The Great Archeological Race and I got off on the wrong foot. It threw a bunch of typos at me and I responded with some harsh words shouted at the screen.
Escalation of the argument ensued. The Great Archeological Race tested my patience to no end with a 10-move-long cab drive where each Z was followed by a boring description of a city block, with nothing to do. I retaliated in a threatening manner, typing QUIT and only at the last second answering "NO" to the confirmationary question ("Do you really want to quit?" it asked in a more docile tone).
We had arrived at the airport by then. Wandering through the terminal in search of the correct departure gate, we settled into an uneasy peace. I started to realize that maybe The Great Archeological Race was really doing its best, that it simply was not made for literary greatness. Even then, the least it could do was make an effort to understand the simple English sentences I spoke to it despondently and perhaps have a synonym or two or three in its vocabulary.
But finally, when we arrived in little village called Hareda, in the middle of the Brazilian Jungle, perseverance was rewarded.
We found a strange machine to produce some necessary gear, and we promised to help out the desperate rubber manufacturer whose mailbag of post orders had been stolen. We prevailed over the bandit in a random and haphazardly sort of way.
And we found the fabled cave of treasures. There was a rather heated argument once again when I found The Great Archeological Race had not properly signalled a matchbook I needed to infiltrate the dark tunnels, resulting in our repeating the whole ordeal with the cab ride and the tedious airport corridors. But now we were focused, joined in our shared goal of finding the hidden treasures that would help us open the doors to the inner sanctum.
After cleverly putting together the clues to navigate the cave halls and their obstacles, and after mapping out an easy maze, we basked in the glory of having found the Crystal Cave.
It glittered.
[I played on the BeebEm emulator]
In the early 1980s BBC Micro computers were getting widely distributed in English schools. A group of members of the Association of Teachers of Mathematics (cool acronym -> ATOM) decided to use the Micro and its ability to play text games as a teaching tool.
While they were at it, they also managed to create a fantastic text-adventure.
The intro swoops you from a soothing pastoral outdoors scene (lying in the grass under a tree, your sister reading a book, birds chittering in the sun... my imagination may be filling in some details) to the halls and corridors of a puzzle-palace.
L: A Mathemagical Adventure came out in 1984. It has a two-word parser that sometimes left me scratching my head, figuring out how to phrase a command. Nothing that kept me for too long though. There is no VERBOSE option, so when you re-enter a room you need to LOOK if you've forgotten where the exits were. And forget about EXAMINE. What's in the room description is all you're going to get.
Despite these limitations, the setting and the writing do not feel sparse at all. Upon first entering a room, you are treated to a clear and sometimes elaborate description that paints an evocative atmosphere of a now-dark abandoned palace.
Abandoned? Not completely.
A Drogon Robot Guard appears! These adversaries come at you at random intervals and try to imprison you. Defeating them is one of the simpler puzzles of the game, but I urge you to at least let them take you to the cell once. Escaping is fun!
Spread across the map, there are a number of NPCs. These are of the cardboard cutout variety, but they are introduced in vivid descriptions. Some need your help, some offer to help you. Invariably, you will need to solve a math-related problem to obtain the clues or objects they have to offer.
As should be clear from the title and the creators, the puzzles are all in some way related to mathematics. There are a lot of different approaches though. There is code-breaking, geometrical puzzling, logical reasoning and some straightforward calculation. In many puzzles, your imagination is supported by colourful visual representations.
I found all the puzzles fair and solvable. I did however sneak a peek at Wikipedia for some of the mathematical terminology I did not know. (Perfect squares and cubes.)
L: A Mathemagical Adventure is a great game for the avid map maker that I am. Despite being a mathematics-inspired game, the map is anything but orderly or symmetrical. Upstairs, downstairs, indoors and outdoors, tunnels looping back, a small maze and an octogonal room with exits on all sides. I had a lot of fun with my coloured markers.
There is some kind of plot going on about rescuing a girl who knows the weaknesses of the Drogon Overlords. Even if you save the girl from captivity though, this plot is never quite resolved. Maybe ATOM wanted to leave room for a sequel? But the plot is not what drives this game. It's all about nifty puzzles and great atmosphere.
