Showing posts with label 1985. Show all posts
Showing posts with label 1985. Show all posts

Tuesday, 1 November 2022

Missed Classic 115 - The Beyond (1985)

Written by Morpheus Kitami

I feel like the emphasis here should be on WILL, not you

Today I've got a very unusual treat for you, a trifecta of discussion points that have never been combined on this blog, haven't appeared on this blog before, and in all likeliness will never appear again. This is Lucio Fulci and Italian cinema, Dutch language games and text adventures. If you don't know who Fulci is, I'm going to explain in detail, but for now, he's an Italian horror director who's work filled banned and cut films lists throughout the 20th century. Unlike other directors, his films deserved it.

 Actually, I went to the trouble of doing this and then I didn't really need to do this

As such, you better believe this is the kind of entry you don't want to read while eating. I'm not going to show anything, don't worry about that, but I will in place of scenes I don't wish to show you or describe instead show you cursed images taken from games you've never heard of before. Or just some weird images. Gotta get a point across somehow.

Sunday, 26 September 2021

Missed Classic: Alice in Wonderland - Won and Final Rating

 By Morpheus Kitami

It could be said very easily that I don't care for this game. This is true. But as I finished the game, that apathy turned into hatred. Remember that gryphon I mentioned, then went past? I thought I exhausted my dialog options and he did nothing. No, turns out the gryphon has a cricket bat he wants to give me. I feel like I have to take such extensive notes the game ceases to be any fun just to have a chance of winning. The three M objects I was supposed give one of Alice's many, many clones? Yeah, one of them is just supposed to be a mushroom. The game straight-up lied to me there.


Alice jumps in a well

Saturday, 18 September 2021

Missed Classic: Alice in Wonderland - Turning into Malice

 Written by Morpheus Kitami

It's been a while. I mean, this wasn't exactly a long hiatus, especially for this blog at this point...but it wasn't a worthy one. I have no real excuse. It's one thing if the game was bad, but it's not really. I could handle a bad adventure game, I don't have a problem with that, outside of extraordinary player hatred on the game's part. I just can't motivate myself to play a mediocre adventure game attached to a bad platformer. Mediocre platformers aren't my cup of tea, especially ones where the only challenge is around jumping. I like my platformers with big guns and big guns. Unfortunately I do not think that this will continue my trend of playing the rare adventure games involving machine guns and dumdum bullets.

I think that's the answer to any question regarding this game

To the game, I didn't figure out that riddle. If it's important, it's important, if it isn't, it isn't. Continuing right, I meet the Cheshire Cat again. Nothing new, but he does tell me I can use a whisker to save a baby. That's...informative and very subtle foreshadowing. The next room over has Alice's doppelganger, the secretary, say I need to enter a building to save a baby from jumping. The baby? The duchess that tries to find morals in every tale. Nothing seems to do anything with her. Maybe, I can't access a specific area since I have no way of reaching it. I do find an ancient muffin. This isn't as random as it sounds.

What's in the box? I think you know the answer to that question!

Outside I don't find much more, but I would like to point out that swimming is just so slow. Water causes basically a dead stop. The right eventually comes to a dead end by a town hall. I do get a memo by arguing with a card, a bureaucracy joke. Which raises questions if this actually is for children. It's possible, but boring adult topics just bore children. The answer to where to go next is in a fireplace. I missed it because I have to jump, walking goes below it. This is a one-way path, because a flying bug is blocking a vital path. I'm glad I'm not making a map anymore, because this is just a mess of bizarre one-way pathways. Writing down what time characters appear is only relevant if you tick a character off.

Thursday, 22 July 2021

Missed Classic - Alice in Wonderland - Let Them Eat Cake

By Morpheus Kitami

Who could have possibly foreseen this course of events?

The area I left off in is definitely unpassable. Alice can't jump onto ropes, nor can Alice float onto a nearby platform. The doors definitely link back on each other, no trickery like last time. The only doors, which don't really look like small doors, but we'll go with that, are ones Alice is too big to fit into. What can Alice do? What can Alice do? She won't starve to death yet, since she has cakes. Its probably been 24 hours at this point, so she's probably hungry anyway...

