Tuesday, 21 January 2014

Game 40: Future Wars - Introduction


I'm hopeful that this might be the first French game on the list that's actually half decent!

We’re up to game 40 on the playlist, and it’s once again one that I’m pretty interested in. If you’d mentioned the title to me a few years back I would have said that I’d never heard of it, but looking at the screenshots strikes a nostalgic chord that suggests I must have at least started the game on my Amiga as a kid. Speaking of the title, the game goes by many different names around the world, so let’s clarify what we’re talking about here. In North America it was called Future Wars: Adventures in Time, in Europe it was Future Wars: Time Travellers, and in France it was Time Travelers: The Menace. Whichever title was splashed across the cover, the game was the same, and it was released by the French developer Delphine Software International. I’ve had some trouble finding an exact release date, but it does appear that the game was released on the Amiga and Atari ST in 1989, before getting a DOS release in 1990. The DOS version I’ve found has files created as late as the 29th of May 1990, so that’s where I slotted it into the playlist. While we’re talking about versions, a CD-ROM version was released for DOS in 1992. This version had an enhanced soundtrack, but I won’t be playing it for comparative fairness reasons.


Thank you Moby Games as usual. I don't know what I'd do without you!

Since this is the first game on the list from Delphine, it’s worth briefly looking into who they are and why we should care. If you played games during the 90s even half as much as I did, you probably played at least one game by this legendary French company. They produced three adventure games that utilized their proprietary interface called Cinematique. The first of these was Future Wars and the latter two were Operation Stealth (aka James Bond: The Stealth Affair) and Cruise for a Corpse. Delphine were also behind three cinematic platformers (initially inspired by the ground-breaking Prince of Persia). The three games were Out of This World (aka Another World), Flashback and Fade to Black. These platformers were huge for me, with Out of This World absolutely blowing my mind as a young teenager. The first of all these games was Future Worlds though, and it was created by a small team consisting of Paul Cuisset (story and programming), Eric Chahi (graphics), Jean Baudlot (music) and Marc Minier / Antoine O’Heix (sound). The Cinematique interpreter, which allows the player to select from a verb menu by right clicking on items, was created by Cuisset. None of these guys had created an adventure game prior to Future Wars, but to give you an idea how talented they were, Chahi would go on to create Out of This World almost entirely on his own just a few months later!


Out of This World: So awesome it's ridiculous!

I’ve avoided reading too much about the plot of the game, but the following blurb probably tells me all I need to know. “What an unlikely hero! You are a window cleaner. A common, little window cleaner. Yet you discover, more due to your notorious curiosity than by mistake, a time machine in your chiefs back office. Strange? Absolutely. Your adventure in the past and the future is about to begin. The quest? Four words: Evil aliens. Beautiful girl.” Future Wars was supposed to be the first of a series of games involving time travel, but the others were never made. As mentioned earlier, I’ve downloaded a copy of the game, since I can’t find one that’s commercially available. I’ve also downloaded a manual (for the Amiga but I don’t suppose it differs) and a quick reference card from Replacement Docs. The manual is quite cool, with some really neat illustrations throughout. I've also found the copy protection image that originally came with the manual, but isn't on mine for some reason. The game displays an image in black and white and asks the player to name what colour certain sections are in (this was obviously to stop people photocopying it). I'll finish this post by informing anyone that wants to play along of a little technical issue I faced when trying to start the game. I noticed the graphics in both the intro and the game proper were flashing badly, and sprites were appearing in front of objects they shouldn't. Some Googling revealed that I needed to run the Install file and set the graphics adaptor to MCGA before running the main application file. Everything looks fine now, so there should be no excuse for any of you not travel through time with me!


This is me. Seem familiar don't I!

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 CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance (see below for an example bet). If you get it right I will reward you with 50 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

Example Bet:
Ubj qb lbh qb, zl anzr vf oynpx
V unir fbzr wrjryf urer va zl fnpx
Abg gur barf ur jnagf gb gnxr
N sbby bs uvz V’yy fheryl znxr

Jub nz V sbe 20 PNCf?

Extra Note: Once again, Lars-Erik will gift the next readily available game on the list to the reader that correctly predicts what score I will give this game. So, if you predict the right score (or are closest), you will get 10 CAPs and a copy of the King's Quest Collection from Steam (which includes Roberta Williams' King's Quest I: Quest for the Crown). How good is that!? Good luck!


Monday, 20 January 2014

Game 39: Earthrise - Final Rating

Earthrise: A Guild Investigation was much better than I expected it to be. The screenshots I'd seen prior to playing suggested a very low quality game that would likely be buggy and simplistic. That didn't turn out to be the case at all, and overall I'd have to say that I enjoyed the experience quite a bit. Despite all this positivity, there's no doubt the game is flawed, and the PISSED rating system will undoubtedly punish it accordingly. Let's see how much...

Puzzles and Solvability
For the most part, the puzzles in Earthrise were of a decent, if perhaps a bit easy, standard. While I solved little in the first couple of hours of play, I uncovered a vast amount of obstacles that I knew I would need to pass at some point. Usually that meant finding the right item in another location within the base, but I certainly had to put a lot of thought into the game to gain access to the many sections within the base. I was required to read notes very carefully, figure out how to keep Eric the bee alive, and more importantly, to keep myself from dying in a very dangerous environment. While I was worried that there would be, there was never an item that I couldn’t either easily see on screen or locate through general room descriptions, which is a big tick in a game like this one. Sadly, there was one puzzle that completely screwed me towards the end of the game. Looking back at it, it wasn’t so much what the puzzle required me to do (although that was a bit difficult), but more the parser responses and general narration suggestions that made it next to impossible. Even when I knew what I was supposed to do, I still really struggled to get my character to do it, which isn’t really acceptable. The parser is about to take a beating in the next category, so I won’t be too harsh here.
Rating: 4


Oh OK. Well at least now I know that I'm absolutely, positively not supposed to fire my laser through this door! Right?

