The final rating is coming soon!

Time played: 1 hr 50 min
Total time: 8 hr 50 min

Introducing The Great Zork Marathon

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Written by Joe Pranevich

The greatest dam in adventure game history.

Hello, Sailor! Before we get into 1992, we want to peek ahead just for a moment to 1993 and a monumental release: Return to Zork. No one can deny that the Zork games were some of the most successful and influential adventure games of all time. They spawned a franchise that included multiple series of games, books, and toys. They were parodied by some developers but imitated by many more. Next to Colossal Cave itself, I don’t think there were games more influential on our genre than Zork.

And yet, because they were text adventures, we haven’t played any of them. Trickster’s only text adventure review was Colossal Cave, but he wrote it for RetroSmack instead of our fine publication. We’ve played a few text adventures since the Great Relaunch, but we haven’t played any of the Zork games… until now.

This is my challenge: I will play and review every Zork game before the blog makes it to Return to Zork. Considering that it took me nearly six months to play four games in my “Summer of Questprobe” series, I may be biting off more than I should. But I want to give it a try!

“You are west of a white house with a boarded front door…”

Every good marathon needs to have a map, and these are the stops that I hope to take along the way:
  1. Dungeon (1979)
  2. Zork I: The Great Underground Empire (1980)
  3. Zork II: The Wizard of Frobozz (1981)
  4. Zork III: The Dungeon Master (1982)
  5. Enchanter (1983)
  6. Possible Side Trip: Planetfall (1983)
  7. Possible Side Trip: Zork game books (1983-1984)
  8. Sorcerer (1984)
  9. Spellbreaker (1985)
  10. Possible Side Trip: Wishbringer (1985)
  11. Possible Side Trip: Stationfall (1987)
  12. Beyond Zork (1987)
  13. Zork Zero (1988)
  14. Zork Quest: Assault on Egreth Castle (1988)
  15. Possible Side Trip: Zork parodies, Pork (1988) and Pork 2 (1989)
  16. Zork Quest: The Crystal of Doom (1989)
  17. Possible Side Trip: Zork novels (1988-1991)
Want some rye?

This list includes all of the games in the Zork and Enchanter series plus a few surprise “side trips”. Wishbringer appears to take place in the Zork universe, although I haven’t played it to know how explicit this connection is. Planetfall and Stationfall may take place in the far future of Zork due to the presence of grues, plus they have been included in Zork anthologies. I also would like to briefly look at the various Zork books as I had several of them as a kid and I’d like to see if they hold up at all. And finally, just in the event that I somehow come in ahead of schedule, I put spots in there for a quick look at the Pork series, a well-known parody of Zork.

Am I crazy? YES. Am I going to try anyway? Absolutely.

Even once this marathon is over, Zork fun will not be. Several additional Zork games will be played in future years of The Adventure Gamer, including Zork Nemesis (1996), Zork: The Undiscovered Underground (1997) and Zork: Grand Inquisitor (also 1997). Undiscovered Underground is a text adventure released with Grand Inquisitor and we’ll solve how we cover that when the time comes. An online-only sequel was released in 2009, Legends of Zork, but it has been shut down by Activision and no offline version is known to exist. It will be a very long time before we get to 2009 games so by the time we get there, we may have a way to discuss it.

Please join me next week as I kick off this series with the mainframe game that started it all, Dungeon, otherwise known as unnumbered Zork.

Consulting Detective - Final Rating

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Written by Joe Pranevich

It’s finally time for me to be the judge.

Last time, we closed the book on the third and final case in this volume of Consulting Detective. We’ve interacted with a ton of crazy characters, explored London, and placed three murderers behind bars. This is a game unlike any that we have played before and I’m glad that I was able to experience it firsthand.

As I prepare to write, I’m not sure how it will do in our PISSED scale. I know that I had a lot of fun, but the game does not have many of the standard trappings of adventures. Will that give it an advantage or a disadvantage in the rating? Let’s see!



Ms. Not-Appearing-In-This-Game

My Predictions

Before I get to the PISSED scale, let’s take a look at my three predictions:

Prediction #1 - Three episodes, but they will connect in some way.

Absolutely incorrect despite someone in the comments predicting otherwise. The only way that the games cross is that the various newspaper clues are mixed together. Multiple cases’ clues are in each issue and I’m fairly sure I even spotted clues relevant to the sequels. I’ll find out for sure when I play those games. But other than the newspaper, I found no connections between the cases.

Prediction #2 - Mycroft, Moriarty, Irene Adler, or some other minor Holmes character will get a role.

Partly wrong. Mycroft and Adler appear in the directory but did not have any scenes when I checked them. The “Regulars” of the game are mostly recurring characters from other Holmes fiction so they count but only a bit since they were in the manual. I don’t recall if I knew about them when I wrote this prediction.

Prediction #3 - The butler will do it in at least one of the stories.

Correct on a technicality! The first case had a side-story where the butler did the murder but in none of the other cases were any butlers responsible. Alas!

Where should I go next?

Puzzles and Solvability

As I’ve discussed before, Consulting Detective does not have much in the way of traditional adventure game puzzles. There is no inventory items to use, no dialog trees, and hardly any game state. You can go anywhere and talk to anyone at any time.

But what the game does have is three well-structured mysteries with characters that we enjoy spending time with. Although you can talk to anyone at any time, the game is built on a logical progression of clues. People you talk to and newspaper articles you find propel you to other places to investigate. The first case was the weakest of the three in this regard, but I came to appreciate this aspect more and more in the latter two. I also love that you have to pay attention and take good notes to do well, but the game is also forgiving. If you need to, you can watch any video over again for a reduction in score. That ensured that you could never really become stuck. I disagreed with a few aspects of the first two solutions, but the whole game comes together nicely. Should I punish this game for not having inventory puzzles? How much should I deduct for the stupidity of hypnotism? These are valid questions, but I want to consider the game as a whole.

My score:6. I considered going lower, but I had a lot of fun solving these cases. The game made me sit up and pay attention then rewarded me for doing so.

The in-game newspaper was nearly unusable.

Interface and Inventory

Once again, Consulting Detective breaks the mold and makes judgement difficult. We don’t even have an inventory! The design isn’t perfect, but there are a number of good points: the “notebook” idea as separate from the “directory” is a lifesaver plus the freedom of movement that is implied by the directory is very nice. We can visit anyone in London and they successfully built an interface to support that. The controls on the videos are also nice, although I believe they were added in a later revision so I won’t consider them.

Our cast of “Regulars”

Regretfully, there are also some missteps. The newspaper interface is pretty much unusable. Without a hard copy, you are sunk. The other misstep is that the Regulars aren’t included in the interface. You have to remember their names and what their specialties are in order to use them and while that’s not very hard, it’s an unnecessary obfuscation. They built a serviceable interface to select all of the Regulars as part of the tutorial; why didn’t they just use that in the game as well? Finally, I wish they had included subtitles. We have enough strange accents and unusual names in this game that I had to sort through the entire directory on several occasions just to find people that were mentioned. I can think of a few ways to deal with that but none that were utilized.

My score:4. The interface is serviceable but flawed and occasionally got in the way of play rather than supporting it.

London in the 19th century was a rough place

Story and Setting

London is not just the setting of this game, it’s also a character. The newspaper articles and the side-stories that are revealed when you go down false leads all contribute to a feeling that there’s a lot going on all around you. We are playing out just one story of hundreds. This is helped by the reasonable approximations of period dress and English accents, faked fairly well by a production team in Minnesota. Special mention has to be made of Laurie Rose Bauman’s excellent scripting as that goes a long way to sell the effect.

I am less pleased about having three mini-stories instead of a cohesive narrative. I hoped through the whole game that there would be a callback to a previous case or even a hint that they were related. I hate to complain because each story was fine on its own, but connections might have made it more than the sum of its parts. I left disappointed, craving an escalation or crescendo that would cap off our adventures. With the possible exception of the pseudoscience in the second case, all three are true to the Holmes canon and feel like Sherlock Holmes stories. For a game like this, that is high praise!

My score: 6. I enjoyed the stories but the game ended more with a whimper than a bang.

A high-class ball in living sepia

Sound and Graphics

Full motion video was a massive achievement for 1991. It’s easy to forget the revolution that CD-ROMs brought to computer games. A single CD contained roughly the same amount of data as 450 floppy disks! Consulting Detective was one of the first games to take advantage of the opportunity that brought. We can complain about the small window and low resolution of the videos, but for systems of the day this was an excellent technical achievement. Since the PISSED rating is timeless, we are supposed to divorce the rating from what was possible at the time, but I plan to give a bonus point at the end for this game being the first of its kind.

We’ll talk about the videos more when we get to Dialog and Acting, but the scenes are well-staged and well-acted. The English accents seemed correct to my ear, but I’m a kid from the American Mid-West so what do I know? The insets with hand-drawn graphics were very well-done and reminiscent of the original Sidney Paget illustrations.

There’s a clue in this picture. Do you see it?

But while I admire the technical innovation, very few of the scenes “popped”. Contemporary hand-drawn games composed their scenes better and use more of the screen real estate. The combination of low resolution and sepia tone made some of the scenes muddy and difficult to follow. The single best moment in the game, Philip Travis trying to resurrect a mummified monkey, is so dark that you miss critical clues in the background.

The audio in the game is acceptable with well-placed background sounds but not much ambient music otherwise. The new Zojoi version improves on this so much that I find myself hearing the new music and cues in the old game even when they are absent; I had to replay just to remember what the original game sounded like.

My score: 6. The use of video was revolutionary and generally well done. I wish the picture was clearer, but the overall presentation was better than most.

Friendly neighborhood dirty person

Environment and Atmosphere

Consulting Detective does a great job of imparting the feel of Victorian London, or at least the romanticised version of that which we see in period stories. The best compliment I can give is that it feels like Sherlock Holmes. The actors are right, the cases are well-written, and everything comes together.

Truth be told, of course, the seams show. Every scene in the game takes place either in a small room with some furniture or against an obvious green screen. There is little variability to the shots and direction is frequently clinical. It’s not bad, but watching identically staged scenes from beginning to end gets exhausting.

My score: 6. This feels like Sherlock Holmes. ‘Nuff said.

A rare note of emotion in dialog

Dialog and Acting

After nearly 100 games (including our Missed Classics), this is one of the first that have a “real” dialog and acting score. We’ve had plenty of voice actors but this may be the first time we’ve had dialog and acting from real actors without motion capture. Some of the acting is over the top or campy but largely when it suits the scene. It helps that I was fully engaged with the dialog and plots in each case. Kudos to the scriptwriter once again!

My other complaint is that the emotional ranges of the actors are so narrow. There are some standout performances from Holmes and Watson, plus key antagonists like Loretta and Travis. The woman that plays Frances Nolan has some room to emote, but most of the rest of the cast perform either workmanlike interviews or one-note characters. I know there are some FMV games coming that do far worse, but I wish they had a chance to shine a bit more here.

My score: 7. No Oscars here, but the scenes were well-acted and the key parts well-cast. Dialog was overall very good, if occasionally too much of an info-dump.

Final Score

Let’s see what we have: (6+4+6+6+6+7)/.6 = 58! As predicted, I’m going to give this game one bonus point for inventing a genre and being the first FMV game that we have played. The final score is 59!


That makes this the 7th best game of 1991 and that seems right. It’s not quite an adventure game and I suspect that our rating scale isn’t entirely fair for that reason. It was a lot of fun and I look forward to playing the sequel.

Our average guess was 48 so it seems that most of you thought this wouldn’t do as well in our rating system. With a correct guess of 59, Mr. Valdez is our winner! You will be receiving a complete set of Zojoi games on Steam: the first three Consulting Detective cases, the remake of Shadowgate, plus the classic versions of Deja Vu, Deja Vu II, Shadowgate, and The Uninvited. Thanks to Zojoi for donating our prize for this game!

Up next for me will be Star Trek: 25th Anniversary and some Zork games. Onward to 1992!




CAP Distribution

125 CAPs to Joe Pranevich
  • Blogger Award - 100 CAPs - for playing this game for everyone's enjoyment
  • Conversationalist Award - 25 CAPs - for interviewing David Marsh
116 CAPs to Ilmari
  • Legal Knowledge Award – 5 CAPs – for telling me what a barrister is 
  • Strongarm Tactics Award – 5 CAPs - for discussing the strength required to strangle 
  • Down the Drain Award – 6 CAPs - for teaching us about Polish plumbers 
  • Gaulish Blogger Award - 50 CAPs - for playing through Asterix: Operation Getafix
  • Rebellious Blogger Award - 50 CAPs - for playing through Freedom: Rebels in the Darkness
48 CAPs to TBD:
  • Bonus CAP Award – 1 BONUS CAP - for correctly guessing that I would give a bonus point 
  • True Companion Award – 20 CAPs – for playing along and being worse at the game than me 
  • Legal Knowledge Award – 5 CAPs – for telling me what a barrister is 
  • The Next Generation Award – 5 CAPs - discussing improvements in the Zojoi version 
  • Mystery Machine Award – 2 Scooby SNACKs – for comparing the first case to Scooby Doo and failing miserably at it. 
  • Nice Hair Award – 5 CAPs - for recognizing Edward Hall when I did not 
  • Time Is Money Awared – 6 CAPs - for showing us a historical currency conversion calculator 
  • Colonel Potter Award – 4 CAPs - for remembering a less murderous use of a tontine in popular fiction 
31 CAPs to Lakku
  • True Companion Award – 20 CAPs – for playing along 
  • The 25 Year Old Version Award – 5 CAPs – for helping me to track down versions. 
  • Muppet Chef Award – 6 CAPs - for correcting my Swedish 
22 CAPs to Niklas
  • Mummy did it Award – 2 CAPs - for guessing that the "treasure itself" is the murderer in the first case. Nope! 
  • Sounds like... Award – 3 more CAPs - for continuing to double down on his theory. 
  • Hearing Test Award – 5 CAPs - for pointing out that someone should have heard the first shot. 
  • Not Just a Pillow Award – 6 CAPs - for showing us other uses of tontine in popular fiction 
  • Muppet Chef Award – 6 CAPs - for correcting my Swedish 
26 CAPs to Voltgloss
  • Motive Matters Award – 5 CAPs - for trying to puzzle out Travis's motivation with the "bugs" in the game. 
  • The Board Award – 6 CAPs – for figuring out the mapping of boardgame cases to the three computer games 
  • A Shot in the Dark Award – 5 CAPs - for figuring out when the first shot was fired and that everyone was asleep. 
  • Oh, We're Half Way There Award – 5 CAPs - for trying to figure out the bank statement 
  • Miss Marple Award – 5 CAPs - for remembering another use of a tontine in literary fiction 
28 CAPs to Fry
  • Legal Knowledge Award – 5 CAPs – for telling me what a barrister is 
  • Bad Prediction Award – 2 CAPs - for incorrectly predicting that there would be continuity between cases and I never saw a case refer back to an article from a previous one. 
  • Strongarm Tactics Award – 5 CAPs - for discussing the strength required to strangle 
  • Travers Award – 6 CAPs - for catching my misspelling of Travis 
  • Masquerade Award – 5 CAPs – for correctly guessing that impersonation will be in the solution. 
  • Oh, We're Half Way There Award – 5 CAPs - for trying to figure out the bank statement 
15 CAPs to Reiko
  • Except After C Award – 5 CAPs - found where i said Francis when I meant Frances. 
  • Gil Grissom Award – 5 CAPs – for complaining about ballistics and agreeing with me on the first shot problem. 
  • Oh, We're Half Way There Award – 5 CAPs - for trying to figure out the bank statement 
10 CAPs to Mr. Valdez
  • Psychic Prediction Award - 10 CAPs and some games - for correctly guessing the final PISSED rating of this game
10 CAPs to Dehumanizer
  • Watch for Windy Weather Award – 5 CAPs - for catching that I flipped Weatherby and Windibank, despite being very careful not to do that. 
  • Motive Matters Award – 5 CAPs - for trying to puzzle out Travis's motivation with the "bugs" in the game. 
9 CAPs to Andy_Pathro:
  • Say No To Drugs Award – 4 CAPs - for correctly predicting that the game would be low on drug use (correct), high on street urchins (somewhat correct). 
  • The Humbled to Win Award – 5 CAPs - for posting about a Humble Bundle 
6 CAPs to Mark E
  • Flat Earth Award – 6 CAPs – for bringing up that the case was solved by shoddy science. 
5 CAPs to Corey Cole
  • More Screentime Award – 5 CAPs – for recommending that I watch Elementary and the Jeremy Brett Sherlock Holmes series. I watched one episode of each and they were great! 
5 CAPs to Rowan Lipkovits
  • I P Freely Award – 5 CAPs - for explaining the copyright status of Sherlock Holmes 
5 CAPs to Lupus Yonderboy
  • The Doctor is Out Award – 5 CAPs - for pointing out that the doctor was already gone before the cocoa was made.
5 CAPs to Alfred n the Fettuc
  • Deer Hunter Award - 5 CAPs - for guessing Ilmari's first Disney movie

Missed Classic 30: Dungeon - Introduction (1979)

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Written by Joe Pranevich

The marathon begins!

In the beginning, there was Colossal Cave. Lots of people played and enjoyed it but some brave adventurers were inspired. These adventurers, mostly college students, started to create their own adventure games on the systems that they had access to. Many of those have been lost to history, but one such project became a legend: Zork. This is not the story of the commercial Zork games which launched Infocom but rather their predecessor, a text adventure created by four procrastinating college kids who just wanted to see if they could do it. This game would not be as well-known as its commercial descendants, but I can think of no better place to start our marathon than at the very beginning.

Our story begins in beautiful Cambridge, Massachusetts. Around 1977, a group of four students at MIT’s computer science laboratory were fans of Colossal Cave and Dungeons & Dragons and wanted to build a game in the spirit of both. They didn’t have a name for their project but they had a made-up word that they used for their other in-progress projects: Zork. The four would-be game designers were Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling. Tim and Marc had previously collaborated on a network game, Trivia, while Dave had worked on an action game called Maze, but this their first attempts at a text adventure. They didn’t create a fully-formed Zork all at once, the game gradually developed over the next two years as more and more puzzles were added and the core software improved. The game reached its “final” form in 1979 although bug fixes would continue on the software until 1981. Several of the now former MIT students founded Infocom in 1979 and built the consumer version of Zork, but we’ll get to that story when we talk about Zork I.

We will not be playing this original PDP-10 version but rather its very close cousin. In 1978, an intrepid hacker (in both senses of the word) managed to get his hands on the source code to Zork, something the original designers had tried to keep secret. This semi-anonymous hacker (known as “Bob”) painstakingly translated the entire source code from “Muddle”, the LISP-like programming language the game was based on, to FORTRAN. This was difficult work, but it allowed the game to be run on a wider array of platforms. This version was forked during a brief period when Zork was known as Dungeon and that is the name that has stuck. The intrepid hacker kept his version up to date as the original added new puzzles and he tried to make it as close an experience as possible. Rather than play the PDP-10 original, I will be playing this fork. According to the documentation, the only difference is that the FORTRAN version has a less sophisticated parser. If anyone knows of other differences, please let me know.

The venerable 10.

By way of full disclosure, I have played a bit of this game once before back when I was a columnist for Linux Journal. I didn’t end up writing about it, but I have seen some of the early areas. I have also beaten Zork I (with the help of a hintbook) nearly twenty-five years ago. I’ve played some of Zork II and III, but I do not recall beating them. My memory is rusty, but I’ll probably remember things as I play. I’m not sure how much help that will be anyway as the mainframe and personal computer versions of the game are supposedly quite different. We’ll have to see.

I want to warn you ahead of time that this game will be violating our “three post” rule. At least informally, we have tried to keep Missed Classics at a maximum of three posts. Any more than that and we risk losing focus on the “main” games. There were a couple of games that violated this just after the transition, but we’ve held pretty firm since then. Since this game is both important and long, we’ll make an exception this time. I’m going to write as many posts as it takes to cover the game, but I expect we’ll be able to do shorter posts on the commercial versions if this includes many of the same puzzles.

It goes without saying that this is a text adventure and those are a pain to illustrate. I’m going to do my best to find representative pictures when I can, but I am also experimenting with making maps:

An unremarkable little white house...

I hope these maps make it easier to visualize what I am up to and the puzzles I am trying to solve. As I play, I’m building these with OmniGraffle; I’m polishing them a tiny bit before we post to the blog, but not too much. I don’t promise that they are correct!

I think I’ve said everything that I need to say. It’s time to play the game! It starts near...


The Big White House


If you have ever played Zork, this game starts in a familiar location, west of a white house with a boarded front door. We’re also standing in front of a mailbox containing a leaflet and that is where we discover our quest: we have to discover treasures “long hidden from prying eyes” in a “lost labyrinth, deep on the bowels of the earth.” Doesn’t that sound like someone has played a bit too much Dungeons & Dragons? The in-game documentation further clarifies that the goal is to take those treasures to the trophy case in the house. To do that, the introduction says that I will need to discover a light source and a weapon, plus be careful with the thief. This is exactly like the start of Zork I and I feel right at home already. I hope that my experience with the later game doesn’t send me down the wrong paths in this one.