Saturday, 3 July 2021

Missed Classic: Alice in Wonderland - Time and Place

Written by Morpheus Kitami

I do not often make maps. Most of the time, I am capable of orienting myself in a video game perfectly well. My memory is all that I need. Perhaps years of playing '90s FPS games and classic survival horror titles have given me that talent or it was one I was born with, the world will never know. Usually if I need a map I just hope one is online. Having to make a map is something I don't consider a mark in the game's favor, perhaps that's why I've never committed to playing Dungeon Master or any other map-needed game titles. I've only made one map before, and that was for Isle of the Dead, and I won't spoil the reason for that since it has yet to be played on this blog. 

But I decided to do a map for this game based on one reasoning, the game expects me to write down the times and locations of characters. There's a chart that comes with the game, where you're expected to do just that. Because I don't do this often, I'm not using some fancy software or anything. I'm just using my usual graphical software, adding various marks where something is, and writing down the characters schedules.

I don't have a choice here

Thursday, 17 June 2021

Missed Classic 97: Alice in Wonderland (1985) - Introduction

Written by Morpheus Kitami

A long time ago, Trickster did the opening game on this blog, Below the Root. It was an interesting experiment at a time when graphic adventure games were finding their feet. Some time later, Kenny McCormick did another little known game called The Scoop, this one more mundane in style. What do those and today's title have in common? They were all made by the same company, Dale Disharoon, inc., after the head honcho, Dale Disharoon. (Its a French name) This all comes to a head with today's game, the middle child of Disharoon's PC adventure games, Alice in Wonderland.

If you were to make a list of the top 10 most influential works of English literature, Alice in Wonderland would be one of those works. If you had a wheelbarrow worth of Papiermarks for each reference that has been made, you'd have enough to buy a house on Mars. Its been interpreted, retold, reimagined so many times that I'm sure anything I could say would be unintentionally parroting someone. And I also can't really say I'm that much of an expert on the subject, I'm just an enthusiast. I just like the aesthetic.

So, instead let me tell you about John Tenniel, the illustrator for both original books. Tenniel originally worked as a political cartoonist for the magazine Punch, where he developed his signature grotesque style. A sort of precursor to the surrealists who would appear a few decades after his death. His work consists of the very real projected onto the not so real, i.e., human faces on animal heads. In comparison to those who would come after him, Tenniel had a very good eye for detail, which makes this much more effective than a lot of people who do similar styles. Further, I don't feel like I'm reading the work of a serial killer like in modern political cartoons. If you can find them, his cartoons provide a very interesting look back at 19th century politics.

Tuesday, 11 June 2019

Missed Classic: Borrowed Time - Won! And Final Rating

Written by Joe Pranevich


It seems like only two days ago that we started our look at Borrowed Time, the first game by Subway Software and a fun diversion as I prepare for Batman Returns. This is the first adventure game created by “The Game Doctor”, William Kunkel, during a brief period where he transitioned from game journalist to game designer. We left off last week after an extended chase sequence as my character, the hardboiled detective Sam Hawlow, survived an attempt on his life.

The plot thickens right away. As soon as I step out of the bar where I had fled, my assistant Iris finds me. Someone has kidnapped my ex-wife Rita; Iris recommends that I search Rita’s apartment for clues. I learned a few minutes earlier that Rita was on good terms with one of the thugs, Fred Mongo, so I do not understand why she was kidnapped. Was she double-crossed? Is this a setup intended to lure me to my death? Was she so upset about the unpaid alimony that she would seek out the mob, only to end up in over her head? I’ll have to play some more to find out. Although my character should know where her apartment is located, I will need to explore the city to find it. Let’s see what we see!

Sunday, 9 June 2019

Missed Classic 69: Borrowed Time (1985) - Introduction

Written by Joe Pranevich



If you are like me, sometimes research takes you places that you don’t expect. When I started into Batman Returns, I expected to find that it was a half-assed game produced by a no-name little software outlet who won the minimum bid to make the ninth licensed game based on the 1992 movie. And, it might still be that. I haven’t even looked at the game yet as I wait for a copy of the manual to arrive by mail. (I’ll be donating it to the Internet Archive once I wrap up my review.) Instead, I discovered the story of Subway Software and one of it founders, Bill Kunkel.

Rather than jump straight into Batman, I’d like to tell Mr. Kunkel’s story through a different game: an illustrated text adventure called Borrowed Time, Subway Software’s first release. As so many of these games were, it was a multi-party affair: developed by Interplay using their adventure game engine, based on a story and design by Kunkel’s company, and published by Activision. This was still around four months before Activision bought Infocom so it is not quite a cousin to the games that we have looked at in the Zork marathon, but it is a sign that they were interested in the interactive fiction genre. Borrowed Time has kidnapping, murder, and at least one HIPAA violation. It was also pretty fun to play to whet my appetite for Batman. Let’s get to it.

