(A version of this review first appeared in my blog during Spring Thing 2022.)
Bigfoot Bluff is a busy parser adventure game of bizarre comedy. You play a paparazzi Bigfoot trying to snap a picture of your dad, also a Bigfoot, in a national park he controls. You're doing this for reasons that are hard to understand at first and hard to articulate later. Plus the park has other cryptids in it and you're photographing them. Why to both? Well, it works out eventually, but this doesn't feel like the kind of game in which one should be fumbling for understanding as often as one is.
BB taps the vein of fun eight-bit adventures with its tons of amusing objects to collect, little puzzles all over the place and a sarcastic parser voice. It's quite compulsively enjoyable already, but simultaneously frustrating to play. Part of the trouble is in the realm of combinatorial explosion. With so many crazy objects in the game (you can sling a goat over your shoulder, dig chocolate out of a pie, wear a falconry glove, take photographs of things, build disguises out of bits of park detritus, etc.) interactions amongst them are underimplemented. This much stuff calls for that much more development work. Many great ideas I typed in received default rejection messages, making my perception of puzzle difficulty go up. There are also minor bugs and almost no synonyms, which leads to time spent retyping and rephrasing good commands.
And, for a good while, I genuinely thought the game was trolling me. Part of the HELP says:
"... Try to do various things that will help you stay hidden in the park. As you do, your score will increase and you will be able to track down Bigfoot Senior and catch him on camera...
Bigfoot Bluff is a forgiving game even though undoing is disabled. If you lose points, don't worry! Just keep playing and you will more than make up for the lost points."
So the score is related to stealthiness. If you act stealthily or increase stealth, your score goes up. But if you bumblingly draw attention to yourself, you lose points. I grew to find the numerous ways you can lose points increasingly hilarious, and suspected that the game's help message about its forgiving nature might be part of the joke.
Here are examples.
What if I...
– Put on some aviator glasses I found on a crash dummy in a downed plane?
The glare from the reflective coating gives your position away
Score minus two
– Examine the drone I saw hovering near the plane?
The drone focuses its lens and you hear a click as it photographs you.
Score minus one
– Try setting a weather-altering machine to SNOW in hopes of making me harder to see?
>set weather to snow
You set the weather machine to snow.
It begins snowing. Your tracks will only make you easier to follow.
Score minus one
Try setting the same machine to WINDY instead?
>set weather to windy
You set the weather machine to wind.
The wind picks up; this will only blow your scent around.
Score minus one
After twelve score-altering events had occurred in the game, I had made a net gain of only three points.
It took me a long time to get on the wavelength of BB. To really understand the premise, and what I was trying to do, and why, and how I should be going about it. I think part of this may be that the intro is too sparse. The premise is deliberately silly, but it's also sophisticated. The opening line is:
"Ten years ago you renounced Bigfootdom to become a paparazzi. Now it is your job to do an exposé on your reclusive sasquatch father. Welcome to... Bigfoot Bluff."
This bit of prose requires unpacking and raises a lot of questions. But the game just starts with you standing in a Parking Lot of short description. Probably the HELP text would be better placed as part of the introduction, and it could all stand to be more focused. I don't think having to make sense of everything slowly by playing the game is the best fit for BB.
The game builds up an effective aesthetic that is simultaneously funny and a little menacing. The emphasis on surveillance inevitably makes you feel like you're being watched. The descriptions of the park don't need to be extensive to create a strong sense of place, a naturally beautiful wilderness with your father's menacing cabin sitting in the middle of it, and the PDF map helps, too. There are wacky cryptids about the place, such as the Garbogriff, for you to photograph, and the taunting announcements / nature talks your father is strangely obliged to give by loudspeaker at such times are amusing as well as truly weird. His later revelations are even weirder and wilder.
BB describes itself as a sandbox game. I don't think I've ever really understood the term, but here it seems to refer to both the nature of the map, and perhaps the mechanic whereby there are many puzzles to be solved, but that you don't have to solve them all. I found this to be a relief because I had a good amount of unused stuff left in my inventory at game's end. And that end is quite spectacular.
BB is a detailed and very funny game, but its implementation isn't a match for its content, and I believe it's unnecessarily hard to get into. I'd like to see these issues addressed in a future update.
