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Inspector Gadget - Final Rating

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Written by Joe Pranevich



The evil Dr. Claw has escaped and the Earth is saved from an environmental catastrophe for a few years. We have recovered Uncle Gadget’s gadgets, at least most of them, and need to go buy a new TV. Most importantly, we have reached the end of our Inspector Gadget coverage and now it is time to rate the game. I am always uneasy rating a kids’ game, but actually I think this one will do okay. I enjoyed the game much more than I expected. I did get bored for a bit in the middle, but the high-quality of the writing kept me exploring even as I knew how the plot beats would play out.

Let’s see how the game does by the numbers!

Penny escaping from the armor was one of the more well-done (and humorous) puzzles.

Puzzles and Solvability
It is somewhat difficult to rate the puzzles in this game because the difficulty level was set pretty low given the audience. Even so, there is a lot to like: two characters to play with that can be at different locations, a basic structure for object-combination puzzles, and clever or humorous solutions to the problems in front of us. It is true that the puzzles overall are too easy since there is usually only a minimum number of things to interact with in each room, but I still found myself stuck once or twice (at least for a little while). The costume puzzles were barely that once we figured out the mechanic of Brain’s disguise in each location. The included hint system is quite nice for kids and in-character for the series. Even Brain gets to call Chief Quimby when he needs help! So in total, it’s a kids’ game and too easy, but never awful. Well, almost never: the pixel hunting to find the keys (that you have no way to see) in the drawers in Rio still ranks up there as unabashedly terrible. Fortunately, while they had similar things in other locations, none of them were as bad. One more drawback is that there were no puzzles at the end where you had to use the gadgets you collected throughout the game to solve anything.

This is a tough one, but I think I need to go with a three here. The game’s lack of alternate solutions and the simplification of all of the areas keep it from rising any higher than that. My score: 3.


The full set of gadgets (minus the handcuffs). I had hoped there would be fifteen more.

Interface and Inventory

Azeroth’s game engine for Inspector Gadget is actually pretty nice with some roughness around the edges. The screen layout and basic icons are fine and easily understandable. Mouse-over text is also nice, although some objects only have mouse-over when you can interact with them with that verb. So, for example, if you mouse over a M.A.D. agent with the “talk” icon, you’ll know you can interact with him, but do the same with “use” and there is no way to tell. This is only confusing at times when you might need to use an unclear verb. One of the consistent hassles is that you sometimes use “go to” and sometimes “use” to travel between screens. An open door? Which icon gets me through it? I’ll just have to try both. You don’t notice after a while, but the actual area that Penny and Brain can walk on in each screen is very small, just a narrow strip at the bottom of each screen. The interface doesn’t appear to support very much depth, scaling the sprites, etc.

The pixel-hunting in this game isn’t too bad and most objects have large trigger areas but not all of them. The “finding a key in a drawer” puzzles are still very annoying, especially as they used that in multiple locations. There are also occasional bugs where the hotspots for an object are smaller or misplaced from where you think they are. My final complaint is about speed: the interface is extremely slow, at least in my emulator. Every action feels sluggish and having to re-do a section is excruciating. Overall a good but not perfect effort. My score: 4.


There really are floating restaurants in Hong Kong.

Story and Setting

Let me start by saying that I do not remember that much of Inspector Gadget, the cartoon show, and I never got around to watching episodes prior to doing this review. (Sorry!) That means that I cannot say how much of the story they took directly from the show and how much is unique to the game. While I cannot say that the game has much (if any) character development, the overall story of M.A.D.’s desire to make money by not caring about environmental consequences is a good one. Other than the kidnapping plot, most of their industries weren’t even illegal: they made very inefficient toothpicks by chopping down the rainforests, they ran under-funded nuclear power stations and plastic-spewing fast-food restaurants, and even a factory that made umbrellas in a very polluting way. There’s a solid message here that you don’t need to look like a mustache-twirling villain to have negative impact on the environment, a message that holds up shockingly well today. The actual plot beats of Gadget losing his gadgets help to drive the episodic elements forward as well as establish why Penny and Brain are so important to the story. While it certainly is not Shakespeare, elements from the individual episodes (such as the mysterious robot factory we found in L.A.) come together at the end.

All of that said, the developers dropped the ball on the setting. We have a globe-trotting adventure, but most of the locations were not particularly educational or diversified. While Russia was done surprisingly well (including both the Moscow State Circus and referencing the Chernobyl disaster), many other areas failed to be distinctive. Hong Kong was nice (even more so once I realized that floating restaurants are a thing there), plus London at least cited the U.K. coal industry which I know was once of historical importance. (I learned that in an episode of Doctor Who!) Kenya, as I have complained about at length, was the worst offender although I still find the fake-Portuguese in Brazil to be upsetting. Overall, there is more good than bad here but I wish they would have just researched the locations a tiny bit more. My score: 6.


 
Many episodes had distinctive background music. 

Sound and Graphics

I am impressed by the graphics in this game. Not only have the cartoon-style animations and watercolor backgrounds aged well, the developers went all-out to animate many of Penny and Brain’s actions and Uncle Gadget’s gadgets. Sometimes that was done well and sometimes less well, but the level of detail in the animations reminded me a bit of Willy Beamish. (Now that I think about it, they both used a similar art style and level of humor that I liked.) There are a few instances of recycled locations, but nothing too major. All airports look the same anyway, right?

The background music was also fairly nice. Not fantastic, but there are unique background tracks which play over some of the areas. I ended up turning off the sound because of the way that I play, but whenever I had it on it was fine. There were also synthesized voices for Uncle Gadget whenever he used one of his gadgets and Dr. Claw got to intone his famous "I'll get your next time, Gadget!" at the close. My score: 6.



Environment and Atmosphere

For all that I liked the overall story and the graphics, the “environment” is one of the ways that this game fell down for me: too many similar areas and puzzles over and over again. How is Penny going to be kidnapped this time? What costume will Brain conveniently find just where he needs it? What gadget that I conveniently find nearby will be the secret to rescuing the U.N. ambassador? None of that leads to a sense of immersion. That said, the humor was great and the art was often better than you would expect for a tie-in game. The game hung together well but I wasn’t “sucked in”. My score: 4.


He just appears for one scene, but this M.A.D. agent just has so much character.

Dialog and Acting

Most of the writing in this game is good, but some of it is fantastic. There are deep-cut pop culture references and humor that work for kids as well as adults. This is a game that encouraged me to explore and talk to people even when I knew I didn’t have to, just to see if they threw in an obscure joke. Regretfully, the lack of things to interact with is a real fault as most scenes have been simplified to make it easy for kids to play the game. In terms of “Acting”, we have a few voice samples that appear to be from Don Adams himself, although he is uncredited. My score: 5.

Final Score

Let’s add up the points and see what we get: (3+4+6+6+4+5)/.6 = 47 points! Although I liked the game at times and was bored at times, I do not see the need to add or remove any bonus points. In fact, that is a bit higher than I expected it to be, but as I look back over the scores now it all seems pretty fair.



A score of 47 puts this game up there with Dr. Brain, the original King’s Quest, and Star Trek. That is some good company, although all of those games are flawed in some way as well. I honestly didn’t expect a tie-in children’s game to do this well and I suspect that you didn’t either because the average score guess was 39. (42 if you remove Niklas’s kinda-crazy guess of 9 points.) Still, I feel good about it.

Our winner this time around is Laukku who guessed 48 points. Congratulations!

That’s it for me for now. I’ll be resuming the Infocom marathon soon, starting with Hitchhiker’s Guide and a special surprise treat. I’m going to try to get that started immediately, but I have a family vacation coming up in July as well as a commitment to write a guest episode for a history podcast that I enjoy. My next mainline game will be in 15 (unless I get drafted for something else): Batman Returns. See you soon!

CAP Distribution

90 CAPs to Joe Pranevich
  • 100 CAPs - Blogger Award - For playing Inspector Gadget for our pleasure
  • -10 CAPs - 99 Award - For subjecting everyone to a "classic" rock song in captions
25 CAPs to Tornado
  • 25 CAPs - There Are Four Lights Award - For solving the final puzzle of B.A.T. II and doing a guest post about it
13 CAPs to Laukku
  • 10 CAPs - Psychic Prediction Award - For the closest guess of the score of Inspector Gadget
  • 3 CAPs - Remakes Don't Die Award - For announcing an upcoming new installment of a classic adventure game series
11 CAPs to Ilmari
  • 3 CAPs - Soft, Shallow and Serve No Purpose Award - For spotting a movie reference
  • 2 CAPs - Reliability Centered Maintenance Award - For knowing his nuclear plant jargon
  • 3 CAPs -  Arzu Rüzgari Award - For investigation on Selda Oner
  • 3 CAPs - Swedish Chef Award -  For an interesting discussion on the use of foreign languages in games
    9 CAPs to Michael
    • 3 CAPs - Prince of Persia Award - For coming up with games the developers might have been thinking about in 1992
    • 3 CAPs - Remakes Don't Die Award - For finding information about an upcoming new installment of a classic adventure game series
    • 3 CAPs - Fluent Speaker of Portuguese Award - For an interesting discussion on the use of foreign languages in games
    8 CAPs to Biscuit
    • 3 CAPs - Pope on a Rope Award - For just missing the chance to spot a movie reference
    • 2 CAPs - Strange Alban Who Ock Award - For finding a MIDI software with Dr in its name
    • 3 CAPs - Dune Award - For coming up with games the developers might have been thinking about in 1992
    8 CAPs to Adamant
    • 5 CAPs - Go Go Gadget Award - For describing a typical Gadget episode
    • 3 CAPs - Land of Polar Bears Award -  For an interesting discussion on the use of foreign languages in games
    5 CAPs to Gren Drake
    • 5 CAPs - In Amazon All That Glitters Is The Ruby Award - For showing his passion for Inspector Gadget franchise 
    3 CAPs to Andy Panthro
    • 3 CAPs - Single Paragraph Award -  For an interesting discussion on the use of foreign languages in games
    3 CAPs to Torch
    • 3 CAPs - Georgy Porgy Padding Pie Award - For recognising lyrics of a classic rock song
    3 CAPs to ATMachine
    • 3 CAPs - Interned on Vulcan Award - For catching a reference to a Star Trek character
    3 CAPs to Voltgloss
    • 3 CAPs - She Got Dangerous Game Award - For finding a Gadget episode set in Kenya
    2 CAPs to ShaddamIVth
    • 2 CAPs - Genre Lover Award - For announcing a GOG sale

    Game 97: Spellcasting 301: Spring Break (1992) - Introduction

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    Written by Voltgloss



    Hello folks, Voltgloss here, ready to start my first mainline Adventure Gamer playthrough after cutting my teeth on a couple of Missed Classics. And what better way to do so than tackle the final chapter in Steve Meretzky’s post-Infocom magnum opus, that I described to my wife as “Harry Potter meets Animal House”: Spellcasting 301 - Spring Break! Having been an avid player of all things Infocom back in the day, but having never experienced the Implementers’ post-Infocom works, I’m excited at this opportunity to continue the journey started by Aperama while he is off for paternity leave.

    Comparing this game’s credits to those from the first two games, the one significant change I see is a bevy of additional “artmasters”: a total of 10, way up from the 4 of Spellcasting 201 and the 1 of Spellcasting 101. I expect this is due to the game’s being the first in the series to introduce VGA graphics. According to MobyGames I can also expect “continuous music tracks” and “slight changes to the interface.” Let’s plunge in and see what there is to see!


    Just… how are you wearing that? Electrical tape?
    The game opens with a scantily-clad professor summarizing the events of the first two games, using the time-honored teaching aids of a slide projector and suggestive poses. Brought up to speed on Ernie Eaglebeak’s past exploits (which I won’t try to summarize here, instead recommending the reader check out Aperama’s excellent posts on the first two games), we are dropped on a beach at “Fort Naughtytail” with a one-spell spellbook (BLERK: create purple animals, which summons a hippopotamus to no apparent use) and no more instruction or goal other than to “enjoy our spring break!”


    Plop

    After a couple of turns, a beautiful woman strolls into view and makes eye contact. Greeting her causes her to suggest “going somewhere together,” whereupon our spell book mysteriously sprouts a new spell (WOO: spell of privacy). Trying the obvious WOO WOMAN causes a Teaching Assistant Nymph to appear and scold me for trying to cast an “objectless spell” onto a target. Okay, I’ll just cast WOO then, and we’re suddenly in a hotel room with prominent censoring. This is clearly the game’s way of teaching a new player about (i) spells and (ii) the game having a “nice” and “naughty” mode (with a joke about naughty mode having been cut by censors… and then turning on naughty mode only after the game asks “are they gone?”).


    Despite what the censor boxes suggest, the “naughty” version of this image really isn’t much more graphic. Arguably this “nice” version could be MORE enticing, as the act of censorship leaves what’s behind those boxes up to the viewer’s imagination. 

    And then, after doing the obvious and leaping enthusiastically in bed with the lady, our ecstasy is shattered by the discovery that we are in fact dreaming. A dream from which we are rudely awoken by one of our fellow members of that illustrious fraternity, Hu Delta Phart. Hey, I’ll take this dream over being chased up a tree by a hellhound any day of the week.

    After an instruction to meet downstairs so the frat bunch can leave for spring break, we’re left to our own devices in our dorm room. Starting inventory items include our spell book, eyeglasses (worn), an instruction sheet, a confirmation letter, a trophy, and a package of breadsticks. The spell book contains three spells: BIP (produce soft music), FOY (create daiquiris), and FRIMP (levitation) - the BLERK and WOO spells are gone, apparently having been dream-only. The instruction sheet and confirmation letter explain how to pilot a magic carpet to Fort Naughtytail and detailing our room assignments there… and reading them cause the game to direct me to my game package while mocking software pirates (i.e., these are the game’s copy protection). The trophy is an award for having completed Spellcasting 201. And the breadsticks are… apparently just breadsticks.

    And as I’m poking around my room (with an option to listen through the ventilation duct to the frat pledgemaster - not our nemesis Chris Cowpatty from the last game, but rather his replacement - salivating over the prospect of girls at Fort Naughtytail), the frat president shows up to hand me a “control crystal” and demanding we get on downstairs to pilot the magic carpet we’re using to go on spring break. We can’t seem to explore much else around the fraternity other than going downstairs and outside to my impatient fellow students, so I head on out to launch our magic carpet. Next stop, Fort Naughtytail!

    ...Except I seem to have wasted too much time, for as soon as I step outside, the frat president takes the crystal complaining they can’t “wait forever,” hands it to another student, and off they launch, leaving me behind. Game over.


    Off to a non-flying start

    Flying the carpet is a matter of following a precise set of directions provided with the game materials. Deviating from that course leads to a swift death by sudden flock of hungry rabid demonbirds. Following that course takes us over Barmaid University, the Isle of Lost Soles in the ocean (remembered from a “freshman year” visit - i.e., the first game), and finally Point Blather, on which Fort Naughtytail awaits us. By the time we arrive our fratmates have all dozed off, leaving us to deal with a sudden problem… the carpet’s “magic gryoscopic flangelator systems” have failed, and our only choices to prevent a crash are to pull the Failsafe Lever or “offload excess weight!”

    Of course there is no failsafe lever (that entire corner of the carpet is just missing), so I’ve no choice but to throw overboard a series of heavy objects on the carpet: the frat’s sack of gold, a portable bar, a mysterious closed trunk and closed case (neither of which I can open, as a fratmate suddenly wakes up only to stop me and then promptly goes back to sleep), and a beer keg. All that ballast divested, we spiral safely down to the plaza of Fort Naughtytail, where our adventure can begin in earnest!

    ...after being chewed out by our fratmates for losing all of our stuff. Hey, if it wasn’t for me we’d all be dead before the game even got started. Some friends we have!


    Plop, for real, and literally

    A splash screen pops up welcoming us to “Chapter One,” so the prologue is officially over. Seems a good spot to stop this introductory post and give everyone an opportunity to guess how this game will do in the PISSED rankings and/or bet on any puzzles I won’t solve without assistance. I would also like opinions on playing Naughty vs. Nice mode. So far, I’m intrigued to see where this goes. Thanks all!

    Inventory: Glasses (worn), spell book, instruction sheet, confirmation letter, trophy, breadsticks, college newspaper
    Spells: BIP (produce soft music), FOY (create daiquiris), FRIMP (levitation).
    Time played: 1 hr

    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 or some other appropriate cipher 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.

    Discussion point: What kind of game deserves a high score in Environment and Atmosphere?

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    By The TAG Team


    Environment and Atmosphere


    The final category is the most ephemeral of them all, since atmosphere of a game is something hard to point out. Essentially, we are speaking of the capacity of the game to create a feeling of immersion - that magical moment in which we forget the world around us and are inevitably sucked into the game world. It is what makes us shiver, when playing a horror game, and laugh uncontrollably, when playing a comedy.

    The problem of subjectivity with this category is almost inevitable. For instance, a reviewer with nostalgic feelings toward a game will have more chance of being immersed in the game than a reviewer who has not played it before. And what is even worse, even one reviewer might have different views about the atmosphere of the game, depending on their current state (just try immersing yourself in a game after a stressful day). Despite the subjective nature of this category, can we still find some criteria, by which to say, when a game has excellent atmosphere? Other questions you might consider:
    • You sometimes see opinions that adventure games must be comedies, since creative adventure game puzzles don’t really make sense in a serious setting. Is it still possible to make, for instance, adventure games with a gritty atmosphere?
    • More generally, which is more important for an adventure game - puzzles or atmosphere? In other words, which should have a better overall score - an adventure game with original and interesting puzzles, which would otherwise be uninspiring, or an immersive adventure game with only mediocre puzzles? And more generally, should we evaluate adventure games as games or as works of entertainment/art?
    • Some reviewers have suggested that there are additional elements of adventure games, which are not included in PISSED-scoring (Overall Fun Factor of TBD and well-craftedness of Alex). Are there such elements or are they covered by some of the existing categories?
    • Should there be some criteria for using discretionary bonus points? Until now, the maximal bonuses have been +3 for originating the adventure game genre and -3 for plagiarism. Are these reasonable limits that should not be exceeded?

    Game 98: King's Quest VI: Heir Today, Gone Tomorrow (1992) - Introduction

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    Written by TBD

    Who will win – the giant minotaur with the spiked bracers... or the dude wearing a scarf?

    It's time for King's Quest VI. I played through 1990's King's Quest V a little over three years ago (we're a bit slow around here) and my most lasting memories are good graphics but nonsensical puzzles and lots of annoying dead-ends. I'm hoping for a better game this time around.

    With King Graham perhaps ensuring Daventry's army is properly armed with custard pies in case the yetis invade, we'll be controlling his son, Prince Alexander, this time around. We last played as Alexander in King's Quest III: To Heir is Human.

    According to the extremely cheesy and pixelated Making of King's Quest VI documentary that I found in the game folder, King's Quest VI took about 1.5 years to produce and cost over $1 million.

    The video nicely shows the important steps in getting the game from concept to release

    First you make storyboards...

    Then you put people in costumes and film them for more realistic animations

    Finally two child actors pretend to excitedly convince dad to buy the game

    Okay it's actually much more of an advertisement than a documentary but it did contain some interesting comments from Roberta Williams and Jane Jensen.

    The game was released in October of 1992, with a CD version coming out the next year and an Amiga version soon after, Apparently there are some significant differences in the various versions of the game, specifically the Amiga version which was ported by Revolution using their Virtual Theatre engine instead of Sierra's familiar SCI engine that the PC version uses. We've seen the Virtual Theatre engine in action during our playthrough of “Lure of the Temptress”.

    Remember this game?

    It seems that the Amiga version even has some different puzzles. I'll be playing the Dos version - specifically the CD version available from Steam. I'll be wanting to play with voices, but also want subtitles for the purpose of screenshots. I don't think I can play with both voices and subtitles with Dosbox but I know I can with ScummVM. I usually play the Dosbox versions of games to ensure I have a more authentic 90s experience, but if I can't get subtitles and voices together I can either play the ScummVM version or just play on Dosbox with either speech or subtitles. If anyone knows of a good solution to my quandary or a suggestion for what version you'd prefer me to play, feel free to suggest...

    Of particular note in the voice cast, Prince Alexander was voiced by Robby Benson.

    Robby Benson is better known in voice acting circles as 'Beast' from 'Beauty and the Beast'


    King's Quest History

    Here's a short plot summary of the previous games in the King's Quest series.
    1. King's Quest I– Find three treasures in order to prove my ability to be a good King (insert Monty Python discussion on systems of government here)
    2. King's Quest II– go on a long journey to a faraway land to rescue my future wife who I saw in a magic mirror
    3. King's Quest III– rescue Alexander (as Alexander) from a wizard
    4. King's Quest IV– catch a hat before my sibling in order to determine which of us would be a good adventurer (actually that's only the plot summary of the first half of the opening cutscene)
    5. King's Quest V– rescue Alexander and family (as Graham) from a wizard
    So far in the King's Quest series we've had...
    • ...two games that start with the premise of performing unrelated tasks in order to determine your future vocation...
    • ...two games where you rescue Alexander from a wizard...
    • ...but only one game where you go on a long journey to a faraway land to rescue your future wife after seeing her in a magic mirror...
    To achieve some kind of plot equality King's Quest VI should have me go on a long journey to a faraway land to rescue my future wife who I saw in a magic mirror. But hoping for such symmetry might be asking too much


    Introduction

    Let's have a look at the game's intro to see if it's anything at all like King's Quest II...

    Sitting in the royal throne room, King Graham is lonely
    Sitting in the royal throne room, Prince Alexander is lonely
    The magic mirror suddenly shows an image of a beautiful woman in a tower
    The magic mirror suddenly shows an image of a beautiful woman in a tower

    Using knowledge gained from the magic mirror, King Graham makes his way to the shore of the land of Kolyma to find his future wife
    Using knowledge gained from the magic mirror, Prince Alexander makes his way to the shore of the Land of the Green Isles to find his future wife

    Hmmm. I suppose I see some similarities. The newest game has a much longer opening cutscene of course, with more detail.

    In the cutscene, Alexander sulks about his inability to find the Land of the Green Isles where the love of his life (who he met for two minutes at the end of King's Quest V) lives. While sulking, he has a discussion with his mother (Queen Valanice) who was nervous about the concept of him travelling to a faraway land to find love.

    Alexander and Valanice have the entire discussion in this extremely... ummm... original?... choice of camera angle

    Valanice eventually gives in, perhaps after realising the only eligible princess in Daventry is Alexander's own sister, Rosella...

    So mother wished him luck and off he went.

    Valanice quietly leaves before the cameraman wakes up

    Taking a royal ship, Alexander travels for three months through the known seas and beyond, following the stars he saw in the mirror. Eventually he sights land.

    Is the royal navy's uniform policy really lax or did Alexander just grab the first three drunken sailors he found at the local pub?

    As he arrives, a storm appears and destroys the ship. Alexander sees his crew to the lifeboats before washing ashore himself. Time for the opening credits!

    The title spins into view like the old Windows screensaver
    This makes me happy. I was very impressed with Jane's writing on the Gabriel Knight games – particularly in regard to historical and mythical research. Hopefully her writing skills are as good here.

    After being unconscious during the credits, Alexander wakes on the beach.

    It took three months on the open sea BEYOND the known seas on a proper sailing ship full of provisions that was destroyed by a storm... I'm sure the crew will find their way safely back to Daventry on their medieval lifeboats – not a problem...

    Leaving Alexander in his state of denial, we get ready to explore the Land of the Green Isles, which we'll do next week.


    Place your bets

    So what type of scores do these King's Quest games typically get?

    Here's the scores of the previous games in the series...
    • King's Quest                             48
    • King's Quest II                         53
    • King's Quest III                        52
    • King's Quest IV                        55
    • King's Quest I VGA remake    44
    • King's Quest V                         56

    So far the series has seen a small improvement per game (with the exception of King's Quest III and the significant drop off with the remake of the first game.) The only one I personally rated was King's Quest V. When I played King's Quest V I was unimpressed with the puzzles in particular but pleased with its graphical improvements. Have Sierra learned to create better puzzles for their point-and-click games? Our Quest for Glory III rating suggests no, but we'll soon see how this game goes. I'm hoping for some solid puzzle solving in my near future.

    I've never played the game before so I'm going in blind apart from generally having heard it's a good game and being a big fan of Jane Jensen's later games.

    So get your final rating guesses in and any bets for potential requests for assistance I make.

    For the record, I almost always ask for assistance. I didn't need help with Indiana Jones and the Fate of Atlantis or Leather Goddesses of Phobos 2, but those are the only two games I've played that didn't have any dead-ends. I assume this game will follow Sierra's policy of giving us dead-ends but I've been deliberately not reading much about the game for fear of spoilers so they might have changed their tune on that one. Be assured that if there is a single dead-end in the game, I'm a good chance of finding it.

    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.

    Hero-U: Rogue to Redemption Review

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    Written by Reiko



    What comes to mind when you think of the Quest for Glory series? Colorful characters? Moral choices? Puns and silly jokes? Time-driven plot events? Practice-based skills? Puzzles with multiple solutions? If you've been waiting patiently for more of these things, you won't have to wait much longer, because Hero-U: Rogue to Redemption is almost here! Let's take a look at what Corey and Lori Cole have built for Quest for Glory fans.

    Editor's Note: Unlike our normal reviews, this one is spoiler-light. There are some light touches on plot elements and activities that happen within the game, but Reiko's review avoids any major plot spoilers. This review is also based on a pre-release version of the game and may differ slightly from the final version at launch.


    This might look slightly familiar.
    First, is Hero-U a Quest for Glory game, though? Well, yes and no. Yes, kind of, because it takes place in the same world of Gloriana and references many of the people and places that the Hero encountered in the original games. No, not really, because it's a completely new series with a new and defined protagonist.


    Class selection from Quest for Glory II: Trial by Fire.

    While the Hero in the original games was a blank slate, with no established past and no fixed aptitudes or class, Shawn O'Conner has a backstory and an initial goal: to be a thief. His goals shift as he learns more about Hero-U and about himself. What impact the backstory has on his actions, what skills he pursues, and what goals he eventually achieves are all up to the player.

    Shawn has decided to try to get a job working for the Chief Thief in his hometown of Caligari. As a trial, in order to join the thieves' guild, he's been asked to sneak into a particular house and find and steal a particular lucky coin with a three-leaf clover on it. The game opens with Shawn breaking into the house, and then the player can control him in order to examine objects and figure out where the coin is. This scene really serves the function of a tutorial. Once he finds the coin and tries to leave, however, he's caught by a mysterious figure with an eyepatch! But instead of sending him to jail, this man wants to send him to school, to Hero-U, a school for potential heroes.


    First rule of Rogue Class: There is no Rogue class.

