I love old-school adventure games, in the style of of King's Quest or Monkey Island. Although this genre is no longer commercially viable, there are a ton of underground, or independant releases that actually get built and released as freeware. Today I played through one of these called Chick Chaser. It was a good way to kill a few hours.
You play Andy, a college student, who just got dumped. He must find a date for the end of semester party in "just a few hours." Along the way, he tries to sweep three lovely co-eds off their feet in a Leisuire Suit Larry like style. The game never leaves the "G" rating, though.
The graphics and animation are well done for an independent release. The plot is solid, and the puzzles are logical and reasonable. My one complaint is that a lot of the hot spots are really hard to find. Its unfortunate that the level of complication in this genre is how hard it is to find out where to click.
Get it here
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Chick Chaser
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Torin's Passage
I just collected all of my childhood computer games from my parent's house. That is four boxes of some of the most popular games when I was growing up, including Zork 1, King's Quest 1 (the PCjr version), and Hero's Quest (Before it changed it's name to Quest for Glory).
I was going through an abandonware jolt a while back and could not find the game Torin's Passage. I wanted to play it, so I collected the whole bunch.
Torin's Passage is another one of Sierra's "Quest" games. It was released in 1995. The game was designed by Al Lowe (creator of Leisure Suit Larry) to be a family game. The game was supposed to be the first of a series, but it never materialized.
You play Torin. His father sends him to the store for some tools; but before he can go his parents are zapped into oblivion. They become encased in that jello-like substance that trapped the Two Guys in Space Quest 3 and then dissapear. A mysterious stranger tells Torin that the evil sorcercess Lycentia probably did it, and Torin must travel through the five "lands below". The game chronicles your adventures from the lands above to the lands below to the Null Void.
I loved the game the first time and it was just as enjoyable the second time around. I didn't remember any specifics so all of the puzzles were new to me. I did get stuck for a bit in world 2. It was a hot spot issue again. Once I found the hotspot everything flowed smoothly. If memory serves me, I was stuck in the same spot the first time I saved the game.
Since this game was released in 1995, it actually supports Windows 95. I did have some trouble installing it, however. The autorun on the CD would hang. I found an install.bat file on the CD, but that only installed the dos version of the game, which was giving me sound problems and some slow down during movies. I tried to run the game in DOSBox. It improved the slowdown, but there was no sound at all during the movies.
I looked at the CD contents again and found a set-up program. It turns out that the setup program ran the windows installer. I was able to use this to install the windows version and it ran through w/o any problems whatsoever. On the windows installer, I did have to skip the system check as the CD drive check would give a divide by zero error.
Despite being 10 years old, I thought the voices were well done. At times the music was annoying.
There were a few story points in the game that could have been implemented better. You met this beautful princess on world 3, kiss, then she never shows up again. I assume that she would have showed up in the sequels, perhaps becoming wife to Torin.
Maybe I'll review the rest of the games as I go through the boxes. I see a copy of "The Colony" which is one game I was never able to finish. It may very well have been one of the 1st FPS game. ( But, it was not nearly as advanced as Wolfenstein). You had to find the 4 (or 5) hybernating survivors of the colony and get them to your ship. I was never able to get the last one to the ship. But, such is a conversation for another time.
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Larry Vales 1, 2, and 3
Larry Vales is a loser traffic cop with side burns. He works for the Stagnant Traffic Division (STD) in Stagnant Tennesee. At least I think it was Tennesee. I just played through the Larry psuedo-trilogy. These games are independent "quest-style" adventures made with Adventure Game Creator.
In Larry 1 you have to dismantle the new experimental crazy Robotic Meter Maid, who has taken to killing people. It is standard adventue game style. Walk around, talk to everyone, and pick up everything that isn't nailed down. I had a few tight spots, but overall enjoyed it.
Between Larry 1 and Larry 2, Larry got a Girlfriend. Larry 2 starts with her death. In a secret tape, we find out that we should beware of the necklace. I don't think we ever found out what exactly that means. While investigating Larry uncovers a sinsiter plot that goes all the way up to the top levels of the force. The game had more good humor and good puzzles.
Larry 3 picks up where Larry 2 left off. Unfortunately, the game is only a demo, and it is very buggy. It looks like it would have shaped up to be a nice conclusion to the trilogy. The status of the game is considered abandoned.
I found them on someone's personal archive; the links in the AGS game list appear to be broken
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Space Quest 0: Replicated
Space Quest 0: Repliated is a fan-made Space Quest prequel, made in the style of the original 2 space quest games, and using the same AGI engine. It's been a long time since I've played a game with a typing interface (instead of the point and click icon interface). Keep in mind the AGI (Adventure Game Interperter) engine is 1984 technology, developed for King's Quest 1. It's really old stuff.
