Tuesday, 23 April 2019

Missed Classic 66: The Secret Diary of Adrian Mole Aged 13 ¾ (1985)

By Ilmari
"I have decided to be a poet. My father said that there isn’t a suitable career structure for poets and no pensions and other boring things, but I am quite decided. He tried to interest me in becoming a computer operator, but I said, ‘I need to put my soul into my work and it is well known that computers haven’t got a soul’. My father said,’ The Americans are working on it’. But I can’t wait that long."
"My mother has found a job. She collects money from Space Invader machines. She started today in response to an urgent phone call from the job agency that she is registered with. She said that the fullest machines are those in unrespectable cafes and university common rooms. I think my mother is betraying her principles. She is pandering to an obsession of weak minds."
- Adrian Mole, would-be-intellectual -


Tuesday, 16 April 2019

Missed Classic: Spellbreaker - Won! And Final Rating

Written by Joe Pranevich


Spellbreaker started as a chase, then it became a hunt for macguffin cubes, now we are finally closing out through some of the most devious puzzles every created for adventure games. We’ve just about reached the end the last original “Zork” game. This has been a game that I have in turn loved and hated. It’s the longest Infocom game so far. Despite my previous misgivings, I am enjoying it more as it cruises to the finale.

Last week, I continued my quest for cubes. I found one deep in the sea, discovered when I transformed myself into a clone of a particularly annoying fish. I found a second after racing a roc to its nest, and a third after helping a green-eyed boulder play a game of bumper cars with her brown-eyed friend. This game likely makes no sense to anyone not actively playing it, but there have been a few great puzzles recently. With that cube retrieved, I can teleport point to a new cube room: Dark. That has two exits, but as usual only one that I can pass through. I descend into a strange dark cave-- let’s go find some grues!

Saturday, 13 April 2019

Curse of Enchantia - Cliffbanger

Written by Alfred n the Fettuc


Hello folks, glad to see you back here! Last week in this fantastic adventure game, we finally exited the long cave network and saw the light of day for the first time since… wow, actually it’s the first time we have an exterior location in the whole game. Enjoy the sunlight, it might not last…


We find our friend Brad, lost deep in thoughts contemplating
a statue that represents the futility of his existence

Thursday, 11 April 2019

Rome: Pathway of Power - The Woad Warrior

Written by TBD

Hector’s Journal #2: "You've heard the story before. The slave who became a general... or was it the other way around? Either way, I keep improving my station through means having nothing to do with my skills. Let's see if I can keep this going – if I do, I could even be Emperor one day!"

When last we looked in on Hector the slave owner, he'd failed multiple times at having his slave win a gladiatorial battle. So without having any better ideas, I kept trying...

Reloading after not having played the game for a few days, I'd forgotten I'd saved the game after already owning a slave so accidentally bought a different slave.

Let's take a look at my inventory...

Slaves are like Pringles - you can't stop at one.

Well, I've now got two slaves and 25 sesterces. I still owe the moneylender 60 sesterces and need some amount more than 40 to bribe my way into the Palace. So let's see if we can win a fight at the arena now. Maybe Billius and Barbarus can be the first ever tag-team.

Tuesday, 9 April 2019

Missed Classic: Spellbreaker - The Chase

Written by Joe Pranevich


You’ve heard the classic story: boy meets girl, girl meets boy, boy and girl happen to be levitating rocks on a Tron-esque grid? It’s classic. If I have to say one thing about Spellbreaker, it is not afraid to have interesting and difficult puzzles. And despite the number of times that I have been stuck in this game, I’ve nearly always managed to get myself unstuck by looking at the problem in a different way. As we approach the end of the game, the overall picture is coming into focus. Connections are forming between the areas that the cubes take us, but I wish I did not have to spend the first half of the game feeling like I was playing a text-adventure version of Quantum Leap. Oh boy…

One other thing: this game is long. I’m ending this post at just over 18 hours in, making it the longest Infocom game by far and that does not include any of my time replaying from scratch last entry. The only longer game in this marathon is mainframe Zork which clocked in at roughly double where I am now. No actual Infocom release has taken me more than twelve hours to win. If they had planned to make this the “grand finale” of Zork, I think they succeeded under that metric at least.

Let’s play!