Not far from the house is a forest, our first mini-maze. All of the rooms save two have unique descriptions so mapping it is no problem. There is a large tree to climb in one of the clearings and we find a golden egg in a nest! I check my score and find that I now have 5 points of a possible 585. I doubt there are 117 treasures, but I’m still going to be at this a while. In another part of the forest there is a pile of leaves on top of a locked grate. I don’t have any keys so I’ll have to come back later. The final surprise is that there is a second way out of the forest, a path leading to the top of a “Great Canyon”. I don’t remember this in Zork, but it’s been a very long time. In the distance, we can see Flood Control Dam #3 and… could the famous dam of the Great Underground Empire be above ground in this game? Blasphemy! I suppose in the 70s, they didn’t know any better. Have you seen the clothes they used to wear? A rainbow ends at the bottom of the canyon; I vaguely remember that there’s a way to cross it, but I don’t recall how.

When I’m satisfied that I’ve explored all of the outdoor areas, I head inside. The front door is boarded up, but we have no problem climbing in a rear window. The house itself is just three rooms: a kitchen, an attic, and a living room, but they contain tons of stuff. The trophy case is in the living room, empty for the moment, as well as a elvish sword, a battery-powered lamp, and a newspaper. The newspaper alludes to a “puzzling new discovery” near the Thief’s lair. I have no idea where that is, but it’s neat to see that the game was growing and evolving even as players were using it. The final room is the attic and we have to turn on our lamp to keep from dying. The “grues” attack anyone that enters a dark place without a lightsource! We find a rope, a knife, and a clay brick up there. That’s already more than I can carry so I drag them all to the trophy room and use that as my base of operations. I remember the next part from my time with Zork: there’s a trapdoor beneath the living room rug which leads to the cellar and the “underground empire”. I head there next.

Beneath the House

The beginning of the adventure!

While I remembered the trapdoor, I forgot one detail: it closes shut behind you. We’re trapped below, at least until we find a path back up. Fortunately, I was still carrying the lamp! My sword begins to glow blue and I am pretty sure that means there is danger nearby. I’d best be careful.

Just south of the cellar is a small collection of rooms around an art gallery and studio. The gallery has a painting that I can pick up (9% complete), but with no path back to the trophy case I may need to come back later. Fortunately, the solution appears immediately: in the adjacent studio there is a chimney that I can climb, but only if I’m carrying less stuff. My first death comes just moments later when I wander into a troll’s room and he makes quick work of me. I’ll explore there later...

Bank of Zork

But do I get free checking?
I restore and resume exploring. Just west of the artist’s studio is an area I don’t remember: the Bank of Zork. The surprise here is that even in this early version, the writers had fleshed out some of the backstory of the universe. We learn that this was the largest bank in the Great Underground Empire and about a book, “The Lives of the Twelve Flatheads”. Elsewhere, we see that the bank opened in 722 GUE. I have no idea what the current year is, but they even had the calendar system! I remember that the Flatheads will be a major part of Zork Zero; I believe they were the rulers, a parody of the English “Roundheads” who fought for parliamentary authority during the English Civil War. I’m curious how much we’ll learn about them in this game.

The vault itself doesn’t seem that complicated, an entrance way leading to two “Teller’s Rooms” which themselves connect to a room with safe deposit boxes. There are some weird directions going on in the bank, but it’s easy enough to map. Just south of the safe deposit boxes is the chairman’s office and a Portrait, another treasure! Unfortunately, you can’t leave with it as there are now force-fields on either side of the safe deposit room.

And you thought this game wouldn’t have graphics!

At the north end of the room is a curtain of light. You can walk through it to get to an empty room with no doors, but you aren’t stuck as it seems you can walk through the walls to get back to where we started. I didn’t solve this puzzle on purpose, but I think I solved it: If you drop the items in the safe deposit room, you can pass through the force-field. Leave and re-enter, then the next time you go through the curtain, you are able to bypass the force-field and get back to the bank entrance. Simple, right? Before I could celebrate, all of my treasures were stolen by the wandering Thief and I had to restore.

Back at the artist’s studio, I find that you can carry exactly one item plus your lamp up the chimney to get back to the white house. With some patience, I drop off both of my new treasures for a total of 73 points! (12%) But it seems that even when you aren’t around, the Thief is doing his dirty work because one of the items that I left behind was stolen. I have to restore again and carefully budget the items that I carry to leave as little as possible behind. This is going to get annoying very quickly and I hope I find another path to the surface soon.

With these puzzles out of the way, I’m already at a dead end as there is nowhere further I can explore without passing the troll. I was expecting to find some item to give him or a way around him to other parts of the maze, but no dice. I need to figure out the way past him. I try the peaceful options first. Would he like some food or water? No. That doesn’t help. Only when I run out of things to give him do I attack, killing him in a few blows. Is there a less violent approach? Did I do the wrong thing by killing him and I’m stuck already? I hope not!

Now that the way into the deeper part of the Underground Empire is open, I am going to pause here. Next week, I’ll see what lies beyond the troll’s lair and possibly look a bit further at how combat works in this game. I am surprised how linear this game is so far. By using the troll as a choke point, the game boxes you into exploring the studio and the bank first. Will there be more such choke points later? I’ll find out soon enough!

Time played: 2 hr 45 min
Total time: 2 hr 45 min
Treasures Found: 3 (Egg, Painting, Portrait)


And that will bring our adventure to a close for the week. Remember that this is an introductory post and you can wager what you think the final score of Dungeon will be. We gave its spiritual predecessor, Colossal Cave, 33 points. Future Infocom titles did much better with Deadline scoring 45, Witness 50, and Suspect 38. Let us know your guesses in the comments below.

Consulting Detective - Alternate Versions

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Written by Voltgloss & Joe Pranevich


Although we closed up Consulting Detective with a Final Rating last week, there is still a bit more to the story. In its publication life, the Consulting Detective games have been released in four distinct forms: the 1981-1995 pen-and-paper original game by Sleuth Publications, the 1991-1993 computer versions by ICOM, the 2012 remaster of that version by Zojoi, and a 2012/2015 (French/English) update of the classic game by Ystari Publications. We’ve now spent eight weeks covering the ICOM version of the game, but it’s worth a look at the others to see how they stack up. The Zojoi games may be played on this blog at some distant future date, but it will be a very long time before we get to contemporary adventure gaming history.

Joining me in this retrospective is Voltgloss who has been kind enough to take an in-depth look at the new Ystari Publications version of the game, as well as provide some details for the pen-and-paper game in general. The Ystari version features a number of plot changes from the cases that we played and he has patiently documented those in detail. If you intend to play any of these three Ystari cases, we will be dealing in spoilers for those games, but I will put up a spoiler warning when the time comes.

Lots and lots of little books.

Original Pen-and-Paper game (1981-1995)

A lot of ink has been spilled on this site about whether the original was a “gamebook”, a “board game”, or something else. I have had the opportunity to play the original myself and I can confirm that it is “something else”. The game revolves around a large fold-out map of London with individually numbered and labeled buildings, but in practice I did not find the map to use used all that much. Instead almost all of the game is played with a series of books-- nearly a dozen in my version-- all stored in a binder. Those books include the rules, the London directory, clues you can discover, the newspaper archive, and many others. The game is played in your heads and in your personal notebooks as you seek to unravel the clues to the ten included mysteries and two expansion packs. The closest approximation may be something akin to Dungeons and Dragons, albeit without a DM. The game can be played alone against Sherlock Holmes himself or in a group against your friends. With two jobs, a preschooler, and a highly lucrative blogging career, I didn’t have enough free time to find a way to play this with local friends. You may have better luck.

The original Consulting Detective game was followed by a number of expansions. I know of 1983’s The Mansion Murders (five cases), 1984’s The Queen’s Park Affair, 1986’s Adventures by Gaslight, and 1995’s West End Adventures (six cases). Two additional stories were published in magazines: “Sherlock Holmes & the Baby” in Different Worlds in November, 1986, and “October 1891” in Role Mag in March of 1991. If that is the complete list, that totals at twenty-five cases for the original game that can be played and enjoyed although several are very hard to track down today. Curiously two of the adventures, Queen’s Park and Gaslight, improve on a major criticism I had to the first game: while they each contain one case, that case is solved over multiple days and gaming sessions to build an overall plot. I haven’t played it, but it’s too bad ICOM never got to adapting either of those!

Wiggins stole Holmes’s pipe again.

For the game mechanics, I’m going to turn the narrative over to Voltgloss:
  • There's no differential option between sending Holmes/Watson versus sending the Irregulars. Why? Because in the board game, the players are the Irregulars! None of the casebook entries reflect Holmes or Watson pursuing leads directly; instead, the story is told from the unnamed Irregulars' point of view as a collective player avatar. Only Wiggins, head of the Irregulars, is present throughout the investigation. 
  • A few other Regulars are available for consult that are not in the ICOM version: "Fred Porlock," the alias of a member of the criminal underground who can provide coded information on the activities of a certain Moriarty; Mycroft Holmes, Sherlock's brother and "eminence grise" with information on everything concerning to government; and the Central Carriage Stables, where London cab drivers meet up, which can provide "information on the movements of suspects." 
The map from the original Consulting Detective game.
  • In addition to looking up leads in the London Directory or calling on regulars, the players can also consult a map of London and select entries based on their location. So if, for example, the players find a clue suggesting that a suspect was last seen going down a certain street, they could find that street on the map of London and call on locations in that general area. 
  • Finally, the astute reader will see I've referenced "players" plural throughout. The board game can be played solo, or as a group. Group play consists of all players having access to all gamebooks/information, and the players each taking their turn to decide which lead to pursue. Play can be either cooperative - where everyone is working together to solve the mystery and fare well against Holmes - or competitive. In competitive play, each individual player can decide to privately check the endgame questions (equivalent to the judge's questions in the ICOM version), write down their answers, and then compare to the solution. That player then has their own score and sits out the rest of the game until everyone has taken their turn to solve. Once all have tried, Holmes's denouement is read and each player's individual score is compared. 
Other than the above, the computer version is a surprisingly direct adaptation. It uses exactly the same newspapers and the judge asks exactly the same questions, albeit skipping the bonus questions. As many of the bonus questions do not involve Holmes lore rather than the cases itself, that is no big loss. The script is as direct as it can be, except with the viewpoint characters switched over to Holmes and Watson. I noticed a few small changes here and there (Travis tries to revive a dead cat rather than a dead monkey, for example), but did not do a comprehensive search.

The Zojoi update streamlined the user interface.

Zojoi Remaster (2012)

As we discussed in our interview with David Marsh, Zojoi’s first project was the remastering of the first three Consulting Detective cases for modern consumption. Without updating the content of the cases, Zojoi polished the interface and resolved many of the items that I complained about in my review. It’s a shame the three released cases did not sell like hotcakes; there was a lot of love shown in the adaptation. I am still crossing my fingers for the remaining six to be released. Even so, if you are playing Consulting Detective for something other than historic curiosity, this is the way I’d recommend to do it.

Let’s hit up some of the big improvements:

I can see clearly now, the mud is gone.

Hands down, the most important change is the remastered video. The updated film is crisper with some of the unnecessary sepia taken away. Even though the original Betacam film is only standard definition, they did a great job re-digitizing it and squeezing out every last ounce of detail for a full screen mode. A great example of this is Philip Travis’s mummy experiment scene. This scene contains several clues, the most important of which is a bowl that was used in the second murder on Travis’s table. Thanks to the remastering, we can now find details and clues that we missed. It also helps that you can make out much more of the costuming and set decorating. The original team did a fantastic job and it deserves to be seen in a window larger than postage stamp-sized. Finally, you can now turn on subtitles. Not only does this make the game available to deaf players, but also simplifies the spelling of suspect names.

The newspaper has been simplified and made readable.

The newspaper was one of the worst aspects of the original game. In the remaster, Zojoi has redesigned the pages and built a browser that lets you peruse all of Holmes’s papers much easier. It’s still missing a search function, but Holmes didn’t have one of those either.

All the Regulars are in one place now.

If you are having trouble remembering the names of all of the “Regulars”, the remake has a surprise for you: they can now be browsed directly from a menu! This could have used an integrated help function here to remember who was who, but this is a great leap forward, especially for new players.

You can also request clues from Watson to get you on the right path.

The notebook interface from the original game has been completely scrapped. No longer is it a glorified collection of suspect-bookmarks, it is now a running log of the things that Holmes and Watson discover. You may still need to take notes, but critical items are recorded for you. It’s also handy to turn back to when you are stuck.

We won’t do a PISSED score for the new version for a very long time, but it’s obvious that it would have ticked off additional points in almost every category. We expect modern games to be better of course, but this is still a fun way to play the first three Consulting Detective cases.

Updated box art!

Ystari Games Edition (2012-Present)

Hello folks! Voltgloss here, cordially invited to explain differences between the ICOM version and the republished version of the Sherlock Holmes Consulting Detective board game. The publisher, Ystari Games, is a French company that obtained permission to translate and publish the original board game in French - and, as discussed in the comments up to now, made changes to some of the cases in the process. Then in 2015 they translated their version back to English and republished it over in the states and the UK. Do their changes help or hinder, and how well were they implemented? Let's find out by looking at the three cases we've already seen solved starting with where Mr. Pranevich did: “The Mummy's Curse!” In the alternate world of the Ystari universe, what different clues await our investigation?

The opening of the case remains the same as in the ICOM version: Watson getting bent out of shape about the Times reporting on superstitious nonsense... reports on three dead archaeologists gleaned from the Times articles: Ebenezer Turnbull at the mummy's tomb, Andrew Weatherby on the ship voyage back, and now James Windibank at the museum... a visit to Baker Street Regular Henry Ellis, who again identifies Phillip Travis as the reporter handling the story... but from there things begin to diverge.

Mr. Travis, while still a "bit of a strange duck" as Ellis says, doesn't appear so obviously loony as his ICOM incarnation. Still a trained Egyptologist who comments that "even death may be temporary," but he doesn't laud Egyptian science over modern knowledge, doesn't credit an Egyptian god with the murders and definitely doesn't try to bring a mummy back to life before our eyes. He confirms having written the articles in the Times regarding the expedition, though he laments he "was not able to work in good circumstances" as the "security perimeter around the camp was extremely strict and I could not access the tomb despite my numerous demands." What Travis loses in loony though, he makes up for in creepy:
"On his table are a number of small mummies, as well as beakers and scattered vials. Travis takes on of these mummies and says, 'Hello my darling baby.'"
Travis explains that the mummified remains of a cat are the "ideal companion" - "No need to feed it or let it out. And yet we feel like a presence, as if life still flowed in it." Pet rock, eat your stony heart out.

Weeping stone tears.

As before, visiting Travis doesn't produce any more leads. Following Mr. Pranevich's footsteps takes us to Captain Ramsey of the Eastern Empress and his first officer Luther Tenney, to get his account of the second murder - that of Andrew Weatherby. Ramsey offers nothing different - he sent Tenney to check the cargo, Tenney found Weatherby's body, Ramsey put Tenney in charge of the investigation - but Tenney's account has been tweaked:
  • Weatherby's body was found apparently strangled with part of the mummy's "winding sheet," with the same mysterious bowl of ash nearby that later vanished, and also nearby crates open with "papers scattered all over." 
  • Travis was still on the ship, still spouting "mystic mumbo jumbo," and still arguing with Professor Windibank (victim #3). But Travis was also "sick as a dog" the day Weatherby was killed - so much so that the ship's doctor had to give Travis a sedative. In the ICOM version, it was Weatherby himself who suffered seasickness. Not so here. 
  • The mysterious Arabs were still present - Fahmi, holder of the mysterious box; and Al-Saud, who apparently wanted said box. Fahmi didn't have contact with any of the voyagers, except Windibank, with whom he "exchanged a few words." 
  • The apparent affair doesn't involve Windibank - rather, there was a fistfight between Mr. Uruburu and a "Mr. Fenwick" over Fenwick's wife. 
What became of Mrs. Weatherby?

Next stop on the Pranevich tour: the Jardine Shipping Company. Our passenger list: victim #2 Weatherby, victim #3 Windibank, Travis, Fahmi, Al-Saud, Uruburu, Louise Fenwick, and her husband Merrill Fenwick. Clarissa Weatherby, widow of the shipboard victim, is NOT on the passenger list.

How about the Arab passengers? Al-Saud is, again, not home. Fahmi is, again, stone cold dead with a knife in his back. Because Holmes doesn't accompany the players, he's not around to declare that the butler did it; in fact, there's no evidence of a butler or anyone else on the scene. Instead, Wiggins calls Scotland Yard and a constable arrives to shoo us out. Before that, we find a book on Fahmi's desk on Egyptology, open to a page depicting a statue of Sekhmet in solid gold.

How about the love triangle? Uruburu is sporting a magnificent shiner courtesy of Mr. Fenwick, but seems in good spirits based on whatever he received from Ms. Fenwick - and tells us nothing about Weatherby's death. The Fenwicks are engaged in "marathon quarrelling" and likewise offer nothing.

Clarissa Weatherby wasn't on the ship... any point to calling on her? Well here we get another major change, in that Clarissa Weatherby (and, by extension, Holmes's trick with the toffee tin) doesn't appear to exist! Visiting the deceased Weatherby's home, we are let in by the landlord to a small but comfortable bachelor apartment. We find Weatherby's diary, with a note proclaiming how lucky he is to have been selected for Turnbull's expedition - and noting Travis's extreme unhappiness about it. Not so lucky after all, it seems.

It's at this point the Pranevich investigation moved on to the third murder, that of Windibank. As before, Lestrade is zero help. The scene of the crime offers most of the same points, with one slightly different detail - or, rather, absence of detail: there is no mention of whether the bandage that killed Windibank came from the mummy, and nothing about whether care was taken to keep the mummy undamaged.

A Victorian night at the museum.

Windibank's bosses at the London University tell us that Windibank was more of a classroom than a field expert, but he "insisted very much on being chosen" for Turnbull's expedition and apparently got along with the main man well. We get the same story about Weatherby and Travis-- students of Windibank's-- being in competition for the third expedition slot, and Travis being highly upset that Windibank chose Weatherby instead of him. The other student mentioned in the ICOM version, "Peter Smith," doesn't exist.

Time to visit the Regulars! Criminologist H.R. Murray tells us, as before, that the linen wrappings found on the corpses' necks were not murder weapons. No monkey hair this time, however. Rather, Murray observes that "this strip and the one found on Weatherby's body [the shipboard victim] are of different widths," and opines that the strip on Windibank was "probably used to embalm the corpse of a child or of an animal."

The only other Regular with a changed account is Langdale Pike, who has different gossip on Windibank. Rather than a scandal with the anti-vivisectionist league dropping Fenwick's name, Pike instead tells us that Windibank "had the habit of giving in to his gorgeous wife on everything" and comments on "her toilettes coming from the greatest couturiers from Paris." Calling on the bereaved widow, Hildegard, she tells us that Windibank was looking forward to this "chance to actually get out into the field" - but that after his return "a certain paranoia had settled in." He would not talk about Turnbull's or Weatherby's deaths, "remain[ing] very evasive," and instead told Hildegard that he wanted to "flee all that ridiculous publicity" by taking "a trip on the continent."

One last "stop" to make: the Times itself. The February 1888 and August 1888 articles remain unchanged. The only change is to Travis's March 1889 article on the excavation, where he writes that the "camp was highly guarded to prevent plunder," in keeping with his comments about not having access to the tomb when we interviewed him.

Finally, we're before the judge. Or, in this case, the end-of-game questions. In another divergence from ICOM, the questions come in two parts: Part One involving the main case, and Part Two involving "side quests." A player can improve their score by answering questions from either part correctly, although the Part One questions are worth more. Here they are:

PART ONE
  1. Who killed Ebenizer Turnbull? (10 points)
  2. Why was he murdered? (20 points)
  3. Who killed Andrew Weatherby? (20 points)
  4. Why was he murdered? (20 points)
  5. Who killed James Windibank? (10 points)
  6. Why was he murdered? (20 points)
PART TWO
  1. Who killed Akram Fahmi? (5 points)
  2. Which object passed from one pair of hands to the other in this case? (20 points)
  3. How were the victims killed? (5 points)
In this version, more points are a good thing. Holmes's score is always 100. To calculate your score, you add up points for the questions you got right, and then deduct 5 points for every additional lead you pursued that Holmes didn't pursue (with the exception of some "free leads" in certain cases, for which you aren't penalized - no such freebies in this case). The solution also tells you which leads Holmes pursued - usually a depressingly short list as the master detective cuts right to the chase. For this case, he only needed 4 leads: (1) the London University; (2) Henry Ellis at the Times; (3) Luther Tenney; and (4) society gossip Langdale Pike; plus reviewing the Times articles, which are free (for both Holmes and the players).

If you'd like to play along, do your best to answer the above questions before looking at the answers below! If you don’t want to be spoiled, jump to the blue street lamp picture below..

Don’t look past here if you don’t want to be spoiled!