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!

Thursday, 21 March 2019

Missed Classic: Spellbreaker - The Incredible Shrinking Man

Written by Joe Pranevich



Welcome back! Last week, I was able to puzzle my way past a splash-down with a hungry fish, bring a statue to life just long enough to steal something from its mouth, shrink a snake, and insult The Phantom Menace. As I have mentioned before, the game seems very random with sequences of puzzle vignettes that are connected through teleportation rather than a contiguous world. In all of this, I was able to snag my fourth cube and I am approximately 1/4th of the way through the game. I will have to pick up the pace or you will be reading about Spellbreaker forever, but it is a hard game to rush. Besides, if this is the final “original” Zork game, I want to savor the experience… or at least to give it the best possible shake.

I know I was a bit down on this game when I started, although it may have had as much to do with my own mental place while playing as anything else. I’ve taken a pause and a reset and am approaching the game with refreshed eyes. I’ve replayed the entire game up to this point and can better see the connective tissue. We’ll see how it plays out as I approach the finish.

Thursday, 14 March 2019

Missed Classic: Spellbreaker - Romancing the Stone

Written by Joe Pranevich



A few years back, I spent some time studying Shakespeare. I’m not going to claim some amazing insight into the bard, but as I read each play I was always struck by a moment of realization when I saw what he was up to. It’s not fair to compare Infocom with one of the seminal writers of the English language, but most of their games has similarly featured a moment of realization when you discover exactly what kind of game you are playing. For Spellbreaker, I think I hit that point in the last post. Here’s my prediction: we’re going to spend the game visiting largely disconnected regions and solving puzzles. In each area or so, we’ll find a white cube which will propel the narrative forward to another area. I don’t quite see the endgame yet, but some magic will allow us to access the blocked exits in each of the cubes to solve a final puzzle which will end the series. Let’s see how off the mark I am.

Honestly, I’ve already been off the mark once in this game. I expected it to be more of a chase as we constantly nipped at the heels of the orange-smoke assailant, exploring regions and solving puzzles as a means to get closer and closer to him. That hasn’t turned out to be the case, but I suppose there is still plenty of time to catch up to him.

Last week, we ended as I snagged a second white cube off of a hermit who lived on top of an avalanche. I climbed the rockfall by pausing time at just the right moment and scaling the boulders in flight. I magically fixed his hut and was rewarded with the cube. That led me to a “Soft Room” which is where I will start today. Let’s go!

Wednesday, 6 March 2019

Missed Classic: Spellbreaker - Avalanche!

Written by Joe Pranevich



Wow! It’s been a while. How have you been? Family good? Any of you have children who grew up, went to college, started a family, and then had children of their own still waiting for a Spellbreaker update? I am sorry about that, but life has been a bit extra challenging these last few weeks and writing needed to take a back seat. The other issue is that this game isn’t really “singing” to me. It’s good and all, but I’m not really getting drawn to the story or the puzzles in the usual way for Infocom. I’ll discuss that more in a bit and in upcoming posts, but the end result is that not having enough time, plus having to force myself to play and write when I did have the time, made for a longer than usual time between posts. I’ll try to do better with the remainder of the series now that real life has settled a bit. I apologize for my tardiness.

Where we left off last time, I had just survived (somehow) an attack where all of the elders of all of the magical guilds in the world were all turned into frogs. Why was I not affected? That remains a core mystery. I chased after the assailant, but he teleported away in a cloud of orange smoke, leaving me only with a white cube left in the middle of the street and a new spell in my spellbook. When I cast that new spell on the cube, I was transported away into a dark room. That’s all we’ve done so far, so let’s see what happens next!

Saturday, 9 February 2019

Missed Classic 65: Spellbreaker (1985) - Introduction

Written by Joe Pranevich



From the earliest days of the company, Infocom had one tradition: a new Zork title released every fall. After Zork III, the baton was passed to the Enchanter series which, as patient and dedicated readers know was just the second Zork trilogy. October of 1985 was no exception with the launch of Spellbreaker, the conclusion to the second Zork trilogy. But 1985 wasn’t like previous years at Infocom. Layoffs had begun to stem the bleeding from Cornerstone’s commercial flop. A Mind Forever Voyaging wasn’t a commercial success and Fooblitzky had sold only five hundred copies by mail-order. I cannot imagine what the feelings were around the Infocom offices. Could this be the end?