(A version of this review first appered in my blog during Spring Thing 2022.)
In Adventuron parser game The Prairie House (I'll call it PH for short) the PC is a student involved in soil-collecting field work on the Canadian prairies. Running out of light at the end of an enthusiastically spent day, they drive to an empty but storied communal field house to stay the night. The game's mystery-based trajectory of spookiness is a steadily upwards one.
PH took me about half an hour to complete on my first play, and I was thoroughly enveloped by its atmosphere and story details all the way. The experience builds to solid folkloric ghost tale chills, and even gets in a quality and non-cheap jump scare en route. The game's prose of geography and props is minimal in general, but expands at the right moments. It cues fear right from the first screen:
"As you look around the open grassland, and nervously at the nearby aspen groves, you feel utterly exhausted and alone, and you realize how vulnerable you are."
Part of playing any IF game is divining its general outlook on how to make progress through it. Is it going to be a game where you're meant to grab everything that isn't nailed down? A game where you'll advance if you just pay attention to the PC's thoughts? Or something else? PH starts off looking pretty open. There are good number of objects on the first few screens, but the game shows quickly enough, by policing what you can and can't take with you, that it's not going to be a kleptomania piece. It's important that it gets this out of the way early, because the later scariness might have been easily derailed had the player been allowed to muck around too much during it. That's to say, had they expected that they should try lots of prop and inventory busywork during the spookiness, simply because they could. The spooky sequences need to cast a kind of unbroken spell to hold their effect.
There is one parser shortcoming in the game, and I don't know if it's due to Adventuron itself or author programming, but objects with two-word names only respond to one of the words. And sometimes it's not the first word. (e.g. a rare orchid is only recognised if you type "orchid", not "rare"). I'd hope most players would clock this during those item-heavy first few locations, but I'd also hope this could be addressed in an updated version of the game.
The feeling the game creates is a specific one with many notes. On the one hand, there's the environmental sparseness of the prairies, the power of nature out there and the fear that comes from being alone in it. But PH also evokes the comfort of finding civilised shelter at a time when you're scared, and also the great indirect civility of the community-minded folk who look after and use the field house. The third note is the history of the house itself, manifest in the mementos and books found inside. Their contents, and the immigration backstory, set up a mystery and some ghost lore. The note wrapping all of the others together in PH is the supernatural reality that encroaches during the night.
PH has an original atmospheric soundtrack by Kelsen Hadder and wields some evocative eight-bit / minimal-palette-style graphics at times. It's also glazed with incidental chiptuney sound effects that simultaneously make the whole thing feel like a lost horror game for the Nintendo Entertainment System – had that console ever hosted parser games or a keyboard with which to play them. PH further offers seven font and colour-controlling themes a player can choose from, both before and during play. My main theoretical interest in these was to see what the scene graphics would look like in different colours, but these graphics usually occur during cut scenes, a time when you can't change themes.
While the game is simple and accessible in its delivery (I scored ten out of ten on my first game, but I'm not saying you suck if you don't) it builds a rich and particular world in a short space of time, and succeeds in developing eerie tension, further enhanced at a visceral level by the soundtrack. This kind of spell can be hard to sustain in IF, and I was completely under the spell during this game. The aesthetic is entirely coherent and the overall effect is charming as well as eerie. Yes, horror can charm.
(This review first appeared in my blog during Spring Thing 2022.)
Hypercubic Time-Warp All-go-rhythmic Synchrony (HC from here on) is the semi-autobiographical parser sequel to 2016's also semi-autobiographical Harmonic Time-Bind Ritual Symphony by the same authors, Ben Kidwell and Maevele Straw, and which was also introduced via Spring Thing.
I found the first game to be extraordinary. It's a hippiedom-infused, life-living sim seen through the window of manic depression, and transfused with plenty of bike-riding, fictional computer tech, new age alternate realities, loving, drug-taking and blasts of mathematics. In spite of its chaos, it displays an almost perfect marriage of form and function in relation to its subject matter, and is wildly written, and fun as well.