    At Hero-U, Shawn joins the Rogue class, or, as it's known to the other classes, the "Disbarred Bards" class. In his main class he learns about traditional sneaky skills like lockpicking, but he also has the opportunity later on to take electives which mold the focus of his character. As in the original games, his skills improve with practice.

    So he can learn to be a strong combat-oriented Rogue, or an agile dagger-throwing Rogue, or a smart magical Rogue, or a sneaky Rogue that doesn't fight but talks his way through problems or runs away, etc, depending on the skills he practices and the electives he takes. There aren't enough hours in the day to practice everything, though, so the player will have to choose what Shawn's focus will be. It's a much subtler version of the Fighter/Magic User/Thief/Paladin class distinctions from the original games. The other classes are theoretically being trained at the school also, but Shawn sees nothing of them. More on this later.


    Shawn discusses the day's lesson with a classmate.

    The main class is also a place for discussions on what being a Hero means for a Rogue, and the difference between Rogue and Thief. It's a bit of a shift in the definition to say that a Rogue uses his skills heroically and a Thief doesn't, when the Quest for Glory Thief was considered every bit as much of a Hero as a Fighter or Magic User, even if he could, um, appropriate rather a lot of things that didn't belong to him in the course of trying to solve the heroic quests. But Rogues vs Thieves is quite a major theme in the game, and whether Shawn is really a Rogue or a Thief in the end is also up to the player.


    Ratties are Hero-U's answer to Kattas or Liontaurs.

    Shawn encounters a number of colorful characters during his time at Hero-U. All the main characters are well-fleshed out with backstories, motivations, and unique conversations and encounters with Shawn, from Mr. Terk, the employee in charge of the students who hates Shawn from day one, to Ifetaya Kinah, the chef and cooking instructor who can become something of a mentor to Shawn, to Gregor, the helpful Ratty shopkeeper at the school store. Oddly enough, his classmates are a little less vivid, at least at first, because their interactions are somewhat dependent on how Shawn treats them.

    The game has a "reputation" system which really functions more like esteem: the higher the reputation level is for a particular character, the more that character likes Shawn. Saying the right sorts of things to the right person or giving the right kinds of gifts will improve the reputation level for that person. Sometimes a conversation option can affect the reputation level for someone else that's listening to the conversation. Naturally, romance is an extension of this: maxing reputation with someone will greatly improve Shawn's ability to make romantic progress with that person. He can also reach the option to go on dates if certain conditions are met.

    It's even possible to pursue romance with more than one person, which quickly turns into a moral choice of whether to juggle relationships or focus on one person exclusively. The game offers other moral choices too, most of which tie into the theme of Rogues vs Thieves. For instance: what is acceptable for Shawn to take for his use, and what is just dishonorable stealing? What school rules are worth breaking? The player can even think about questions regarding what battles are appropriate for Shawn to fight. The game is officially winnable without fighting at all, so that gives great flexibility for the player to role-play various stances on fighting.


    I love Joel's face here too...

    Now, this wouldn't be a Quest for Glory successor without the Coles' trademark puns and silly humor stuffed into every spare corner of the castle. Many scenery objects clearly only have descriptions for the purposes of showcasing a pun. These are fun, but entirely skippable on later playthroughs. Some of the banter between characters involve fun with language too, especially some of the exchanges between Shawn and his Bardic roommate Aeolus. Shawn even tells jokes to his classmates at dinner sometimes, which turns into a form of character development when Esme doesn't get the jokes, Katie rolls her eyes, Joel stares at him like he's nuts, and Aeolus laughs.

    The story is very tightly plotted, much more so than in the original games. Quest for Glory I had no time-based plot points aside from a few limited appearances of minor characters, and no time limit. Trial by Fire had a few, with the elementals showing up on certain days regardless of what the Hero may or may not have done to prepare for them, and set entertainments at the Inn, and an overall time limit to the plot. But most of the time, the Hero has complete freedom to wander his environment in order to pursue his goals. There's a day and night cycle that often determines where people can be found, and the Hero has to eat and sleep, but one day is much like another.


    Class on day 2 is different than class on day 1, of course.

    In Hero-U, something unique happens nearly every single day during the course of 50 game days. Each class introduces a sequence of individual topics, and some days have quizzes or exams. Problems occur on certain days that Shawn has the opportunity to address, much like the elementals. Outside of class time, Shawn has freedom to explore and pursue goals, but everything takes a set amount of time, which is finite in the game overall, and also limited for doing certain tasks. The plot allows for significant flexibility, however, in terms of completing those tasks. In other words, if Shawn doesn't complete certain tasks himself by their set deadline, someone else will do it - and get the credit!

    This is somewhat of a double-edged sword in terms of game design. It doesn't lend itself to the sort of leisurely exploration and examination of everything that was common in the original games and so typical of adventure games in general. You're going to run out of time if you try to read all the punny descriptions of everything. But who does that, really? Those are there for the benefit of the player, not Shawn.

    You can certainly take a relaxed approach to the game, especially the first time through, but just be aware that the plot will move on whether Shawn's keeping up with it or not. On the other hand, the gameplay sometimes benefits from approaching it more strategically: examine everything, figure out what's important, and then replay sections so that Shawn makes good use of his limited time. That's one way to have Shawn accomplish his goals, while still being able to appreciate the atmosphere and writing.


    Shawn starts out quite unskilled at nearly everything...


    ...but given enough practice, he can excel at anything he chooses.

    Figuring out what matters can also be tricky in terms of training enough to have sufficient practice in appropriate skills for a task. Skills can be boosted permanently by spending time in practice, as in the original games, or sometimes by reading certain books. What makes this easier, though, is that there's an equipment system where skills can also be boosted temporarily by what Shawn has equipped. Which items do what requires a bit of trial and error, but some skills can be boosted so much by items that training them requires much less time commitment than you might initially think.

    Characters can also react to what Shawn is wearing just in terms of his appearance, quite aside from what the items do. Some items are effective, but look silly, so certain characters may comment on this if Shawn talks to them while wearing a silly outfit. In particular, the strict Mr. Terk will eventually start punishing Shawn if he sees him not wearing a school uniform during school hours. Fortunately the game doesn't require too much micromanaging of clothes, although the option to designate a secondary outfit that could be exchanged with a click would have been appreciated, to switch between the school uniform and better equipment for dungeon-delving.


    Studying First Aid allows Shawn to collect mushrooms with various abilities.

    The original games are known for having multiple solutions to many puzzles based on character class. Here we have just one official class, so multiple solutions really have to be targeted to individual skills. This is extended by having the elective system, which gives Shawn some additional abilities that aren't linked to the numerical skills. Those abilities let him collect certain items, and later even craft new things from those items. Many craftable items are also purchasable from the shop, but he can save money by making them himself.

    Puzzles tend not to have different solutions as such, but they might have a solution that's achievable in different ways depending on skills and abilities. For example, different solutions to a locked door in Quest for Glory might be bashing it open (Fighter), using an Unlock spell (Mage), or picking the lock (Thief), whereas in Hero-U, an obstacle might require a specific item, but that item could be found in a chest, bought from the store, or made using found components. Given the existence of magic, some things are also achievable using a basic skill or an equivalent magical skill, as in the original games.


    Fighting Drats in the Wine Cellar

    One difference between Quest for Glory and Hero-U that I really appreciated was the way that combat is mostly turn-based instead of action-based like the original games. Shawn and his enemies move in real time to start, so sneaking past enemies is still action-based. But once Shawn is in combat mode, everything pauses. He can move a certain distance each turn, and attack or use one item, then each enemy in range gets a turn as well. Additional enemies can be drawn into the battle if the combatants move within range of their detection radius.

    Now that I've spent so much time talking about the game's features, let's look at a few places where it could be improved. I found mechanics, plot, and writing to be fantastic, but what could really benefit from some improvement is atmosphere, the beautiful and charming artwork notwithstanding.


    This library is so empty...all the time.

    First, the game suffers a bit from being limited so sharply to only the school's castle building. There are only two outdoor locations, the tower garden, which does have quite a lovely view, and the courtyard. That means there's not much chance to get a sense of place the way the original games did with their explorable forests and mountains and deserts. Shawn doesn't even get to explore the nearby city of Caligari. He's required to stay at school even though his classmates can all go into the city. Mostly what Shawn explores are caves and dungeons. It's a tightly focused design, but very limited.

    The castle also feels very empty because we don't get any visual sense of any other students. Having some kind of generic unnamed "Warrior" or "Paladin" or "Mage" student wandering the hallways occasionally would have done a great deal to further the illusion that other students attend the school too beyond just the Rogue students plus Shawn's roommate. In theory the Rogues do things at different times from the other students, but there are too many shared areas, like the Library, for them to be entirely deserted all the time. Plus electives are presumably shared with other classes, so those rooms ought to have other people sometimes.

    The plot can drag a little bit when the player has already figured out what needs to happen, but the game is giving additional time before an event happens that makes it possible to carry out the solution. This happened to some extent in Trial by Fire, for instance, especially once the player has figured out the pattern to the elemental appearances. But here, because of the choice-based nature of much of the puzzle solving, there can be an element of confusion about whether Shawn doesn't have the right skills for something, or whether the solution isn't right, or maybe it just isn't time yet. But because it's possible to miss completing tasks without losing the game, the player might have difficulty deciding whether to keep trying or just wait longer to see if something changes.

    On the whole, though, I would say Hero-U: Rogue to Redemption certainly lives up to being a successor to the Quest for Glory games. It takes the series in a bit of a new direction while still being true to the basic concept, which I take to be that Heroes can take many forms, but in general they do their best to make the world a better place with the skills they have. Hero-U offers plenty of replayability as well, to explore different electives, conversational gambits, or romantic options. I hope you all find it as enjoyable as I did. I’m very much looking forward to more Hero-U games after this one, and I plan to replay after the official release to get Steam achievements and try different choices than I made the first time.

    News on Hero-U

    We've heard it from reliable sources that Hero-U is scheduled to launch on Steam on July 9th. The game will be $34.99 with a 10% discount for 30 days after launch. The Coles would greatly appreciate it if players were to post reviews, screenshots, and other community content on Steam once the game has been launched.

    A DRM-free version of Hero-U will be available on GOG on the same date.

    For more information on the game you can visit the Hero-U web site.

    Final call for the Cole interview!

    Is there something you always wanted to ask from the Coles? The Adventure Gamer interview with the Coles will be published around the Hero-U publication, so now is your final chance to send your questions to adventuregamer@googlegroups.com - the best questions will be rewarded with CAPs!

    King's Quest VI: The Cashless Society

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    Written by TBD.

    When we last left Alexander, he'd slept through the opening credits and awakened on a beach in what we assume is the Land of the Green Isles.

    Following my usual M.O., I start by clicking on things with my 'eye' icon. I notice that if I look at things that don't have descriptions I get a description of the area itself.

    You are on a small beach. The beach is narrow due to the presence of the white cliffs. The river canyon opens here, and sunlight shines in from above. A rainbow crosses over the falls to the west, and a narrow path continues to the southeast.

    I go north, and find a tree with a hole in it. There is nothing in the hole and talking to it gets no response. I make a mental note to remember this hole as I expect something will happen with it later.

    Looks like I won't be needing any help from my old friends, coffee cup and d6, for this game.

    I like that I can see what I'll find if I take one of the potential exits – there's a town to the left and a castle to the right. I decide to try the town first.

    TOWN

    The shopping district of the town consists of a bookstore, a pawn shop and a lamp peddler who occasionally shouts out his salesman pitch.

    Santa Claus has hit upon tough times

    That seems like a terribly ineffective way to make a living.

    Aw, Alexander. Making fun of the game character's motivations is MY job!

    It turns out this guy is banking on eventually getting a lamp with a genie in it to make him an instant millionaire. And now that he's told a potential sucker his plan, I'll be sure to rub every lamp I find from now on just in case. Then I'll happily sell him a lamp with an expired genie inside!

    I check out the pawn shop next.

    The merchant shares Alexander's illusion that his crew isn't lying at the bottom of the ocean or crushed to bits on rocks.

    He lets me know that I AM in the Land of the Green Isles. And when I tell him I'm looking for Princess Cassima he tells me she's on this very island, in the castle I saw to the east.. This quest's going to be easier than I thought.

    He also tells me about the unrest currently befalling the Land of the Green Isles. The ferry that travels between the isles isn't working – and with limited communication, the isles have learned to distrust each other... or something like that

    He also sells items – four items, to be exact.

    I can buy a tinder box, a second hand paintbrush, a flute and a mechanical nightingale.

    Let me make some rather obvious predictions – some animal will need a flute song to be calmed and I'll need to convince some creature that a nightingale is somewhere to distract them so I can sneak past. I'll also either meet a painter without a brush or need to paint something myself, and I'll need light, or a fire at some point.

    Like the lamp peddler, this man won't accept money – all of the four items are of equally slight value and he'll trade for an equally almost valueless item – and at first glance it seems like once I get one item I can keep exchanging it based on need. This seems like a way for me to change purchase decisions without having to reload a saved game. Is Sierra starting to make decisions that help AVOID dead-ends rather than creating them? My hopes are high at the moment!

    At the bookstore I find a bookseller (surprise!) and a creepy old man in a black robe.

    “sidelong... concealing...” - the game's adjective choices make me think it wants me to find this man mysterious.

    The old man in the robe won't talk to me so I sit down and read a book about jesters. After a refreshing read, I talk to the merchant.

    Is one of those customs that all merchants must have a goatee?

    He tells me that the island I'm on, the Isle of the Crown, consists of this village, the castle and the docks. It's good to know about my surroundings.

    He tells me a little about the other three islands as well; the Isle of the Sacred Mountain, the Isle of the Beast and the Isle of Wonder. And there is a legend of a fourth island - I immediately feel that I will be visiting this legendary fourth island. As for why he isn't counting the island he lives on as one of the four islands, I have no idea. Is this the zeroth island? Anyway, the merchant gives me a tip on how to find more about each island.

    And I'll have to solve a series of smaller puzzles in order to get an audience with each of these leaders, naturally.

    Searching through the books, I find a poetry book with one poem in particular that makes me think of Cassima.

    Gee, Alexander. YOU MET HER FOR TWO MINUTES! 

    That poem 'accidentally' fell out of the book, so I take it.

    Okay, but don't blame me when the eventual purchaser of this book demands a refund for buying an incomplete book.

    I look through the other shelves, but find nothing of interest.

    I expect this is a reference to King's Quest III, but haven't played that game in many years.

    There is one book of interest on the counter, a book of magic spells, which the man will only part with for, say it with me people, the trade of something of approximately equal rarity and value.

    As I'm leaving I note a book on a small table at the entrance. The table has a sign on it that reads, “Take one, PLEASE” along with the crossed out previous prices of 10 pence, 5 pence, 1 pence and free. I have a feeling that this book is somehow cursed, but I take it anyway.

    Yep. Definitely cursed!

    Past the village is a single house with a large front yard. A woman seems to be gardening, but as I aproach, someone opens the door and starts berating her.

    I see not everyone in town is pleasant and friendly.

    I try to see what is going on in there, but Alexander refuses.

    Alexander is an adventure game protagonist – his entire existence depends of intruding on private property uninvited!


    DOCKS

    Further along, I find the docks, or more accurately, dock, or perhaps even more accurately, drydock. When I arrive, a boy jumps into the water and invites me to join him.

    I don't trust this kid, he seems way too creepily keen for me to jump in.

    It's easy to do something dangerous after saving the game, so I save, then jump in.





    What kind of person says, “Tee hee” after luring someone to their death? If you're going to laugh, at least give me a “Mwahaha”.

    I note that the death sequence has my ghost walk past some skeletons. I'm making another prediction that I'll be entering this realm without a game over screen at some point.

    Reloading the game, I don't jump in with the merboy. After a few more requests for me to join him, he disappears in a puff of smoke. Alone on the dock, I check out the ferry on the grass next to the dock. I look at and try to take every part of the boat I see.

    I have no idea – but I've played enough King's Quest to know that Alexander should pick up anything he can because it will serve an impossible to predict life-saving purpose later.

    To my surprise, the ferryman is still in the boat. He invites me in, purely because the bookseller told me about him. He looks a bit gruff and unpleasant, but is a surprisingly nice guy. Before getting into deep conversation, I look around his ferry.

    I wonder if anyone in town would be in the market for a used lamp?

    I can't take the lamp, so I talk to the ferryman. He tells me more about the islands.

    Then... can you explain why you go to work here all day – why aren't you off somewhere looking for other work, or spending your meager life savings getting drunk somewhere?

    He tells me that Princess Cassima and her mother, Queen Allaria, used to use the ferry often. They would travel to the islands and take care of the needy. Last time they travelled, Cassima returned upset and the Queen and Princess were talking about someone spreading lies. In general, the ferryman is very impressed that the royal family served the islands, rather than the other way around.

    He also mentions that even if he were allowed to travel, his ferry's no longer seaworthy. But there's another way to travel between islands.

    And I assume the pawn shop owner didn't mention this because he doesn't actually want me to know he has anything truly valuable? What a salesman!

    When I look at the rabbit's foot on his table, I say something stupid.

    This guy's just spent the last 10 minutes talking about how he has no job and likely never will again, and that talking to you has been a welcome break to his daily boredom. What do you think, Alexander?

    He offers me his rabbit's foot because it's brought him no luck, and before leaving I try to take everything else I can see.

    One day you need to ask your dad how many things he's taken from other people, Alexander. He didn't become king by leaving things where he found them.

    Leaving the ferry, I go back past the town to the castle, hoping to see my beloved Cassima.


    CASTLE

    The castle is guarded.

    The guards are also dog-men – I would have thought that was something worth mentioning, narrator.

    I tell the guards I'm a prince, but they won't let me in without proof. I show them everything I have but nothing impresses them.

    I follow the path to the side of the castle and find some vines on the wall. Unfortunately I can't climb them.

    New quest: find plant growing potion.

    And at this point I was stuck. I didn't know what to do so I tried exploring everywhere I'd been, clicking on items I may have missed and repeating conversations with people I'd already spoken to.


    BACKTRACKING

    Back at the pawn shop, I found a bowl full of mints – I can take one and either eat it or keep it. I eat one and keep another. Later, I ate another three to see if I'd get thick spit or something, but he seems to have an infinite amount of mints (or possibly 5.)

    I ask the shopkeeper about the magic map the ferryman mentioned.

    Oh, and the creepy old man who was previously in the bookstore is now in here.

    The map seems like it would be very useful - automatically taking me wherever I want to go just by thinking about it, but I'll need to find something equally useful in trade. I notice that occasionally one of Mr. Creepy's eyes glints. I can't seem to do anything with it though, unless I need to be pixel-perfect with my clicking.

    Are you winking at me, sir?

    I go back to the bookstore and meet some kind of clown.

    An unfriendly clown

    I offer each person all of my items, but nobody wants anything. I find a cauldron outside the pawn shoppe that will likely later contain something of use.

    Rummaging through someone's rubbish – now you're acting like an adventure game character, Alexander.

    Looking multiple times at the shelves shows that the merchant sells items that would serve a purpose in previous King's Quest games, including tongue climbing gear, a golden bridle finder, and a bridge repair kit.

    Aw, now you're making me miss Cedric.

    I use all the items in my inventory with each other, and individually. I discover that the possibly cursed book is actually just really boring and makes Alexander yawn. 

    I'm sure this will become useful for putting someone to sleep later.

    Despite finding out a few more things, I still had no way to proceed. Refusing to end my first post with a request for assistance, I kept exploring. And in doing so, I found exactly what I needed, back in the place where I started the game. 

    Ah, pixel hunts. Everyone's favourite adventure game puzzle.

    Convinced that this item was not there earlier, or at least the two-pixel wide item was not glinting earlier, I reloaded to my first save and even checked the screenshot from my introduction post. Oh, the ring was there, and it was glinting every few seconds – I just totally missed it.

    So tune in next time when I'll show the guard dogs my royal ring, and hopefully enter the castle and see Princess Cassima – though I really get the feeling I won't actually see the Princess 'till I'm much further on in the game.

    If you've enjoyed reading this post, we accept payment in the form of something of approximately equal value in return, or something of lesser value with a genie inside. 

    Session time: 1 hour 35 minutes
    Total time: 1 hour 35 minutes
    Inventory: Boring book, mint, rabbit's foot, signet ring, love poem.


    Predictions made: 
    1. Something will be in the tree hole later
    2. Some animal will need a flute song to be calmed
    3. I'll need to distract someone with a fake nightingale
    4. I'll meet a painter without a brush or need to paint something myself
    5. I'll need light, or a fire at some point. (actually, this prediction is valid for just about every single adventure game ever made)
    6. The pawn shop returns policy will be used to avoid the game having dead-ends
    7. I'll be visiting the legendary fourth island (which is actually the fifth island)
    8. I'll have to solve puzzles in order to meet the leaders of each of four islands
    9. The bookseller's free book is cursed - probably already proven wrong - BUSTED
    10. The swimming kid had an ulterior motive - CONFIRMED
    11. The death sequence area will be playable later
    12. I'll need a plant growing potion or sticky substance to climb the vines
    13. The creepy guy has a glass eye which I'll need to get
    14. The pawn shop guy will throw out rubbish that I'll take and use
    15. The boring book will be used to put someone to sleep
    16. I won't meet Princess Cassima on my first visit to the castle

    Interview with Corey Cole

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    Introduction by Joe, questions by the TAG community & editors

    Lori and Corey Cole have created some of the all-time classic adventure games

    As we wrap up our special “month long” coverage of the launch of Hero-U: Rogue to Redemption, we want to close out as we began: with the personalities and stories behind the games. To that end, our community and editors put together a set of interview questions which Corey has been kind enough to answer for us even while he and Lori were putting the finishing touches on their game launch. Well, the day has finally arrived and Hero-U is available for sale! Please have a look at our our review of a pre-release version and check out their game on Steam, GOG, or other places where independent games are sold.

    Kickstarter success story!

    You have become primarily known for doing work with your spouse, so much so that “The Coles” is the title of your Wikipedia page. Can you tell us a little about how you met and came to work together?

    Wikipedia is an interesting place. During our 2012 Kickstarter campaign, someone mentioned that we should have a wikipedia page, so a few fans started one - https://en.wikipedia.org/wiki/The_Coles. Anyone may edit Wikipedia, although it is mostly a place for referencing existing content. If you’ve been following stories about us over the years, feel free to expand our wikipedia article. 😊 The one rule is no original content or opinion, only material that appears elsewhere on the web or in print.

    As to how we met, that ties heavily into the second question (ref tabletop gaming). We met in the gaming area at a science fiction convention – Westercon 1979 in San Francisco. I was there on a whim with some friends from the science fiction and fantasy club at USC. Lori was visiting her aunt in San Francisco and learned about Westercon, so she and a cousin decided to attend. Both of us had gone to a few SF&F cons previously.

    Lori visited the tabletop gaming area as I was about to start running a D&D game. I invited her to join the game – I needed another player, and hey, she was cute! There has always been a shortage of female tabletop gamers, possibly because socially inept male gamers tend to hit on them. Oh wait, that’s probably what I was doing. 😉 Anyway, that was all secondary – Lori was a great role-player and brought up the level of play at the table.

    Afterwards, we spent hours talking – mostly me talking about my life; Lori was and is a great listener and I talk a lot. She returned to Arizona, and I to L.A., but we started corresponding. Eventually, she came out to visit me, and I went out to visit her. Then I got a job in San Jose (near SF), and talked her into joining me there.

    I worked as a programmer and Lori got a job teaching pre-school. Meanwhile, we continued to play D&D. I ran the games for the local Mensa fantasy gaming special interest group. Lori and I edited a newsletter for the nation SIG, The Spell Book. We decided to develop our own game system, which we called Fantasy Guild. It was inspired by the Arizona D&D system, various fantasy games systems I had read or played, and things we had both read.



    Meanwhile, Judges Guild published my Tower of Indomitable module for D&D and other fantasy game systems. We came up with some ideas for a D&D-like arcade game and a multiplayer fantasy game, maybe for Compuserve or Genie in that mostly pre-Internet era. Neither of those projects went beyond the concept stage.

    We continued to attend science fiction conventions, where we discovered “filking” – folk singing with science fiction and fantasy themes. Through filking, we met Carolly Hauksdottir, who was doing contract art and animation for Sierra On-Line. Carolly introduced us to Ken Williams, who was looking for a role-playing game designer. As it turned out, he had a more urgent need for an Atari ST programmer, and I had recent experience with that. Ken hired me as a programmer.

    A few months later, Lori and I proposed the Hero’s Quest series to Ken and Sierra management. I didn’t think an Ultima-style game – what they thought they wanted – made sense with Sierra’s tools. Instead, we proposed to bring our Fantasy Guild system to the computer and make a story-driven game closer to a Sierra adventure than an Ultima RPG. We proposed to bring tabletop role-playing to computers. Fortunately, we were too naïve to realize how difficult that would be.

    Ken wasn’t too excited about me working on the game – he needed me as a systems programmer. But Roberta had set the precedent for women game designers at Sierra, and Lori could check off every box of Sierra’s nearly-impossible requirements for game designer/directors – Leadership? She had a teaching degree and had taught school. Game programmers and artists are mostly indistinguishable from grade school students.

    Art direction? Lori had taken art classes in college and had (and has) talent. Writing? She had a minor in English and had written short stories, as well as edited our D&D newsletter. Role-playing games? Lots of experience as a tabletop game master. Programming? Sierra had people to do that, and Lori had a husband who could talk her through writing specs for programmers.


    Ed Note: My parents wouldn’t let me play. Something about Satan. 

    How did you first get introduced to tabletop role playing? Did your love of computer gaming emerge from a tabletop experience, or vice-versa?

    Lori and I separately discovered Dungeons & Dragons in the mid-1970s. Lori and her younger brother were part of a gaming group that used the “Arizona D&D” rules variations. Unlike original D&D, Arizona D&D had no experience levels. Instead, players could “spend” their experience points to buy improved stats, spells, and so on.

    The Arizona D&D players took turns as gamemasters. Other than the wife of the group’s founder, Lori was the only “girl gamer” there, and older than most of the boys. But that didn’t matter – the games were the thing, and Lori was a popular game master and player.

    Oddly, my first experience with tabletop role-playing was on a computer. I was using an online learning system called PLATO, and friends recommended a new “dungeon crawler” – it might have been Dungeon, Oubliette, or DND. I was amazed by this creative and original game, but I had no idea it was based on a tabletop game, D&D.

    After graduation, I did a project in Chicago and got into a D&D group there. I was fortunate to have a couple of very creative dungeon masters who made story an important part of their games. When it came my turn to “guest DM,” I came up with the scenario that I later wrote up as Tower of Indomitable Circumstance. The players loved it, so I realized it might be publishable.


    Dungeon, aka “pedit5”, roughly as it appeared on the PLATO

    How do you collaborate together? After almost four decades as game designers, what do you appreciate most about your significant other’s approach to design?

