Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts
Tuesday, April 7, 2015
Adventure of the Week The Nuclear Submarine Adventure 198x
This week, Im returning to the early portable TRS-80 Model 100s small library of adventure games, to tackle Steven Neighorns The Nuclear Submarine Adventure, probably published around 1983 when the Model 100 was the new tech toy on the block. Im not sure if this game was original to the Model 100 -- versions exist for the IBM PC and Japanese MSX computers as well, but it runs well on Radio Shacks proto-notebook. Im playing it using the VirtualT emulator.

This is the only TRS-80 Model 100 BASIC game Ive played to date that adopts a Scott Adams style interface, with location and objects at the top of the screen and commands entered at the bottom -- the dividing line means were down to 7 lines of usable display, but it looks very nice. The game is the usual escape-the-critical-situation plot, with no treasures to find or complex objectives -- we just have to get ourselves and our fellow crew members to the surface alive after our sub experiences an impact of indeterminate origin.
Interested adventurers are always encouraged to try these games firsthand before reading my comments below, and this one is freely available at the Interactive Fiction Database. The Nuclear Submarine Adventure isnt difficult, though time constraints are tight, the SAVE/LOAD commands arent fully implemented, and theres one sticking point that tripped me up near the end. But Ill let you make that decision, dear reader. Beyond this point, there are certain to be...
***** SPOILERS AHEAD! *****

We begin in a bunk, with nothing of interest visible and nothing in INVentory. While were exploring our surroundings, something hits the ship and were sinking! GET UP yields only Thats not here. UP yields You dont know how to UP. U (or GO UP) is the only way to climb out of the bunk.
Our bunk is in the after crews quarters; the room is full of bunks, and theres a red locker here. We cant EXAMINE anything, apparently, and OPEN LOCKER indicates we dont have the right key. So well head F(ore) to the main passageway.
Here theres a water-tight door, which were not strong enough to open, and passages to port and starboard. Port is the maneuvering room, with a depth gauge and ballast control. READ GAUGE suggests, You cant read anything... yet. Interesting. Do we need our glasses?
We can travel down from the maneuvering room to the lower aft section of the engine room, where we see a steam turbine engine and a drive train. Is the steam engine powered by nuclear fuel, then? We can LOOK ENGINE -- which works like EXAMINE, I now see -- to observe that its turning but not operating properly, most likely because the drive train is broken.
From here, we can F off to the fore section of the engine room, and see that the electrical generator isnt working and the ship is operating on its batteries. Going U takes us to the upper deck of the engine room, fore of the maneuvering room, where theres a hatch You cant even begin to open.
Closing the loop and returning to the maneuvering room, LOOK GAUGE indicates were at 108 fathoms, and LOOK CONTROL indicates its set for DIVE. Im not sure if this is a good thing or a bad thing, so Ill leave it alone for now.
On the starboard side of the main passageway we find a laundry room containing nothing of apparent interest. The main passageway continues forward to a warning sign. As Im exploring, we hear a ** claxon** [sic], so were probably going to run out of time while were mapping out our surroundings. But well keep going as long as we can.
The warning sign suggests that an ANTI-RADIATION SUIT MUST BE WORN before we head below. We can open the water-tight door here, despite the warning, but we dont have to go down there yet, so well CLOSE DOOR. (I always appreciate adventure designs that allow closing things weve opened; its rarer than one might suppose.)
Heading forward some more we discover the missile compartment, with a panel reading . Forward again is the attack center, with a remote microphone and a passageway leading down to the main control room, where a push-button control regulates the reactor. North of the control room location is the radio shack (tee hee), with a complex radio that isnt so complicated we cant tell it is broken, but is so complicated we cant readily FIX it.
Fore of the attack center (the sub runs quite a distance lengthwise) is the periscope room, with two periscopes, one for search and one for attacking. Im about to head upwards from here, when the reactor melts down and my adventure is over. The briny sea claims another victim... fortunately, this game implements a SAVE feature, so well use that in the future.
Returning to mapping, we find an access passageway above the periscope room, with a hatch that cant be opened until the ship surfaces. Fore of the radio shack is a main passageway area with passages in every direction but upward. Downward is the infirmary, where we can GET some smelling SALTS. To port is the captains stateroom, with a combination-locked wall safe that isnt even hidden behind a picture. We have to enter three numbers to open the safe, and since Im just guessing Im not able to open it yet.
Returning to the passageway, to starboard we find the officers wardroom, empty, and the main passageway continues fore again. Port here leads to the crews mess, where we at last see our fellow crew members... all unconscious in front of a videocassette player and television; perhaps they have been watching Down Periscope. We can WAKE CREW with the smelling salts. Theres no tape in the VCR, and we cant ORDER CREW, so well leave them standing around for now.
Oh. Actually, we cant leave the crew behind, as it seems they are bent on following us around now. The galley features a stove, and we can go down to the main stores and the frozen stores room, where a single frozen T.V. dinner is available. We can PUT DINNER -- Into what? -- STOVE, and then COOK DINNER so we can FEED CREW... no... OFFER DINNER... no... GIVE DINNER... no... well, now the klaxon is going off again, so it probably wont matter in our lifetimes.
Starboard of the crews mess, on the other side of the passageway, we find the health room, with a weight training set. And they must have some of that Captain America technology here, as we can LIFT WEIGHTS to become incredibly strong in a single turn. That may come in handy.
Fore again leads us to the chiefs quarters across the hall from the galley, where a white locker waits for us to find the right key. The ship overheats at this point, and when I try to LOAD and the filename I specified earlier doesnt seem to work, we find ourselves in a kind of limbo. The crewmen are unconscious but continue to follow us around. Well take advantage of the extended play to do some more mapping, anyway.
The main passageway continues fore to another bunk room with a blue locker, locked awaiting the right key, of course. We can go D into a bunk, where we find a decoder, with a plug in it -- Im not sure what that means yet.
Fore again -- this is a very large map by Model 100 standards -- we find the forward torpedo room, with one tube labeled and the other . We can continue F into the empty torpedo tube, though this doesnt seem like a safe place to hang out.