The follow-up, HC, has deep connections to the first, albeit in a fractalised, non-continuous way. Memories and events recur, or are revisited, or are re-analysed, or are fit into a continuing narrative of what has been happening with the authors since the first game. While all of the same subject matter returns in this second episode, the result is superficially less satisfying than the first because this time around, the framework is not conspicuously gamey. The player may still be the PC, now known as Mycroftiv (the narrator Ben from the first game) but they aren't a doer in a game world. They're invited to read what amounts to Mycroftiv's hypercubic journal of their memories and experiences. Each location in the game functions as one of 64 journal entries, and they're divided up in a virtual filing cabinet navigated by a bit-based nav system worthy of an Andrew Schultz game. The player's goal is open-ended: they can read entries as they see fit, and try combining some of the objects they find along the way. Objects like a Boolean Prime Ideal or a Measurable cardinal axiom. Examining these objects gives points, which is a measure of progress, but not a particularly important or logistically useful one in this game.
As I found the first game very moving, I found reading the entries in HC just as moving and stimulating, and somehow enveloping. They deal, through the authors' anecdotes, with family relationships, the nature of friendships, peak experiences via people and nature, and theories of "the mathematics of loving communication". Thus encapsulated, that last one may sound flakey, but the journal entries devoted purely to mathematical theories are not light reading. While two authors of the work are credited, the narrator voice is Ben Kidwell's / BenJen's / Mycroftiv's.
In both games, what I feel as I play them is the accuracy of the reality espoused (or theorised) by their authors, because in its bizarre way, it is perfectly articulated through wonderful writing that is never didactic. The narrator can be frank and proselytic when in their manic phases, but they're also tempered by acknowledgment of their mistakes, by moments of standing outside themselves, and by a lot of extended musing on the nature of empathy. The major declared mistake that forms a cut-off point in their life for the genesis of this game sounds especially disastrous (giving voice to sexual interest in a teenaged ward during a ritual invented during a manic phase) and this declaration is made in the first lines of the game. All the player's reading is declared to be about to happen "backwards in time... before everything shattered." So there is a sad frame placed around the game. However, its core narration is clearly an espousal of optimism. The sum of its multi-dimensional journal of positive memories, breakthroughs, mathematical progresses and wonderful human connections is an Eternal Yes.
Like the first episode, I see HC as demonstrating a perfect melding of form and ideas. The author's favourite idea, articulated in a thousand different ways, is about the interconnectedness of all things. The hypercubic nature of the game's journal connects its 64 locations in a fashion that allows you to get between any of them in fewer moves than it would take on, say, an eight by eight grid. This is a mechanical demonstration of what it may be like to have access to another dimension. In turn, the player's path through these locations may be entirely random (people who don't get binary numbers) or may follow a certain logic (people who know binary and can use the game's binary coordinates to lawnmower the journal). Somewhere on their journey, the player will likely find the journal entry that muses on the nature of free will and randomness:
"... I'd like to propose instead that free will is better understood as what randomness feels like from the inside. The intuitive sense that free will is different from randomness is a dichotomy between the external view of dice rolls as meaningless and arbitrary versus the meaningfulness we feel motivates our own choices. A more careful examination of the definition of 'random' shows that the identification of 'random equals meaningless' is not objective. The real definition of random is simply anything that cannot be externally predicted on the basis of available information..."
For all its wildness, the game has this seer-like, synchronous way about it, and contains journal entries addressing almost any mechanic or idea demonstrated by the performance of the game itself. Some of these entries are indirect, others explicit. One that made me laugh was the authors discussing whether the entries describing mathematics would prove too thick for readers. I'd already found my concentration wavering when trying to follow some of those entries down at my lay level. Another entry stepped out of the game to posit that the player is actually a character in another game played by 17-dimensional chipmunks.
It's with tricks like these that the game seems to be what it proclaims reality is: a demonstration of complete interconnectedness in ways we can't anticipate or understand. That it's also an emotional diary of creative experiences, introspective moments growing out of bike rides, jokes, and mathematical ponderings, demonstrates the authors' great instincts for mapping the personal onto the cosmic and the existential. And that it has no end as such, instead just failing to provide new material at some point – petering out, even – seems to be saying something about the imperfect movement between different episodes in our lives or creative outputs.
I think the game is also superbly written from word to word. The voice is persuasive, lyrical, able to build ideas clearly when necessary, and also able to explode them with illegal syntaxes when necessary. While HC drops its gaminess relative to its predecessor, its lack of a need for world model implementation has allowed the authors to take even more flight with their prose, at greater length and as often as they like.
