This game can be summarized pretty easily by a couple of early facts:
-you are wearing a shirt with a marijuana leaf;
-if you go to the southern edge of the world, there is a sign saying that this is the 'boundary of the adventure';
-one of the first people you meet won't stop laughing at how dumb you look.
I didn't really enjoy this game; it's about the size of Zork, with some pictures. It's pretty hard, and the parser claims to be advanced, but actually has major problems.
I don't really recommend this game at all.
This is one of Scott Adams' later games, which are filled with unintuitive verbs and actions. If someone liked the earlier games, this would be an 'advanced' version of the earlier games.
I liked the atmosphere in this game, though. The spooky ghosts, the unusual voices, it all combined for a fun creepy feeling.
This game has a notable chemistry puzzle.
This game is a pure treasure hunt, with 13 different treasures to find and gather in a central location; this is in contrast to Secret Mission, The Count, and Mystery Fun House, which appeared before this game.
This game is really unfair; you have to repeat actions, destroy important-seeming things, etc.
However, it matches the genre well; pyramids are supposed to be filled with unfair death traps.
Overall, though, this is still a good game.
Scott Adams created many games in a short time, but the Count is one of the most famous.
I played this game only recently, after experiencing more modern games, but I love its charm and open exploration. I feel like in the 70's, when it came out, and people only had a few games, it's unfairness and picky parser would actually be a bonus, adding many hours to gameplay as you try to figure out something to type.
But even for more modern players looking for a quick fix, it's enjoyable. The ultra-minimalism works really well, here, as you are captured and wake up the next day with little explanation beyond your own dark imagination.
A real keeper. Beating it on your own could take quite a while, though.
This is a game where you battle zombies one at a time. The violence level is similar to The Walking Dead.
There is an RPG element which can be difficult, but this is balanced by the fact that you can use careful planning to give yourself higher chances of success. This basically turns battles into gating puzzles where you have a random chance of occasionally getting into a much further place than you usually would.
The emulator was much less of a pain than I imagined; I just downloaded the folder and clicked once and there I was.
Fans of One Eye Open will like this setting and story, and vice versa.
In this game, like other Scott Adams games, you have a minimal 2-word parser, with spare rooms with a few objects.
Also like the other games, every inch of the game is used for something good. This game is also really, really funny. An opening joke made me laugh out loud.
This has been one of my favorite scott adam adventures so far.
This game is adapted from an old novella, so it has a bunch of textdumps; however, I really enjoy the writing of the novella, so I didn't mind.
There were some pretty hard puzzles, some that were good, and some that were 'guess the verb'.
Worthwhile to play if you like Dunsany/Chambers/Lovecraft's writing.
This game is famous as a cooperation between 7 authors at a time when e-mail was new and difficult to use.
The real story of the game isn't even actually apparent until almost the end. The middle parts have quite a variety, from Robin Hood to an urban setting to McCarthyism to vampires.
The game took me over 1200 moves to finish. There are 1001 points you can obtain.
The AGT parser is old and bad. I'd rather even have a Scott Adams parser, because those games have a true simplicity; but in this game KNOCK DOOR and KNOCK ON DOOR give different responses, with only one working; TIE ROPE and TIE ROPE TO TREE give different responses, one working and one giving you a generic message. And so on... I only discovered later that you can type LIST EXITS, which would have been very useful.
The ending has a moral choice that many have described as seeming ambiguous, but with only one leading to a successful ending.
One of the best games available pre-Curses!
In this game, you have a phaser (initially set to stun) and you are on an alien planet, so the parallels with star trek are obvious.
The game has you work out an ingenious method of transportation, and then visit a number of alien locales, gathering strange and alien objects.
I found the initial part of this game absolutely fascinating, but by the end the transportation method became a bit annoying.
Having played through the first 3 Scott Adams games, I didn't like this one as much. What's the point of everything? Why do you do what you do with the Ju-Ju bag? What's with the statue?
In the other games, I feel like my imagination could fill in a lot of the details. In this one, I just couldn't piece it together.
The atmosphere was good, though, and the non-Ju-Ju puzzles were clever. I still recommend it.