    Mostly we argue a lot. 😊 Usually Lori comes up with a game idea, and I half listen, then just have to put in my two cents worth with some silly and crazy tangent. When this doesn’t derail the conversation entirely, Lori says something like, “Well, that’s just dumb. But what if…” Then I say, “How about if…” After a bit of verbal ping-pong, this sometimes turns into a usable idea.

    Lori’s main interest is the game characters. She writes almost all of the dialogue in our games. We discuss and eventually agree on the stories, which come out of the game setting and the characters. How would they interact with each other and with the player? Due to her art background, Lori sketches scenes and characters and directs the artists.

    I focus more on handling interaction with the environment, text messages and puzzles. I also work with the programmers since that’s my background.

    As for appreciation, I like that Lori does most of the creative work, and I get to write random silly stuff. She likes that I handle the parts she considers boring, especially paying the bills and doing administrative stuff. We slipped a couple of CPA jokes into Hero-U.


    Erasmus and Fenris, hanging out in their summer cottage.

    Quest for Glory is the series that you have become best known for. How much of those games were developed in your tabletop sessions?

    Erasmus and Fenrus (or sometimes Fenris) came from a cartoon Lori created for our D&D newsletter, The Spell Book, along with our friend Richard Aronson. The “practice makes perfect” skill development system came from Fantasy Guild with roots in Arizona D&D. Other elements came from fairy and folk tales, much as in King’s Quest, and from random life experiences.

    We were much older than the typical game designer of the time. Lord British started in high school, Roberta in her early 20’s. Lori and I were over 30 by the time we started Hero’s Quest. As a result, we had been a few places and read extensively, so we had a lot of material on which to draw.


    Baba Yaga: Recurring villain and experienced chef

    Was there a “series bible”? How far along did you sketch out the Hero’s adventures?

    Lori gradually developed something like a “series bible” as we went along. Our first proposal called for a four-game series, but it wasn’t clear we would get past the first game, if even that. Everyone was pleasantly surprised by how well Hero’s Quest sold from the start. Sierra’s normal rule was to make a series game every two years, but Hero’s Quest got such a good reception, they had us start immediately on Hero’s Quest II (which soon became Quest for Glory II).

    We later inserted an unplanned game 3, but it fit perfectly with character and plot points in the first two games. We did some early “meta planning,” such as making Baba Yaga an important character in the first game, knowing that we would bring her back later in Shadows of Darkness.


    He’s interested in things. He’s not a real doctor, but he is a real brain.

    How far along were you on Shadows of Darkness before Wages of War was inserted? When you returned to that game a year or so later, did you keep the same design or was it changed by adding in a new third game?

    We had the basic story and characters, but none of the details. I think we even knew that Dr. Cranium would be a Dr. Brain tribute because a comedy horror game needs a mad scientist. But it would have been a very different game if we had made it immediately, mostly because I was barely involved with Quest for Glory III.

    As one of Sierra’s few experts in the SCI systems code, they assigned me to convert the interpreter to the Sega Genesis CD. That took up most of the year during which Lori directed the VGA remake of Hero’s Quest, Quest for Glory I VGA, and designed and directed Quest for Glory III. I helped with the initial story, the stoner apothecary’s dialogue, and some game text at the very end of the project.

    Because Quest for Glory IV was delayed a year, I was able to be much more involved in the design and writing. I had quit my programming job and became (like Lori) a full-time contract designer for Quest for Glory IV.

    Given that we only had a basic outline and a few pages of design from Shadows of Darkness initially, we used all of that. But now we worked together on the detailed design and writing. Since I wasn’t doing programming, I had time to create several Dr. Brain type puzzles for Dr. Cranium, as well as write a lot of the game text.


    Kalb offers some excellent Kalbi. 

    Of all the characters in Quest for Glory, who are your favorites? Is there a character you most identify with?

    Lori and I might be the role-models Fenris and Erasmus. I’ve always enjoyed playing Wizards, and Lori likes to deflate my ego from time to time, a highly necessary task. But Lori actually identifies more with Katrina. I might say she’s more like Erana; Lori loves gardening and is passionate about helping people.

    Contrary to popular opinion, I’m nothing like Salim. I have no interest in drugs (or alcohol), and I don’t have his personality. I might be closer to Keapon Laffin crossed with the Dervish in Quest for Glory II. (Although the Dervish – at least visually – was probably based on our Sufi producer, Guruka Singh Khalsa.)

    Lori’s favorite character is Kalb, the canine meat seller in Quest for Glory III. She loves dogs in general. Mine might be Arne the Aardvark, also from QfG III, although I could probably give you a different answer every time you ask the question. 😊


    It is a pretty cool effect! Maybe not worth $50k..

    In the 90s, you had the opportunity to create a game in the Shannara universe. What was it like building a game in someone else’s sandbox? Were there constraints set by Mr. Brooks on the type of game you could build?

    That was a Valuable Learning Experience. Bob Bates “interviewed” us by having us submit ten game proposals for potential adventure games. We had a few of them we really liked and were excited about making. Instead, he told us that Legend was in the process of signing a license deal with a New York Times bestselling author. That turned out to be Terry Brooks.

    The thing is, Lori and I had both read Sword of Shannara in college and weren’t very excited about it. I felt that the first third of the book read like a retelling of Lord of the Rings, and the rest of the novel was merely ok fantasy. Of course, Brooks became a far better and more original writer in his later books.

    So we weren’t initially thrilled – we were assigned to make a game based on a book that wasn’t our favorite, instead of one of the awesome ideas we had presented to Legend. But as we reread the first book, then read the second Shannara book, we started coming up with ideas for a story set between the two books, and then we became much more excited about the game.

    The other restriction was that the game had to be entirely serious. That chafed, and especially so when Bob later assigned Josh Mandel to write miscellaneous object handling text for the game, and Josh got carte blanche to write funny material. So all of the dialogue, puzzles, and main storyline are serious and dramatic, while a fair amount of the random object messages are comedic.

    We hired several ex-Sierra people to work with us on the game and set up an office in Oakhurst. Our art director, Doug Herring, had lots of artist contacts and was able to outsource many of the background paintings. Bob Heitman, who had been my boss at Sierra, programmed the map and combat (“RPG lite”).

    The worst mistake I made was answering Bob Bates’ question about, “What would you do if you had $50,000 extra?” We decided that it would be cool to get 3D animation of the pages of Brona’s book turning. It turned out that money wasn’t the real cost of that; it was time. That in turn made the game miss its Christmas window, lose out on end caps in stores, and probably a lot of sales. Ripple effects can be devastating; we never managed to make a second game with Legend.


    I want one! 

    Can you tell us a bit about School of Heroes, your project from the 2000s? How did that inform Hero-U?

    In 2002, I took a job in L.A. developing an online poker game. A fan from there contacted Lori about collaborating on a young adult novel loosely based on Quest for Glory I. They wrote the book, but after getting rejected once, it’s been sitting on our shelf ever since. The fan, Mishell Baker, is now a successful author and has young children, so hasn’t had time to come back to How to Be a Hero.

    But Mishell also set up a web site to promote the as-yet-unpublished book, howtobeahero.com. Lori took it over, but did not have access to the source scripts, so we later made our own version as theschoolforheroes.com. That website still exists, but has been inactive since we started work on Hero-U in 2012.

    The idea of the school was that “students” took an entrance exam inspired by the fortune teller in Ultima IV. We scored the answers similarly to a Myers-Briggs personality assessment, and used them to assign each student as a Wizard, Warrior, Paladin, or Rogue. We had a series of assignments at each “level.” Player answers were sent to Lori, who role-played each of the professors and responded with advice on how to be a real-life fantasy hero. Each class had a theme – Paladins needed to help someone, Wizards to discover something, and so on.

    We also had a forum on which some of the students did freeform roleplaying. One of the stories there involved the kidnapping of a student by a local thieves’ guild that didn’t like that the school had a rogue class. Eventually, the student was rescued, but the incident led to closing down the rogue class. This is the genesis of the Hero-U concept that, “There is no Rogue class at Hero-U. There are only the Disbarred Bards.”

    All of the Hero-U professors are based on School for Heroes teachers. Meeps – which we later renamed to Kwirks – were a major presence in the forum stories. One particularly was “The Evil Meep,” who has not yet made an appearance in Hero-U, but will likely feature in a future game.


    Early 2D concept art for Hero-U.

    Hero-U marks a return to your roots as game developers. What about this new game are you most proud of?

    The most exciting thing is that we’ve managed to finish it! We now realize we were coddled by Sierra and Legend. We had their development tools to work with, adequate budgets, and a team of full-time developers to make the game. Trying to make a game with a sub-minimum budget, putting together our own team of developers all around the world, and rolling our own development tools was much more than we should have taken on.

    We are proud that we made a great, commercial-quality game instead of taking shortcuts to release it sooner. Those extra years of handling all the above logistics, as well as managing Kickstarter backers, gave us – Lori in particular – time to craft a very sophisticated game. Hero-U has a timeline that runs through the entire game, with many events occurring whether or not the player chooses to get involved. There is a large amount of dialogue possible with every character, and it changes as events in the game proceed.

    Each of our Sierra games (except for Quest for Glory V) was developed in a single year. We never had the luxury of enriching and expanding them the way we’ve been able to do with Hero-U: Rogue to Redemption.

    Of course, there are compromises as well. We originally tried to make a mostly-2D game, but we couldn’t get the background art to look good enough, and we couldn’t find enough strong 2D animators to make the game work. Eventually we were forced into 3D, which turned out to be a blessing in many ways. Scenes are far larger than in a Sierra game, giving us room for a lot of detail and interaction that we couldn’t have in those games.

    We also had to compromise on animation and the film rule of, “Show, don’t tell!” Eventually we managed to contract with Al Eufrasio, a former Sierra animator, to greatly increase the amount of animation in the game. But equally importantly, we came up with the idea of illustrating important scenes with “vignettes” – still, full-screen images that help tell the story. Think of them as full-page illustrations in a children’s book. They add a lot of life and depth to Hero-U.

    In the end, it took us 5-1/2 years, but we’ve managed to make a game that turns all of those compromises into pluses. And we have a game plan that will take us well past most people’s retirement age to keep telling stories in game form.


    Like this but with more bit depth. 

    You’ve mentioned a sequel involving a school of wizardry. (I haven’t played the game yet so I do not know how that links in with the current game.) Can you give us any hints for how you envision this series continuing?

    One of the biggest differences between Quest for Glory and Hero-U is that players took on the role of a generic, named only by the player, Hero in Quest for Glory. Players also choose whether to be a Fighter, Magic User, or Thief.

    In each Hero-U game, you will play a specific character in a single character (and University) class. In Hero-U: Rogue to Redemption, you play Shawn O’Conner, a Rogue whom you have the opportunity to “redeem” throughout the course of the game. This is an important distinction from Quest for Glory, as it allows Lori to “put words in the character’s mouth” in a particular “voice.” In Quest for Glory, you never heard the Hero’s words, only the response to them.

    The “choose your own Hero” approach worked great in Quest for Glory– it gave players a lot of “agency” and a feeling of control and uniqueness for their characters. But it came at a cost to storytelling, if you believe as Lori does (and most screenwriters do) that characters make the story.

    Shawn O’Conner is in that sense more like Guybrush Threepwood than “the Hero.” And I think most of us will agree that Secret of Monkey Island was a very well-written game. Having a central named hero with a defined personality helped make that possible.

    The next major game in the series will be Hero-U: Wizard’s Way. Nona Pareil will be your character, a female Wizard with a mysterious past that will be gradually revealed over the course of the game. Because Nona is a Wizard, she will spend most of her time in different parts of the University, including outdoors, and she will have a different skill set and challenges than Shawn has in the first game.

    I say, “next major game,” because first we’re going to make a much smaller, experimental game with a different feel from Hero-U: Rogue to Redemption and Hero-U: Wizard’s Way. On the development side, this will be a technology experiment to see if we should use the standardized Ink scripting language rather than our custom Composer for future games.

    For players, it will be a totally different game experience, more of a casual menu-driven game than a walk-around adventure game. Our working title is Summer Daze at Hero-U, and we think it will be a lot of fun. It will also hopefully be less draining on us, the development team, and fans waiting for the next game to come out.

    After Wizard’s Way (which will likely be several years in the future, hopefully more like 2-3 years than Rogue to Redemption’s 5-6), we will continue to cover all of the traditional – and some not-so-traditional – fantasy character classes in future games. The third game is a female Warrior, then a male Paladin. Game 5 could go several ways, either one of the less traditional classes (Bard, Scientist, or Chef), or the return of one or more of the previous characters. We might also insert other more casual games in between the main series games.

    A little arithmetic suggests that Lori and I might be 80 or 90 by the time we wrap the series. And why not? We were considered too old to be in the game industry when we started at Sierra in our 30’s. 60 is the new 30.


    Big AND Nordic!


    Thus far, no Gloriana games have taken place in polar regions? Would the world of Hero-U have room for such a game, perhaps with Icelandic or Nordic mythology?

    Currently all of the Hero-U games are planned to take place in or near Hero University in Sardonia. If someone develops an affordable longevity potion, maybe we’ll have time to try some different settings. At one point Lori and I talked about being an “exchange student” to Aegyptus or another remote location, but I don’t think we’re going to do that.

    At least Hero’s Quest gave you Brauggi. And the world tree in Quest for Glory III might remotely be considered to be related to Yggdrasil. In the meantime, you can play Heroine’s Quest for an icy environment. I own it, but haven’t played it; I hear it’s a great game. It’s also free! Maybe our games could be free if we didn’t need to eat, pay bills, and spend a $ million or so on contract developers to make a game. I can envision a society where that could work, but we aren’t in it.

    Can adventure games be rejuvenated? Could we ever see the return of a “big box” game like in the heyday?

    Are they really on life support? I used to think that, and that first-person shooters had completely taken over all gaming space, but that’s clearly an exaggeration. There have been some excellent adventure games released in the last ten years, with many more to come. Other games such as RPGs have inherited many adventure game storytelling and other techniques. Lori and I have been hooked on World of Warcraft for the last 15 or 16 years, which doesn’t leave us much time to play anything else.

    The “big box” era relied on a few major games coming out each year. Now there are thousands, and it can be difficult to discover the ones you’ll like. The strength of the Sierra / LucasArts era was that you knew what you would get if you bought a game from either company. Today there is a lot more variety and levels of quality.

    Even on a personal level, “big box” is problematic. Where would you keep hundreds or thousands of game boxes? How would stores find enough space to stock them all? (Ok, Amazon.) There are plenty of great games being made today, but most people don’t want them to come in big boxes.


    I want a board game version of this.

    What advice can you give aspiring game designers that want to explore their creativity?

    Write. Don’t get hung up on creating fancy graphics or puzzles to support your writing. Write some more. Then think about interactivity – Graph some possible paths through the story, and give the player meaningful choices.

    Despair over the tens, then hundreds, then thousands of ways that allows the branches to go. Then think about ways to combine them or give the illusion of vast branchiness when you can really only allow a few major branches.

    Puzzles – play with them on paper or cardboard cutouts. Use pieces from board games or toys – we got a set of toy plastic gears to work out one interface that we ended up abandoning. We made a cardboard prototype for the Poobah game, but only managed to get in a couple of playtesting sessions with it.

    Run your stories and puzzles by your friends. Listen to the feedback and don’t argue. Think about which suggestions you want to take, and try to incorporate them to improve your story and puzzles. Be true to the needs of your characters and story, but don’t let your ego get in the way. Listen, don’t argue.

    Once you have something that feels like it’s shaping up into a game, try building it in an interactive fiction system – something like Inform, TADS, AGS, Ink, or Visionaire. Make an all-text game and play through it many times. When you think it’s pretty good, ask your friends to play it. They’ll find thousands of things your game doesn’t handle that they think it should. Pay attention, and try to add the most important interactions.

    If you have some art talent, try adding some illustrations. Or use public domain or Creative Commons CC0 clipart to help bring your game to life. Add some sound effects, maybe music. If you start having as much fun playing your own creation as writing it, maybe you’re on your way to making a successful indie game.


    A fine looking guitar!

    For a final bonus question: my five-year old wants to know if you have any guitars. (He doesn’t know anything about adventure games.)

    I own a Guild D40 SB (Sunburst design). I used to own a Gibson Les Paul Deluxe (not the Custom) goldtop, but rarely played it, so I sold it. Sometimes I miss it. I rarely play the Guild, but I’ve had it since college. Lori owns two accordions and two autoharps (both Oscar Schmidt). She never plays them these days. But we both sing in a local choral group (I’m a baritone, usually sing bass these days, but I can handle tenor; Lori is a soprano.)

    ---

    A very special Thank You to Corey Cole for sharing these fantastic answers and stories with us. We have been fortunate over the years to have the support and encouragement (and juicy historic tidbits!) of many of the designers that we have profiled, but none perhaps more than him. If you are new to the site, you can read our coverage of each of Lori and Corey’s games up to our current point in the blog, as well as our special review of a pre-release version of Hero-U:
    Hero-U is available today on Steam and GOG. “The Coles” would greatly appreciate it if players were to post reviews, screenshots, and other community content on those sites once the game has been launched. Both the Steam andGOG versions of Hero-U are DRM-free and both offer Achievements if played online. For more information on the game you can also visit the Hero-Uweb site.

    King's Quest VI - Isle of Punder

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    Written by TBD

    When we last left Alexander, I had just found a ring I hadn't noticed earlier.

    In the comments of that post, I was informed that the ring was mentioned either in the manual or a 'help' section of the game itself.

    It wasn't in the manual, but it WAS in the 'About' section of the settings screen.


    After clicking on that section, then the “Beginner Walk-Thru” section, and clicking past the spoiler warning, I get to the walkthrough (walk-thru??? spell it properly, game – you're not a burger restaurant) and the second step was the one I missed.

    Yes, I may have noticed it – but I didn't.

    When it takes me awhile to discover the second step in the beginner walk-thrOuGH - that doesn't bode well for my skills. Oh well.

    I clicked through the rest of the walkthrough quickly but may have inadvertently spoiled myself to something else I missed. I wasn't reading it in detail, but thought (or thut, as the game would spell it) I saw something about moving an item on the beach. Hmmm.

    I went back to the beach and looked more carefully at the items there.

    Despite being told one thing earlier...

    Then there's no point clicking on any other ship debris with my hand then, I assume.

    … Alexander has total use for one particular piece of ship debris...

    I still haven't gotten over Indiana Jones telling me a slab was too heavy before moving it anyway if I keep trying.

    Under the plank is my treasure box, but the only thing left in it is one single coin of Daventry. I take the coin with Dad's face on it that I found in some under a piece of ship debris despite being told in no uncertain terms that I had no use for the ship debris, and made my way to the castle to see my princess, now that I have a signet ring to prove my identity.

    This should be enough proof. It's not like anyone could have found it on the beach while I was exploring the town earlier.

    The guards now believe I'm royalty, so get the captain of the guard, Saladin, whose fur colours are reversed between long shots and closeups.


    I AM a friend of the princess, and Timmy's still stuck in a well.

    I'm treated to a cutscene where Lord Alhazred refuses to let me see the princess while trying to be vaguely diplomatic about it but only succeeding in appearing sinister.



    The guy in the middle's eye occasionally glints, making me think he might be the creepy guy who was staring at me in the shops earlier.

    Perhaps I could distract you with a tennis ball or a stick. Some sausages, perhaps?

    I go back to the town and try to give the pawn shop owner my Daventry coin.


    But... you said the items on your counter... oh well. Give me a tinderbox instead.

    After failing to light one of the ferryman's lamps or burn his ferry down, I swap the tinderbox for a mechanical nightingale, hoping it will grab the attention of either the Cinderella-style woman in town or Cassima herself at the castle. It doesn't work, and neither does the flute, which I now carry with me. I'm glad the merchant lets me swap items seemingly infinitely so I don't have to reload the game constantly to try things.

    I then think of something else the shopkeeper might like - my royal signet ring.

    Now this guy can convince guards he's the Prince of Daventry, seeing as having the ring suffices as proof of royalty in this land.

    I'm told that I'll get the ring back if I find something valuable enough to swap, and am warned that the map only works when I'm in the open within sight of the sea.

    As I take the map, the creepy guy takes a mint, which seems to make him intoxicated.


    Seconds later, in the castle...



    So the creepy guy's going to tell the other islands something that makes them hate me. But Alexander shouldn't know that yet, so I ignore it and go to the dock to use my magic map – I decide to travel to the Isle of Wonder first.


    On using the map, I disappear and appear on another beach. 


    ISLE OF WONDER


    On the beach, zzzz's appear from a group of oysters, but one of them can't sleep.

    It took me a while to notice, but the oysters are all on tiny oyster beds.

    The oyster doesn't want to talk much, as he has an ache in his mouth – I predict some amateur dentistry in my near future.

    In the nearby ocean floats a string of letters. I assume trying to get the letters myself will result in another drowning game over, but try anyway.


    Reloading my game, I keep thinking about what I can do with the oyster - not because I have concern for my fellow creatures, but because when it yawns I can see a pearl in its mouth.

    To see if my prediction from last time proves true, I try using my boring book on the oyster. It likes the idea of getting some sleep, so I read to it. After a few yawns, I work out that I should take the pearl during the yawn. I miss the first few times, due to a combination of the pearl being small, the mouth only being open for a short time and the hand icon pointer not actually coming to a clear point.


    Taking the pearl cures the oyster's mouthache, and it falls asleep. I notice at this point that the string of letters in the water is very close to the shore so I save and try to get it. This time I get it before it can move away so I don't get dragged away by the current.

    I was thinking east, actually

    With my new pearl and letters, I move east to explore more of the island. Before I can leave, Alexander hears something and five rhyming dwarves appear.


    The dwarves stand in single file (to hide their numbers?) and seem to detect humans by their smell. Being able to control Alexander again, I save, then I try various items from my inventory, but they see thru things such as the mint and rabbit foot, grab me and throw me into the ocean.





    Reloading to the point where bignose wants to smell something, I instead just use my map to teleport away. I go straight back to the Isle of Wonder again, wondering if perhaps they'll give up if they find I've disappeared, but they returned as soon as I attempted to leave the beach. It seems I'll need an item I don't yet have, so I try a different island.


    ISLE OF THE SACRED MOUNTAIN


    On this new beach I see a black feather, an ugly flower and some writing on a cliff face.

    The writing states, “Ignorance Kills Wisdom Elevates” and looking at it gives me a copy-protection based hint.


    Okay. So I look at the manual to see if that helps.

    Only those pure of heart will be able to RISE the cliffs of logic, and only a man whose ass is narrow can get down these steps – and if mine is such an ass, then I shall have it.

    Actually, that's not much help. I try taking and using the feather on the words – thinking maybe the feather will help me RISE, but it doesn't help.

    I also take the flower, despite its hideous smell.

    Are you thinking what I'm thinking?

    My first thut is that the flower will help me pass the dwarf guards, but I feel like some new scenery so I visit the fourth island first


    ISLE OF THE BEAST

    But... what if the bambi is the BEAST!!!

    With the game refusing to allow me near the fawn, I go to the next screen where I find some mushrooms which Alexander refuses to take, a lamp which I expect can be given to the lampseller in the Isle of the Crown, and a small pond.


    Looks like the kind of pond we should swim across. Let's go.

    Come on game, using the same 'stew' joke twice in a row – that's just lazy!

    Reloading, I travel back to the Isle of Wonder and try to trick the dwarf with my new smelly flower.


    ISLE OF WONDER

    Yes – I'm a genius

    The dwarf moves to the back of the line and the next dwarf steps up.

    Time to do my voice impression of a flower...

    Not being able to mimic a voice, but remembering the pawn shop owner's nightingale, I go back to the Isle of the Crown.


    ISLE OF THE CROWN

    On my way to the pawn shop, I notice two new things
    1. There is now a real nightingale in the tree outside the town, and
    2. The pawnbroker throws some items in his garbage pot before going back into his shop.

    I check the garbage pot, and find a bottle labeled “ink” that appears to be empty.

    The use of the word “appears” makes me think the ink isn't empty and is actually invisible ink. I'll keep that in mind for later. I go inside the pawn shop and swap my flute for a nightingale, noticing that the merchant now calls me by name.

    Please, Prince Alex is so formal – call me Your Royal Highness instead.

    I take the nightingale to the tree outside and use it with the real nightingale – I figure big-ears the dwarf won't fall for the sound of a fake nightingale.

    Yeah. I'm not so bad – now let me grab you and shove you in my pocket in case you're useful later.

    I can't get the bird after trying a few things, so give up and go back to see if big-ears will be fooled by the fake nightingale sound.


    ISLE OF WONDER

    As I wind up the nightingale and make it sing, Grovernor the dwarf dances to its tinny sound, then speaks.

    Actually it's a small toy – you need bigger ears, pal.

    I've gotten the point about how these dwarves work now, so which of the five senses is the fat dwarf going to use...?



    So... is a mint friend or foe? You didn't answer the question!

    I'd correctly guessed a mint would work for the tasting guy, and guess the next one fairly easily as I already had a rabbit's foot. Trilly Dilly's turn now...



    I think we've all worked out by now that these dwarves are all idiots.

    If this guy's eyes are so good, why did he have them closed until now? If he'd opened them he could have easily seen thru my 'clever' scheme earlier.

    Acting on my hunch about the ink I found in the market, I poured it on myself.



    I can think of many better ways for those guards to do their job, but their incompetence isn't my problem.

    Now that I'm free to explore the island, I go east and find myself in an area filled with books.

    No human being would stack books this way.

    Before looking at the books I check out the spider in the corner.

    And the spider very much checks me out too

    After talking to the Black Widow and ignoring her flirting attempts to lure me, I take the scrap of paper in the corner of her web. This was a mistake.


    But... we weren't even dating!!!

    I reload, and this time pull on a thread of her web that was hanging out at the bottom. She moves to fix the web, giving me enough room and time to get the paper.


    Um... yes... it said a single word. How is that helpful?

    Leaving the black widow in her website, I try to take a book, or knock over a book pile, or somehow use my hand on a book.

    Ah, a bookworm. I really should have expected that from King's Quest at this point.

    The bookworm wants some kind of grammatical... thingy... I don't have any itinerant clauses, dangling participles or purple fiddlewackers for the bookworm. I offer him the incomplete sentence I found in the water, but he wasn't impressed.


    Well, I'll come back when I can complete a sentence. But first, we'll see if the black widow has anything else of use for me...


    Actually, I'd prefer it if you were just my GHOULfriend

    I further explore the island, and find a swamp with a milkweed bush. I take one of its flowers.


    Going west, after passing the dogwood tree that barks as I get close, I come to an area that has a lot of punny flowers. In fact, the entire Island's been full of puns but I only picked up on it now.