I find it hard to imagine how HC will fall on players who never tried the first game. It's bound up with that game's contents like the posited hypercube. A cube placed in the first game, and which then expanded simultaneously in all directions, might produce the vertices of the second game as a diffracted take on the old mixed with the new. Given that the parts of the old that reappear are reconstituted in detail, I suspect they might work and stand alone for new players. And if you like HC, you should certainly return to the first game to experience its more purposive take on an earlier stream of the story. Both games come with optional outside-the-game music, and HC's extras folder contains css files with theory and speculation about Enlightenment Escalators and Harmonic Ultrafilters. Together, the two Harmonic pieces comprise one of the most singular visions in IF.
(A version of this review first appeared in my blog during IFComp 2020.)
Alone is an adventure of survival set in a sparsely populated post-apocalyptic world. The initial situation of having your car break down out on the road leads gradually (but not too gradually) into a series of dense and satisfyingly overlapping puzzles, especially of the mechanical variety. With its keys, locks, recalcitrant security doors, fuseboxes, circuits and deserted environments, Alone's puzzlebox reminded me most of the Resident Evil games. Alone also steps into the equivalent IF tradition of the Resident-Evil-type game, though pointedly without gunplay, shooting or much violence at all. I'm now finding it harder to think of other similar parser IF games than I expected; there's Divis Mortis, and, with a supernatural spin added, One Eye Open. Calm has deliberately very fiddly mechanics in a post-apocalyptic world, but not any bogeymen if I recall correctly. Alone has The Infected. Zombies if you prefer.
Alone's puzzles are broadly familiar in the adventure game aesthetic, but that doesn't matter when their execution and interweaving are as solidly performed as they are here. The game isn't perfect; a couple of the most difficult actions only accept one very specific phrasing, and I had to use the walkthrough to get through those parts. But otherwise, there's consistent logic to all the mechanics. Alternate solutions to problems are considered by the game and well-excused. Nearly successful attempts on puzzles give feedback to point the player in the right direction. Irrelevant objects fob the player off to avoid time-wasting. These standards are maintained for the game's duration and that is very good work.
A few spoilers if you read on:
Alone has an interesting quality that was apparent to me only after completing it. I noticed all the things that hadn't happened in it. I mean things that I might have expected from a game like this if it had not veered from the centre of this genre's road. The threat of infection is always present and its zombifying consequences are apparent (the one time I did turn into a zombie, I found the description pretty creepy) but there is ultimately only one active zombie encountered in the game. The PC isn't disrespectful of the dead and the player doesn't have to fight or kill to survive. There's almost no violence. And though there are a few endings, the game's ABOUT encourages the player to get the most obviously good one, which it turns out is tied to the most moral and hopeful outcome in the game. So Alone reminded me what my expectations for this genre are, and was uncharacteristically optimistic or entropy-averse in relation to them. In this way it stands out from what you might call the current glut of material in this genre in other media. Though as I say, I think the genre is not as strongly represented in IF as I thought it might be.
Version five of Necron's Keep is a great advance on the buggy original I tried many years ago. I played this hardcore CRPG to completion over four hours and found it to be very entertaining, in spite of the continued presence of many bugs of inconvenience (mostly involving the automatic inventory management). In a nutshell, Necron's Keep is a challenging, detailed and unforgiving single-character fantasy CRPG. There's no UNDO, and you'll need to keep and label many a save file to make it through. What you get in return is an interesting spellcasting system, transparent die-rolled combat and a satisfying gaming challenge with plenty of danger. The story style is probably most like that of a 1980s Fighting Fantasy gamebook, complete with nasty surprises, while the combat adds some AD&D-like detail.
You wouldn't expect someone called Necron to be a nice guy, but the truth of this game's background story is that you don't know. He's an archmage who went off to live with his people in an enchanted castle and fell out of contact with the world. The king has sent you, a mage, to Necron's place to find out what's going on.
