What a weird game!
Of all the guess-the-verb puzzles I've hated over the years, this one is actually fun, though the entire game seems to be a series of guess the verb (or guess the noun) puzzles.
You choose between a few different locales based on different language-isms. One is based on spoonerisms, where you must turn a Gritty Pearl into a Pretty Girl. Another is based on homonyms, where you must turn the steak into a stake so you can kill a vampire. Another is on puns, where you must eat a group of lions (swallow your pride!) and eat humble pie, turn the tables (literally) etc. Yet another has you doing cliches, such as making a mountain out of a molehill or killing two birds with one stone.
The gameplay consists mainly of you looking at stuff, then trying to guess what cliche was intended. When you see that you have one stone, you must figure out that you need to kill two birds with it, or when the mice are sliding around in the grain, you need to let a cat on them, because while the cats away the mice will play. If you are not familiar with these trite phrases, you won't get far, since there's nothing other to figure out. When you see a bunch of locks, you just type >LOX to turn them into fish.
While the gameplay can be interesting, it grates on you eventually, as you try to complete areas but you've run out of sayings so you don't know what else the game is looking for. But, if you like frustration, this is the game for you!
I was a fan of Zork I since I played it at 10 years old on my grandmother's PC. I was excited to get into Zork II.
Now, after playing the Mainframe Dungeon, I see that Zork II is just a bunch of puzzles that wouldn't fit into Zork I anywhere, which is all fun.
You still have to manage your inventory, and it's difficult to get a permanent light source until most of the game's done anyway. (Spoiler - click to show)Once you get the wizard's wand, you can point it at an item and say "Fluoresce" and the item will permanently glow. Or, if you take too long, the wizard may cast this spell on you, making it impossible to win the game.
This game does have some impossible puzzles, such as the infamous baseball puzzle, which set the standard for what not to do in a puzzle, and the bank puzzle, which is really ingenious but horribly under-clued. Then there's the spinning room, which can be more of a nuisance than anything. Most frustrating, however is the Wizard. If you remember how pissed you were in Zork I when the thief showed up and stole your torch, you'll really get mad at the wizard, who randomly shows up and casts spells on you, sometimes causing you instant death (such as making you go into a frenzy while on a cliff, or freezing you in place near a lit bomb), or sometimes wasting precious light (freezing you wastes time while the lamp counts down), or even stealing treasures from you.
As in previous Zorks, you can be brought back to life, but many times your death still makes the game unwinable.
However, this is what added to the appeal of Zork I. I fondly remember as a child becoming nervous when my lamp got a bit dimmer. Even more so now, with no torch to fall back on. And the randomization makes the game have just a little bit more replay value. I'd even go out on a limb and say this is the best of the three Zork games, in term of fun (and certainly challenge- anyone who bests the baseball puzzle without hints is a master of all IFs.)
This is one of the older IF games, dating back to about 1983 or so.
You are a normal guy in London on vacation. You enter an antique shop, and the next thing you know you're in a fantastic forest watching a huge ogre walk by.
This game has some fantastic writing. Each scene seems alive. It also has more NPCs than many of its competetors of the time. (Combat is not necessary, NPCs should be bartered with or talked to). The puzzles are fairly simple, and most of the game involves discovering what the story is and how to help the person in need.
The game is very old, offers no hints, and has a terrible parser. It can be unfair at times (one character may randomly take an item from you if you say something the game doesn't understand to him) and it predates the z-machine. (So some commands like "i" for inventory don't work, use "inv" instead). NPCs will assume you're speaking to them when you type something (so typing I instead of INV may get an NPC response) and the save the game system relies on one of the 9 pre-generated save files.
Still, it's a classic bit of gaming. It's fun speaking with the well-developed (for the time) characters, and solving the puzzles. Just remember to examine everything "CAREFULLY" or you'll miss vital clues.
By today standards, it can be very annoying, since it doesn't hold to any of the standard commands, but the writing and scenario makes up for it. It's abandonware, and when you find it, it's in a dos executable file. (Try underdogs site).
Definately worth a play.
I love enchanter. I really love sorcerer. I was really looking forward to playing spellbreaker.
It's the third in the trilogy. Magic is failing, and you, now the guildmaster, must do something about it. What's more, a myserious figure turned all the other head mages into reptiles (with some kind of yonked cleesh spell, I presume).
Where this breaks from the last two games, is the fact that you're basically teleporting from random location to random location. The game is fun, but at times the difficulty seems almost unfair. (Such as the final puzzle).
The plot during the game leaves much to be desired. Without any clear reason why, you are just going around collecting magic white cubes so you can teleport to the next area. The areas seem fairly random, almost as if they took all the puzzles they had left over from the other games and loosely strung them together.
The system is good, and some of the puzzles are fun, but sometimes you're left wondering why you're even doing what you're doing, and the inventory becomes cumbersome, what with 12 cubes you have to name seperately to keep track of them.
If you like enchanter and sorcerer, you'll like this one, just make sure you have the invisiclues handy, because the game is pretty much unbeatable without it.
You are locked in a vault while putting something in it for your wizard master, and you must find a way to escape.
Now I'm not the biggest fan of "escape the room" games, with so many on flash, I'd hate to see IF dedicated to it also, but this game more than makes up for it.
First of all, the game includes easter eggs to find, adding to replay value.
Second, the entire game is about figuring out magic words, and the syntax in which to use them, which is a great puzzle in itself. The puzzles are fair, they make sense, and they're great fun to play with.
That leads to number three. Once you figure out what's going on, there is plenty of fun screwing with everything, and anything you can see can be messed with. On top of that, the game understands so many nonsense commands with funny responses. This game will keep you entertained long after you actually completed it. (And FYI, completing the game does not give you the best score. Playing beforehand does!)
First of all, I love the premise of this game. You are already finished with an adventure in the underground, bundled up with light to avoid (grues) and there's a troll guarding the exit. To defeat him, you must turn out all the lights so the grues will eat him.
Sounds great, right? Problem is that the puzzles have seemingly random solutions. I like games like this, but when I was forced to look at the hints and say "Um... what?" I knew the game had problems.
For example, you have to target pieces of items that are not adequetely described. The size of items is not described and is relevant. One puzzle didn't make sense even after I solved it. (It makes sense, but I still don't see how I was supposed to guess it.) And guessing is the key to solving the puzzles.
I like the concept, and the writing is solid, but keep in mind, you'll be finding yourself typing "put all in [x]" just to see what fits where. And don't be surprised if things that should work just don't.