Interface and Inventory
Right, this is where the game will have to be punished. I normally focus on two distinct aspects for the interface, being movement and parser. Neither was great in Earthrise, but before I talk about those, I should mention that I faced a couple of bugs while playing, including getting stuck behind furniture and finding ways to increase my score infinitely. Ignoring these, I guess movement was handled adequately in the game, but there's no way to avoid using the word clunky. Using ladders was challenging and walking through doors was more of a precise science than it should have been, but I generally made it from A to B and back again with little trouble. Fortunately, the creators were wise enough not to create any time-limited sequences or action scenes, as I really don’t think the engine would have coped. Oh yeah, and I had to be standing in exactly the right spot to be able to look at most items, which was annoying to say the least. The shitty parser is probably the biggest criticism I have with Earthrise though. I was put off trying correct actions by badly worded or misleading stock answers. I stopped trusting the parser pretty early on, which is just as well, as often asking a question a different way would get an opposite answer to the one I originally received. The huge difficulties I had destroying the control panel in the inner security office was by far the worst example, but by no means the only one. Finally there’s the inventory, which was really just a basic list. I wasn’t able to select anything in it, so looking at and using items was conducted purely through the parser.
Rating: 3


Pretty much every time I tried to get onto the ladder I accidentally moved to the screen below.

Story and Setting
There has already been, and will likely continue to be, quite a bit of negativity in this post. So why did I still really enjoy playing Earthrise? There was something quite compelling about it, and I think the story and setting played a huge role in that. In a way the story follows similar lines to those found in the System Shock series, with the player entering an environment in space where some sort of destructive event has taken place. The rest of the game is spent figuring out what has occurred and trying to set things right. System Shock (and in particular the sequel) did it much, much better of course, but it works pretty well in Earthrise too. I was really excited to find out what was waiting for me in each section of the base, and trying to piece together what had occurred on Solus was genuinely captivating. I really would have liked to find out more about the missing scientists, particularly as I discovered they were hidden away the whole time I was there! The few notes I read in the Research Laboratory were there for specific reasons, but I would have preferred to find other documents around the base to really flesh out events. At the end of the day, it was probably the setting that I liked more than the story itself, which really involved nothing more than scouring the base trying to find everything I needed to get the engine up and running.
Rating: 5


I guess it would have been nice to be given the backstory in-game too, but that's perhaps unfair for a game of this time.

Sound and Graphics
There was very little sound in Earthrise, limited to an awful opening tune and minimal beeps throughout. It was pretty disappointing for a game released in 1990, and while the visuals were of a higher standard, they too were well below the expected for the time. That being said, the creators clearly knew what they wanted in their environments, and the details are at times quite impressive. For example, when the pod leaves Solus and makes its way back to the shuttle, the player can clearly see the variations in thrust required to accelerate, decelerate, change direction, descend, slow the descent etc. Unfortunately, this “realism” was almost completely negated by the poor quality visuals. The colour selection was painful to look at, the creature drawings laughable, and the animation resembled anything but accurate motion. It’s a shame really, and I found myself wondering often how much better the game would be with more impressive technology. The truth is, with the right visuals, sound and interface, Earthrise might have been a classic, since it got a lot else right. Probably the only aspect that I feel wasn’t affected by the crappy graphics were the death scenes, which remained fun and humorous despite their goriness. I’m not sure that would have been the case had the visuals not had such a cartoonish style.
Rating: 3


The graphics guy perhaps misinterpreted the instruction to draw a "horrible monster"!

Environment and Atmosphere
The environment on Solus at first appeared quite limited, with a sparsely populated surface area. It quickly expanded beneath the surface to the point where I was quite stunned by just how big it was! I mapped out the whole asteroid in Excel, and I have to say it all fit together in a very satisfying way. It shows how much effort was put into planning for the game, even if the result rarely reached that level of professionalism. I know it’s purely science fiction, but the various locations were in line with what one might expect to see on a real base of this type. Living Quarters, Engine Room, Recreation Room, Research Laboratory etc. The atmosphere created by this environment and the reasons for being there were really very strong, but I do think it failed to make the most of it by falling short in the visual and audio departments. If I’d heard background sounds that hinted at potential danger nearby, and then ran into convincing and truly threatening creatures within the sections and adjoining tunnels, the experience might have been an incredible one. As it was, the silence offered nothing and the visuals were often cartoonish (particularly the creatures). On the plus side, the humor was surprisingly effective, with some very memorable death scenes that were both shocking and hilarious.
Rating: 6


There were no shortage of environmental surprises in store for me too!

Dialogue and Acting
There were no NPCs in Earthrise if I exclude the various alien creatures found both on the surface of Solus and stalking the tunnels within the base. I had no conversations with anyone, so traditional dialogue played little role (there were a few notes left in the base that were written by scientists but that’s about it). There was however a lot of descriptive text, and while it served its purpose well enough, it wasn’t really given any distinctive character. At times it was mocking (clearly inspired by Space Quest), and there were smatterings of humour included for those special moments where death came swiftly and violently, but otherwise the narrative was purposefully yet unobtrusively descriptive. I noticed a few grammatical issues, but it wasn’t much worse than the run of the mill Sierra adventure games of preceding years. I did find it humorous that the writer regularly excused himself from producing convincing scientific explanations by blaming the character’s intellectual abilities. Comments like “you start to wish you had paid more attention in your biochem classes at the academy” and “you begin to feel like you’re a little out of your league” popped up whenever things started to get technical. Was it lazy or clever...maybe both?!
Rating: 4


The descriptions were not particularly pleasant to read, but they achieved what they set out to do.