Of course, we know it wasn’t, but Spellbreaker does mark the end of one era. It is the last of the original six Zork games. Other than a 1997 marketing tie-in, it’s the last Zork to be written by the original collaborators, Marc Blank or Dave Lebling. It’s nearly (but not quite) the last game to be released by an independent Infocom. It’s also one of the games that I have most looked forward to playing in this marathon.

Tuesday, 22 January 2019

Infocom Marathon: Fooblitzky (1985)

Written by Joe Pranevich



When it came to text adventures, Infocom appeared to have the golden touch. And yet, there were dark clouds looming if you knew where to look. The earliest “Zork” games still sold like hotcakes, regularly appearing on top sales charts, while newer releases packed a punch but faded just as quickly. From the beginning, the executives at Infocom wanted to diversify in order to have a robust business, one responsive to changing industry trends. Fads come and go, but Infocom was to be a company for the long term. That diversification reached a fever pitch in 1985 as the company failed to launch a new business products division. We already looked at the catastrophe that was Cornerstone. Less well-known is Infocom’s initial foray into graphical non-adventure games. That experiment also led only to a single launch, the computer board game Fooblitzky.

We cannot cover Fooblitzky in the usual way. Instead, we have been inspired by Infocom’s sense of experimentation by launching an experiment of our own. Instead of my playing the game by myself, I was joined by three of our collaborators: TBD, Reiko, and Voltgloss. Even better, we recorded the game as a video which you can watch below. Considering our wide-ranging timezones, this is likely the first ever game of Fooblitzky played around the world. I’ve also embraced the spirit of experimentation by recording and editing (and then paying someone to edit better…) a video introduction to the game. It’s the first time we’ve done anything like this; please let us know in the comments below whether you want to see more such experiments in the future. Let’s have some fun with this!

Thursday, 20 December 2018

Missed Classic: A Mind Forever Voyaging - Won! And Final Rating

Written by Joe Pranevich


“Only you can view the future. And only you know what must be done to save humanity.” Those words on the back of the box kicked off this adventure, but now it is time to see whether humanity is truly saved. As we wrap up this game, I can already tell from the comments that some of you will be disappointed no matter what the final score ends up being. Is it a great Infocom game? Is it the greatest Infocom game? Or is it just another game on the pile? We’ll have to finish to find out.

We ended the previous session having unlocked the simulation for the year 2081. We had explored the city of Rockvil in each of the previous decades and slowly watched the city slump into decay. By 2071, it was a theocracy where a group of schoolboys stoned me to death for being a nonbeliever. My creator, Dr. Perelman, still believes that there is hope and so we need to take a look at this final time period before he can decide whether all is truly lost. Let’s jump into the simulation and see just how wrong he is.

Tuesday, 4 December 2018

Missed Classic: A Mind Forever Voyaging - Hell on Earth

Written by Joe Pranevich


In Wishbringer, we learned that a little magic and a lost cat could turn the world into a dark place. In A Mind Forever Voyaging, we learn that people can do that even without the magic and that cats are not essential to the equation. Perhaps I am getting ahead of myself, but last week we had finally been given the “real” mission in the game: explore the simulation and collect data that would prove that Senator Ryder’s plan is flawed. I had already looked at a fairly happy 2041 and a less happy 2051. Now, we are challenged to plunge even further in the future to find data that supports or undercuts the success of the Plan. I apologize but in my previous post, I got the dates wrong a couple of times: the real world of the game takes place in 2031, not 2021. It doesn’t matter quite enough to go back and fix it now, but I hope I did not confuse things too much. Just keep in mind that the two variations we saw were current year plus ten and plus twenty.

I am going to have a lot to say about this game as we get closer to the final rating. If it does one thing well, it encourages you to think about its message and the way in which it presents that message. Does that make it a good “game”? I’m not sure yet. Please join me as we travel to the far off and exotic year 2061 in the dreamscape that once was the United States of North America.