Now it seems weve mapped the submarine out pretty well, and solved a few puzzles along the way. Lets see if we can use our super strength to open that door near the start of the game. (On the way, I discover that the LOAD command does work, it just throws a false alarm error, so we do die shortly as the subs reactor overeheats, and I have to LOAD again.)
We can indeed open that water-tight door now, to reach the ships can (our group of unconscious crewmen still in tow -- they remain unconscious as described after a restart and restore, but theyre still dragging themselves around with us somehow) where we find a Navy repair manual. It contains instructions for repairing the ships radio, also handy.
Our first order of business, however, would seem to be stopping the reactor from melting down. We cant open the hatch in the upper engine room. But we can PUSH BUTTON in the main control room to switch the reactor to COOL mode, and the warning klaxon ceases. Easier than I expected! Pushing it again sets the reactor mode back to hot, and sets off the alarm again, but we can switch between modes at will so thats no longer a big problem.
Now that we can explore with a little less pressure, lets see what else remains to be done. If we lift weights and then read the Navy repair manual, maybe we can FIX RADIO. While Im working on this, though, it turns out were very hungry... and then the ships batteries run down and the lights go out! Its dangerous to move in the dark, but if weve mapped well we can still get around -- we can even read the manual in the dark. But one wrong move in the pitch black, and were dead of a broken neck, so wed better restart and play more efficiently.
On the next try, I discover that just reading the manual isnt enough to let us FIX RADIO. We probably need some tools or something. So lets see if we can get the ships generator working again, as that seems like a more pressing matter. Its not going to be as simple as START GENERATOR or FIX DRIVE TRAIN, though. Can the crew help out? I dont know, because I cant figure out how to EAT DINNER or OPEN DINNER when we start getting hungry again. Ah, we can only EAT DINNER in the crews mess -- its impossible to consume it anywhere else! This game is going to be fastidious about its rules, it appears.
The ships batteries have run out again, but lets see if I can fake my way through in the dark to see if the crew can fix the drive train. Nope. We need something to open the hatch in the engine room, I think. We can die by entering the nuclear reactor without protection, but thats not going to help.
We arent strong enough to open the hatch or the door in the torpedo room, even if weve lifted weights. Hmmmm... ah, if we have the crew in tow (and conscious) they will help us to open both. We can access the forward access and escape trunk now, to find a wrench, and a repair and work compartment below the torpedo room to pick up an electronic repair kit. Now we should be in better shape to get the sub working again!
Well stop to prepare and eat the TV dinner on the way, just to have that puzzle out of the way, since we can probably navigate in the dark if we need to. I get to the engine room just as the lights go out, but with the wrench, we can now FIX TRAIN to restore power.
We cant just PUSH BUTTON to change the subs direction in the maneuvering room; presumably well want to switch from DIVE to SURFACE at some point, but we cant yet, at least not with any commands I can come up with. We can use the wrench to open the hatch in the engine room, finding a key labeled WKEY -- probably good for the white lockers in the chiefs quarters. Yep! Heres the anti-radiation outfit.
Lets fix the radio before we go too much farther -- with the repair kit and the manual, we can get it working. We can now USE RADIO -- but a coded message comes through that we cant make sense of, and then it blows up! We must need to use that decoder we found in a bunk earlier. Restoring our saved game doesnt restore the radio to its pre-smoldering state, however, so we have to QUIT and LOAD to get it back into a fixable state again. This time, we LOOK RADIO to see that it has an empty plug -- and we can PUT DECODER -- Into what? -- RADIO before we use it. The message we receive now indicates weve been hit by a Soviet anti-submarine weapon, and gives us the combination to the captains safe: R 36, L 7, R 46. The radio still blows up after we use it.
We can now open the safe -- the spaces in the coded message are significant, so typing R36 doesnt work but R 36 does -- to obtain... a videocassette? This better be worth it! GET VIDEOCASSETTE doesnt work, but GET CASSETTE does. We can put the cassette into the player, and then... hmmmm... USE PLAYER and START PLAYER dont work, and WATCH T.V. just shows a HEAVY film? Ah, wait, maybe thats a hint -- "the ups and downs of life in the submarine corps" might mean this is a training film. Yes, now we can PUSH BUTTON in the maneuvering room to shift the ballast into service to help surface the sub.
What else? We havent used the anti-radiation suit yet, so lets go try it out. We can WEAR OUTFIT, OPEN DOOR by the warning sign, go D and observe that the reactor is running normally. Fortunately, the crew has the good sense to stay behind; the only reason we need to come down here, apparently, is to pick up the blue key in the aft section of the reactor room.
Going back to the crew quarters near the torpedo tube, we open the blue lockers to recover a Captains uniform. We can WEAR UNIFORM, but to what end? Ah, the microphone in the attack center is the captains microphone upon a closer look. We can SAY FIRE -- Fire what? -- TORPEDO, but cant do that yet; SAY SURFACE returns a similar result.
Trying to LOOK through or USE the search and attack periscopes proves fruitless, as does UP SEARCH or UP PERISCOPE. The captains microphone is portable, it seems. What about the red locker at the start of the game? Ah, the RKEY is available if we just LOOK BUNKS -- the locker contains a book called "The Submariner" that just gives us basic navigation tips for the game.
Maybe we can mess with the torpedo tubes. LOAD TORPEDO doesnt work, as it just invokes the game restore command. And while Im trying to fire a torpedo from the torpedo room using the captains microphone, to no avail, we run out of time for surfacing the sub, and the game is over again.
What do we have to do here? Im going to break down and take a peek at the BASIC code. Were on the right track -- line 174 specifies a lot of conditions for giving the order to surface. We have to be wearing the captains uniform; ballast setting has to be set to SURFACE; and we have to be at a depth other than 0 fathoms. Check on all those counts. Ahhhh... what I was missing was that we have to be in the main control room when we SAY SURFACE, or our orders are ignored.
Now we can go there, SAY SURFACE, and the sub surfaces... and now we can open the hatch above the periscope room and make our way past the bridge to the open air on the main deck, where we see rescue ships in the distance! Man, its a good thing we never figured out how to fire that torpedo. Victory is ours!

