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Tuesday, 21 May 2024

Game 136: Pepper’s Adventures in Time (1993) – Introduction


By Will Moczarski


It’s time for a Sierra game! Pepper’s Adventures in Time was an entry in the short-lived (1991-93) Sierra Discovery Series that Jimmy Maher regards to be „[a]mong the most rewarding hidden gems in Sierra’s voluminous catalog“. You can read about several of the previous games from the series on our blog as many of them are adventure games or at least games with features reminiscent of adventure games, meaning our authors’ appreciation sometimes surpassed the actual PISSED rating. Reiko awarded Castle of Dr. Brain (1991) 46 points but EcoQuest: The Search for Cetus (1991), being the first proper adventure game in the series, scored an impressive 60 points. Not bad for a game targeted at children! Roberta Williams’ Mixed-Up Mother Goose (1991) is so far a future missed classic whereas Mixed Up Fairy Tales (also 1991) was reviewed by Aperama, scoring an equally impressive 54 points. Then there’s Quarky & Quaysoo’s Turbo Science (1992) which is neither an adventure game nor actually developed by Sierra but it’s still part of the Discovery Series so a short review for our blog wouldn’t be out of line, either. The sequel to Castle of Dr. Brain, called The Island of Dr. Brain (1992) scored 45 points but again Reiko thought it was „fun to play“ and it may well have scored higher on an alternate PISSED scale more suited to puzzle games. Alphabet Blocks (1992) is another non-adventure game not developed by Sierra but this one is even less likely to appear on the blog as it’s targeted at very young children (ages 3 and up). Finally, Lost Secret of the Rainforest, a game from the current gaming year and the sequel to EcoQuest, scored a little lower than its predecessor at 55 points. All of this bodes well for Pepper’s Adventures in Time which is the final adventure game from the series. So far, the average score of the series is 52. The Discovery Series was continued (or should I say stretched out?) for three more games: Spelling Jungle (1993), Ready, Set, Read with Bananas & Jack (1993), and Turbo Learning: Mega Math (1993). None of them was developed by Sierra but by the two companies responsible for previous non-Sierra games from the series: Bright Star Entertainment and Jeff Tunnell Productions.

But back to Pepper. The game was produced by Mark Seibert who had previously worked in Sierra’s audio department before being responsible for the CD-ROM edition of Jones in the Fast Lane. Pepper’s Adventures in Time was his first game as a producer but he went on to produce King’s Quest VII, Torin’s Passage, Phantasmagoria, Leisure Suit Larry VII, King’s Quest VIII, Arcanum, and Throne of Darkness. He then went back to being an audio director, working on Command & Conquer 3: Kane’s Wrath (2008) as an engineer and composing the music for Conquests of Camelot: The Search for the Grail (2017).

The original idea for the game is credited to Bill Davis who had been creative director for classics such as Quest for Glory II, Castle of Dr. Brain, Space Quest IV, King’s Quest V, and Leisure Suit Larry 5. The four game designers have more big Sierra names among them, like Gano Haine who had previously worked on the two EcoQuest titles (and later designed the heroes for Hero-U!), the fantastic Jane Jensen, well-known for the Gabriel Knight series which is coming up soon on this blog, Josh Mandel who’d previously designed and directed Freddy Pharkas, and Lorelei Shannon for whom Pepper’s Adventures in Time was the first bigger job at Sierra and who went on to play a major role in the development teams for King’s Quest VII and Phantasmagoria.


The Sierra Discovery Menu


Both of the manuals available online for Pepper’s Adventures in Time are quite unusual and quite the treasure troves. As one of them appears to be sort of a very short hint book I’ve only skimmed over it for now. The longer manual is quite impressive, though, taking its "edutainment" label quite seriously.

According to the manual, the objective of the game is to manipulate events in the past that have been mixed up, twisted, and confused in order to set history back on course. To successfully reach that goal it is vital to know about life in colonial America and especially about the life and times of Benjamin Franklin. The interface of the game contains a special TRUTH icon that "will reveal many fascinating and entertaining facts". This reads like there’s an additional look icon (called "truth") prompting additional infodumps. Also, there will be a history quiz at the end of each act. This is beginning to sound like work, or worse - school. 