    Baby's tears, wallflowers, snapdragons, clinging vines and... tomatoes? One of these things is not like the others.

    I look thru some kind of creature called a hole-in-the-wall, and try to take it, but it climbs behind the wallflowers to hide.

    Is there actually a flower or insect called a hole-in-the-wall?

    The snapdragons snap at me as I approach and the wallflowers hide, covering the hole-in-the-wall. Alexander refuses to take the tomatoes or baby's tears as they are still growing.

    Because I haven't made many predictions yet, I'll predict that the hole-in-the-wall will help me get into the castle – though I still feel the vines might help with that one – perhaps they'll take me to different sections of the castle.

    I open the door, and find a chess world, guarded by two knights.

    After a small chat, the two queens of chessboard land approach and argue about wedding presents.


    They ask me to solve their problem.


    I suspected I'd have to do some questioning to determine the best result of this dilemma. I'm not put off by the fact that they both think coal is the perfect wedding present largely because I'm talking to two chess pieces.

    Thanks for spoiling my fun, Alexander!

    The queens jump off, still arguing, and the red queen drops her scarf, which I take. The knights won't let me follow them because only chess pieces are allowed in chessboard land, so I go back where I came from.

    Back in the garden, I take a closer look at the clinging vines.


    Without further input from me, Alexander goes closer.

    And dies.

    And with that, we'll call it a day. I've got quite a few puzzles to ponder for next time, and I'm enjoying the game so far.

    Session time: 1 hour 40 minutes
    Total time: 3 hours 15 minutes
    Inventory:

    And to continue with something I started last post, I'll add to my list of predictions.

    Predictions made:
    1. Something will be in the tree hole later 
    2. Some animal will need a flute song to be calmed 
    3. I'll need to distract someone with a fake nightingale– not a distraction - BUSTED 
    4. I'll meet a painter without a brush or need to paint something myself 
    5. I'll need light, or a fire at some point. (actually, this prediction is valid for just about every single adventure game ever made) 
    6. The pawn shop returns policy will be used to avoid the game having dead-ends - CONFIRMED
    7. I'll be visiting the legendary fourth island (which is actually the fifth island) 
    8. I'll have to solve puzzles in order to meet the leaders of each of four islands - CONFIRMED 
    9. The bookseller's free book is cursed - probably already proven wrong - BUSTED 
    10. The swimming kid had an ulterior motive - CONFIRMED 
    11. The death sequence area will be playable later 
    12. I'll need a plant growing potion or sticky substance to climb the vines 
    13. The creepy guy has a glass eye which I'll need to get - BUSTED 
    14. The pawn shop guy will throw out rubbish that I'll take and use - CONFIRMED 
    15. The boring book will be used to put someone to sleep - CONFIRMED 
    16. I won't meet Princess Cassima on my first visit to the castle - CONFIRMED 
    17. The shopping creepy guy is also the Vizier's henchman - CONFIRMED
    18. I'll be performing dentistry on a clam - CONFIRMED
    19. The hole-in-the-wall bug will allow me into the castle

    TAG Banner Contest

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    By the TAG Team

    Our Hero-U Month has come to its conclusion with the launch of Hero-U and the interview with Corey Cole, and so it is time to decide what to do with our official TAG banner. We could just return to our old Monkey Island banner, but since that would be a dull move, we've decided to hold a TAG Banner Contest!


    We tried to hire Mark Ruffalo as the mascot of our Banner Contest, but when he heard he'd get only CAPs as his reward, he became angry and green and almost stomped on us

    The contest will have two categories. Firstly, you can simply tell us in the comments your idea about what the new TAG banner should look like. Every new suggestion will be rewarded with 5 CAPs and the admin and the reviewers of TAG will choose a winner, who will receive 25 CAPs.

    Secondly, if you have a talent for making good graphics, you can choose any of the ideas in the comments or one of your own, design a banner and send your proposal to adventuregamer@googlegroups.com. Our Hero-U Month Banner is 950 x 192 pixels, so try to stay close to that size. The participants in this contest will receive 10 CAPs reward in a later post, where we will introduce all the designed banners. The winner of the contest will be also chosen by the admin and the reviewers, but this time the prize of winning will be 50 CAPs.

    If you don't have any idea for the banner nor have enough graphical skills, you can still participate in the discussion. Should the TAG banner reflect the current games played (or alternatively recent games played) and thus change often? Or should it be a more permanent feature of the blog?

    Enough chattering, let your imagination run wild!

    King's Quest VI – The Cliffs of RTFM

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    Written by TBD

    When we last left Alexander, he had just visited the edge of Chessboard Land, and was hanging out in the garden of pun-named flowers, being hugged to death by the clinging vines.

    Reloading after being smothered by the clinging vines, I tried something I didn't try earlier for no reason other than I hadn't thought of it - I gave one of the baby's tears some milk. This just made the other babies cry harder (and louder.) I try to take the bottle back to share it around, but that doesn't work.

    The baby has no teeth and no hands, this really shouldn't be that hard, Alexander.

    I go back to milk bottle brush so I can give each baby some milk, but Alexander won't take more than one bottle of milk at a time and after returning to the garden with a new bottle, the milk bottle I'd given the baby earlier had disappeared.

    After drowning in the swamp trying to get to an anthropomorphic stick, I thought it was time to try a different island.


    ISLE OF THE CROWN

    Back in the Isle of the Crown, the creepy guy is upset that the shopkeeper is out of mints.

    Me too, creepy guy – me too.

    I also note a new sign in the market advertising the upcoming royal wedding. This angers and upsets Alexander.

    I consider finding out Cassima's thoughts on the matter, but then decide who she marries isn't up to her and determine that I'll marry her instead.

    I think I can see where we're going with this. Let's crash this wedding.


    I go straight to the castle, and I see some serving girls entering, but still find no way to enter the castle myself.

    Will this be how I enter the castle? Will the Cinderella character help me by giving me her serving girl clothing or go in herself and help me from inside?


    ISLE OF THE SACRED MOUNTAIN

    With no ideas on how to proceed, I go back to the Cliffs of Logic, where words had appeared on the cliffface. After some time of trying stuff, I click on the words for no reason and discover that clicking depresses the letter I'm clicking on. There doesn't seem to be any indication either in-game or in the manual that I have to press individual letters, so I thank my accidental fortune and think about how to proceed.

    The first test isn't hard. The manual blatantly tells me the solution to the first challenge.

    Only those pure of heart will be able to RISE the cliffs of logic.

    I press the letters of R, I, S and E and a stone staircase appears that Alexander can take to the top of the screen.

    The step-to-step animation is quite nice.

    The next section has a similarly etched puzzle. This one contains symbols instead of letters.

    … speak bocce?

    The manual has a page with translations of the Ancient Ones' Alphabet. My first thought in answer to the riddle is that a master of languages will READ, so I press the correct letters based on the translation.


    Unfortunately READ doesn't work. I try other words such as KNOW, LEARN, and STUDY, but none of them work.

    Eventually I decide to read more of the manual. A few pages before the Logic Cliffs section is a section on the Ancient Ones. At one point in this section it says...

    As cunning linguists, the masters of langage were great lovers.

    I press S, O, A and R and another stone staircase appears. Well that was disappointing. I was looking to use logic to pass the Logic Cliff puzzles, but so far I've just had the answers handed to me by the manual, with no way to work out the answer myself using logic. Perhaps they should be renamed The Cliffs of Reading Comprehension.

    The next puzzle gives us four circles, and the clue is given to us by the manual with a riddle...
    Four men standing in a row,
    Third from the left and down you go,
    The rest, in order, move you on,
    The Youngest, the Oldest, and the Second Son.
    Taking cues from Wile E Coyote, Alexander looks at the player after his support stone disappears, waiting a moment before dropping to his death.

    The solution is fairly straightforward. If the third one sends me to the ground the solution should be 4, 1, 2. It works.

    I'll note that if you ever miss-click on one of the stones while making your way up, you fall to your death as well, but if it's one of the early steps you just fall to the beach and get up instead.

    The next 'puzzle' states simply, “SACRED FOUR” with the symbols again.

    Once again, I skim through the manual looking for the term “Sacred Four”. I find it, and go back to the alphabet table shown above, looking for tranquility, azure, caterpillar and air. I find the appropriate symbols, and proceed to the fifth test.

    In case you haven't worked out that all the answers are found in the manual, the game will constantly remind you.

    The fifth test would be cryptic if the manual didn't tell us the answer.

    This isn't even a question. How is anyone supposed to work this answer out using logic?

    Okay.

    Now, I'm sure at this point that it can't be as simple as pressing, ASCEND, so I look through the manual for further clues. The challenge suggests that only those of the highest order can ascend.

    Looking at the manual section where we found the Sacred Four answer, it talks about emotion being ranked high or low. The sacred four are the highest on the theological scale, so I guess that those of the highest order are the sacred four. I once again use the alphabet translation table to convert the sacred four symbols into the Latin Alphabet, and work out that I should press D, O, Q and G. Being proud of my logic skills, I set out to press those letters but quickly find that there's no Q, and no G for that matter. Thinking it can't be as ridiculously simple as once again just pressing the letters that appeared in all CAPS in the manual, I attempt to press, 'ASCEND' anyway.

    Sigh. Well – these 'logic' cliffs were a disappointment

    Having used my powers of 'logic' to climb the Cliffs of Logic, I reach the top. There, I find an old woman with a glint in her eye (HINT! HINT!) who attempts to entice me to eat a magical flying berry.

    Despite the obvious trap, I'm not one to resist saving the game and doing something dangerous.




    The Vizier's underling has all the subtlety of a 1960's Batman villain.

    If I ignore the old 'lady' for a while, she disappears in a puff of smoke and I take the path, after unsuccessfully trying to open the large doors to the left.

    At the top of the path I find a gate and am greeted by people who are dressed like angels in a cheap school nativity play.

    That's only because nobody else had access to a .pdf of the King's Quest VI manual.

    The Roman Angels tell me that I'm the first visitor since the red and white queen's spies stole their sacred golden fleece. I expect this fleece was actually stolen by the Vizier's people to sow mistrust between the islands, and perhaps I'll find proof of that later.

    The angels fly me up to meet the king and queen of this island, making me wonder why they even have gate doors if everyone simply flies over them.

    My trickery consisted of basic reading comprehension. Do they not teach English in the Green Isles' schools?

    Because I've fulfilled a prophecy by climbing the Logic Cliffs, Azure and Aeriel are inclined to ignore the Vizier's orders to 'dispose' of me.

    As a veteran computer game player, I've fulfilled more prophecies than I care to count - one more should be easy.
    You two seem a lot more relaxed than I expect from people whose daughter is in immediate danger of being eaten by a bull-man.

    Azure figures that sending me to the catacombs serves as both giving me a chance to defeat the minotaur and obeying the Vizier's instruction that I should be disposed of. Before throwing me into the catacombs, the rulers give me a chance to prepare on the condition I don't return to the island until I have all I need.

    'Hmph' is his response to my promise to save his daughter – hopefully I'll get the chance to depose these tools for someone more deserving.

    Um... you guys perhaps couldn't drop me off somewhere else? Princess Cassima's tower window would be nice? Guys...


    ISLE OF THE BEAST

    I travel back to the Isle of the Beast and find a new creature hanging from a tree.

    A hanging creature who learned English at the same school as Yoda

    The creature doesn't trust me, but as he references the way he speaks I follow a hunch and show him my incomplete “Where are you going...” sentence.

    So, this creature is a "TO"?

    Now that I have a complete sentence (actually, isn't “Where are you going” also valid as a complete sentence by itself?) I shove the creature in my jacket and go back to the bookworm to see if he wants the creature.


    ISLE OF WONDER


    Not remembering my high school English, I look up dangling participle.
    noun Grammar.
    1. a participle or participial phrase, often found at the beginning of a sentence, that appears from its position to modify an element of the sentence other than the one it was intended to modify, as plunging in Plunging hundreds of feet into the gorge, we saw Yosemite Falls.
    Um... I can't see how my now-complete sentence has any kind of participle, dangling or not. But not caring to argue with a green worm in a purple outfit, I let him have his weird friend. 

    As promised, the bookworm gives me a rare book in return, but there is a page missing.

    Even more importantly, what would be the point of an answer if I don't know the question?

    I know the answer is 'Love' based on the paper fragment I found in the black widow's web and immediately lost. I briefly consider working out the question based on knowing the answer but after realising I'd need a supercomputer the size of a planet and 10 million years to work it out, I forget that plan and try to give the incomplete book to the bookseller, hoping he doesn't notice the missing page.


    ISLE OF THE CROWN

    Three cheers for unobservant booksellers!

    The bookseller trades me the riddle book for the spellbook that had been sitting on his counter. The spellbook seemingly has one spell in it.

    So, anything Alexander draws will come to life? Alexander suddenly regrets skipping the 'painting the nude female form' lectures in Daventry Art College.
    That's a good point Alexander. You survived King's Quest III largely due to your spell-casting – some spells would have been mighty useful in this adventure.

    Needing some River Styx Water increases my confidence in my earlier prediction that I'd be visiting the game over screen without remaining dead at some point - and I know how to do it as long as I can find Kevin Bacon and a CPR machine.


    ISLE OF WONDER

    Going back in the Isle of Wonder to further explore the garden, I play my flute for the wallflowers. They dance with the snapdragons, and continue to dance after I finish playing, giving me the opportunity to reach for the hole-in-the-wall. ADMISSION: Actually, I hoped the flute might calm the babies down, but as long as someone likes my music, I'm not complaining.


    Looking in more detail in the garden, I notice something else I missed the first time around. There is iceberg lettuce behind the tomatoes. I take one, which is very cold and immediately begins melting. I have an idea and take the shortest route to the Isle of the Beast's boiling pond.


    ISLE OF THE BEAST

    I throw my iceberg lettuce in the pond, and can now cross it despite it still being very hot.

    Papapishu

    On the other side of the hot pond, I take the lamp from the tree and continue north to the next screen.

    I find a gate with a gardener behind it. He beckons me to join him, and his eyes glint like the creepy guy, the Vizier's henchman and the old 'woman' on top of the Cliffs of Logic. Above the gate is a stone statue of an archer. He moves to follow me with his arrow as I move around the screen. It's obvious to me that the archer will kill me if I attempt to pass through the gate. I therefore attempt to pass through the gate.

    You know, if I still had my mint I'd perhaps be able to entice YOU to cross the gate and get killed instead.

    If I ignore the gardener, he disappears after a while, exactly like the little boy at the dock and the old lady on top of the Logic Cliffs who also tried to lure me to my death.

    I try a few things with the archer, hoping he'll either let me pass or shoot something else instead of me, but nothing I try works.


    ISLE OF THE CROWN

    I go back to the Isle of the Crown instead, and try to enter the castle using my newfound hole-in-the-wall.

    I can see through the wall and find that dogs patrol the hallway, but the hole doesn't seem to be big enough to crawl through myself, making another of my predictions false.

    I haven't seen the lamp seller in my last few visits to the market, but now that I have a lamp, I'm hoping he's returned. Before checking, I made sure to rub the lamp, but no genie appeared.

    As the saying goes, there's never an old-lamps-for-new peddler around when you need one.


    ISLE OF WONDER

    I explore many of the areas again, hoping to see something new. I'm rewarded in the Isle of Wonder garden, where I find something new on a chair.

    I suspect this appeared after I got the spellbook that specified having a cup.

    I'm not a big fan of things appearing in game areas for unrelated reasons like this, but I do like it when things change for plot-related reasons. For example, I liked that the sign declaring the impending wedding appeared in the market, driving home the urgency if I'm to properly declare my love to Cassima in time.

    I also notice something else in that screen that had been there before but I hadn't noticed – one of the tomatoes was darker and sadder than the others. I must have faced some kind of mental block about this screen - I seem to only notice one thing each time I go there.

    Meet Rotten Tomato

    I attempt to use my teacup to collect swamp ooze from the next screen, having previously unsuccessfully attempted to collect it in my lamp.

    Meet Stick-in-the-mud

    Stick-in-the-mud and Bump-on-a-log then have an argument.

    I don't just want but NEED to know what the hell your mother was.

    It seems the only swamp OOZE is next to the stick, but he won't give it to me, and I drown if I try to wade/swim to him.

    Care to wager on that, stick. I'm failry confident I can get you annoyed enough to throw some my way.

    I try to throw Rotten Tomato at Stick-in-the-mud, but Bump-on-a-log points out that he's the only one strong enough to throw it. I give him my tomato instead and he lines up his brother.


    Stick-in-the-mud retaliates by throwing some ooze at Bump-on-a-log.


    Like the wrap-up last few minutes of any old sitcom, they both realise fighting isn't a good solution and they should be friends again. They take a nap along with Rotten Tomato. I fill my teacup with ooze from Bump-on-a-log, then leave.


    ISLE OF THE SACRED COPY PROTECTION

    Not having any better ideas at the moment, I go back to the Isle of the Sacred Mountain and allow the Roman Angels to lock me in the minotaur's labyrinth.


    After some quick exploring, I die.




    Well perhaps Alexander should have looked through the doorway before walking blindly into the centre of the room like an idiot!

    The death screen suggests I let my conscience be my Guide, and the capitalisation of the G in guide makes it clear to me it's time to read another section of the manual. But I've read enough of the manual for this post so I'll do that next time.

    Session time: 2 hours 30 minutes
    Total time: 5 hours 45 minutes
    Inventory:


    Predictions made:
    1. Something will be in the tree hole later 
    2. Some animal will need a flute song to be calmed  - just needed someone to dance - BUSTED
    3. I'll need to distract someone with a fake nightingale – not a distraction - BUSTED 
    4. I'll meet a painter without a brush or need to paint something myself 
    5. I'll need light, or a fire at some point. (actually, this prediction is valid for just about every single adventure game ever made) 
    6. The pawn shop returns policy will be used to avoid the game having dead-ends - CONFIRMED
    7. I'll be visiting the legendary fourth island (which is actually the fifth island) 
    8. I'll have to solve puzzles in order to meet the leaders of each of four islands - CONFIRMED 
    9. The bookseller's free book is cursed - probably already proven wrong - BUSTED 
    10. The swimming kid had an ulterior motive - CONFIRMED 
    11. The death sequence area will be playable later
    12. I'll need a plant growing potion or sticky substance to climb the vines 
    13. The creepy guy has a glass eye which I'll need to get - BUSTED 
    14. The pawn shop guy will throw out rubbish that I'll take and use - CONFIRMED 
    15. The boring book will be used to put someone to sleep - CONFIRMED 
    16. I won't meet Princess Cassima on my first visit to the castle - CONFIRMED 
    17. The shopping creepy guy is also the Vizier's henchman - CONFIRMED
    18. I'll be performing dentistry on a clam - CONFIRMED
    19. The hole-in-the-wall bug will allow me into the castle - I just got to look inside - BUSTED
    20. I'll be crashing a wedding with or without Owen Wilson
    21. I'll use a serving girl outfit to enter the castle (this is my third castle entering prediction)
    22. The Cinderella girl's outfit will get me (or her) into the castle
    23. The Winged Ones' golden fleece was stolen by the Vizier and I'll find proof of this later
    24. I'll be able to depose Azure and Aeriel as leaders of Sacred Mountain Land, possibly for their daughter
    I also have a few current theories on the identity of the creature who keeps attempting to lure me to my death (swimming kid, old woman and gardener.)

    Is it the Vizier's henchman, who I suspect due to the glinting eyes, or is it someone else - did Manannan and Mordack have a third brother wizard who's bent on revenge? Has it actually been multiple people who all hate me or my family for some other reason? I'm sure I'll find out by the end of the game.

    Missed Classic 56: The Hitch Hiker’s Guide to the Galaxy (1981)

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    Written by Joe Pranevich



    In the mid-1980s, Douglas Adams’s career was firing on all cylinders. A comic writer since college, best known for his collaborations with Graham Chapman and Monty Python’s Flying Circus, he was writing for classic Doctor Who at arguably its creative height and had just launched the juggernaut that was The Hitchhiker’s Guide to the Galaxy. It was in this spirit that Mr. Adams, in conjunction with Steve Meretzky, created one of the finest and most famous of the Infocom adventures.

    This is not that story.

    This is the story of the other official Hitchhiker’s Guide game, the one scrubbed from store shelves to make room for the Infocom work. That game was written by Bob Chappell and published by Supersoft in 1981. I’ll be diving into the more famous game next week, but there is something tempting about playing a game that you aren’t supposed to be able to play and I just could not resist. I’ll give a basic introduction to the Hitchhiker’s Guide and Douglas Adams this week, focusing instead on the story of this “lost” adventure game; next week will have a proper introduction as part of the series on the Infocom game. Grab your towel and remember to “Don’t Panic”.

    To hyphenate, or not to hyphenate. That is the question.

    In brief, if you are unfamiliar with the series, the Hitchhiker’s Guide isn’t your typical fantasy or science fiction series. It began innocently enough as a radio series on BBC Radio 4, the story of a young man who survives the end of the world thanks to befriending an alien researcher who had been stranded on Earth. The series is a comedy and if I tried to relate how he and his researcher friend (named “Ford Prefect” due to a slight misunderstanding when he was going undercover) end up traveling with the three-headed fugitive president of the galaxy in a ship powered by improbability, it wouldn’t make any sense at all. Nonetheless, the series was a hit and the BBC commissioned a second radio series. From there, in a span of only a few years, it was released as a pair of albums, a pair of novels (with more coming), and even a TV series. The world was beating a path to Mr. Adams’s door.

    That’s where we come to Bob Chappell. I have not been able to find out much about him except that he started programming professionally around 1980. His first game that I can find is a collection of minigames called Nightmare Park, first published as a type-in with the August 1980 issue of Personal Computer World. An expanded edition was subsequently published by Supersoft, although thanks to the game being a type-in numerous ripoffs were produced for a variety of platforms with other listed authors. Mr. Chappell had the foresight to contact Pan Books and request the rights to make a licensed game based on the Hitchhiker’s Guide property. As this was 1980 or 1981, licensed games were almost completely unknown and they said yes. (In fact, this is almost certainly one of the first licensed adventures ever produced. I am not aware of an older one although one of our readers may be able to find one.) On May 9, 1980, Supersoft purchased the rights to distribute the newly-minted Hitchhiker’s game. The first release was for the Commodore PET, but ported to the VIC-20 and Commodore 64 in 1982 and 1983. Once again, Mr. Chappell was beset by knock-offs with several ports and re-releases of the game hitting other computer platforms with different names on the by-line.


    I recognize this logo from somewhere...

    So who was Supersoft? Supersoft, a company founded by Peter Calver and Pearl Wellard, produced firmware and a “high-resolution” graphics board for the Commodore PET in the European market. This led naturally to the company distributing software for the PET (and eventually other platforms), including both games and productivity software for the young market. It was in this context that Bob Chappell approached them to publish his games, starting with Nightmare Park. They continued to work together for several years.

    In 1983, two years after the initial sale of Chappell’s Hitchhiker’s Guide game, the company was contacted by Douglas Adams’s agent and taken to court to withdraw distribution of the game. As Chappell and Supersoft had received written permission from Pan Books, the book publisher agreed to pay all of the legal fees for the proceeding. Eventually, a settlement was reached where Supersoft would withdraw the Hitchhiker’s Guide game from publication and destroy any unsold assets. Bob Chappell and Supersoft re-released the game a few months later sans any Hitchhiker’s Guide elements as Cosmic Capers. I’ll have more to say about that version at the end of this post, although both versions have survived to present day thanks to archivists and “cracked” software BBSes in the 1980s.

    Bob Chappell continued writing games that rhymed, so to speak, with popular fantasy brands, releasing Cracks of Doom and Lord of the Balrogs in 1983. I’m not sure if the legal action scared him out of his chosen profession, but I have not been able to find any further games from him after 1983. Supersoft grew and thrived through the 1980s, purchasing Audiogenic Software and using that brand to distribute games throughout the rest of the decade. They are perhaps best remembered for Graham Gooch's Test Cricket, a popular sports game for the Commodore 64 and other platforms. Supersoft continued in the hardware and software business, selling high-end sound systems for Commodore platforms as well as business software before largely withdrawing from the market in the early 1990s. Peter Calver works today running a genealogy website in the UK called Lost Cousins; he has been very gracious in sharing his company’s story with me for this article.


    Permission: Once given, surprisingly easily revoked. 

    Playing the Game

    Starting the game, we get the briefest note on what the plot might be: “explore, collect, and store certain objects.” That isn’t helpful, but there’s no manual so that is likely to be the best that I will get. What are the “certain objects” and where are we supposed to “store” them will hopefully be obvious as we play the game. On starting the game, we are immediately dropped into a small English village. Is this right before the destruction of Earth? The game’s parser is a simple two-word affair, but that was typical of 1981.

    The town consists of one major street, “High Street,” running north-to-south. I can tell you from my recent trip to England that “High Street” is essentially their “Main Street” (for American readers), the main thoroughfare where shops and the like could be found. To the north is the “Five Artefacts Inn”, a name obvious enough that I expect we’ve already solved both where to store the mysterious items as well as how many we have to find. Inside is a bowl of petunias and a poster. Rather than detail every room as I come to it, I’ll jump ahead and summarize:
    • The Heart of Gold (the main spaceship of the series) is parked on the village green, at the northern end of the street. I can enter it, but I’ll put that aside for a few minutes as I map out the village.
    • The southeast of town has a “rubbish tip”. I’m not sure if that is British for a junkyard or a landfill, but in either case it has a Magrathian mouse sitting there as well as a disused car engine. The mouse does not let me pick him up, but a closer examination of the engine shows an “Improbability Drive”. It’s labeled “Made in Hong” which isn’t quite aligned with the books’ canon... 
    • The southwest has a farmyard with a Vogon cruiser parked there. I try to explore, but a Vogon captain is blocking the way deeper inside. 
    • The southernmost point is a library containing a copy of the Encyclopedia Galactica. I pocket it.
    It’s not a huge area: the whole town is just nine rooms and mostly empty. I start dropping off items in the Inn, but there’s no indication that I’ve found any of the all-important artifacts. I am not even sure how long this game is. With the rest of the area explored, I head into the Heart of Gold. That isn’t huge either, except for a small three-room maze (the “Total Perspective Vortex”) which I map in the usual fashion to discover a cheque from Zaphod Beeblebrox at the center. In a control room, I find a lever labeled as “Do Not Pull” so naturally I pull it. That shoots me out into space and I die of asphyxiation in a few turns. If there’s anything to do in space, I cannot find it. A store room contains a Kill-o-Zap gun and a stake and I try to pocket both, but I’ve run out of inventory space so I must shuttle stuff back and forth to the Inn. It seems that your inventory limit is based on weight; sometimes I can carry four items while other times I can carry one or two more.


    My map of Earth. Red circles are puzzles that I know of that I have not solved.