Well that's 4 + 3 + 5 + 3 + 6 + 4 which equals 25, divided by 60 = 41.66666, which is 42 when rounded up. That leaves Earthrise tied with Black Cauldron and one behind Neuromancer. I definitely enjoyed Earthrise more than both of those games, so I'm going to use my discretionary point to raise it to a 43. That's certainly higher than I expected prior to playing, but I feel it's justified.


Did anyone predict 43? No, but Ilmari predicted the "actual" score of 42! Ilmari played the game before making that prediction, so I'm happy that he too was able to look past the obvious flaws to find a decent and entertaining game beneath. Well done Ilmari, you've won the King's Quest Collection from Steam. I have a feeling you might already have the games included, but I'll leave it up to you as to what you want to do with it if that's the case.

130 CAPs for Lars-Erik
Sponsor Award - 20 CAPs - For sponsoring the blog with free games
Treasure Hunter Award – 20 CAPs – For finding and sending me the game manual!
Request for Assistance Award – 20 CAPs – For giving me the hints and spoiler I needed to progress
D-Fend Reloaded Award – 10 CAPs – For telling me the latest version fixes my loading issue
Bee Oxygen Consumption Award – 10 CAPs – For overanalysing the death of poor Eric
Greedo Caption Contest – 10 CAPs – For proving that Han shot first
Missing Points Award – 10 CAPs – For figuring out what I missed
Genre Support Award – 5 CAPs – For announcing an adventure game sale on GOG
Eric Half-A-Bee Award – 5 CAPs – For figuring out what the creators were referencing with Eric
Conspiracy Award – 5 CAPs – For conspiring in the malevolent torture of Tricky
Genre Support Award – 5 CAPs – For announcing a new adventure game on GOG
Genre Support Award – 5 CAPs – For announcing an adventure game sale on GOG
Genre Support Award – 5 CAPs – For announcing a new adventure game on GOG

70 CAPs for Ilmari
Freddy Pharkas Award – 30 CAPs – For solving my Freddy Pharkas riddle
True Companion Award – 20 CAPs – For playing the game with me and completing it
Psychic Prediction Award – 10 CAPs – For predicting the score I would give the game
Minor Request for Assistance Award – 10 CAPs – For giving me additional hints and spoiler

51 CAPs for Canageek
Bee Oxygen Consumption Award – 10 CAPs – For overanalysing the death of poor Eric
Porno Caption Contest Award – 10 CAPs – Bow chika wow wow
Alien Muppet Award – 5 CAPs – For deciphering my Ridley Scott / Jim Henson crossover reference
THX-1138 Award – 5 CAPs – OK, it might have been obvious, but he got it
Tears in Rain Award – 5 CAPs – For recognizing my Blade Runner reference
Man Formerly Known as Prince Award – 5 CAPs – For picking my Purple Rain reference
Conspiracy Award – 5 CAPs – For conspiring in the malevolent torture of Tricky
Tool Time Award – 5 CAPs – For picking my Home Improvement reference
Captain Obvious Award – 1 CAP – For finding my ridiculously obvious Star Trek reference

25 CAPs for Zenic Reverie
True Companion Award – 20 CAPs – For playing the game with me and completing it
Conspiracy Award – 5 CAPs – For conspiring in the malevolent torture of Tricky

20 CAPs for Cush1978
Treasure Hunter Award – 10 CAPs – For finding a boxed version of the game for sale with the manual
Roger Wilco Caption Contest – 10 CAPs – For a very nice Roger Wilco reference

10 CAPs for Charles
Poltergeist Award – 5 CAPs – For figuring out my Poltergeist reference
Wanton Destruction Award – 5 CAPs – For figuring out my Sam & Max reference

10 CAPs for TBD
Genre Support Award – 5 CAPs – For announcing an adventure game sale on GOG
Genre Support Award – 5 CAPs – For announcing an adventure game sale on GOG

10 CAPs for Rowan Lipkovits
CompuServe Award – 10 CAPs – For explaining the strange code that appeared in the game

5 CAPs for Kenny McCormick
Conspiracy Award – 5 CAPs – For conspiring in the malevolent torture of Tricky

Friday, 17 January 2014

Guest Game 1: Circuit's Edge - One Long Night

Trickster's Note: The below post (and indeed all posts for Circuit's Edge) was written by guest blogger Zenic Reverie.

Night 1 (continued): "The night wasn't through with me yet. After being hassled by the police, what could be worse than getting lost in the city. Luckily I met a friendly lady at Chiriga's. Unfortunately that luck turned when I arrived at her place. Something about meeting people at their apartments means bad news in this town."



'Beginning'?

Each session will start and end at Marid's apartment. That's because it's the only location where I'm allowed to save the game. There's also only a single save slot, so there's no chance of keeping a backup game either. Guess I'll have to be sure of each action I take, lest it come back to bite me down the road. Since the police station is outside the city, I decided to stop by the morgue to see about getting Kenji's belongings. The morgue is described as an overly bright place that clashes with gloomy nature. The attendant keeps a watchful eye, and requires a police pass to gather up any belongings.


The lights aren't the only thing that clash here.

The police station is a short taxi ride just outside. As I enter I notice Bill idling illegally just outside as he waits to take me back. Lt. Hajjar is the only character around, and he pretends not to see me the first time I hail him. The good officer gives in eventually, passing along the answering machine chip, but fails to disclose what's on it. He mentions the rest was waiting at the morgue. I had to press him further to get a police pass, and asking anymore questions was pointless after that. We're on the same side this time, but he definitely doesn't wish it was that way.


Wouldn't the 'answerer' be the machine?