I enjoyed playing through The Nuclear Submarine Adventure -- the tight timing made for a bit of a challenge over and above the straightforward puzzles, although the final puzzle seems unnecessarily opaque; why make the captains microphone portable at all, if it has to be used in a specific place? But Ive definitely run into more aggravating requirements in vintage adventure games, and this one had some nice moments of discovery.
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This is the only TRS-80 Model 100 BASIC game Ive played to date that adopts a Scott Adams style interface, with location and objects at the top of the screen and commands entered at the bottom -- the dividing line means were down to 7 lines of usable display, but it looks very nice. The game is the usual escape-the-critical-situation plot, with no treasures to find or complex objectives -- we just have to get ourselves and our fellow crew members to the surface alive after our sub experiences an impact of indeterminate origin.
Interested adventurers are always encouraged to try these games firsthand before reading my comments below, and this one is freely available at the Interactive Fiction Database. The Nuclear Submarine Adventure isnt difficult, though time constraints are tight, the SAVE/LOAD commands arent fully implemented, and theres one sticking point that tripped me up near the end. But Ill let you make that decision, dear reader. Beyond this point, there are certain to be...
***** SPOILERS AHEAD! *****

We begin in a bunk, with nothing of interest visible and nothing in INVentory. While were exploring our surroundings, something hits the ship and were sinking! GET UP yields only Thats not here. UP yields You dont know how to UP. U (or GO UP) is the only way to climb out of the bunk.
Our bunk is in the after crews quarters; the room is full of bunks, and theres a red locker here. We cant EXAMINE anything, apparently, and OPEN LOCKER indicates we dont have the right key. So well head F(ore) to the main passageway.
Here theres a water-tight door, which were not strong enough to open, and passages to port and starboard. Port is the maneuvering room, with a depth gauge and ballast control. READ GAUGE suggests, You cant read anything... yet. Interesting. Do we need our glasses?
We can travel down from the maneuvering room to the lower aft section of the engine room, where we see a steam turbine engine and a drive train. Is the steam engine powered by nuclear fuel, then? We can LOOK ENGINE -- which works like EXAMINE, I now see -- to observe that its turning but not operating properly, most likely because the drive train is broken.
From here, we can F off to the fore section of the engine room, and see that the electrical generator isnt working and the ship is operating on its batteries. Going U takes us to the upper deck of the engine room, fore of the maneuvering room, where theres a hatch You cant even begin to open.
Closing the loop and returning to the maneuvering room, LOOK GAUGE indicates were at 108 fathoms, and LOOK CONTROL indicates its set for DIVE. Im not sure if this is a good thing or a bad thing, so Ill leave it alone for now.
On the starboard side of the main passageway we find a laundry room containing nothing of apparent interest. The main passageway continues forward to a warning sign. As Im exploring, we hear a **
The warning sign suggests that an ANTI-RADIATION SUIT MUST BE WORN before we head below. We can open the water-tight door here, despite the warning, but we dont have to go down there yet, so well CLOSE DOOR. (I always appreciate adventure designs that allow closing things weve opened; its rarer than one might suppose.)
Heading forward some more we discover the missile compartment, with a panel reading
Fore of the attack center (the sub runs quite a distance lengthwise) is the periscope room, with two periscopes, one for search and one for attacking. Im about to head upwards from here, when the reactor melts down and my adventure is over. The briny sea claims another victim... fortunately, this game implements a SAVE feature, so well use that in the future.
Returning to mapping, we find an access passageway above the periscope room, with a hatch that cant be opened until the ship surfaces. Fore of the radio shack is a main passageway area with passages in every direction but upward. Downward is the infirmary, where we can GET some smelling SALTS. To port is the captains stateroom, with a combination-locked wall safe that isnt even hidden behind a picture. We have to enter three numbers to open the safe, and since Im just guessing Im not able to open it yet.
Returning to the passageway, to starboard we find the officers wardroom, empty, and the main passageway continues fore again. Port here leads to the crews mess, where we at last see our fellow crew members... all unconscious in front of a videocassette player and television; perhaps they have been watching Down Periscope. We can WAKE CREW with the smelling salts. Theres no tape in the VCR, and we cant ORDER CREW, so well leave them standing around for now.
Oh. Actually, we cant leave the crew behind, as it seems they are bent on following us around now. The galley features a stove, and we can go down to the main stores and the frozen stores room, where a single frozen T.V. dinner is available. We can PUT DINNER -- Into what? -- STOVE, and then COOK DINNER so we can FEED CREW... no... OFFER DINNER... no... GIVE DINNER... no... well, now the klaxon is going off again, so it probably wont matter in our lifetimes.
Starboard of the crews mess, on the other side of the passageway, we find the health room, with a weight training set. And they must have some of that Captain America technology here, as we can LIFT WEIGHTS to become incredibly strong in a single turn. That may come in handy.
Fore again leads us to the chiefs quarters across the hall from the galley, where a white locker waits for us to find the right key. The ship overheats at this point, and when I try to LOAD and the filename I specified earlier doesnt seem to work, we find ourselves in a kind of limbo. The crewmen are unconscious but continue to follow us around. Well take advantage of the extended play to do some more mapping, anyway.
The main passageway continues fore to another bunk room with a blue locker, locked awaiting the right key, of course. We can go D into a bunk, where we find a decoder, with a plug in it -- Im not sure what that means yet.
Fore again -- this is a very large map by Model 100 standards -- we find the forward torpedo room, with one tube labeled
Now it seems weve mapped the submarine out pretty well, and solved a few puzzles along the way. Lets see if we can use our super strength to open that door near the start of the game. (On the way, I discover that the LOAD command does work, it just throws a false alarm error, so we do die shortly as the subs reactor overeheats, and I have to LOAD again.)
We can indeed open that water-tight door now, to reach the ships can (our group of unconscious crewmen still in tow -- they remain unconscious as described after a restart and restore, but theyre still dragging themselves around with us somehow) where we find a Navy repair manual. It contains instructions for repairing the ships radio, also handy.
Our first order of business, however, would seem to be stopping the reactor from melting down. We cant open the hatch in the upper engine room. But we can PUSH BUTTON in the main control room to switch the reactor to COOL mode, and the warning klaxon ceases. Easier than I expected! Pushing it again sets the reactor mode back to hot, and sets off the alarm again, but we can switch between modes at will so thats no longer a big problem.
Now that we can explore with a little less pressure, lets see what else remains to be done. If we lift weights and then read the Navy repair manual, maybe we can FIX RADIO. While Im working on this, though, it turns out were very hungry... and then the ships batteries run down and the lights go out! Its dangerous to move in the dark, but if weve mapped well we can still get around -- we can even read the manual in the dark. But one wrong move in the pitch black, and were dead of a broken neck, so wed better restart and play more efficiently.
On the next try, I discover that just reading the manual isnt enough to let us FIX RADIO. We probably need some tools or something. So lets see if we can get the ships generator working again, as that seems like a more pressing matter. Its not going to be as simple as START GENERATOR or FIX DRIVE TRAIN, though. Can the crew help out? I dont know, because I cant figure out how to EAT DINNER or OPEN DINNER when we start getting hungry again. Ah, we can only EAT DINNER in the crews mess -- its impossible to consume it anywhere else! This game is going to be fastidious about its rules, it appears.
The ships batteries have run out again, but lets see if I can fake my way through in the dark to see if the crew can fix the drive train. Nope. We need something to open the hatch in the engine room, I think. We can die by entering the nuclear reactor without protection, but thats not going to help.
We arent strong enough to open the hatch or the door in the torpedo room, even if weve lifted weights. Hmmmm... ah, if we have the crew in tow (and conscious) they will help us to open both. We can access the forward access and escape trunk now, to find a wrench, and a repair and work compartment below the torpedo room to pick up an electronic repair kit. Now we should be in better shape to get the sub working again!
Well stop to prepare and eat the TV dinner on the way, just to have that puzzle out of the way, since we can probably navigate in the dark if we need to. I get to the engine room just as the lights go out, but with the wrench, we can now FIX TRAIN to restore power.
We cant just PUSH BUTTON to change the subs direction in the maneuvering room; presumably well want to switch from DIVE to SURFACE at some point, but we cant yet, at least not with any commands I can come up with. We can use the wrench to open the hatch in the engine room, finding a key labeled WKEY -- probably good for the white lockers in the chiefs quarters. Yep! Heres the anti-radiation outfit.
Lets fix the radio before we go too much farther -- with the repair kit and the manual, we can get it working. We can now USE RADIO -- but a coded message comes through that we cant make sense of, and then it blows up! We must need to use that decoder we found in a bunk earlier. Restoring our saved game doesnt restore the radio to its pre-smoldering state, however, so we have to QUIT and LOAD to get it back into a fixable state again. This time, we LOOK RADIO to see that it has an empty plug -- and we can PUT DECODER -- Into what? -- RADIO before we use it. The message we receive now indicates weve been hit by a Soviet anti-submarine weapon, and gives us the combination to the captains safe: R 36, L 7, R 46. The radio still blows up after we use it.
We can now open the safe -- the spaces in the coded message are significant, so typing R36 doesnt work but R 36 does -- to obtain... a videocassette? This better be worth it! GET VIDEOCASSETTE doesnt work, but GET CASSETTE does. We can put the cassette into the player, and then... hmmmm... USE PLAYER and START PLAYER dont work, and WATCH T.V. just shows a HEAVY film? Ah, wait, maybe thats a hint -- "the ups and downs of life in the submarine corps" might mean this is a training film. Yes, now we can PUSH BUTTON in the maneuvering room to shift the ballast into service to help surface the sub.
What else? We havent used the anti-radiation suit yet, so lets go try it out. We can WEAR OUTFIT, OPEN DOOR by the warning sign, go D and observe that the reactor is running normally. Fortunately, the crew has the good sense to stay behind; the only reason we need to come down here, apparently, is to pick up the blue key in the aft section of the reactor room.
Going back to the crew quarters near the torpedo tube, we open the blue lockers to recover a Captains uniform. We can WEAR UNIFORM, but to what end? Ah, the microphone in the attack center is the captains microphone upon a closer look. We can SAY FIRE -- Fire what? -- TORPEDO, but cant do that yet; SAY SURFACE returns a similar result.
Trying to LOOK through or USE the search and attack periscopes proves fruitless, as does UP SEARCH or UP PERISCOPE. The captains microphone is portable, it seems. What about the red locker at the start of the game? Ah, the RKEY is available if we just LOOK BUNKS -- the locker contains a book called "The Submariner" that just gives us basic navigation tips for the game.
Maybe we can mess with the torpedo tubes. LOAD TORPEDO doesnt work, as it just invokes the game restore command. And while Im trying to fire a torpedo from the torpedo room using the captains microphone, to no avail, we run out of time for surfacing the sub, and the game is over again.
What do we have to do here? Im going to break down and take a peek at the BASIC code. Were on the right track -- line 174 specifies a lot of conditions for giving the order to surface. We have to be wearing the captains uniform; ballast setting has to be set to SURFACE; and we have to be at a depth other than 0 fathoms. Check on all those counts. Ahhhh... what I was missing was that we have to be in the main control room when we SAY SURFACE, or our orders are ignored.
Now we can go there, SAY SURFACE, and the sub surfaces... and now we can open the hatch above the periscope room and make our way past the bridge to the open air on the main deck, where we see rescue ships in the distance! Man, its a good thing we never figured out how to fire that torpedo. Victory is ours!