    What’s left to explore? I head back to the Vogon ship and shoot the captain with my gun. That seems violent and not very “Arthur Dent”, but I’m pretty sure at this point we aren’t playing as Arthur or at least the circumstances of the game are completely different. Actually, I should say that I fail to shoot the captain with the gun because I have to turn it on first and cannot find any command to do that. I try “activate”, “load”, and a half-dozen other combinations but eventually give up. I was thinking of ending here, but that would be a lame review so I found a walkthrough online. The command that I needed was “on gun”.

    Rule change! Given how stupid that command seems to be and how… finicky the parser is, I’m going to consult the walkthrough whenever I get stuck. I’m still going to try to solve the game myself, but I’m not going to spin for hours over a parser glitch. Sorry if that disappoints anyone.

    I shoot the captain correctly this time and am free to explore his ship. To the east is a torture chamber containing a book of Vogon poetry while there is a locked door to the west. Fortunately, while I am exploring, a random Vogon appeared and I shot him. Well, I shot him the second time. The first time, I let him shoot me and I somehow am teleported into space where I die. Frankly, I think a teleport gun is a bit overkill when a bullet will do, but there doesn’t seem to be any way to steal it from him. In all of this shuffling, I discover keys on the ground and they unlock the Vogon control center. Completely by luck, I read the book of Vogon poetry in that room (I was stuck!) and that activates the ship, taking us to Krakafoon. This is a minor planet from the second book, but I don’t recall anything about it. Any commenters with a better memory than I have?


    Looks ravenous! But stupid!

    Just outside the Vogon ship is a Bugblatter Beast of Traal and he’s blocking us from advancing any further into the planet. Unfortunately, this is where I realize that I made a mistake: I restored back to grab a few items to try on him, but when I get back to the Vogon ship, I fail to get the keys and cannot open the door. I shoot Vogon after Vogon but none of them dropped the key I had seen before. I eventually have to read the walkthrough and I realize that I completely misunderstood what was going on: while I was mucking around, I had been carrying the bowl of petunias. I dropped them to collect the book of poetry, but the keys-- for absolutely no reason-- appear when you drop the bowl. I assume we are supposed to imagine that the keys were in there the whole time, but you can’t see them when you “look” and there is no message when they fall out. That makes two silly trips to the walkthrough. While glancing through and trying not to be spoiled, I learn about the “score” command and use it to tell that I have zero points despite every object I have found so far being deposited in the Inn. This could be a while.

    Where was I? Right, I was trying to figure out the Bugblatter Beast of Traal. In the book, the best way to get by one is to put a towel over your head so that it thinks it cannot see you (long story…), but there’s no towel anywhere that I have found so far. I experiment with a few objects and discover that if you drop the steak that we found in the Heart of Gold, it munches on it contentedly and falls asleep so I can continue past. Off to the east is Megadodo Publications, the maker of the Hitchhiker’s Guide, but the office contains only a strange here “Neutron Wrangler” that I can pick up. To the west is the headquarters of Sirius Cybernetics where I find a 42-dollar coin. (In the book, neither of these locations had anything to do with Krakafoon.) Just beyond the coin is a great hall where I find the Great Green Arkleseizure, a one-off character from the books that is known for having created the universe by sneezing. Unfortunately, that seems to be a dead end and I don’t have anything that he wants.


    Uh oh! It’s turning yellow!

    While I am exploring, I have to keep my Kill-o-Zap on me at all times because the whole planet is littered with Vogons. It feels like this was intended to be the Vogon homeworld, although that is not the case in the books. If you’ve noticed the screen borders, it seems that the more I use or hold the gun, the more the border changes. It starts with blue, but progresses to yellow, then red, then… well, I’m not sure what comes next. My guess is that this is a hint of some kind, probably that the gun has limited charges. I’ll try to be careful using it, but having a color-change meter like this is actually quite clever.

    I haul all of my new objects back to the Inn, but my score is still a big zero. Unfortunately, I cannot figure out what to do next. The improbability drive (made in Hong Kong!) is obviously for the Heart of Gold, but just dropping it in the Control Room or the Total Perspective Vortex does nothing as pulling the handle still causes me to get sent into space. What am I missing? I have to consult the walkthrough for the third time and find that the answer is to “PUSH” the lever instead of pulling it. Apparently, I was supposed to take a sign saying “Do Not Pull” as a hint. I push the lever instead and end up on Betelgeuse!

    This new planet appears more futuristic with “undulating” walkways, whatever those are. It’s a fairly large area so I map it all out first:
    • To the west is a walkway that has a number of shops along it: a “Bistro Illegal” with a fountain in it, “Throat Emporium” that sells chocolate liqueur, and the “Maximeglon Museum”. The museum is guarded by a Suntiger and I have no obvious way to get past him.
    • To the north is “Milliways”, no longer at the end of the universe and now just a plain old bar that sells Pan Galactic Gargle Blasters. Next door is the “Evildrome Boozerama” which has a Nutrimatic drinks machine.
    • Underneath the Boozerama is a steam parlor where I can pick up a towel. Now I am a hoopy frood who really knows where his towel is!

    When traveling in space, it’s essential to know where your towel is.

    Dragging my towel back to the Inn, I discover that it is my first artifact! 20 points and one-fifth of the way through the game! I also discover that I can use the coin from Krakafoon to buy the chocolate liqueur and Zaphod’s cheque to buy the Gargle Blaster. Strangely, after buying the chocolate, the coin is left on the floor. Is it a bug? Or a feature? I pick it back up anyway.

    I spend some time trying different things with the suntiger, but nothing works. Worse, any object dropped in his room is lost since he doesn’t let me pick them up. I restore afterwards. I eventually find (after a tremendous amount of trial and error) that if I drop the coin in the room with the vending machine, it produces a “cheese-flavored tea”. I had been trying to “deposit” it and lots of similar words. Exactly why I would want cheese-tea, I have no idea. Is that a British thing? This time, my coin stays gone after I use it. I take all of my stuff back to the Inn, but don’t get any more points.

    With no further avenues to explore, I take my fourth hint: you can scare away the suntiger by reading Vogon poetry. That seems… strange, but I’ll take it. I had assumed that the poetry would be a one-time item to get the ship moving so I have to run back to fetch it. Beyond the suntiger is a museum containing all of the “big” computers mentioned in the Hitchhiker’s trilogy including Deep Thought, the machine capable of answering the ultimate question of life, the universe, and everything. Standing around the room, we get a hint that the neutrons in the room are unwrangled, so I bring in and use the neutron un-wrangler to unlock the next clue: Arkelseizures are heavy drinkers. In the books, the Arkelseizure is an alien deity that is believed to have created the universe with a sneeze. Somehow he seems much more pedestrian now. I rush over and give him a Gargle Blaster, but he just spouts a message containing all punctuation marks (swearing) before falling asleep. What is that about?

    Exploring further, I discover:
    • A room containing Marvin the Paranoid Android. He’s typically moody but any attempt to move him just causes him to complain and leave. I restore back.
    • A “leisure exhibition” that includes a set of peril-sensitive sunglasses and a set of scrabble tiles. If I walk while holding (wearing?) the glasses, everything appears gloomy and I can no longer see the room exits. It’s strange, but since I have such a good map I have no problem getting them back to my cache. In the books, these glasses go completely dark in the case of danger.
    • A room containing a babel fish, but any attempt to take it causes it to disappear a turn later. In the books, the fish are used as universal translators: they slide into your ear and you can hear and speak any language. 

    My map of Betelgeuse; extra handy if you are wearing sunglasses!

    With nothing left that I can work out on any of the three planets, I go into a trial-and-error mode to catch a break. I eventually find that if I feed the cheese-tea to the Magrathean mice, they will let me carry them around. That doesn’t win me anything and I end up taking my fifth hint in frustration: the babelfish likes chocolate! I feed it the chocolate liqueur that I purchased and now I can carry it around. I do not, as you might expect, have to put it in my ear. Now, when I give the Gargle Blaster to the Arkelseizure, I can understand the punctuation! He’s telling me about a secret path to the west and immediately one opens up. Score!

    Beyond that passage is a new section with a Mint (containing a second coin) and some government offices. A small mirror maze is to the south, but it’s easy to map and contains a copy of the Hitchhiker’s Guide to the Galaxy. To the north is an elephant, but I happen to still be carrying the mice around and they scare him away. At this point, rather unexpectedly, my gun explodes.

    I haven’t been mentioning this, but every time we go to Krakafoon, I have to keep my gun in-hand and turned on to deal with Vogon patrols. It has to stay on because if you do not shoot them on the first turn that they appear, you will be killed. However, as you have the gun turned on, the screen gradually changes color to red and eventually it explodes. I try restoring back a ways, but it has been a long time since I was in Krakafoon. I end up biting the bullet and replaying the entire game from scratch to minimize turns with the gun on. In my next playthrough, I happen to notice that there is a duck in the steam room where I grabbed my towel before. The towel must have been on the duck and I didn’t notice when I picked it up. Other than that, everything went as before except much quicker.


    My map of Krakafoon!

    Exploring where I left off, I find a “robot stabilizer” in the government offices. With that in-hand, I can now pick up Marvin (on Betelgeuse) without him wandering off! I make a couple of runs to put all of the items that I picked up in the Inn and I win! Some trial and error shows that the key items were:
    1. The Babelfish
    2. The Towel
    3. The Hitchhiker’s Guide
    4. Marvin
    5. The Duck
    You might be asking yourself why the duck is a key item and not, for example, the sunglasses or Scrabble tiles? I have absolutely no idea. Does anyone remember a duck in the books because I sure don’t.


    Seriously? That’s it?

    This is likely to be, without a doubt, the most disappointing ending screen of any games that we have played so far. Four words! I know memory was at a premium in those days, but this seems a bit ridiculous. All in all, it wasn’t terrible and I am eager to see how it does in our scoring. It was frustrating but fun enough, especially as the puzzles started to click into place. Before we get there, let’s take a look at the non-Hitchhiker’s version: Cosmic Capers.
    Time Played: 5 hr 00 min


    Cosmic Capers


    Strangely familiar!

    As I mentioned above, around two years after initial publication, Douglas Adams withdrew his permission for the game leading to a brief court battle and the original being withdrawn from sale. In order to make the best of a bad situation, Bob Chappell and Supersoft quickly rewrote and re-released the game (in 1983 or 1984) as Cosmic Capers, a game completely unrelated to Douglas Adams or his characters. I was able to locate a copy of this game and played it most of the way through. It seems to be in a moderately updated version of the engine, although annoyingly the “L” command is now for loading a saved game rather than looking around. That absolutely kills my finger-memory. As you explore, it’s clear that Chappell essentially did a search-and-replace in the source code: every puzzle is the same, but all of the terms are different. The Heart of Gold has been renamed the Blitish Layland, the bowl of petunias are now pansies. Eddie is now Bugsy! Very curiously, the Total Perspective Vortex is now just the ship’s management quarters and that at least makes discovering a cheque in the middle more sensible. There are dozens of examples just like this.

    Now here’s the weird thing: this excised version of the game actually makes more sense. I have spoken to Peter Calver, CEO of Supersoft, and he insists that the Hitchhiker’s Guide game came first-- and I believe him-- but still there may be some glimmer of truth that the game was developed with non-Hitchhiker’s puzzles first and had the book’s characters and situations overlaid on top. That is the easiest explanation for why the puzzles are nearly all disconnected from the books’ situations. Sure, feeding the Beast of Traal makes a little sense, but why would a babelfish want chocolate? Or the mice want cheese-flavored tea? I suspect that at least a draft of the game was started without the Guide characters, even if the work was finished after permission was granted.

    Either way you play it, it’s a reasonable if inscrutable text adventure of its era. Let’s see how it does in our rating system!




    The best software!

    Final Rating

    Since every post could be someone’s first post, I should clarify that our ratings are based on an idealized game and we likely will never have a 100. We also do not weight by year so there is a general trend towards scoring older games lower than newer ones because the genre improved over time.

    Let’s see what we get:

    Puzzles and Solvability - I’m not saying that they were bad exactly, but too many of the puzzles in this game make little sense or require trial and error. Worse, the use of Hitchhikers Guide characters makes this worse by setting expectations as to how to approach a puzzle while being completely wrong. Why doesn’t the suntiger like poetry again? A few of the puzzles were clever, especially the room where the babelfish would translate Deep Thought’s hint for you, but the time limit on the kill-o-zap gun was an annoyance. Far too many games of this era have time limit puzzles like this, but I will give credit-where-due that it was well-integrated into the game and even had the background color changing as a clue. The lack of any explanation what the special objects are (or even any sense as to why the author would pick some of them!) just added to the frustration. I really want to round up and go with three here, but I cannot convince myself to do it. My score: 2.

    Interface and Inventory - The parser is serviceable but with some inexcusable little confusions. I’m still peeved about “on gun” being the command to power-up the weapon, but there are many cases where you cannot interact with objects with the nouns you expect. The sunglasses, for example, can only be manipulated by calling them “glasses”. I liked the color-changing borders for the kill-o-zap puzzle, as well as the use of colored text for some items to make things a bit more visual, but the engine never really overcomes its weaknesses. My score: 2.

    Story and Setting - For a game that is adapting one of the great works of science-fiction comedy, there is surprisingly little story present and I’m still not sure of the point of the game. Each of the game’s three planets (Earth, Krakafoon, and Betelgeuse) have their own personality and they work especially well if you ignore the continuity problems from the books. Textual descriptions were fairly sparse, but you can see potential. My score: 2.


    Vogons as they appeared in the TV series. 

    Sound and Graphics - The bane of every text adventure game! I’m actually going to give a point for this one for the clever use of the color-changing border to indicate the gun overheating, plus the good use of color in some of the object names and descriptions. This was a lot more than comparable text adventures of the time that I have played. My score: 1.

    Environment and Atmosphere - Judging environment is always difficult, but I enjoyed that each of the planets had a different feel. There’s a palpable feeling of tension on Krakafoon, especially with the Vogon patrols, and that whole sequence comes off well. Ultimately this category is let down by the disconnected feelings of some of the areas and the lack of any overriding narrative to draw your attention away from the game’s other flaws. My score: 2.

    Dialog and Acting - This is often the saving grace category for text adventures, more or less compensating for the lack of graphics, but not so in this case. Text throughout the game is minimal and there is not even any item descriptions. There is barely even enough text to explain what the game is about. Although the game tries to be funny at times, the humor doesn’t make up for the other shortcomings. My score: 1.

    I was going to take away a discretionary point for the absolute stunner of a non-ending or the fact that the game fails to take advantage of its source material, but on further consideration that seems a bit mean-spirited. Let’s leave the points as they fall.

    That just leaves the final tally: (2+2+2+1+2+1)/.6 = 17 points!



    This is a low-scoring game, but that is not surprising for 1981. It is not as well-polished as the Infocom games that were being releasesd at that point, but much closer to par for the two-word parser games that were still common. I had some fun with it even if I couldn’t solve it on my own. I expect that it would have been a better game if it had been allowed to be its own thing, although I doubt it would either have sold as well or been as well-known without the famous connection. In terms of score, it roughly compares to Psycho, Emmanuelle, and Hugo II.

    Licensed games either retell a popular story or provide a new adventure with your favorite characters. This one is an odd duck because it does neither. Let’s see how the Infocom version compares in a few weeks!

    King's Quest VI - Fantastic Breasts and Where to Find Them

    $
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    Written by TBD

    When we left off last time, Alexander had just entered the Minotaur's Labyrinth and fallen down a pit, with the game giving me a clue that the Cliffs of Logic aren't the only place on this island where I'd need to refer to the manual.

    I check out the manual's “The Catacombs” section for clues. The manual tells me that “The Ancient Ones built death traps into the catacombs and filled it with dead-end paths, maze-like corridors, and rooms where secret knowledge is needed to pass.” Sounds intriguing.

    Reloading to before I enter the catacombs, I quickly go back to the Isle of the Crown to make sure I've got the tinderbox before properly exploring the underground catacombs. While there I try to give some of my other items to the pawnbroker.

    But... what if I told you it was a special life-saving brick?

    I can't actually remember where I got that brick – I could go through my save games but screw that, let's just say I somehow have a brick in my inventory.


    BACK IN THE CATACOMBS

    I go back to the Isle of the Sacred Mountain, let the Winged Ones take me to the catacombs and see if I can traverse them without making a map – it worked on Crete's labyrinth in my last game, so I give it a go here. Any labyrinth I can explore without making a map gets my full endorsement.

    I continue to explore randomly, reloading every time I fall into a pit. After not too long I find a room with tiles on the floor. The tiles have symbols on them. Let's have a look at the manual.

    The picture on the top is at least somewhat a map of the catacombs, but not terribly useful as such and I only noticed the connection after comparing it to the paper map I made later.

    Taking the clue/copy protection answer from the manual, I step on three roses, then a scythe, then a crown, then...

    Note to game designers: when the clue starts with a rose, and there are two possible roses to start with, don't make one of them result in my death.

    So, starting again, I click on the 'northern' rose first, then the next two, then the scythe, then the crown...

    What did I just tell you about giving me two equally valid options? Now you're just being mean, game!

    Ahem, I click on the 'northern' rose, then the next two roses, then the scythe, then the 'northern' crown, then the dove, then bones, and I'm safe.

    I continue exploring, and find one room which is slightly different from most – it has a shield on the wall.

    Or should I say, it HAD a shield on the wall.

    I also find a skeleton with glinting coins on its eyes – there are skeletons in the walls in many rooms, but most of them are empty – or at least I assumed they were empty after the first few and didn't click on most of them with my eye. I expect I haven't dead-ended myself but this IS a King's Quest game so...

    Occasionally I hear weird noises.


    I also meet a female “Winged One”


    Although I didn't see her eyes glint, I suspect she's related to the creatures who've been tempting me to my death throughout the game.

    Suspicion confirmed.

    Reloading, I ignore the fake Winged One, and continue exploring – I end up in a room where the doors close and the ceiling descends.


    I look in my inventory for something that might help.

    I told you it was a special brick!

    And, for no apparent reason, after stopping the ceiling from coming down, the doors automatically open. What luck and/or plot convenience!

    I realised at some point in my catacomb wandering that I could put the hole-in-the-wall on a wall to see through to the other side. Unfortunately this doesn't work when it would be useful – to avoid falling through pit traps.

    Having reloaded, I already know what's NOT there - a floor!

    Then again, there is one pit trap I need to fall into


    When I first fell I was getting ready to die and reload - I was pleasantly surprised that I was still alive.

    Having chosen to take the tinderbox from the pawnbroker before exploring the catacombs, I use it now.



    Being in a second level of the labyrinth, and being concerned that I missed an important item in the first level by not mapping, I map the second level. I continue to hear the sounds of an animal on occasion, but one of those occasions is different to the others...



    Having already discovered that the hole-in-the-wall works in the labyrinth, I use it now.


    The minotaur presses something behind the painting and enters a secret room.

    Seeing the minotaur scares the hole-in-the-wall, so he runs away.

    I checked later – it doesn't – it's probably as dead as the sailors that came here on Alexander's boat. I think Alexander's gone way past optimism and is just plain delusional.

    I follow the catacombs and find the room to the east of where I'd put the hole-in-the-wall earlier.


    Being slightly concerned that I missed a sword or other weapon because I hadn't mapped the first level of the labyrinth, I nonetheless continue on – I try to arm myself with the shield, but Alexander refuses to use it because he 'has no reason to use the shield here'– fear of giant minotaurs isn't a reason? Oh well, I continue through the secret door anyway.

    If Celeste is here as a meal, why is he tying her up now – she was captured some time ago, no?

    My first thought is that if I can sneak past the minotaur, perhaps I can find something in the next room, so I attempt not to get his attention while his back is turned...

    Sigh – thanks for drawing attention to me, Celeste.

    The minotaur turns around and threatens me. We circle around the room, swapping positions. I'd already thought about what might help me survive this encounter and the position we both ended up in made me even more confident of my idea.


    Well, that was rather easy.

    Having dispatched the minotaur, I go to rescue Celeste, certain that she'd be a much nicer ruler than her parents.

    I hate you and your entire ungrateful family, Celeste – I want you to know that.

    Celeste has a dagger in her belt that the minotaur hadn't taken because he's an idiot. After freeing her with the dagger, she lets me keep it.

    The crow/raven/blackbird has a glinting eye. Hmmmm...

    Azure and Aeriel are very... grateful?

    Yeah – I saved your only daughter and made the catacombs safe for your people for the first time in decades – your generosity is a shining example to your subjects.

    The guards fly me to meet the oracle - she tells me a lot of potentially useful information. In summary...
    • I must redeem Cassima
    • I must struggle against a dark force.
    My life has been forfeit by accidentally clicking on the ocean, being shot with an arrow, eating a berry, falling down a pit... as long as I have the ability to save my game, I have no fear!
    • I must fight someone in a black cloak
    • I'll play a dangerous game of hide and seek in corridors filled with enemies
    • There is more than one way into this place.

    Now this part is rather interesting – my guess is she's referring to the spirits of Manannan and Mordack.
    • I'll need to get advice from the Druids, whose nature, like their island, is hidden in the mists.
    After she finishes prophecising, she gives me a bottle of sacred pool water and I leave.


    ISLE OF THE BEAST

    Now that I have a shield from the catacombs, I try to use it to get into the garden on the Isle of the Beast.

    I agree, narrator. That is a good thing.

     I take a rose from the garden, but can't progress further as the hedges move to block my path. Celeste's dagger isn't strong enough to cut through the magical hedges, so I've made as much progress here as I can for now.


    ISLE OF THE CROWN

    Having previously turned down my bad smelling flower, the nightingale takes the offering of my new white rose.

    Note the green snake that's just appeared in the tree – his eye glints. Neither this snake, nor the crow from the Isle of the Sacred Mountain lured me to my death – hmmmm.

    While on the island, I swap my tinderbox for the paintbrush, as that's the only one of the merchant's items I haven't yet used, then go to try a different island. When I open my map, I notice something new in the bottom right corner.



    ISLE OF THE MISTS

    When I arrive at the beach, I hear chanting to the north, so I go that way.

    Um... what makes you think I was trying to be unseen? I walked right into their circle and I'm dressed in bright green!

    They are pleased to have me their in the middle of their rain festival, and generously allow me to be part of the festivities.

    NOT THE BEES!

    They move my wicker cage (which I shall call Nicholas) over the fire. Without being able to interact with anything, I get progressively hot until...

    Actually I think I would have preferred the bees.

    With the death screen telling me I should have been better prepared, I go back to the Isle of Wonder


    ISLE OF WONDER

    I came here planning to take an iceberg lettuce in order to put out the Druids' fire, but I notice a new item that has appeared on the table.


    Before doing the obvious, I save my game, then proceed.

     
    You have died!

    Oh well, at least I saved my g... ... ...

     
    You have respawned!

    I first try going to the Druids with my iceberg lettuce but it doesn't help. The fire doesn't go out and I can't actually do anything because the whole scene is non-interactive.

    Then I try to fake my own death in front of a witness, hoping that this might send me to the land of the dead so I can get the final ingredient of my magic spell - some Styx Water.


    ISLE OF THE CROWN

    Good. Now take me to the afterlife.

    Damn it Alexander – stay down next time – I'm trying something here.

    I reload and try the same trick elsewhere – Alex doesn't want to frighten the bookseller and refuses to try for the ferryman. The castle's guard dogs just ignore his death and resurrection completely.

    Back at the Pawn Shoppe, the shopkeeper is happily willing to swap the pearl I took from the oyster for my insignia ring.

    I once again offer more things to the nightingale. He takes my newly reaquired ring to the castle like he did my white rose. When I leave the screen and come back, the bird drops something at my “feet.”


    It's a red ribbon. When I use the ribbon in my inventory, I find a strand of black hair that smells like perfume – could it be Cassima's hair? Because if it is, and she's going bald, I'm frankly no longer interested in her.

    I try my Near-Death Potion in front of anyone else I can think of, human, plant or chess piece, but have no luck.


    ISLE OF THE MISTS

    Going west instead of north at the Isle of the Mists takes me to the Druids' empty village, where I find an item that sticks out from the background.


    The doors are locked, but I can take the scythe, as well as a lump of coal from the firepit.

    I take my scythe back to the hedge I was blocked by earlier.


    ISLE OF THE BEAST


    I make it through the hedge, and meet Beast!

    A French Beast, at that!

    If I'd been a fan of the Beauty and the Beast cartoon with Prince Alexander's actor playing the Beast, I might have found this scene surreal, but I've never seen the movie.

    Apparently the Druids have stolen Beast's coat of arms (once again, I suspect this was actually the Vizier making the Islands' leaders hate each other,) but that isn't my most pressing issue. Beast tells me that by entering his garden, I've become victim of the same curse as he did, and will soon become a beast myself.

    There's only one way to break the curse on us both.

    Sounds easy enough.

    He gives me his token so I can give it to a maid willing to live with him. She must accept it and his hideousness willingly.

    Beast leaves, and by sheer coincidence, I left the game running while I made a cup of coffee. I came back three minutes later and...

    Why can Beast speak both English and French, when all I can say is Whee whee whee whee? That's unfair!

    Reloading, I follow a hunch and go straight to the Isle of the Crown, to the house of the girl I've thought of as Cinderella.

    I know my hunch is correct, because she's never been near the fence before.

    She's always been tending roses, so I show her my white one (I picked up a new one after giving my first one to the nightingale.)

    Well, since you asked...

    I tell her about the island, and about Beast. She pities him.


    I suggest she come to live on the Isle of the Beast. She wants to come, but is slightly nervous.

    Having lived his early life with Manannan, Alexander understands Cinderella's reluctance to leave. I found this part quite touching.

    She gets ready to leave with me – she has no possessions, because her stepmother is, like all fairytale stepmothers, a bitch. As we're about to leave, the door opens, and I find out Cinderella's real name.

    Why did I not guess this is her real name?


    ISLE OF THE BEAST

    I take Beauty to the Isle of the Beast, and Beast is amazed at Beauty's lack of hate.


    Magical stuff happens to Beast as he transforms...

    … into a Supreme Court Judge, for some reason.

    Beast, having learned humility, refuses to let Beauty be his serving girl, and takes her as his queen.

    Beauty doesn't seem phased that she is now Beast's wife and had no say in the matter.

    Having made them both happy, Beauty offers me her dirty servant's outfit.

    Note the mongoose with the glinting eye!

    And Beast offers me a gift of his own.

    And with no mirror, Beast sentences himself to cutting himself shaving every day.

    Now that I have my servant outfit, I go back to the Isle of the Crown to see if I can sneak into the castle.


    ISLE OF THE CROWN

    She'd be glad you were here to rescue her, I'd think.

    Being as convincing in my serving woman disguise as Bugs Bunny is whenever he wears a dress, the guards let me into the castle. Alexander immediately removes the disguise because he's more concerned about Cassima seeing him in drag than actually saving Cassima at all.