Back at the morgue I picked up Kenji's effects: a tattered wallet that held a pawn shop ticket and a holodisk. All are currently dead-ends. I don't know how to listen to the answering machine chip, I've failed to find a way to play the holodisk, and Mustafa's Pawn Shop appears to be permanently closed. Visiting the shop suggests someone, somewhere, may know what happened to the shop, but gives no clues as to who. At least I got one break during the night. I decided to stop by Chiriga's and ask about everything I had on me. Before I left empty handed, I only asked about MCDIX as a last resort.


This seems more like a coincidence, but it's the best lead I've had all night.


A beautiful woman asks for your number, you give it to her, right?

So, the killer may or may not be Mack Dixon. At the very least it was a person of interest. I guess it's one more thing to randomly ask of people as I shove the pawn ticket and holodisk in their face. I also asked about Holodisks from Chiri, and she suggested an adult holovid store. Speaking of randomly asking for people, I decided to head back to Kenji's apartment. Maybe the police left behind the answering machine I could use to play this chip on. Seemed promising.


You were his landlord! You know, the dead guy from earlier...

Holovideos are a small, thin silver disk, about three inches in diameter. It's used to store animated holograms, often accompanied by short audio. In the center of the disk are two small holes that stabilize it in the viewing device. I arrived at Adult Video Holos ready to watch the one I already had in hand. Hologames and More had shut down, so this was the only place I found that had "holo" in the name. For the life of me I could not figure out how to use the viewers in the booths to play this movie. Upon entering I'm given the option to rent a video and time in a booth. After that's done I have the option to watch the video or not. No mater which options I go through though I can't put the holodisk in my inventory into the viewer.


Any chance I can get directions to here?


Yes, I do mean all the options, and yes, that's as far as it plays.

It's hard to believe I've gotten nowhere with any of my leads. I can't even figure out how to watch the holodisk after I've watched a different holodisk... I'm not sure I can deal with this game. At least the story seems to keep moving on its own. After spending way too much time trying to get anywhere with my current inventory, I received a call from that girl I met earlier. She wanted me to come over to her place for a chat; said she had something for me.


McDix strikes again!

The poor woman didn't stand a chance. The scene goes into quite a bit of detail. Strangled from behind, stab marks that look like they were made by an icepick. Same weapon used on Kenji. There was a photograph next to her. Careful not to touch anything, I was able to see it was of Kenji Carter. What was the connection? I looked around further and noticed a samurai tattoo on her arm with the initials "KC" under it. As I pondered how the two knew each other, the game surprised me more than it had with the holodisk fiasco.


I see you're probably robbing the place, can I have a bit of that action?


Little did I suspect Mack Dixon would pose as a street beggar.

Seriously, a random NPC encounter in the middle of investigating this mess? Also, how does the body get to one end of the room after writing "McDix" in blood on the other side? I don't know if that's an intended inconsistency, or just poor design. Based on the rest of the game so far, I'm leaning towards the latter. With little left to do, I left. Marid comments on how the police arrive just as he leaves, and how he is glad not to get wrapped up in another "McDix" murder. Who called the police in the first place? I'm definitely out of leads. Sorry for the overall delay. Been dealing with a heavy workload this week, and I had planned to get this out last week, but ended up catching the flu. I'll post in the comments if I end up running around in circles for more than a couple hours and need some assistance. Hopefully it won't come to that on my very first game for this blog.

Session Time: 1 hour 00 minutes
Total Time: 3 hours 00 minutes

Note Regarding Spoilers and Companion Assist Points: I've written 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 Zenic requiring one. Please...try not to spoil any part of the game for him...unless he really obviously needs the help...or he specifically requests assistance. In this instance, he's not made any requests for assistance. Thanks!

Game 39: Earthrise - Won!

Captain's Log, Entry 6: "I have completed my mission and the asteroid Solus no longer poses a concern to the inhabitants of Earth. I spent many hours trying to find a way into the inner security office to shut down the force field, but eventually I had no choice but to destroy the panel. In a huge stroke of luck, this choice led to the discovery of both screwdrivers I needed (note to self, take a toolkit on future missions). I was able to bring the navigation system back up, giving control of the asteroid back to humanity. Leaving wasn't as straight forward as I'd hoped, but I'm pretty used to these alien creatures now. I've been promoted, and as happy as I am to be back on Earth temporarily, am looking forward to receiving my next mission."


Just....why!!!???

I’ve completed Earthrise: A Guild Investigation! I wish I could say that I achieved this victory unassisted, but unfortunately that is not the case. I requested assistance at the end of my last post, and while I did have one more stab at trying to figure things out on my own, I ended up having to use the hints left for me by Lars-Erik. When I finally came to the conclusion that I was defeated, I deciphered Lars-Erik’s Hint 1: “Encounter any locked doors recently?” I had of course, as I’d never been able to find the key to open the door to the inner security office. I knew from looking through the glass that there was a panel that controlled the force field up on the surface, but I’d not been able to find any way to get to it. Had I missed a key somewhere? Was there a way to open the door without a key? I made my way back to the Security Office and tried a few things. I’d convinced myself that every item in the game only had one use, since I’d not found a single one that I’d used multiple times to this point. With that in mind, the only unused items in my inventory were a comb, an empty gun, and a smelly sock. How could any of those items help me? I wasn’t able to break the glass as far as I could tell, and any attempts to smash the lock failed. I ignored my instincts and tried all the other items in my inventory on the lock, but nothing worked. I would have to read Hint 2.


Yeah, well I can't alright!!!???

