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There I was, like, cool to the max, man, crusing in my totally awesome Space-Commuter. I was turned on to some tunes when a blast came in over the computer/wet bar. Like wow! It was direct from President Fred. Some spy dude was lost on Pluto and needed fuel. If I delivered it they would hand over one million dollars. Like, wow, action AND cash, THE ultimate! All I had to do was connect with this dude, Lord Deebo, for more data...
| Average Rating: based on 3 ratings Number of Reviews Written by IFDB Members: 1 |
I loved this game on the Atari 8-bit back when I was a kid, but never managed to beat it. Now, as a crusty old relic, I decided to revisit it. I had a lot of fun with it, and was struck by how well it implements the idea of a "graphic adventure" prior to the days of point-and-click becoming the norm.
Gruds in Space unfolds from a first-person perspective and is pretty minimal on the text, because it wants the images to speak for themselves. That means the intent for the entire game is for you to "see" the world in front of you, and be able to interact with it relatively naturally. And for the most part, it works well; navigation in particular is very intuitive thanks to the game's convention to have you always facing "north" -- you likely won't even need to make a map, even in the more complex areas.
The game's parser is a weak point, but once you understand its basic conventions (two word commands, often no need to specify a "target") it's easy enough to use. The only real "puzzle" of substance in the game simply involves dropping the appropriate objects in the appropriate places, then remembering to pick them up again before you proceed through the door they opened!
The rest of the game is pretty straightforward, and there are a few fun little plot twists along the way, even though we don't get much time to get to know the two major characters we interact with along the way. There's perhaps one example of what might be interpreted as "moon logic" along the way -- though if you're paying attention, you might be able to figure it out for yourself. (Hint: the product of a "money maker" is valuable, even if it might not appear to be at first glance!)
Lot of disk swapping, particularly if you want to save your game (which has to be on its own disk) but this is easy enough to handle, particularly if you're playing in an emulator.
Overall, Gruds in Space won't take anyone very long to get through, but it's fun while it lasts -- and it's a solid attempt to go "all in" on the graphic adventure format well before the conventions of that subgenre had been properly established.
Longer writeup at https://moegamer.net/2024/03/20/gruds-in-space-an-early-take-on-the-graphic-adventure/ :)
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Gruds in Space follows the traditional format of the disk-based illustrated Adventure. It was written by Chuck Somerville and Joe Dudar and released by Sirius Software. If these names are unfamiliar to you, then there is probably a good reason for it. It appears that Gruds in Space was originally written for the Apple (hence the authors' lack of fame in the Atari world) and translated for the Atari a little over two years ago. It only had a limited exposure before Sirius Software went out of business somewhere around November 1984. When that happened, all Sirius Software's programs instantly disappeared from the marketplace.
Gruds in Space turned out to be an excellent game in every respect and had not suffered in the transition from the Apple (unlike quite a few other games on the market). It's a big game with lots of rooms, several clever twists to the story-line, a nice blend of easy and hard puzzles and great graphics. The graphics include simple animation like blinking eyes, flashing lights and twinkling stars in almost every scene. I realise it's a very rare game and few of you will ever have seen it, but if you ever see a copy, BUY IT! You won't be disappointed.
See the full review