    I question your priorities, Alexander.

    I enter the door to the north.

    In other words, don't take off your disguise, moron!

    And on that note, I'll take a break and properly explore the castle later. But before getting into the numbers, I'd like to mention how I like the way this game shows things that will become useful or interesting later. The Cinderella/Beauty character had multiple times been gruffly told to get back to work when I passed her house, so upon getting Beast's quest, she's the only person I thought of. The people luring me to my death and the animals seemingly watching me with interest as I proceed in my quest also add to the sense that something larger is going on. Nice work, game!

    Session time: 2 hours 40 minutes
    Total time: 8 hours 30 minutes
    Inventory:


    Predictions made:
    1. Something will be in the tree hole later 
    2. Some animal will need a flute song to be calmed  - just needed someone to dance - BUSTED
    3. I'll need to distract someone with a fake nightingale – not a distraction - BUSTED 
    4. I'll meet a painter without a brush or need to paint something myself 
    5. I'll need light, or a fire at some point. (actually, this prediction is valid for just about every single adventure game ever made) - CONFIRMED
    6. The pawn shop returns policy will be used to avoid the game having dead-ends - CONFIRMED
    7. I'll be visiting the legendary fourth island (which is actually the fifth island) - CONFIRMED
    8. I'll have to solve puzzles in order to meet the leaders of each of four islands - CONFIRMED 
    9. The bookseller's free book is cursed - probably already proven wrong - BUSTED 
    10. The swimming kid had an ulterior motive - CONFIRMED 
    11. The death sequence area will be playable later
    12. I'll need a plant growing potion or sticky substance to climb the vines 
    13. The creepy guy has a glass eye which I'll need to get - BUSTED 
    14. The pawn shop guy will throw out rubbish that I'll take and use - CONFIRMED 
    15. The boring book will be used to put someone to sleep - CONFIRMED 
    16. I won't meet Princess Cassima on my first visit to the castle - CONFIRMED 
    17. The shopping creepy guy is also the Vizier's henchman - CONFIRMED
    18. I'll be performing dentistry on a clam - CONFIRMED
    19. The hole-in-the-wall bug will allow me into the castle - I just got to look inside - BUSTED
    20. I'll be crashing a wedding with or without Owen Wilson
    21. I'll use a serving girl outfit to enter the castle (this is my third castle entering prediction) - CONFIRMED
    22. The Cinderella girl's outfit will get me (or her) into the castle - CONFIRMED
    23. The Winged Ones' golden fleece was stolen by the Vizier and I'll find proof of this later
    24. I'll be able to depose Azure and Aeriel as leaders of Sacred Mountain Land, possibly for their daughter - BUSTED
    25. The Vizier's also stolen Beast's coat of arms

    Game 99: Alone in the Dark (1992) - Introduction

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    Administrator's note:Due to a lack of time to write about Spellcasting 301 at the moment, we're pausing that game temporarily and getting on with the next game on our list. Over to Andy Panthro...

    Written by Andy Panthro


    How do we assign a genre, when something is breaking boundaries and creating something which at the time was quite unique? On the other hand, so many elements are previously known, is this evolution or revolution? With Alone in the Dark, we see both a game which moves Adventure into 3D (mostly), as well as being the inspiration for an entirely new category of games, although the originator is often forgotten.

    Created by Infogrames in 1992 it borrows heavily from horror novels and films to create a creepy and atmospheric adventure, filled with puzzles, traps and monsters. The game uses both 2D backgrounds with 3D characters, and the CD-ROM version also has a magnificent orchestral soundtrack as well as voice-acting which sounded a lot better to me 25 years ago then it does today, but it was good for the time.


    The story revolves around the remote house Derceto, whose former owner, Jeremy Hartwood, has recently died. Your first choice is to pick your player character, either Hartwood’s niece Emily, or the investigator Edward Carnby. I’ve played through most of the game with both characters far in the distant past, but I’m more favoured towards the obviously noir-ish inspired detective Carnby (who would go on to be the main character in the various sequels and indeed the awful film). Let’s hear from the man himself:
    On my door, a dull brass plate says “Private Detective”. The few friends I have call me Carnby, the others call me the Reptile. I don’t care to think what my banker calls me, these days I leave my letters unopened; bills and threats to send in the receivers just ruin my day.

    When an antique dealer called Gloria Allen contacted me, I slipped into my best shirt, holstered my .38 and got to her shop as fast as I could. I was expecting something sordid, blackmail probably. Boy, was I wrong!

    What I was asked to do was visit a property called Derceto and find a piano in the loft. It was an old piano, with secret drawers, the kind that people in antique stores go crazy over. The Derceto house is supposed to be piled high with classy junk, furniture, books, paintings. It looked like whoever owned Derceto was about to get cleaned out.

    I was going to bring up the subject of money when Gloria Allen handed me $150 and a key. I kept myself from grinning at the thought of my banker’s surprise. He doesn’t like his victims getting away.

    I looked over a copy of the police report. The former owner of Derceto, a guy called J. Hartwood, had hanged himself in the loft. The coroner concluded it was a clear-cut case of suicide. I promised Gloria Allen I’d give the place a look-over.

    My report will be ready in a couple of days. I’ve been reading up on the history of the old house, it’s the kind of place ghosts run away from in terror. Grisly murders, curses, lunacy… Luckily devil-worship makes me smile, so this is my idea of a paid vacation.


    One of the things I most appreciate about the introduction, is that your journey into Derceto uses the exact same rooms you’ll see as you progress through the house, giving you an idea of how to escape, if you could possibly make it that far. But for now, all we’ve done is walk into a seemingly empty house, seen the doors close behind us (just a draft, I’m sure, these old houses are all the same), and made our way to the attic.

    To maximise the atmosphere this otherwise very simple introduction to the game avoids any comment on the house as your character makes their way to the attic, and with no narration or text the player is left to see this vacant house, full of rooms and passageways. The footsteps are loud, the floorboards creak with every step, while the grand music provides a vivid contrast to the sparse rooms and empty corridors.


    The fixed camera, a style which became intensely disliked by many in later years, provides a claustrophobic perspective, and the choice to use unconventional angles does much to heighten the feeling. It can be used to frame aspects of a room, or be more tricky and hide them from the player, and the use of odd camera angles is often used in film for this same effect.

    Everything in the design is done to make this seem like an inhospitable place, the idea being that the house wants to trap and kill any that may venture within its walls. Death lurks around every corner, quite appropriate for something that borrows from the likes of H.P. Lovecraft, but as a seasoned Sierra adventure game fan, I know to save often!


    Around us are various objects and items to catch our eye, including those in 3D. The music changes, and we are left, Alone in the… actually it’s quite light inside the attic thankfully. This first room gave me a lot of trouble when I first played it many years ago, so I can at least remember this upper floor. The rest of the house is a far more hazy memory, so we shall see how soon it tests my skill and patience.

    Although I have a lovely boxed copy of the Alone in the Dark trilogy, for this review I’ve got a digital version from GOG.com, which is the CD-ROM version. The game’s controls and fixed camera angles can provide additional frustration for modern gamers, but I’d welcome everyone who can to play along!

    Session time: 0:10 minutes
    Total time: 0:10 minutes (just long enough for me to get some nice screenshots for you!)

    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.

    King''s Quest VI – Knight of the Leaving Dead

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    Written by TBD

    When we left off last time, Alexander had just entered the castle using Beauty's serving maid clothes and had gotten himself captured by attempting to enter the most obvious door.

    Now, I played on for a little while and became stuck due to a dead-end that required me to reload to before entering the castle. I did reload, and did some extra exploring, and ended up finding the other way to enter the castle that the Oracle, Laukku and Michael had told me existed.

    So let’s ignore my fruitless efforts in the castle for now, and deal with me finding a more circuitous route to the castle.


    ISLE OF THE CROWN

    When I went back to town to swap my paintbrush for a nightingale (not having a nightingale was the dead-end I found in the castle) I saw a guy I hadn’t seen for quite a while.

    You may look like a homeless Santa Claus with a paper boat for a hat, but I've missed you, man.

    The lamp peddler is back, and I haven’t seen him since before I found my hunter’s lamp. Now that he’s back, and I have something he wants, he’ll trade with me.

    Which lamp to take?

    Whichever lamp I choose, the peddler tries to rub my old lamp, but is disappointed when no genie appears. I rub my new lamp, and no genie appears for me either. I reloaded and tried each lamp, but none of them seem of much use.

    While in town, I also use Beast's mirror on various things and people – the mirror's supposed to show your true self or something. Creepy guy isn't a fan of what he sees.


    Well, maybe Alexander shouldn't have held the mirror as far away from himself as possible.


    ISLE OF WONDER

    When I visit chessboard land, the queens come back, which they haven't since my first visit. As they return I realise why – the coal I found on the Isle of Mists is what they want as a wedding gift. I give them my coal so they can now each give the couple the perfect gift, and they bounce off after giving me a spoiled egg in return. I use the egg in my inventory, which opens it - a noxious smell comes out.

    I'll find a need for sulphur very soon.

    I reload to before I opened the egg, and continued my exploring.


    ISLE OF THE BEAST

    Outside Beast's castle, I try collecting water and discover something that was probably ROT13'ed at me in the comments of a previous post.

    Wait... What “Make Rain Spell”? There's a "Make Rain Spell"?

    I checked out my spellbook, which I had assumed only had one spell, and more carefully moved my mouse around. If I move my pointer to the edge of the book, I see an icon I hadn't seen before, a 'turn page' icon.

    Marvel at my complete lack of observation skills!

    I turn the page a few times and find that the spellbook contains three spells in total.

    This spell turns me into Ed Sheeran

    This spell turns me into Sarah Michelle Gellar

    Okay – just making sure!

    I have, or can get, many of the ingredients for the other two spells.

    I need boiling water for the “Make Rain” spell. I think of the pond on this island, but the description makes me realise it won't work without help.

    Damn. Did I need to finish that spell before passing this section?

    I quickly realised that I was safe from a dead-end with the boiling water, as I'd have also needed the falling water from beyond the pond. I'm blaming my constant fear of being dead-ended while playing this game on King's Quest V – that experience scarred me for life.


    ISLE OF THE SACRED MOUNTAIN

    Outside the minotaur's catacombs, I find I can crawl through the cave/hole next to the deadly nightshade bush, and also re-enter the catacombs through either the front or back door.

    If I have the tinderbox in my inventory, I can enter the small cave and take some peppermint leaves from a tree on the other side. I remember the Vizier's henchman's weakness to mint earlier so keep that in mind.

    Needing a skull for one of my spells, I go back through the back entrance to the minotaur's lair, where I recall seeing some skulls before helping Celeste escape.

    Look, game. Alexander desires a skull for his magic spell - take... the damn... skull!

    Well, this doesn't work so I revisit the front door and map the first level of the catacombs, which I neglected to do last time. In doing so, I notice a room I hadn't visited in my previous expedition.

    Alexander will happily take a skull, but has very particular tastes when it comes to deciding which skull he'll actually take.


    ISLE OF THE CROWN

    I try to use the oracle's sacred water with my new lamp, but find that I've chosen poorly.

    But... it's short and stout!

    After reloading back to when the lamp peddler was around and trying a few of the lamps, it hits me that the first lamp I found actually looks somewhat like a teapot. I ignore the peddler and pour the oracle's water into my original lamp – it works!

    I'm wondering if I ever needed to swap lamps at all. I may need a different lamp later, or perhaps the lamp that appears in the Isle of the Beast is randomly chosen from the potential lamps, and it just so happened that I'd gotten the only useful one.

    Either way, I know where to get falling water, but I still need salt water NOT from the sea. I briefly wonder if I can get normal water and put salt in it, wondering if I'd seen salt anywhere, and the answer suddenly hits me – human tears – or in this specific case, baby tears.


    ISLE OF WONDER

    I go to the Isle of Wonder's garden and collect tears from the baby's tear plants.


    ISLE OF THE BEAST

    Back at Beast's fountain, I collect some falling water. I now have all the ingredients in the lamp, and am ready to cast the spell. I use the spellbook to do so.

    Now all I need is to bring the waters to the boil.


    ISLE OF MISTS

    I go the the Isle of Mists and let the Druids capture me – this time they appeared on the beach to capture me instead of me having to go north to be killed.

    Alexander will do anything to avoid having to wear a dress, including setting fire to the only disguise he has.

    Nicholas continues to get hot, and Alexander pulls out his lamp, holding it in his hand as it starts to boil, completing the "Make Rain Spell".

    Ummm... shouldn't a metal lamp that's heated to boiling be impossible to hold? Has my hand melted and become part of the lamp?

    A short thunderstorm puts out the fire, and the Archdruid now sees me as a powerful nature wizard, and lets me live.

    I'd mention the way the Vizier's obviously framed another island for theft, but I'm more interested in how the wicker cage survived the furious flames intact - I'm building my next house out of wicker!

    The Archdruid offers to help, so I mention the oracle's advice about freeing two souls from the Realm of the Dead.

    I just deliberately got myself captured and set on fire? Of course I'm mad!

    Um... you do realise you just tried to kill me yourself, right? Why the sudden concern?

    Anyway, he tells me that any human has the right to challenge the Lord of the Dead in order to save the life of another already passed. To his knowledge only one has tried it. A knight once came to the Land of the Green Isles a long time ago and went to challenge the Lord for the soul of his lover.

    What's the bet I find this horse next time I visit the Isle of the Sacred Mountain's nightshade plant?

    The knight never returned, and his way of challenge is not known and likely lies with him.

    Before leaving, I put the oak embers in my skull in order to begin my "Charm Creature of the Night Spell".

    Where am I carrying this skull, exactly? In my pants? Are my pants made of wicker?

    I also put my rotten egg and strand of Cassima's hair in the skull in order to complete the spell ingredients. Now all I need is a creature of the night. Let's check out that nightshade bush...


    ISLE OF THE SACRED MOUNTAIN

    As predicted, there's now a pegasus eating some delicious and deadly nightshade. I open my spellbook and cast my spell.

    A ghostly smoky hand leaves the skull and beckons to the Night Mare.



    LAND OF THE DEAD

    Night Mare takes me to my destination, and I immediately notice two ghosts walking together.

    I know – I recognise you both from a painting I saw before I reloaded my game.

    That's more blatant than I expected. I thought he seemed like the type to get what he wanted through political maneuvering and deceit rather than simple murder - I'm disappointed in you, Alhazred - I thought you were subtle!

    Allaria gives me her ticket to the Underworld so I can convince the Lord of the Dead to allow the three of us to leave. I'm a little disappointed that Cassima's parents were the two spirits bent on revenge the oracle told me about – I was looking forward to the idea of reluctantly working with Mordack and Manannan. Oh well, another of my predictions is down the drain.

    If I get too close to any of the other undead that wander the area, I turn to dust at their ghoulish touch, but they're easy enough to avoid.


    On the way to the Lord's chamber, I agree to help a ghost mother reunite with her son by giving him her ghost handkerchief if I ever meet him, and realise I can talk to the random wandering zombies.



    Alexander remains polite even when conversing with mindless zombies.

    At the entrance to the Underworld, in a screen I've seen every time I died (i.e. a lot!) in this game, I see a xylophone made of bones – of course, I play it.


    While dancing, one of the skeletons dropped a skeleton key, which I pocketed.

    I hand Allaria's ticket to the concierge, walk through the door I usually pass as a ghost, and arrive...

    … here.

    There is a dead knight on the path. He's the knight that the Archdruid told me of. I actually didn't remember the druids mentioning a knight while I played this part, so didn't remember his story. I take his gauntlet, because that's the only thing of his I can take.

    The gauntlet apparently has an essay written on it.

    After only once clicking on the wrong spot and drowning, I arrive at the River Styx. I take some water for my magic spell, and give Charon the crossing fee, which I assume correctly to be the two coins I found on a skeleton in the labyrinth. Though after checking out Charon on wikipedia, I think the bastard ripped me off.

    Hey. Where's my change – wikipedia told me the fare is supposed to be only ONE coin!

    On the other side of the river I come to another gate – this one wants to talk, and its name is Gate.

    How do you smell without a nose?

    I ask Gate if there's any task I can perform so that I may pass, and he decides that if I can solve his riddle I'll be allowed to pass.
      The Land of the Dead has recently decided to move away from the QWERTY keyboard.

      The riddle is solved by simply picking the correct letter/s from each word.
      1. The first word in legally is L
      2. An O is a circle, and is the first letter in outwardly (okay, this one I don't quite get but still guessed correctly)
      3. The first letter in victory is V
      4. The letter that comes last, twice, in nominee is E.

      I plug in the answer, which I noticed was also the answer to the riddle that flew away when I took it from the black widow. L.O.V.E. Then Alexander drones on and on about love for a while.

      Gee, Alexander. Can you get any more saccharine?

      I walk through Gate, enter the final chamber, and talk to the guards

      Why? Are you going to put on a show?

      I'm escorted to the Lord of Death himself, who to my limited cultural knowledge looks somewhat Aztec.

      Because it would be inappropriate of me to wear somebody else's.

      After trying a few things, Death gets impatient, and touches me.

      But I didn't even eat the Salmon Mousse?!

      I start to offer Death my items. First, I tried using my skeleton key on his padlock, but the game thought I was offering it to him instead. I also try to make him drink my death-feigning potion or be moved by my love poetry. Eventually I give him the gauntlet I took from the dead knight.

      Did I say 'give it to him'. I meant 'threw it near him in defiant challenge'

      He asks which soul I wish to fight for, a dead maiden or perhaps myself. I reply that I wish to save both of Cassima's parents AND myself.

      You do realise you're actually talking to DEATH, right, Alexander. As in, THE... DEATH!

      Death offers a challenge worthy of such a reward – if I can make him cry, I will prevail. I decide he might like to look at himself so I show him Beast's mirror.

      Now that he's distracted, I should kick him in the groin and make my escape!

      After showing Death his true nature, the Mirror of Truth shatters and Death sheds a single tear.

      Death grants my request/demand, and me and my potential parents-in-law ride the horsie back to the land of the living.


      ISLE OF THE CROWN

      In other words, you want me to face all the danger so you can come in at the last moment in triumph.
      Whoah there, lady. I met your daughter for two minutes one time – I don't think you get to call me 'son' yet.

      Having gotten the final spell ingredient from the Land of the Dead, I decide to paint a magic picture on the only canvas I'd found so far – the ferryman's sail.

      Paint on it with my magically charged paintbrush, of course.

      Sigh.

      With my original, and I thought - rather clever, plan not working, I go to plan B.

      Meep. Meep!

      My painted door turns into a proper door. I step through it, and end up in the castle, in a different place than I was when I went through the front door.

      Four doors and two corridors – the possibilities are endless… ... or six.

      So, now that I’ve entered the castle two different ways, next time I’ll wander around the castle in two different ways.

      Session time: 2 hours 40 minutes
      Total time: 11 hours 05 minutes
      Inventory:

      Predictions made:
      1. Something will be in the tree hole later - BUSTED
      2. Some animal will need a flute song to be calmed  - just needed someone to dance - BUSTED
      3. I'll need to distract someone with a fake nightingale – not a distraction - BUSTED 
      4. I'll meet a painter without a brush or need to paint something myself - CONFIRMED
      5. I'll need light, or a fire at some point. (actually, this prediction is valid for just about every single adventure game ever made) - CONFIRMED
      6. The pawn shop returns policy will be used to avoid the game having dead-ends - CONFIRMED
      7. I'll be visiting the legendary fourth island (which is actually the fifth island) - CONFIRMED
      8. I'll have to solve puzzles in order to meet the leaders of each of four islands - CONFIRMED 
      9. The bookseller's free book is cursed - probably already proven wrong - BUSTED 
      10. The swimming kid had an ulterior motive - CONFIRMED 
      11. The death sequence area will be playable later - CONFIRMED
      12. I'll need a plant growing potion or sticky substance to climb the vines - BUSTED
      13. The creepy guy has a glass eye which I'll need to get - BUSTED 
      14. The pawn shop guy will throw out rubbish that I'll take and use - CONFIRMED 
      15. The boring book will be used to put someone to sleep - CONFIRMED 
      16. I won't meet Princess Cassima on my first visit to the castle - CONFIRMED 
      17. The shopping creepy guy is also the Vizier's henchman - CONFIRMED
      18. I'll be performing dentistry on a clam - CONFIRMED
      19. The hole-in-the-wall bug will allow me into the castle - I just got to look inside - BUSTED
      20. I'll be crashing a wedding with or without Owen Wilson
      21. I'll use a serving girl outfit to enter the castle (this is my third castle entering prediction) - CONFIRMED
      22. The Cinderella girl's outfit will get me (or her) into the castle - CONFIRMED
      23. The Winged Ones' golden fleece was stolen by the Vizier and I'll find proof of this later
      24. I'll be able to depose Azure and Aeriel as leaders of Sacred Mountain Land, possibly for their daughter - BUSTED
      25. The Vizier's also stolen Beast's coat of arms.
      26. I'll have to work with dead wizards Mordack and Manannan to succeed in my quest - BUSTED
      27. The "Drink Me" potion will help me enter the Land of the Dead - BUSTED
      28. The animals with the glinting eyes that are just watching me are either the lure-me-to-death creature who's decided to let me succeed instead, or someone else.
      29. In another of my bold predictions, the vizier's also stolen the Druid's sacred oak.
      30. The Night Mare will suddenly appear near the nightshade bush after I've been told I need him - CONFIRMED
      PREDICTION NOTE: I was really disappointed when prediction 26 didn't come true. I'd very much hoped I was going to meet Manannan and Mordack in the Land of the Dead. And I had started suspecting that the creature luring me to my death and/or the animals watching me succeed in my quest may also have been one of/both of the wizards rather than the Vizier's henchman. I thought that would explain why they had been trying to kill me at first, but after realising I could help them escape death or achieve redemption, were just watching me succeed instead. I was looking forward to seeing Alexander having to decide if he was willing to work with the guy who'd kept him as a slave for the first 18 years of his life and the wizard who'd captured Alexander's family and forced the woman he loved to be his slave, or if he would refuse their help at the risk of a less successful endgame.

        Alone in the Dark - Man in the Mirror

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        Written by Andy Panthro



        This is a game that wants to kill the player character, and it begins from the start, even as you’re just getting used to your surroundings and used to the controls and user interface. I try to get my bearings in the attic, this large open space that is not nearly as full of clutter as you might expect. The game uses what are generally referred to as “tank” controls using the arrow keys on the keyboard. Up to move forwards, down to move backwards and the left and right keys to turn slowly in either direction.



        The occasional creaks of my footsteps and odd howls from outside are replaced by an upbeat music signalling combat - but at first you feel sure that there are no enemies to be seen. It is at that point that something strange approaches the window and smashes its way inside. You’ve barely got used to moving around, but now you have to press Enter, select Fight and try to see if you can manage to defeat this beast. Pressing Space puts you in a fighting stance, and the four arrow keys give you different attacks.



        No rest after this fight though, should you survive, the trap-door in the middle of the floor opens to reveal a zombie. I hope your practice against the first monster prepared you well enough for this second fight, and we’re only in the very first room! Surely there’s another way…

        Of course, this isn’t my first playthrough, and there are a few ways here that the game tries to teach you to avoid combat encounters. The 3D objects obviously draw the eye, and suggest interactivity. When you first walk around the room, there is the small stool nearby which you’ll notice you can push around as you move into it. Upon replaying this section, you might then notice in the interaction menu a “Push” command, and discover that if you push the wardrobe it can be used to block the window, while the large chest can be moved across the trap-door for the same effect. Problem solved!



        Now free from rude interruptions from ghoulish beings, I can begin to explore this room. There’s plenty to find here, so it’s well worth having a good look around. The first thing you might notice is that lovely Oil Lamp happily sitting on the table in the foreground of the opening screen, surely that must be useful. After all, this is Alone in the DARK, so a method of creating light is welcome. Next, that wardrobe contains what it calls an “Indian Covering”, not entirely sure what that means, but it looks like a piece of cloth or a nice rug or similar.

        The large chest contains a rifle, the image itself looking like a shotgun to me, but what do I know? It only seems to have four bullets, so I’ll have to save that for a special occasion. The bookshelves only contain one book that catches the eye, an excerpt from the Myth of the Golden Fleece. This book gives us a little hint of what might be coming up in the game, as Perseus tells his friends to shine up their shields like mirrors to blind Medusa, as well as a general hint that some monsters can’t be faced directly, but rather must be dealt with using tricks and puzzles. As an aside, the voice acting varies depending on the book or note that you’re reading, which is a nice touch and impressive for the time.



        The last thing to search is the piano in the corner. It looks like a fairly ordinary piano to my untrained eye, and yet you may recall that our employer noted that this antique may contain secret drawers and suchlike, so warrants a thorough search. Lo and behold, when I search the end of the piano a secret letter is found. This letter turns out to be the suicide note from Jeremy Hartwood, the deceased owner of this very house. He is concerned for his soul, about “The Master” and felt the only way to stop what was going on was to end his life. It seems that we should be similarly concerned, and try to stop this “Master” as soon as possible!



        Onwards and downwards we must go, although no doubt many obstacles will now have been placed in our path. Down the stairs from the Attic is a small store room, containing an oil can (possibly for that lamp?), and a bow, but we have no arrows. Nothing else of interest seems to be here amongst the shelves, so it’s time to proceed to the next room, a corridor with five other doors leading away from us.

        On our way here, we proceeded directly across the corridor to the far side, so your first idea might be to head forward exactly the way you came. With little warning, aside perhaps from noticing the slightly odd graphical glitch on the floorboards, they will give way, letting you fall to your death (rather than falling to the room below, I suppose, although I am unsure that you could map this house with any sort of logical sense).



        Instead we choose from the two doors nearest to us, and I picked the left door first. This one is mostly empty, save for a large chest and some other furniture. The chest is locked, so I search about for the key and find it in a writing desk. The old cavalry sabre I find within looks sharp and menacing, just the thing to deal with these zombies and monsters. On the walls are two paintings, one of a man that doesn’t look familiar, and the other of a woman looking at a somewhat ghoulish reflection in a mirror.

        My chance to test it comes quickly, as I open the door to be greeted by yet another zombie. No way of avoiding this fight, I swing with my sabre and knock it back. Alas, during the fight the sabre broke in two, the blade dropping at my feet. Perhaps using such a weapon isn’t a great idea, so I reloaded an earlier save and made my way back to this point.



        There’s nowhere to go from here, so after dispatching the zombie I headed across to the next room on the opposite side of the corridor. After searching the room for anything interesting and finding nothing, yet another zombie decided to crash the party. Where do they keep these guys? Luckily Mr. Carnby has some swift kicking skills, and zombies aren’t much of a threat on their own. The next room throws a slightly different challenge at me, with beginning with a cramped room mostly filled with a bed and chest of drawers, as well as a large and obviously 3D window.