The second hint was “Too bad you’re in an adventure game and not an action movie!” Well, whatever the solution was, it obviously involved something violent. Out of desperation I typed “shoot control panel with drill”. My character walked down the screen a bit, making me think I’d found the solution! A message popped up saying “You just love hip shooting” and then my character fired the laser at the glass wall. It bounced back and cut me completely in half!!! “That glass is pretty reflective, and the L in laser stands for light stupid.” Well that wasn’t the solution. What would Arnie do!? He’d probably throw a chair through the glass. I tried it but it didn’t work. Damn it, how could I still not know what to do? Hint 3: “Got anything in your inventory that can help with uncooperative doors?” No, not really! OK, surely it has to be the laser drill, I thought, yet shooting the lock didn’t work. Was I supposed to shoot through the lock somehow? I typed “shoot through lock” and got “The lock is chrome plated, and would reflect most of the laser light.” After another few minutes of trying, I had to look at Lars-Erik’s spoiler. “Shoot the door.” What? The door itself? Really, that’s it? I typed “shoot the door with laser” and watched as my character blew a hole in it from a couple of meters away (3 points). Finally! So now I assumed I would be able to open the door somehow. Perhaps reach in and unlock it? Nope!


Wow! That's just...brutal!


So keep shooting until it's no longer a problem!

There was definitely a hole in the door, but I didn’t seem to be able to put my hand through it or open the door as far as I could tell. Was I supposed to shoot through it? I typed “shoot panel with laser”, only for my character to attempt shooting through the glass again, resulting in another painful death. “Shoot panel through hole” = “Please be more specific, shoot with what?” It was only when I typed “shoot panel through hole with laser” that my character finally did what I wanted him to. The panel exploded (12 points), and I immediately set out for the surface to find out what was behind the force field. When I got there I was able to investigate the trench, the rocks and the suit for the first time. The trench was empty, but the rocks turned out to be gold nuggets! I picked up a nugget (10 points), wondering whether it would serve a purpose other than points. The suit wasn’t in very good shape, but to my delight there was a flathead screwdriver in one of the pockets! I picked it up (15 points), and made my way north one screen to the Radio Tower. I climbed the ladder and positioned myself in front of the access panel that was being held shut by a screw. Typing “remove screw” did exactly that (10 points), meaning I was then able to press the Open button on the control panel located on the other side of the ladder (5 points).


I really don't think I would ever have solved this without help. The parser alone made it next to impossible.


I would have traded all the gold in the world for this thing!


What could possibly be inside!? It must be something incredibly important!

The access panel opened, and inside I could see a set of pulleys spinning around. That wasn’t all that was in there though, as I could see yet another screwdriver sitting towards the front! It had to be the phillips head screwdriver I needed for the Recreation Room! I tried to pick it up, but it seemed to be difficult to retrieve. My character got his finger caught in the belts and while he did manage to get it free, there was now a hole in my pressure suit! In what has to be the most awesome scene in the game, blood began to spurt uncontrollably out of the finger, and I was propelled into the air at a rapid pace! I laughed as my character flew off into the distance the way Sandra Bullock does in Gravity using the fire extinguisher. “You just did a wonderful impression of a garden hose. Next time be more careful with your pressure suit.” I restored and repeated everything I’d just done, except this time I knew how to avoid death. After opening the access panel, I climbed back down the ladder and cut the wires in the box at the base (5 points). This of course cut the power to the pulley system, allowing me to climb back up and retrieve the screwdriver. I felt like nothing could get in my way now, and quickly made my way back to the Recreation Room where yet another panel full of screws awaited me.


This tops all the death scenes before it, and some of those were pretty good.


I had a good chuckle at my awful misfortune.


I went through all that to find a screwdriver just so I could uncover another screwdriver?!

I once again typed “remove screws” and successfully opened the panel in the rear of the control console (10 points). Inside I found a bunch of regulators and “one noteworthy cable”. I immediately knew this was the cable I needed to repair the navigation system in the Engine Room, so I used my wire cutters to retrieve it (15 points). Cutting the cable shut down the Recreation Room projector, which meant the refreshing scenes of nature were no longer present. I made my way back to the central hub through a bunch of plain pink and purple rooms. With the cable in my possession, I journeyed back to the Engine Room and tried to repair the broken link with the cable. “The wire you have is insulated end to end. To replace the fusable link, you will need bare copper on both ends of the wire.” OK. I typed “strip cable with wires”, and it worked: “You brandish your wire cutters and carefully bare both ends of the wire.” With this done, I repaired the link, giving power back to the computer and tape drive in the navigation room (30 points). I figured I would now be able to press the big red button on the main console in the Engine Room, so that’s what I did (40 points). “GOOD JOB! Now that the asteroid’s engines and navigation systems are working, all you need to do is get back home.” I had 753 points out of 800, so clearly the end of the game was approaching rapidly! I figured it wouldn’t be completely straight forward though, and braced myself for whatever final obstacle awaited me.


What? No water cooling?!


Not quite as tranquil.


This is all starting to feel like my old day job now.

I left the underground base and hopped into my pod. “There is something green and very strange looking over your head. Wait a minute! It’s moving!” A large green slimey thing dropped down from the ceiling in my pod and enveloped me. It didn’t seem to be able to get through my pressure suit, but I was informed that I eventually ran out of air and suffocated. That was the last obstacle I was expecting, but thankfully it was pretty obvious what I was supposed to do. I’d previously tried giving the preservative-filled cake to the gelatinous blob in the Mine, since a note I found in the Research Labs seemed to suggest eating the cake would kill it. It was now clear that this green slime was the creature the scientist had been talking about! I restored and made my way back to the pod. Instead of hopping in though, I typed “throw cake into pod” and watched as my character accurately threw the cake onto the floor right below where I knew the slime to be located. As expected, the slime dropped down to consume it, but ran into trouble almost immediately. It tried to flee the pod, but melted into nothingness just a few feet away (20 points). There was nothing else stopping me from getting to the controls, so I sat down and pressed the “Automated Return” button. The pod took off from Solus and made its way back up to and then into the TMG-7 space shuttle. Could this be the end?


I had to look the Jolly Green Giant up, but now know he has something to do with canned vegetables.


I'm wheat intolerant, so I know just how he feels.


I'm finally off that rock!

