In 1992, Infogrames released Alone in the Dark, which put the player in the role of an unsuspecting investigator who experiences the horrors of the mansion of an eccentric magnate, after said eccentric magnate committed suicide. The player tries to escape from the mansion, the unspeakable lurking fears that haunt it in the dark and from the raving madness that the secrets of the mansion could deliver. It is exciting, deadly and … why do I suddenly have this overwhelming sense of déjà vu?
Showing posts with label Voltgloss. Show all posts
Showing posts with label Voltgloss. Show all posts
Monday, 2 March 2020
Game 117: The Legacy: Realm of Terror (1993) – Introduction
By Voltgloss
In 1992, Infogrames released Alone in the Dark, which put the player in the role of an unsuspecting investigator who experiences the horrors of the mansion of an eccentric magnate, after said eccentric magnate committed suicide. The player tries to escape from the mansion, the unspeakable lurking fears that haunt it in the dark and from the raving madness that the secrets of the mansion could deliver. It is exciting, deadly and … why do I suddenly have this overwhelming sense of déjà vu?
In 1992, Infogrames released Alone in the Dark, which put the player in the role of an unsuspecting investigator who experiences the horrors of the mansion of an eccentric magnate, after said eccentric magnate committed suicide. The player tries to escape from the mansion, the unspeakable lurking fears that haunt it in the dark and from the raving madness that the secrets of the mansion could deliver. It is exciting, deadly and … why do I suddenly have this overwhelming sense of déjà vu?
Saturday, 23 June 2018
Game 97: Spellcasting 301: Spring Break (1992) - Introduction
Written by Voltgloss
Hello folks, Voltgloss here, ready to start my first mainline Adventure Gamer playthrough after cutting my teeth on a couple of Missed Classics. And what better way to do so than tackle the final chapter in Steve Meretzky’s post-Infocom magnum opus, that I described to my wife as “Harry Potter meets Animal House”: Spellcasting 301 - Spring Break! Having been an avid player of all things Infocom back in the day, but having never experienced the Implementers’ post-Infocom works, I’m excited at this opportunity to continue the journey started by Aperama while he is off for paternity leave.
Comparing this game’s credits to those from the first two games, the one significant change I see is a bevy of additional “artmasters”: a total of 10, way up from the 4 of Spellcasting 201 and the 1 of Spellcasting 101. I expect this is due to the game’s being the first in the series to introduce VGA graphics. According to MobyGames I can also expect “continuous music tracks” and “slight changes to the interface.” Let’s plunge in and see what there is to see!
Hello folks, Voltgloss here, ready to start my first mainline Adventure Gamer playthrough after cutting my teeth on a couple of Missed Classics. And what better way to do so than tackle the final chapter in Steve Meretzky’s post-Infocom magnum opus, that I described to my wife as “Harry Potter meets Animal House”: Spellcasting 301 - Spring Break! Having been an avid player of all things Infocom back in the day, but having never experienced the Implementers’ post-Infocom works, I’m excited at this opportunity to continue the journey started by Aperama while he is off for paternity leave.
Comparing this game’s credits to those from the first two games, the one significant change I see is a bevy of additional “artmasters”: a total of 10, way up from the 4 of Spellcasting 201 and the 1 of Spellcasting 101. I expect this is due to the game’s being the first in the series to introduce VGA graphics. According to MobyGames I can also expect “continuous music tracks” and “slight changes to the interface.” Let’s plunge in and see what there is to see!
Sunday, 14 January 2018
Missed Classic: Cyborg - Won! (With Final Rating)
Written by Voltgloss
We left off last time having reached the bridge of the spaceship we’ve been blundering around all this time, having rediscovered that we are its cyborg captain and need to fix up and land the thing in order to safely deliver a precious cargo of humans in suspended animation. We had several pathways open to us and apparent problems to solve to do so - let’s dive in!
We left off last time having reached the bridge of the spaceship we’ve been blundering around all this time, having rediscovered that we are its cyborg captain and need to fix up and land the thing in order to safely deliver a precious cargo of humans in suspended animation. We had several pathways open to us and apparent problems to solve to do so - let’s dive in!
Tuesday, 26 December 2017
Missed Classic: Cyborg - Feeding the Machine
Written by Voltgloss
Apologies to all for the delay in continuing our Cyborgian adventures. Rather than dwell on the issues driving those delays, let’s dive back in where we left off:
With light source (matches) in hand, we head off to our clearest lead: that dark area in the northwest corner of the map. This brings us to a “detoxification chamber,” where a sign informs us to “press the touchplate” in order to “cycle detoxification procedure.” But trying to do so has no effect; our computer half suggests we are lacking “the proper ID.” There’s also a partition to the north, but we can’t seem to walk through it or open it. And then when we go to leave, apparently our match went out without my noticing and we unceremoniously die in the dark. Well, that’s an auspicious start.