        Quite what the monsters crashing through the windows are supposed to be, is anyone’s guess. They look like giant miscoloured ducks with sharp teeth, and a mood to match. A swift kicking is the order of the day, and despite my difficulties with the controls and the awkward location I survive relatively unscathed. The chest of drawers is locked, and the only other thing here is a vase. I’m not sure how I figured out this little puzzle, there’s not really a hint for it I can see, perhaps I threw the vase by mistake, or at a monster. Either way, upon walking near it’s broken pieces, I came across a key. Using it with the only locked container left, yielded a pair of small mirrors. So at this point I have read a book about blinding a medusa, and I’ve seen a painting of a woman with a mirrored image, I think these mirrors might be very useful in the near future.



        Finally able to leave this corridor, beyond was a set of stairs down to the next floor. Unfortunately for me, the stairs were blocked on both sides by a strange demon that looked a bit like a skinny, purple gargoyle (they remind me in particular of the Bell Gargoyles in Dark Souls 1, if only very low detail and different coloured).

        Next to each gargoyle, on a small table, facing inwards to the centre of the room, are small statues. They both look like they could hold a small mirror, and since there have been a few hints about mirrors and their use earlier on, the natural thing is to carefully walk towards them (avoiding the gargoyles, who only strike you when you’re close enough), and place the mirrors in the statue. When the first is placed, the nearest gargoyle to it starts attacking randomly, reacting to the image perhaps. Upon placing the other, they both shriek in pain and collapse to the floor, disappearing in a cloud of what is possibly supposed to be smoke but looks a bit like purple bubbles.



        I think this is a good point to leave it for now, as I head downstairs, to be greeted by a pair of double doors closing in my face and the sound of evil ominous laughter.

        Addendum: (GOG.com version) I seem to be having a slight music-related bug, in which the combat music can get “stuck” as being the default. It happened during the fight with the two zombies and I tried restarting the game, turning on & off the music, moving back to other areas and reading books/notes (which stops the music while the voice-over is read). I could only stop it by going back to that fight, and waiting after killing the first zombie until the combat music stopped, then moving to the next room, the music starts again, and I wait until it stops before moving ahead. Very annoying, and not a problem I had previously, and I have no idea why it happens. If it happens again I might try using the CD-ROM version I have to continue.

        Missed Classic 57: The Hitchhiker’s Guide to the Galaxy (1984)

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        Written by Joe Pranevich



        Infocom may have been the masters of text adventures, but they aspired to more. They wanted to be “interactive fiction”, to have the recognition that gaming could be an art form on the same level of a good book. To this end, they pursued authors, most notably up to this point Mike Berlyn (Suspended, Infidel, and Cutthroats) and Jim Lawrence (Seastalker). Even Steve Meretzky, Infocom’s jack-of-all-trades was now a published author. But could they have scored a greater prize in 1984 than Douglas Adams, already admired as one of the all-time greats (and all time weirdest) writers of witty and absurd adventures? Mr. Adams had written and performed with Monty Python. He had produced some of the greatest episodes of Doctor Who to date. He had found seemingly overnight success with his Hitchhiker’s Guide series on radio, albums, television, and books. Now he was coming to work with Infocom to adapt his most famous work to gaming. It would be a tremendous challenge, but if they succeeded it could change the face of Infocom and gaming forever… or at least until someone decided to bet the farm on business productivity software.

        This week, we’ll tell his story and start the game that he produced. Can Mr. Adams’s style of humor translate to a good game? Is it even possible to make a good game based on a comedy? I am very eager to find out.

        Still one of my most treasured books.

        Let me start out with an admission: I am biased. Almost more than any other author, Douglas Adams was a cornerstone of my young adulthood. I had (at the time) a bit of an obsession with Piers Anthony, and I loved The Lord of the Rings, but Mr. Adams’s irreverent style was the one that I tried to emulate in my writing and in my humor. He had a turn of phrase, a weird way to look at the world that I absolutely adored. Sure, I found other authors that could scratch that itch a bit (Asprin’s Myth books, Pratchett’s Discworld, and Red Dwarf), but the Hitchhiker’s Guide was my bible, a book that I turned to frequently for inspiration and to help me through many difficult days in my youth. I cannot come to this game and this author without that baggage and the best thing I can do is lay it out in front of you in all honesty.

        Another difference between Douglas Adams and many of the other designers that we have discussed on this blog is that he is famous. I mean, really famous. I found at least six biographies of him and his work, including one written by Neil Gaiman. When you have Mr. Gaiman writing your biography, you know you made it someplace in the world. So rather than scratching at ancient forum posts and blurbs in the back of manuals to pull together a weak biography of one of our creators, we have more material than we can possibly deal with, some of which is contradictory. To prevent this post from being novel-length, I’ll just keep to the high points.

        Douglas Adams had been a comedy writer for approximately forever. Even as a schoolboy, he had a few pieces published here and there before being accepted (on the basis of what he considered a rubbish essay) into St. John’s, Cambridge. After being initially rejected by Footlights, the college’s premier comedy and drama club, he joined other less-prestigious groups until they finally agreed to accept him in his second year. He was persistent and he knew what he wanted. In his off time, he and his writing partners of “Adams, Smith, Adams” (with Martin Smith and Will Adams) hosted their own comedy revues for material they felt was too “edgy” for Footlights. This comedy team-up brought them multiple shows and even exposure in London, so much so that they added another “Smith” and “Adams” as they expanded-- although how “Mary Allen” and “John Lloyd” were Smiths or Adams will have to be left as an exercise to the reader. At this point in his life, Mr. Adams wanted to be a comedic actor in addition to a comedic writer (in the pattern of Monty Python, perhaps), but he wasn’t being given the roles that he desired and was increasingly relegated to scriptwriter. This is probably a good thing in the end. It was also during this period that Adams tried his hand at hitchhiking all the way to Istanbul and back, although it didn’t quite go as planned and he ended up taking a train home. He did manage to lie nearly drunk in a field in Innsbruck and get the inspiration for what would eventually be the Hitchhiker’s Guide to the Galaxy (based on a book he was using, the Hitchhiker’s Guide to Europe), so the experience was not a total loss.


        If only this was one of my vacation photos.

        After college, things didn’t immediately go well. On paper, a lot was looking up: he got some royalties for some of his Footlights work as it was produced for television and radio, but he was living in increasing debt struggling to find regular writing work that fit his style. Graham Chapman, himself a Footlights alumni of a previous generation, looked him up and they started a writing partnership-- but this was in the nadir of the original Monty Python days and Mr. Chapman’s own battles with alcoholism made the pairing somewhat less fruitful than you might have hoped for. In the end, Adams contributed a few bits to Monty Python, got to act in exactly two skits, wrote a few failed pilots, and then it all went nowhere. Mr. Adams was broke, practically homeless, and quite close to giving it all up and getting a real job.

        And in 1977, everything changed. Thanks to some good fortune and good contacts, the pilot for what would become the Hitchhiker’s Guide to the Galaxy radio series was ordered and he had both some spending money and good work to do. Because of the long interval between responses, he also shopped the script around to the Doctor Who team who was similarly taken with his grasp of science fiction tropes and his abundant writing skill. They commissioned a serial from him as well and because of poor timing, he ended up having to juggle both projects at once. After years of not finding his talents in demand, that was probably uplifting for Mr. Adams. In later years, he’d be known for his inexhaustible energy for procrastination. Actually having to produce two series at the same time may have been a challenge!

        This isn’t a Doctor Who story, so I’ll breeze through those details quickly: Mr. Adams’s first commissioned serial was The Pirate Planet, a four-part epic during the Tom Baker era of the show. For my part, the script is a lot more intelligent than the direction as there are some character moments that the actors entirely fail to even notice are written into the dialog. Then again, Doctor Who wasn’t known in the classic period for its excellent direction… or lighting… or acting. It was an amazing show, but it was what it was. That morphed into a more full-time job as the script editor for the 1979-1980 series, during which he co-wrote City of Death. If you are a fan of “new” Doctor Who, you might have been told that “Blink” or some other episode is the ideal jumping on point for someone trying to find out what Doctor Who is about. The same can be said for City. It was without a doubt one of the greatest series of episodes of original Who, helped in no small part because it was filmed almost entirely on location in Paris with a trimmed-down cast list. If you want to know what original Who can be at its best, go watch it. A technician's strike would ensure that his final Doctor Who script, Shada, would not get completed but it has subsequently been remade as novels and audiobooks and recently also as a video with unfilmed footage replaced by animation, with the original actors doing the voices. One more script, featuring the “Krikkitmen”, was not accepted but was instead adapted into Life, the Universe, and Everything, the third Hitchhiker’s book. (Thanks to Mr. Adams’s popularity, that unproduced script was also eventually released as a novel after his death.) If you are a fan of Doctor Who and Douglas Adams, you owe it to yourself to check out some of these. As “bonus content” during this Hitchhiker’s Guide review, I’m going to be covering some of these novels on my personal blog. More on this later.


        A recording session from the seventh episode.

        We’re not here to talk about Doctor Who. The first episode of Hitchhiker’s Guide was recorded in June of 1977 with actually completing the series a bit of a distant dream. There are some famous stories about how the original actors were cast, but as English radio talent is as alien to me as cricket, I have really no idea if it was a coup for them to get Peter Jones when they sought out a “Peter Jones-like” voice for the guide. Who the heck is Peter Jones? The series proceeded from there with the minor snag that writing it was more difficult than anticipated and Douglas Adams didn't quite manage it-- with all of his other commitments, the final two episodes of the series had to be co-written by John Lloyd, based on some science fiction stories he was already working on. The show premiered at 10:30 PM on March 8, 1978 to an official viewership of zero. Zilch. Nada. Listenership was so low, that the BBC’s metering simply couldn’t detect anyone listening in. And yet, someone must have been because the show exploded via word of mouth. By the end of the broadcast, there were calls for repeats and a commission for a second series. The Hitchhiker’s Guide to the Galaxy was a real thing and it was exploding faster than anyone had anticipated. I recently took a look at the scripts for the radio series on my personal blog; they are quite fantastic but not what you would expect if you are only a fan of the books.

        Of course, with that kind of success, the novelization was inevitable but not without some drama. After initially planning to co-write the work with John Lloyd, Mr. Adams elected to take the whole thing under his wing. This meant both depriving Mr. Lloyd of some financial royalties, but also excising his contributions to the series from the final product. Almost nothing remains of his work-- essential to completing the first series on time-- from the books. This caused a lot of pain between the two former writing partners that took years to heal. Things proceeded quickly from there including a recorded album version of the series, at least two stage plays, and even a TV series. Later on, Mr. Adams would call the explosion of success after years in the mud as an “orgasm without the foreplay”, but it was obviously quite deserved. It was in this heady period that Bob Chappell produced his authorized computer game version of the series, which we covered in a previous post.


        Ford and Arthur, united in poor fashion choices.

        I bet you are wondering when I’m going to talk about the Hitchhiker’s Guide to the Galaxy game; after all, that is the title of this post. I’m almost there, I promise. After the TV series was both good enough to be successful but not good enough to warrant a second series, and during a time when Mr. Adams’s success in the United States was dwarfing his success in his home country, the plan was hatched to make a movie. Mr. Adams even moved to California to be closer to the movie-types to make selling and writing the film easier. In hindsight, we know that the film didn’t get made until many years later, after his death. But at the time, it was exciting and he got to have lunch with important people in California which was certainly something. Unfortunately, the process of trying to make a movie was exhausting with writes and rewrites as American producers (even Ivan Reitman!) did not quite get his humor and how it could be adapted to the big screen.

        And now here’s where we get to the bit about the game: as Mr. Adams struggled to write a screenplay for the Hitchhiker’s Guide to the Galaxy, he instead played a lot of computer games including many of the Infocom adventures that I have been reviewing. He was particularly enamored by Suspended, for example. Mr. Adams contacted Infocom and they agreed to buy the rights to produce a game based on his series for approximately one million dollars. Adams announced the game to his fans in January 1984 and started to work with Steve Meretzky a few months later, using high-tech “international packet switching” to communicate between Los Angeles and Boston. He had initially hoped for Mike Berlyn, but for whatever reason Mr. Meretzky was the author assigned to work with him. While I love Mr. Berlyn’s work for their artistry and desire to push the boundaries of interactive fiction, Mr. Meretzky had more than demonstrated his ability to make great and funny computer games. The game was a best-seller for Infocom, rapidly shooting to the top of the sales charts and scoring approval for a sequel. That will have to be a topic for another day.


        I want one! But can I get a touch screen model?

        For a game like Hitchhiker’s Guide, devised by one of the greatest comic minds of his generation, you’d expect a fantastic manual and “feelies”. I’m not sure that is exactly what we get. While older games were permitted to have off-the-wall box designs (most famously, a circular “box” for Starcross), all we get here is a regular boring manual with an interesting prologue: an eight-page advertisement for the fictional corpus of all valuable information in the universe. It’s not that it isn’t cool, I just expected a bit more. I have to doubt that Douglas Adams even contributed to it. The advertisement segues into the manual itself, again the bland variety produced with the gray boxes: we are playing as Arthur Dent, our house and planet are about to be blown up, and here are some sample commands and an explanation on mapping. Blah, blah, blah. We’ve seen it all before.

        Actually, I will give them some credit: the fake walkthrough for how to play the game is actually quite funny:


        Would you like to buy some granola?

        In addition to the manual, the “feelies” in the box included a “Don’t Panic” pin, two strangely similar destruction orders for Arthur’s house and planet respectively, some peril sensitive sunglasses, and a plastic bag purported to contain a microscopic space fleet. All of the items seem quite at home in the Hitchhiker’s Guide universe and are no doubt collectors items today. On the destruction order, we discover that our game takes place ever so slightly in the past: October 4, 1982. What is the significance of that date? I have no idea, but I hope some of our commenters have a clue. In real life, this was right after the publication of the third book.

        In reading through all of it, I do not find anything that I particularly need to know for playing the game. If there is copy protection hidden in here someplace, I can’t find it. Before I play, I want to clarify that I have played this game before roughly twenty years ago. Like most Infocom games, I remember almost nothing except that I may have finished this game with a walkthrough just because I wanted to get to the end of the story. The only part of the game that I still remember is that at some point you have to have “tea” and “no tea” at the same time, although I do not recall why or how you would manage this impossible combination.

        Let’s play the game!


        It’s blue! The “Lost Treasures” edition of HHGttG uses a 1987 engine instead
        of the 1984 one. Is it all in service of a Hooloovoo joke I will discover later?

        The game starts with us in bed and the room gently spinning. Is this the third game that has started with us waking up in bed? It’s practically a trope! Nonetheless, the room is dark and our head is spinning. I turn on the light and find that I’m (naturally enough) in my bedroom. The game is cheeky, already telling me that today will be the worst day of my life.

        Cheeky text aside, my adventure-game playing brain turns on immediately and I notice a dressing gown (a robe, for us Americans) hanging on the chair, a screwdriver and toothbrush in the room, plus a washbasin and a curtained window. I try to pick up the screwdriver and I cannot because I’m still in bed. D’oh! I stand up first, but my head is spinning. I suppose this is what a hangover is supposed to feel like in text. I still cannot pick up the screwdriver because of my fumbling fingers and the sound that it makes when it hits the floor is deafening. I also cannot walk straight enough to leave; opening the window just shows a beautiful summer day with a bulldozer approaching the house. Okay, what can I do?

        I can pick up and put on the dressing gown! What would Arthur Dent be if not the world’s foremost expert on exploring space wearing leisure attire? When I put it on, I am alerted that there seems to be something in the pocket. Looking in the pocket there is a “buffered analgesic”, a piece of fluff, and a “thing your aunt gave you which you don’t know what it is”. Well, I have no idea what one of those things is but probably not why you expect: what the heck is an analgesic? I consult my friendly dictionary to learn that it is a “drug acting to relieve pain”. So… like aspirin? Sensing that must be a hangover cure, I take it and the spinning ceases. The game also doesn’t give us any good descriptions about what the “thing your aunt gave” is, but I suppose that is part of the text adventure challenge. I guess now I can start to figure out the game. I grab the toothbrush and screwdriver and leave the room to the south which immediately drops me onto the front porch. I live in a very small house.


        Our cultures are so similar!

        Just outside the house is a pile of junk mail. I read through to find advertisements for Infocom games as well as a demolition order for the house, dated for today. I pick up the mail… and then die when a bulldozer destroys the house. Or rather, I don’t die in the rubble, only horribly injured. As an ambulance rushes me off to the hospital, the planet is destroyed by a Vogon fleet. Now, I’m really dead. That all happened in just twenty turns. I guess I’ll have to do it all faster. Next time around, I make it off my porch to find Mr. Prosser (and his digital watch) bearing down on my house with his bulldozer. I think I know what to do about that, but would someone who hasn’t read the book? I try exploring around the back of the house, but the bulldozer does its job and this time a brick hits me squarely in the head, killing me instantly. I suppose that’s better than a Vogon, but not by much. This is fun and all, but would a player in 1984 be getting frustrated at this point?

        On my third playthrough, I don’t bother exploring and just type “block bulldozer”. Prosser yells at me to move, but I just wait there and he has to stop the bulldozers. He’s not pleased about it, but just at that moment Ford Prefect comes by and offers me a towel while looking nervously at the sky. I take the towel… and he just thanks me for lending it to him and walks away. At this point in the book, he should be convincing me to follow him, right? I try to stand to follow him, but the bulldozer takes that as the signal it can keep moving and I’m dead again. That’s three deaths before we even get out of the introduction! I try it again but this time don’t bother trying to follow him. I wait patiently in the mud until then the Vogons destroy the Earth anyway. Four!

        On the next try, I do not take the towel. Instead, I ask Ford about the sky. He doesn’t want to talk about it, but he does suddenly do a double-take and notice the bulldozer and everything. He isn’t sure what to say so he asks if we can discuss it at the local pub. Arthur refuses to come because his house is about to be knocked over so Ford helpfully goes off and has a chat with Prosser about it. A few turns later, Prosser agrees to lay in the mud himself so that we can go to the pub. With that settled, I can finally stand up. We head off to the south and west to enter the pub.

        After we arrive, Ford starts handing me beers which I drink. I also try to explore a bit, finding a pack of peanuts that the barman won’t sell me as well as a barely-edible cheese sandwich that he will. I also learn that Ford is an alien, that the world is about to be destroyed, and that beer helps with the shock of a matter transfer beam. If I drink too many times, I get drunk and die (Five!), but the next go around I stop just after hearing my house getting knocked over. I also remember to snag the towel off of Ford. I suppose it’s not exactly surprising that in a game about the end of the world, life is cheap.


        I moved my space fleet to a slightly larger bag.

        I leave the pub and Ford follows. There’s a dog yipping outside now that wasn’t there before. I’m back in “adventure game” mode and examine him, immediately noticing that he’s hungry. What do you do with a hungry dog? Feed him! The dog LOVES the cheese sandwich in ways that cannot be expressed in human terms and is so enamored with it that he ignores a passing microscopic space fleet. That sounds important! The question is, was I supposed to save the fleet from the dog or ensure its destruction? I hope the former. Would this have been one of those annoying dead-man-walking puzzles if I hadn’t?

        I run north and find Prosser looking “sheepishly triumphant”. I don’t get to talk to him much because at that moment the Vogon fleet arrives and announces that the Earth will be destroyed in two minutes. In the commotion, we drop the “thing we don’t know what it is” and it rolls away somewhere. Apparently, we’ve been trying to get rid of it for years. What the heck was the point of that? Ford is yelling something and he pulls out a device from his satchel, but with all the noise and vibrations he drops it without me being able to hear what he was saying. I pick up the device, noticing that one of the lights are blinking. Ford is still yelling and the winds are now hurricane-force. I examine it quickly and press the “hitchhike” button. We are immediately teleported away and I am left somewhere in the dark.

        That is enough for an introduction! It’s obvious that this game isn’t like any of the ones that we have played before. I’m having fun and the writing is terrific, but I can see how someone could be frustrated by the very linear nature. If you don’t do exactly what the game wants you to, you die. Is the whole game going to be like this?

        Time played: 35 minutes
        Inventory: no tea, peanuts, Sub-Etha signaling device, towel, junk mail, dressing gown, pocket fluff


        Like radio that you read!

        Before we get into the score guessing, let me tell you about the Bonus Material. I so love this series that I’m going to try to look at something else Douglas Adams related each week until the game is completed. Rather than disturb King’s Quest and Alone in the Dark, I’ll be posting these on my personal blog.

        This week, I have two:
        • I take a look at the original scripts for the radio series, including the bits that didn’t make it into the books. Could any of that appear in this game?
        • I also dug up an old project of mine from 1994-1996, the Hitchhiker’s Guide to TinyTIM, a guide that I built with many collaborators on one of the most popular online games of the 1990s. The guide isn’t that impressive, but it is an interesting time-capsule of life on the pre-web internet. 
        With all that out of the way, now it is your time to guess the score or make any bets about puzzles that I am unable to solve (in rot13). Up to this point, we have played 17 Infocom games with an average score of 32 points. This is Steve Meretzky’s third game; his first two were Planetfall (48 points) and Sorcerer (43 points). TBD also covered Leather Goddesses of Phobos (40 points). After leaving Infocom, Mr. Meretzky will also write the Spellcasting series, the first two games of which scored 48 and 51 by our rating system, and the sequel to Leather Goddesses (43 points). Given the immense significance of the number, I am going to pre-claim “42” as the score: if the game by some stroke of luck scores 42 points, we will give CAPs to everyone that guesses any score, no matter how terrible. I promise to not rig the system. Given Mr. Meretzky’s scores so far and this game’s pedigree, I do not think that is particularly likely anyway.

        I have played the game a bit and I am stuck already, so if you want to make any bets about where I am getting stuck, you might earn some very easy CAPs...

        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.

        Alone in the Dark: Kitchen Nightmares

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        By Andy Panthro



        To my right, a suspicious suit of armour, holding a very sharp sword. Ahead, a pair of locked doors that closed as I arrived on this floor. So I choose to go to my left, towards the unknown. This direction leads me to a corridor and some stairs down. This would be a bit more complex and require a bit of exploration before I’d even know where to go and what to do.

        The corridor’s first room was a small bedroom, with little of note except a notebook. This was the diary of Jeremy Hartwood’s final days in this house. A troubled artist, he had delved into the darkness that consumes this house and fell foul of its corrupting touch. In a series of dreams, he found stone pillars in a dark desert, a strange man whose look froze him dead with fear, and a sacrificial knife used for human sacrifice.



        It was clear that this strange otherworldly being wanted a body to occupy, and Jeremy was at least temporarily able to deny him that. Time will tell if I can do better, and rid the curse that has clouded Derceto for all these years. I moved on to the next room, a bathroom, currently occupied.

        I could see an item in the room, but had no way of defeating this strange monster that had taken residence in the tub. Instead, I decided to dash in there and grab it, and while I was there, search the cabinet. Thankfully I could do this only taking a couple of hits, and was able to heal myself a little by drinking from a flask found in the cabinet. The item: a simple water jug, empty of course. In true adventure gaming style, I’m sure this will come in handy later on.



        The next room was dark, and I dared not venture inside. I had a lamp, and some oil, but no way of lighting it, so I was a little stuck. Around the corner was a long gallery, showcasing some of the strange paintings that Jeremy Hartwood was famed for. On the near wall was a picture of a trapper or woodsman, holding a hatchet. Moving down the room got me a hatchet to the back, and death quickly followed.

        One quick reload later, and I decided to explore downstairs. This looks like the ground floor, and there’s quite a few doors to try. A couple of those doors are locked, but I did manage to find the kitchen. In here I found a couple of knives, which might come in handy as weapons, if nothing else and a large pot containing… something. In the pantry, I found a tin of biscuits and a key, while in another little side room was an oil can, a barrel full of water (which I used to fill my jug) and hidden in the coal was a shoebox, containing a revolver.



        Moving on to an adjacent room, I find the dining area, with a table set for several people. The only things here though, are a collection of zombies. In my haste, I use the pot, which seems to contain human flesh! (not sure how Edward Carnby knows what that would taste like, and the graphics are too indistinct to suggest a particular meat contained within). Reloading and repeating my steps, I put the pot of human stew on the table, leaving the zombies transfixed and I am able to move onwards. I remember this particular puzzle from playing in the past, and when I moved onto the next room I thankfully remembered that too.

        Through the door lies a smoking room, a literal one, which will fill with smoke and kill you. Quick movement is required to move towards the centre of the smoke, an old ashtray and douse it with water. After that, you can relax and explore, finding a lighter, an old music record (a little early for vinyl, so probably shellac), and more doors. This place truly is a maze, and I feel I should make a map at my earliest opportunity.



        One set of doors is locked, the other leads back out into the main foyer. But I must have gained at least a few items worth using. I know I can now look in that dark room, so I make my way back upstairs. This seems to take you to the other side of the armoured knight, and a new door. Inside, is a ghost!

        A new arrival to this game, the ghost kills me when I approach it, but there’s a record player there and I have a record. At this point I run into a problem with items, as it seems I’m carrying too many. I haven’t used half of these things, so I’m not sure what to do. I decided to find an empty room and drop as much as I think I can manage without, hopefully this won’t come back to bite me (I drop books having read them already, the jug, the used medical flask and case, and after filling my old lamp, the oil can).



        After this, I can pick up the gramophone and play the record. This time, I’m not attacked, and can take the matches from the mantelpiece, the poker from beside the fire, and some cartridges for the rifle from the cabinet. A picture on the table shows Jeremy with his niece, but doesn’t seem to indicate who this would be (since the niece is the other playable character).

        Getting past the knight is easy it seems, so long as you don’t touch the armour it won’t attack. So I decide to make my way to the darkened room, and light my lantern. In a somewhat surprising move for this game, the room isn’t filled with monsters, but rather a small bedroom with a couple of items on a table. One is a heavy statue, and the other is a book, but I can take neither due to carrying too many items.

        Leaving this for now, I head back downstairs. One room I haven’t tried yet seems to be some sort of greenhouse, full of plants and a statue of a hunter, perhaps as mentioned in the book about the golden fleece? Upon searching the statue, I find arrows, but am also surrounded by spiders, so I beat a hasty retreat. A nearby door is unlocked by the key from the pantry, and leads to the cellar, alas this seems to be overrun by blood-thirsty rats.

        My puzzles for next time:
        1. Find a way past the spiders
        2. Find a way past the rats
        3. Find a way past the hatchet-throwing painting
        This definitely seems like the largest and most open part of the game, and seemingly non-linear too. I am able to go to quite a few rooms, but some are locked and others are blocked my monsters I have yet to figure out how to defeat. The use of the pot of human stew to defeat the zombies suggests that there’s a solution to the rats and spiders, but I can’t think of one at the moment. My other option is the painting, and I seem to recall firing an arrow at it, but I’ll try that next time, as well as properly mapping the place to make sure I haven’t missed any obvious doors, the fixed camera angles can sometimes obscure available paths.