The game is designed as a prequel to the space quest series, but most of the plot references are given to Space Quest 2. Although you don't visit any duplicate locations, most of the game takes place on planet Labion (where most of the SQ2 game takes place).
Anyway, Roger Wilco (our hero) wakes up from one of his infamous on-the-job-naps to find everyone is dead on his space station. He escapes to the jungle planet of Labion and... well, things go from there. He discovers (and attempts to thwarts) an evil plot to create a clone army.
The game did a great job of visually capturing the feel of the first two Space Quest games. The caverns felt like they were straight out of SQ1; and the jungle planet felt like SQ2. The space ship that you pilot (later in the game) was even reminiscent of SQ3. However, the game lacked the humor inherent in the SQ series, sticking instead to Star Trek and Star Wars references.
The audio was great. I still love to hear that original theme, in all its beep beep glory.
Get the game here. It is interesting to note that Sierra's current owner has not shut down the two Space Quest fan projects, even though KQ9 has been got a nasty lawyer letter.
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Journey to the Center of the Earth
I played through a game called Journey to the Center of the earth. As you may expect from me, it is in adventure game. You explore a world, talk to people, collect everything that isn't nailed down, solve some puzzles, unravel the story and eventually get to some kind of conclusion. I love these type of games.
The game is inspired by the classic Jules Vern book. I had never read the book, but I understand the game re-visits many of the locations in the book. The book is used as a jumping point for the game makers to tell their own story.
Unfortunately, Journey to the Center of the earth was extremely frustrating. It wasn't as bad as Lighthouse (a really bad Myst rip-off), but it was still pretty bad.
First off, some of the hot spots were missing. Most of them were walk hot spots. In some cases it made it hard to find new locations. But, mainly it just made it hard to walk across a board from one point to the next, even if you knew where you were going. There were a few particular sticky spots where it took 50 clicks or so to get to the another screen.
A lot of items that were not clickable at first became clickable after you triggered their need. There was no hint that said "You might not need this right now, but come back later". The hotspots just didn't exist. Often-times getting the correct tool required traveling backwards through 3-4 previous chapters. I think at one point, long ago, I would have reveled in this type of puzzle. But, I don't anymore. I liked the old typing style adventure games that made you think up how to use items. Nowdays it is just continuous point-and-click until you hit on the right combination. Hiding hotspots is an interesting way to extend gameplay, but not an enjoyable choice.
A few of the puzzles were random at best. When the Universal Hint System is telling you that the in-game hints for the puzzle have no bearing on the actual soltuion and you'll only figure out it out via trial and error, then you know you're screwed. Even using the hints, I had trouble solving a few of the puzzles. Sometimes, I'd click 3 or 4 times before something would happen.
I do have to give the game credit for something. The visuals were stunning. That was my first impression. It's a shame that impression could not last.
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The Longest Journey
In anticipation of the release of Dreamfall, I spent some time re-playing through The Longest Journey. The Longest Journey is a 3-D animated adventure game in the style of the old Sierra quest games. I loved the game the first time around and greatly enjoyed the second playing.
The game follows the story of April Ryan, mild manner young one who is having dreams. Many years ago the world was separated into two parts. One part was Stark (ruled by logic) and the other part was Arcadia (ruled by magic). The balance keeps things in check.
The guardian of the balance has vanished and there is no new guardian to take his place. Strange things are happening in Stark (where our story starts), and April eventually finds out that she is a shifter, meaning she can move between Stark and Arcadia on command. It is up to her to find the path back to the guardian realm.
The plot of this game is for adults, not kids. I've never played a game like it, and that made it very intriguing. There is swearing, death (but not the FPS type of death), and philosphical concepts.
The plot unfolds over the course of 13 chapters (and one prologue). As far as adventure games go, this truly is the Longest Journey. Even re-playing it (and knowing all the puzzles), it still took me 4 days to get through the game. Many adventure games often lost their length as the graphics took time away from plot.
This is an adventure game, so puzzles are abound. With the exception of one mind bender early on, the puzzles are straight forward. With some thought, you'll be able to figure them out. And here was only one pixel hunting puzzle (which got me the first time). I thought the puzzles were just right mix of logic and ingenuity. Like the Rubik's Cube,it was as perfect as possible.
The Longest Journey wins points for seamlessly switching between the futuristic blade-runner type world of Stark and the Lord-of-the-rings-ish world of Arcadia. Stylistically they look different, but it all meshes together to bring a consistent game play.
