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In this wonderfully laconic spoof of the Scott Adams style of adventures, you play as Jason of the Argo, tasked by King Pelias to bring the Golden Fleece to him or die. Surprisingly both entertaining and tricky, this game is a gem among speed-ifs.
Winner, Best Use of Medium - 2003 XYZZY Awards
| Average Rating: based on 18 ratings Number of Reviews Written by IFDB Members: 2 |
Adventureland was the first commercial adventure game, written by Scott Adams. It was all caps, with short, simple sentences and basic verbs.
This game is a homage to that, a Speed-IF with 7 treasures, an interesting map, and several enemies.
The game is actually very appealing; people haven't changed in the last 40 years, and there is a reason that adventureland was appealing back then. Pure minimalism really stokes the imagination. I got the same sort of feel I have talking to characters in the original Zelda game.
It's short, but difficult. With the small number of combinations possible, however, it should be possible to beat it. Pretty fun!
A game that has a nice mixture of mythology and humor. This game is a wonderful take on the story that a lot of us already know. The detail is so wonderfully described that this is a must play for anyone. I enjoyed the character description, the amount of detail put into each room, and the dialogue was quite funny.
One of Speed-IF's gems, this game brilliantly reproduces the style and appearance of a Scott Adams production. Room descriptions are sparse, objects are simple, and puzzles are fiendish; though the game is fairly short, you should expect to restart four or five times before you get the sequence of play correct. Nostalgia value isn't the only thing the game has going for it, though: its terse messages are often hilarious, and it manages to compactly include the elements of several major episodes from Greek myth. The result is unusual but stylistically seamless and extremely satisfying.
-- Emily Short
SPAG
What impressed me about the map though, was that there were some fairly crafty puzzles buried in its structure. These puzzles typically revolved around strategic inventory management; the net effect of which was that if you solved certain puzzles too early, you could put the game into an unwinnable position. Unwinnable positions aren't new to IF and certainly not new to Scott Adams games, but unlike many of those games, the unwinnable states here were not caused as a result of poor game design choices. Rather, they were caused by what I feel was the author forcing the player to conserve his limited resources in an attempt to come up with a strategy that took into account the entire game as opposed to one individual puzzle.
-- Francesco Bova
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