In the fashion of many an old-school (or old-school-styled) RPG, the beginning of this game can be the roughest time. It's when random die rolls and traps can kill you off quickly. Traps and monsters will eat your hp (there are both fixed and random encounters), and the spells you cast to try to protect yourself also cost hp. The multi-page tome you're given to read at the game's start is semi-overwhelming, but it combines lore on how the spell system works with hints that will help you later in the game. You start off with a good number of spells; they show up in your inventory. More spells can be learned from scrolls you find (doing that also costs hp!) and some require material components that you need to find on your journey. This is quite a cool aspect of the game, though it takes a lot of observation to work out which components get eaten by the casting of spells. In bad but amusing news, the game is prepared to incinerate your only held wooden weapon to cast a spell requiring wood if you don't have any other wood in your inventory. You can detect traps, mend broken items, divine the nature of things, cast offensive spells in combat. There's a good range of stuff and a lot of it works on a lot of the game's contents.
The thing that might drive some players spare is the inventory. You've got an unlimited holdall, but only finite hand space. So the game autoswaps items in and out of your holdall as required. This constantly results in situations like you putting away one of two things you need simultaneously when you take the first one out, or accidentally forgetting to get the wood out and burning your weapon as a spell component. This is the main site of bugs in the game that still needs fixing.
The early game is about battling through and finding healing items to sustain you. Once you have the power to create your own healing sphere (this is a cool effect, where you ENTER SPHERE, then sleep or meditate to recover), you enter the midgame, roaming around fighting monsters, collecting xp, healing, learning new spells. The late game could be considered tackling the bigger puzzles and challenges of the keep directly. I was stuck for ages in the midgame because one room exit wasn't mentioned, but I'm not sure if this was semi-intentional – there's a magic item you can acquire that gives you an exit lister, and it was the exit lister that showed me the new way to go.
Once you've worked everything out in Necron's Keep, there's a degree of optimisation in stringing all your knowledge together, and probably revisiting older saves where you were in a better position. I felt really satisfied when I completed it.
This is definitely one for people who like this kind of game, and in spite of its inconveniences, I think it's a good example of the CRPG in parser game form. I wouldn't normally give a game with this many bugs remaining a four, but I can't go below four for a game that kept me this involved.
Like a lot of the most high-faluting mummies, you used to be a pharoah. Now you're a Ka, an ex-mummy spirit about to quest for the afterlife. And as the game's blurb reveals, the first problem you face is that you're inside a coffin inside a coffin inside a coffin inside a coffin... etc.
In spite of Ka being on my To Play list for a long time, I procrastinated because of the impression I'd obtained from reviews that it was a hard-leaning puzzler with an emphasis on machinery puzzles; I don't consider interpreting detailed descriptions of arcane equipment to be one of my strong suits in parser gaming. Ka definitely has a good amount of arcane equipment in it, but it's also considerably more varied, and the way it's mostly delivered as one self-contained room after another reduces stress. The player doesn't have to worry that the thing they might need to make a machine work is elsewhere. I was thoroughly engrossed in it and completed it in eighty minutes, only checking a walkthrough once. It is a little strange, though, that so much is implemented in this game, and yet so much that seems obvious has not been implemented. I suppose this backhandedly amounts to direction on the puzzles (you can't muck around with things that aren't implemented) but it does suppress Ka in the polish stakes.
The ABOUT text mentions the amount of research on Egyptian afterlife rituals that went into Ka. The game has a convincing and exotic (to non-ancient-Egyptian me) aesthetic that's lived-in for its PC. I don't think I'd call its procession of puzzles a narrative-narrative, but it does develop a story, attitude and a history through the PC's narration, including flashbacks to his life as a pharoah. Battling through the puzzles amounts to a microcosm of the struggles of the living during life, and the prose doesn't forget to keep pressing this note. Success in the end does bring a kind of spiritual relief. There is an emphasis on time, memory, circles and loops in both Ka's bejewelled imagery and in the physical constructions of its puzzles.
The game's ultimate puzzle, a riddle, is the only one for which I needed to consult a walkthrough. Once I'd read the answer, I couldn't actually reverse engineer the sense out of it, so I wasn't hurt by my failure to come up with it. Fortunately David Welbourn, via his walkthrough, went the extra step of explaining its meaning to me.
Ka is a dense but not overwhelming puzzle game with a rich Egyptian aesthetic, plenty of exotic mechanical puzzles and a good number of other types of puzzles as well.