Not every game is perfect, and neither was this one. First, the chapters do not move along consistently. Chapter 2 is uncharacteristically long; while you can fly through the later chapters like a druggie popping pills. This doesn't interrupt the game flow, though, because each game segment flows smoothly into the next. The chapter screens could have been removed without interrupting the game.
My one major complaint about the game is that it is one of the most bug prone games I've ever played. Every few screens I'd get an error and bop back to windows. I quickly learned to save often. What I discovered this time (that i didn't find out the first time i played the game) is that I could just 'alt-tab' back onto the main screen and the game would continue to play / save / etc.. despite the error it had thrown. I often lost parts of the main character in a graphic snafu, but I could deal with that.
If all publishers were putting out games like The Longest Journey; the adventure game genre wouldn't be dead.
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Al Emmo and the Lost Dutchman's Mine Review

- No Hotspots: Unlike most games of today, Al Emmo did not have any hotspots. Hotspots are when you?re told where to click by a change in your icon. This was the best decision made by the folks at Himalaya Studios. They combated the hotspot devoid by making everything in the game clickable. You?ll always get some type of response. It made the game more fun to play and explore, but unfortunately did not add to the challenge of puzzles.
- The ending: This is one of the few games I?ve played in recent memory that actually had a satisfying ending. One oddity, though, is that they give you the option to save your character for future games. Since the game is extremely linear (see the cons section) I can?t fathom what they are possibly saving. It?s not like this was a stat building game, and I want to start ?al Emmo 2? with all of my throwing points.
- Exploration: Al Emmo has ~120 hand painted backgrounds. That is a lot of area to explore. They also included a simple mapping system to allow you to jump to main areas of the game. But sometimes the walk is worth it.
- Puzzles: When I played the refactoring of King?s Quest 2 that these guys did, I must say that the puzzles felt derivative of the old school adventure games. Although there was cool that the plot tied together different unrelated pieces of the original game, the story seemed to extend in places it didn?t need extending and the puzzles all felt like they were straight out of competing games. Al Emmo doesn?t present that problem. The story and puzzles are definitely in the style of adventure games of old, but they breathe a new freshness to them and retain their own character.
- Voice Acting: To say the voice acting was horrible would be a complete understatement. Words cannot express how bad it is. Have you never heard a cat screech because you dragged its claws across a chalkboard? I haven?t heard that either, but it would have been an improvement. Unfortunately, the voice behind Al is the worst offender of the bunch. I might have been able to deal with a bad voice hear or there, but turning the main character into a cheese grater for your ears was not a good idea. Next time I hope they institute some type of third party review before they record all the vocals.
- Short Acts: The game moves along very quickly and before you can blink the act your in is finished. Many of the act splits seemed to offer no purpose other than to throw in a cut scene. Shakespeare plays have 5 acts. Today we?ve cut that down 3 for most popular movies / plays. This game would have been better served by fewer longer acts.
- Game Path; The path through this game is very linear. There was never a question as to where to go next or what you have to accomplish. Once you ?map out the land? (presumably in the first act) there is never a reason to go exploring again. That is one aspect where they did not stay in line with older adventures.
- Graphics: 640x480 graphics are a little too retro for my tastes. It wouldn?t fit on my 20-inch monitor without a setting change (I discovered the setting change half way through the 9th chapter).
- Packaging: I had heard reports this game would be ?packaged? in a manner similar to games of old. I was either misinformed or delusional. The game came in a standard DVD jewel case, with only minor inserts (such as a ?tell your friends? postcard). There wasn?t a printed manual of any sort. (Not even the cheesy ones you find in CD Jewel case games). I suppose the packaging got saved for the more expensive collectors edition.
- Green Ghost Skulls: The green ghosts on the cover aren?t in the game anywhere. Talk about a tease.
- No more ColdFusion: The original AGD interactive site was built in ColdFusion, but they moved to PHP.
