There is no known difference between various computer ports, right? I was planning on playing the C64, Spectrum or Amstrad version since I have those handy at the moment.
There might be some slight revisions in later releases, but the actual game itself shouldn't be any different between contemporaneous releases; the game's written for the Z-Machine, a VM for running text adventures, which was ported to each platform Infocom released its games on.
In fact, if you can access the actual contents of the disk image, you should find a file with a ".zip" or ".dat" extension; if you can transfer it to your PC, it should run in any Z-Machine interpreter.
In the event of a firestorm, the salad bar will remain open.
Post by Joseph Joestar on Nov 9, 2014 19:47:18 GMT -5
I've mapped a decent amount of stuff but haven't made much progress. Once I clean up my maps I'll put them up, if any of you feel better about sharing maps amongst ourselves than existing ones.
When you get to the maze, if you want to make your own map, you'll need to drop items in each new room you enter or you won't have a frame of reference about where you are. Afterwards reload and then walk the maze using your map.
Post by Joseph Joestar on Nov 10, 2014 9:35:47 GMT -5
Here's something of potential interest - it's a typewritten manuscript for the 1986 interactive fiction game "Amnesia" by Electronic Arts; it's interesting seeing the way it's organized with regards to the conditional statements, and stuff about randomized content.
Tie the rope to the railing. You can't get up this way, but if you keep exploring, you'll end up out in the Cave connected to the south branch of the Round room. You can also find the torch here, which will let you give your lantern a rest.
Go through the Maze to the Grate room. Unlock the grate with the skeleton key (if it wasn't obvious) then head up and back to the house (south then south if you didn't explore the forest before) and go back down the trap door. The door will no longer shut behind you! This makes it much easier to put items in the case.
Post by Joseph Joestar on Nov 17, 2014 9:41:41 GMT -5
Well I beat the game, but I had to cheat and look up two treasures' solutions do do so - so I guess I'm disqualified?
At the same time, one of the two was a completely arbitrary and bullshit puzzle; all I can say is that if you see an object and can take it, take it. If you get points from it, it's needed to finish the game. That's another obscure puzzle that I found out the answer from zerker or sotenga:
If you crack it open you're fucked. But it gives you a clue that there's something you need inside. You need to give it to the thief and give him some time to open it for you. If you don't then you're fucked.
You then need to take the clockwork canary and wind it back at the place with the tree you found the egg. Then you'll get a brass bauble, which the game gave you no fucking indication existed, aside from the fact that "hey there's a canary chirping" and winding the canary makes it sing.
There were a lot of puzzles like that I found out because either I was fucking around or because I figured the game would expect you to do something stupid like that based on a really minor clue.
A crystal skull A trunk of jewels A crystal trident A chalice A leather bag of coins A platinum bar A sceptre A painting A torch A large emerald A clockwork canary A brass bauble A pot of gold A jewelled scarab A jewel-encrusted egg An exquisite jade figurine A sapphire-encrusted bracelet A gold coffin A huge diamond
So apparently you actually need to find all the treasures to beat the game. From talking to Joestar on IRC, here's the full list. Make sure to put them all in the case
Also I didn't know you had to put them in the case until zerker told me - ironically I noticed it's in the booklet, but I somehow didn't notice, lol.
In retrospect, it would have been nice if they gave you a list of treasures you were looking for in the "flavor text" instead of talking about the Flatheads and such. Not that it's bad - the flavor text stuff in the manual is rather funny and it does a good job setting the tone for the weirdness in the series (which isn't always apparent in the first Zork at least).
I've started Zork II but haven't gotten very far. Also I've been doing some reading up and I'm debating playing one of Infocom's last games for comparison with their first. I'd played part of Shogun years ago but never finished it; I'm debating whether I should play that or Journey (which is a fantasy text adventure game). From what I've seen/read, Infocom moved away from having more open-ended games and started doing linear, narrative-based games more along the lines of visual novels. Shogun certainly was; it also wasn't a very good adventure, and a lot of stuff required that you'd read the novel (which I had because I'm a weeaboo and that was near the peak of my weeabooness phase).
Similarly I was reading that EA's last text adventure, Amnesia, was incredibly linear and only really had the illusion of being a big, sprawling game - it had tons of locations, but most of them served no purpose or were deathtraps, forcing you to stick to certain areas (although apparently part of that was because half the script was cut in order to fit on a floppy).
One question I have for Kurt or others is, (since I haven't played any Legend Entertainment games) - are the games from Legend more linear as well?