No end credits appeared, so it looked like I was going to have to at least set my course for Earth. I jumped out of the pod and walked through the shuttle to the bridge. Laying down on the couch, I firstly closed the pod bay doors and then pressed the “Automated Return” button. “You feel the thrust of your main engines as your shuttle breaks orbit, and begins the trip back to Earth.” (7 points) Still no end credits though! I thought about what occurred when I first arrived at Solus, and remembered that I awoke in one of the cryofreeze units. I descended down to the unit and got in. “As you drift off to sleep, you think of the great task you just accomplished. You wonder what exciting mission the Guild will send you on next time.” (10 points) I was shown a quick display of my shuttle accelerating off into the distance and then the below closing message appeared. Basically I made it home, at which point a second team was dispatched for the asteroid. They discovered six survivors of the original team, who had apparently been living behind the barricade in the Living Quarters the whole time. The last thing I was told was that I had been promoted, and that my score was 790 out of 800. Oooohhh...just 10 short of a perfect score. Anyone know what I missed? Final Rating post will be up in a few days.


I want one of these in my car.


Where's the Space Quest music? Actually, where's the music!


The End

Session Time: 0 hours 30 minutes
Total Time: 11 hours 00 minutes

Monday, 13 January 2014

Game 39: Earthrise - It Was All Going So Well!

Captain's Log, Entry 5: "I've defeated all the creatures in the base as far as I can tell, but I've still not managed to complete my mission. After achieving so much, it seems the continuation of life on Earth depends upon me finding a damn screwdriver!


Of course! Where else would I be?

My last post ended with a real WTF moment! I’d just defeated my first alien creature and stepped into what I assumed would be the Recreation Room. To my surprise, I instead found myself standing in a pleasant field, surrounded by hills and trees. Once I got over the initial shock, my logic kicked in and told me that what I was looking at must be a simulation. The scientists on the base would no doubt have missed the greenery of what we know as nature back on Earth, and must have built a simulated version on Solus. I began to look around, mapping my way as I went. I ran into walls that I couldn’t see and walked across water that wasn’t really there, but I couldn't find anything to interact with. I finally found what I was looking for when I walked towards the edge of one screen, only for a doorway to open within what for all intents and purposes looked like a tree. I walked through, and reappeared in a control room. There were a bunch of screens showing the simulated outdoor scenery, a huge machine built into the wall, and a console in the middle of the room. There was a plaque attached to the machine, so I read it: “SIB-2000 Holographic Projection System – Seeing Is Believing Optics, Inc. Clinton, Connecticut.” This SIB-2000 must be the system creating the visuals, but I could find no way to access it in any way.


Do you reckon I can turn all this water into wine? I think I'm gonna need it!


Which is...how exactly?


Earthrise has been full of surprises really.

Checking out the console only revealed more screens, but it did draw my attention to an access panel on the back of it. I tried to open it, only to find that it was kept closed by four small screws. Further investigation revealed that they were crosspoint screws, meaning I would need a phillips head screwdriver to remove them. Damn it! I already needed a flathead screwdriver to get the panel off on the radio tower, but I hadn’t seen either variety anywhere during my travels. I’d really hoped to find something in the Recreation Room that would help me progress in Earthrise, so my failure to do so had me feeling a bit perplexed. I figured it was time to head back to the surface to see whether I could find anything to do up there with all the items I’d collected around the base. The problem was that I knew Eric the bee would die if I spent too much time up there. I decided to just let him die, check everything out as thoroughly as I could, and then restore if I happened to find something useful to do. I revisited the radio tower, the mine and the waste dump, but couldn’t uncover anything. It was only when I got to the skylight that I had a thought. I’d not been able to get into the garden beneath it from the inside, as there was a huge spider that killed me every time I tried. Perhaps I could get in from the outside?


Looks like I'm screwed again!


Does it involve wanton destruction?

I typed “hit glass”, and was told: “Unfortunately, your fists are not as strong as the glass. You had better find something better to use.” Clearly I was on the right track! I typed “hit glass with hammer”, and watched as my character hit it a few times, causing cracks to spread out across the glass. Shortly afterwards the glass burst into hundreds of pieces (20 points)! I’d made the progress I was hoping for, but soon found that there was no way I was going to get into the garden through the hole. At this stage I restored my game and quickly re-smashed the glass, returning to the base while Eric was still alive. I made my way to the Garden, hoping that the increased pressure would have killed the spider. It most certainly had! There were bits of spider and blood all over the wall, and all the planet life was also completely obliterated! When I looked at the room, I was informed that there were “some strange looking lights just under the skylight”. Further investigation revealed that they were ultraviolet lights, and that they were still working. I knew from the notes in the Research Laboratory that the gelatinous blob guarding the Mine was scared of something in the Garden, and it made sense that the creature might not like ultraviolet light. There was one problem however, which was that I couldn’t reach the lights. Any attempts were met with: “They are way too high up. You would need a mighty long ladder.”


You bet it does!


Couldn't have happened to a nicer...thing!

Well I just happened to have a mighty long ladder that would extend to ten feet, so that seemed the obvious answer. I tried all sorts of commands to make it happen, including “extend ladder”, “use ladder to get lights”, “climb ladder” etc., but nothing worked. Confused, I moved to the other half of the Garden. There I found more destruction and a door leading east. I tried to pass through the door, but was told: “The door is not automatic, so there must be a control somewhere. It’s probably behind those vines.” I wasn’t able to move the vines, but I was able to cut them with my knife (8 points). Underneath was a button, which opened the door when pressed. Through the door was a tool shed containing a bunch of gardening tools, some drums of fertilizer and some shelves. Apparently I didn’t want any of the gardening stuff, but I did find a portable lamp on one of the shelves (15 points). It turned out to be an ultraviolent light lamp, so there was no need for me to get the ones off the ceiling after all! With this new item in my possession, I raced over to the Mine and prepared to do battle with the gelatinous blob. I turned on the lamp, and then typed “point lamp at blob”. Just as I’d hoped it would, the ultraviolet rays melted the blob away, similar to the way the blob had done to me previously (20 points). Victory!