I enjoyed playing through The Nuclear Submarine Adventure -- the tight timing made for a bit of a challenge over and above the straightforward puzzles, although the final puzzle seems unnecessarily opaque; why make the captains microphone portable at all, if it has to be used in a specific place? But Ive definitely run into more aggravating requirements in vintage adventure games, and this one had some nice moments of discovery.
Monday, April 6, 2015
Adventure of the Week Black Hole Adventure 1981
Last week I tackled the fifth entry in the long-running SoftSide Publications disk magazine adventure series, jumping ahead to game #5 due to a lack of free time. I promised Id go back and cover #4, the one Id skipped over, before moving on, but I lied. So this week Im jumping ahead yet again, to tackle 1981s SoftSide Adventure #7 -- Black Hole Adventure, again for the sake of playing a game with a published solution. As it turned out, this was a straightforward adventure, and I did not need to reference a walkthrough. I was able to finish it honestly in a couple of hours, a more pleasant scenario that also worked out fine for my schedule.
As was not uncommon in the wild-and-woolly early days of the game industry, Black Hole Adventure turns out to be a completely unlicensed and entirely unabashed ripoff of the 1979 Walt Disney science-fiction feature, The Black Hole, from a time when creators of these newfangled computer games could fly under the legal radar with some degree of safety. The intro text sets up the basic plot, informing us that Deep-Space One, the Cygnus, is sitting at the edge of the black hole. We land on the Cygnus in the USS Palomino, and as in the movie, we discover that the larger ship is now a ship of robots, a ship controlled by its only human survivor, Dr. Hans Reinhardt. So this is an escape-the-domestic-spaceship adventure, for a slight change from the usual.

The intro text also introduces us to several robot characters -- the menacing Maximillian, the cute VINCENT, and the cute, vintage Old Bob -- just in case the Disney lawyers happened by and needed further evidence of this games "inspiration."
No author is credited onscreen, and the code comments indicate only that the final version was completed on 2-Jan-1981. The prose style resembles some of the other SoftSide games, but the simple two-word parser is not very friendly -- no I or INV shorthand is allowed, INVENTORY must be fully typed. And so must the navigational directions, so we cant simply N, but must go NORTH. Once we get used to battling the parser, however, the game is straightforward -- there are few descriptive details to discover, the puzzles are simple, and its mostly a matter of collecting objects and using them in the right locations.
As always, I urge interested readers to sample the Black Hole Adventure before proceeding here. In the interest of documenting the games design and quirks, there will be plenty of...
***** SPOILERS AHEAD! *****
The game starts out with a rather annoying issue -- I thought at first that some navigation directions are only in the room descriptions, and are not listed in the OBVIOUS DIRECTIONS ARE: section. But this turned out to be a different problem at root -- a bad room description here indicates that the door to the south is OPEN before it actually is!