        King's Quest VI – Upstairs Downstairs

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        Written by TBD.

        Now that I've used both methods to enter the castle, let's see how I fared in each case. The castle's puzzles are also different on the two potential paths, so let's split them up and see where we end up.

        Let's start with the Land of the Dead playthrough.


        DOWNSTAIRS

        When we left off after Alexander entered the castle by his magic painted door, he was perusing his options.


        The first door to the right appears to be the dungeon I get thrown in whenever the guards capture me, so nothing special in there.

        The second door is a similar dungeon, but this one contains a ghost. The ghost is a small boy crying for his mother. I assume it's Ali and give him the handkerchief his ghost mother gave me in the Land of the Dead. Before he joins her, I ask him if there's anything he can do to help me, as Alexander doesn't work for free.

        So, a door behind Superman. Got it – thanks, kid.


        The left door has no handle or keyhole, and the third door on the right is another empty dungeon.

        Exploring the other corridors, I find a room with the sounds of guards behind it, and another door with the jester I'd seen in the bookshop sitting down.

        I thought jesters were supposed to be friendly.

        This time I don't automatically lose the game when I'm captured by the guards and stuck in the dungeon, so I use my skeleton key to escape. I find one more door I can enter. It takes me to the main foyer, where I had entered as a servant woman in the alternate route.

        The guards in the foyer capture me, but seeing as I escaped last time, I anticipate this time should be just as easy.


        Oh dear.

        One advantage of writing these posts on adventure games that you don't have when you just play them for fun, is it forces me to constantly take screenshots, and then think about the game as I write a day or so after I've played. I didn't realise this area was the basement until I found the entrance to the foyer was upstairs from my location. That meant that the man of steel that Ali mentioned is likely the suit of armor in this area. I probably wouldn't have put the two together if I didn't have a screenshot of Ali's hint. So, thank you, Adventure Gamer Blog – I probably wouldn't have thought of this idea so easily without you!


        Wait, why is this guard walking on the cornice?

        After reloading, I tried playing with the armor again and this time didn't get captured by the flying dog. After entering the secret door, I found myself in some kind of place that was part crawlspace, part secret room. Inside the room is a flight of stairs going up, and a hole with light coming from it. I look through the hole-in-the-wall (not the little insect that got lost between the labyrinth and the Isle of Wonders hole-in-the-wall, an actual hole... in the wall).



        You're not part of the solution, Saladin. You're part of the problem. Now stop being part of the problem, and put the other dog back on.

        They also speak of a magic door to the treasury room that the royal treasurer is no longer allowed to enter. At one point one of the dogs overheard Alhazred talking to the door.

        At this point I was assuming that the Vizier was talking to Ali the ghost boy for some reason – I later found out I was wrong and this was a clue to something different.

        I go up the stairs and find another hole in a different wall.

        I climbed the Cliffs of Logic and now I'm tired after a single flight of stairs?

        As I approach I hear crying from behind the wall, and find...

        ...Princess Cassima

        I ask her the only question I've been wondering about for the entire game.

        You're in luck then - I didn't come all this way to rescue another man's wife!

        Six months? She's the only heir to the throne. Has nobody in the castle asked her if she's okay with this?

        I look at fair Cassima for a moment, but then something happens. I hear scuffling, a woman's brief cry, then silence. Cassima has been taken!

        Then I reload my game and instead of just looking at Cassima lovingly, I try to be of some use. I shove my weapon through the hole-in-the-wall, and she eagerly takes it



        Further along, I find another hole. The castle's maintenance crew really need to invest in some Selley's No More Gaps.

        Behind this third hole is Alhazred, and he speaks out loud when he writes letters about his evil schemes.

        Did he actually write <hah-hah> in his letter?

        To summarise his letter, once he has the crown, Cassima will meet with a <hee-hee> accident. Alhazred would have loved to send Cassima to the letter recipient, Shadrack. But he mentions how poorly that worked out when he had previously sent Cassima to <ho-ho> Mordack.

        As Alexander says this, I realised that I'd heard the word 'blackguard' before and seen the word written before, but had no idea that was how to pronounce blackguard.
        Actually, all I hear is yanny.

        At the end of the interior walkspace, I find a secret door to an area surrounded with black cloaks. It turned out I was in a closet.


        Exiting the closet, I find myself in the Vizier's bedroom. In there, I find a piece of paper with the word, “ZEBU” printed on it.

        This is a zebu. Alhazred must be planning to run a dairy farm. That fiend!

        In the trunk at the end of the bed, which I open with my skeleton key, is a letter from Shadrack to Alhazred.

        He's even worse at attempted owl murder.

        In the letter, Shadrack congratulates Alhazred on his plan to seize the crown and isolate the islands of the Land. There's a bunch of other similarly incriminating letters, but Alexander only keeps the one.

        While doing further exploring in the basement corridors, something changes as I notice the music has changed to wedding music. I look through a keyhole to the upstairs area and notice the guards have left.

        I go through the door, but before I can enter the grand hall, Saladin comes out.


        I demand he hear me out and show him the Vizier's incriminating letter. This takes me much more than five seconds. Just saying, Saladin – if you want people to take your threats seriously, you've got to follow up.


        After asking Saladin to think about it, he realises he should have noticed the Vizier's betrayal earlier.

        But then I decided, “What the hell” and served the Vizier faithfully and unquestioningly anyway.

        Next on my to-do list – crash a wedding!

        But first, let's see how we get to this point in our Beauty's Serving Woman Disguise playthrough.


        UPSTAIRS

        When we left off after Alexander entered the castle in his serving girl disguise, he had just gotten captured by attempting to enter the most obvious door. So we'll try a different approach.

        Instead of taking the centre door, and unable to take the other doors due to them being locked, I climb the stairs.

        As I reach the top, I overhear a conversation by some guard dogs.

        I assume this means the nightingale that gave me her ribbon, but it could be referring to the fake one.

        There's a reward for the nightingale, which makes me think I can use either the toy nightingale or the real one at some point. Ignoring that idea for now, purely because I brought the paint brush instead of the nightingale, I make my way to an alcove when their backs are turned.


        I try to find the right place behind this column, but wherever I go, they see me either before or after passing the column and the game won't let me move once they start to get near me.

        After an embarrassingly long time, I realise that if I click my hand on the pillar instead of just standing next to it, I hide better.


        After they pass, I can control Alexander again, and can look at the painting, which is of Cassima's dead parents. I can move the portrait and take the nail that had been holding it up, but even if I reach my hiding place in time, the guards notice the change, and while investigating, they notice me.

        When the crown icon is there I can't do anything, so can't move to the other side of the pillar while they check out the painting.

        After they pass, I quickly try to get to the door across the hall, but Alexander proves himself to have terrible pathfinding, by walking all the way back to the end of the hall before going back to the middle and getting himself promptly caught by the guards.


        Alexander goes all the way back to the landing on the way to the door that was just across the hall from where he started. He gets caught!

        Having run out of ideas here, and assuming I need the nightingale rather than the paintbrush to get past these guards, I reloaded to before I entered the castle. We covered what I did at that point in my previous post where I ended up in the Land of the Dead, but after doing all that, I reloaded again, and just picked up the nightingale before re-entering the castle as a servant.

        Armed with my nightingale, and knowing that the guards would be interested in it, I trying showing it to them in every way I can think of.





        Okay - perhaps using the nightingale was not the smartest plan.

        I eventually learn the correct place to use the nightingale.



        Okay, now that I've gotten rid of the guards, I can take the nail from behind the painting, and enter Alhazred's bedroom.

        In the bedroom, knowing what to do from my previous exploration, I find the ZEBU note, unlock the trunk with my picture-hanging-nail, and take the incriminating letter.

        I also find Cassima's bedroom and this time talk through a door rather than a hole.

        I much prefer the downstairs version of the conversation - seeing them both makes the encounter more personal.
        I put my dagger under the door, for Cassima to use if she gets the chance.

        At some point I hear the guard dogs come back from the nightingale distraction. I duck into the alcove, put the nail back in the wall and replace the painting. Then I once again hide behind the pillar.

        The guard dogs have a talk, and we hear Cassima scream as she's taken away by the Vizier's page.

        Alexander screams this out loud. How do the dogs not hear this?

        The dogs notice that the Vizier's henchman is taking Cassima in the opposite direction to the wedding. They go to investigate, and hang out in the back hallway. I leave them and go back towards the front door. Then the music changes.


        I rush downstairs, am once again confronted by Saladin and we prepare to crash the wedding!

        Session time: 2 hours 5 minutes
        Total time: 13 hours 10 minutes

        Inventory upstairs:


        Something I need is missing. A Sierra game just doesn't feel complete unless I've dead-ended myself!
        Inventory downstairs:



        P.S. As some of you have already noticed, despite finishing the game using both of these methods, I neglected to do something earlier that opens up a third, best ending. I've since played the game again and gotten the best ending. I'll detail the extra quests in the upcoming WON post.

        Predictions made: (No changes this time)
        1. Something will be in the tree hole later - BUSTED
        2. Some animal will need a flute song to be calmed  - just needed someone to dance - BUSTED
        3. I'll need to distract someone with a fake nightingale – not a distraction - BUSTED 
        4. I'll meet a painter without a brush or need to paint something myself - CONFIRMED
        5. I'll need light, or a fire at some point. (actually, this prediction is valid for just about every single adventure game ever made) - CONFIRMED
        6. The pawn shop returns policy will be used to avoid the game having dead-ends - CONFIRMED
        7. I'll be visiting the legendary fourth island (which is actually the fifth island) - CONFIRMED
        8. I'll have to solve puzzles in order to meet the leaders of each of four islands - CONFIRMED 
        9. The bookseller's free book is cursed - probably already proven wrong - BUSTED 
        10. The swimming kid had an ulterior motive - CONFIRMED 
        11. The death sequence area will be playable later - CONFIRMED
        12. I'll need a plant growing potion or sticky substance to climb the vines - BUSTED
        13. The creepy guy has a glass eye which I'll need to get - BUSTED 
        14. The pawn shop guy will throw out rubbish that I'll take and use - CONFIRMED 
        15. The boring book will be used to put someone to sleep - CONFIRMED 
        16. I won't meet Princess Cassima on my first visit to the castle - CONFIRMED 
        17. The shopping creepy guy is also the Vizier's henchman - CONFIRMED
        18. I'll be performing dentistry on a clam - CONFIRMED
        19. The hole-in-the-wall bug will allow me into the castle - I just got to look inside - BUSTED
        20. I'll be crashing a wedding with or without Owen Wilson
        21. I'll use a serving girl outfit to enter the castle (this is my third castle entering prediction) - CONFIRMED
        22. The Cinderella girl's outfit will get me (or her) into the castle - CONFIRMED
        23. The Winged Ones' golden fleece was stolen by the Vizier and I'll find proof of this later
        24. I'll be able to depose Azure and Aeriel as leaders of Sacred Mountain Land, possibly for their daughter - BUSTED
        25. The Vizier's also stolen Beast's coat of arms.
        26. I'll have to work with dead wizards Mordack and Manannan to succeed in my quest - BUSTED
        27. The "Drink Me" potion will help me enter the Land of the Dead - BUSTED
        28. The animals with the glinting eyes that are just watching me are either the lure-me-to-death creature who's decided to let me succeed instead, or someone else.
        29. In another of my bold predictions, the vizier's also stolen the Druid's sacred oak.
        30. The Night Mare will suddenly appear near the nightshade bush after I've been told I need him - CONFIRMED

        Missed Classic: Hitchhiker’s Guide - I Got the Babelfish!

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        Written by Joe Pranevich


        What is the most famous puzzle in adventure game history? Is it defeating the snake in Colossal Cave? Sneaking in the back of the white house in Zork? How about something from King’s Quest or Maniac Mansion? In 1984, one of the most famous puzzles (at least according to the marketing department at Infocom) was the babel fish from Hitchhiker’s Guide to the Galaxy. The puzzle was so famous that successful players purchased a now-prized t-shirt advertising that fact: “I got the babel fish.” If I had lived in 1984 and played this game, I would definitely have bought the shirt. Why? Because, this week I got the babel fish. I confess that this puzzle probably isn’t that famous considering that I do not remember it from my original playthrough of this game more than twenty years ago, but it was still fun. I’ve received t-shirts for dumber reasons.

        Before we begin today, I recommend setting the mood in with “Journey of the Sorcerer”, the theme song to the original series. In a burst of cosmic similarity, I’m going to cover in this post roughly the same ground as the first episode of the radio and television series. I doubt I’ll be able to keep that up as the game will diverge from the source material, but it’s as good as any place to begin.


        Salted peanuts to keep you awake after matter transmission.

        We start this week in the dark, having just been transported to the Vogon ship (we assume) by some sort of sci-fi matter transmission device after we pressed the “hitchhike” button. I cannot talk enough about how much I enjoy the text in this game, but let me present you with the room description:
        Dark
        There’s nothing you can taste, nothing you can see, nothing you can hear, nothing you can feel, nothing you can smell, and you do not even know who you are.

        It’s terse, but it’s evocative. It’s powerful. And we see it (or several close variations) as we try to solve the next puzzle of the game. In short, after transmission, we can do nothing. We cannot look around, take inventory, or anything else. Every command we type gives us (or a close variation) that over and over again.

        Except, that’s not true. After a few turns of scrambling to find out what to do, the text changes subtly. I didn’t even notice right away:
        Dark
        You can’t hear anything, see anything, feel anything, or taste anything, and you do not know where you are, who you are, or how you got there.
        The new text has the senses in a different order and is more explicitly second person (“you can’t” rather than “there’s”), but even the length is about the same. Read carefully and you realize that they added the “how you got there” but took away any mention of a sense of smell. Why? Well, because now you can “smell here” and we get a whiff of something pungent. The darkness starts to recede. The name of the room even changes to “darkness” in lowercase rather than the capitalized “Dark”. We can make out a shadow in the dark and if we “examine” it, we emerge from our stupor: it was Ford Prefect waving some mineral water under our nose and he hands us some peanuts.

        I am a bit in love with this puzzle, not because it was very difficult, but because it is so meta-fictional. This is not the type of puzzle that Infocom was known for and I just love that it is here. It’s crazy, but it makes sense.

        Vogon ships over Earth (1981 TV series)

        I wake the rest of the way up and find myself in a Vogon hold. There are a lot of things here that are setting my Adventure Gaming Instincts off: there’s a door to port and an airlock starboard, an “atomic vector plotter” in a glass case, a switch and a keyboard attached to said case, and a tall dispensing machine. Ford also gives me some peanuts. I start to look around, but I very quickly get groggy. Eating the peanuts seems to help.

        The dispenser appears to give out “babel fish” out of a slot at approximately knee-level. I know because I’ve read the books (and so many other things) that I will need to get myself one of those if I am to be able to understand the alien languages spoken around the galaxy. Pressing the dispenser button doesn’t help as the fish flies out the machine and through a hole in the other side of the room. That sounds like a puzzle! Before I can move to look at the vector plotter and case, Ford comes up and tells me that he’s off to take a nap. Matter transmission takes a lot out of him… maybe he should have eaten more peanuts? He hands me his copy of the guide and whispers through the fourth wall that I will be unable to beat the game without consulting it frequently. Is this the “real” beginning of the game? I consult the guide on Vogons then about their poetry and it’s all taken pretty directly from the book.

        At this point, something strange happens: I learn that a typo I used just a few turns ago (“search guide for vogons”, as it turns out; the correct verb is “consult”) actually flew back in time through a wormhole to a distant galaxy where two warlike beings were meeting on the brink of war, their massively armed battle fleets ready to atomize each other at a moment’s notice. Unfortunately, that phrase was a dire insult in one of the languages and so the two creatures went to war with each other, killing many millions. All because I had a typo. I guess I should be more careful selecting my verbs! I am going to hope that Infocom is not so terrible that a typo can land us in a dead man walking scenario, but if I am somehow stuck because of this someone can let me know.

        The TV show’s guide entry on “babel fish”.

        I try to free the atomic vector plotter from the case, but that is useless. Activating the switch just has it talk to you in Vogon and the keyboard is useless unless you know what you want to type. I expect that I am going to have to solve the babel fish puzzle first. This is reiterated around turn 66 when there’s an announcement over the intercom that I cannot understand. I need to figure this out!

        I’ll told you so already, but the babel fish puzzle is one of the most unique puzzles that I have ever experienced:
        • Pushing the button, as I mentioned earlier, just causes the fish to fly out of the machine and through a hole. There’s a hook above the hole.
        • What can I put on the hook? I try the towel first but that just falls off. Ignoring my own sense of modesty, I put the dressing gown on the hook instead. Am I now facing off against the Vogons naked? I hope I at least have some underwear on.
        • The next time I push the button, the fish sails across the room and lands in the gown, slides down the sleeve, and falls into a grate in the floor that we conveniently didn’t notice before.
        • I put the towel on the grate. The next time I push the button, the fish sails across the room, slides down the sleeve, lands on the towel, and then gets immediately picked up by a cleaning robot.

        A few turns later, I get hauled into the Captain’s quarters and spoken at in Vogon for a while. I have no idea what happens, but after a while I get thrown back into the hold. I restore rather than risk missing something important.

        Vogons from the 1981 TV series.

        What am I carrying that might help with this? The only thing that comes to mind is the junk mail. I put it on the towel. I put it on the floor. I even put it in front of the panel where the robot zooms into. None of them prove to be much of an obstacle to the little cleaning robot who just zips by. Good news: putting it in front of the little robot panel at least changes the message! Now it tells me that the robot easily goes around the pile of mail so there might be something else I can do there. Bad news: Eventually, the little babel fish dispenser just goes “click” and I need to restore again to restart the puzzle. This is tricky!

        What else do I have that might work? A toothbrush? The guide? A screwdriver? None of them seem particularly good at blocking little robots. It takes me a minute, but I work it out: the satchel! Ford is asleep and I can grab his satchel now. Placing it in front of the hole where the cleaning robot escapes, I cause the robot to crash! It sends the babel fish flying… straight into the paws of an airborne cleaning robot which files into a different hole. This is getting ridiculous. At least there is a new clue: the flying robot catches the fish because it is “all the flying junk it can find”. On my next attempt, I put the pile of junk mail on the satchel and press the button. The robot slams into the satchel, sending the fish and the mail flying in all directions. The airborne cleaning robot collects everything it can, but narrowly misses the fish which lands directly into my ear. I got the babel fish!

        Vintage “babel fish” tee-shirt! (From MOCAGH)

        With the babel fish in my ear, I can now understand the instructions from the atomic vector plotter case: I have to enter in the second word from the second verse of the Captain’s favorite poem. It also warns me that an incorrect entry will cause the case to explode. Well, that is difficult considering that, if I heard any poetry so far, it was all in Vogon. Now that I have the babel fish, I should be able to understand it, right?

        As if right on cue, the Vogon captain comes over the intercom and this time I can understand him: he’s detected our presence, isn’t very happy about it, and plans to shove us out the airlock as soon as he can find us. If we’re really lucky, he’ll read some poetry to us first. Score! So all I have to do is wait for the guards and I’ll get that poetry reading that I need in order to get the plotter. (Why do I need the plotter? I have no idea but this is an adventure game. We need everything, especially when what we need is surrounded by a complicated puzzle.)

        Arthur and Ford enjoy some poetry (from the 2005 film)

        I wait and wait a bit longer and the guards eventually find me and haul me off into the “poetry appreciation chair”. While I am strapped in, there’s not much that I can do or see but read the poetry… “Oh freddled gruntbuggly, thy naturations are to me!” If you’ve read the books, you know what to expect. If English isn’t your first language, don’t worry. Some Vogon terms are beyond even the babel fish’s ability to translate. I’d copy it all down here except I’m not that crazy and there’s no easy way to cut-and-paste out of Boxer that I have found. After listening to a verse of poetry, the Vogon throws me back into the hold. But… but… I needed the second verse? How do I get him to tell me the second verse?

        I restore back again and try again. The solution was once again in the text: the captain said that he’d throw me back in the airlock because I did not enjoy the poetry enough. So what to do? I try “enjoy poetry” and that seems to work! Because I liked the first verse, he kindly (so to speak) reads the second one as well. When he’s done, he still plans to throw us out the airlock. Ford tries to talk the guards out of it, asking if they really enjoy throwing people out of airlocks. You know the drill. I quickly type the second word (“lyshus”) into the machine and I can grab the vector plotter! (When replaying this later to finish the write-up, I was asked for a different word. I assume this is somewhat random.) The plotter has a small receptacle and a “dangly bit”, but I have absolutely no idea what to do with either of those. Consulting the guide suggests that they are used in improbability physics. While I try to work it out, Ford keeps talking and the guard eventually tosses us into the airlock. We have two minutes to live.

        How do we survive this? I survey the room looking for a puzzle. I don’t find any. Do I just wait around? In the books, Arthur and Ford get picked up by a ship when they get ejected from the airlock. Ford starts writing equations on the wall. I guess he is trying to solve the puzzle. He eventually works out that we can use the signaling device, but exactly the same time that we get tossed out the airlock. Twenty-nine seconds later, we are picked up by a ship just as we pass out for lack of oxygen.

        The Heart of Gold in the 1981 TV series.

        Dark
        You can’t hear anything, see anything, smell anything, feel anything, or taste anything, and you do not know where you are, who you are, or how you got there.

        Oh no. Not this again. At least I know how to solve it!

        But that will be all for me today. Given all of the interest from the introductory post, I am going to take this slow and enjoy the game and do my best to explain the puzzles and such as I go. I could tell it all in fast-forward like some of the other games, but this seems to be a flavor best savored. If we get to a ridiculous number of posts, I’ll happily speed up. If you happen to fancy getting a babel fish shirt, I found a Zazzle store that is selling replica copies. They are probably violating copyright a half-dozen ways, plus the font and layout aren’t exactly the same as on the original. You can grab this replica shirt here: https://www.zazzle.com/i_got_the_babel_fish_t_shirt-235081410081482098

        Next week: The Heart of Gold and a battle to the death with a Bugblatter Beast of Traal! No bonus post this week. I have finished reading the novelization of Shada, but I ran out of time without watching the animated recreation. I’d like to at least view a bit of that before I finish my write-up.

        Time played: 1 hr 00 min
        Total time: 1 hr 25 min

        Alone in the Dark - Bows, Books and Vagabonds

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        By Andy Panthro



        I was a little lost last time, but progress has been made! I decided to leave the statue and the book where they are in the darkness, having no space to take them, and turned the corner towards the gallery. Jeremy Hartwood was a painter of some talent, and had a gallery made in his house to display those pieces that presumably meant something to him, or maybe just couldn’t be sold.Firstly though, I had to contend with a painting of a man with a hatchet, which could fire out at me and kill me. No easy task, I tried several of the items that I had collected along the way before the solution came back to me. The “Old Indian Cover” that I had picked up all the way back from the attic wardrobe came in handy, covering the picture and saving me from the chop.



        With that dealt with, I could explore the room safely, or so I thought. Wandering to the end of this long hallway, I found myself getting shot with arrows from the opposite end. After a death and a reload, I knew that two could play this game. From a safe distance, I used the bow I found much earlier and the arrows I got from the statue on the ground floor to shoot back. The first arrow missed, but the second found its mark and destroyed whatever spirit infested the painting.

        The paintings sure are interesting, and give us little clues to the story (apart from the ones that try and kill you, they seem otherwise plain and uninteresting, one being a trapper/hunter type and the other a native American). Starting from the Trapper side, we have a purple screaming ghost-like face next to a painting of an old tree that’s maybe on fire or has something burning on it, then a pair of double doors. After the doors there are three paintings, all similarly coloured, showing three pillars, a building and a man. These represent part of the visions and dreams mentioned in Jeremy’s diary.



        At the end of the hall was a door to a small bedroom, indicating that the house’s layout was awful even before it was infested with demons. I kept expecting a monster to jump out, but instead all I found was a fake book which I’m not sure why I picked up but I did, and I noticed the grandfather clock was in 3D so I gave it a push to reveal a secret compartment. It contained some parchment and a key. The parchment gave some details about monsters and evil creatures, perhaps hinting at ways they can be defeated. It was quite clear that these monsters are not able to be killed, but they can be returned to where they came from.

        In particular the parchment talks about “the prowler amongst the books” and “the Vagabond”. While I digest this new knowledge, I make my way to the double doors and enter the room beyond. Again I am plunged into darkness. How a room with double doors opening onto a well-lit room can be in total darkness I don’t know, but I accept the game’s conceit and light my lantern. I am greeted by a library, with a desk in the middle (and a lamp, but I don’t know how I’ll light it). I am also greeted by a rather angry, purple, ghostly creature. Is this the Vagabond? I can’t find out right now because it kills me with a few hits. Its glowing eyes staring at me all the while, it seems I will have to take stock and re-read the parchment to try and figure out how to deal with it.



        My memories of when I last completed this are very vague at this point, but I was under the impression I needed a special dagger to kill this, but the darkness requires me to use the lantern, so I’m not even sure how I would attack it. The parchment is a little cryptic, but it says that “Steel kills the vagabond who never dies”. Not really sure what I have that will work, especially since I can’t really do anything without light to see by.

        I decide to take a different track, and find a place I can use this key that I found. There are a few locked doors remaining, but it doesn’t open the library (which is locked from the side where the suit of armour stands, although this can be opened from the other side), and it doesn’t open the locked door in the main hallway on the ground floor, which I think is the ballroom (accessed via the statue/garden room, which is currently infested with spiders).



        The last place I can think of is the locked door in the smoking room, and it works! It turns out this is Jeremy’s study, and right away my eyes are drawn to the 3D desk and the sword and shield on the wall. Now is the time to use the cavalry sabre found upstairs, and once replaced on the wall with its partner the desk moves out of the way to reveal stairs down. Separate from the basement I found earlier (infested with rats), what will this passage hold? But that exploration will have to wait until next time.

        While I was back at the front of the house I tried a couple of doors I hadn’t before: the double doors opposite to the smoking room lead me to a large room and a sword-swinging pirate. No amount of witty insults could parry his blows, and soon I was wearing his sword like a shish kebab. My fate on the other doors was similar, the main doors to the house opened to a strange sight, as some great tentacle attacked me and dragged me to my doom, truly this mansion is a maniac!



        Exploration goals:
        1. We have a pathway down, but to where?
        2. Still need to figure out how to get past those rats
        3. Also the spiders!
        4. The Vagabond haunts the dark library, there must be something of value there but I need to turn on the light and deal with that monster!
        5. Is there anything I can do to defeat the suit of armour?
        6. Find a way to parley with the pirate, or perhaps defeat him in a duel.
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