Apologies to all for the delay in continuing our Cyborgian adventures. Rather than dwell on the issues driving those delays, let’s dive back in where we left off:
![]() |
Our map from last time. |
With light source (matches) in hand, we head off to our clearest lead: that dark area in the northwest corner of the map. This brings us to a “detoxification chamber,” where a sign informs us to “press the touchplate” in order to “cycle detoxification procedure.” But trying to do so has no effect; our computer half suggests we are lacking “the proper ID.” There’s also a partition to the north, but we can’t seem to walk through it or open it. And then when we go to leave, apparently our match went out without my noticing and we unceremoniously die in the dark. Well, that’s an auspicious start.
Saturday, 18 November 2017
Missed Classic 47: Cyborg - Introduction (1981)
Written by Voltgloss
Time to return to the worlds created by Michael Berlyn! As discussed back when we explored Oo-Topos, Mr. Berlyn had published two text adventures through Sentient Software: that game, and Cyborg. With an Apple II emulator up and running well, I’m ready to dive into the shoes of a half-human, half-machine.
Time to return to the worlds created by Michael Berlyn! As discussed back when we explored Oo-Topos, Mr. Berlyn had published two text adventures through Sentient Software: that game, and Cyborg. With an Apple II emulator up and running well, I’m ready to dive into the shoes of a half-human, half-machine.
Sunday, 10 September 2017
Missed Classic: Oo-Topos - Won! (And Final Rating)
Written by Voltgloss
When we left off last time in our attempt to escape Oo-Topos, we still needed to find 3 missing ship parts; the special seeds to save Earth; and 56.9 frod worth of treasure for lunch, gas, and tolls. Sounds like a lot, right?
Turns out we were only two puzzles away from accomplishing all of that.
Of course, they were the two puzzles that took me the longest to figure out.
The first puzzle: how to deal with the “collector robot” that was blocking access to the shield unit. Not only do we need that for our ship, but it also promises to be the answer to get us through the forcefield at the pyramid and catwalk areas. But the robot won’t let us take it - or anything else we try to offer to or throw at it; it just snatches whatever it is up and adds to its stash. Lasers do nothing. What’s the answer here? It’s… actually one of the more satisfying solutions in the whole game, in my opinion.
The second puzzle: turns out there’s a treasure item in one of the locations I’d visited (and screenshotted in one of my previous posts). How’d I miss it? Because the game pulls a trick here that it pulls nowhere else in the game: finding that treasure involves investigating a room element that is only in the picture - it is NOT in the room’s textual description. Making this my least favorite conundrum in the game.
Everything needed to solve these puzzles has been shown in my second post. In case you, the reader, want to pause and consider what those solutions might be before I reveal them, here’s some spoiler space.
When we left off last time in our attempt to escape Oo-Topos, we still needed to find 3 missing ship parts; the special seeds to save Earth; and 56.9 frod worth of treasure for lunch, gas, and tolls. Sounds like a lot, right?
Turns out we were only two puzzles away from accomplishing all of that.
Of course, they were the two puzzles that took me the longest to figure out.
![]() |
My sentiments exactly. |
The second puzzle: turns out there’s a treasure item in one of the locations I’d visited (and screenshotted in one of my previous posts). How’d I miss it? Because the game pulls a trick here that it pulls nowhere else in the game: finding that treasure involves investigating a room element that is only in the picture - it is NOT in the room’s textual description. Making this my least favorite conundrum in the game.
Everything needed to solve these puzzles has been shown in my second post. In case you, the reader, want to pause and consider what those solutions might be before I reveal them, here’s some spoiler space.
Labels:
1986,
Final Rating,
Missed Classic,
Oo-Topos,
Voltgloss
Wednesday, 30 August 2017
Missed Classic: Oo-Topos - No Place, And Not Like Home
Written by Voltgloss
When we last left off exploring our space prison/complex on Oo-Topos, we’d found an airlock to the surface and a decidedly non-breathable atmosphere; we’d found our spacesuit in the trash disposal but couldn’t escape the deadly garbage fumes; and we had no idea how to parse “taka ela leva.” There’s also the continuing oddity of the mirror room, from which I still haven’t been able to find any escape once trapped inside. Wandering around the rest of the complex didn’t come up with any other exits, so some of these problems are going to have to give. Onward!
