Thursday, 31 December 2015

Castle of Dr. Brain - Mazes and Codes

Written by Reiko

Last time I programmed some robots and gathered some intriguing items. The wall behind the robot, which has finished its purpose, has opened, and I step through into... another elevator maze! This one's made of stone, though, which I think makes more sense, since the castle appears to be built into a mountain. At first, the stone pattern on the walls makes the corridors harder to understand visually, but I get used to it after a bit. Aside from that, the elevator interface is identical to the previous one. The maze area isn't any larger than the previous maze, but there are a lot more vertical passages linking the floors. I map carefully and soon come to the exit door, which leads out into the third floor hallway, the language hall.



I had to use a lot more colors and characters to identify all the vertical passages in this maze.

Tuesday, 29 December 2015

Castle of Dr. Brain -­ Robots and Logic

Written by Reiko

The second-floor corridor looks a lot like the first-floor corridor, complete with violent decorations. Below was a suit of armor; here there are some spears. Supposedly Dr. Brain is "throwing them out" because he "hates violence" but really, why leave them in a bin in a random corridor, then? Why not melt them down for the metal, or throw them into whatever gorge is being bridged by that bridge seen in the intro screen, or something?

Second floor hallway with random spears.

Monday, 28 December 2015

Castle of Dr. Brain -­ Math and Mazes

Written by Reiko

Ringing the doorbell starts a game of Memory to unlock the door as the first puzzle. The panels above the door can be triggered, and (in Expert mode) also the lamps and flamingoes. The game triggers one item, then I have to repeat it, then it triggers two items starting with the same first one, and I have to repeat it, and so on. The final sequence is ten items long. On lower difficulty levels, the lamps or flamingoes aren't involved, and the sequence is shorter, 6 items on Novice and 8 on Standard. Finishing the puzzle opens the door and yields the "Memory Puzzle Plaque" (regardless of difficulty level -­ I played through on all three levels for the first puzzle to see the differences).

Winning a plaque doesn't mean as much on Novice level.

Friday, 25 December 2015

Missed Classic 16: A Spell of Christmas Ice (1984)

Written by Joe Pranevich

A text adventure for Christmas! You shouldn’t have...

Merry Christmas! Last year at this time, we had only recently transitioned “The Adventure Gamer” from the Trickster-era to something new. As Christmas rolled around, we took a look at only our third “Missed Classic”, a nearly-unknown graphical adventure called Merry Christmas From Melbourne House. It was as much advertisement as game, but did it also set a precedent? Should we look at a Christmas game every year? I have no idea. They say it takes three to make a tradition, so let me introduce #2: A Spell of Christmas Ice.

Wednesday, 23 December 2015

Missed Classic: Dungeon Adventure - Won! (Barely)

By Ilmari

Looter's Journal, day 3 - I've found myself a new job - I am now the head executioner of the Dark Lord. Now I should just wait that some useful idiot finds the gem containing the mind of my Master, who shall rise again one day!

I am beginning to think that Level 9 got its name from the ninth level of hell, meant for betrayers of the worst kind. The game began with some clever puzzles, but then went quickly downhill with some really obtuse problems - and in the final stages I found out that at least the BBC version I was playing was bugged and I couldn't get the perfect ending. At least the graphical version corrected that fault, even if the silly puzzles persisted.


Where I was left in the previous post