PART ONE:
  1. James Windibank 
  2. Turnbull caught Windibank stealing artifacts at the dig site, and Windibank killed to silence him. 
  3. James Windibank again 
  4. Weatherby suspected Windibank of theft and was reviewing the dig's files in the ship's hold to confirm - Windibank realized his suspicions and killed him 
  5. Philip Travis 
  6. Travis, far less loony than he appears, knew immediately a "mummy" wasn't behind the killings - but realized he could use the opportunity to kill Windibank in revenge for not taking him on the expedition and blame the "mummy" for it. Windibank was hoist by his own petard! 
The key clues leading to these deductions:
  • Per Travis's account and the Times article on the dig, only those who were part of the dig team were allowed on-site. Also, Travis was seasick during the ship voyage when Weatherby was killed. So he could not have committed either of those murders. 
  • With Travis out of the loop, Turnbull and Weatherby dead, only Windibank remains as both at the dig and on the ship to commit both of the first two murders. 
  • Windibank's motive was to continue funding his wife's lavish lifestyle - hence his insistence to Turnbull that he be included in the expedition, and his discussions with smuggler Akram Fahmi onboard the ship. 
  • The different bandages used for Weatherby's vs. Windibank's murders point to the latter being a copycat murder with a different "tool" - the bandages Travis has on his mummified cats. 
And also, here's an example of Ystari dropping the ball in part, as one vital clue didn't make it into the English translation: that the dig site had such tight security that outsiders like Travis weren't allowed in. This point was simply missing from the English version despite being in the French. Apparently when this case was republished in English that particular change wasn't carried over - despite all of the others making it through translation. Oops!

And to wrap up PART TWO:
  1. Al-Saud 
  2. The golden statue of Sekhmet in Fahmi's book, which Fahmi was smuggling and Al-Saud recovered 
  3. Bare-handed strangulation 
Elementary, as they say.

If only we could read the text...

Mystified Murderess

So, how about the “Mystified Murderess” - the "hypnotism" case? Well, this case was also changed, but its main "gimmick" remains intact - the supposed murderess having been hypnotized to be on the scene of the crime with a gun in hand. What has changed is the murderer and their motive. I'll cut to the chase on this one, given the smaller cast of characters, and provide the revised case version's description of the guilty party (far different from the ICOM portrayal):
“Dr. Trevelyan is an athletic looking man, and everything about him, his movements and gestures, is very precise. His eyes are piercing and vivacious, and seem to read the depths of your soul. It is ever-so-slightly disturbing. He drops himself into the chair behind his desk, fiddles with his pocket watch and asks how he can help us.”
There's our hypnotist/murderer, folks - pocket watch included. So what else is revised to accommodate having Trevelyan, not Loretta, as the murderer? One major lead pointing towards Loretta's guilt - the gun shop proprietor remembering Loretta's buying the gun under Frances's name - is removed entirely. Unfortunately, a lot of other points that SHOULD have been changed to accommodate that solution did NOT get changed - in the English version, at least. Leaving many of the board game players to scratch their heads over Holmes pointing at Trevelyan, not Loretta, as the murderer. But research found a number of key changes in the French version that simply didn't get ported over:
  • When Frances Nolan had her second "episode" at solicitor Hiram Davenport's office, she wasn't there with Loretta - she was there with Trevelyan! Specifically, they were there to - in Davenport's explanation - appoint Dr. Trevelyan as Loretta's guardian in case anything ever happened to Frances. Not only does this change tie Trevelyan to one of Frances's blackout incidents, but it also points to Trevelyan's motive: he ultimately wants *Frances* dead, so the parents' fortune reverts to Loretta, whom he can easily control (as his patient for years) and thus manipulate into having the fortune benefit himself. 
  • When interviewing Frances, the players learn that she is Loretta's guardian and that if anything happens to her, then solicitor Davenport will manage their goods. She doesn't mention Trevelyan being recently appointed guardian at all. This indicates that Frances doesn't remember making that change - in other words, Trevelyan hypnotized her into doing it! 
Loretta: Not as evil this time!

  • Furthermore, Frances's account was changed to remove Loretta's presence from her first blackout. So instead of two blackouts with Loretta at each, we have two blackouts, one with no one clearly present, and the only with only Trevelyan present. 
  • There is only *one* glass of wine, not two, in Clarendon's apartment. This detail removes the implication of Clarendon having known his killer, which otherwise still strongly points to Loretta as the villain. 
The case is still a divisive one - do the changes make for a more compelling story? Or perhaps they just don't go far enough? Let the comments decide!

The Tin Soldier

From all this you may have the impression Ystari made changes across the board to the Consulting Detective case files. In fact though, it's only those two cases where the solutions were altered and the hints heavily revised. The Tin Soldier - and the other 7 cases - were largely untouched. The only real difference in The Tin Soldier is that, instead of a figure of Napoleon, the dying Armstead actually turned around the figure of *Wellington* in the diorama. Why? Because Napoleon was Wellington's "opposite," and so "reverse Wellington" = Napoleon. Same idea behind the clue, just a bit more cryptic. It's also quite possible that's how the clue was in the *original* board game version, and was simplified for the ICOM version.

But ultimately that's a question to be tackled anew when the second and third chapters of the ICOM versions are played!

To be continued!

And that’s it! I hope you enjoyed our coverage of Consulting Detective, Volume One. Thanks to Voltgloss for his efforts to research and play all of the Ystari games for us. He’ll be getting some shiny new CAPs in the next Final Rating post. This has been great fun for me and I’m looking forward to exploring the sequel in a few months.

Up next will be closing out 1991. It’s time to get to a new year!

The Year That Was… 1991

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By The TAG Team




1991... the year of quality entertainment and quality games!

After a more quiet year, Sierra came back with a vengeance. Space Quest, Police Quest, Leisure Suit Larry and Conquest -series all got new sequels, Space Quest 1 and Larry 1 were remade with better graphics, and completely new games, like Castle of Dr. Brain and EcoQuestwere published. If you also count the games Dynamix made (Heart of China and Willy Beamish), the total rises to ten games, which is almost half of the adventure games that made it to our official gaming list. Of course, not all of these games were flawless, but even at their worst (Larry 5 and Police Quest 3) Sierra games had their moments and at their best (Space Quest 4 and Conquests of Longbow) they were unforgettable classics. Compared to Sierra, Lucasfilm again published only one game (Lechuck’s Revenge), but as could be expected, it was almost pure gold.
Sierra and Lucasfilm were getting more and more competition, but many of these attempts had great flaws and deserve to be forgotten (Les Manley 2 and Free D.C.! being good examples). The major exceptions were already established game developers: Access Software with Martian Memorandum, ICOM Simulations with Consulting Detective and Legend Entertainment with Timequest and Spellcasting 201. Interestingly, these three companies had somewhat different agendas. Access Software and ICOM Simulations pointed out the way for the future with the use of real actors and digitized speech, while Legend Entertainment was invigorating a thing of the past by doing text games in an era, when almost everyone else was doing pure point and click (another exception to this trend is Hugo II, but as a shareware game it doesn’t really count).

Another interesting trend was the rise of detective games.There were three pure detective adventures (Maupiti Island, Cruise for Corpse and Sherlock Holmes: The Consulting Detective), and if you count in also one hardboiled adventure (Martian Memorandum), one police adventure (Police Quest 3) and one shareware game with murder mystery elements (Hugo II), you get a total of six games dealing with criminal investigation.

Since it’s the end of the year, we will pick some examples of games we've played for special awards. But first, let's cash out the prizes for the Full House Awards.

Full House



No one figured out the exact order of Top 5 games of 1991, so half the prize (5 CAPs) will go to both Joe Pranevich and Corey Cole, who were clever enough to have the closest guess.

Similarly, no one knew the exact order of Bottom 5 games of 1991, but Ilmari, Reiko and Laukku were close enough to get half the prize (5 CAPs).

Finally, no one managed to guess the exact order of all the games of 1991, but the closest guess for Full House came from Ilmari. And since it wouldn't be fun to have admin get all the CAPs, half the prize of Full House award (21 CAPs) will also be awarded to the second best guesser, that is, Reiko.

In addition to CAPs, we have a selection of Zojoi games to hand over as rewards - three Steam keys for Macventures Retro Bundle containing  the classic versions of Deja Vu, Deja Vu II, Shadowgate, and The Uninvited, four keys for the 2014 remake of Shadowgate and three keys for the first Consulting Detective. The winners of Top 5, Bottom 5 or Full House, please indicate one of these keys as your prize in the comments.

Now, it’s again time to award the games with the best and the worst qualities. Majority of the awards have been decided by our group of reviewers, but readers have also had a chance of voting for their favourite. Let’s begin with that…

Reader's Choices



The readers have had their say about the best game of 1991. The result could not have been more expected - the winner was Lechuck's Revenge with 96 votes (64 % of the total).


I am sure no one is surprised

The best Missed Classic so far according to our readers is Cinemaware’s It Came From the Desert, an appreciation of all the B-class monster movies.


"On behalf of the Cinemaware Fan Club, I heartily accept this award."

Let's move on to the awards chosen by our regular reviewers!

Charles Darwin Award 
For the Most Evolutionary Game of 1991


Instead of  revealing the winner at first, like Trickster did, we'll begin  each category with successful candidates and end with the final winner.

5th place - Martian Memorandum: While other companies were happy to earn money with hint lines and guide books, Access Software was bold enough to introduce an in-game hint system. Martian Memorandum was also one of the first games to use full motion video.

4th place - LeChuck’s Revenge: The second Monkey Island had beautiful graphics and a good dialogue system, but these can hardly be called novelties since VGA graphics and branching dialogues had been used by earlier games. Truly radical in LeChuck’s Revenge was its innovative use of background music with the new iMuse system, which allowed seamless transition from one piece of music to another.

3rd place - Space Quest 4: Technically the voice narrated version of SQ4 didn’t appear until 1992, but it is still the best of its kind. We will especially remember the talent of recently deceased Gary Owens.

2nd place - Dr. Brain: While not really a traditional adventure game, Castle of Dr. Brain did manage to spawn a genre of its own, that is, pure puzzle adventure games. This would be almost a cause for awarding the game, if we wouldn't have played an even more evolutionary game.

Winner - Consulting Detective: And the title of the most evolutionary game goes to a computerised version of a board game that we had difficulties deciding what to call it - was it an adventure game or something else? In addition to defying genres, Consulting Detective  was also technically innovative. The move to a solid FMV interface presages a lot of the games that will come in the 90s, as integrating video clips in games will become vogue for a while.

"Remember guys, we are doing history right now!"


Lament Configuration Award 
For the Most Ridiculous Puzzle of 1991



6th place - Killing the Dalek (Hugo 2): In a section completely unrelated to the rest of the game, you use a phone box to end up in an alien planet, shoot a Dalek and receive a sonic screwdriver from the Doctor. Talk about copyright infringement!

5th and 4th places (tied):

Saving Marie’s life (Police Quest 3): Every puzzle in the game was a meticulously designed paragon of logic triumphing over a chaotic and seemingly random world. In Police Quest III, the designers made a game that was almost TOO REAL in depicting how police detectives investigate and solve crimes. To qualify something like Police Quest III as a "game" is in and of itself slightly offensive, as Police Quest III is more of a reality simulator masquerading as computer-based entertainment. Still, it’s good that Jim Walls became a police officer and not a doctor. Not kissing Marie on the first day apparently condemns her to life in an incurable vegetative state.

Solving the mystery of the unfaithful wife (Timequest): The most ridiculous puzzle in the game was the one where the colors of the harem women matched the colors of the vizier's outfit, and somehow the player has to intuit that the woman matching his gloves is the guilty one. This puzzle can be bypassed by luck or brute force anyway (there are only six women in the harem), so its inclusion in the game was somewhat pointless.

3rd and 2nd places (tied):

Getting rid of a vampire (Elvira 2): Killing the pure-breed vampire makes no sense. You have to use a tuning fork to break a window to let sunlight in and kill the vampire. The only problem is that it is a moonless night, and there is no other way to kill the vampire.

Getting into a pawn shop (Les Manley 2): Wax casing for acidic Alien? Learning of a criminal plot, accusing someone of it and then being allowed into their movie studio? No, no. The most ridiculous puzzle in the game is definitely the first one. You need to impress 'The Boyz', a wannabe rap group out the front of a pawn shop. To do so, you speak to a computer hacker reminiscent of Jonny Lee Miller's character in 'Hackers' (given that he's apparently not allowed near a phone) who says that you 'need (gang) colors' to scare them off. You go to the beach, read a magazine headline to cause a solar eclipse and steal a lifeguard's bandana. No, this will not happen anyway, and it will literally not allow you to continue until you have stolen the bandana. Ridiculous, you say? You haven't seen the best.

Winner - Finding a firefly (Spellcasting 201): The entire sewer section was somewhat difficult in Spellcasting 201, never quite explaining itself well enough. The fact that there are 'locator goggles' that disappeared every time you went down there was bad enough, and the 'active nodes' to make the maze in it more difficult for no real reason other than copy protection? Bad enough. However, you need a light. Instead of giving you Magic Light or a torch, you have to go to the cafeteria, which the last game had set as a completely useless area with nothing going on in it, take a freely offered casserole during lunch hours (which the game all but tells you is useless), LOOK at it.. and then a firefly larva pops out of it. No clues offered. No 'there's a firefly in my soup!' gag. No 'firefly casserole and buffalo wings on menu'. Just 'why wouldn't they examine an object we tell them is a red herring?' AAAAARGH!


As a reward for their efforts, the good people in Legend will get a piece of their infamous casserole


Death of Han Solo Award
For the Most Memorable Moment of 1991



3rd place - Saved by a frog! (Willy Beamish): Most memorable moment is when you are "killed" (for the nth time) by Leona and Louis at her mansion. Just as the death animation plays and Willy is drowning in their oversized aquarium, Turbofrog swims down and rescues you (with Horny and Gigi in tow, depending on how you solved earlier puzzles). That immediately followed Gordon's surprising reveal to the press of the grand plot, underlining that the story and character threads were coming together in the end of the game.

2nd place - Intimate moment (Conquests of Longbow): Getting it on with Marian in the grove was handled in a very romantic manner--great dialogue. The game was filled with other memorable moments: Robin "blessing" the Sheriff, the entire Saturday Fair scene/archery contest, rescuing the knight from the fens monastery and escaping down the tower, freeing Fulk, and rescuing the boys. Hell, this whole game is a memorable moment. But not as memorable as the next one.

Winner - Back to square 1 (Space Quest 4): Wow, we are back in SQ1! Although the Kerona setting itself felt so empty, no true fan of the Space Quest series will fail to love this moment. And to top it all, it's drawn in a style reminiscent of the old EGA graphics.


Still, you can't beat monochrome!

Needle's Eye Award 
For the Most Unsolvable Puzzle of 1991



3rd place - Finding new things (Cruise for Corpse): The searching puzzles were awful. You could easily brute force them, but with dozens of items to interact with in every room (every towel in a closet had an individual description), it takes hours to search every cranny of every room. It's a way to pad out the time, but it adds nothing since there is no rhyme or reason for the objects to appear when they mysteriously did. Even the admission at the end that Niklos/Dimitry was pulling our leg and leaving clues on purpose doesn't paper over it.

2nd place - Opening a jewel box (Maupiti Island): a) Find peculiar symbols in a pirate cave. b) Notice that these symbols are actually numbers combined with their mirror images. c) Notice that a locked jewel box has the exact same inscription as the pirate cave. d) Notice that the symbols in the cave are plotted as locations in an inverted island map, which you see almost never. e) Read a passage in a book that appears to have no connection with the cave. f) Notice that the phrases in the book might be connected with places in the island. g) Fiddle with the order of the numbers, just because. h) Instead of numbers, use their sums. i) Change into a modular arithmetics, because otherwise you won’t make any sense of the sums. j) Presto, the jewel box opens! No wonder it took ages to solve this puzzle. And yet, it was almost solvable, unlike the next puzzle.

Winner - Solving the killer (Hugo 2): Hugo’s uncle is presumed dead and the whole house is full of friends and relatives with a clear motive to get rid of him. So who did it? Apparently no one and Hugo’s uncle is alive! Too bad there’s no way to deduce the answer before you actually hear it.


Personally, I'd blame Chuck the Plant, hiding in the corner


Magic Square Award 
For the Best Puzzle of 1991



5th place - Fooling an ATM machine (Space Quest 4): The best puzzle in the game is the one involving an ATM card. Although maybe not amazing, it still involves a neat line of puzzle dependencies: you need to buy pants to get a job; you need a job to earn enough money for women’s clothing; you need women’s clothing to be able to use the ATM card. Some points must be deducted, because making fun of cross dressers is not polite.

4th place - Finding a password for Tower of Babylon (Timequest): The antagonist of the game had left to various historical locations taunting messages, all of which contained a number. Putting the first letters of these messages into an order indicated by the numbers, spelled out a password unlocking a passage to Tower of Babylon, where the endgame occurred.

3rd place - Getting an underage kid into a bar (Willy Beamish): The puzzle that truly surprised us was the one involving a cassette recorder. You have to somehow fool a doorman away from his post and the only thing you can do is to call him. It's all set up so that you have to record a show from the radio and play it back to the doorman. But it has a very nice curveball which is that you can also record other telephone conversations. You have to first phone an astrology service and then use that conversation to distract the doorman, who happens to be quite superstitious. That sort of lateral thinking was a nice change from otherwise simpler inventory puzzles.

2nd place - Programming robot heads (Dr. Brain): You might think that a game that began the puzzle genre, would have interesting and original puzzles, but many of them were ordinary math or logic puzzles. The puzzle where you had to program robot heads stood out from that crowd positively. Still, it wasn't good enough for the first prize.

Winner - Rescuing widow’s sons (Conquests of Longbow): We liked how Robin had to leave the coins on the guards' table in order for them to skedaddle and buy beer, letting Robin rescue the Widow's sons. In fact, that whole rescue sequence, involving getting the monk's clothes, getting the Abbott's beer, playing Nine Man's Morris to win the magic amethyst, befriending the barkeep to learn about the secret passage, infiltrating St. Mary's, having the drinking contest with the Abbott, stealing his puzzle box and the fire ring inside, and ultimately freeing the boys, was probably our favorite sequence of the game.


The unsuspecting guards find their TAG reward

Golden Mop Award
For the Most Memorable Character of 1991




6th place - Brian Forbes (Police Quest 3): This highly disturbed individual did not just believe in alien invasion, he also kept a knife in his underpants, for crying out loud!

5th place - Latex Babes (Space Quest 4): Latex babes change from a teenage boy’s dream into their worst nightmare. We might not remember any of their names, but that shaver will haunt our dreams forever.

4th and 3rd place (tied):

Passionate Patti (Larry 5): Larry is the same lovable schmuck we've seen three times before, but Patti is the standout character in the game. Her jaded yet patriotic persona, constant sexual references, and street-smarts make her pretty interesting. Also, she's the only character with any agency, since Larry bumbles into things while Patti actually makes stuff happen. She takes out the bad guy at the end, after all.

Adam and His Oceanic Friends (EcoQuest): Adam himself was quite memorable, as a smart and plucky environmentalist kid. But the non-human characters beg for recognition too: Gregarious the airless manatee, the ever-rhyming Oracle, Narcissus the French blowfish, Professor Erroneous the turtle...most of the characters were quirky and fun in one way or another. But Adam gets the most screen time and the most lines, so in the end, he's the most characterized and the most memorable.

2nd place - Japanese tourist ninjas (Willy Beamish): They were only in it for one puzzle, but not many games ever made have had Japanese tourist ninjas as characters. Still, they were not the most memorable characters of the year.

Winner - Merry Men (Conquests of Longbow): Just like Trickster struggled with finding a single outstanding character in Monkey Island, similar problem occurs with Conquests of Longbow. The tough thing is that each character is so well written it's hard to pick favorites. Robin himself is drawn really well! We like how, when the action begins, he is growing weary of the outlaw lifestyle and wants to settle down with a good woman. But considering that Little John, Friar Tuck, Marian, Alan and Will are all equally memorable, there’s no other possibility but to choose the whole gang.


Who could resist these guys!


Pooooisonous Snake Award 
For the Most Memorable Sidekick of 1991 
-And Not Necessarily in a Good Sense



4th place - Wattson (Free D.C.!): What could be worse than waking after thousand years sleep, when all your loved ones are dead, finding out that robots rule the world and being assigned to find a robot killer by them? Well, you could be given as a steed and as a companion a metallic My Little Pony lookalike, who has an annoyingly wheeny voice and who fails to get your superb jokes.

3rd place - Morales (Police Quest 3): This outstandingly useless companion does almost nothing else in the game but makes phone calls. Also, why the hell did she leave her locker combination written in her desk? Why not just carry that paper with her or commit those THREE NUMBERS to memory? And did we mention that Morales tries to kill Sonny Bonds at the end of the game?

2nd place - Horny (Willy Beamish): Horny is an outstanding frog whom Willy carries around with him everywhere. He manages to beat a German super athlete frog in a competition and earns Willy enough money to gain entrance to Nintari competition. Of course, Horny then has to get caught, but sidekicks do need to be rescued once in awhile. Still, he's not as memorable as a certain Merry Man.

Winner - Much the Miller’s son (Conquests of Longbow): Robin Hood has many great sidekicks: Little John, Will Scarlet, and Friar Tuck. They are Robin’s right-hand men - tough, smart, and willing to mix it up. They've got Robin's back. But since we’ve already covered the Merry Men as great characters, let’s look at a more negative sidekick - Much. We don't know if it's from the stories, but he's more there for comic relief. You quickly learn not to take any advice from this guy. Much even has the guts to suggest using wild boars for distracting guards. Boars???????? No wonder this plan ends miserably.

Rumor is, Robin Hood has considered replacing Much with an irritating owl

Severed Head Award
For the Worst Game of 1991



4th place - Cruise for Corpse: Lion’s share of the game can hardly be called an adventure game as everything seems to focus on constant re-exploring of an uninspired and repetitive setting and collecting dialogue questions. Still, it was filled with adventure game red herrings. For a game with so much weight on interrogating suspects, the dialogue system is horrible. And how come a timed murder mystery has no tension?