Tuesday, 27 November 2018

Missed Classic: A Mind Forever Voyaging - Jewel of the Quad-State Area

Written by Joe Pranevich


A Mind Forever Voyaging isn’t like any game that I have played before. It takes its time introducing you to the characters and the plot, encouraging you to explore rather than setting out a stream of puzzles for you to solve. It is content to follow its own rules. I absolutely love that Infocom is unafraid to experiment with their conventions; it makes their games a joy to experience for the first time. If you think back on how different Deadline and Suspended were from the puzzle-adventures that preceded them, you have an inkling for how I feel experiencing this game for the first time. It might even be a game that is best experienced in a second playthrough. As I wrap up another five or so hours of playing, I am just now seeing the shape of the game that Steve Meretzky has built and it is impressive. I’m just not sure yet how it will play out as an “adventure game” and whether I will run out of patience before I run out of game. Only time will tell.

As we left off last week, I had just entered the 2031 simulation for the very first time with a set of tasks to complete, nine events or places that I need to make recordings of, and return them to my boss/creator, Dr. Perelman. I had mapped out 30 locations, but it was only the tip of the iceberg. This is a big game, the first that has come close to the 150+ rooms of the original mainframe Zork. Welcome to Rockvil, the “Jewel of the Quad-State Area”!

Wednesday, 21 November 2018

Missed Classic 62: A Mind Forever Voyaging (1985) - Introduction

Written by Joe Pranevich



I keep just missing all of the possible holiday tie-ins. Wishbringer, as it turns out, would have been absolutely perfect for Halloween with its child-friendly monsters and campy darkness. A Mind Forever Voyaging could have been an “Election Day Special” to connect with the recent midterm elections in the United States on November 6. I’m not sure exactly what it says that a game is a good tie-in to an election, but it makes some thematic sense. Truth is, and I’ve only played this game for a bit over two hours for the introduction, this game isn’t like any that I’ve seen before. I have trust in Steve Meretzky, but this one won’t be our usual fare.

This seems especially odd in light of the overall Infocom story at this point. For all that the Business Products writing was on the wall when Wishbringer was published, A Mind Forever Voyaging had the writing on the pink slips themselves. September 1985 saw the start of layoffs at the company which would continue at regular intervals through the end. It was essential that Infocom produce another hit, and the previous two games had been some of the most successful in the company’s history, but AMFV wasn’t-- and probably could not have been, for reasons I’ll get to in a moment-- the commercial success that they needed. Maybe in the era of President Reagan, Meretzky had hoped to stoke controversy and have the game go “viral”. Maybe Infocom had hoped that inventing a new genre would pave the way to new markets. Maybe no one was watching the store and this was just a vanity project that went too far. I have no idea, but I am curious how this one is going to play out.

Thursday, 15 November 2018

Missed Classic: Wishbringer - Won! And Final Rating

Written by Joe Pranevich



Last week in Wishbringer, I reached a dead end. While I had managed to do just about everything that I think I needed to do in the game, including get the password to the Evil One’s tower and break into the town’s abandoned library, I did not have all of the pieces to put the solutions in order. I’m faced with the fact that I need to restore back, at least a little ways, and that is making me cranky. Sure, lots of games that we have played so far have dead-man-walking scenarios, but somehow this one felt like it would not. I should have been more careful. If only the password that I used to get into the tower worked more than once!

On the whole, I cannot complain too much. This has certainly been one of the most fun games that I have played in this marathon so far, by a designer that I should have expected it from (knowing his future on Loom), but didn’t (having just played his first game, Adventure in the 5th Dimension). While I’m not happy restoring, I will be glad to rescue this kitty and put another game in my marathon to bed.

Sunday, 11 November 2018

Missed Classic: Wishbringer - Now With More Evil

Written by Joe Pranevich

Bring out the goatees!

You can say this about Infocom games: they sure have a diverse set of goals. Whether it is to discover a treasure, solve a mystery, escape a planet, defeat a wizard, or explore a ruin, we have done it all. And in Wishbringer we have one more epic quest: rescue a cat. It’s a fantastic start to the game, even if the cat has been captured by someone known only as “The Evil One” who lives in a place known as “The Tower”. If more games revolved around rescuing cats, I’d be pretty happy.

As we ended last week, I had just made it on time (barely!) to the “magick shoppe” in North Festeron and delivered what turned out to be a ransom note to the shopkeeper. No sooner had I done so however than the world went through a strange change. Under the cover of fog, the Post Office where I started my adventure has been transformed into an intimidating looking tower. Could it be The Tower? I have no idea, but with no other options it’s time to go down off the mountain and see what the heck is going on.