The TRUTH icon apparently reveals whether an object is historically accurate or an anachronism, followed by an explanation. Many answers to the history quiz are apparently hidden within these explanations, so it is recommended to use the icon frequently and indiscriminately. Moreover, there’s a QUIZ icon clicking on which will reveal a list of facts to look for. Each act contains a list of major goals, sort of like a quest log that is simply handed to you. 

When you TALK to characters in Pepper’s Adventures in Time you can always ask them about Benjamin Franklin, the Pughs, and Lockjaw, your dog. You can also ask the characters about themselves. Lastly, it is possible to switch characters: you can play both as Pepper, a young girl, and as her dog, Lockjaw. The dog has a different icon bar: he can sniff people and things with his NOSE icon as well as chew, eat, drink, or bite with the TEETH icon. 



Words to live by.

The manual is littered with proverbs attributed to Benjamin Franklin as well as short explanations of them for young readers. Also, there’s a list of Ben Franklin’s 13 Virtues to live by, again with short explanations. This is followed by an eight-page biography of Franklin, some short descriptions of his most famous inventions, a glossary with unusual terms contained within the game, a short but annotated bibliography, and a wordsearch as well as a crossword puzzle. I take it all in and solve the puzzles before starting the game because all of this may contain important information - it’s edutainment software, after all.

But enough of that: it’s time to start the game! It starts with a cute animation of a bursting clock before showing me the main screen. I can choose between the introduction, a short tutorial, starting the game or restoring a game. Let’s take a look at the intro sequence first. And that is really adorable. Pepper leads us around her neighbourhood, talking to people she knows and asking them weird fourth-wall-breaking questions that double as a credits roll. There are also some jokes with the neighbours’ names, like Mr. Ennui whose life has no direction but he likes it that way. I’m not sure whether the sequence even introduces us to characters from the game which would be even nicer. Also, it introduces Pepper’s dog Lockjaw who sometimes growls at people he clearly doesn’t like. Barbecue enthusiast Mr. Spheroid asks Pepper who the lead chef is after she tells him all about the lead animator and the lead programmer. It’s not laugh out loud funny but it’s a nice touch. The whole introduction really is a success. Somebody really should redo it for the cast of The Adventurers Guild





In this neighbourhood, Miss Centimes are a dime a dozen.

After the delightful introduction I start the game proper. I can pick one of six acts but decide to do them in order. The first act is called “Time Travel.” The others are called “Philadelphia”, “Kite/Key Experiment”, “Stamp Act”, “Constitutional Convention”, and “Rescue Lockjaw.” If you have forgotten that this game will be about Benjamin Franklin here’s your friendly reminders. Five of them. These are only their abbreviated names, however. The first act is called, in all its glory, “Pepper Travels Through Time or Colonial Crash Landing.” 


Passionate Pepper Does Some Chrono Groundwork


After the title screen for the act I am presented with a list of things to look for in this act, specifically

  • Poor Richard’s Almanack
  • The Town Watch
  • The Liberty Bell
  • The Village Stocks
  • The Stamp Tax


There’s also a list of objectives for my convenience: 

  • Meet Uncle Fred
  • Go Back in Time
  • Escape from the Watchman


And...the interface and the animations have the look and feel of a Sierra game. However, the graphics look a bit like those from Day of the Tentacle. Even the music on the first screen is very similar to its main theme. Moreover, I can control Pepper’s dog Lockjaw but only in specific situations. Wasn’t that the case with Max in Sam & Max Hit the Road as well? Is there some sort of mini-parody buried in here? Will Uncle Fred’s time machine play a role in attempts at world domination? 

Spoiler: yes, it will. Uncle Fred is as Edison as they get. But Day of the Tentacle was released on June 25, 1993 while I seem unable to find a proper release date for Pepper. It seems like a major coincidence. 