3rd game - Free D.C.!: An almost puzzleless game with an infuriating maze and inane use of firearms, just to make the game longer. What’s worst, a game that was advertised as being full of stories was filled with nothing else but snarky dialogue with cardboard characters. And let’s not talk about the ending.

2nd game - Les Manley 2: A game with puzzles so easy they didn’t virtually exist or so obscure you’d not even call them puzzles. Les Manley 2 is full of stereotypes that are largely written poorly and the main character has all of the intrigue of a wet noodle. The game was credited as the first with digitised actors, but majority of the models look like they did it only for the money. And still, it wasn't the worst game of the year.

Winner (or loser) - Hugo 2: A murder mystery without any murder or mystery, full of padding, random events and red herrings. To top it all, the graphics look like they are made with Paint, when there’s sound, you wish there weren’t, and the interface is horrendous.


And this bridge could make even Sierra proud.

Atlantean Medallion Award 
For the Best Game of 1991



3rd place - Space Quest 4: A well-balanced, beautiful to look at and solvable game which goes to great lengths to ensure that you can get all the way back to the beginning to find an item that you missed. Different time zones are distinctive and the idea of using sequels instead of dates is novel, but time travel related puzzles are sorely lacking.

2nd place - Conquests of Longbow: A game with a rich variety of well thought puzzles, which not only found a good balance between giving too much information and being too obtuse, but also allowed true multiple solutions. The story might not be that original, but that’s just to be expected in a Robin Hood game. The narrative has a thrust that never falters, and even revisiting areas feels fresh because of the on-going plot. Sherwood Forest and its surroundings are fantastic places to get lost in, and all the characters feel unique. All this greatness is covered with great, hand-painted graphics and catchy, evocative music. What’s more to ask? Well, there's one game it couldn't top.

Winner - Monkey Island 2: Although many of the puzzles made sense only retrospectively, the intricateness of puzzle dependencies more than makes up for this. The overall plot was full of classic Lucasarts moments, even if the ending didn’t feel quite as satisfying as it could have been. Still, it’s a great experience, it has lovely graphics with lots of details to look at, a well-worked dialogue system with many fun options to choose from, and evocative musical scores flow seamlessly thanks to iMuse.


Let's all party now!

But that's not all! We have a brand new award to give.

Archie Bunker Award
For the Worst Mistake Reviewers Have Made



3rd place - Aperama: We are the experts and we should know these things, but mistakes do happen. When speaking of later accomplishments of Dynamix, Aperama mentioned Blue Force, made by none other than infamous Jim Walls. The thing is, it wasn’t published by Dynamix, but by Tsunami, formed by former Sierra employees. After hearing this, they’ll probably send Brian Forbes after us.

2nd place - Alex: It’s a good thing that Alex hasn’t tried building a career in the world of nobility, because he clearly can’t tell a king from a duke. Unlike Alex suggested, it was the Duke of Austria who captured Richard Lionheart, not the king. Rumor is, European royalty have stopped sending official invitations to TAG reviewers because of this breach of etiquette. Yet, we've done worse.

1rst place - Ilmari: We couldn’t leave the blunder that inspired the whole award go unpunished. While trying to speak of Archie Goodwin, the famous sidekick of detective Nero Wolfe, Ilmari accidentally spelled his surname “Bunker” (yes, B and G are quite close to each other, but it’s still an incredible accident). While we are sure that Nero and Archie B. would quickly bond over pints, this crossover still waits its writer.

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Those were the TAG awards for 1991! And just like last year, you’ll have a chance to guess the TOP 5 for the next year. If you can state which 5 games will be the best games of 1992, you’ll get 10 CAPs. You won’t have to know the exact ratings the games will get, but you do have to get the exact order of the top five games. If no one pinpoints the exact order, persons with closest guesses will get 5 CAPs as a reward.

You’ll also get to guess the BOTTOM 5. The rules and the prizes are same as in the TOP 5, but you’ll have to guess the five worst games of 1992, in the exact order.

And to top it all, you’ll also have a chance to compete for the FULL HOUSE. Guess the exact order of all the games of 1992. If you get them right, you’ll get the TOP 5 and BOTTOM 5 awards, but also 2 CAPs for each game not in TOP or BOTTOM 5. This year getting FULL HOUSE will thus mean a prize of 78 CAPs. Again, if no one gets the exact order right, persons with the closest guess will receive half of the total prize (39 CAPs).

For ease of reference, here are the games we’ll be playing in 1992:

Alone in the Dark
Amazon: Guardians of Eden
Bargon Attack
Batman Returns
Curse of Enchantia
The Dagger of Amon Ra
Dark Seed
Dune
Eternam
Fascination
Frederik Pohl's Gateway
Gobliiins
Hook
Hugo III: Jungle of Doom
Inca
Indiana Jones and the Fate of Atlantis
Inspector Gadget: Mission 1 - Global Terror!
The Island of Dr. Brain
KGB
King's Quest VI: Heir Today, Gone Tomorrow
The Koshan Conspiracy
L. A. Law Game
Leather Goddesses of Phobos! 2: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X
The Legend of Kyrandia
The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel
Lure of the Temptress
Mixed Up Fairy Tales
Nippon Safes, Inc.
Police Quest: In Pursuit of the Death Angel (remake)
Putt-Putt Joins the Parade
Quest for Glory I: So You Want To Be A Hero (remake)
Quest for Glory III: Wages of War
Rex Nebular and the Cosmic Gender Bender
Ringworld: Revenge of the Patriarch
Rome: Pathway to Power
Sherlock Holmes Consulting Detective: Volume II
Spellcasting 301: Spring Break
Star Trek: 25th Anniversary
WaxWorks

Please make your guesses for TOP 5, BOTTOM 5 and FULL HOUSE in the comments for this post. The guesses should be made before the first two final ratings of the year 1992 will be published. The prizes for the winners will be handed at the end of the year 1992.

By taking part in the FULL HOUSE competition, you’ll also be automatically competing for STRAIGHTS. After a sequence of five games from the main game list has been completed, we’ll look at who has guessed closest the order of those five games. If someone got the exact order, she’ll be awarded 10 CAPs, otherwise, those with closest guesses get 5 CAPs.

Let the contests begin!

Game 74: Mixed Up Fairy Tales - Introduction (1992)

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written by Aperama



Mixed Up Fairy Tales is a Sierra game, so it's as good a place as any for us to start 1992 as any! That said, it's definitely not the game that most would associate with 1992. In fact, I'd not actually realised that I was signing up for Mixed Up Fairy Tales, a Lori Ann Cole designed venture programmed by (what I affectionately think of as) our own Corey Cole, but had rather expected it to be Mixed Up Mother Goose. Bizarrely, Mixed Up Mother Goose never actually hit The Adventure Gamer in spite of being almost Accepted and was really the initial reason Trickster introduced the term 'borderline'. At the time, Zenic, Canageek and Ilmari were all pretty dubious and Zenic even went so far as to suggest that 'when one of Trickster's kids grow up, they can play Mixed Up Mother Goose and give it a simple thumbs up or thumbs down'. We're now into the land beyond Trickster, where Mixed Up Mother Goose could have just as easily have been played by an infant and reviewed summarily. Fortunately, I happen to have one handy – my daughter is now 9 months old! We all know kids are growing up faster these days with tablets and smart phones, so it's clear she's more or less ready. (I'll possibly do the writeup, and the actual use of the mouse, and the play decisions, but she will hold executive veto of blabbing and loud noises.)





This handy diagram gives an idea of the 'significant stages of learning'.
Hopefully, with the fullness of time, it is now less than accurate.
[Admin's note: 35 and still not wearing a tie - I must be one of those slow learners.]
There's something to be said of the thought that this game really isn't a standard 'adventure title'. The goal is pre-set out in the manual very clearly, with a short page of it devoted to the 'parents' giving an idea of what they're likely to have to be helping their children out with – which I suppose is a nice touch if the player had some rather tech-unsavvy parents. As I had already played Space Quest 1 by the age of 5, I think this game was never truly directed at me.. which is fine. I take no umbrage to playing a game that didn't really have me in mind when it was created. The manual continues by introducing Bookwyrm, a character designed purely for the game to introduce the young players to the stories that will be lampooned and altered. The basic premise of the 'Mixed Up' titles is a simple one – take a well known fairytale and make one tiny alteration which 'ruins' the fairytale/nursery rhyme, leaving it to the player to 'fix' them, e.g. providing the Itsy Bitsy Spider a water spout to crawl up and fall off of to his doom, or giving Humpty Dumpty a wall to brutally crack his head open on. (Olden time tales are kinda brutal like that.) I quite enjoy the way the opening page of the manual actually directly 'speaks' to the player, saying how 'you dream of' et al – it's a nice bit of immersion, particularly for the younger audience they're aiming at.


I trust Bookwyrm, because he has a fez.

I must admit that I was quite enthusiastic as I opened up the manual, finding five fully written stories (albeit rather abridged versions to my mind) of the five tales that are actually being explored in this game. These are (in no particular order) Bremen Town Musicians, Cinderella, Jack and the Beanstalk, Beauty and the Beast and Snow White. They're minimally illustrated, but the fact that they actually printed up five whole stories over the space of the manual could well have made this almost a worthwhile purchase for the parent of a youth in and of itself. I'd not actually heard the 'Bremen Town Musicians' tale (four old animals near the end of their lives scare a bunch of robbers in their quest to become musicians) before, but the rest were essentially ones I could have made up off of the top of my head. I made sure to read all five of them as they were in the manual to my little one, so that she'd know what was going on. The ones that have been explored by Disney were very much based off of their origins, however, so no talking candlesticks and the like. So, there's a simple premise and I know what I'm getting in for – what else could a kid's game have going for it?


… which you can't really tell for her ornate dress. Or her lack of a left arm.

… COLOURING BOOKS! The box for this game must have been utterly gigantic, containing a 'how to get the game running' insert manual, a story manual, a colouring book and a game – they really packed as much as they possibly could in here, and I am nothing less than impressed. The game itself has a few fun quirks that the back cover explores and as such I do want to cover – the game was designed for 'classroom play', so it was really something they had thought could be played in short bursts. This is the second game that we've explored with this mechanic, though the previous one is notably less an adventure. Randomised gameplay is something that you couldn't normally place into an adventure game, but I can already imagine how this might work – Jack having a slipper where Cinderella has a magic bean, for instance. I'm hopeful that there's a few cutscenes or the like to keep things interesting – because no matter how well put together and beautiful this game might be, I definitely think it's at the risk of feeling a little wooden if all it comes down to is a game of a few quick pixel hunts and zipping by. If the game goes without any real dialogue due to the randomised elements, I'm certainly not expecting this game to do extremely well under the PISSED rating – but there again, the game is designed by people who can make a game about a kooky doctor with a magical island not only work, but spawn multiple sequels– so if anyone can do it, I expect that a game with Lori Cole's name and visage on the back of the box is capable of delivering. Also worth note is that this is one of the few adventure titles I can think of, particularly in this era, where you're not playing a predetermined character – you choose one of six avatars and a name (this is a part of the 'classroom' design methinks, but I still think it's a nice touch if implemented well – as I say, the dialogue could make or break this title for me, and definitely would have done for me as a kid. King's Quest 6 was remembered fondly for its clever play with characters and mythology – King's Quest 5 was remembered for an annoying owl, and those games are essentially the 'next step up' from this to the kids it is designed for in my opinion – if you guys think I'm being a little harsh, just let me know. Otherwise? On to International Space Year!



If people would like to choose a character for me, I'm more than happy to oblige!



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 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. I'd recommend not betting on this game due to its 'random' nature – puzzles will literally be different between playthroughs.

Example Bet (a nice and easy one for 20 CAPs, methinks!):
Pnhtug orgjrra gjb jbeyqf
Zl qrfgval gb erghea nyy gb onynapr
Vagb pbashfvba V nz uheyrq
Pna V nibvq orvat rairybcrq ol znyvpr?

Game 75: Star Trek: 25th Anniversary - Introduction (1992)

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Written by Joe Pranevich


Adventure games… the final frontier...

It’s a wonderful coincidence that we are about to play this game, produced in honor of Star Trek’s 25th anniversary, shortly after that show’s 50th. I am thrilled to be able to play it for the blog! Star Trek has been a part of my life almost as long as I can remember. I watched the original show with my father as a kid, young enough that I would hide before the credits so that I did not have to see the “scary” face at the end. As a nine-year old, I debated the merits of the “old” and “new” Star Trek with my friends shortly after The Next Generation took the airwaves. As I grew up and the world became a more complicated place, Deep Space Nine infused that vision of the future with just enough darkness and complexity that I was hooked. By the Voyager finale, I was in the workforce and watched it surrounded by my friends and coworkers. Enterprise debuted on my birthday. It’s no exaggeration to say that Star Trek has been one of the yardsticks of my youth.

All that said, I had never even heard of this game before getting involved with the blog. I was aware of the Nintendo version, but I suspect that Paramount did themselves a disservice by releasing three different games with the same name. More on that in a bit, but the important thing is that I am coming into this fresh and excited. Did they build a fitting game to honor the silver anniversary of this beloved franchise?

Kirk, Spock, and McCoy: The Star Trek trinity

Not everyone out there is a “Trekkie” so I’ll recap the basics. Star Trek, the original series, debuted in September of 1966. It was the creation of Gene Roddenberry, a former World War II Air Force pilot and policeman who transitioned into writing for television. He envisioned something akin to “Wagon Train to the stars” for the series, mixing western and sci-fi tropes into a weekly anthology format where a core group of characters solve a challenge in the space-frontier involving the week’s guest cast. The show took place on the starship USS Enterprise and featured a core ensemble of Captain Kirk (played by William Shatner), science and first officer Mr. Spock (Leonard Nimoy), and Dr. McCoy (DeForest Kelley) with half a dozen more key secondary characters. Gene’s creation was an optimistic future where humans have their acts together in a United Nations-esque “Federation” of other worlds who share mankind’s interests in exploration. The show aired 79 episodes before its cancellation in 1969, although it found new life in syndication. It would be revived both in animated form (two seasons of which aired 1973-1974) and by a series of theatrical films from 1979 through 1991.

The next most important moment in the history of Trek came in 1987 with the debut of Star Trek: The Next Generation. After attempts to relaunch a series with the original cast failed, Gene Roddenberry advanced the timeline by a hundred years and built a new series with an all new cast, headlined by Patrick Stewart as Captain Picard on a more advanced version of the Enterprise. That show was a tremendous success and brought Star Trek literally to the “next generation” of fans. By the time of this game’s release, “TNG” was in its fifth season and was preparing to launch spin-offs of its own. We’ve since seen three more spin-offs (Deep Space Nine, Voyager, and Enterprise) and a fourth (Discovery) is slated to air in January. We’ve also had seven more films: four starring the Next Generation crew plus three with an alternate timeline version of the Kirk/Spock/McCoy crew.


The very first Star Trek adventure game, published in 1985.

But you might not care about all that! What we care about here is adventure games. This is actually the sixth adventure game produced for Star Trek, the first five having been published by Simon & Schuster. Three of those were text adventures: The Kobayashi Alternative (1985), The Promethean Prophecy (1986), and First Contact (1988); and two were early point-and-click adventure titles, The Rebel Universe (1987) and The Transinium Challenge (1989). We have not looked at any of those titles before, nor have any of the developers from those titles worked on this one.

By 1992, Interplay seems to have won the Star Trek license from Simon & Schuster. We haven’t talked much about the history of adventure games at Interplay for one very good reason: there weren’t that many. By this point in their history, they were best known for their RPGs including Bard’s Tale, Swords and Serpents, Wasteland, and Lord of the Rings. So one of the biggest surprises for me was just how little adventure experience the team that built this game actually had. Of the five credited designers on this game-- Scott Bennie, Elizabeth T. Danforth, Jayesh J. Patel, Bruce Schlickbernd, and Michael A. Stackpole-- only Mr. Stackpole was credited with any adventure design for his work on a text adventure in 1985. (This was for 2010, based on the Arthur C. Clarke book and film.) Brian Fargo, the executive producer and CEO of Interplay, cut his teeth on adventure games with The Demon’s Forge (1981) and Tass Times in Tonetown (1986), but my guess is that he was not deeply involved with the day-to-day design of this game. The bottom line is that this game shares remarkably little DNA either with the preceding Star Trek adventure games nor any other adventures. The designers were working with both the Star Trek license and the adventure game format for the first time. What could possibly go wrong?


NES and Gameboy versions of this game are very different.

To add a further layer of confusion, there are three separate games called Star Trek: 25th Anniversary. In addition to a computer adventure game, there were separate Nintendo and Gameboy games produced. As far as I know, these games share nothing in common except the title. All three were released in 1992. I may take a closer look at them further down the road, but I’m avoiding them for now in case there are spoilers for the game that I am playing.

The manual explains some basics about the game: there are two modes of play, one on the bridge of the Enterprise and another when the crew is exploring a planet. The bridge sections let you talk with Spock (who accesses the library computer), Scotty (who reports on and repairs ship damage), Uhura (for communications), Sulu (controlling the helm and the ship’s shields), and Chekov (the star map and ship weapons). There is an awful lot in the manual about combat with other ships, how the shields and other systems work, and advice on not letting the enemy breach your hull. I have a feeling that ship-to-ship combat will be a major factor in this game. The controls in the exploration mode seem similar to others that we have played with left-click to move and right-click to access a menu of verbs. I’ll get a better feel for the interface when I play.

I also learn from the manual that the game consists of several “scenarios” and that we will get a rating at the conclusion of each one. It also recommends keeping a save from the beginning of each one as there may be multiple solutions. The stories in this game take place in the fourth year of the five year mission, so assumedly all after the TV series and well before the movies.


A lot of keyboard shortcuts. Will I have to remember them all?

Just as I did for some of my recent games, I’ll make some predictions:
  1. We will see major recurring characters or races from the original series. The manual already hinted at Klingons and Romulans so I’m going to wager that we’ll see others like Harry Mudd, Tholians, or Tribbles.
  2. There will be subtle (or unsubtle) references to The Next Generation characters or races.
  3. Red shirts will die!
  4. Even though the game is episodic, we will have a unifying plot or villain that spans multiple episodes. 
Before we begin, a couple of final notes: I will be playing the original 1992 version of this game and not the enhanced CD-ROM that came out later. If you are playing along with the GOG version, just be aware that I’m playing a less-enhanced edition of the game. At the conclusion of each post, I’ll try to also include any relevant Star Trek trivia that I find along the way.


Our first scenario! Sounds spooky!

I don’t think I can be much help in guessing the score this time. The only directly related game is Tass Times in Tonetown which scored a 47, but it was released six years earlier. Neuromancer scored a 43; it was also released by Interplay but had none of the same developers behind it. Good luck!

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. Mr. Valdez has also kindly donated a Humble Bundle key for Gemini Rue, which we will hand out as award for a person having the closest score guess (in case of several people having the closest guess, the award will be handed to only one of them).

Missed Classic: Dungeon - Beyond the Troll

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Written by Joe Pranevich


When we left off last week, I had just explored the opening areas of Dungeon (a forest, an artist’s studio, and a bank) and had come across an enemy that served as a sort-of gatekeeper for the rest of the labyrinth: a troll. I was able to defeat him with some handy swordplay and emerged into the rest of the Great Underground Empire.

Unfortunately, here is where my straightforward narrative breaks down. The Empire is-- as I just rediscovered-- huge. To cover the ground that I did in this post, I had to backtrack a great deal as I poked at each puzzle in turn to try to find the ones that I could solve and the ones that I needed to put off for later. The best way that I can express this is that Dungeon is an “open world” adventure game with a ton of different areas that opened up at once. To make this easier to follow, I will break up the narrative as best I can by region. I’m really “solving” these in parallel, but I don’t need to bore you with page after page of trying out false leads and then restoring. But first, we need to talk about combat!



I want to cast “magic missile!”

Before I delve deeper into the game, I want to talk a bit about the process of defeating the troll. I mentioned in the introduction that this game (unlike Colossal Cave) was also inspired by Dungeons & Dragons. While the original Adventure had combat, it was simplistic with either scripted events (combat against the dragon) or random die rolls (combat against the dwarves). Dungeon appears to be more sophisticated, though I can’t tell how much so yet.

Unlike in a RPG, there are no visible stats like “hit points”, but you can see some basic idea of your health with the “diagnose” command:

>diagnose
You are in perfect health.
You can be killed by a serious wound.

Combat with the troll is divided into rounds where each of us seem to get one move. Even typing “diagnose” counts as a move so checking how you are doing is a surefire way to die quickly. I fought the battle a couple of times to put together this post and there are a bunch of different possible combat texts both for us and for him. For example:

  • The troll swings. The blade turns on your armor but crashes broadside into your head.
  • The flat of the troll's axe hits you delicately on the head, knocking you out.
  • Conquering his fears, the troll puts you to death.

I think you get the idea. The overall effect is organic, a nice DM who keeps the details of the game mechanics hidden while letting you know when you are in dire straights. I don’t know how many more combats we’ll face, nor do I know if there are other hidden stats. I vaguely remember from Zork I that your score (the amount of treasure you pick up) had an impact on how successful your attacks would be. I have no idea if that is true for that game or whether the same holds true for Dungeon. We’ll have to see as the game progresses.

The final strange thing is that when you engage in combat you get some visual representation of what appear to be your die rolls. It’s jarring and I wouldn’t be surprised if someone just left some debugging turned on in my version of the game. Do any of you that are playing along see the same thing? Any theories as to what it all means?

