The plot thickens right away. As soon as I step out of the bar where I had fled, my assistant Iris finds me. Someone has kidnapped my ex-wife Rita; Iris recommends that I search Rita’s apartment for clues. I learned a few minutes earlier that Rita was on good terms with one of the thugs, Fred Mongo, so I do not understand why she was kidnapped. Was she double-crossed? Is this a setup intended to lure me to my death? Was she so upset about the unpaid alimony that she would seek out the mob, only to end up in over her head? I’ll have to play some more to find out. Although my character should know where her apartment is located, I will need to explore the city to find it. Let’s see what we see!
Tuesday, 11 June 2019
Missed Classic: Borrowed Time - Won! And Final Rating
Written by Joe Pranevich
It seems like only two days ago that we started our look at Borrowed Time, the first game by Subway Software and a fun diversion as I prepare for Batman Returns. This is the first adventure game created by “The Game Doctor”, William Kunkel, during a brief period where he transitioned from game journalist to game designer. We left off last week after an extended chase sequence as my character, the hardboiled detective Sam Hawlow, survived an attempt on his life.
The plot thickens right away. As soon as I step out of the bar where I had fled, my assistant Iris finds me. Someone has kidnapped my ex-wife Rita; Iris recommends that I search Rita’s apartment for clues. I learned a few minutes earlier that Rita was on good terms with one of the thugs, Fred Mongo, so I do not understand why she was kidnapped. Was she double-crossed? Is this a setup intended to lure me to my death? Was she so upset about the unpaid alimony that she would seek out the mob, only to end up in over her head? I’ll have to play some more to find out. Although my character should know where her apartment is located, I will need to explore the city to find it. Let’s see what we see!
The plot thickens right away. As soon as I step out of the bar where I had fled, my assistant Iris finds me. Someone has kidnapped my ex-wife Rita; Iris recommends that I search Rita’s apartment for clues. I learned a few minutes earlier that Rita was on good terms with one of the thugs, Fred Mongo, so I do not understand why she was kidnapped. Was she double-crossed? Is this a setup intended to lure me to my death? Was she so upset about the unpaid alimony that she would seek out the mob, only to end up in over her head? I’ll have to play some more to find out. Although my character should know where her apartment is located, I will need to explore the city to find it. Let’s see what we see!
Sunday, 9 June 2019
Missed Classic 69: Borrowed Time (1985) - Introduction
Written by Joe Pranevich
If you are like me, sometimes research takes you places that you don’t expect. When I started into Batman Returns, I expected to find that it was a half-assed game produced by a no-name little software outlet who won the minimum bid to make the ninth licensed game based on the 1992 movie. And, it might still be that. I haven’t even looked at the game yet as I wait for a copy of the manual to arrive by mail. (I’ll be donating it to the Internet Archive once I wrap up my review.) Instead, I discovered the story of Subway Software and one of it founders, Bill Kunkel.
Rather than jump straight into Batman, I’d like to tell Mr. Kunkel’s story through a different game: an illustrated text adventure called Borrowed Time, Subway Software’s first release. As so many of these games were, it was a multi-party affair: developed by Interplay using their adventure game engine, based on a story and design by Kunkel’s company, and published by Activision. This was still around four months before Activision bought Infocom so it is not quite a cousin to the games that we have looked at in the Zork marathon, but it is a sign that they were interested in the interactive fiction genre. Borrowed Time has kidnapping, murder, and at least one HIPAA violation. It was also pretty fun to play to whet my appetite for Batman. Let’s get to it.
If you are like me, sometimes research takes you places that you don’t expect. When I started into Batman Returns, I expected to find that it was a half-assed game produced by a no-name little software outlet who won the minimum bid to make the ninth licensed game based on the 1992 movie. And, it might still be that. I haven’t even looked at the game yet as I wait for a copy of the manual to arrive by mail. (I’ll be donating it to the Internet Archive once I wrap up my review.) Instead, I discovered the story of Subway Software and one of it founders, Bill Kunkel.
Rather than jump straight into Batman, I’d like to tell Mr. Kunkel’s story through a different game: an illustrated text adventure called Borrowed Time, Subway Software’s first release. As so many of these games were, it was a multi-party affair: developed by Interplay using their adventure game engine, based on a story and design by Kunkel’s company, and published by Activision. This was still around four months before Activision bought Infocom so it is not quite a cousin to the games that we have looked at in the Zork marathon, but it is a sign that they were interested in the interactive fiction genre. Borrowed Time has kidnapping, murder, and at least one HIPAA violation. It was also pretty fun to play to whet my appetite for Batman. Let’s get to it.
Friday, 7 June 2019
What's Your Story - Vetinari
Answers: Vetinari
Introduction and Captions: TBD
Time to introduce someone who's recently been commenting on our Nippon Safes, Inc. posts - Vetinari!
Vetinari has admitted to commenting once before, anonymously, on a post on the Cyborg Missed Classic.
Introduction and Captions: TBD
Time to introduce someone who's recently been commenting on our Nippon Safes, Inc. posts - Vetinari!
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| Si non confectus, non reficiat |
Wednesday, 5 June 2019
Nippon Safes Inc. - A Tale of Two City Names
Written by Torch
The name’s Nuts, Doug Nuts. I’m an electronics genius with a mission. And that mission is… what was it again? Oh yeah, to steal a jade Buddha from a safe in the “Saku-Rambo” Monastery. Only problem is, I have no idea where to find the monastery.
It’s time to check out the rest of the great city of Tyoko! Or Tioko! Frankly it’s getting a bit silly that the game can’t decide on a spelling for the name of the city, so going forward I plan on doing a count of all the city name references I find, to see which one is used most frequently, and will thus be the official name. Check the summary at the bottom to see if your favourite comes out on top. But now, let’s start exploring! And by exploring I mean wandering around aimlessly, clicking stuff until something useful happens.
The city center consists of a number of screens. The exits aren’t always logical or easy to spot, so I hope I’ve found them all. Due north from Honest Chan’s, however, I find this busy street.
The name’s Nuts, Doug Nuts. I’m an electronics genius with a mission. And that mission is… what was it again? Oh yeah, to steal a jade Buddha from a safe in the “Saku-Rambo” Monastery. Only problem is, I have no idea where to find the monastery.
It’s time to check out the rest of the great city of Tyoko! Or Tioko! Frankly it’s getting a bit silly that the game can’t decide on a spelling for the name of the city, so going forward I plan on doing a count of all the city name references I find, to see which one is used most frequently, and will thus be the official name. Check the summary at the bottom to see if your favourite comes out on top. But now, let’s start exploring! And by exploring I mean wandering around aimlessly, clicking stuff until something useful happens.
The city center consists of a number of screens. The exits aren’t always logical or easy to spot, so I hope I’ve found them all. Due north from Honest Chan’s, however, I find this busy street.
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| “Busy” means featuring more than 2 people |
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.
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.
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