Disclaimer: I cameo (name-wise, anyway) in this game as an NPC. This was a prize the author gave me for IFComp reviewing.
Grooverland is a big, modern day fantasy'n'puzzling adventure set in the eponymous theme park. The player is eleven-year-old Lily, and for her family birthday outing she's granted the run of Grooverland for a day, as well as the personal party role of Queen. The park is outwardly wondrous but increasingly sinister as the game progresses, putting the game into what I broadly think of as the Wishbringer tradition, with a touch of Willy Wonka to boot. Indeed, both Grooverland and Wishbringer open with a dragon attack scene, and in both cases the scene quickly turns in an unexpected direction.
Grooverland is named for IF author Chandler Groover, from whose games it's inspired in imagery and themes, though in a more G or PG-rated way than the source. I continue in the embarrassing (but majority) tradition of reviewers of Grooverland who haven't played most of Groover's games. Nevertheless, I recognised more of them than I thought I would during Grooverland. Plus, like the game says, knowledge of them is not essential for play.
The puzzles are excellent, exploiting all of geography, mathematical logic, permutational experimentation, and intuition both fantastic and emotional. They involve such tasks as feeding icky foods to weird animals, charming creatures into service, eating giant cakes and working sideshow magic. Some interlock, some stand alone, some require the player to reach back to prior ideas or knowledge at the appropriate moment – and they're great at building that knowledge in the first place – and they all feed each other's logic.
It's this consistency and cumulative development that makes Grooverland feel so vivid. This is a big game (close to three hours for me, without hints) but arranged so that it never feels overwhelming. I'm not used to puzzling at such length these days, nor with puzzles that are so cleanly and sharply presented in concept and in their elements. I almost felt they might be easier than they seem, but I think it's the access to them that is the site of increased ease, a reflection of contemporary possibilities in IF and the author's abilities.
The prose delivers visual clarity, and is especially good at doling out the game's highly dynamic world in a comprehensible way. While the various wacky NPCs demonstrate clear personalities in prose, I felt the heroine perhaps demonstrated the least, or at least the least specific. The game has an impressive catalogue of anti-stock responses and jokes, but I got the feeling too many of them were from the school of parser humour rather than what Lily might be likely to think. (Though who can prove that she doesn't think like a parser game author? She's certainly likely to become one if she survives the experience of Grooverland.) Lily's family, too, are a bit functional in delivery. That didn't bother me. There's so much puzzling to be getting on with, I was glad to not have to ASK/TELL my family into the ground as well. Amongst them, they have enough strokes to conjure the needed familial emotions.
The prospect of tackling the game's finale was almost too much for me when I reached and apprehended it. However, it turns out not to be some brutally punishing boss fight puzzle, but rather a way to reward the player with access to the powers they've spent the game acquiring.
Grooverland is a great puzzle game that's fun and highly involving, and a fine feat of fantasy imagination as well. It is also technically rounded well beyond what any one player might see, which I consider to be one of the hallmarks of the best IF.
Carpathian Vampire, part of the 2022 Text Adventure Literacy Jam, puts the player through one strand of the classic Dracula story – the finding and staking the vampire part – via a clean and fundament-focused presentation suitable for the teaching of playing parser IF. There are few flourishes, but the implementation is very solid and the classic styling of the castle taps the eternal gaming Dracula. The thoroughness of the playalong tutorial is about equal best I've seen, only tripping once with a bit of contrary advice regarding a notebook.
Dracula might be my favourite story. I don't know that it's my favourite novel, because in spite of my indulgent nature where horror is concerned, I do think some bits of the book are particularly poorly or strangely written. In each new take on Dracula in gaming or film, Dracula's castle can be reconfigured in one of an infinite number of ways, drawing on a library of elements that are now sourced from more than a century of books, films and other media. A lot of these ways may not be too different to each other as they target the key tropes, but I still have time for all of them. This was the aspect of Carpathian Vampire that most interested me as an old Dracula head: the familiarity of its setting. I could almost swear I'd walked this configuration before, kitchen on the left, dining room on the right, etc. But I feel that way in many Dracula castles, and it's a good feeling.