A real treat!
The neighborhood-crazy-lady has taken your skateboard away! Your plan is to get it back. Preferably without falling into her claws yourself.
I have a thing for this kind of setting. The one creepy house in an otherwise friendly street where the children cross when they have to go by. Where the adults secretly want to cross too, were it not for the adult-voices telling them not to be ridiculous...
(I think this goes back to my reading The Dark Tower Pt.3 at a young and impressionable age. The scenes where Jake has to go through the House/Guardian to get to Roland on the other side haunted my dreams for weeks.)
Sometimes it's a long-abandoned ruin of a house. Sometimes there were people murdered in it and it's rumoured to be haunted.
In Mrs. Pepper's Nasty Secret it's the lone inhabitant that's scary. (Shhh... People whisper she's a witch...)
The introduction and the first part of the game do a very good job at establishing Mrs. Pepper as a child-hating, basketball-stabbing, skateboard-stealing hag. I wandered around on the sidewalk for some time before timidly setting foot on her driveway.
After the first big hurdle though, the game settles down a bit and leaves you to explore the house and its surroundings at your leisure.
Despite having a small map, Mrs Pepper makes very good use of the space. there are numerous locked-off locations to discover. In fact, most of the puzzles do exactly that: blocking parts of the house until you figure out some way to remove the obstacle (or simply find the keys...)
I liked chatting to the next-door NPC a lot. In between the gossip, there are clues and help.
A nifty and completely ridiculous (in a good way!) magic system is employed in the later stages of the game. It had me laughing when I visualized what my PC looked like while performing spells...
My hunger for a bit more salt has much to do with the game's context. It was entered in the 2008 IFBeginnersComp and as such is on the easy side. The important objects are basically right in front of your eyes, and in the one instance where they're not, the text nanny-clues you to the right command. There are pushy suggestions from the parser about what to type and a somewhat overzealous auto-correct feature. (These are nags from me taking the game away from its intended context and audience, not faults of the game or the authors.)
Good for beginners as well as more experienced players: the game sports an excellent gradual hint-system.
Actually, Mrs.Pepper's Nasty Secret accomplishes its goal admirably. It welcomes new players with all possible means. It has an engaging plot and interesting NPCs that both new and seasoned players can appreciate.
I just wish there was a "Hard" setting.
Well-written, smooth-playing creepy-house adventure entertainment, good to last you an hour or two/three. Recommended.
Uncle Alky has invited you along for an initiation to some religious mystery stuff. There's supposed to be free food and drink at the party after, so why not?
The longer I was playing Eleusinian Miseries, the more I got the impression that a theatrical comedic play was unfolding before me, where I got to guide the unwitting protagonist through the unexpected ordeals and shenanigans of the story. Each act has its own storylet-arc, with its own obstacles and tasks for our hero. Once these are completed, the story is moved to a new stage with new scenery for the continuation. The geography of the game fits this interpretation nicely: each act plays in a very limited number of locations (where there is lots and lots to see and do).
Right from the get-go, the game hits the tickle note. Not laughing outright, I felt that readiness to laugh in my cheek muscles, an amused and expectant smile under the surface.
The room descriptions are delightfully elaborate and detailed. Their poshly cultured and high-brow tone is finely offset by the player character's self-admitted ignorance and casual disinterest.
The tickle note, once strung, reverberates throughout. The mood of giddy curiosity is sustained by the author's obvious joy (and sweat and tears, I presume...) in spit-and-polishing the details of the game. Practically all default responses have been customized to fit with the overall tone and the specifics of the game-state. Depending on the situation the protagonist is in at the time, the same command may have different responses, , regardless of the actual importance of the command.
The room descriptions remain funny in a restrained, understated way, delighting the player with a glimmering detail here or a surprising turn of phrase there.
The frequent intermezzoes turn it up a notch or two. In between the acts, when all present objectives have been met, the results of the hero's actions are shown in topsy turvy action-comedy scenes, not infrequently involving a mob of toga-clad ancient greeks toppling over and under each other or the accidental or voluntary dismembering of holy statues.