First, I returned to the “taka ele leva” room. Maybe there’s more to this than just suggesting we “take the elevator?” In the spirit of Adventure’s “xyzzy” I try typing “taka ele leva” and…
Explaining the title, courtesy of an 8th grade school project. Also, “eu-topos” sounds similar but means “good place.” Thomas More was a punny guy. |
When we last left off exploring our space prison/complex on Oo-Topos, we’d found an airlock to the surface and a decidedly non-breathable atmosphere; we’d found our spacesuit in the trash disposal but couldn’t escape the deadly garbage fumes; and we had no idea how to parse “taka ela leva.” There’s also the continuing oddity of the mirror room, from which I still haven’t been able to find any escape once trapped inside. Wandering around the rest of the complex didn’t come up with any other exits, so some of these problems are going to have to give. Onward!
First, I returned to the “taka ele leva” room. Maybe there’s more to this than just suggesting we “take the elevator?” In the spirit of Adventure’s “xyzzy” I try typing “taka ele leva” and…
Thursday, 17 August 2017
Missed Classic 44: Oo-Topos - Introduction (1981 original; 1986 re-release)
Written by Voltgloss
The Great Zork Marathon has graced this blog with many (and, in the future, many more) adventures crafted by the Implementors - Infocom’s cadre of game designers. With Oo-Topos, we’re taking a semi-detour to explore an Implementor’s work before he became an Implementor. That Implementor is Mike Berlyn, whose work we’ve seen showcased in Joe Pranevich’s playthrough of Suspended and will shortly be coming up again in Infidel. But those were not Mr. Berlyn’s first adventure games. Those honors go to Oo-Topos and Cyborg.
According to his Infocom bio, by 1979 Berlyn had completed two tasks keenly suited to a future career in adventure game writing: (i) he had written two novels; and (ii) he had purchased an Apple II and, like so many other game designers, found and enjoyed the original Adventure. By 1981 Berlyn converged those interests to found his own company, Sentient Software, and publish his first two, pure text adventure games: Oo-Topos (co-written with his wife, Muffy Berlyn) and Cyborg. What about those offerings may have appealed to the folks at Infocom to offer Berlyn a job? Let’s find out!...
The Great Zork Marathon has graced this blog with many (and, in the future, many more) adventures crafted by the Implementors - Infocom’s cadre of game designers. With Oo-Topos, we’re taking a semi-detour to explore an Implementor’s work before he became an Implementor. That Implementor is Mike Berlyn, whose work we’ve seen showcased in Joe Pranevich’s playthrough of Suspended and will shortly be coming up again in Infidel. But those were not Mr. Berlyn’s first adventure games. Those honors go to Oo-Topos and Cyborg.
According to his Infocom bio, by 1979 Berlyn had completed two tasks keenly suited to a future career in adventure game writing: (i) he had written two novels; and (ii) he had purchased an Apple II and, like so many other game designers, found and enjoyed the original Adventure. By 1981 Berlyn converged those interests to found his own company, Sentient Software, and publish his first two, pure text adventure games: Oo-Topos (co-written with his wife, Muffy Berlyn) and Cyborg. What about those offerings may have appealed to the folks at Infocom to offer Berlyn a job? Let’s find out!...
Wednesday, 28 September 2016
Consulting Detective - Alternate Versions
Written by Voltgloss & Joe Pranevich
Although we closed up Consulting Detective with a Final Rating last week, there is still a bit more to the story. In its publication life, the Consulting Detective games have been released in four distinct forms: the 1981-1995 pen-and-paper original game by Sleuth Publications, the 1991-1993 computer versions by ICOM, the 2012 remaster of that version by Zojoi, and a 2012/2015 (French/English) update of the classic game by Ystari Publications. We’ve now spent eight weeks covering the ICOM version of the game, but it’s worth a look at the others to see how they stack up. The Zojoi games may be played on this blog at some distant future date, but it will be a very long time before we get to contemporary adventure gaming history.
Joining me in this retrospective is Voltgloss who has been kind enough to take an in-depth look at the new Ystari Publications version of the game, as well as provide some details for the pen-and-paper game in general. The Ystari version features a number of plot changes from the cases that we played and he has patiently documented those in detail. If you intend to play any of these three Ystari cases, we will be dealing in spoilers for those games, but I will put up a spoiler warning when the time comes.
Joining me in this retrospective is Voltgloss who has been kind enough to take an in-depth look at the new Ystari Publications version of the game, as well as provide some details for the pen-and-paper game in general. The Ystari version features a number of plot changes from the cases that we played and he has patiently documented those in detail. If you intend to play any of these three Ystari cases, we will be dealing in spoilers for those games, but I will put up a spoiler warning when the time comes.
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