So we start in a docking bay, where we find a small gun and an identification pin and a red button. Its frustrating that we cant READ PIN or EXAMINE PIN or USE PIN or WEAR PIN; I dont know how to do that is the hapless engines only response. We cant EXAMINE GUN either, so it seems we will not be gathering a lot of subtle details in this game; signs also prove unREADable, with their messages listed in the room descriptions instead. So we have to rely on action more than our investigative skills. As it turns out, PUSH RED doesnt follow the usual convention; we have to PUSH BUTTON, which initially yields There is no fuel for the palimino [sic]. The parts the palimino [sic] has are bad. Therefore, I cant blast off. It sounds like the program is checking a couple of flags here, and not providing any real detail, but our basic mission seems clear -- fuel up, and replace those darn ol bad space parts.
Since the button wont do anything, we can try to OPEN DOOR, which yields I dont have any key to unlock the door! Is there even a locked door? Its not mentioned in the room description. We cant GO SOUTH through the apparently OPEN DOOR, nor can we ENTER DOOR, or GO DOOR, or S, or SOUTH. Okay, now this is getting frustrating. Fortunately, we dont have a lot of options yet, and I at last managed to SHOW PIN (I didnt need to reference the CASA walkthrough, but it was a close call) to get the door to actually open. After doing so, the door is still (now correctly) described as being OPEN, but now there is an obvious exit available to the south.
To the south, if were carrying the gun, A BURST OF LASER FIRE WHICH COMES FROM AN UNKNOWN SOURCE DESTROYS MY GUN. That didnt seem like a good thing when I was playing, so I restarted and left the gun behind; as it turned out, I didnt need that gun at all.
The map is quite open, and we are free to explore most of the ship. Below decks, we find some humanoid robots ejecting body-like objects into space, which is disturbing but doesnt really come into play in the games plot. A LARGE BEAUTIFULLY DECORATED DINING ROOM contains ALL SORTS OF FOOD. We can GET FOOD and EAT FOOD here -- all of it in one go, apparently -- but this seems to be optional. An Air Car travels back and forth in a long glass tunnel, but doesnt take us anywhere we cant otherwise reach -- the map is large but fairly circular, and most areas connect back to others, with no required routes, substantial mazes, or serious navigational challenges.
The main obstacle we encounter is that occasionally we are told: HOLY SMOKES! An armed robot just walked in! And then, suddenly, ARMED ROBOTS ARE EVERYWHERE. IVE BEEN CAPTURED. NOW REINHARDT CAN COMPLETE HIS EVIL PLANS. Another room contains AN EVIL LOOKING ROBOT, and suddenly we are captured again. So we need to avoid these robots, it seems.
Fortunately, the crew barracks area contains two very useful items -- some ammunition and a blaster. We cant GET AMMUNITION first, as I dont have a blaster to put it in, but if we do things in the designers expected order, we end up with a loaded blaster. Now, or at least until we run out of ammo, we can SHOOT ROBOT whenever one shows up -- ZZZAP! No more robot!
Theres no SAVE GAME or RESTORE support for this brief adventure, but were free to QUIT at any time, though its a rather drastic decision, as the game informs us that I HAVE FAILED TO ESCAPE FROM CYGNUS. I AM DEAD. before asking if wed like to play again.
Were free to visit the Cygnus bridge, which features the imposing crimson robot MAXIMILLIAN, the evil DR. HANS REINHARDT, and just so we know were playing a futuristic sci-fi game, a FLOPPY DISKETTE. An attempt to SHOOT REINHARDT gets us killed by Maximillians whirring chest blades. We cant SHOOT MAXIMILLIAN either, as the blaster shot just bounces off of his shiny, angular surface. But as it turns out we can just walk through the bridge unmolested to visit the engine room.
The engine room looks like a maze, but we cant actually get anywhere except by going east to the HYDROPONIC SYSTEM room, where a humanoid robot carelessly drops AN ELECTRONIC KEY. How convenient for us! We want to GET KEY, but we dont want to continue east into the HYDROPONIC GREENHOUSE, because as soon as we enter the room, a huge meteor breaks through the glass ceiling, and I AM SUCKED UP INTO THE VACUUM AND I DIE. Its best to avoid this location, which is also accessible from the south, as this fatal meteor appears to have it in for us personally, and wont impact the Cygnus unless it sees us wandering among the hydroponically-grown plants. Perhaps its actually an alien ship on some sort of anti-marijuana mission.
With the key in hand, we can visit the ships only locked door. However, we cant UNLOCK DOOR -- I dont know how to do that. -- but we can OPEN DOOR -- OK. The door is unlocked. This aggravating sequence of events gains us access to a SUPPLY ROOM containing ALL SORTS OF THINGS. We cant GET THINGS or SEARCH THINGS or EXAMINE THINGS or EXAMINE SORTS or EXAMINE ALL, however, so its not immediately clear what were supposed to do here.
If we wander around enough, we will discover that the blaster only allows us to SHOOT ROBOT a limited number of times -- and the codes event sequencing is odd, as when we run out of ammo, we are told My gun is out of ammunition. ZZZAP! No more robot! Before that happens, we need to SHOOT the non-wandering evil looking ROBOT to gain access to some new areas. We can GET VINCENT in this area -- if we DROP VINCENT in the supply room we cant see him, but we can still GET VINCENT again. He doesnt do anything in this location, like, say, hunt for something useful, but I had to try it.
A DIMLY LIT ROOM contains a humanoid robot and an ID Bracelet. We cant learn anything about it, of course, but SHOW BRACELET apparently does something somewhere, just not here. While we can carry VINCENT around, we cant GET ROBOT -- Hes too heavy to carry and too stupid to follow me.
At this point, it seems we are out of puzzles to solve and new areas to explore. So are we supposed to be working on getting the Palomino running somehow so we can escape? Yes -- if we try to do so, we readily discover that in the supply room we can simply GET FUEL and GET PART, and taking INVENTORY reveals that we now have FUEL SUITABLE FOR THE PALIMINO and SPARE PARTS NEEDED BY THE PALIMINO. Hopefully these off-brand items will also be suitable for the PALOMINO .
With these critical, if vaguely defined, items in hand, we can go back to the docking bay, DROP FUEL, DROP PART and watch as VINCENT takes the fuel and parts and repairs the ship. A final, more successful attempt to PUSH BUTTON, and we are victorious!

I didnt actually need to reference the walkthrough, as the game only took a few hours to play through to this ending. But there seemed to be a few loose ends here -- I never did run into Old B.O.B., the floppy diskette seemed to have no purpose, and possessing the ID bracelet didnt seem to do anything (though I thought it might have protected me from running into further random armed robots late in the game.) I took a look at the BASIC source code, and discovered something intriguing -- theres apparently a more dramatic alternative ending available, which involves piloting a ship through the black hole, riding B.O.B. to safety when the meteor crashes through the ceiling, destroying Maximillian with VINCENTs help, and ending the game successfully by beginning a new life in a new universe. Or something like that. But Id rather go home to Earth, personally, so Im glad the more rewarding ending is also the easiest one to achieve.
Black Hole Adventure is definitely one of the simplest adventures Ive played in a while, alternate ending aside, which was fine with me given my schedule of late. Maybe Ill finally make time to take on something more challenging for next week.
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As was not uncommon in the wild-and-woolly early days of the game industry, Black Hole Adventure turns out to be a completely unlicensed and entirely unabashed ripoff of the 1979 Walt Disney science-fiction feature, The Black Hole, from a time when creators of these newfangled computer games could fly under the legal radar with some degree of safety. The intro text sets up the basic plot, informing us that Deep-Space One, the Cygnus, is sitting at the edge of the black hole. We land on the Cygnus in the USS Palomino, and as in the movie, we discover that the larger ship is now a ship of robots, a ship controlled by its only human survivor, Dr. Hans Reinhardt. So this is an escape-the-domestic-spaceship adventure, for a slight change from the usual.