>kill troll with sword
BLOW 10-- 1 19 1 T 0
BLOW 2050-- 2 2 1 1 20
BLOW 2650-- 2 3008 896 -2321 885
The troll takes a final blow and slumps to the floor dead.

It seems that the troll is a very easy combat since I won nearly every time that I tried. A few times he was able to knock me unconscious and then kill me; once I was able to do the same to him and I had the option of whether or not to make the killing blow. There is enough depth to this system that it seems almost out of place in a treasure-hunting adventure. I also can’t shake the feeling that there is a nonviolent solution to get past the troll. I hope that I’ve not dead-ended myself already.

Here there be dragons… er… trolls.

Initial Explorations

My next couple of hours are spent trying to get the lay of the land in broad strokes and fill in gaps on my maps. Just to give you a flavor, here are a few things I find:

  • Immediately south of the troll’s role is a “Maze of Twisty Little Passages All Alike” just like in Colossal Cave. I’d like to call this more homage than plagiarism, but I skip on mapping it for now.
  • A “Loud Room” that you find my following some ravines north of the troll’s room. It contains a Platinum Bar which is most likely a treasure, but I can’t pick it up because the room is so loud that we cannot hear ourselves think: anything we type is just repeated back to us in ALL CAPS. I’ll be on the lookout for earplugs.
  • A “Round Room” just south of that where your compass spins wildly. Every time you leave it chucks you out a random exit so mapping is very challenging.

One of the exits from that Round Room lands me in a room with a riddle. I have to answer the question: “What is tall as a house, round as a cup, and all the king’s horses can’t draw it up?” That’s simple! I answer that it’s a “well” and I’m able to pass into a room containing a Pearl Necklace and access to what appears to be the bottom of a giant-sized well.

What could it mean?

The well really looks like it may belong to a giant. The bucket is three feet in diameter, easily large enough for is to climb into and out of it. I suspect we’ll be able to ride to the top, but there’s no visible way to do that yet. There are etchings on the wall (the image above), but I can’t make heads or tails of what they mean. I even cheated and ran the letters through an anagram solver, but no solutions are readily apparent. We can see the word “AGILE” in the middle in a circle, but none of the other letters seem to make much sense together.

Unfortunately, this is also the point where my exploration needed to end: my lantern ran out of batteries. In Colossal Cave, there was a place to get more in one of the mazes, but I have no idea if the same will hold true here. Let’s find out!

Maize of Twisty Little Passages all Alike

Maze of Twisty Passages

I restore back to just after I defeated the troll and gather as many items as I can carry. If there are replacement batteries in the maze, it’ll be a nice little homage to Colossal Cave. I don’t have my hope up because that may be a bit too on point, but we’ll see. My plan is to follow the traditional model for adventure game maze mapping: drop one item in every non-unique room to differentiate it, noting each explored exit in a spreadsheet. Almost immediately, I realize that this game has a major challenge that previous games did not: the Thief. While I am dropping and mapping, I get little messages like this one:

Off in the distance you hear someone saying, "My, I wonder what this fine glass bottle is doing here?"

I rush back to discover that my precious bottle has been moved somewhere. So, I drop a different item in the room, update my spreadsheet, and keep mapping. Sometimes I’m even lucky enough to find the missing item in another room nearby and sometimes not. This is a much slower and more difficult process than I was expecting.

It wasn’t too long into mapping that I found the first special room: a skeleton and his adventuring gear. His lantern is marked as useless (and there is no way to get the battery out), but he also was carrying a rusty knife, keys, and some golden coins. Now, this is how you do a Colossal Cave homage! If you touch the skeleton he curses you and sends all your treasure away, but I just restore to resolve that problem. Picking up the rusty knife is also interesting: doing so causes your sword to flash quickly a blinding blue light. What could that mean? In any event, the coins are probably a treasure (or currency) so I’ll be sure to hold on to them for now.

But honestly, I can’t get much farther than that. I have found (but not mapped all exits from) 16 rooms, but after that it becomes impossible. There is no way to juggle all the items the Thief is moving fast enough to make progress. Just as I’m giving up and trying to find my way back to a room I recognize, I wander into another special room: the cyclops! Why not a minotaur? Wouldn’t that have been the better mythological choice?

He’s just subbing today. Otmin is out sick.

The cyclops attacks and kills me even when I fight back using the sword. He seems much more powerful than the troll. I’m not going to win that way. When I try to use the new rusty knife that I picked up, I get a very unexpected (and dark) response:

As the knife approaches its victim, your mind is submerged by an overmastering will. Slowly, your hand turns, until the rusty blade is an inch from your neck. The knife seems almost to sing as it savagely cuts your throat.


That is not okay. I opt for a less violent approach and give the cyclops a sandwich. He likes that very much! He then asks for something to drink, but try as I might I can’t get him to take the water. Is there something else I need to do? Does this game have a second beverage for a thirsty cyclops to drink?

In the end, I give up. I don’t find a way to defeat the cyclops either through combat or trickery and I can’t map well enough to know if there is more to find in the maze. I’ll have to come back later, especially if I find a way to neutralize the Thief. I restore back to the house and take a brief dive in just to get the coins and other stuff, but the rest will have to wait.

Flood Control Dam #3

Flood Control Dam #3 and environs.

Since I didn’t find the batteries in the maze, I will lead little expeditions into the underground to map then restore back when I’m done to conserve turns. I can then fetch any treasures I find using as few turns (and battery life) as possible. It’s slow going, but it’s the only way I have to keep advancing against this timer.

Just on the other side of the troll room is a warren of chasms and other rooms leading to the world-famous “Flood Control Dam #3”. I had been here briefly before as the “Loud Room” connects here plus several of the passages get me into the “Round Room”. Since we can’t tell directions in that room, sometimes finding my way back to where I was exploring is impossible. Thankfully, we can always just restore!

Solving the “Loud Room” turns out to be pretty easy: no matter what you type, the room just types it back at you. Except to leave, there’s no action you can take. But how could I avoid typing “ECHO” in that room, just to see it echoed back? Of course, I couldn’t. When you do that, the game lets you know that the harmonics have shifted and now you can pick up the platinum bars and treat the room just like normal. Puzzle solved!

Not too far from there is the infamous “Flood Control Dam #3” that we could see (!!) from the canyon outside. The dam itself consists of three rooms: one with a panel with buttons and a sluice gate; a waiting room containing a matchbook and a guidebook; and a maintenance room with a number of buttons, a tube of “gunk”, a screwdriver, and a wrench. Reading the guide demonstrates that this is another area where the developers had already plotted out the backstory: the dam was built in 783 GUE at the cost of 37 million zorkmids, funded by Lord Dimwit Flathead the Excessive. It was built in 112 days by 384 slaves and overseen by 312,545 miscellaneous bureaucrats and paper pushers. Talk about excessive!

I do not play with the buttons yet, but it’s a puzzle I’ll come back to. Exploring the banks of the Frigid River near the dam, I find a room containing a shovel and some bat guano and another that contains a plastic boat and a sharp stick. Unfortunately, I do not have enough lung-power to inflate the boat so I’ll be looking for a pump of some kind. As for the shovel and guano? Who the heck knows.

The Temple

Bells, books, and candles!

Two of the exits from the Round Room lead to a vaguely religious-themed area. Just outside a temple, I find a room containing a (the?) grail. I can open and close it, but there’s nothing inside. Is it just a treasure item? Or something else? Inside the two rooms of the temple are a bell, a book, and some candles. I remember those! You can use those to get past some door with spirits elsewhere in the maze. Reading the book also gives you a hint that evildoers will have their eyes put out by a sharp stick-- is that a hint for the cyclops? I also vaguely remember a way to read other pages in the book in Zork I, but that doesn’t seem to work here or I don’t remember how to do it. Nearby, there is also a room with a large wall mirror. We’ll get back to that in a few minutes.

I barely explore any further before I find the demonic room I remember. It even has a sign: “Abandon Hope Ye Who Enter Here”. A stray gust of wind put out my candles out along the way, but the matchbook that I found at the dam works just fine to light them again. I ring the bell, I read the book, and I light the candles. I wait expectantly. I do it again. I was pretty sure this was the solution to get past the spirits and descend into Hades, but I must be doing it wrong. I’ll need to come back later when I have some new ideas or items.

I also get briefly excited by the candles: when in the temple itself, they appear to burn forever. Are they the solution to my battery problem? The answer is regretfully no as once you remove them they will quickly burn down and go out. Since we probably need those for a puzzle, my quest for a more permanent light source must continue.

Through the Looking Glass & The Coal Mine

Curiouser and curiouser...

Not getting anywhere with the temple area, I went back to look at the mirrored room. The solution to that puzzle was simple: when you touch the mirror, you pass through! (Breaking the mirror doesn’t reveal a passage, so it must be magic.) That revealed a wholly different part of the map that needed to be explored.

The first little mystery I discover is a slide back to the cellar! That may be useful. It’s in a room with a suspiciously-labeled “Granite Wall”. Why would someone write that on the wall if it wasn’t to draw your attention that maybe it wasn’t granite after all? I’m not sure. In any event, I don’t find anything I can do with it yet.

Further in is a large coal mine section. I take the northwest fork and find myself in a room with a very large bat. He quickly scoops me up and deposits me in a “Coal Mine” maze, just like the Twisty Passages one except with a less catchy name. I didn’t bring enough items with me to map it (because I’ve been making little journeys with as little as possible as I can still only return to the surface carrying one object at a time). I end up stuck and have to reload. On the next attempt, I carry some of the garlic and guano with me, expecting one of them to help in some way and it does! The garlic causes the bat to hold its nose and I am able to steal its Jade Figurine without a problem. Another treasure! A few rooms further in, I discover a Sapphire Bracelet in a “smelly” room. I pick it up without an issue. If there’s a puzzle here, I don’t see it. And finally, I find a well with a bucket that I can raise and lower, but there’s nothing in the bucket and no obvious reason to use it. It also doesn’t seem to be related to the big well I found earlier. I’ll mark that to puzzle out later.

Having returned my items to safe-keeping, I return with more stuff so that I can map out the Coal Mine maze. The Thief is here too, but thankfully there are only seven rooms and I was able to work it out before running out of stuff. That led to a ladder deeper into the mine where I found some coal, some tinder, and a small crack that I could not squeeze through without dropping all my stuff. I get killed by a grue on the other side, so there must be a way to carry a light source through…

Not really having the solution to these problems yet, I finish exploring the rest of the rooms on the eastern side of the mirror. I discover a trident and an air pump! Well, I know what that’s used for! Time to go rafting!

Working in a coal mine, goin’ down… down… down...

Wrapping Up

Wow, has time flown! Without really noticing it, I’ve spent more than seven hours in this game and I feel like I’ve barely scratched the surface. What’s more, I’m not bored and there’s still so much low-hanging fruit to explore. There are still a ton of exits that I haven’t traveled down yet.

Next time, I’m going to try to inflate the raft to explore the river. I’m also going to try using the stick on the cyclops and see if I can find any more special rooms in the Maze of Twisty Little Passages. I might also try fiddling with all the buttons at the Flood Control Dam #3. See you soon!

Time played: 4 hr 20 min
Total time: 7 hr 05 min
Treasures Found: 9 (Egg, Painting, Portrait, Pearl Necklace, Coins, Platinum Bar, Grail, Sapphire Bracelet, Crystal Trident)

Mixed Up Fairy Tales - Book 'em, Wyrm-o

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written by Aperama




A rooster gives my first impressions of the game

It's fair to say that there really hasn't been another game quite like this on the blog as yet. It's not as though I consider it a bad game – hell, I am fairly sure that I would have far preferred it to the 'Wheel of Fortune' clones et al that littered my school computers before my brother managed to trick the school staff into using our copy of Monkey Island on them (er, not that this happened naturally because piracy is bad) but in truth, all of the other games we've reviewed aimed at an 'easier playthrough' or a 'younger audience' really aren't quite on the same level as this one. This game is very much a First Steps to Adventure-styled title, not something that really offers much for an older audience. Amongst the things which simplify it are a system with no real inventory (the panel for inventory says 'your hands are empty' but the only things I have been able to 'hold' have actually been people/animals following me), lots of big text, big sprites that really show everything off in the game openly – you see a frog and using the hand icon on the frog makes it jump, for instance – I will not say using the 'do' icon on the frog, as that is just a bit frightening – meaning that where there have been other titles that perhaps lean upon the 'edutainment' side of things.. we're really into a game that is more an 'experience' than it is a game with puzzles that culminate together to a pleasant outcome. That said, I've been playing it with my toddler on my lap / narrating it throughout, and that feels like a happy medium – she's very much interested in the graphics and music and enjoys the attention of having something read to her like a 'story book'.


This librarian looks angry..


Maybe it has something to do with the fez-wearing dragon who pops out of her books?

The game starts out with a short cutscene whereby our character, Malia (thanks, Corey!) is at a library, looking around for a book to read. The librarian is insistent upon shooing her out so that she can re-evaluate the Dewey Decimal system or some such. A book pops out of a bookshelf as Lincoln blows gum behind her in a very Dr. Brain-ish Easter egg, with Bookwyrm coming out of the book and explaining how he needs her help. It turns out that his book is all mixed up! She's willing, but doesn't want to leave the library. Naturally, Bookwyrm points out that they're going to stay in the library (inside the book inside the library – this counts, evidently) and gets her to join him in the Land of Fairy Tales.


The portraits in this game are really put together quite beautifully


The Sierra gamer in me really wanted to try putting my hand in the fire and get a death screen
– it assumed I was just walking towards it. Disappointed!


And as Corey mentioned – a 'music box' in-game!
 I'm yet to encounter Wagner's Valkyries, but I am looking forward to seeing how they fit it in!

Bookwyrm goes briefly over how we're to complete the game. Basically, there's an unknown force which we soon learn is 'Bookend', a weird... spherical hairy thing that is decidedly not frightening to me in any way, reminding me a little of my mental image of 'Enry the Hermit from QFG1 EGA (basically a 'big blob of hair'). He has been mixing up characters from fairy tales – tying them to trees, getting them lost in the woods and such, and we need to go around and replace them to where the characters would be in the books. This is not a difficult task. After finding one of these characters, you select which fairytale the character is from. The game goes from 'hard clue' to 'medium clue' to 'no really this is where I'm from – you can't fail this as even if you get it wrong you can guess again) and then get to relive the fairytale, fixing up the minutiae which have flummoxed the tale and bringing things to their better known conclusions. I was quite hopeful that there'd be full 'mixed up' things a la the game's precursor – Jack getting a poisoned apple instead of a magic bean – but instead, it's all fetching people from place to place... at least, thusfar.


Lots of little things to peek at as you go, though
– selecting the birdhouse with the 'DO' command has a little bluebird fly around


Calling out Bookend from his 'railway crossing' leads to him showing himself off..
and.. god what is this even supposed to be?


Snow White's 'subtle' clue. She goes from here to talking about the Seven Dwarves
 – then mentions that her name is Snow White..

~ Snow White ~


The 'tale select' screen




So, after exploring for a while, the first fairytale character I ran into was Snow White. At just a glance, I had figured she'd be Snow White before even speaking to her / getting clues – the dark hair is a bit of a giveaway as we're essentially looking for a Cinderella, Beauty, Snow White.. then Jack, or perhaps a giant, or some animals for the Bremen Town Musicians. Regardless, I ran through all of the conversation with my daughter in my lap – she was quite enthralled by it. Ironically, for playing in this fashion as someone playing through with someone who doesn't quite have the ability to play the game herself, having no voice in-game may well have actually helped out – though I can certainly see that as a solo / classroom play, voices would have gone very well throughout as per Corey's mention. Regardless, Snow White wants to go and meet the Seven Dwarves, and she trusts us to take her there. If you're in any strife, you can always go to either the map for a visual idea of where you're to be, or walk back to Bookwyrm and he'll explain the direction we ought to be facing. Realistically, there are only so many screens, so it's pretty easy to work out where we have to go...


The Dwarves are in the southwest corner. Obvious other points are the town to the northwest, Beast's castle in the south and the Bremen Town cottage in the northeast


Not going to lie – I legitimately laughed when I saw Bookwyrm dressed like this


The Dwarves are very happy with Malia, though only the one actually gets a portrait

Snow White's reunion with the Dwarves is a happy one, with all of them slipping away into the cottage when I drop her off. I figured that was that done and went on looking for our next fairytale – but it actually turns out there's more to this. After a little more exploring, we find Snow White in her signature glass coffin, which I found a little heartening as I was kinda worried that they'd be skipping out on any of the more potentially 'nasty' things for the game oriented moreso towards the younger audience. Admittedly, it's not like there's any gore or such. The Dwarves have plenty to say, but it comes down to them mentioning that we need to find Prince Silver, Snow White's dream True Love. We find him.. tied to a tree, of all things. I'd really like to know how weak little Bookend managed to tie up a big Prince – but turns out he did, anyway. We don't actually get to meet the wicked Queen who gave her the poisoned apple ingame – upon freeing the Prince and taking him to Snow White (and Malia being very firm about telling him that he needs to kiss her), the game explains that everyone lived Happily Ever After™ (notably failing to mention the imminent death of the Queen) and we're off to our next tale!


Far more importantly than the dead lady in the glass cotton? Cakeflowers.


Prince Silver is into some weird stuff...


Out of context as this may be, I laughed far too hard at this


This is how we know we're off to our next adventure

~ Bremen Town Musicians ~



The tale of the Bremen Town Musicians is one that I mentioned I'd never heard of prior to setting up to play this game. Basically, it's a tale of four animals forming a street gang and scaring out some robbers in a cottage out of their place to take all of their money and food. In the two versions I've read since hearing of it prior to playing the game, the donkey is always the ringleader, but in this, we run into the rooster first. I'm not sure if this order is randomised or if it's always the rooster that you're going to run into first, but after the game crashed mid-saving the donkey in one of the memory leaks that Kirinn mentioned, I had the same order pop up the second time I had to quickly play through with it after my daughter decided it was time to hop off my lap and start chasing my cat? I'm not sure how this comes up as far as the randomised gameplay.


The rooster is happy to have us spirit him away

After the rooster is the cat. The cat, it turns out, was frightened away by Bookend – maybe the cat is just reminded of a particularly nasty hairball in looking at him (it?). I actually came into what I'd call my first confusing point here – talking to the cat wouldn't lead it off of the tree it was hiding away on. I was almost about to think we needed to fill our 'inventory' (again, I have only seen it 'filled' with characters – I was thinking of bribing it out of the tree with milk or something) but instead, we needed to use the 'do' command on ourselves to have Malia talk to the cat. I later realised I was missing out on a few dialogues throughout Snow White, but at least I had a small 'oh, that's something else I can do!' which I was sure to continue trying out in different places.


I wonder how many youths struggled a little here in classrooms?


This cat looks so sad!

The dog (who is actually named here as Scot unlike the rooster or the cat who go nameless) is the next of our ragtag mob of bandits to be put together. The rooster and the cat have no idea where he might be, but Bookwyrm actually just so happens to have heard what he was up to – Scot was chasing Bookend, because he just found it so fun to chase him around. Makes sense that the bundle of hair is frightening to a cat and a tumble weed to chase for a dog! He takes a little convincing again, though it's really just continuing to push the speech button on both him and Malia until he eventually remembers that he needs to join the rest of his friends at the Crossroads.


The face is clearly Sean Connery, right?

The donkey is the last of the four we need to hunt down. Turns out she's been tied up to a tree (I'm sensing a theme here), and can't find her way out! Being a donkey, I'm somewhat amazed that she can't just chew her way through the rope, but the solution here is pretty obvious – we untie her, I cry as an adventure game has me drop a perfectly good rope and doesn't let me pick it up for later, and we head back to the crossroads to reunite the four for the end of their fairytale.


Her mouth is virtually hovering over the rope


Worth noting – for some reason, they are all very averse
 to going through town, though they're all farm animals in the story


The noises made my daughter laugh like crazy – especially the donkey's 'HEE-HAW'.
Also worth noting – the donkey loads up all of the animals, but leaves Malia to walk!

Reunited, the four of them begin to take the road to Bremen Town. They're all very happy as they make their walk, though Malia does begin to sow the seeds of dissent in their minds as to whether they're actually making the right decision. They love the greenery, but Malia explains that not all towns actually have a great deal of greenery and the like – they have a long speech with one another in their awkward rooster riding cat riding dog riding donkey foursome, only to come upon both the end of the road (it's blocked off by overgrown trees) and a small cabin which looks like it will take the four of them in quite well. They peek in, find the two robbers, a humorous little scene whereby they all 'sing' and have the robbers believing that monsters are coming out of the woods ensues.. and we again get the 'end of tale' screen. I've got to admit – for all that I'm having a lot of fun with it.. this game really doesn't feel like it is in any way designed to challenge. Is this a bad thing? Who knows!


I'm imagining that the blockage is the trees on the right, anyhow


(insert Looney Tunes 'zoom off' noise here)



Play time: 30 mins
Overall time: 30 mins

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. That said, if you'd like to share any information or have anything in mind? Please let us all know! This game isn't really the sort that I'm worried about having spoiled – I've literally already read the book(s)!