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5 days with Dreamfall

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The Secret of Monkey Island - Classic Game Review

Installing
The Secret of Monkey Island is an old game, released in 1990. As such the copy I have is on 3.5 inch floppy discs. Going in, I had no idea if I'd even be able to get the game working. I still have a couple working computers with 3.5 inch. ( Side note: Does anyone have a 5.25 inch drive? I'd love to restore some of the other games in my collection). I have the LucasFilm Classics Collection which includes Loom, Indiana Jones and the Last Crusade - The Adventure Game, Maniac Mansion, Zak McKracken, and of course The Secret of Monkey Island. I copied all files onto the hard drive and moved them over to my 'main' PC over the network. Copying them from floppy to hard drive took a lot longer than moving them over the network if you can believe that. Next up, I had to install the game. The installer believes that you are installing from a floppy drive and can easily switch discs during the install. I mapped each disk directory into a drive letter, and launched the disc 1 installer. It ran, but when it came time to put in the second disc, I was unable to switch drives. Thankfully Windows XP is a lot more open to multi-task than the old style dos windows are. I remapped each disc to the same network drive when it asked. As a side note, when I installed Monkey Island 2. I discovered that you could put all the data files in the same directory; and mapped to that one directory. It installed without having to remap after each disc. I suspect the same approach will work here.Running the Game
So, after I got the game installed, I needed to run it. This was easier said than done. Selecting the monkey executable did nothing. Thankfully the solution was in SCUMMVM. SCUMMVM is a tool for running old games, as long as you have a data file. It is named after the SCUMM engine which was used to create the original Maniac Mansion, Monkey Island, and most other LucasArts adventure titles. I downloaded and installed SCUMMVM, pointed it to the Monkey Island install directory and I was off. But, why does the game cut off on my Dell 20 inch external monitor when running the game in full screen? I'm not sure, but after some tweaking I addressed this by setting the graphics render mode to 3x instead of the default. I was thinking of doing a separate blog post on just that because I could not find any help on-line.Enter the World of Guybrush Threepwood, Elaine Marley, and the Ghost Pirate LeChuck
Guybush Threepwood shows up at Melee Island, a young naive adventurer wanting to become a pirate. He stops by to chat with the three pirate lords and they give him three tasks that he needs to complete to become a pirate. The game is packed with humor and fun while you solve these three tasks, find the treasure, and get the girl.
And then they cast Orlando Bloom as me

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Monkey Island 2: LeChuck's Revenge - Classic Game Review

Installing
As with Monkey Island 1, I have Monkey Island 2 on 3.5" floppy disks. I was able to get the game files, and install them using the included installer. The installer believes that you are installing from a floppy drive, not a hard disc, and there is not an easy way to switch discs during the install. I addressed this by putting all the disk files in a single directory. That way I only mapped one drive to the folder with all the data files and the install was off and running.Running the Game
To run the game, I went straight to the SCUMMVM software that I used with Monkey Island 1. SCUMMVM is a tool for running old games, as long as you have a data file. It is named after the SCUMM engine which was used to create the original Maniac Mansion, Monkey Island, and other LucasArts titles. One of the great things about SCUMMVM is that you only have to enter the copy protection on the first run. After that, the game goes directly into "restore" mode and lets you jump into a saved game without having to go through the copy protection again. The bad thing about this is that, if you want to start the game over, perhaps to choose the "lite path" there isn't a way to do it. I ran the game, quit the game, and ran the game again to start over from the beginning. I have no idea why that worked or if there is a hidden "restart" key in the game.Do you know any songs that are not about my ex-Girlfriend?

Choosing the Easy Route
The game has an easy path, for game reviewers or beginners, which bypasses most of the puzzles. I never played this route before, but decided to partake in it for the purposes of this review. After playing the game the hard way, this approach took a few hours to plow through. It is an abbreviated version of the game, but you still get the gist. The puzzles are either cut out, or bypassed. Instead of chasing a map piece all around an island, you just pick it up. Instead of becoming a spitting master, you just ask for help and the puzzle goes away. I think this was a brilliant approach that helps make the game more accessible to beginners to the adventure genre. If more games did this, maybe we'd have a larger populating of adventure gamers.
What Next?
If Sleepaway Camp has the most shocking ending in the history of horror movies, Monkey Island 2 has the weirdest ending in the history of video games. It is unclear what the meaning is, and unclear how Ron Gilbert intended to resolve the story. Future Monkey Island game designer's tried to resolve it, each in their own ways, but none so satisfactorily that we still don't yearn for the secret that still lies in Ron's mind. At the time of this writing, the second episode of Tales of Monkey Island was just released, and I'm still two games behind before I start playing the episodes. I always forget if it is Curse or Escape that comes next; but I plan to play the third game next, whichever one that may be. Part 3 introduces a new designer, and the feel of the series changes a bit. But, I still remember enjoying them immensely.↧
Monkey Island 3: The Curse Of - Classic Game Review

Get the Game Running
Unlike Monkey Island 1 or 2, I have Monkey Island 3 on a CD. The game is supported on Windows 95 and I was hoping I could get it to work 'as is' without resorting to SCUMMVM or some other utility. It went through the install easy enough, but unfortunately I got stuck there. The game loaded, but immediately had a sound issue in the opening screens. I gave up and reverted to the ScummVM path. This time I discovered the SCUMMVM wiki. It tells me the data files that are needed to run the game. I was able to grab those data files direct from the CD without needing to install the game. That is good info to have and made the setup process a bit easier. With SCUMMVM, I had no issues.Elaine Marley, will you marry me?

