Agent 5 Journal #1: "Today was not a good day to oversleep. If I hadn’t made it to work when I did, we all would have been erased permanently. This is the most major time rip I’ve ever seen, and I’m the only one who was on duty and escaped being rewritten by the distortion wave. I have to fix history!"
When I start Journeyman Project from the menu with the New Game option, I first get a video with voiceover explaining the historical background of the scenario. I summarized this in the introduction. The important thing to remember is that we are at a critical point in history, so of course, when time travel is involved, something is bound to go wrong, and we have to travel through time to fix it. And of course, when there's an elaborate procedure and complicated equipment to fix whatever's gone wrong, then we'll definitely have to use that procedure and that equipment.
After the background, there's an intro video, which starts by zooming out from a floating city, which suddenly explodes. I'm guessing that's a dream, since then we see an alarm clock going off, implying that Agent 5 has just woken up. As he reaches out and puts on his headset, the interface forms around the picture, and a side screen runs through diagnostics as what sounds like a radio program greets its listeners.
Home sweet home |
BioChip - Interface item |
I'm probably going to complain about this again, but some of these biochip actions could have been a lot more convenient as a permanent button somewhere in the interface rather than a selectable inventory item. Once I get more than a few items, it's going to be annoying to scroll through the inventory to find the right item and select it before I can use its functions. There's enough space on the screen that there easily could have been a permanent button/menu for meta functions like saving and loading.
Transport Card item |
The side screen alerts me that I have ten minutes to get to the TSA, or I'll be late. I start looking around a little more quickly. The apartment has two doors leading out of it. I try one and discover a bathroom. Well, that's important, but not what I was after right now. I try the other and make it out into the main corridor of the apartment building. I wander around some more and eventually find an elevator. When I summon it, a voice announces what floor it's on as it moves. For some reason, it goes all the way up to the rooftop level before descending back to floor 4, where I am. (Maybe that's commentary on how elevators rarely seem to come directly to you when you're in a hurry?)
This is all that was rendered of the rooftop level... |
So down I go to the first floor, where I find the transport system, a direct matter transporter. Across from the transporter, there's also a kiosk with a video advertisement about the apartment complex, Caldoria Heights. This is just a little something extra to make the location a little more interesting, but it's also counter-productive when you're in a hurry.
The controls here are a little fiddly. I have to first click on the transporter to get it to open up, which takes several seconds. Then, after I move toward it, the interface automatically spins around as I sit down in the transporter seat, which takes another couple of seconds. Then a bug flies into view and has to be zapped by the system, which takes another chunk of time. To add a further agonizing delay, one time I tried it, the interface decided to inform me at that point that I was now late, which sent me back to standing in front of the transporter. So then I had to open it up, sit down, and watch another bug get zapped before I could actually use it.
I'll be there in five minutes through the magic of the transporter system. |
So I put my transport card into the slot (I have to first click on the item in the inventory list and then drag the icon from the window over to the slot) to get the available choices for transport, which are:
* Hard Rock, Tokyo
* Flagstaf [sic] Beach, AZ
* Temporal Security Annex
* Other
Obviously the right choice is the TSA, but for fun I try all the choices. "Other" just results in an error message from the transporter saying I don't have any other choices. The other two result in a game over. I'll describe this in more detail at the end of the post. So there's definitely something wrong that's about to happen, and if I don't go to the TSA, I won't be in the right place at the right time to fix it.
On to the TSA then! After transport, the transporter opens onto a different corridor, the end of which has a door which first asks for a code. This is copy protection, but it's easy enough to find the code in the manual. There's no input interface; I just have to type the number.
Maybe my tardiness will be forgiven if I save the timeline? |
I am directed to the Control Center to proceed with my work, presumably to monitor the timestream. The computer helpfully reminds me that I have to do a mandatory review first (obviously for the benefit of the player who needs to understand how time travel in this story works and what will need to happen). I can sit around at this point and nothing will happen, which is kind of amusing. But we can't get to anything interesting if we don't follow instructions.
The Control Center contains a large console with a seat in front of three widescreen monitors, much like fancy programming desks sometimes have these days (but in the early '90s when this was designed, that would have been quite a futuristic setup indeed.) I click on the left-hand monitor to bring it down into focus, and it asks me for a second copy protection code. After I enter this, it gives me a selection of three videos: Background, Theory, and Procedure.
The left-hand screen is optimized for displaying videos, apparently. |
The Background video gives some history about the Pegasus device developed by Elliot Sinclair and the establishment of the Temporal Security Agency. The Theory video describes time travel as a tunnel connecting two points in time. A significant change in the past will create a rip in time that generates a reality distortion wave, which can only be avoided by traveling back in time beyond the distortion point of origin.