What's Your Story - MrValdez

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Answers: MrValdez
Introduction and captions: Ilmari

It's been a while, since we've had a chance to get to know our community members, so it's time to do that right now. You might have noticed that MrValdez was kind enough to donate a prize for our Star Trek playthrough - and you might soon find out a perfect reason for that. Yet, he has been of assistance to the blog even earlier and you probably see his handiwork every time you start to read a new post. What are the first words you'll see? "Written by..." Yes, it was MrValdez who suggested adding the author to the beginning of the post, when the blog was transferred from Trickster to community!


Now that's a cool hat!



My home country is Philippines.

My age is in the early 30s.

The first adventure game I played was…

I can't remember which of these was my first adventure game: Last Half of Darkness, Hugo II, or Space Quest 4.

I remember playing this game, although it didn't make it into the blog.
Maybe it will a future Missed Classic?

My favourite adventure game is…

I got two answers:

Return to Zork. Because me and my siblings finished that game and I had no idea that people hated it. Once we get to Return to Zork, I would see if its still my favorite, or if I only like it because of nostalgia.


The trailer at least makes the game look... interesting

Monkey Island 2. 'nuff said.

When I’m not playing games I like to…

Do programming. I have been programming since I was young and its very natural to me.

Fun fact: the avatar that I am using is a sketch by my artist friend while I was programming in the Global Game Jam (an event where participants make a game in under 48 hours). I was wearing a tiger hat then.

I like my games in (a box, digital format)…

If you ask me before Steam, I'll chose box for that amazing feeling of opening a box for the first time and imagining what kind of game it is just by the manual and freebies.

Nowadays, I'll choose digital format for the convenience and cost.

The thing I miss about old games is…

The length of time between starting a game and finishing it.

Maybe I'm older and my gaming skills is better than when I was a kid. But back then, we played Return to Zork for 6 months before we finally finished it. It was both an exciting and frustrating experience.


Does anyone want to wager if it will take six months with us?

Nowadays, games are engineered so people can finish it in less than a week. ...or maybe I'm just an experienced gamer now.

The best thing about modern games is…

Two answers: Steam; and modern game design.

The one TV show I never miss is…

Star Trek.

I grew up watching The Next Generation and it has a profound effect on me. Picard is my role model for leadership.

Because of the invention of the replicator, people no longer starve and human wants are almost entirely eradicated. Living in a post-scarcity world, humans are now motivated to the betterment of themselves and their fellow race.

Trek has also a profound effect on human civilization. Because of Trek, someone invented the Magnetic Resonance Imaging (MRI).

Trek doesn't just inspire creativity. The series uses sci-fi to ask philosophical questions. An example is in the original series episode, "A Taste of Armageddon" where Kirk and his crew encounters two planets at war. But to preserve the culture of both planets, their leaders agreed to wage the fight on a computer simulation. This prevented the destruction of their properties. In exchange, anyone who were killed in the simulation have to report to "disintegration chambers".

This allows Trek to ask us the question: If war is done by the press of a button, would we be desensitized to the idea of war?

...I better stop. I can spend the whole day just talking about Trek.


Yes, Star Trek at its best can be truly philosophical...


...although at times it manages to be both campy and preachy at the same time...


...and at times it's just... well, let's say I don't fully understand one named Kirk


If I could see any band live it would be…

Hard for me to answer since my favorite musics come from video games. I suppose if I have to choose it'll either be Pokémon: Symphonic Evolutions or The Legend of Zelda: Symphony of the Goddesses.

My favourite movie is…

My answer is the best Star Trek movie there is: Galaxy Quest.

Its a movie about actors from a cancelled sci-fi TV series. The series was very popular, so the crew have been typecast. This caused them to resent their roles.

The movie then reveals that a race of aliens have mistaken their TV show as a "historical document". They then became the ultimate fanbois as they copy everything from the TV shows; from the philosophy to the technology. And they did.

Imagine in the real world, if our first contact with aliens who quotes Spock and presents to the human race their version of the Starship Enterprise.

The twist is that these aliens don't have the concept of fiction in their culture. They could not imagine the actors as anything less than their TV roles.

The "crew" then decided to go to outer space to solve a conflict which the aliens.

What I love about this movie is:

a) It is a love letter to Star Trek fans (IIRC, Sigourney Weaver was so happy that people understood what they were doing, since the movie is played straight)

b) As a hardcore Trekkie, I would love the idea that Star Trek is real. I swear that if someone were to tell me that Star Trek is real, I would probably react exactly like this person (warning spoilers)

c) The reactions of the Star Trek actors.

d) The set ups early in the films results in amazing payloads later on.

e) All the crew start as being "fish out of the water" where they have no idea what they are doing. When they finally accepted their role, everyone cranked their awesomeness to 11. It is the most satisfying character development from nobodies to badass I've ever witnessed in a movie.


By Grabthar's Hammer, go and see the movie already!

One interesting thing about me is…

tlhIngan Hol vIghojtaH. qeq ngeDbe'choHmo' Hol jatlhwI' Hutlh. yInIDtaH!

I am learning to speak Klingon. Practicing is not easy because of the lack of language speakers. I am trying!

Star Trek - The Devil Went Down to Pollux V

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Written by Joe Pranevich

Star Trekkin’ across the universe...

“Space… the final frontier…” Star Trek: 25th Anniversary begins exactly where it should: with the famous introductory lines and a computer version of the opening theme. It’s a nice way to get us in the Star Trek mindset. The game itself opens on the bridge of the Enterprise just as Captain Kirk receives orders to participate in a readiness drill. Captain Patterson and the USS Republic are here to engage with us with mock combat. Uhura receives a message that our opponent is in position. Spock suggests that we raise our shields and arm our weapons. The game is on!

Or… it would be if I knew how to do either of these things. We start in a ship-to-ship combat mode and moving the mouse steers rather than allowing me to talk to any of my bridge crew and ask them to get ready for the battle. I pause the game and look through the manual. As I alluded to last week, there are a lot of keyboard shortcuts. In this case, we have to press “S” to raise shields and then “W” to arm the weapons. It’s a good thing this is a training fight because a firefight is not the right time to be learning the controls...

The real Captain Kirk didn’t have to memorize keyboard shortcuts.

What else can I do? I can talk to Uhura with “U”, but she doesn’t have much to add immediately. Spock can be reached either with a “T” or a “U”. The former allows Kirk to ask his science officer for advice. In this case, Spock advises that we should save photon torpedoes for close range attacks. The latter is the way that we (through Spock) access the library computer. It has a simple search interface; I look up “Patterson” and the game gives me details about his service record. That’s pretty cool! I’ll be sure to look up things as we go.

While we learn the controls, we are also being shot at. I go back to the manual and discover that the blue console just in front of the captain’s chair is the targeting computer. Our enemy is the green dot and all we need to do is turn in the appropriate direction to get him on the forward viewscreen. Now that weapons are armed, we can fire phasers with the left mouse button and photon torpedoes with the right. If you aren’t familiar with Star Trek weapons, think of “phasers” as super-lasers while “photon torpedoes” are explosive charges that we fire at the enemy. Phasers are a lot faster but torpedoes pack a punch. Before I work it all out, I get a message that our warp engines exploded and we’re all dead-- or we would be if this were an actual combat situation. We’re just simulation-dead.

Also, we’ve been eaten by grues.

The Admiral coordinating the skirmish comes into the viewscreen and chides Kirk for his performance, but there is no time for a re-do because he has a mission for us: travel to Pollux V to aid Federation colonists there. Aliens resembling demons have attacked the colonists near a mine. Our orders are to investigate and resolve the situation without harming the colonists. We also learn that they are part of some religious sect. While part of me wants to get on with the story, I restart the game. Let’s win the combat!

I won’t bore you with the details, but let it be said that I died again and again and again. This is partially my fault because I’m playing the game on a laptop with a touchpad rather than a 1990s era PC with a two-button mouse. Even so, the controls are pretty difficult. As the Republic flies circles around me and shoots, they are frequently able to take out individual ship systems like the viewscreen (it becomes gradually more filled with static until you can’t see at all) and weapons (they stop firing). The manual says that I can have Scotty repair individual systems by pressing “D” and selecting the system to repair, but it’s slow going and he doesn’t always get anything fixed before I blow up. It takes me around five deaths to figure out a big part of what I was doing wrong: I was a sitting duck! We have just been sitting dead in space and I have to set the ship’s speed by using the number keys: “1” is the slowest and “0” is the fastest, with the keys in the middle being graduations between. A backtick (“`”) moves the Enterprise in reverse. I gradually work out some strategy, make sure to turn away and run like hell when the enemy comes straight for us, and keep taking potshots whenever I get lucky enough. Targeting while moving is extra hard because you have to lead into the shots but eventually I get lucky enough and win. Hooray!

I’ll dive deeper into the flying controls into the next post or two. There are aspects that I haven’t figured out yet like the target analysis (“A”), emergency power (“E”), and a few others. This isn’t near the complexity of contemporary space combat sims like Wing Commander, but it’s an awful lot of stuff to think about for minigames. I’m sure I’ll get the hang of it before long.

My, what pretty ribbons you have...

With the Republic defeated, I get a congratulatory message from the admiral then receive the same orders as before. Now what do we do? I check the manual and learn that we have to tell Chekhov to navigate to the correct star system. There isn’t a hotkey for talking to him and my mouse is still controlling the weapons. Once again, I crack the manual to see that I need to press the “tab” key to toggle modes and select the other crewmembers. With that, I can click on the navigator and get taken to a view where I have to select which star system to travel to. It’s copy protection!

Which of these is Pollux V?

The manual contains a matching star map except that the individual planets are labeled with a key. It’s easy to find the right one and select it. We get a brief cinematic of the Enterprise warping away and we’re in the Pollux system. I have Uhura hail the planet and High Prelate Robert Angiven appears on the screen and invites us to beam down down. But how do I do that? One more trip to the manual and I learn that we have to first put the ship in orbit, one of Sulu’s tasks. I select him and the right icon and we get another visual of the Enterprise pulling next to the planet. Using the transporter is in Kirk’s little menu and with just one more cutscene we are down on the surface. All this feels a bit mechanical, but I think I’m nearing the end of the things I need to constantly check the manual about.

It’s Transporter Chief Kyle! Hello!

We come in peace for all mankind.

Our landing party consists of Kirk, Spock, McCoy and “Ensign Everts”, a bright eyed redshirt that seems excited to meet the colonists and shares that this is his first time seeing snow. Way to humanize the cannon-fodder! For those of you less familiar with Star Trek, let’s just say that whenever you have a new character wearing a red shirt participating on a mission, it usually doesn’t end well for him or her. The planet is heavily forested and Dr. McCoy remarks that he wants to investigate the flora for medical purposes. Is that a hint?

I click around to get used to the interface. It’s not exactly what I expected, but it’s easy enough to figure out. Left clicking moves Kirk around and the other members of the landing party will follow. Right-clicking takes me to an image-based context menu where I can select to look at, talk to, or pick up things, plus access my inventory. I want to play some more before I talk about it in detail.

Who ya gonna call?

The next surprise is a welcome one: dialog options! When we talk to the prelate, Kirk can choose to greet him formally, act religious, or be rude. Kirk is a formal kind of guy so I take that approach. We learn that the colonists, all belonging to a religious sect, were mining ore in a nearby mountain. As they dug deeper, they found strange minerals but they kept digging anyway. Didn’t we read this in a fantasy novel? Brother Kandrey discovered a mysterious door but at that point the demons attacked and caused a cave-in. He’s still trapped in the collapsed mine and the demons are guarding the entrance. Angiven suggests that I talk to the other brothers in their chapel for more information.

They picked a very nice planet!

There are two buildings to choose from and I choose the wrong one initially. I find myself in a museum of sorts with an “ancient” computer and mining equipment, plus a case filled with minerals and bones. Is the joke here that they are technologically averse (similar to some real-life religions), but the technology is still more advanced than ours? I don’t have anything obvious I want to do with any of that stuff yet so I pick the other building instead.

Not sure how you could tell this is a chapel...

The other building looks more like a storage room than a chapel, but there are several colonists here to talk to. One of the colonists was injured in a battle with the demons and I have McCoy check him out. Unfortunately, he’s not doing okay: he has a serious infection that we cannot cure without “Hyper-Dytoxin” but the Enterprise is all out. Fortunately, Brother Stephen reveals that some berries near the mine entrance can be used to make the medicine, but we’ll only be able to get at them if we face down the demons. This seems a bit contrived, but we can roll with it.

Wait. You aren’t who I was expecting.

The mine entrance is only one screen north of where we beamed down but we don’t find what we expect: there no demons, only Klingons! They immediately kill my redshirt guy, but we are able to stub them quickly enough. McCoy remarks that they “don’t make Klingons like they used to”. Is that a hint? I restore back a bit and replay the scene, this time making sure that Kirk shoots first and we are able to survive with our ensign intact. The phasers in this game (as in the show) have two settings, green for stun red for kill. Since I want to interrogate our Klingon friends, I choose the stun setting.

With the enemies down, we realize that they are not real Klingons after all! In the melee, one of their hands fell off to reveal that they are really advanced robots, although perhaps not very reliable ones given that they are completely incapacitated by the stun setting. I pick up the severed hand because you never know when one of those will come in handy. We also find the miracle berries and head back to camp. Brother Stephen makes the antidote for us in his lab (the building that we explored first) and we deliver it to the injured colonist. With his life out of imminent danger, the rest of the settlers are willing to talk to us.

The first thing we discover is obvious in retrospect: not everyone saw the same demons. The humans all saw Christian-style demons, a Tellarite saw a wolf-shaped demon from his own culture, and we all saw Klingons. Everyone sees the things that they fear. We also show Brother Stephen the severed hand and he examines it in his lab. It has some micro-circuitry on the fingertips that he is able to repair for us. I think I can see where this is leading us.

Did anyone bring a bell, book, and some candles?

Our next stop is deeper in the mine, but I should clarify that at this point the game is very minimalist on screens. The cave-in is the next screen from the entrance, which is the next screen from the settlement, etc. We find the site of the cave-in but no additional “demons”. I have Spock scan it with his tricorder and he suggests that we can clear the rubble if we use our phasers and fire from the top down. We start at the top right, but that was a bad choice: a loose boulder on the left comes crashing down and kills our redshirt. I restore and make sure to blast that boulder first and he lives again! Is the conceit going to be that our security guards will just keep getting killed in amusing ways and we have to keep preventing it? Once the rubble is clear, we find a body with weak vital signs. I send in McCoy to patch him up and he’ll be fine.

The door conveniently has a handprint scanner. Raise your severed hand if you saw that coming! (Too soon?) I use the hand on the scanner and the door opens. Time to go deeper!

Hello? Any demons in here?

The next room is a bit strange. Most of the north wall is made up of machinery. There is a diagram of a solar eclipse above some levers plus a strange slot. If I get the levers right, will something pop out of the slot? Spock scans and discovers that the machine is waiting for the gravitational pull of a solar eclipse to be activated but the planet’s moon was destroyed thousands of years ago. Are the levers a manual override?

The ancient symbol of “Pac-Man”.

This puzzle is tough. It consists of three colored circles representing the sun (yellow), the moon (red), and the planet (blue). Each of those has a certain portion shaded, although the yed sun seems to be in the shadows and not itself shaded. I’m not sure what to make of that. There are also three matching power bars (with six illuminated sections each) and three matching control levers. But other than that, there’s no clue what to do. When I move the levers, it adjusts the meters on the left, but not how you would expect: if you start with the yellow on the bottom and move it up, it will gradually have less yellow lights lit until it gets to around the middle and then they will all gradually light up again. The three fractions don’t seem to help much: the sun is either full or half, depending on whether that shadow is supposed to be meaningful or not; the moon is one half, while the planet is five-sixths. I try to align the levers that way or try to make the meters line up that way but no dice. There is no feedback except to say that nothing happens, nor any other clues that I can find. Brute force will be impossible because there are either 125 possible positions if the lights on the left are what matter or more than a thousand if the possible positions of the levers do. Eventually, I give up and return to camp.


I explore everything again and discover that the computer in Brother Stephen’s lab is running a simulation of that long-gone solar eclipse. It feels like there’s a hint there, but I can’t find it. Now that Stephen is in the room-- he wasn’t when I came here at the beginning-- he’ll happily chat with me about the objects in his museum case: an animal skull, two different chunks of ore, a shell, and a strange piece of metal. He tells me that the metal suggests there was once intelligent life on this planet, but I suspect the shape-changing robots are probably the better clue. He offers to let me take the museum pieces, so I grab them all. This is the only “new” thing that I find so eventually I give up and return to the underground room.

The Pollux V natural history museum is just getting started.

I use the metal rod in the slot and discover that it’s actually a key! Unfortunately, we mere humans aren’t strong enough to turn it and I am left with the sliding lever puzzle one more time. It’s either difficult or stupid and I don’t see the answer.

In the end, I get it but completely by accident. I deserve no credit. If you place each lever such that the meters are on their lowest settings-- that is, you put them roughly in the middle position-- the machine activates! I suppose that during an eclipse that the power would be lower? But they explicitly said it measured gravity rather than solar energy so something doesn’t feel quite right. I spent close to an hour mucking with these dials and I’m peeved about the solution, especially that I didn’t get it by “solving” so much as “fiddling”.

We just met, but sure! Join our union.

The machine turns on and an elevator rises out of the floor to reveal an insect-like creature. He explains that he is a “Nauian” and that he and his race were put in stasis to survive meteor impacts and an expected ice age. They had programmed the system to wake them during the next lunar eclipse but the meteors must have destroyed the moon as well. They have been sleeping longer than anticipated. We get some dialog options again and I pick all the ones that seem nice and diplomatic to our new friends. The Nauian promises to disable the defense robots and I give him the key to do it. We also get a shred of character development for Kirk: the computer plucked Klingon opponents out of his brain because that is something he fears. Is that a plot point? The Nauians also seem to know all about the Federation and ask to join; Kirk offers to send a diplomat. We all beam out, satisfied of a job well done.

How many commendation points do I need for a prize?

On the bridge, Kirk, Spock, and McCoy engage in a bit of light-hearted banter about how demons have pointy ears, just like Spock does. We also get contacted by our admiral friend who tells us that we did a good job: 97% performance rating with 3 commendation points. Does anyone know what 3% I missed? Will it be a big deal? Will I miss the best ending if I do not get 100%?

This game seems pretty fun so far, but except for the puzzle with the levers, it was a pretty simple area. This feels like something that could have been on the original series and all the little character moments really sell the story. Let’s find our next adventure! 

Star Trek Trivia
  • One of the colonists is a Tellarite, a pig-faced alien that appeared twice on the original series (“Journey to Babel” and “Whom Gods Destroy”). Tellarites are one of the “big four” founding races of the Federation alongside humans, Vulcans, and Andorians. 
  • The USS Republic that Kirk mock-battles was the ship that he served on as an ensign many years earlier. (“Court Martial”) 
  • Pollux V was briefly mentioned as uninhabited in the episode, “Who Mourns for Adonais”. Its neighbor, Pollux IV, was where the Greek god Apollo (or rather the alien that inspired that myth) had lived after leaving ancient Earth. 
Next time: Hijacked!

Time played: 2 hr 30 min
Total time: 2 hr 30 min

Missed Classic: Dungeon - Frigid River Rafting

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Written by Joe Pranevich

Geronimo!

Last week, I deepened my descent into the Great Underground Empire and returned ten treasures to the trophy case. I defeated a troll, was trounced by a cyclops, and was killed by magic cutlery. I was stumped by a wall of ice and a giant’s well. I even saw a vampire bat hold its nose to keep away the smell of garlic. It’s been an experience but judging from my map and score, I barely scratched the surface.

Although the game is huge, there does not yet seem to be a lot of logical progression. Why is the Bank of Zork connected to an artist’s studio? Why is a coal mine tucked behind a magic mirror? As I fill in more of the map, I hope to get a better sense of the internal geography but for now I will continue to describe discrete regions as I find them. As before, I will simplify my narrative a bit. While I will describe the puzzles that I solved in order, I switched back and forth constantly between areas as I searched for solutions. I hope I have struck a good balance between step-by-step narration and readability.

I ended last post just after locating an air pump to go with my inflatable raft. It’s time to pack my camping gear and explore the Frigid River!

I’m on a boat! Again!

One region that makes some narrative and geographic sense is the Frigid River and environs. We briefly visited last post, but we can trace a stream we found not to far from the Troll’s Room to a reservoir behind Flood Control Dam #3. If I forgot to mention it, I also found a length of wire on the streambank. The reservoir and stream are below ground, but the dam seems to be near the mouth of an enormous cave entrance because we can see it from the canyon above ground. The rest of the Frigid River emerges into the sunlight and flows down to a waterfall and a deep canyon. We explored that area at the outset of the game. For my rafting expedition, we’ll start at the base of the dam and work our way down. I inflate the boat with the pump and an instruction card pops out: “board” to climb in, “disembark” to leave, “launch” to head out into the water, and “land” to come in. I love that the game helps us out here! I’m not sure I could have guessed all of those words on my own.

I realize quickly that this is a one-way trip: we can paddle downstream or across, but not against the current. Since I know there is a waterfall downstream, this is a concern. Two turns in, there are beaches to the west and east. West leads to an alternate path back to the dam, while east is mostly featureless sand. A bit further, I find a warning buoy telling me to head back. It’s not nailed down so, I fish it out of the water and open it. There’s an emerald inside! Who would put that there? I have no idea, but it’s mine.