Finally, there are the instances where author and player work together to deliver the joke. Because of the involvement of the player, these are the funniest and most satisfying moments of the game. The author sets the stage and makes sure all the props are in their rightful place. The player goes about the preparation of the audience (herself) by exploring the setting and gathering the necessary resources, all the while increasing the tension. Then, at last, comes the release, where through careful experimentation and restoring or through a sudden flash of insight, the player puts it all together and delivers the punch line... to herself.
Many puzzles in Eleusinian Miseries are quite straightforward adventure-fare. Good, engaging, sometimes surprising. And some are of the variety described above. Very, very satisfying.
To cap it off, the finale is a hilarious (and impossibly hard) optimization game. (Be sure to SAVE the moment you arrive in the Bedroom). I spent about thirty restores and I still couldn't get rid of that one last thingy! Fortunately there's a very good gradual hint-system included. (And then I palmed my forehead...)
Wodehouse in Ancient Greece. Lovingly crafted, great atmosphere, immensely funny.
The Rabbit Warren is in danger.
The THUD has been happening more frequently.
Against the reassurements of the old and wise Warrenherd, you set out to see if you can bring safety to the Rabbits for generations to come.
What follows is a beautifully illustrated dreamlike journey through a surreal but recognizable land. Although the true nature of the Warren and its location remains a mystery, there are enough worldbuilding hints for the player to piece together a background history.
Ürs is mostly about experiencing the story, wallowing in the dreamcoloured journey, letting the events carry you through burrows and landscapes.
The exploring and puzzle-solving that there is can be confusing, random trial and error. Fortunately, there is always the option to rewind until before your final mistake.
As in any self-respecting fable, there is a lesson to be learnt. It is a good lesson. It is also a lesson delivered with a powerdrill (as, again, in most every fable.)
Take a tour through the Rabbit Warren. I think you will not regret it.
The beginning of this game has you waking up in the broom closet of the pub after a brawl. The first thing you see is some kind of nonsensical ransom note about a treasure you know nothing about.
Up to you to figure out what this means.
Captain Cutter's Treasure is a straightforward pirate-themed game which unashamedly ticks a lot of standard boxes. A hidden treasure, a coded map, a damsel in distress,...
Nothing original, but great fun to run around interrogating drunken sailors and exploring the coastal town.
The NPCs have quite a lot to say besides the requisite clues they have to offer. Spend a few minutes with each one to find out what he or she thinks about the rest of the characters.
There is a definite appeal in the portrayal of the coastal town. It feels a bit like a LEGO model of a pirate adventure. All the necessary locations are there, and it doesn't take much to build a much larger world in your imagination from the few morsels of worldbuilding you are given.
The puzzles are easy when taken alone. The harder (but not really hard) part is to figure out how to get the optimal ending. It's no trouble at all to hunt around until you reached all three endings. Once you know the town and have talked to everyone the first time, it's a matter of minutes to do the preparations before trying a new path toward victory.
And now I'm going to rebuild my son's LEGO pirate ship. Arrr!
Stark, dry, rhythmic prose.
Dark, hazy, evocative art.
The whole becomes more than its parts.
Unseen others stalk you on your descent.
An otherwordly realm.
(inspired by the Adventuron-port
of the game)
You awaken to a wonderful day after a good night's sleep, ready to begin your duties as druid-priestess of Fort Aegea.
Alas, the day has not progressed far before life in your orderly settlement is disturbed by the arrival of the Green Dragon Phixio. He demands four thirty-year-old virgins to fulfill the conditions of an age-old pact (which you had no idea about, seeing that Fort Aegea was not yet built the last time Phixio came to eat some people from this area).
The introductory part of Fort Aegea made me want to play a longer simulationist game in this setting. As priestess, you are healer and spiritual helper to the inhabitants of a peaceful grain-processing settlement. You settle disputes between inhabitants and oversee the overall functioning of the harvest and distribution of the crops.
There are some books in your room with textdumps of background information about the history and geography of the game world. Reading these is not necessary for the game, but I enjoyed the wider view they provided very much.