Dawn of the Mummy is a treasure hunt adventure written in BASIC for the Commodore 64, and broadly based on the 1981 horror film of the same name. The film had the distinction of being the first mummy gore film; it still is the only mummy gore film as I type these words in 2022. The film sought to cash in on international love for George Romero's Dawn of the Dead, accurately conveying to the punter through its ripped-off title what to expect of it: graphic gutmunching, just perpetrated by mummies this time instead of zombies.
I first watched Dawn of the Mummy on a bootleg VHS during the 1990s. Admittedly it was pretty hard to see what was going on, but the plot has a bunch of New York fashion models swarming into a recently opened Egyptian tomb for a photo shoot. Rick, the overacting soldier-of-fortune character who blew the tomb open, gnashes his teeth as he waits for everyone to get lost so he can nab the treasures, but ultimately the lot of them fall foul of the curse of Safiraman, the mummies' leader, whom a crazy old lady prophesised would attack in the following manner: "Safiraman will rise and kill! His followers will rise and kill!" And so they do, running amok in a climactic wedding massacre.
In the game, you play Rick, and your goal is to pull as many treasures from the tomb as you can and get them to your home space, where you can type STORE TREASURES to receive a score. Dawn of the Mummy is programmed in BASIC, and while there's a thoughtful touch here and there, it's mostly a classic (for this type and level of amateur adventure) mix of guess-the-verb, instant deaths and game-wrecking incidents you can't anticipate. I was happy to keep a walkthrough handy. It's non-trivial to get all the treasures without a ton of experimentation, or cleaving to the walkthrough, so the variable score element adds some interest.
Unfortunately, the highly amusing fashion shoot component of the film doesn't make it into the game, but a few particular moments of gore do. A head-hatcheted guy is found hanging on a hook, mummies strangle people, and another menace "pulls out your stomach".
The probably-then-teenaged author dismisses his own work in an opening demo scroll, declaring: "A lot of shit programs are being released lately so why not add this junk to that already huge stockpile". I think the game's better than that, but probably only a star better. Plus FARAO is spelled wrong in the introductory text. Still, it's cool that this eighties horror movie that managed to carve out a weird little niche for itself does in fact have a computer game to go with it.
(This is an edited version of a review I originally wrote for my blog during Introcomp 2020.)
Pre-Marie was the first Adventuron game I ever tried. The 'pre' refers to the fact that it was entered in IntroComp as a taster for a longer game.
Marie is set in contemporary London. The PC is a woman about to sneak out to investigate some unspecified mystery that she doesn't want her currently sleeping husband to know she's going to investigate. It's a compelling set-up delivered in a generally old school manner. This means: the parser is simple and doesn't understand a lot or too well. The graphics are pixellated pastels that vaguely remind me of some of the early graphic adventure games from the 1980s, and especially the propensity of those games to present different streets in a town in ways that made them seem disorientingly (or deliberately) samey. The font channels both ZX Spectrum adventuring and Sierra's various Quest games.
There's a bit of needless misdirection in the game that seems down to the parser. For instance, reaching for a wet newspaper spied on the ground prompts a 'Leave it alone, it's wet'-type rejection message. But really, the game wants you to READ the newspaper. The prose is also a little misjudged in giving overall direction. Early on it presents the heroine's internal dithering as to whether she should hasten to get on a train or keep exploring her neighbourhood, but the game is really about doing the latter. Her dithering is too dithery re: what's important to the game. And new location descriptions can scroll partly out of view, meaning you have to mouse back up the first time you enter a new area.
It took several plays for me to apprehend all of this, and the first play felt especially open ("What's going on? How does this game work? What does it want? What can it do? What should I do?"). I certainly enjoyed the intrigue of trying to make out the game's aesthetic over those plays, its suburban London setting and the mystery of its plot. I barely dented that plot. I do ultimately find the game curious. There's something non-transparent to me about how this particular story's being delivered – with this old font, with these graphics, with its mystery plot versus its simple parser. It might have become clearer to me were the game to have continued. I also confess I wasn't crazy about the graphics overall, though they have their moments. The pastel colour scheme leads to a kind of non-differentiation that I find hard to interpret at times. I also find the PC's notebook contents, presented via the graphics, visually illegible.
On the excerpt of Marie given, I didn't get it, but my curiosity did prompt me to give the IntroCompish verdict of, yes, I would like to see more of this game.