• MinnesotaGoddam@lemmy.world
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    3 hours ago

    damn, that’s one of the ones i could have passed. you have to start with specific characters or you’ll lose.

    also, [turn on microwave.]

  • TheObviousSolution@lemmy.ca
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    6 hours ago

    Maniac Mansion was designed to be replayed, which is why the cast of characters you picked could be different each playthrough. It also meant a lot more red herrings.

  • inclementimmigrant@lemmy.world
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    7 hours ago

    Because that was the beginning of the adventure game era where there was no concept of game design and ensuring that the games made logical sense, hence the birth of “moon logic”, thanks Roberta. These games were also made to be obtuse because games were very expensive back then and making obscure logic was an incentive to make things more “worth” it, often intending to make the game last months of play time to solve their “logic” puzzles and you had to be in tune with the game designer to get them.

    Not to mention that due to intention or lack of game design, these games were notorious for allowing you to put yourself into a unwinnable state with no way to correct it, things like Space Quest with the alien kiss of death that won’t trigger until the very end of the game or that Kings Quest game where you had one shot to throw a boot at a cat or you’d be dead man walking.

    Not being able to finish these games wasn’t even unusual back then without the help of friends or BBS. Heck I had games adventure games I bought from that era that I never finished until the got re-released on Steam.

    • ArmchairAce1944@lemmy.ca
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      3 hours ago

      Roberta liked fairy tales and the first KQ game was just as many of them crammed into one place as possible. Did she not think that the Rumpelstiltskin puzzle was not crazy? There was one hint in the game of ‘sometimes it is best to think backwards’ but who the fuck would get it?

      Also Rumpelstiltskin’s name had to be spelled with the alphabet backwards! That made no damn sense!

    • [object Object]@lemmy.world
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      3 hours ago

      In particular, ‘Maniac Mansion’ has pathways for characters to die or the player to be stuck without a recourse — which later adventures avoided, allowing successful completion from any point in the game.

      I recently tried playing through it for the first time (on an Android tablet with ScummVM), and pretty sure I hit such a dead end.

    • 9488fcea02a9@sh.itjust.works
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      9 hours ago

      I read something years ago that those games were designed to have illogical puzzles so that you’d pay to call the help line (yes, there was a phone number you’d call for help) or sell paper game guides

      • TheObviousSolution@lemmy.ca
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        6 hours ago

        The Secret of Monkey Island 2 famously mocked this where you could simulate literally call the helpline in-game as the PC while lost in a jungle.

      • YesButActuallyMaybe@lemmy.ca
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        6 hours ago

        Nintendo had a Hotline… I called them once because I got stuck in donkey kong country. (The guy was like ‘at the first ledge just drop straight, there’s a hidden cannon that lets you skip the level’)

  • rbos@lemmy.ca
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    13 hours ago

    Going into it cold without knowing the tropes of the genre and the visual design language would be a massive disadvantage. Gamers in the 80s would have a set of expectations and strategies that we wouldn’t lean on today. Giving someone from 1985 Factorio might lead to some similar confusion until they got the hang of it.

    Similar to giving an English reader some Chaucer.

  • F/15/[email protected]@sh.itjust.works
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    14 hours ago

    Idiots should have known to use the honey on the skeleton, causing ants to carry away the bones but leave behind the clearly visible key that I was clicking on for 15 fuckingijfiejbfitkbeofniwkwhofh

  • Devolution@lemmy.world
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    11 hours ago

    In those people defense, that number of success was the same in the early 90’s too.

    Edit: Moon logic was a bitch back in the day. LucasArts and Sierra were the prime offenders.

  • GrindingGears@lemmy.ca
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    14 hours ago

    4 hours is pretty cruel.

    I mean I beat that game for the first time, in the first way, when I was ten. But it took me a lot more than 4 hours. Now I could probably do it in two. But only for the Bernard involved endings, and where you can make use of the glitches, like the switch character-pause-freeze Edna in her bedroom.