Saturday, 30 September 2017

Lure of the Temptress - Twist Away the Gates of Steel

by Alex



So I got the Weregate open.

I’ll bet you’re wondering, “How did this happen?” Well, today’s your lucky day. We’ll get to that. But first, in order to understand the process and what to make of it in the grand Adventure Gamer tradition, let’s go back to my last post on Lure of the Temptress. Remember when I said that I enjoyed the game’s approach to puzzles?

. . . I actually find myself enjoying Lure of the Temptress’ approach to puzzles. My earlier complaints notwithstanding (and it looks like I’m not the only one experiencing pathfinding issues, though this seems to be more of an issue related to the ScummVM emulator), now that I have more time with the game under my belt, understand the interface and what the developers were trying to do . . . I kind of like it.”

I need to qualify this statement: While I enjoy the game’s approach to puzzles, I cannot say I particularly enjoy the puzzles themselves.

Let me explain.

Thursday, 28 September 2017

The Dagger of Amon Ra - The Thirteenth Hour

By Deimar

Laura Journal Entry #3 " What a day. After just arriving and getting a job I have managed to see the lows and highs of this city in a single day. I have even managed to get into a high class fundraiser party in a fancy museum. Sadly, the party ended when I discovered the corpse of the main guest inside a sarcophagus. Well, sadly and lucky for me, as I have a feeling this story will sell a lot of newspapers and there doesn’t seem to be another reporter here. The only caveat to that plan is that somehow I am now trapped with the other guests in the museum and I think I am starting to smell blood in the air”

I didn’t remember it when changing from chapter 1 to chapter 2, but when starting chapter 3 I got a message telling me “Excellent work. Your father would be proud of you”. That is an encouraging message, as I have previously doubted having gathered all the necessary information. I might not be going that bad (although Ilmari has pointed out some things I missed in chapter I). My only question is if that message is always the same or depends upon a hidden score.

Doing the interrogation with everyone listening surely produces wonderful results

Tuesday, 26 September 2017

Missed Classic: Adventure - Won!

Written by Joe Pranevich

You are standing at the end of a road before a small brick building.

After the “fun” that was Infidel, I needed a palate-cleanser. I’ve started looking at Sorcerer already-- and if all goes well, you’ll have the Intro post to that game next week-- but I needed a break. So I hope you will not mind that I use the occasion of my birthday to talk about an important game in my life: Adventure. Ilmari already did a fantastic review of this game (as Missed Classic #2 back in 2014), but he didn’t win in his playthrough. That provides me the flimsiest of excuse to talk about it again, but I’m going to take that excuse!

This story started for me at a different birthday 31 years ago: my mother had given me a copy of Software Country’s Golden Oldies collection for the Commodore 64. Included in that, plus other public domain masterpieces such as Pong and Eliza, was the original 380-point version of Adventure. It may or may not have been the first adventure game I played, but it was certainly the first adventure that I owned legally. I didn’t beat it then-- I still remember my babysitter telling me that no one ever had-- but it remained on my mind. For years, I would pick up the game and play a bit of it. Three years ago, I made a concerted effort to win… but failed. It was time to change that.

Monday, 25 September 2017

Zork Marathon: 1983 Books & Yearly Wrap-Up

Written by Joe Pranevich



It’s been twelve months since we started this increasingly misnamed “Zork Marathon” and I thought it was worth a few minutes to pause and look back on the games we played and look forward on the games ahead. This year, we’ve more or less taken the story of Infocom from the exploration phase at MIT with Dungeon/mainframe Zork, through the formation of the company, up through the first ten games-- five years worth of history. Behind the scenes, the cancer that would eventually destroy Infocom was already growing: Cornerstone, the business product that some hoped would bring them respectability was well underway. We have plenty of time and a few more games before we get to that grim milestone.

Before we can look back, we have one more detail in 1983 to close out on: the first three Zork books. Since almost the beginning, Infocom had been creative with its marketing and its packaging. Most of the games had “feelies” and custom boxes-- Starcross literally rolled off the shelves due to its flying saucer-shaped boxes. But as Enchanter was launching, someone on the team thought that doing a gamebook tie-in would be a good idea. This would allow them to market the new game while also indirectly promoting the still-hot previous Zork titles. They could have gone to an established writer (as they would later), but instead they reached out to jack-of-all-traces Steve Meretzky, fresh from launching Planetfall. The results are somewhat surprising...

Thursday, 21 September 2017

Missed Classic: Infidel - Won! (Lost!?) and Final Rating

Written by Joe Pranevich



A few days ago, I took my first deep dive into Infidel’s hidden pyramid. Powered by a flaming torch and a sense of narcissistic optimism, I discovered a long-buried burial barge, a hidden underground temple containing two chalices, a cube maze with a hidden door, and an Indiana Jones-style weight puzzle to recover four gem clusters. Thus far, after a disappointing start, I am coming to enjoy the game. Mike Berlyn has a good handle on puzzles and has managed to keep the game grounded in a sense of realism. The hieroglyphics have been fun to puzzle through, though a bit inscrutable. More importantly, they have been just understandable enough, with effort, that I could advance through a puzzle or two.

I am reluctant to admit this, but the solution to my “plaster wall” problem was embarrassingly simple: I just had to destroy the wall with my axe. I had avoided this solution in large part because no real archeologist would deliberately destroy priceless artifacts like that, but it appears to be the only way to advance. At least in my mind, I could imagine myself cataloging each of the rooms as I came to them, carefully labeling where I found this treasure or that. But take an ace to a wall? Not really how I’d approach it. It was bad enough that we broke the statue last time, but at least that was an accident...