What's behind door number 564?


Aha! That's where I left my iPad!


Run away from the light Carol-Anne!

Finally I was able to explore the mine, but the first thing I discovered was that I couldn’t retrieve the pick from the ground. I passed through the door on the back wall into a storage closet, where I found a bunch of explosives, some flash cord on a hook, a pair of wire cutters, a large drill bit, and a small laser drill. As attractive as packing explosives was, I didn’t appear to be able to pick any of it up. I could however grab the wire cutters (15 points) and the laser drill (15 points). I took a closer look at the drill, and learnt that it was not only used to drill holes, it was also used as a weapon! I looked through all the descriptions of the asteroid’s creatures that I’d retrieved from the security office terminal, hoping I might find one that appeared likely to be taken down by the laser drill. I found one! “Karik: Scaly green creature with astonishing teeth. Creature has three clawed feet, which can be used as mandibles. The Karik is definitely a carnivore. The only one I have seen dead was in a smoldering heap. I couldn’t find its killer, but I assumed it was one of us. They are vulnerable to heat, and I think this is our only possible defense.” I’d seen a creature that fit the above description blocking the Administration tunnels, so I raced over there to see whether I now had the means to pass the obstacle.


Apparently I don't trust myself enough to carry explosives, yet I'm charged with saving the planet. Go figure!


Who in their right mind would call this a drill? It's a laser gun!

Confronted by the Karik, I typed “shoot creature with drill”, and grinned as I totally obliterated the thing (20 points)! I eagerly made my way further into the Administration tunnels, only to be faced by yet another large green creature! It began slowly walking towards me, which gave me time to leave the screen and have a think about how I might deal with it. Looking through the creature descriptions, I found one that represented this new threat. “Zeld: Large ugly reptilian creature. This creature has extremely large teeth, and will eat anything. I have seen them eat plants, people, their own dead. They are bullet-proof, laser proof, and I have never actually seen anyone kill one. I have seen only one dead, and that was in the garden. It had several little bumps on it that looked not unlike insect bites. These things are very mean and aggressive. The only defense I have found to be effective is flight.” Insect bites? Could this finally be the place that Eric the African bee plays a role?! I typed “release eric”, and cheered as the little guy made a “bee line” for the Zeld and stung it dozens of times. The Zeld fell over dead, and Eric flew back to the safety of his jar, no doubt very satisfied with his work (20 points). Things were going very well now, with puzzles being solved in a domino effect way. I was very keen to find out what was awaiting me in the Administration office, so continued on my way unopposed.


Each death seems to want to outdo the last one for goriness!


Sic'em Eric!


To Africa?

On reaching the office, I found it contained a desk, a planter, a cabinet, and various pictures on the wall. I investigated it all, but the only thing of importance that I uncovered was in the cabinet. There I found a welding torch (15 points), but I couldn’t think of a place where it might be useful. It seemed to me that my great run of solutions may have come to an end. I still had a few items that I hadn’t used, and one in particular was bugging me. When I’d first encountered the large crevice in the tunnel leading towards the Power Plant, I’d tried using the ladder without success. I decided to go back there and have another go. It turned out that using the ladder was exactly what I was supposed to do, it was just that the command I’d used (“use ladder” and “use ladder on crack”) hadn’t worked. This time I typed “extend ladder” and it worked! My character extended the ladder and lay it down so that I could cross the gap (10 points)! This turned out to be a little bit tricky, and my first attempt ended with me impaled on the stalagmite below. My second attempt was successful however and shortly afterwards I was looking at a rather daunting looking Power Plant. There were numerous consoles on two levels adjoined by a ladder, and there was also a noticeboard, an elevator, a regulator, a door leading north, and a circular hole in the floor containing the base’s reactor core.


I assume this artwork is no longer considered modern.


Damn parser! I tried this hours ago!


I only had eyes for the big blue wrench!

The first thing I checked out was the regulator, which was a large box on the back wall. All I was told was that it must be monitoring a huge amount of amperage and that its cables pass through the wall. I thought I might get something useful from the bulletin board, but was told that none of the three notes there were of particular interest. The claw coming down from the ceiling would obviously be used to put things in and take things out of the reactor core, but I could find no controls for it anywhere in the room. The elevator on the top floor was clearly the same one I’d seen in the waste dump. There was toxic goo pouring in from above that had made the lift unusable. All of this stuff was interesting but useless to me, but the item I found on the upper floor most certainly was not! It was a wrench, and I was particularly excited as I knew exactly where I was going to need it (15 points). I knew from my visit to the Engine Room tunnels that I would need a special wrench to turn the oxygen valve in the hole in the wall. I also knew from the database entries that the praying mantis-like creature just beyond that screen would likely be affected by this action. “Glitten: Very large insect-like creature. I have seen several of them now and they are very aggressive. They aren’t that fast, so they can be avoided easily. They have figured out how to work the airlocks and travel freely about the base. They have only been spotted in areas where the native atmosphere has leaked in. I don’t think they like our atmosphere.”


No-one can stop the claw!