The intro text also introduces us to several robot characters -- the menacing Maximillian, the cute VINCENT, and the cute, vintage Old Bob -- just in case the Disney lawyers happened by and needed further evidence of this games "inspiration."
No author is credited onscreen, and the code comments indicate only that the final version was completed on 2-Jan-1981. The prose style resembles some of the other SoftSide games, but the simple two-word parser is not very friendly -- no I or INV shorthand is allowed, INVENTORY must be fully typed. And so must the navigational directions, so we cant simply N, but must go NORTH. Once we get used to battling the parser, however, the game is straightforward -- there are few descriptive details to discover, the puzzles are simple, and its mostly a matter of collecting objects and using them in the right locations.
As always, I urge interested readers to sample the Black Hole Adventure before proceeding here. In the interest of documenting the games design and quirks, there will be plenty of...
***** SPOILERS AHEAD! *****
The game starts out with a rather annoying issue -- I thought at first that some navigation directions are only in the room descriptions, and are not listed in the OBVIOUS DIRECTIONS ARE: section. But this turned out to be a different problem at root -- a bad room description here indicates that the door to the south is OPEN before it actually is!

So we start in a docking bay, where we find a small gun and an identification pin and a red button. Its frustrating that we cant READ PIN or EXAMINE PIN or USE PIN or WEAR PIN; I dont know how to do that is the hapless engines only response. We cant EXAMINE GUN either, so it seems we will not be gathering a lot of subtle details in this game; signs also prove unREADable, with their messages listed in the room descriptions instead. So we have to rely on action more than our investigative skills. As it turns out, PUSH RED doesnt follow the usual convention; we have to PUSH BUTTON, which initially yields There is no fuel for the palimino [sic]. The parts the palimino [sic] has are bad. Therefore, I cant blast off. It sounds like the program is checking a couple of flags here, and not providing any real detail, but our basic mission seems clear -- fuel up, and replace those darn ol bad space parts.
Since the button wont do anything, we can try to OPEN DOOR, which yields I dont have any key to unlock the door! Is there even a locked door? Its not mentioned in the room description. We cant GO SOUTH through the apparently OPEN DOOR, nor can we ENTER DOOR, or GO DOOR, or S, or SOUTH. Okay, now this is getting frustrating. Fortunately, we dont have a lot of options yet, and I at last managed to SHOW PIN (I didnt need to reference the CASA walkthrough, but it was a close call) to get the door to actually open. After doing so, the door is still (now correctly) described as being OPEN, but now there is an obvious exit available to the south.
To the south, if were carrying the gun, A BURST OF LASER FIRE WHICH COMES FROM AN UNKNOWN SOURCE DESTROYS MY GUN. That didnt seem like a good thing when I was playing, so I restarted and left the gun behind; as it turned out, I didnt need that gun at all.
The map is quite open, and we are free to explore most of the ship. Below decks, we find some humanoid robots ejecting body-like objects into space, which is disturbing but doesnt really come into play in the games plot. A LARGE BEAUTIFULLY DECORATED DINING ROOM contains ALL SORTS OF FOOD. We can GET FOOD and EAT FOOD here -- all of it in one go, apparently -- but this seems to be optional. An Air Car travels back and forth in a long glass tunnel, but doesnt take us anywhere we cant otherwise reach -- the map is large but fairly circular, and most areas connect back to others, with no required routes, substantial mazes, or serious navigational challenges.
The main obstacle we encounter is that occasionally we are told: HOLY SMOKES! An armed robot just walked in! And then, suddenly, ARMED ROBOTS ARE EVERYWHERE. IVE BEEN CAPTURED. NOW REINHARDT CAN COMPLETE HIS EVIL PLANS. Another room contains AN EVIL LOOKING ROBOT, and suddenly we are captured again. So we need to avoid these robots, it seems.
Fortunately, the crew barracks area contains two very useful items -- some ammunition and a blaster. We cant GET AMMUNITION first, as I dont have a blaster to put it in, but if we do things in the designers expected order, we end up with a loaded blaster. Now, or at least until we run out of ammo, we can SHOOT ROBOT whenever one shows up -- ZZZAP! No more robot!
Theres no SAVE GAME or RESTORE support for this brief adventure, but were free to QUIT at any time, though its a rather drastic decision, as the game informs us that I HAVE FAILED TO ESCAPE FROM CYGNUS. I AM DEAD. before asking if wed like to play again.
Were free to visit the Cygnus bridge, which features the imposing crimson robot MAXIMILLIAN, the evil DR. HANS REINHARDT, and just so we know were playing a futuristic sci-fi game, a FLOPPY DISKETTE. An attempt to SHOOT REINHARDT gets us killed by Maximillians whirring chest blades. We cant SHOOT MAXIMILLIAN either, as the blaster shot just bounces off of his shiny, angular surface. But as it turns out we can just walk through the bridge unmolested to visit the engine room.
The engine room looks like a maze, but we cant actually get anywhere except by going east to the HYDROPONIC SYSTEM room, where a humanoid robot carelessly drops AN ELECTRONIC KEY. How convenient for us! We want to GET KEY, but we dont want to continue east into the HYDROPONIC GREENHOUSE, because as soon as we enter the room, a huge meteor breaks through the glass ceiling, and I AM SUCKED UP INTO THE VACUUM AND I DIE. Its best to avoid this location, which is also accessible from the south, as this fatal meteor appears to have it in for us personally, and wont impact the Cygnus unless it sees us wandering among the hydroponically-grown plants. Perhaps its actually an alien ship on some sort of anti-marijuana mission.
With the key in hand, we can visit the ships only locked door. However, we cant UNLOCK DOOR -- I dont know how to do that. -- but we can OPEN DOOR -- OK. The door is unlocked. This aggravating sequence of events gains us access to a SUPPLY ROOM containing ALL SORTS OF THINGS. We cant GET THINGS or SEARCH THINGS or EXAMINE THINGS or EXAMINE SORTS or EXAMINE ALL, however, so its not immediately clear what were supposed to do here.
If we wander around enough, we will discover that the blaster only allows us to SHOOT ROBOT a limited number of times -- and the codes event sequencing is odd, as when we run out of ammo, we are told My gun is out of ammunition. ZZZAP! No more robot! Before that happens, we need to SHOOT the non-wandering evil looking ROBOT to gain access to some new areas. We can GET VINCENT in this area -- if we DROP VINCENT in the supply room we cant see him, but we can still GET VINCENT again. He doesnt do anything in this location, like, say, hunt for something useful, but I had to try it.
A DIMLY LIT ROOM contains a humanoid robot and an ID Bracelet. We cant learn anything about it, of course, but SHOW BRACELET apparently does something somewhere, just not here. While we can carry VINCENT around, we cant GET ROBOT -- Hes too heavy to carry and too stupid to follow me.
At this point, it seems we are out of puzzles to solve and new areas to explore. So are we supposed to be working on getting the Palomino running somehow so we can escape? Yes -- if we try to do so, we readily discover that in the supply room we can simply GET FUEL and GET PART, and taking INVENTORY reveals that we now have FUEL SUITABLE FOR THE PALIMINO and SPARE PARTS NEEDED BY THE PALIMINO.
With these critical, if vaguely defined, items in hand, we can go back to the docking bay, DROP FUEL, DROP PART and watch as VINCENT takes the fuel and parts and repairs the ship. A final, more successful attempt to PUSH BUTTON, and we are victorious!

