Friday, 22 April 2022

Game 125: Return of the Phantom (1993) - Introduction

 Written by Morpheus Kitami

Unfortunately, it does not look like TBD will be able to play this game as promised. I hope that I will be an acceptable substitute. I hope you will all join me in wishing a swift and beneficial resolution to whatever problems ail him.

American cover, from Mobygames

Return of the Phantom is the third adventure game developed and published by Microprose, though the second developed through internal team MPS Labs*. Microprose, if you don't know, was founded by Air Force Reserves member Bill Stealey and some unimportant programmer named Sid Meier. That the developer of some mediocre racing game would somehow turn making the same flight sim three times** into making landmark games and slapping his name on titles he wasn't even primarily responsible for is something impressive.

*However, they also distributed the first three Legend games, no doubt why the manual for Rex Nebular was written by Steve Meretsky.

**Hellcat Ace, Spitfire Ace, and Mig Alley Ace, okay, one is actually written by someone else, but they're practically the same game anyway.

Indeed, some of my fondest early memories of games are playing, or even wishing to play Microprose titles. If not the main man himself, it was one of his friends. For every Pirates! or Covert Action, you had Sword of the Samurai or Darklands. Sometimes they would make a sequel to a game Sid worked on, because they had a great idea on how to improve it, and they usually worked. It's perhaps a romanticism of a time and place I would never be in, the truth probably less impressive. Nevertheless, it remains that Microprose was one of the greatest computer companies of the '80s.

Return of the Phantom comes at the end of the company's great period. Not too long after the company had tried and failed to enter the arcade market, but it was not yet in dire enough straits for their purchase by Spectrum Holobyte. I wonder if this, rather than the direct sales of Legacy - Realm of Terror, was responsible for the lack of any sequels or follow-ups.

Wednesday, 20 April 2022

Game 129: Simon the Sorcerer (1993) – Introduction

 Written by Will Moczarski



Things were simpler in 1993. LucasArts was still churning out amazing adventure games and no-one saw the death of the genre coming. Granted, FMV games and Myst were slowly chipping away at the genre's reputation but the core of the point & click experience was largely intact. Now some games used a simplified interface while others still followed the model that had been established with the SCUMM engine in 1987 – an interface that could be understood as a graphical representation of the parser that had fueled so many text adventures. Simon the Sorcerer was one of the many games that copied the LucasArts formula using a very similar verb list but games like this would soon feel like roadblocks on the way to the casual adventure game of the mid-1990’s. However, in 1993 this was all fair game. 

Another common wisdom that remained true from the mid-1990’s until 2002 was that there were two Simon the Sorcerer games (and two only) and people would tell you “eh...they’re good”. Some people loved them, some people didn’t quite feel they were the bee’s knees but on the whole they were regarded as quality point & click adventure games. Then the series shared the fate of so many others and got some rather unfortunate late sequels. The less said about them the better.

One of the most interesting tidbits about Simon the Sorcerer – albeit with relatively little effect on the actual gameplay experience, I reckon – is that it unites two of the most important early adventure game brands: Adventure Soft and Infocom. Infocom? That’s right, Activision used the brand of the now-defunct company they’d bought and (at least helped to) run into the ground to market this British game in the United States. And Adventure Soft? Well, that’s a hell of a story.

Sunday, 17 April 2022

Missed Classic - Twin Kingdom Valley - WON! and Final Rating

Written by Morpheus Kitami


Me and the boys about to fire up a text adventure


Last time, I had explored half of the map in my noble quest to rob everyone and everything I could of their treasure. It wasn't going well, primarily because everyone else was on a distasteful quest to kill me and take everything not nailed down. Those monsters, those evil, evil gorillas, elves and trolls. I must use my wits to prevent them from stopping me.


This is one psychotic gorilla


Last time, I did not quite save at the proper time, and now somehow the small dagger is not where it once was. I have no idea where it went. It just disappeared. This seems to be a sign that things have gotten mixed around since last time. I encounter a gorilla south of the path to the north, and he's got two clubs and an axe. How the hell did he even get that? Anyway, I can't kill him, the axe is just too powerful.


I feel like someone was trying to cheat me


I decide to just ignore him and head to that cave. It doesn't actually connect the two parts of the map, it's just a small sideplace. You know, a surprising number of descriptions you could give underground passages sound rather strange out of context. Not that there's much here, just another dagger and some locked doors. This better not be one long chain of keys.

Wednesday, 13 April 2022

Eric the Unready - Final Rating

By Ilmari

I am in a difficult position of having officially played only the last few scenes of the game, while the majority of posts have been written by the Brown Dragon. Although it will be difficult to integrate my playing experience with what TBD thought about it, I’ll try to take his statements into account at least in some measure. Let’s begin!