Having finished my sweep of the Power Plant, I opened the door at the back of the room and walked through. It led to a tunnel that had three coloured cables running along the walls. These were obviously the same cables that connected to the regulator. I followed the tunnel along until I reached a section where I could see an obvious break in the yellow cable. “Part of the lower cable has been damaged. There appear to be scratch marks on the wall. It looks like something with three large claws slashed the cable. There isn’t a length missing, so it should be repairable.” I had a welding torch, so used it to repair the cable! “Well, you’ve scorched the insulation and charred the wall a bit, but the cable should safely carry current.” (30 points) I wasn’t sure why I needed to do this, particularly as I couldn’t think of anywhere that had power issues. The tunnel soon ended where a cave-in had blocked the way, so I left the Power Plant and made my way to the Engine Room tunnels with the wrench. As I’d hoped, I was able to turn the valve using the wrench, which let a significant amount of oxygen into the surrounding area. (20 points)  Moving into the next section of the tunnel revealed that the Glitten was dead! I’d now defeated all five creatures in the game, being the Tymak, the Brelt, the Karik, the Glitten and the Zeld, and I could now pass through into the Engine Room for the first time.


When you gotta go, you gotta go!


Still going...


Caption contest

As you would expect from its name, the Engine Room is where the massive engines built into the asteroid can be controlled. There was a force field at the back of the room protecting a long tunnel, a console in the centre of the room, and doors leading to the east and south. I checked out the console, hoping to bring down the force field. There I found two screens and a large button. “The screen on the left reads: ENGINE POWER: NOMINAL. The screen on the right reads: NAVIGATION SYSTEMS: <FAILURE>” I figured I must have fixed the engine power by repairing the cable in the Power Plant, so I was likely going to have to get the navigation systems back up to a nominal state too. I pressed the large button and wasn’t surprised to receive the following: “Nothing happens. Something must not be working.” I had no idea how or where I needed to fix the navigation systems, but I hoped it might be through either of the doors leading out of the room. I took the one to the right, reappearing in the navigation control area. Bingo! There were a large computer and a tape drive in the room, but neither of them was operational. I soon found the reason why, which was a melted fusable link in the electrical box on the wall. If I could fix the link, then the navigation systems would be back online. I looked through my inventory, but couldn’t see anything obvious. I tried using random things that I thought might fit, but was told that I would “need a sturdy wire or something”.


This is the games room right?


What's the point of the electrical box?

It seemed obvious to me, since I had a pair of wire cutters, that I would need to cut a wire from elsewhere, but before I put any thought into where I’d previously seen a loose wire, I still had another section to check out. Heading back into the Engine Room, I took the southern door, finding myself in another tunnel. Just like the tunnels running out of the Power Plant, this tunnel had cables running along the wall up until an obstacle. It seemed likely to me that this was the same obstacle and that these two tunnels would normally join up. After unsuccessfully attempting to cut some of the cable there (hey, you never know), I made my way back to the Lower Central Hub. I’d rarely found myself in a position where I simply didn’t know what to do next, but I was in one now. I figured the best approach was to revisit all the sections in the base and see if I could find something conductive, or better yet, a damn screwdriver! The main reason this seemed daunting was that I still had to look after Eric the bee while moving between different atmospheres. I’d already found the purpose of the bee, so perhaps I could now just put him back where I’d found him?! I made my way to the Research Laboratory and typed “put bee in cabinet”. It worked, and I actually got points for it (10 points)! This of course meant that I could have rid myself of Eric whenever I’d wanted to!


Surely they won't miss one little section of cable?


I also discovered that I could get ten points for every time I read the notes on the table. Check out my score!

I found several cables during my travels that I thought might be what I needed, including above the crack and in the observatory, but the game kept questioning why I was trying to sabotage things. However, when I reached the Security Office, I had what I thought was a major success! I still had no way of entering the inner office, which was behind a locked door, but I’d never tried looking at what was behind the glass. When I typed “look through glass”, I received the following: "Behind the inpenetrable security glass, you can see a bulletin board and a control panel marked Force Field Control." This gave me an idea! I typed “look at board through glasses” and was able to read what was written there! “Notice: New combination: R3L1R6L4.” Eureka! This was the combination I needed to remove the padlock at the base of the Radio Tower (5 points)! I raced over there and turned the dial right 3, then left 1, then right 6, and then finally left 4 (7 points). It popped off, and I opened the box to find...a pair of wires (7 points). These wires looked a little smaller than I thought I’d need to fix the navigation system, but I typed “cut wires with cutters” regardless. To my surprise, I was asked whether I was sure I wanted to do this! My two choices were 1. “No, I am not absolutely sure.” and 2. “Yes, just do what I say!” I figured I better save my game before answering, so selected option 1. “Right. You had better make sure there isn’t something you should do before you cut those wires.”


What a great feeling it is to solve adventure game puzzles!


For those special moments where cutting the power is essential.


I wish there was another option: "Um...why do you ask?"

Huh!? You mean up on the Radio Tower? Was I supposed to do something up there before cutting the wire? I still didn’t have a flathead screwdriver to remove the screw from the access panel, and hadn’t been able to find any other way to remove it. What was in the panel? I decided to cut the wires to see what would happen (5 points). I was told they were cut irreversibly, and worse than that, I was told the wires were useless to me anyway as they were too small. I climbed the tower and found, as expected, that there was now no power. Even if I removed the screw, I still wouldn’t be able to open the access panel now, as it could only be opened by pressing a button on the status panel (which now lacked power). Clearly I wasn’t supposed to cut the wire yet, so I restored my game. This, my friends, is where I am stuck! I have put hours into figuring out what to do next, but have to admit defeat. The only three items I have that I haven’t used yet are the pistol (which has no bullets), the filthy sock, and the “unbreakable” comb. I need two screwdrivers (flathead and phillips) to open the panels on the Radio Tower and in the Recreation Room, but I’ve been unable to find either. I also can’t get into the inner security room to remove the force field or find something suitable to repair the navigation system in the Engine Room. This...is an official request for assistance! What the hell have I missed!?


This doesn't seem right.


I've tried really hard to figure this out! I hope it's not something simple.

Session Time: 6 hours 00 minutes
Total Time: 10 hours 30 minutes

Note Regarding Spoilers and Companion Assist Points: I've written 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!