I didnt actually need to reference the walkthrough, as the game only took a few hours to play through to this ending. But there seemed to be a few loose ends here -- I never did run into Old B.O.B., the floppy diskette seemed to have no purpose, and possessing the ID bracelet didnt seem to do anything (though I thought it might have protected me from running into further random armed robots late in the game.) I took a look at the BASIC source code, and discovered something intriguing -- theres apparently a more dramatic alternative ending available, which involves piloting a ship through the black hole, riding B.O.B. to safety when the meteor crashes through the ceiling, destroying Maximillian with VINCENTs help, and ending the game successfully by beginning a new life in a new universe. Or something like that. But Id rather go home to Earth, personally, so Im glad the more rewarding ending is also the easiest one to achieve.
Black Hole Adventure is definitely one of the simplest adventures Ive played in a while, alternate ending aside, which was fine with me given my schedule of late. Maybe Ill finally make time to take on something more challenging for next week.
Friday, March 13, 2015
Nathan vs His Game Collection Day 2 ADVENTURE

Day 2 is all about adventure. Adventure. FREAKING ADVENTURE!!!
So lets cut to the chase and get on with the...adventure.
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| Abadox: The Deadly Inner War |
A little background
Abadox was released by Milton Bradley in March of 1990, but was designed by Natsume, who is on my mind since I recently bought a copy of Lufia 2. Its "another damn NES shmup," but with the twist being its grotesque visuals and hard-as-balls gameplay. A fun fact: the music was written by Kiyohiro Sada, who also wrote the music for Contra and Rushn Attack.
Also, is it just me, or is the whole "Deadly Inner War" subtitle for the cover only? It doesnt show up on the title screen.
First impressions last forever
I died in like the first couple of seconds in this game and it starts you completely over. Not cool.
But what really struck me is how awesomely gross this game looks. From the pulsating red ground beneath that looks like twisting intestines to the creepy mouth-biting enemies (that I swear Super Meat Boy took inspiration from) and the fact that the second half of the first level has you flying over a giant slobbering tongue, Abadox makes it clear that its going to be as gross as possible. Its like Lifeforce, only instead of weirdness its parts of the body. Its easily the "goriest" NES game Ive played.
But damn! Its hard! I made it to the first boss barely and couldnt beat him and had to run a continue. Hard!

But as I played further...
I found out that through memorization you can actually get some pretty cool power-ups, including a spread shot, laser shot, and orbiting bullet deflectors. Get three of these, and the game becomes pretty cake...at least for the first level.
Level two mixes it up with it being vertical instead of horizontal, except you are going down. Thats new, right? Unfortunately, its also absurdly tough, and when I died just once by touching a wall I lost all my power-ups and was back to the pea-shooter. I managed to make it to the second half of the second stage before my lack of firepower (and an insane number of homing wall-turret-pustules combined with skinny passageways) caused me to rage quit. Also, slowdown. Slowdown everywhere.
Also, I have an NES four-score, so you bet your butt I turned on turbo for that. It isnt as helpful as youd think, but at least then I didnt have to mash the button.
So whats the conclusion?
I still think its a decent enough game for "another damn NES shmup," but hardly a definitive one like Lifeforce or Gradius. This one Id advise only if you are really into these types of NES games, or can get it for cheap. I do think the visuals make this game an experience that is worth it, but youll need to have either mad skills, tons of patience, or a Game Genie to see the entire game. Copies are pretty plentiful, and usually run between $5-10.
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| (Hudsons) Adventure Island |
A little background
Hudson Soft (may they rest in peace) had already made a name for themselves with the now-sensational Bomberman game before charting off into Marios territory with Adventure Island in September of 1988. Starring a caveman-on-the-box, vacationer-in-flip-flops older man named Master Higgens (which is an awesome name), the game ended up spawning a franchise that made it all the way up to the SNES days before dropping off the face of the planet.
First impressions last forever
This game looks dated. You know those old NES games, like Kid Niki, where everything looks weirdly flat because people hadnt learned how to shade or use black-outlines yet? Adventure Islands all over that. The graphics are still super charming though, with the bright island visuals being very appealing, and the enemies (usually a bunch of unique animal types like snails, bouncing octopi, and tiny obnoxious frogs) are actually kind of cute. Also the music is awesome.
The game has pretty tough, though. I died once from hunger, and a single touch of an enemy will kill you. That first snake is so obnoxious; he fires a projectile just as you are about to hit him, which your axe bounces off of and you die instantly.
But hey, skateboarding on clouds.

But as I played further...
Theres one rather massive problem with this game that prevents me from enjoying it: no continues. There technically is a way to continue if you find the secret Hudson Bee that shows up only once in the game, and then enter a combo password on the title screen, but who would have known that in 1988? NOBODY.
So without the continue option (if you miss the bee or just dont know the secret), youre looking at a rather long game with only three lives, one hit deaths, and thats it. Sorry, but as much as I think this game is charming, beating the first boss took way too many rounds of intense level memorization, and after that I died on the first world and had to start all over. No thanks.
So whats the conclusion?
Anyway, the point is that while Adventure Island really makes me want to love it (so much so I gave it a positive review on the ol main blog), unless youre a big fan of looking up how to continue, dont even bother. Like "another damn NES shmup," theres a truckload of platformers on the NES, and most of them (including this games sequels), completely outclass this dated game. Sorry, Adventure Island, but your admittance into my library was for nostalgia only.
Copies usually roll around $8-15, though Ive seen them go for less.
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| Adventure Island II |
A little background
First off: nice shadow in the picture, Nathan. Youd think you could just re-take it since you used your phone anyway. But, to show my commitment to quality, I didnt. So there you go. Awesome.
Theres a three year gap between the first Adventure Island and this sequel, which showed up in the US in February of 1991. Mario 2 had come out but not Mario 3 yet, so Id imagine people were getting a but hungry for a true Mario sequel. Instead, you get Adventure Island II here, where Higgens is back and hungry as ever.
First impressions last forever
Ok, first off? This game looks loads better than the first one. Sprites have black outlines, the backgrounds look phenomenal, and and...is that a world map? Before Mario 3? It doesnt have the paths like in Mario 3 (making it look like Higgens is just wandering around these islands without rhyme or reason), but hey...it gives context and that sense of progression, right? Damn right!
Second off: DINOSAURS. Yes, in addition to the skateboard, Higgens now rides freaking awesome dinosaurs. And, if you want, you can store power-ups you keep to the end of the level in eggs for future use, which is also frikken sweet.
But the best first impression difference? That big "Continue" on the title screen, now next to "New Game." Thank you, Hudson Soft. Thank you so much.

