A common complaint of adventure games is that puzzles should logical solutions (although what qualifies as logical can itself be subjective!), but I suspect a truly logical game would feel predictable and formulaic. This hits the nail on the head as to why so many adventure games can infuriate and delight in equal measure. On the other hand, you end up typing anything when you're stuck just to figure out what the game designer had in mind instead of using logic to further the story." "On the one hand, a surprisingly positive outcome to a seemingly benign command is quite exciting, like uncovering a secret. If you fancy a trip down digital history, these Hi-Res Adventures are well worth your time. These have a variety of set pieces with some well thought out puzzles that makes you realise why the interactive-fiction genre was so popular. If you ask me, the best games in the series are Mystery House, Ulysses and the Golden Fleece and of course The Dark Crystal - the movie that one is based on holds a special place in my heart. The graphics will slowly load in piece by piece and there are slight blurry artefacts dulling the entire image. Playing this game will show a more accurate experience of how it was in 1980. The only one I couldn't find was Cranston Manor, which uses an Apple II emulator rather than the Virtual Machine of ScummVM. The issue I came to find is that you need a very specific rip of the original disks for them to work. Loading times are non-existent and the image is represented with crisp and clear visuals. Thankfully ScummVM got around to adding them to their ever-evolving powerhouse of a program. Originally released on the Apple II with some Japanese only ports on the PC-88 computers, they're not exactly standard code to emulate on modern PCs. The monochromatic stills of Mystery House gave way to colour and the occasional bloopy sound effects by the time The Dark Crystal came around. On the other hand, you end up typing anything when you're stuck just to figure out what the game designer had in mind instead of using logic to further the story.Īs the series went on, descriptions became more detailed and the images that accompanied them more artistic (though still showing their age - this is the early 80s after all). On the one hand, a surprisingly positive outcome to a seemingly benign command is quite exciting, like uncovering a secret. Unexpected outcomes such as this are a blessing and a curse for such games. If you have said candle lit in your possession, this all happens using the command "look room". Mystery House - the first of the series - has you collecting a key by tripping on a carpet, dropping your lit candle and setting the room on fire. Puzzle solutions appear to be random at times. These Hi-Res adventures simplify this by only recognising two-word sentences, so "tie rope to mast" for example is split between two commands. There were 7 games in all and each played the same type directions or conjugate verbs with nouns for simple instructions. Beginning in 1980 with the seminal Mystery House which took inspiration from Agatha Christie's novel And Then There Were None all the way to 1983 with The Dark Crystal - the only licensed tie in of the lot. We're going way back in time to the earliest of graphic adventures with Sierra's groundbreaking Hi-Res series of adventures.
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