The Procedure video describes what to do in the event of a distortion wave: go to the Ready Room, get a Pegasus biochip and the Journeyman key, use the biosuit generation system, then go to the Pegasus device and jump 200 million years into the past. This will bypass the distortion wave and also allow me to retrieve a backup of historical data stashed there for safekeeping, which can then be compared with the data altered by the distortion wave to figure out what's been changed.
The distortion wave is making its way toward the present, splitting as more distortions occur. |
Journeyman Key item |
Suiting up for time travel. |
Biochip - Mapping item |
Biochip - Pegasus item |
Another interesting note is that it seems that once I'm out of the control center and not watching the distortion wave, it doesn't really progress. I fiddled with the biochips for more than a couple minutes, and nothing happened. It's an interesting example of limited urgency. I don't even hear the alarm in the corridor, only inside the Ready Room or the Control Center.
The inside of the time machine, showing the jump options and the timeline. |
A volcano in the distance, and a sheer cliff at my feet. |
The interface warns me that large carnivorous creatures have been detected, but nothing really comes of it. I see a shadow of a pteradactyl fly overhead, and the shadow of something that looks like a Tyrannosaurus rex roars when I go around another corner, but nothing else happens.
The hidden alcove with the historical log disk. |
Historical Log item |
So I'm definitely going to have to replay sections to optimize my time if I want to get a good score. Every time the suit returns to the present, the energy level returns to maximum, but the score at the end will be higher the fewer trips taken and the less energy used. There's also the goal of solving puzzles peacefully and without changing anything beyond what's necessary to fix the problem, so that might be tricky too. I might replay sections just to see what happens if I go out of my way to change more things.
When I return to the present, I retrace my steps back to the Control Center with the historical log, where I am prompted to insert it so that the data can be compared. It took me an embarrassingly long time to figure out that I needed to click on the console to open the drive first before I could put the log disk in. I was trying to drop the disk all over the console with no success. The drive area didn't really look like something that was openable, I guess, and there was no response when I dropped the log anywhere.
Four discrepancies for three temporal rips |
The one in 2308 is interesting because it concerns the first contact from the Cyrollans. In the original news clip, we hear a summary of the event and then an audio recording of the actual Cyrollan transmission stating the Symbiotry invitation and 10-year terms. In the changed news clip, the reporter looks different, and this time the Cyrollans only say, "We will return when you are ready" instead of offering Symbiotry membership. Okay, something's definitely gone wrong. I'd better examine the records relating to the actual changed events.
In 2112, a small country called Gorbastan is the last to consider signing the Worldwide Unification treaty. There's a terrorist faction who disagrees with the treaty and takes hostages, some American, but despite that, the country is ready to sign the treaty. After the change that caused the time rip, a nuclear missile was launched somehow toward Gorbastan, jeopardizing the peace talks and dooming the Worldwide Unification Treaty to failure. My goal will have to be to prevent that missile from being launched.
In 2185, a cargo pilot approaching the Morimoto colony on Mars detected an alien spacecraft, which did nothing except hover for a time and then travel outward toward the edge of the solar system. However, after the time rip, somehow the entire Mars colony was destroyed, killing the 30-person crew and making people think that hostile aliens were the cause. I'll have to prevent the destruction of the colony.
In 2310, a rally was held to discuss whether humanity was ready for contact with aliens. This is two years after the original contact with the Cyrollans, which seems kind of out of sequence, actually. One particular activist, Enrique Castillo, gave a particularly persuasive speech in favor of dealing with aliens. The result was that most of the crowd was also in favor. After the time rip, somehow Castillo was killed instead, and the crowd was decidedly anti-alien. How this could affect the original contact in 2308 I don't know, but clearly I need to prevent Castillo from being killed.
Each scenario is also given a "chance of success based on historical relevance". For 2112, it's 23%; for 2185, it's 57%; for 2310, it's 48%. I'm not quite sure what this means, but perhaps it means the chance of resolving the entire time rip by resolving the issue in that time. I would think I'd need to solve all three, though.
Well, I've certainly got my work cut out for me. Next time I'll poke my head into each time and decide which one to focus on first.
BioChips: Interface, Mapping, Pegasus
Other inventory: Transport Card, Journeyman Key (also found the Historical Log)
Time travel trips: 1
Score: 26452
Deaths: 3
I have ceased to exist... |
#2: When the distortion wave is identified, I can just stay and watch the computer display the progress of the wave through time. It takes 2-3 minutes, but the wave eventually travels up to the present year, which again causes an "Uncreated" game over. (This time I have 2000 points, though.)
I can't...hold...on... |
Session Time: 1 hour 30 minutes
Total Time: 1 hour 30 minutes
Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!
The Presto logo is very invocotive of Myst. People unfamilar with Myst will understand this when Myst comes around.
ReplyDeleteI like the elevator music during the opening loading screen.
My god, this is the most naive game I've ever seen. There's something to be said about how hopeful we felt in the '90s. I mean, there's still this kind of naivete around, but its usually more tinged with a childish vendetta against people the writer doesn't like.