But as I played further...
...I loved the game more and more. The levels are very short, but I actually like that because it kept the flow of the game moving forward quickly. Theres a lot of secrets to find, including more food, power-ups, and even warps to later islands. Theres a wide variety of dinosaurs to ride from fire-breathing ones, one that slaps rocks with its tail, and even a swimming one for the underwater levels. Higgens still is armed with his trusty axes (and still dies in one hit), but the enemies arent nearly as cheap and the ample number of dinosaurs around gives him one extra hit. Its a pretty good indication I enjoyed a game when I had problems quitting playing to come write this review.
So whats the conclusion?
Copies are a little harder to find compared to the first game, usually rolling in at around $15-20.
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| (Disneys) Adventures in The Magic Kingdom |
A little background
Ah, Capcom Disney games. Truly a legacy. With the recent announcement of the DuckTales reboot, I think its safe to say people are nostalgia tripping over good times during that golden era of Disney NES games(and SNES games; those Capcom versions of Aladdin and Goof Troop are phenomenal). Adventures in The Magic Kingdom (heretofor called AMK) came out four days before the famous DuckTales, and was technically the first Capcom developed Disney game in the US (they published Mickey Mousecapades, but that was made by Hudson, who also made Adventure Island).
AMK promised all the magic and adventure of visiting Disneyland...or maybe World? Pretty sure Land...I grew up in Cali and it follows that park layout pretty close. Anyway, it doesnt matter. It was hoping to both captivate kids into experiencing Disneyland at home and also get them to scream at their parents until they took them to the actual park. Not such a bad marketing idea; I gotta hand it to em.
First impressions last forever
The game looks good, like most Capcom games, with sharp looking graphics and decent enough music. I dont know why my main character is wearing a massive fedora (shouldnt they have had him wearing those Mickey ear hats? You know, for further advertisement?) and the park is pretty much empty except for one other person, but it gets the general gist. It was then I discovered this isnt an actual full game, per say, but a collection of five mini-games and a quiz. What are the odds that one of them is "another damn NES shmup?"

But as I played further...
No shmups; instead just a bunch of really dumpy minigames. Two are platformers (Pirates of the Caribbean and The Haunted Mansion) and arent that awful, even though in Pirates you dont get a weapon. The issue is you only have three hits and one try or else the game starts completely over. Jumping and moving feels solid enough (again, its a Capcom joint) and the music and graphics are actually pretty great. Its just punishing and, honestly, not all that fun when compared to all the other NES platforms.
Space Mountain is the birth of all QTE games, beating Asuras Wrath to the punch by over two decades. All it does is put button prompts in your "navigator" and you press them until getting far enough to beat the level. The graphics look pretty cool, like youre driving through space, and I wish the real Space Mountain ride were this long (wait in line for two hours for a minute and a half of fun. Yay!), but screw up three times and you start the whole thing over.
Autotopia is a racing game, sort of. You are supposed to be trying to pass guys, but they really just spawn as obstacles, not opponents (ala Rad Racer). Certain situations require you to take precise jumps, and if you fall out of the track or get pushed off an edge you start all over. Again, theres better versions of this same idea out there (Spy Hunter comes to mind).
But the absolute worst is Big Thunder Mountain. One of my absolute favorite rides, ruined. Youre basically careening down the mountain trying to get to the end without hitting a dead-end or crashing three times. The problem is, every intersection is too far back to actually see what is ahead, so youll make split-second decisions without actually knowing which decision is right. You can brake for some things like toll booths and rocks, but in the end its dumb luck. I made it all the way to the end of the track, but at the last second chose one exit over another. Guess what? It was the wrong exit, even though I couldnt see it until after Id made my choice. Burn in hell, Big Thunder Mountain.
Oh yeah, the last "game" is just answering old Disney trivia and walking around the park. Wee!
So whats the conclusion?
You can get it for around $5-10.
Thursday, March 12, 2015
Blimp The Flying Adventure USA
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GAME NAME | Blimp - The Flying Adventure [USA] |
LANGUAGE | English |
RELEASE DATE | NA |
GENRE | Mini, Flight, Adventure |
VIDEO GAME | |
DOWNLOAD GOOGLE DRIVE |
Although Craneballs Studios have had success with games like Super Fall and Mono Race on the iPhone, they are yet to release anything on the PSP. That is, until now. Blimp: The Flying Adventures was a hit on the iPhone/iPod Touch, but how will it do on the PSP, ported, enhanced and published by Grip Games? You play as Captain Zed Pelin, a veteran of a recent war who is now working for a merchant air transport company. Your objective is to collect precious cargo and transport passengers to their destinations throughout each area of the planet Solbot, within the allotted time. The story is told through various static black-and-white drawings at the start of each stage, and although this may seem a little half-arsed, the artwork is amazing and feels like something straight out of a comic book. Blimp: The Flying Adventures has three levels of difficulty, with Easy having no time limit to complete the stage, giving the player the opportunity to play through each stage at his or her own pace. While Medium and Hard modes both have a time limit in which to complete the level, the only difference between the two difficulties is the health meter, with Hard mode only giving you half of your full health. Although this doesn’t make much of a difference in the first few stages, you will find the loss of health will make the missions much harder as you progress through the game. Fortunately, there are a few health packs scattered around each stage to help you through the level. There are other helpful items to find throughout the game as well, providing boosts such as extra time and extra ammo, and also what look like gems for you to collect for bonus points at the end of each stage. To make your job harder, you have to not only navigate your blimp through different hazards for each environment but also defend yourself from enemy tanks, blimps and turrets. There are twenty stages in total for you to work your way through, requiring different tasks such as transporting passengers from one location to another or collecting a certain amount of cargo. Each stage is beautifully designed, with different areas for you to navigate your way through; for instance, you will be piloting your blimp through arctic tundra in one stage, while another stage is set in a toxic waste ground. I found the controls a little hard to master, as they are a bit sensitive. For example, if you push the analog stick too far, your blimp will be launched across the screen, but that adds to the challenge. You can’t just whiz through each stage at 100 mph; you would fly into hazards or bounce off walls, which in turn would damage your blimp. In my opinion, there are very few faults with the game, but there is one worth pointing out: when you are being attacked by an enemy, occasionally you will find your ship taking damage from a missile that should in fact have flown straight past your blimp. Although this happens only every so often, it still makes things a little frustrating when trying to complete a level, especially when you have very little health, and that hit kills you. Unfortunately, like most games similar to Blimp: The Flying Adventures, after completing the game, you have very little incentive to go back and play it again, unless you want to try to beat your previous score. With that being said, though, you will find yourself spending many hours making your way through each stage on each difficulty level and admiring the artwork in this game. Some may feel the $4.99 price tag a little high, but I feel it is well worth the cash.
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