But the whole area is a dead end, at least for now. Just before the falls, I disembark to the west to find the other end of the rainbow and a barrel. Entering the latter and typing “geronimo” as it suggests results in immediate death but there may be more to do here later. I can almost backtrack by walking up the beaches, but the path in the east is too narrow to take the raft through and you can’t cross back without it. The trick seems to be the rainbow, but I have no idea what to do with it. I have no choice but to revert to an earlier save; the emerald will have to wait.

Dungeon crawl like an Egyptian!

Three Puzzles, Zero Solutions

An essential strategy in this game is to keep track of exits in each room, marking them off as they are explored. There’s just too much ground to cover to possibly keep it all in your head at once. Since there’s an area just west of the dam with some unexplored exits, I head there next. This turns out to be a strange section with three different “themes” all adjacent to each other: an Egyptian room, a volcano, and an ice-filled room. Let’s hit them in sequence:
  • The Egyptian room is styled like an ancient tomb and contains an empty golden sarcophagus. It weighs a ton so I must drop just about everything to pick it up, but I hardly need to have bothered. There does not appear to be any way to travel more than a room or two without getting a message that the sarcophagus is too big to pass through an exit. My guess is that we have to solve the ice-filled room to get it out. 
Right near the start, but I missed it...
  • The Glacier Room is cold and ice completely covers the west wall, most likely concealing an exit. I immediately think of melting it and so I take the timber (from the coal mine) and try to set it alight… only to discover that in this game, timber doesn’t burn. Just to be funny, I try to melt the wall of ice with a match and… I drown in a torrent of meltwater. I’m not sure if it’s supposed to be humorous or magic, but nothing I try works. I even try sitting in the boat while I do the burning, but I find no solution to removing the ice. 
  • The Volcano View is the final themed room in this area. It’s a ledge overlooking a volcano with other ledges in view on the far side. I have no way to get across and jumping just gets me killed. 
That’s three puzzle rooms but zero solutions. Fortunately, I do find something useful nearby: just east of the Egypt Room is the “Top of the Dome”, a room with a railing overlooking another room below. By attaching my rope (from the attic) to the rail, I can descend to find a burning ivory torch! I knew there was another light source in this game! This is actually not that far from the troll’s room and if I had gone through one or two different exits, I could have found this as one of the first treasures.

In honor of Star Trek: 25th Anniversary...

The Great Calamity

Just when I thought I was getting somewhere, calamity struck: I deleted my save games. The version of Dungeon I am playing has only a single save slot and I have been doing some shell-tricks to save my state in various parts of the game. Unfortunately, I managed to overwrite my primary save with one from much earlier in the game. I had others recent ones, but I decided to take it as a sign that I should start over. Since I know where the torch is now, I should be able to save a significant amount of battery power that I might need later.

I won’t recap it all here, but the first thing that happens is that I get stumped on the Bank of Zork puzzle despite solving it “easily” the first time. Completely by surprise, I end up stuck in a different bank vault with a large pile of money. It took me some more time to work out that the direction you enter the safe deposit room from determines where walking through the curtain will teleport you. Once I understood that, the whole mess made sense and now I leave it with two treasures instead of one. How many more puzzles in this game am I leaving half-solved like this? No… don’t answer yet, but I am worried.

I make it a rule to never trust Frobs.

The banknotes give us our second example of ASCII art in the game. It probably won’t increase the graphics score, but it is a nice detail. We also advance the worldbuilding as Dimwit Flathead was also mentioned over in Flood Control Dam #3.

After that, it was just a matter of retracing my steps to pick up all the treasures that I know about, except… BOOM. Do you remember the sapphire bracelet that I found in the “Smelly Room?” The strange smell was coal gas and the “BOOM” was me being blown to smithereens by bringing in an open flame. It’s easy enough to use the lamp here, but it’s a fun obstacle and a detail that could be easily missed. I also came across what appears to be a bug: you cannot take the torch up the chimney. If you try, you get a “helpful” message that you are forgetting something any time you try to climb without the lamp. Because of that limitation, I have to do some gymnastics to ferry items up using the lamp after fetching them with the torch. Since the Thief is still out there, leaving any item unguarded is asking for it to be moved or stolen.

Some time later, I am right back to where I was before except slightly wiser and with one more treasure. Onward!

The Round Room

Count the exits. I’ll wait.

Another advantage of replaying is that I’m more familiar with the layout than I was before. It’s now clear to me that the “Round Room” is the center of the dungeon. I’ve mentioned this room before: when you enter, your compass goes nuts and you always leave randomly through one of eight exits. Until I had the whole place mapped, I did not realize that the room essentially bisects the whole maze: there is no way to cross from the west/north portion of the maze (the Cellar, Troll Room, Maze, Dam, etc.) with the eastern part (the Temple, Mirror Room, etc.). There’s also a small southern part with the Riddle Room and “Bottom of the Well” that may be cut off from both. In that sense, you can’t avoid the Round Room and I’ve been traveling through it in my journies.

But… count the exits! The description says there are eight exits, but there are only seven destination rooms. Is there another room that you can only get to if you fix whatever is affecting your compass? I’m guessing yes! The trick may be in the Whirring Room. From there, you can hear the Round Room to the north, but there is no path back. Other than the Twisty Maze, this is the only place you can go from the Round Room without an immediate path back. I doubt it’s a coincidence, but I also can’t find anything to do here. I mark this puzzle to come back to later, pleased at least that all my mapping is paying off.

A fine dam puzzle.

Back to the Dam

My strategy of marking exits that I haven’t explored yet ends here: I have explored everywhere that I can. It only took three posts! More importantly, it means I have to solve some puzzles to open up new areas. The first puzzle that I return to is the dam. I remember a bit of this from when I played Zork as a kid, but not enough to solve it. In the maintenance room, there are four colored buttons: blue, yellow, brown, and red. Outside the dam, there’s a panel with a bolt and a green light which is currently off. I try the blue button and pipe bursts and fills the room with water. We get some humor as the water level gradually rises, but I restore before the inevitable comic death. I try the yellow one next and nothing obvious happens, but the green light is now lit on the control panel outside. I turn the bolt with my wrench and the sluice gates open! This wasn’t as tricky as I remembered it.

With the gates open, the reservoir has dried up and we can cross it on foot. I expect to find a new area to explore, but instead we find a trunk of jewels half-buried in the mud and a faster route to the “Atlantis Room”. If I didn’t name it last week, this is the room on the other side of the magic mirror that contained the crystal trident. You don’t care but this completely screws up my maps. I had been envisioning the other side of the mirror room as being further south since the mirror was on the south wall. Wrong! That means the coal mine, the slide, and everything else on the far side of the mirror is in the northeast part of the maze rather than the southeast. It will take me some time to clean up my map.

Just pretend it’s a cyclops, okay?

The Dungeon’s Back Door

When I said earlier that I had explored all of the exits, I had actually missed a few: I still have not conquered the Maze of Twisty Little Passages. Last time, I gave up mapping at sixteen discovered rooms (fewer with all of their exits checked) as the thief kept taking my stuff. I do not have a better strategy this time, only a brute-force determination that I need to get farther in. My hope is either to find a solution to the Round Room or some other items that will let me advance a different puzzle.

It took me several tries and multiple loads of treasure, but I was able to push to nineteen rooms including one very important one: the underside of the grate! If you’ll recall from the beginning, there was a locked grate in the forest. We could not unlock it from above, but I have no trouble doing so from this end. I now have a path to and from the surface that doesn’t involve lugging treasures up a chimney one at a time! I wish I would have discovered this earlier because I could have saved some lantern batteries but it will help me in the future. But unfortunately, that is it. No matter what I do, I’m not able to finish mapping with the thief running around. There could be one or a dozen more important rooms in the maze. I honestly hope I don’t need to keep pushing on this because I doubt I can get much farther. This is a huge maze.

Eighteen tons and what do ya get? A diamond!

Deeper into the Mine

Next, I revisit the Coal Mine. Last time, I explored the mine maze and had discovered a path down a ladder leading to a room with a tight squeeze. The path was too tight for me to pass while carrying any items-- even the lantern or torch-- and I would immediately get eaten by a grue on the other side. There was also a mysterious well in the mine that I didn’t work out what to do with. Putting them side-by-side like this makes the solution pretty obvious, but I found that I could lower a light source in the basket and it would be conveniently on the other side of the squeeze when I got there! This required juggling two lights and so we probably couldn’t have solved this without the torch. I didn’t have that yet the last time I was here.

That leads to an air-conditioned room containing something that looks like a clothes dryer. We can place something in the machine and there is a button labeled “start” that is too small for human fingers. I restore back and bring a screwdriver along-- passing it down using the bucket-- and that is tiny enough to activate the machine. But what do I put in it? I try the brick first, but it just is destroyed with the message that it must not have been very valuable. I try a couple more items, but it doesn’t take me too long to find one that works: coal! It emerges from the machine as a diamond. Another puzzle solved and another treasure found!

Playing at the beach.

A Few Odds and Ends

Before I close out for today, I want to cover just a few more odds and ends. These are things that I am working on or solved but which do not warrant a whole section, at least not yet.
  • Completely by accident, I was able to work out how to get the emerald out of the river without crossing the rainbow: the stick and the gunk. If you pick up the inflatable raft while carrying the pointy stick, you pop the boat. The first time that happened, I just restored, but I soon realized that you can use the gunk (found in the dam) to patch the holes. I also work out that if you keep the stick in the brown sack (found in the house), it doesn’t pop the boat. With all of that, I build a strategy where I sail down to get the emerald, pop and fix the boat to pass through the tight spot on the east bank, and then re-inflate it to get back to the rest of the maze. Is that the correct solution? Probably not, but it works. 
  • The back of my brain is sure that you have to wave a magic something or another by the rainbow to make it solid. This is probably a reference to a similar puzzle in Colossal Cave or else I’m confusing this game and that one. I thought for sure it was the crystal trident but that doesn’t do anything. I hope I work this out because there’s almost certainly a pot of gold around here someplace. How do you have a rainbow without a pot of gold?
  • I’ve been carrying around a shovel for a while; I found it and some bat guano near the river. As I’ve been going, I have been looking for places to dig. The ground is usually too hard, but I finally hit “paydirt” on one of the beaches accessible by raft. A statue was buried in the sand just west of the buoy! I deliver it to the trophy room using the same trick that I used for the emerald. 
  • I went through a bit of a pyro phase and pretty much tried to burn everything I owned. A shocking number of things burn! None of them seem to help me in any way though except one: the brick. In fact, the brick doesn’t just burn, it explodes! My assumption is that it is supposed to be C-4 or similar. I can also combine the brick and the wire to make a fuse that I can light to give me a turn or two to get the hell away from whatever I’m blowing up. I try that on just about everything that seems like it might be bombable (there’s a room with a crack, the “granite room”, the room filled with ice, etc) but none of them are solved that way. Whatever room you destroy with the bomb becomes inaccessible afterward due to a cave in, but I don’t see any case where that is helpful. 
My score is now 295 out of 585 or just about exactly 50% and this is where I will end it for today. It feels good to be half way through! The downside is that I don’t have a ton of good leads on where to go next. I’ll try to bang my head against some more puzzles and see what comes to me. See you next week!

Treasures Found: 16 (Egg, Painting, Portrait, Pearl Necklace, Coins, Platinum Bar, Grail, Sapphire Bracelet, Jade Figurine, Crystal Trident, Ivory Torch, Stack of Zorkmids, Trunk of Jewels, Diamond, Emerald, Statue)

Time played: 6 hr 25 min
Total time: 13 hr 40 min

Mixed Up Fairy Tales - Malia in Wonderland (Won!)

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Written by Aperama



I know – one play post and we're already to the end. This is not a typo or a trick. Unfortunately, the truth is that this game is simply.. well, simple. It's not like I didn't enjoy it! I enjoyed reading Game of Thrones, but I don't need every novel to go several hundred pages. That said, I can't really pad it further I feel. Outside perhaps of giving more detailed synopses of the stories contained than the games actually give, as they're all told from the first person of an outsider in-game? This makes it far more interactive to a player, yet does remove certain intricacies that we can gain from having either multiple points of view or a tale being told from afar. When you're the one getting the magic beans, unless there's something noteworthy which happens during the journey to do so, there's really not a lot to say about Jack's quest up the beanstalk. Why? Because Jack is still the one climbing, not the player. King's Quest 1 takes the opposite approach, knocking out Jack and putting you in his shoes, where this is very much about the story of origin first.

Well, okay, mostly the story first..

The main reason I don't want to look at the background of the fairytales is that I just feel like there is so much history behind each of them that it'd derail the discussion of the game. However, I'd like to point out a few more things that I've learned throughout the second half of my playthrough. Firstly, the game allows multiple fairytales to be explored at once. I simultaneously had Jack, Beauty and Cinderella all badgering me for things. That said, unlike a standard adventure game where you could pick up a pumpkin, magic beans and a rose all at once, this game limits the inventory space to one item/person. This makes it impossible to powergame your way through if you for some reason wanted to play for speed rather than to enjoy yourself, but this does at least let you be somewhat efficient with your screen-wandering.


Handily, stopping to smell the flowers is encouraged

~ Cinderella ~





After a failed career as a gravedigger and zookeeper, Malia takes up gardening

As such, while I technically did some of these things all at once – the game only having a single save file making it impossible for me to go back in the same game and do them purely individually – I started with Cinderella. As per the broadly accepted telling of the story, we find Cinderella moping about in her garden. Turns out that her stepmother and stepsisters (who she doesn't expressly call 'wicked', but we can all agree that they probably are nonetheless!) Just as we're talking to her about her woes, she's visited by a fairy. Turns out that her Fairy Godmother is hanging overhead, and that all she needs are some simple things to make Cinderella a grand entrance to the ball. I was a touch flummoxed here as the castle of Prince Charming was literally the next screen over, but I do understand that adding random screens simply for scope would have been to the detriment of the game overall.


In my head, the Legend of Zelda 'success!' noise just played


They skipped the 'find a pair of rats' sidequest I was half expecting


I really feel bad for saying this, but this appears
 to be 'lining up for a swift kick to his Charming testicles'

Fetching the pumpkin is a relatively simple thing. We head over to a pretty stream with an apple tree and a huge pumpkin sitting out in the open, which we can comfortably pick up. There's also an apple hanging off, which I grabbed thinking to begin my typical adventure game hoard.. and we eat it. Oops. Thankfully, this doesn't come back to haunt us in any way – I think this is just a subtle way of encouraging kids to eat fruit, which is A-OK in my book. (Bookwyrm will predictably give us directions if we can't find the pumpkin, but the game only has so many screens anyhow.) Taking the pumpkin back to Cinderella and her fairy godmother, she is magically transported into a carriage, where her drab peasant dress becomes notably less so and she has her hair done up. Walking a screen to the left, we run into Cinderella and her Prince amidst their fabled 'lost slipper' scene, where the Prince calls out for her.. and then, Bookend snatches up the slipper just before the Prince gets to it! I'll admit this really got me into the swing of things, as it was really exciting to suddenly end up in a 'chase scene'.


Admittedly, the chase was less than exciting if I wasn't really in the mood for it..


Worth noting the way the game literally lights up when we fix the story here!

Two problems I've always had with this story: one, what if Cinderella didn't have bizarrely shaped feet and another girl just slipped it on? Two.. why didn't this slipper change back to her peasant-y sandals/shoes/whatever they started with? (This is a problem with the story, not the game, though.) Regardless, after Bookend proclaims that the story will now 'never end', we abruptly pick up the slipper, take it back to Prince Charming, who travels the 'enormous distance' of one screen to his right, runs into Cinderella..


This seems a very poor manner of deciding one's marital status



~ Jack and the Beanstalk ~





The age-old question – how can you find Magic Beans when you're grounded?


The answer? Ask Bookwyrm!
Jack's problems are probably the simplest to fix, in truth. His dilemma is pretty much the one I'd expected he'd have – turns out that after selling off the family cow for some magic beans, he's in just a little bit of strife with his mother. The real problem? Some ugly, short and hairy thing spirited the beans away before he had time to plant them! Sure enough, turns out that this is Bookend. They're not exactly in the most sensible of places. I'd really like it if a few of these items were a little better hidden. I'm not saying make a pixel hunt, but showing Bookend put the slipper into the foliage instead of the middle of the ground would have done a lot to create a simple puzzle. Similarly, maybe if the magic beans were 'mixed up' with another puzzle? I really would have loved it if finding the pumpkin was rewarded with some magic beans that were perhaps left with Cinderella by a decidedly unsavoury individual, and don't think this would have made for too difficult a thing for the younger audience. However.. sure enough, the beans are found, returned and Jack immediately plants them.


Oh sure, now you think about what your mother says


You didn't mention this treasure earlier, Jack. Now how's about a finder's fee?

Jack, evidently not the most fantastic planner in the world, discovers that upon frantically scrambling down the beanstalk for the nth time with the assorted treasures of the town, the evil giant who stole all of the aforementioned treasures is coming down the beanstalk. Who'da thunk. He went home looking for his axe, only to discover it missing. Instead of running around like a crazy person trying to find it? Malia, you're up! Naturally, I considered waiting to see if they'd have an 'easter egg' death a la Monkey Island. I did not explore this though, instead rushing away to find the axe at the pressure of the child in my lap. Bookend didn't do a great job of hiding it – he could have even stuck it into the side of a tree instead of jabbing it into the ground. But he didn't. Jack chops the beanstalk upon being given his axe and as I'm sure you can guess..




~ Beauty and the Beast ~





Urgh. Even in a children's game, Sierra can't resist mazes

Beauty is standing in a cottage just south of the castle. I do approve that in this screen, the game gives a little bit of a perspective as to the 'distance' between screens by showing the castle off in the far distance even though it's traversed in a remarkably fast fashion, which does address my earlier critique somewhat. She's looking for her father, who went away for a few mercantile dealings and hasn't been back by for quite some time. Turns out he's standing out the front of the castle of the Beast (not that he knows this to be its title, mind) looking in desperation for a rose for his daughter, as he promised her one in his travels. I do feel that this does highlight a slight weakness of the 'abridged nature' of some of these tales – Beauty's request is perfectly reasonable in the proper tale as her sisters ask for everything under the sun and she asks for a really humble present, whereas here we only see Beauty and her father. Still, turns out a maze is far easier to traverse when it's all exposed on one screen for you!


After Beast demands Beauty as payment, he is completely
clear to Malia that he only means well. I liked this being addressed.


And before we even get to see her dropped off, she's already trying to get back to the mansion!

Retrieving the rose only causes pain for Beauty's father. The castle's owner, Beast, who had already not only left treasure but taken him in over a horrible night, is furious. He demands repayment in the father's permanent company – he mentions the reasoning behind taking the rose, but mentioning Beauty only has Beast more intent upon a different form of company still. He decides he'll have Beauty as his live-in companion instead. Beauty's father runs, agreeing to the demand. This again makes a character seem a little more selfish than they actually are – the original story has Beauty's father intent upon rejoining Beast upon dropping off the treasures he's given and Beauty selflessly volunteering herself. Again, this small change does somewhat alter the dynamic, but the game still does make a positive out of it by having Beast insist he's not going to hurt Beauty. Figuring the natural progression would lead to Beauty and her father's cottage in the town, I started my way there. The game doesn't let me get this far, however – mid-way to town, we run into Beauty, who is already trying to find her way back to Beast's castle!


I can fathom being creeped out, but maybe not frightened by this approach


You'd think she'd be able to see over the hedge – she does seem notably taller than it!

The route to return isn't exactly fraught with danger. See, turns out that she's got a fair idea of how to get back, but every time she tries to make her way back to Beast, this horrible thing called Bookend keeps popping around and scaring her away. Thankfully, Malia isn't afraid at all of Bookend. (I am, just a little.) With her by Beauty's side, she's more than confident enough to make her way past him. Given he's virtually just saying 'ooga booga', this isn't too surprising. She runs into Beast, finding him near death for he was missing her companionship so much – he asks her to marry him, and after the short conversation she had with Malia she realises that her answer is yes. Upon this revelation, he turns into a handsome Prince as per the story – and, you guessed it..



~ A Tale of Book's End ~


Just when I thought it was all over...

Before I have any of you think that the game ends at five stories being fixed... no, no. As we leave Beauty (or whomever the fifth story should end with anyhow), Bookwyrm is out and about. He heard someone crying for help, and immediately decided to run out to find out what had gone wrong. Problem being, there was nobody there – and when he found his way back into his cottage, there was no more Book of Fairytales! If Bookend really makes his way away with it, nobody will ever hear these stories again! (I might suggest he's being a little bit melodramatic, myself.) Thankfully, we've a fair idea of where Bookend's hideout is, given we bugged him right at the start of the game in his cave..






“Well. That escalated quickly.”

Bookend threatens to burn the book when Malia asks him nicely for the book back. Bookwyrm responds to Malia's call and similarly puts a polite request out. When Bookend insists that he's not going to go per their request, Bookwyrm transforms into a gigantic dragon who barely fits in the cave! Bookend, frightened, throws the book to Malia and bursts out crying. It turns out that Bookend was only ever doing these things for a simple reason.. Because he can't read! Malia immediately works to fixing that problem. She points out immediately that Bookwyrm would be more than happy to teach Bookend to read. With that, Malia is free to return to the library – and she has a fair idea of which book she's going to be checking out! And with that, we have the end of Mixed Up Fairy Tales!

Play time: 30 minutes
Overall time: 1 hour

Star Trek - Pirates of the Federation

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Written by Joe Pranevich


Space pirates!