Sure would've been nice if the intro was animated. With so long between still frames, this feels like something made by an amateur in Windows Movie Maker.
Now, at this point I would whine about how you haven't done things properly by playing the remake. I mean, I am going to whine about that, its still true. That's still sad. Also necessary. And sad. The original is unplayable. Not in the sense that it has glaring gameplay issues or anything, it could have those. I don't know. It was impossible for me to get to run. I've never had a game stymie my attempts at getting it to run as much as this. I tried everything I could. Virtual machine, Windows in DOSBox, WINE, as soon as the game proper started (i.e., after the intro) it crashed. I genuinely don't know if its possible to play the Windows version today. If it isn't Quicktime screwing up its the game being unable to form a connection or something. I don't really feel like getting the Mac version, especially given I already know I'll have troubles with that. Personally, I don't know how you were able to get Turbo running in what must be Windows 8 or something.
Adding to this point about Turbo not being the same original is that there's a patch for Turbo AND patches for the original.
I sure enjoy using toilets I can't see. I guess the devteam's bathroom must have a lot of puddles.
I think the reason why the interface parts that the biochips function as disappear is because they didn't have enough space for all of it. Now, I'm not an expert in how old Macromedia Director games were made, but I think they could have fixed that by having something cycle through those. Certainly save the problem with the map system.
I genuinely thought my game was futzing up again during the elevator's trip up.
You know, the teleporter is weird, what's the deal with the card? We put the card in, we teleport someplace, then we take the card out? Huh.
The code input sequence is interesting. Its about the only game in this style that has you directly input the code via your keyboard instead of a in-game keypad. Weird.
Hey, I had that same problem with the disc! Although I think I might have been using the key instead.
I wonder if the T-Rex gets you if you dilly-dally around in 199k BC after getting the historic log.
Hmm, it kinda sounds like we could possibly get on wildly different tracks here.
Haha, this was great. I laughed at the bathroom comment. Thanks for playing along. You're right about the copy protection codes and the transport card. Either there's an inner enclosure that teleports, or just the card gets teleported along with the traveler? Either idea is logistically awkward.
DeleteAbout the versions, I never did find a copy of the original, but I'm not surprised it's hard to get to run. For Turbo, someone made a setup for it that runs it in Windows 3.1 in DOSBox, so the only fiddling I had to do was shifting the capture directory and running DOSBox as administrator so I could make save games and take screenshots. I'm in Windows 10 and it's been working fine. I didn't even patch it, so I'm guessing the package is already patched. I just have to remember not to hit ESC, or it will drop straight back to Windows 3.1 with no warning.
One more thing I noticed is that the interface is really slow. Every single time you use the transporter, you have to watch it open, move toward it, turn around, and watch the bug get zapped. Every time you want to see the time rip comparison videos, you have to watch the analysis sequence. Every time!
I actually found it in two places, but one of them was actually Turbo. It could be the one that was actually the original was a bad rip, but I don't feel like buying a copy to see if that's true or not.
DeleteFunny though, we're both using the same method for playing it, except I used a Win3 package for a different game.
I think you actually could get killed by some dinosaurs (raptors I believe) in that part. My memory is a bit spotty, but I think it was something in the background in a cave or something that moved that you could interact with... and kill you. Curiosity killed the time traveller.
DeleteI was unable to find any way to die in the dinosaur area except for falling off the cliff or letting the suit's energy run out (which takes like ten minutes, so that's not going to happen accidentally). There are three places where dinosaurs or their shadows become visible briefly, but they don't do anything else. I checked every wall, but I didn't find anything to interact with other than the alcove with the log disk.
DeleteI am interested to see in which sequence the timeline changes get fixed, do you start with the most recent or the most distant change, or do you go via the probability? I would think that fixing the earliest change should automatically fix the others, but that would make for too short a game.
ReplyDeleteIt is nice that they allow you to transport to other locations though, it makes the world feel bigger. Even if it is useless to do so you feel less like you're playing through a corridor.
This was just the introduction. Yes, this bit is very linear, but that's to be expected. Once we start exploring the three main time missions, the game opens up more.
DeleteCan you time travel to be earlier for work? I assume that's against the rules. (But what is even "on time" for a time traveller?)
ReplyDeleteThat is the whole problem with time travel, it is by its very nature paradoxical. For example, in this scenario, if I find out some-one is fixing the changes I made to the timeline, can I not just go forward in time and stop him from getting to work on time? Hide his transport card so he gets un-created in the timeline change?
DeleteWriting time travel stories have to rely on a linear time-line to explain a non-linear timeline, they can be fun but you have to stop thinking about it at some stage or you'll be way too deep down the rabbit-hole.
This is one of my favorite series of games, but man is this first one clunky. It's actually pretty amazing how much the series evolves with the times, with the first one being almost Sierra-like in its "save early and often" philosophy
ReplyDelete