Yep, Tass Times in Tonetown sure is a strange game. From start to finish not much of what goes on gets any real explanation and I found myself shaking my head at the sheer wackiness of it all quite often during the five and a half hours it took me to complete it. Before I talk about my more recent experiences with the game, I wanted to overturn a comment I made in my previous post. I was fairly certain at the time that the game required the player to pixel hunt in the graphic window instead of being able to purely rely on the text descriptions to figure out what items are relevant. I came to this conclusion prematurely, after struggling to find the first item I needed in Gramp’s cabin due to it not being mentioned anywhere in the text. After a couple of hours play without any other instances of this happening, I decided to play through that first scene again to see whether I just missed something. As it turns out, I’d simply failed to notice the hint that was right in front of me all along, which is that Spot was “barking at the kitchen counter”. I hadn’t yet figured out the importance of paying attention to Spot / Ennio, and if I had of simply typed look at kitchen counter, I wouldn’t have had to click on every item in every room trying to find something of use. In summary, there is no pixel hunting required to complete Tass Times in Tonetown!
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Thursday, 26 January 2012
Game 8: Tass Times in Tonetown - Won!
Yep, Tass Times in Tonetown sure is a strange game. From start to finish not much of what goes on gets any real explanation and I found myself shaking my head at the sheer wackiness of it all quite often during the five and a half hours it took me to complete it. Before I talk about my more recent experiences with the game, I wanted to overturn a comment I made in my previous post. I was fairly certain at the time that the game required the player to pixel hunt in the graphic window instead of being able to purely rely on the text descriptions to figure out what items are relevant. I came to this conclusion prematurely, after struggling to find the first item I needed in Gramp’s cabin due to it not being mentioned anywhere in the text. After a couple of hours play without any other instances of this happening, I decided to play through that first scene again to see whether I just missed something. As it turns out, I’d simply failed to notice the hint that was right in front of me all along, which is that Spot was “barking at the kitchen counter”. I hadn’t yet figured out the importance of paying attention to Spot / Ennio, and if I had of simply typed look at kitchen counter, I wouldn’t have had to click on every item in every room trying to find something of use. In summary, there is no pixel hunting required to complete Tass Times in Tonetown!
7 comments:
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That is lackluster. No great victory; no grandpa to show for it either. Could there possibly be a different ending?
ReplyDeleteAh well, I'm looking forward to you getting through Uninvited (I never did).
Inventory limits were rather common in the old text-based adventure games. Sometimes there was a limit for the number of objects you could have: one to each hand and pocket or something similar (and by having backpacks or similar container you could carry more than usually - and in some games, like Spellbreaker, clever inventory management and use of containers were required in some puzzles). In other games it was more of weight- or size-based restriction, that is, you could carry hundreds of matches, but only one bar of steel. Whatever the restriction was, the player then just usually piled everything into some convenient spot from which the required objects could be found (although the strategy backfired in games where NPCs could move the objects to somewhere else). Compared to these standards, the 8-object inventory limit seems a rather lightweight problem...
ReplyDeleteJust because it was common doesn't make it good. Maybe you can't fault the developers because that's what they had to work without, but surely one can find fault in the solution.
ReplyDelete@Ilmari: I'll admit that I've played only a handful of text adventures (mostly in the Zork series) and I don't recall there being an inventory limit in those (I've probably just repressed it). I have to agree with Zenic regardless, as I don't think I should hold back on criticising an unnecessary and frustrating limitation, purely because there are worse examples of it out there. Perhaps you're not suggesting I should, but merely pointing out the historical standard, which is valuable nonetheless. :)
ReplyDeleteI think the limitation in Tass Times is more to do with the size of the inventory box, which is viewable on screen at all times. If that's the case, then they've built the game around the interface rather than building an interface that works for the game. A small but significant difference.
@Trickster: Yeah, I was not so much criticising your points, but merely pointing out the wider historical context - after all, you will be restricting yourself mostly to graphical adventure games, so a casual reader might think that Tass times was alone in using a ridiculous inventory limit.
ReplyDeleteBy the way, have you thought about making "feature articles" about elements common to a number of adventure games - somewhat like CRPG Addict has made about the most annoying monsters in different CRPGs or about the pros and cons of realtime vs. turn-based combat? If you have, one possible topic might be the annoying elements that are meant merely to lengthen the game play, such as inventory limits, mazes, Sierra's "you are not in the right position to do that" -problems, pixel hunting etc.
@Ilmari: Yes, I have planned to do some posts like that, but I thought I'd get some games under my belt first. Watch this space. :)
ReplyDeleteMight I recommend the simple solution of writing down where you drop each item? >.>
ReplyDelete