Solving Puzzles and The Mega Monkey Mode
Defeating the curse and turning Elaine back into a human makes up the bulk of the games plot. Guybrush must get a bigger, better, uncursed diamond ring to offset the cursed ring. The ring should be found on Blood Island, and to get there Guybrush needs a ship, a crew, and a map. That is standard fair for these games. The interface of this game is different than the previous two. You click on an item and a "do stuff" window pops up. You can either use the mouth, to talk to or eat something; the hand, to use something; or the eyes to examine something. The interface is simplier than te point and click verb noun of the previous game. But, you'll get used it to quickly. Unfortunately things do downhill after that. The games puzzles were tedious and there are so many items that the game is often one big click fest, trying to figure out what you combine with what. There are so many "useless" hotspots it is almost impossible to figure out what should be clicked where. I'm not sure if it is better for a game to have lots of hotspots for the sake of exploration and fun, or only hotspots that move the game forward. I suppose a balance could be reached, but this game does not reach it. The endless clicking was just frustrating and detracted from enjoyment of the game. It was as if behind every locked door was another locked door, and any progress was slow. As with the previous entry in the series, this game offers an easy path and a mega monkey mode. I played through both. The easy path bypasses a few of the more obscure puzzles, which actually makes the game a lot more enjoyable to play.What Next?

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Monkey Island 4: Escape From - Classic Game Review

Running the Game Running
Like Monkey Island 3, I had Monkey Island 4 on CD. Unlike Monkey Island 3, MI4 is not supported by SCUMMVM. I was on my own getting the game to run. Thankfully the game installed and ran with no problems. Unfortunately, this Monkey Island is buggy in the "CD" state, so I had to search around and find a patch, here or here. For some reason my mind told me to look for patches before starting the game; perhaps I have some deep routed ill memories about this title somewhere below the surface. Even with the patch, there was still a show stopper bug. When talking to some chess pirates playing , if you don't finish the puzzle the first time entering the screen the game locks up when you come back later to finish. Unfortunately, you can start the chain of events without knowing there is an actual puzzle going on yet. I had to restore a previously saved game going quite back a ways in order to get past the bug. In retrospect I remember having this problem the first time around too. There is also a 3rd party replacement for the MI4 loader, which supposedly gives you an easier way to install the game, download the patch, and change various settings. I could never get it to work, unfortunately, so can't comment on it. The idea sounds promising, however.Getting used to the Interface
Escape from Monkey Island is the first 3D Monkey Island Game. I'm not sure if the 3D rendering adds anything to the game, but it didn't detract either. The look of the game was very similar to the style of the previous game; which had the visual appeal of a cartoon. I don't mind cartoons, so it was all good. This game uses the keyboard as the primary interface, so no more point and click. I remember this frustrating me greatly the first time around. Imagine a game from the year 2000 that didn't use a mouse? This time I didn't mind the keyboard usage. It took a while to get used to, but once I was there it was fine.That was a great Honeymoon, are we dead?


What Next?
Well, I'm out of legacy Monkey Island games to add to my playlist. I guess it is time to move on to something more recent, the Launch of the Screaming Narwhal. This is my first foray into episodic gaming and I'm not sure what to expect. I hope the five episodes of Tales of Monkey Island are equal (or greater) than a single game. We'll have to see how it goes.↧
Tales of Monkey Island Review

Running the Game
When playing the older games today, getting them to run was an adventure of its own. I wouldn't have expected any issues with such a brand new game, but alas I did have one serious issue. My game machine is not powerful enough to run the game at full capacity. I had to knock the quality setting down from 6, the default, to 3 before I could get beyond the title screen. TOMI comes with no documentation; not even a PDF. It was only through trial and error I was able to find the quality setting and change the setting. This took about an hour, because moving the mouse smoothly across the title screen was not possible at any setting higher than 6. It was a jagged movement, as if the screen only had 6 pixels. Once I figured that out that initial problem, I was able to start the game, things went much smoother. Thankfully each new episode was able to 'find' my settings from the previous episode and I did not go through the same setting nightmare each time.
Onto the Story Already
The game starts out on a ship, and in order to make it seem realistic, the ship actually bobs back and forth on the waves, moving both your view of the scenery and the hotspots you need to click on to and fro. This is a cool effect that you get used to pretty quickly, but I think they should have introduced the game, and therefore the interface in some other manner.