In our last episode, Captain Kirk and his crew saved a group of colonists from shape-changing robots guarding an ancient sleeping race. It was a fun adventure even though the space combat was tricky on modern laptops and I struggled with the eclipse puzzle. As the curtain closes on that episode, it’s time start another: “Hijacked!”

The story opens as usual with an assignment from Starfleet: the USS Masada failed to report in as scheduled. We are to travel to the Beta Myamid system, investigate the delay, and take whatever actions we deem necessary. It seems like another rescue mission, but this time we are looking for a ship. Once in the system (after passing the requisite copy protection), we are greeted by an “Elasi” captain. He’s a surly sort and tells us that we have to leave immediately because we are interfering with their affairs. Moments later, he arms weapons and raises shields; we have no choice but to fight.

Deja vu...

Before I get into that action-packed battle, I promised last week that I would take a deeper look at the interface. From the comments, I see that this is a big problem for some of you playing along. As far as I can tell, this engine was custom-built by Interplay and was only used on this game and its sequel. It is very similar to others that we have seen: the left mouse button is used to move or select, the right calls up a menu of verbs.

That’s where this gets a bit strange: the “menu” is actually a tiny picture of a golden, naked human:


Close up of “Interface Man”

It’s not all that complicated from there: we click on his eyes for “look”, his mouth for “talk”, and his two hands are for “take” (left) and “use” (right). The rest of his chiseled body does nothing, but the Enterprise logo in the upper right corner accesses the system menu. I don’t want to seem too harsh, but these are tiny UI elements on an already small picture. It’s very easy to miss your target and click off of the hotspots. Some games that we have seen used text menus so that the verbs could be situational and others used fixed text or icons at the top or bottom of the screen, but few of them were this tiny and kludgy. Devoting so much of the “UI” to non-clickable area also seems questionable.

The “use” icon is the strange one because it does several things depending on the context.
  • You can click “use” and then an item on the screen to manipulate it as Kirk.
  • You can click “use” and then a member of the away team to switch control to that person. From there, you can click on the screen again to manipulate whatever the object is as that team member.
  • You can click “use” and then an inventory icon appears in the upper-left of the screen. Clicking there lets you select your inventory items to use on the screen. With an item selected, you can click the inventory icon again to use the item on another item in your inventory.
  • Using an item with another item is very touchy. If you use a combination that doesn’t work, you select the other item instead of getting an error. It also seems that sometimes you can only use two items together in specific rooms for no plot-relevant reason. For example, you can use the tricorder on a museum item in your inventory only in the museum room. This makes solving some of the puzzles extra hard.

Six items in the default inventory.

On the topic of inventory, there are six items that we always seem to start with: two phasers (green for stun and red for kill), a tricorder, a medical tricorder, a communicator, and a medkit. Items that you pick up in one episode do not seem to carry over to the next. The two “tricorders” act as more intense “examine” functions. Spock can use the regular one to comment on the environment, computers, etc. while Dr. McCoy can use the medical tricorder to see the health of an individual. The game does not make you switch to Spock and McCoy to use these items as the relevant character will always take over when you use them. One nice touch with the interface is that the cursor changes whenever you hover over something you can interact with. This makes finding the manipulatable objects in the rooms much easier. It’s a good touch and one of the few elements of the UI which I really appreciate. As a guy who managed UI engineers for a year or two, I find the use of a non-intuitive graphic to select the “verbs” to be strange. I welcome other folks to comment. Is it just me?

One final note before I move on: after a commenter told me what 3% that I missed last week (I did not show the Nauian the skull), I couldn’t help but restore and get 100% and 4 commendations for the episode. If there is anything special about the ending later, I don’t want to miss it by mistake.


You know the battle’s going well when this happens...

Prepare To Be Boarded!

I don’t know how to talk about combat with the Elasi ship except to say that it is tougher than the mock battle we fought in the first episode. The Enterprise was damaged frequently and I kept Scotty hard at work trying to keep up with the repairs. That involves toggling the target analysis mode off to see our health, ordering the repair, then switching back to the enemy. I died constantly. The Elasi ship also will be repaired if I don’t keep damaging it, so I just had to get lucky enough to score hits in succession. It was very frustrating. After 25 minutes of running, shooting, fixing, and repeating, I get lucky enough to defeat him. Next post, I’ll dig deeper into the battle system and see if I can do a better job explaining it.


Warp nacelles on the bottom?

After defeating the pirates, we are free orbit the planet. The Masada is there, her shields up and with twenty-seven lifeforms aboard. Spock suggests that we use a command prefix to lower their shields briefly and sneak a transporter signal across. These “command prefixes” are secret backdoor codes to override control of a Federation ship but they must not be too secret because we have the Masada's in the library computer. Her crew compliment is only seventeen so we can assume there are at least ten pirates on board. This will be fun!

Before I board, I research Elasi pirates in the library computer: they are a “Class I” threat, responsible for 46 attacks on Federation ships in the last three years. We also learn a ton about their clan structure and homeworld, but I see no immediate value in knowing that there’s an Andorian colony on their main planet. I suspect this will be more important later. All of this points to the Elasi as recurring antagonists in this game. The manual lists them as one of the big three enemy groups we might encounter, the others being Romulans and Klingons. As far as I know, they were created for this game and have not appeared in other Star Trek productions.


The art of negotiation.

Before we backdoor the ship, I try diplomacy. We hail the captain, a man named Cereth, and I get some dialog options. I accuse him of being in possession of stolen property and he disagrees. Instead, he wants us to free twenty-five Elasi political prisoners before he will release the crew. I try to get them to send over the hostages as a show of good faith, but he’s not having it. I tell him that the prisoners have already been tried in court and they are serving their legitimate punishments. He doesn’t take that very well and we’re going to have to do this the hard way.

I have Uhura send the command prefixes, but the game makes me type the 16-digit code myself. I have to go to the library computer, write the code down, and then come back. It’s simple enough, but they really could have just noted that I asked the computer first. That seems successful, but it still will not let me beam over because the shields are up. It takes me almost 10 minutes to realize that it is the Enterprise’s shields that are up! I lower them and we sneak aboard the Masada. Time to liberate.


Their transporter has a wheelchair ramp.

We arrive in the Masada’s transporter room and find it shot to hell. I send McCoy to help a wounded crew member who tells us that the Elasi boobytrapped the ship. Fortunately, he hid some tools that we can use in a secret compartment. How helpful! He gives us a “Runcinate Transmogrifier”, a technobabble device that is used to maintain transporter systems. This one is missing some bits. Spock looks at the transporter and says that it would take Mr. Scott two days to repair it. Since we don’t have two days, I guess that is moot. If not to fix the transporter, what will I use my transmogrifier on?


This place sure is a mess!

Without finding anything else to do in the transporter room, we head out into the hallway. We find a ton of junk on the floor, some of which might be useful later: five phasers without power packs, a drained “phaser welder”, scraps of metal, and pieces of wire. I pocket all of it. The door to the bridge at the end of the hall is protected by a force field, but there is also a hallway to the right. We’ll go that way first.

The side room turns out to be the brig where the pirates are keeping the Masada crew. There are two guards, but we stun them both before they can kill anyone. Unfortunately, the holding cell has been boobytrapped so that any attempt to open it will detonate a bomb and kill all of the prisoners. Even touching it causes the bomb to go off and I have to restore.


Looking for the bathroom?

I do not find anything else in the room I can manipulate so I go to my inventory. If I use a phaser on the welder, I can charge its drained batteries. I can then use it on the metal scraps to make a bit for the transmogrifier. I still have no idea what it does, but Spock seems happy. Despite telling me it was impossible earlier, Spock is mostly able to fix the transporter but he needs wires as the ones we have are not long enough. There are wires all over the transporter room and hallway, but we can’t seem to pick any of those up. Trying to weld the little ones I picked up into bigger ones just results in them being destroyed.

The answer was right in front of me: I need the wires attached to the bomb in the brig. I expected that I could beam the prisoners out of the cell, but that doesn’t seem to be the case. If Kirk tries to defuse the bomb, everyone dies, but I find that if I select Spock to do the work, he is able to do it successfully. Everyone lives! The crew tells us of a secret spot that we can use the phaser welder on that will take down the forcefield. Before I do that, I also confirm that Spock is able to finish repairing the transporter. I have two paths to the bridge. Which should I take?

Beaming in seems like it would give us the best jump on our enemies, but that doesn’t go as planned. We are immediately in a firefight and my redshirt gets killed. I restore and try a different strategy, but no matter how quickly I go or who I shoot first, one of the pirates always kills my security officer. What am I to do? I’m embarrassed to say I tried this nearly twenty times before I thought to try talking before shooting. If we talk to the pirate captain, we convince him to surrender. Enterprise security beams in and the mission is over!


I’ll get you next time, Gadget.

Once again, I get a 97% score. I’m pretty happy with that, but I actually restore back and this time destroy the forcefield too. Even though that is unnecessary, it bumps my score up to 100%. Go me! This episode seems shorter even than the first one. Should I try to cover two episodes in a post if I can? Or leave it at one?


I seem to always catch this guy blinking…

Star Trek Trivia
  • The Elasi pirates seem completely unrelated to the Elasians, a race of Greek-inspired people from "Elaan of Troyius". I wonder if they were originally intended to be Ferengi, a pirate-like race that first appeared in TNG. The Ferengi were a poorly-written and developed race when this game came out; Ron Moore fleshed them out considerably during Deep Space Nine.
  • The USS Masada was probably named after the Israelite fort. There is an outside chance it was named for the science officer from the USS Constellation that was killed during its battle with the “planet killer” ("The Doomsday Machine").
  • The use of a secret “prefix code” to backdoor a Federation ship and force it to drop shields wasn’t from the original series but was first used in Star Trek III: The Search for Spock. It was also used once on TNG (“The Wounded”). 
Still no direct references to The Next Generation, but I’m surprised the writers were pulling things from the films! I should have made that wager instead.


Up next: Shakespeare references

Time played: 1 hr 55 min
Total time: 4 hr 25 min

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!

Mixed Up Fairy Tales - Final Rating

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Written by Aperama


Mixed Up Fairy Tales is a game I had quite a bit of fun with. Admittedly, I did augment my experience somewhat by using it as an introduction for my far-too young daughter to watch an adventure game being played, but that's not to say I couldn't have had fun with it solo. The issue with the game, even if I'm to ignore the fact that it was designed for a younger audience and the other things that will doubtlessly be explored in the actual rating, was the way it was designed for 'classroom' play. This is to say that I feel the relatively simple design may have had a double purpose (and I invite Corey to dispute or confirm as necessary). If you have a game that really has lots of finicky interactions, you're going to have a single player hogging the computer for a huge degree of time. Sure, there's still the definite sense of exploration in this game, but there's always the option to go back to Bookwyrm for puzzle solutions and there's never a puzzle that requires more than one item to solve. Whilst this would no doubt infuriate a veteran adventure gamer in their twenties who spent large amounts on this game (I tried to get an RRP for its release but couldn't find one), it'd be considered a boon to a game that an entire classroom of youths would want to get through. This before they were giving iPads to individual kids as they started school, anyhow.

The game design lends itself to being played by lots of different people, not so much the same person/family over and over again




Puzzles and Solvability

I mentioned that I wanted to try and give this game as fair a run as I could, and I am certainly trying to. That said, the simplicity of the puzzle design is definitely not doing it favours under the rating system. What I feel a good adventure game often has to offer in this regard is the 'domino' effect I've spoken of a few times whilst playing games for this blog. The best puzzles are the ones that unlock another couple more. You find the key which opens the door to the maintenance shed, and the screwdriver and hammer inside explain how you're going to open the elevator door panel and how you're taking the nails out of the shipping crate. Whilst this game definitely forces you to work a little for small increments, the story sections have no overlap which is a huge hit against potential points here. The back of the box suggested that items might be in random places, but I found in practice (on a second quick playthrough) that everyone and every item was in the same place. I don't know if this is just my experience/poor luck, as that could have been a mark up.. but as is? The game is unchallenging, but everything was sensible and enjoyable which puts it above Psycho (a notable 1) and gives me what I think is a fair rating, youth or otherwise.

Rating: 2


The repeated reminders as to what we're supposed to do make sense for the target audience – they're just not conducive to a high PISSED rating


Interface and Inventory

Again, I find myself forced to look at things in a negative light no matter how much I might like to otherwise. If this category is purely on what is grokkable and how often the interface 'gets in the way', I can give this a high rating and call it a day. The interface never gets in the way, the exits to rooms are obvious (there's no Leisure Suit Larry 3 'find the lawyer' or equivalent) and the inventory literally works by itself. The issue is that the inventory is only an individual item/person at a time and we never have the opportunity to interact with it, making this a game with virtually no inventory. It works in the sense that it's only what the player character can 'fit in their hands' with no magic pockets carrying half a toolshed within, but it's really difficult to say that this is a strong point. I like inventories brimming with potential, and this is simply not present in Mixed Up Fairy Tales. The interface I find no major faults with. Its simplicity is definitely a strength which is being used even to this day in Telltale titles and the like. I do like additional options however, which do feel a little missed as a veteran adventure gamer. I'm also looking negatively on the single-save system – I can't help myself here. I like saving and testing things out, even if this game gives no requirement to in either length or difficulty.

Rating: 4

'Do' and 'See' are clear and bright as day, but there's just no replacing a full inventory and more.. options, right?


Story and Setting

I am so incredibly happy that the worst of my criticisms are now behind me, because this game is something I could almost literally refer to as a classic. Every last tale that the game explores is put together well enough that not only would most people and their dog have heard of them by an extremely early age, but fit together remarkably well. Using several tales that involve a town and a set of woods was a really good idea, because it never feels like too much of a stretch. After all, why couldn't all of these tales have taken place in the same 'universe'? The game doesn't even try to claim that they have – they're merely in the same storybook, sharing a continuity for being on the same pages which we're exploring from 'the inside'. The way the game is put together is incredibly clever and I thoroughly enjoyed it. The overarching narrative of Bookwyrm vs Bookend was also clever, though I would have loved more of that original story. Scratch that – I wanted more in general, as everything felt like I could do with more. This is a very good place to be in my opinion.

I also really enjoyed Bookend, even if the character was just a little bit creepy to look at

Unfortunately, the fact that so much time is spent upon stories from elsewhere means the game never gets the full 'experience' per se. Every story feels just a touch rushed, picking up just on the key elements of what has been laid out in the manual. I'd almost have preferred more detail in three stories than spreading out to five, I think. I might also have liked a little more conflict offered in some way. Not a 'fight' or anything, just something to create a little more tension than 'the stories are all going to be stuck!' That said, this is really more nitpicking than anything. It's put together wonderfully, and deserves praise.

Rating: 7

The stories stand up on their own even without foreknowledge – but they definitely benefit from it greatly


Sounds and Graphics

This game is freaking beautiful! I definitely feel that 1992 is the year where we go from 'good for its time' to 'just plain good'. Even today, while some people may prefer a particular art style or the like, it's hard to say that anything of this game is anything less than visually stunning. Even with the relatively limited colour palette offered to them, the fine people at Sierra outdid themselves here. There's no screen which feels carbon copied from one another. Admittedly, they probably had a deal more time to work on things here – the game only offers what I'd call somewhere between twenty and thirty screens, with only a couple as 'filler' (random potential areas to encounter characters and items I suppose). Everything is quite tightly designed and has its own purpose, but it all looks utterly gorgeous.

It looks so good I can even forgive it having a maze

The game only uses a few sounds – animal bleats and the like, the sound of the Giant falling off of Jack's beanstalk – but all are clear, obvious and delighted my young one as she heard them. The music came out really well on emulated Soundblaster (I had to choose between it and the sometimes less than stellar Roland MT32 emulation) and each song was not only recognisable but usually fit the mood being created. The choice to use only classical pieces was one which I feel worked out well in this instance, though many other games might well feel pained for this. This also means that they missed out on the chance to put together a couple of memorable ditties of their own, which I feel almost disappointed over due to how beautiful they managed to make all of the game's imagery. I could literally see this game on a modern tablet being played by a 4-5 year old with them utterly engrossed in both the visuals and audio in spite of its age.

Thirteen tracks, all of them memorable even if some couldn't do much more than hum Ode to Joy or the Valkyries at a pinch via names alone

Rating: 8


Environment and Atmosphere

This game is somewhat evocative of the imagination of a preschooler, which I'm certain was an intentional design choice. Everything is bright, colourful and presented with something to keep one's interest piqued. The simple choice of using short, descriptive sentences to assist in descriptions is one that fit this game to a T. The idea of saying that the flowers smell like favoured foods constantly made me smile. That's what this game does – it makes you smile. The relatively short number of screens did make the game feel 'tiny', though, which may have been a design choice. I definitely would have liked a couple of angles and the like which might give a better idea of scale in all game screens like Beauty's cottage did to Prince Charming's castle, myself. I've sat at my computer for three minutes trying to mull over other negatives – there really aren't many, outside perhaps of the game being somewhat monotone in its feel. I'm not saying it didn't fit, but maybe having Beast be a little more frightening at first might have added to the game? I'm spitballing here.

Simple sentences with good structure that read well. Certain people would do well to learn from this game.

Rating: 7


Dialogue and Acting

Unfortunately, I feel that the game is again let down here by its target audience. Everything in terms of the dialogue is cleverly put together, I won't argue that. A good portion of characters do feel as though they have their own 'voice' even without actually having been acted out by a person. The issue is that all of the dialogue is in short bursts. There's only one conversation which lasts more than a handful of lines, where I would really have loved more. I understand why, but I can't be fully merciful. I might also use this opportunity to say that I kinda hate the text boxes in this game. The colour scheme is simply not appealing to me. It reminds me of a CGA colour palette. I loved me some CGA, but with the stunning and beautiful backdrops, seeing this light blue-green on dark blue in huge letters for half of the game makes me sad.

I agree, Bookend.. we're talking about the same thing, right?

Still, this design choice isn't one I really plan to hammer down upon. It's functional, even if it really does detract a little from the otherwise beautiful visuals. The dialogue not having more 'meat' to it is a definite issue, though. I'd also have had more characters like the Rooster, who doesn't really need to be voiced in order to immediately picture the voice of mentally. Going from the rooster to the cat is a big letdown, with no Eartha Kitt stretched 'r's and the like against the rooster's cockamamie speech. Admittedly, this makes it far more readable, which I'm certain was far more important to the notion of making a game aimed at preschoolers. As I say – design choices aside, it feels a little bit of a missed opportunity. (My narration of the cat was far less wooden, I must protest.)

I was almost surprised not to find more puns, but what can you cock-a-doodle-doo

Rating: 5


Final Rating

So, adding up (2+4+7+8+7+5) is enough to have this game rate at 55 – which is quite a touch higher than a lot of people felt the game might hit. However, there is the little thing of discretional points to be discussed. Unfortunately, while this game is short, I still had several crashes to 'desktop' (to Dosbox's command prompt) which I feel is enough to have me subtract a point, particularly given Kirinn mentioned it in the opening post suggesting that this isn't at all uncommon. Still, 54 isn't bad for a game of this genre to my mind! Andy Panthro guessed the unadulterated score, so he wins the CAP prize upon the game readily. On to Hugo!



Mixed Up Fairy Tales CAP Distribution

100 points to Aperama
  • Blogger award – 100 CAPs – for blogging through this game for our enjoyment
30 points to Voltgloss
  • Adventurer's Assistant award – 30 CAPs – for assisting Joe in his explorations of Sherlock Holmes: Consulting Detective
20 points to Andy Panthro
  • Psychic Prediction award – 20 CAPs – for only just barely missing the winning mark on a technicality
20 points to Corey Cole
  • Industry Insider award – 10 CAPs – for providing us with some neat little tidbits on the game's production
  • Naming award – 5 CAPs – for suggesting the name of our character
  • Grammer's Defenderer award – 5 CAPs – for reminding struggling writers, that, they sometimes, overdo, things
5 points to Kirinn
  • Save Early, Safe Often award – 5 CAPs – for reminding us all of the dangers of adventuring unprotected
5 points to Laukku
  • Deep Analysis award – 5 CAPs – for likening the simple line of the game's story to Anna Karenina

Discussion Point: The Best Introduction to an Adventure Game

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by The TAG Team

We're going to try something a little different now – The Discussion Point.

It's pretty straightforward – we throw out a topic we'd like to hear people's opinions about and then we all discuss.

Today’s topic:
The Best Introduction to an Adventure Game

What do you think is the best introduction to an adventure game? Is there an introduction or starting area that impacted you so much you can still remember it in detail years after playing it?

Do you prefer a the intrigue of a cutscene showing the potential health risks of an old man throwing a cloth hat across a room?

Or perhaps getting straight into investigation mode by determining an employee's future after asking a single question?

Your choice can be for any reason. It could be an opening screen or two that perfectly sets the tone and makes you want to play the game. It could be a particularly funny/chilling/interesting cutscene that sets the mood for the game to come. It could be... well, anything you particularly liked about a game's opening. Go crazy and let us know.

For my part, I'd give my vote to Curse of Monkey Island. It started with a funny cutscene of Guybrush wondering how he'll survive, then gives us the iconic opening Monkey Island music and opening credits before continuing the cutscene. Then the game gives us a few simple puzzles to get us used to the new interface, introduces us to one of the best characters in Monkey Island lore and sets up the main plot for the game.

Am I the only person who hears the theme music in my head whenever I'm reminded of a Monkey Island introduction?


So tell us about your own favourite in the comments below and - I don't know - maybe we'll give a prize to the most interesting or agreed with answer or something.
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