tag:blogger.com,1999:blog-2316858898012232577.post4706994781210140155..comments2024-03-22T01:44:16.042-07:00Comments on CRPG Adventures: King Tut's Tomb: Complete Victory!Nathan P. Mahneyhttp://www.blogger.com/profile/01184246437497081701noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-2316858898012232577.post-27744810677538894722017-12-08T17:32:27.707-08:002017-12-08T17:32:27.707-08:00Also, I'm fairly certain Gables predates Tut. ...Also, I'm fairly certain Gables predates Tut. Gables may feel more polished as an end product, but Tut has some pretty involving code relating to how the Goobers, the snake and the reincarnation works, while I don't think there's anything in Gables that isn't present in Tut (apart from an actual win condition, but that was in Journey too. And oddly enough, the Score command in Tut implies there's a way to "win" the game as opposed to just "quit" it).Adamanthttps://www.blogger.com/profile/12424537596238450467noreply@blogger.comtag:blogger.com,1999:blog-2316858898012232577.post-21341430968654411072017-12-07T19:08:03.875-08:002017-12-07T19:08:03.875-08:00However, the Goobers and the mummy are definitely ...However, the Goobers and the mummy are definitely just products of the era. Random encounters were a staple of early adventure games, and would stick around as a common element for years, all the way into graphic adventures like King's Quest and Deja Vu, until designers eventually caught on to the fact that they're seriously just annoying and add absolutely nothing of value to the game.Adamanthttps://www.blogger.com/profile/12424537596238450467noreply@blogger.comtag:blogger.com,1999:blog-2316858898012232577.post-13262711613471612017-12-07T06:39:17.424-08:002017-12-07T06:39:17.424-08:00I think his age has a lot to do with it, yeah. Sco...I think his age has a lot to do with it, yeah. Scott Adams' contemporary adventures were a LOT more competently designed. On one side it IS impressive that a 12 year old was able to create and publish games like these, but on the other it really shows that they were made by a 12 year old.Adamanthttps://www.blogger.com/profile/12424537596238450467noreply@blogger.comtag:blogger.com,1999:blog-2316858898012232577.post-58272878516676583772017-12-07T06:37:43.362-08:002017-12-07T06:37:43.362-08:00Thanks man! It's good to hear sometimes that p...Thanks man! It's good to hear sometimes that people are still reading.Nathan P. Mahneyhttps://www.blogger.com/profile/01184246437497081701noreply@blogger.comtag:blogger.com,1999:blog-2316858898012232577.post-27934958708535477392017-12-07T06:33:52.718-08:002017-12-07T06:33:52.718-08:00Glad to see new entries on the blog. Just a short ...Glad to see new entries on the blog. Just a short comment to encourage you in keeping it up. You have an audience here even though it is a silent one for the most time.qwertyhttps://www.blogger.com/profile/16747798871196421602noreply@blogger.comtag:blogger.com,1999:blog-2316858898012232577.post-38521450924796896952017-12-07T05:58:19.651-08:002017-12-07T05:58:19.651-08:00I want to add that with The House of Seven Gables*...I want to add that with The House of Seven Gables* and 1980's Journey to Atlantis (which I played a bit out of order), Hassett has figured things out, and is providing some decent puzzles and a reasonable structure and challenge. I bet there are still all sorts of funky things in the code though.<br /><br />* I suspect that I've played Hassett's 1978 adventures out of order as well. Journey to the Centre of the Earth and King Tut's Tomb are similarly unfocused and lacking in real puzzles, whereas Gables has more polish.<br /><br />Nathan P. Mahneyhttps://www.blogger.com/profile/01184246437497081701noreply@blogger.comtag:blogger.com,1999:blog-2316858898012232577.post-67573222820305690952017-12-07T05:46:41.345-08:002017-12-07T05:46:41.345-08:00Yes, you're correct, and that does explain why...Yes, you're correct, and that does explain why the mummy rarely killed me.<br /><br />I think that "brokenness" and weird design is probably a factor of Hassett's age when he wrote these games. He was 12 at the time, and there's a certain unfettered quality to the stuff that kids create. I know that when I look back on stories I wrote and D&D adventures I designed at that age, I can't fathom what the hell I was thinking half the time. I suppose you can also throw in just how new video games were at the time; there were no rules to break, and no design principles to follow.Nathan P. Mahneyhttps://www.blogger.com/profile/01184246437497081701noreply@blogger.comtag:blogger.com,1999:blog-2316858898012232577.post-67230119867367314632017-12-07T05:26:35.932-08:002017-12-07T05:26:35.932-08:00Happy to be of help. And Yeah, the reason I found ...Happy to be of help. And Yeah, the reason I found it so fascinating to dig around in this game in particular is because it's SO broken and full of weird design choices I kept finding something weird worth commenting on as I looked through it.<br /><br />(Oh, and the mummy has a 2/3 chance of slipping on the banana peel, not 50/50, so the odds are slightly better than you thought they were.)Adamanthttps://www.blogger.com/profile/12424537596238450467noreply@blogger.com