Showing posts with label week. Show all posts
Showing posts with label week. 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.
Screenshot of the Week 32 Crazy aviator!
April’s Fool Day was this week and like in every other year the gaming industry had some hoaxes prepared. What I find funny about this day is that I never realize is April 1st until I get tricked at least once. This year was Obsidian’s that reminded me is April with their joke announcement that Pillars of Eternity will receive a turn based combat system inspired by Tim Cain’s job in The Temple of Element Evil. When I first read this I was quite excited about the idea, I like the real time combat with pause, but TToEE had such a great turn based combat that I couldn’t resist this. Well, shame on me for getting tricked!
Early this week I finished Pillars of Eternity and I can say it was an incredibly good game. It was a great adventure full of mystery, thrilling moments and frustration, exactly what I was expecting from such a game. I have already started to work on the review for the game and since I’m a huge fan of Obsidian Entertainment, I did my best to put aside my feelings and write an article as objective as possible. I will cover in detail everything that makes this game so good and the things that could have been better or needed more polishing before release. But I think it is quite clear, that my overall opinion about the game is extremely positive and rightly so.
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| Vrooooooomm...!! |
As I’ve been promising for a while now, I started this week the guides section on my blog with a short beginner’s guide for Pillars of Eternity. I’m currently working on few guides for Heroes of the Storm, but as the time passes I will expand this section covering more games from different genres.
I will post my detailed review about Pillars of Eternity in the upcoming week and following it will be the last part for my article about best male characters in video games.
In the meantime, please share my articles and follow me on Steam and on Twitter!!
Thanks!!!
Monday, March 16, 2015
Notable Games Released This Week of June 7th 2010
Green Day Rock Band - Xbox 360, PS3, Wii
Metal Gear Solid: Peace Walker - PSP
Disgaea Infinite - PSP
Tiger Woods PGA Tour 11 - Xbox 360, PS3, Wii








Since i missed last week, Ive actually been playing Alpha Protocol which was released last week. Which is available for PC, PS3, and Xbox 360.


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Metal Gear Solid: Peace Walker - PSP
Disgaea Infinite - PSP
Tiger Woods PGA Tour 11 - Xbox 360, PS3, Wii
Since i missed last week, Ive actually been playing Alpha Protocol which was released last week. Which is available for PC, PS3, and Xbox 360.
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