What Next?
In episode one you can find treasure maps on-line and explore the jungles of Flotsam Island for more treasure. I thought that this was a great way to add replay value and was disappointed this option was not introduced in future episodes. Even so, while traversing the jungles using a creative map system was fun the first time; it wasn't enough to get me to go through again. The first treasure was a special background for your computer. I thought it was a novel attempt to add replay value to the game and to provide additional benefit to the customers. I guess now I go into the waiting game. I'll probably replay through the game, possibly on a better computer with higher quality settings, around the time that Tales of Monkey Island 2 comes out, and I hope there is a sequel. I greatly enjoyed the adventure despite the questions it raised. I hope it is leading somewhere and I look forward to joining Guybrush on another adventure, hopefully next year.↧
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Chick Chaser
I love old-school adventure games, in the style of of King's Quest or Monkey Island. Although this genre is no longer commercially viable, there are a ton of underground, or independant releases that actually get built and released as freeware. Today I played through one of these called Chick Chaser. It was a good way to kill a few hours.
You play Andy, a college student, who just got dumped. He must find a date for the end of semester party in "just a few hours." Along the way, he tries to sweep three lovely co-eds off their feet in a Leisuire Suit Larry like style. The game never leaves the "G" rating, though.
The graphics and animation are well done for an independent release. The plot is solid, and the puzzles are logical and reasonable. My one complaint is that a lot of the hot spots are really hard to find. Its unfortunate that the level of complication in this genre is how hard it is to find out where to click.
Get it here
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Torin's Passage
I just collected all of my childhood computer games from my parent's house. That is four boxes of some of the most popular games when I was growing up, including Zork 1, King's Quest 1 (the PCjr version), and Hero's Quest (Before it changed it's name to Quest for Glory).
I was going through an abandonware jolt a while back and could not find the game Torin's Passage. I wanted to play it, so I collected the whole bunch.
Torin's Passage is another one of Sierra's "Quest" games. It was released in 1995. The game was designed by Al Lowe (creator of Leisure Suit Larry) to be a family game. The game was supposed to be the first of a series, but it never materialized.
You play Torin. His father sends him to the store for some tools; but before he can go his parents are zapped into oblivion. They become encased in that jello-like substance that trapped the Two Guys in Space Quest 3 and then dissapear. A mysterious stranger tells Torin that the evil sorcercess Lycentia probably did it, and Torin must travel through the five "lands below". The game chronicles your adventures from the lands above to the lands below to the Null Void.
I loved the game the first time and it was just as enjoyable the second time around. I didn't remember any specifics so all of the puzzles were new to me. I did get stuck for a bit in world 2. It was a hot spot issue again. Once I found the hotspot everything flowed smoothly. If memory serves me, I was stuck in the same spot the first time I saved the game.
Since this game was released in 1995, it actually supports Windows 95. I did have some trouble installing it, however. The autorun on the CD would hang. I found an install.bat file on the CD, but that only installed the dos version of the game, which was giving me sound problems and some slow down during movies. I tried to run the game in DOSBox. It improved the slowdown, but there was no sound at all during the movies.
I looked at the CD contents again and found a set-up program. It turns out that the setup program ran the windows installer. I was able to use this to install the windows version and it ran through w/o any problems whatsoever. On the windows installer, I did have to skip the system check as the CD drive check would give a divide by zero error.
Despite being 10 years old, I thought the voices were well done. At times the music was annoying.
There were a few story points in the game that could have been implemented better. You met this beautful princess on world 3, kiss, then she never shows up again. I assume that she would have showed up in the sequels, perhaps becoming wife to Torin.
Maybe I'll review the rest of the games as I go through the boxes. I see a copy of "The Colony" which is one game I was never able to finish. It may very well have been one of the 1st FPS game. ( But, it was not nearly as advanced as Wolfenstein). You had to find the 4 (or 5) hybernating survivors of the colony and get them to your ship. I was never able to get the last one to the ship. But, such is a conversation for another time.
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Larry Vales 1, 2, and 3
Larry Vales is a loser traffic cop with side burns. He works for the Stagnant Traffic Division (STD) in Stagnant Tennesee. At least I think it was Tennesee. I just played through the Larry psuedo-trilogy. These games are independent "quest-style" adventures made with Adventure Game Creator.
In Larry 1 you have to dismantle the new experimental crazy Robotic Meter Maid, who has taken to killing people. It is standard adventue game style. Walk around, talk to everyone, and pick up everything that isn't nailed down. I had a few tight spots, but overall enjoyed it.