This part of the game is very deeply implemented. Since your time before the arrival of the dragon is limited, I restarted several times to poke around in all corners of the town and try to see as much as possible. I encountered some trumy pleasant surprises.
The pace of the game changes radically once the Green Dragon shows up. As a wager to stall him, you must stay alive until nightfall. You are granted a small headstart to outrun the beast or hide long enough.
From a central hub location, you have immediate access to four areas. In each one, there is a straightforward/railroaded path through a few puzzles and back to the hub. The difficulty lies in finding the right sequence of moves before the dragon catches up. To accomplish this as the player, there will be a lot of try-die-repeat and even more UNDOing.
My recommendation: be sure to have a saved game at the hub and just take the deaths as they come.
Most of the puzzles are clever enough, some on the other hand are rather obscure. Aside from run-of-the-mill adventure techniques, you have a variety of spells at your disposal. The spells are based on a druids attunement with nature (water- and plantbending instead of burning the place down). They fit nicely with the puzzles without feeling too much like being custom-built solutions for one specific problem.
The writing is good. I personally found it too detailed and distanced to really pull me along emotionally, but it does a good job of painting a vivid image of the surroundings.
Similarly to The Jewel of Knowledge (which plays in the same world), a very enjoyable game in an interesting setting.
A cave, three dragons, a maze and the magical gemstone from the title. Sounds a bit much like a well known fantasy path already trodden into the mud, no?
A classic fantasy adventure is a pleasure to play if it's well made. And The Jewel of Knowledge is well made.
The cave is easily visualized, with three main paths to explore. On the way however, you will need to find and open several secret passageways and get to some hard-to-reach corners.
The maze is subtly hinted with an original solution.
The puzzles are clever without stopping you in your progress too long.
The dragons are impressive and hard to beat.
That makes for an adventure worthy of spending my time on. But! What really lifts The Jewel of Knowledge above your average cave-crawl is the personal perspective it takes to the protagonist and to the entire business of adventuring.
The (minimally) interactive prologue casts a thoughtful light on the entire game. It caused me to feel much more sympathetic towards the protagonist and to understand his personality and motifs better.
The ending tries to rise above cave-crawl expectations too, but doesn't succeed as well. It comes off more as a finger-wagging moral lesson.
Still, very good game.
Phew! Someone heard you! When adrift in interplanetary space, chances are slim that anybody would hear your distress signal in time. You received the coordinates, you probably have just enough juice left in the fuel cell. So yeah, very fortunate to be underway to that big... distant... abandoned... space station that is now being pelted with debris... and fired upon by a giant laser from the planet's surface...
Hmmm... Maybe not that fortunate, but you either dock here or die in your broken down spacecraft.
The space station in Deep Space Drifter is a compact and effective puzzle-space. A small number of rooms to explore, each with a clear function. Enough objects lying around to get a notion of the backstory and aid in some nifty puzzles. And there's a robot! The environment is sparsely but adequately described, and every few turns the narrative voice informs you that the station is shaking around you as a result of an explosion or an impact. While these messages help with the sense of being in a larger and quite vulnerable place, they do become repetitive to the point where you just skip them.
I dropped my inventory a lot in this part of the game. And not because I typed DROP a lot. I didn't methodically investigate, so I don't really know if it's a bug, if you lose your inventory each time the station gets hit, or if there are an inordinate amount of actions that implicitly DROP ALL (SIT does this for sure), or a combination of all the above. What I do know is that I often arrived at my destination ready to tackle an obstacle only to find that I was empty-handed. That involved some backtracking.
Since the space station is abandoned and empty, just refueling your own spaceship won't work. So, in the next part, you go down to the planetary surface. The game from this point on is very uneven.
I loved zipping around the underground tunnels in the shuttlecar (yes...) There are two very satisfying puzzles. There are also two very large mazes. And that's a pity. I thought both mazes had a really good concept that was drawn out far into tedium and boredom. I frankly didn't care anymore and went with the walkthrough. The concept could have been kept intact, and the mazes shrunk down into 10 room navigational/timing puzzles that would have been more engaging.
Some good puzzles, some good fun, but ultimately not enough.