Showing posts with label Reality Ends. Show all posts
Showing posts with label Reality Ends. Show all posts

Friday, 14 June 2019

Missed Classic: Reality Ends – WON! and Final Rating

by Will Moczarski

Prologue: Second Session

My second session of Reality Ends was remarkably uneventful. I tried some new things with all of my items but putting in an hour got me nowhere. Another obstacle was the savegame feature. My TRS-80 emulator sometimes did not recognize my file names (or rather tape names) but didn’t tell me about it until I tried to restore my saved states. I decided to rough it in order to get the original feeling but that was really time-consuming as every wrong move (and there are many of them) led me back to the beginning. In the end, I didn’t even need my notes to get the food, feed the dog, get the umbrella, get the diamonds after using the umbrella, get the horse, jump across the ravine, get the mail, get the rope, throw the rope, climb the rope, get the plants, pay for the polish with the plants, buy guns and finally pay for them with the diamonds. In the end, I only achieved a couple new things: I was able to pick up the gold and recruit the marksmen in the town of Rayor. When I tried to attack the town of Margon now, I was still crushed. The VOCAB command soon became my best friend. I spent a lot of time dabbling with the “place” command (especially “place marksmen” which seemed like a martial thing to do) before figuring out that it’s just a synonym for “drop”. Dropping the marksmen caused them to disappear into thin air, however, although I was able to recruit them indefinitely as long as I had the gold. Using items, even for payment, doesn’t make you drop them or lose them which seems a bit counterintuitive – it makes things a lot easier, though. Oh, and I rolled the log, revealing a metal box. Its top is welded shut, though, so that just turned into another puzzle.

Without a clue what to do next I checked out my trusty 1981 Med Systems catalog once again. The description of Reality Ends came with three sort-of clues and one major disappointment: Apparently, it was marketed as a game for beginners. Also, the “clues” were not clues per se but rather bits and pieces hinting at the plot. They only confirmed my suspicions that I had to attack the city of Margon to free the Amulet of Sangi and recruit the fanatic hordes “to aid my quest”.


I hate “easy” games. They are likely to make me feel stupid.

Saturday, 1 June 2019

Missed Classic 68: Reality Ends (1980) - Introduction

By Will Moczarski

A general rule seems to be that the more work you put into thorough research, the more work you create for yourself as a result. Does that make sense? Well, I had ambitiously planned to write a short connecting blog post to describe the non-adventure games Med Systems Software released between Labyrinth and Asylum but as a result I found out that there are many more, almost undocumented adventure games by the company I hadn't even heard about. Med Systems appears to have been as prolific as, say, Sirius Software, and not much less innovative, either. Today's post deals with the first of the overlooked adventure games that came out in 1980 – the same year as Deathmaze 5000 and Labyrinth so who knows which one came first? – and some of the non-adventure games that probably fall into the period between the second and the third "Continuum" adventure games Labyrinth and Asylum. The game in question is called Reality Ends and there is not much information about it to be found on the internet. Actually, Jason Dyer just played it on his blog “Renga in Blue” but I have kept myself from reading his posts because I want to avoid spoilers.

Reality Ends is yet another TRS-80 game but it uses a different premise, a different engine and a different approach to adventure gaming than the 3D maze/adventure crossover games I've previously been writing about. The introductory screen looks familiar because of a sort of corporate identity thing they seem to have been going on but the story is really unique. I can honestly say that I know of no other adventure game or even computer game to have a similar idea at its core. It "places you in a reality composed of over 200 parallel universes. You must move from universe to universe seeking the necessary materials to destroy Baldir." You have 400 moves to accomplish that or "reality dissolves". Sound weird? Well, the game isn't. The "universes" are actually clever metaphors for the rooms. Each room has a different description and the grid consists of 18 by 12 (216) "universes". The descriptions are just a little bit different, though, stressing the idea of hopping between parallel universes instead of just moving through adherent spaces.


 
“Yeah.” (Marlo Stanfield feels at home.)