Picket Fences


I am then left to explore the first screen which has no visible exits except the front door but if I try to make Pepper enter the house Lockjaw (who’s not allowed to come along) will whimper and she will change her mind about it. There’s a chewed-up piece of gum I can pick up from the sidewalk (1 point) but it’s not like Day of the Tentacle at all because I don’t need a crowbar to get it unstuck. Pepper humorously steps in the gum first before picking it up, starting a cute animation of her trying to get rid of it first. Looking at it in my inventory, she tells me it’s an “old, hard, nasty, hairy piece of gum. Yech!” Point taken, Pepper. 



What about hoary?


I can talk to the “sassy bluejay” in the apple tree but it’s not a very rewarding conversation. The same holds true when I try to talk to Lockjaw. There’s no way to climb the tree and reach either the bird or the apples. I examine everything thoroughly and the game has a nicely written answer for most of my actions. Other than the piece of gum I can pick up a broken piece of drainpipe (1). I attempt to reattach it but that doesn’t work. I feel that I might be able to glue it back on with the gum (adventure game logic, y’know) but can’t figure out how. Furthermore, I can fill Lockjaw’s water bowl (1) several times and he will lift his leg by the apple tree every once in a while (yes, I tried it several times to see whether anything changes). When I try to pick up one of the flowers from my neighbour’s flowerbed (1) she will immediately look out the window and tell me off for being such a nasty girl. She also gives me a hint by telling me that Lockjaw has buried some things in her flowerbed (1). I can also talk to my neighbour whose name is Mrs. O’Brien while she’s at the window, and Pepper will insult her in a variety of creative ways. 



You've changed / the sparkle in your eyes is gone


When I try to use the gum with the broken piece of drainpipe a cute thought bubble appears above Pepper’s head and she tells me that it won’t stick because it’s just not soft enough. A-ha, I’m on the right track! I try chewing the gum to make it softer but Pepper won’t have any of it. Lockjaw, however, takes one for the team and chews the gum to make it soft and sticky again (1). I can now connect the gum to the drainpipe (3) and fix it (3). When I try to climb the drainpipe Pepper refrains from doing so because her “parental units” are in the kitchen. This triggers a short dialogue between Mr. and Mrs. Pumpernickel (1) in which they argue about Uncle Fred being so loud all the time. Pepper resolves to find out all about what he’s doing which is good enough since it’s one of my mission objectives to meet Uncle Fred. After the dialogue, Pepper will try to climb the drainpipe but Lockjaw won’t let her go. Another dialogue is triggered, this time between Pepper and Lockjaw about how he has hidden his harness and can’t find it. (Lockjaw doesn’t actually talk but just like in a good Han-and-Chewie friendship, Pepper knows what he wants to express.) I am then prompted to take control of Lockjaw and now have all different items at my disposal. 


Coming up soon-ish: Game 197: The Beast Within - A Gabriel Knight Mystery


Playing as Lockjaw I can dig into Mrs. O’Brien’s flowerbed and recover the harness (2). The controls switch back to Pepper and I can put the harness on Lockjaw (3) and finally climb the drainpipe (4). We both emerge on the roof where I can spy on Uncle Fred from the window (1). Uncle Fred has built a time machine and talks to himself (like evil geniuses do) about how he could alter history in an evil way. He weighs his options and then decides to turn Benjamin Franklin into a toothless hippie, rendering his achievements all but impossible for him because he’d be more interested in slacking off, or to put it the way Uncle Fred does: “he’ll be an incense-burning, headband-wearing jellyfish!” With Franklin out of the picture, Uncle Fred hopes to make the American revolution all but impossible. 



Evil Genius at Work: Do Not Disturb


Unfortunately, Pepper is a little clumsy and stumbles right into the middle of it with Lockjaw hot on her heels. Once discovered, she challenges her uncle outright and tells him she will foil his plans. Uncle Fred, however, simply picks her up by her shoulders and throws her into the wall (!). Lockjaw bites him in revenge and then accidentally jumps into the time machine uncle Fred just activated by using Pepper as the involuntary remote control/projectile for the on/off switch. Pepper naturally can’t let her dog travel into the past alone and jumps right after him (2). After a trippy sequence that would be right up the new, mellow Benjamin Franklin’s alley, they land in Philadelphia, the year is 1764. Two members of the Hare Krishna cult are carrying the Liberty Bell around when Pepper crashes right into it. But that, my friends, is a story for another day.


