Here are a bunch of Christmas-themed editions to some great flash puzzle games:
A Blocky Christmas
Factory Balls, the Christmas Edition
Icy Gifts
Icy Gifts 2
Starlight Xmas
Sugar, Sugar, the Christmas Special
Friday, December 19, 2014
Friday, December 12, 2014
Laura Bow Mysteries: The Colonel's Bequest & The Dagger of Amon Ra
In the eighties and early nineties, Sierra and LucasArts fought
each other for the Adventure Game market.
Sierra's strategy was to push out long-running series, like King's Quest
and Space Quest and keep longtime fans through name recognition. Because of this, Sierra would often try new
series and cut them if they weren't as immediately popular as their older
series. One of the series they cut,
which I mentioned before, was the Manhunter
series.
A little later, Sierra tried their hand at another horror
series, the Laura Bow mysteries. Like
the Manhunter series, the Laura Bow adventures only got two games deep before
Sierra retired the series, but it's unfortunate, because they are
fantastic. Not only were they complex
thrillers, but they were some of the first games that truly scared me as a kid.
The first game was The Colonel's Bequest, where you play a
journalism student in 1925 named Laura Bow and solve a series of cryptic
murders. At the beginning of the game,
you are introduced to both Laura and her friend Lillian at college. Lillian has to go to a family gathering at
her relative's estate, an old sugar plantation, and she invites you along. Once you are settled in (and locked in),
people start dying. You have to try to
figure out who the murderer is, of course, and do your best to stop them. The estate is full of secret passageways that
allow you to spy on conversations, and of course there is plenty of classic
adventure game puzzle-solving to push through.
The game is great for replaying, since there is so much
going on, you aren't likely to catch everything on the first playthrough. While much of the mystery must get solved in
the final act to reach the end of the game, you can be left with a lot of
questions about the details, which warrants multiple playthroughs to discover.
Like 'come and get' what? A human head, perhaps?! |
The biggest flaw of the game is a few of the cheap deaths. You can die by checking a closet, or taking a
shower, or sometimes just wandering to close to a wall. Follow Rules for Adventuring #1: Save Often;
Save Well.
The Colonel's Bequest uses a text parser for commands, in
the style of King's Quest IV, so when you begin typing, a text box pops up and
the game pauses while you type, so you can take as long as you need to.
The second game of the series, The Dagger of Amon Ra, bumped
up the style of the game to be closer to King's Quest V, and the text parser
was replaced by a pointer and a series of icons. You right-click to change from looking, to
touching, to talking, etc., and then left-click to have Laura follow the
command.
In The Dagger of Amon Ra, Laura is now a reporter on her
first assignment. Your task is to attend
a gala at a museum for its grand opening of its new Egyptian exhibit. The first act has you rolling around New York City, but once
you're in the museum in the second act, you're once again locked in, and the
bodies start piling up.
Including, but not limited to, animals in creepy green vats. |
In the first game, you were a stranger to a family affair,
and the obvious motive appeared to be that the murderer was eliminating people
named in the Colonel's will, so you were fairly safe from being a target (apart
from the cheap deaths). In the second
game, you have no idea what the motive could possibly be, so the stakes are
raised, since you might become a victim yourself. At the climax you find yourself being chased
and you have to do some very quick puzzle-solving to get away. It's hectic and frightening--but then we get
to the one fatal flaw of the game.
In the first game, the biggest flaws was cheap deaths, but
that wasn't too big of a deal if you learned to avoid them and saved
often. In the second game, the biggest
flaw (and a deplorable one) is that you can be a dead (wo)man walking. In adventure games, the Dead Man Walking is
when you are not in any immediate danger, but you cannot possibly complete the
game without reverting to an earlier save (if you have one), or completely
restarting.
"Maybe I should restart my career." |
In The Dagger of Amon Ra, there are at least two ways this
can happen, and unfortunately they're right at the climax. Being that there's an Egyptian theme, the
Rosetta Stone is housed in the museum, which you have to find to allow you to
read and write hieroglyphics (as if the Rosetta stone simply says Owl = A). The Rosetta Stone is broken in half, and you
have to find both pieces. If you don't,
you're hosed. One half is hard to
notice, and you don't have much chance to get it. If you miss it, you're out of luck. Similarly, there's a special item you need to
grab before you get to the chase, and just like the Rosetta Stone, you don't
have much of a chance to get it, and it's a bit pixilated. Without a walkthrough (or some sharp eyes and
good luck), you might never complete the game.
It's a shame, because beyond that, The Dagger of Amon Ra is
just as good as The Colonel's Bequest.
But, knowing this ahead of time, be sure to save in multiple
slots. Even with this problem (which, in
fact, a lot of Sierra adventures were prone to), the game is thrilling and ups
the stakes from the first.
For instance, there is this guy. |
Sadly, after the second game, Sierra put Laura Bow to bed
and continued on their other popular franchises, despite some positive critical
praise.
Both The Colonel's Bequest and The Dagger of Amon Ra can be
found on most abandonware sites. Take a
look and give the games a shot, if you like horror, adventure, mysteries, or
just old games.
Friday, December 5, 2014
Latchkey #62 - Ghosts
Fixed a quick bug where when you moved to another room, the
directional box didn't refresh.
After that I took a break from recoding the same old stuff
and went to work on a new feature: ghosts!
Except the moment I began working on it, I realized that it
can do a lot of what the player can do: move through rooms, open doors,
etc. I need to move some things around
again.
Now I see the
appeal of object-oriented programming.
Finally I have a need! So now
I've restructured so there is a Character class that both the Player and NPCs
inherit from.
Well, I was hoping to be able to shrink the Player class a
bit, and I did... but just a teensy bit, nothing major, just some shared
variables. Unfortunate the Move command,
for instance, is far more complex for the Player than it needs to be for the
ghosties. Better than nothing, to get
those couple of basic functions together, at least.
Man, when I get tired of trudging through the mud of
recoding what I've already done, and I move on to a new feature, it just makes
me rethink other major structures I've got in place.
Next, though, comes working on the realtime textbox. Ghosts don't matter much if you don't get to
see their effects. What kind of event
listener do you need for autonomous stuff running in the background? Is that even the proper way to do that? My initial thought is to check on each
frame... something. I want to make a
generic listener that can take a ping from a ghost, or other realtime
events. Perhaps it requires a custom
event, or perhaps there's something I just don't know about that already exists
that can take some kind of internal signal.
Or perhaps there's a completely different way to do it that
doesn't require a listener at all.
Perhaps ghosts and any other realtime object can have a pointer to the
Interface class so they can manipulate the realtime textbox directly. I think I'll try that and see if it works.
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