Between Larry 1 and Larry 2, Larry got a Girlfriend. Larry 2 starts with her death. In a secret tape, we find out that we should beware of the necklace. I don't think we ever found out what exactly that means. While investigating Larry uncovers a sinsiter plot that goes all the way up to the top levels of the force. The game had more good humor and good puzzles.
Larry 3 picks up where Larry 2 left off. Unfortunately, the game is only a demo, and it is very buggy. It looks like it would have shaped up to be a nice conclusion to the trilogy. The status of the game is considered abandoned.
I found them on someone's personal archive; the links in the AGS game list appear to be broken
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Space Quest 0: Replicated
Space Quest 0: Repliated is a fan-made Space Quest prequel, made in the style of the original 2 space quest games, and using the same AGI engine. It's been a long time since I've played a game with a typing interface (instead of the point and click icon interface). Keep in mind the AGI (Adventure Game Interperter) engine is 1984 technology, developed for King's Quest 1. It's really old stuff.
The game is designed as a prequel to the space quest series, but most of the plot references are given to Space Quest 2. Although you don't visit any duplicate locations, most of the game takes place on planet Labion (where most of the SQ2 game takes place).
Anyway, Roger Wilco (our hero) wakes up from one of his infamous on-the-job-naps to find everyone is dead on his space station. He escapes to the jungle planet of Labion and... well, things go from there. He discovers (and attempts to thwarts) an evil plot to create a clone army.
The game did a great job of visually capturing the feel of the first two Space Quest games. The caverns felt like they were straight out of SQ1; and the jungle planet felt like SQ2. The space ship that you pilot (later in the game) was even reminiscent of SQ3. However, the game lacked the humor inherent in the SQ series, sticking instead to Star Trek and Star Wars references.
The audio was great. I still love to hear that original theme, in all its beep beep glory.
Get the game here. It is interesting to note that Sierra's current owner has not shut down the two Space Quest fan projects, even though KQ9 has been got a nasty lawyer letter.
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Journey to the Center of the Earth
I played through a game called Journey to the Center of the earth. As you may expect from me, it is in adventure game. You explore a world, talk to people, collect everything that isn't nailed down, solve some puzzles, unravel the story and eventually get to some kind of conclusion. I love these type of games.
The game is inspired by the classic Jules Vern book. I had never read the book, but I understand the game re-visits many of the locations in the book. The book is used as a jumping point for the game makers to tell their own story.
Unfortunately, Journey to the Center of the earth was extremely frustrating. It wasn't as bad as Lighthouse (a really bad Myst rip-off), but it was still pretty bad.
First off, some of the hot spots were missing. Most of them were walk hot spots. In some cases it made it hard to find new locations. But, mainly it just made it hard to walk across a board from one point to the next, even if you knew where you were going. There were a few particular sticky spots where it took 50 clicks or so to get to the another screen.
A lot of items that were not clickable at first became clickable after you triggered their need. There was no hint that said "You might not need this right now, but come back later". The hotspots just didn't exist. Often-times getting the correct tool required traveling backwards through 3-4 previous chapters. I think at one point, long ago, I would have reveled in this type of puzzle. But, I don't anymore. I liked the old typing style adventure games that made you think up how to use items. Nowdays it is just continuous point-and-click until you hit on the right combination. Hiding hotspots is an interesting way to extend gameplay, but not an enjoyable choice.
A few of the puzzles were random at best. When the Universal Hint System is telling you that the in-game hints for the puzzle have no bearing on the actual soltuion and you'll only figure out it out via trial and error, then you know you're screwed. Even using the hints, I had trouble solving a few of the puzzles. Sometimes, I'd click 3 or 4 times before something would happen.
I do have to give the game credit for something. The visuals were stunning. That was my first impression. It's a shame that impression could not last.
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The Longest Journey
In anticipation of the release of Dreamfall, I spent some time re-playing through The Longest Journey. The Longest Journey is a 3-D animated adventure game in the style of the old Sierra quest games. I loved the game the first time around and greatly enjoyed the second playing.
The game follows the story of April Ryan, mild manner young one who is having dreams. Many years ago the world was separated into two parts. One part was Stark (ruled by logic) and the other part was Arcadia (ruled by magic). The balance keeps things in check.
The guardian of the balance has vanished and there is no new guardian to take his place. Strange things are happening in Stark (where our story starts), and April eventually finds out that she is a shifter, meaning she can move between Stark and Arcadia on command. It is up to her to find the path back to the guardian realm.
The plot of this game is for adults, not kids. I've never played a game like it, and that made it very intriguing. There is swearing, death (but not the FPS type of death), and philosphical concepts.