Creme tangerine and Montelimar / A ginger sling with a pineapple heart 


Points so far: 25
Time played: 20 minutes

32 comments:

  1. 60, I played this a few years ago and remember it being rather nice. I' guessing it's about the same quality as EcoQuest (which I haven't played).

    In my notes for this game, I notice I have written "copy AUD***.DRV files from other Sierra games to get sound effects".

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  2. Pepper's is an astounding game, it deserves at least 65.

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  3. I've been looking forward to this one. One of the Sierra games that I've never played, so I'll be playing along here. I'll guess 58.

    A couple of things I've stumbled across. At least one Sierra fansite has a definitive release date for the game listed as 5th February 1993 (it looks like that date may be taken from game files/code). It's a shame these things are so difficult to confirm.

    And the game's working title was Twisty History. That title seems to have stuck around for quite a while, to the point where advertisements and box art with that name were released: https://huguesjohnson.com/scans/EBChristmas92/EBChristmas92_pg44.jpg

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    1. Thanks for the additional info and glad you're playing along, Matt!

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  4. I'm just gonna throw caution to the wind and say 70.

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  5. "Uncle Fred hopes to make the American revolution all but impossible."
    seems like a real British patriot, not evil at all!

    I never played this one, people have already gone high so I'll go (slightly) lower with 56!

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    1. A belated expat patriot, you say? I'll keep my eyes open if that reading is still feasible at the end of the game ;-)

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  6. This looks promising, and it will be interesting to see the Euro-centric view on this possibly American-slanted game. Hopefully that won't hurt the score if there's anything lost in translation, so to speak. I'm guessing 59.

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    1. I can say that at the time I played it I appreciated it even more because I didn't know many of the American-centric things that were explained in the game. A true edutainment title!

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  7. "Conquests of Camelot: The Search for the Grail (2017)"

    Was there some remaster of this 1990 game I was unaware of?

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    1. Also I can't pass up a chance to underline the very, very odd resonance this game has with Day of the Tentacle. Sometimes specific ideas are just percolating widely in the general culture and crystalize in specific places simultaneously, like the 1963 debuts of both the Doom Patrol and the X-Men.

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    2. I'm confused by this as well. No, Camelot was never remade/remastered. But Mobygames, in addition to the expected 1990 credit, mysteriously does also list a credit for him for music on "Conquests of Camelot: The Search for the Grail (2017, Windows)". Was there maybe a Steam release, or as part of a collection or something? I can't think what else it could possibly mean.

      Piecesof8Bit on Youtube did do a HQ remake of the soundtrack in 2015, but there's no official connection there so far as I'm aware.

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    3. >Sometimes specific ideas are just percolating widely
      >in the general culture and crystalize in specific places simultaneously

      I was reminded of this bit where YouTuber YMS makes the case that the eerie similarity of two animated shorts by different studios is actually just a plausible coincidence. (The whole video is worth watching through as it entertainingly debunks a lot of the misinformation surrounding the Lion King / Kimba controversy.)

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    4. I'm a bit embarrassed that I didn't recognise the title but in my defense I only ever played (and really liked) the second con-quest game (and the year was misleading me, too, naturally ;-)

      I agree about the resonance with DotT (and I think I remarked upon it, too, no?). Seems to be a case of good old convergent evolution. Well, maybe that's too big a term but you know what I mean.

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    5. Yeah, that mention to Conquest of Camelot confused me too. The two games that Chisty Marxx designed for Sierra are in the top five of all their catalogue, IMHO, so it would be great to have a remake of both Conquest titles. Anyway, this seems like a nice and little educational game. My guess is 63

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  8. I'll sniff out the middle and go for 62. It looks good too, it's obviously aimed at children yet not too immature.

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  9. another game I only see in lists, or Sierra related games. I confuse it with Willy Beamish too.

    I'll guess a 45

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  10. This game is something I always kept meaning to play, but just never got around to. Sounds nice, so 67.

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  11. Props to all of you! I forgot to include the usual "make your score guesses now" sentence and it bothered me quite a bit during my holidays (not enough to make me log in and add it before the post got published, mind you, the weather was way too fine for that) but I could have rested assured that the fine people of the Adventurers' Guild would never forget about it even if there was no mention of it.

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  12. I'm long overdue a play-along (think Blue Force may have been my last... the scars have healed). Looks pretty good, though I don't tend to find the topic of American history particularly engaging. I'm going to go 53.

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  13. Torbjörn Andersson4 June 2024 at 18:46

    This is very good timing for me actually, because I just picked up a second-hand copy of "Sierra's School House" (the "Math" version, but I've heard the others may be similar). In addition to the main edutainment game that holds no interest whatsoever to me, there are what appears to be complete versions of EcoQuest 2 and Pepper's Adventures in Time on the first CD, as well as a few other things.

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    1. Interesting mix, and I'm sure it was a good price back then to get a bunch of games that not ally wouldn't find a home on any collection CDs.

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    2. Perhaps Willy Beamish should be in there too? Lots of school stuff in there.

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    3. No Willy Beamish, I'm afraid. I'm surprised they included any full games at all instead of demos, when they appear to be just extras. Other than the main game (which I'm not interested in, but I'm told it's part of some "Adibou" family of games) this is what I found:

      A demo of The Incredible Machine.

      Gobliiins 1. I haven't checked if it's the full game, but ScummVM doesn't call it a demo. For some reason, it doesn't appear to have the intro present in GOG's versions.

      EcoQuest 1. It appears to be the CD version, minus the audio files. I hope that's the only reason ScummVM complains it's corrupt, but I already have the CD version so no big loss for me. (Though it would have been nice to have the floppy version since it apparently has slightly different graphics.)

      EcoQuest 2 and Pepper's Adventures in Time, both of which appear to be complete. They were the main reason I bought it.

      A "hoyle" game or demo that looks like ScummVM ougt to be able to run, but can't yet. Solitaire, perhaps?

      The executables are mostly for Windows, and I have not yet been able to run them under Linux.

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    4. Yeah, that's an Adibou game. I remembered hearing that some of those were translated into English, but couldn't find them when i was curious about it. Checking it, some of those games would be 3-5 years old at that time, not unusual to be extras if you're filling out space. Interestingly, checking Sierra Chest, it seems that the extras you mentioned aren't on the version they have. Well, maybe you forgot to mention it was TIM 3, but it is odd. Do you see anything that mentions which version of Hoyle it is? Sierra first did one series with their regular characters, then made a series with other characters.

      I think the Goblins game is just a version that existed, because I don't really remember the intro to Goblins in my version that I had as a kid.

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    5. They milked the Hoyle brand later, but I think only the first three are playable in SCUMMvm. The first and third are my favorites, the first one taught me cribbage with Larry Laffer and Rosella trying to beat me.

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    6. I went to the web page to confirm, and learned two things. First -- the first 5 Hoyle games are supported. Second, for some reason, they added support for Thimbleweed Park. Seems like such a waste of effort, but so be it.

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    7. Unfortunately, I didn't get any box or manual, and the back of the jewel case only mentions that there are "interactive games".

      I haven't been able to find much details about Sierra's School House anywhere. Makes me wonder if there are other such hidden treasures out there.

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    8. The Sierra Chest web site has a page for the science release, and it appears the same manual was used for all three versions (Math, English, Science)

      Packaging and Content: https://www.sierrachest.com/index.php?a=games&id=833&title=school-house-science&fld=box
      Manual: https://www.sierrachest.com/gfx/games/SchoolHouse_Science/box/01_manual.pdf

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    9. It's a 136 page manual btw.

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    10. Thanks, I actually saw that site but didn't realize it had the whole manual and not just a picture of it!

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  14. Torbjörn Andersson6 June 2024 at 17:45

    Thanks again for pointing me to that page, because it prompted me to take a closer look at the Macintosh partition of the CD. Turns out that it also includes the Mac version of The Castle of Dr. Brain. (Perhaps as a consolation for some of the other games being Windows only?)

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