The plot unfolds over the course of 13 chapters (and one prologue). As far as adventure games go, this truly is the Longest Journey. Even re-playing it (and knowing all the puzzles), it still took me 4 days to get through the game. Many adventure games often lost their length as the graphics took time away from plot.
This is an adventure game, so puzzles are abound. With the exception of one mind bender early on, the puzzles are straight forward. With some thought, you'll be able to figure them out. And here was only one pixel hunting puzzle (which got me the first time). I thought the puzzles were just right mix of logic and ingenuity. Like the Rubik's Cube,it was as perfect as possible.
The Longest Journey wins points for seamlessly switching between the futuristic blade-runner type world of Stark and the Lord-of-the-rings-ish world of Arcadia. Stylistically they look different, but it all meshes together to bring a consistent game play.
Not every game is perfect, and neither was this one. First, the chapters do not move along consistently. Chapter 2 is uncharacteristically long; while you can fly through the later chapters like a druggie popping pills. This doesn't interrupt the game flow, though, because each game segment flows smoothly into the next. The chapter screens could have been removed without interrupting the game.
My one major complaint about the game is that it is one of the most bug prone games I've ever played. Every few screens I'd get an error and bop back to windows. I quickly learned to save often. What I discovered this time (that i didn't find out the first time i played the game) is that I could just 'alt-tab' back onto the main screen and the game would continue to play / save / etc.. despite the error it had thrown. I often lost parts of the main character in a graphic snafu, but I could deal with that.
If all publishers were putting out games like The Longest Journey; the adventure game genre wouldn't be dead.
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Al Emmo and the Lost Dutchman's Mine Review

- No Hotspots: Unlike most games of today, Al Emmo did not have any hotspots. Hotspots are when you’re told where to click by a change in your icon. This was the best decision made by the folks at Himalaya Studios. They combated the hotspot devoid by making everything in the game clickable. You’ll always get some type of response. It made the game more fun to play and explore, but unfortunately did not add to the challenge of puzzles.
- The ending: This is one of the few games I’ve played in recent memory that actually had a satisfying ending. One oddity, though, is that they give you the option to save your character for future games. Since the game is extremely linear (see the cons section) I can’t fathom what they are possibly saving. It’s not like this was a stat building game, and I want to start “al Emmo 2” with all of my throwing points.
- Exploration: Al Emmo has ~120 hand painted backgrounds. That is a lot of area to explore. They also included a simple mapping system to allow you to jump to main areas of the game. But sometimes the walk is worth it.
- Puzzles: When I played the refactoring of King’s Quest 2 that these guys did, I must say that the puzzles felt derivative of the old school adventure games. Although there was cool that the plot tied together different unrelated pieces of the original game, the story seemed to extend in places it didn’t need extending and the puzzles all felt like they were straight out of competing games. Al Emmo doesn’t present that problem. The story and puzzles are definitely in the style of adventure games of old, but they breathe a new freshness to them and retain their own character.
- Voice Acting: To say the voice acting was horrible would be a complete understatement. Words cannot express how bad it is. Have you never heard a cat screech because you dragged its claws across a chalkboard? I haven’t heard that either, but it would have been an improvement. Unfortunately, the voice behind Al is the worst offender of the bunch. I might have been able to deal with a bad voice hear or there, but turning the main character into a cheese grater for your ears was not a good idea. Next time I hope they institute some type of third party review before they record all the vocals.
- Short Acts: The game moves along very quickly and before you can blink the act your in is finished. Many of the act splits seemed to offer no purpose other than to throw in a cut scene. Shakespeare plays have 5 acts. Today we’ve cut that down 3 for most popular movies / plays. This game would have been better served by fewer longer acts.
- Game Path; The path through this game is very linear. There was never a question as to where to go next or what you have to accomplish. Once you “map out the land” (presumably in the first act) there is never a reason to go exploring again. That is one aspect where they did not stay in line with older adventures.
- Graphics: 640x480 graphics are a little too retro for my tastes. It wouldn’t fit on my 20-inch monitor without a setting change (I discovered the setting change half way through the 9th chapter).
- Packaging: I had heard reports this game would be ‘packaged’ in a manner similar to games of old. I was either misinformed or delusional. The game came in a standard DVD jewel case, with only minor inserts (such as a “tell your friends” postcard). There wasn’t a printed manual of any sort. (Not even the cheesy ones you find in CD Jewel case games). I suppose the packaging got saved for the more expensive collectors edition.
- Green Ghost Skulls: The green ghosts on the cover aren’t in the game anywhere. Talk about a tease.
- No more ColdFusion: The original AGD interactive site was built in ColdFusion, but they moved to PHP.
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