This is a spoiler-free guide for people who wish to check out the game The Legend of Kyrandia, a point-and-click adventure game developed by Westwood and released in 1992. This is not a walkthrough and is just meant as an intro to the game to help people get started playing it. Before Westwood became famous for developing RTS, they made games in a variety of genres like RPGs and adventure games. One of their series before creating Command & Conquer was the fantasy series Legend of Kyrandia. The first game was released in 1992, with the sequels The Legend of Kyrandia: Hand of Fate and The Legend of Kyrandia: Malcolm’s Revenge released in 1993 and 1994.
Why Should I Play It?
If you’re an adventure game or Westwood fan and have an interest in its history, I think it’s worth checking out. Just as a heads up, the game has some dated gameplay mechanics like being able to softlock, when a player can get stuck without knowing it and has to restart the game or load a save before they took an action that made the game impossible to complete. It also has a maze that goes on for way too long and I would maybe recommend just using a walkthrough to power through it. I still find the game charming though. The art and music are great and it has some fun characters like the antagonist Malcolm.
How Do I Get Started?
It’s easy to get the game running on modern computers. If you already own the game, you just need to copy the files to a directory and open it with ScummVM. If you don’t have the game, you can buy it on GOG. Make sure the ScummVM settings have the Adlib version of the soundtrack selected. It is the best version and by default it is not being used when you download it from GOG.
Tips for Playing The Legend of Kyrandia
There’s a few things to keep in mind while playing the game that will help you avoid most of the headaches people can run into with this game.
Make a Map Mapping everything is essential while playing this game. The game has a lot of rooms, with a few of them not having anything to interact with. It’s not a bad thing, it’s to help show off the game’s great pixel and add to the atmosphere, but it does make the world a little harder to navigate. Each room has a name so for my map I just wrote the names in boxes and had them connect to each other and it wasn’t an issue for me. There’s also a gigantic maze at one part of the game and a map is required to complete it.
Save Often You will want to save frequently and create a lot of save files. There are points in the game where you can mess up and will be unable to complete the game so you’ll want points you can return to if that happens. There’s also a few points where the player can die and a reload is required. I would also save before you use items since there are some parts where using an item incorrectly results in it getting destroyed. You’ll probably know when an item wasn’t used correctly and have to reload.
Item Management You have a limited inventory space and the game will give you a few items you never use. This isn’t too much of an issue but still something that’s good to know. Just make sure you know where items are when you drop them, in case you need them later.
Turn Walk Speed to Max Eventually you’ll get bored of your slow walk speed, especially with the frequent empty rooms, and wish you could walk faster. Luckily the game provides this option and it’s easy to change in the options menu.
Issues with the game aside, I’m having fun playing it and hope you’ll consider joining us in the Adventure Game Club discord this month to play through the game and discuss it!
This is the first in a series of guides about how to get into older games. There’s plenty of walkthroughs for older games but often I’ve found myself wishing for videos or guides that just told me how to get started playing a game, what patches I should use, what versions of the game are the best, and tips for playing the game. There’s no spoilers in this guide and it’s just to help new players get started. I hope to do these for a lot of old games I enjoy so other people can check them out as well.
What Is Colossal Cave Adventure?
Colossal Cave Adventure is a text adventure game released in 1976 and is one of the first adventure games. It was later expanded upon in 1977 by Don Woods and this is the version most people are familiar with. Players explore a cave system in search of treasure, all while learning spells and encountering fantastical creatures like a giant snake and dragon.
If you’re an adventure game or interactive fiction fan and have an interest in its history, it’s worth checking out. The game mostly held up for me once I realized it’s a game that requires multiple attempts, just like a roguelike, and I learned to really enjoy mapping everything as I explored the caves. For a long time, it was considered the first adventure game and has inspired many game designers like Roberta Williams, the creator of King’s Quest and who recently remade this game with Ken Williams as Colossal Cave, and inspired games like Rogue and Zork.
How Do I Get Started?
The version I recommend is the 350-point version found on the Interactive Fiction Database titled Advent.z5. It’s free and easy to get running. Once you have it downloaded, you will also need something to run it. There’s a lot of applications that can play interactive fiction and text adventures, but one I enjoy using is Gargoyle. It’s free and easy to use. You just open Advent.z5 and it will start running.
How Do I Play Text Adventures?
Personally, I wouldn’t really recommend Colossal Cave Adventure as someone’s first text adventure. There are games built for introducing new players to the genre that also happen to be better games as well, like Emily Short’s game Bronze. That said, here’s some tips for getting started playing text adventures. Text adventures are controlled by typing in commands and seeing what information the computer returns. Commands generally include directions like North, South, East, West, Up, and Down, which can also be shortened to the first letter. Commands also include examining and using objects (LOOK or EXAMINE/X (object), and checking your inventory (type INVENTORY). I would also recommend this video for more tips on playing text adventures.
Tips for Playing Colossal Cave Adventure
Mapping everything in Colossal Cave Adventure is essential. It is impossible to keep track of all the rooms and some early text adventures had parts where movement between rooms isn’t what you would expect. There are parts of the game where if you go East to a room and then West, you will not end up in the room you started in. If you don’t want to map everything by hand on paper, I recommend using Trizbort. It’s a tool to do the map making electronically and makes it easier to move rooms around or make changes. I like having a little map on paper when I’m done playing an adventure game but this is completely a personal choice.
The game will ask you at the beginning if you want instructions and it’s important to say yes. The game deducts a couple points and will make it impossible to get a max score, but it gives you important information for solving a puzzle and doubles the amount of time you can keep your lantern on in the cave without having to get batteries. Keep in mind when playing CCA that it is a game meant to be attempted multiple times, like a roguelike or learning how to speedrun a game. Your lantern may run out and while you can get batteries, you must complete some steps to do that and may run out of time. This sounds like a tremendous headache but restarting a text adventure isn’t a big time sink like it is in graphical adventure games and should only take a minute to get back to where you were with a much more optimized path.
That all said, it was still one of the first ever adventure games and has a few illogical puzzles. Consider playing with a friend over something like a Discord voice chat. Older text adventures seem to work best when sharing ideas with others and working together to solve puzzles. Understandable, getting someone else to play a 50-year-old game may not be feasible so if you’re playing alone, just a reminder that it’s ok to look up hints when you feel like you’re stuck.
I enjoyed playing this game for the first time ever a month ago and I hope you’ll consider trying it after reading this guide. If you still have questions, leave it in the comments and I’ll get back to you. I also run a monthly adventure game discussion club Discord and we would be happy to help you there as well!
One of the goofier things I do on social media is run an account called Computer Store Visuals. It is an account where I post pictures of computer stores, mostly old ones, that I’ve found on the internet and have saved. I suppose I could make some sort of intellectual explanation why I do it, like I’m trying to preserve a part of computer history that’s disappearing. I guess that’s maybe true, but I mostly do it just because I like to look at old computer stuff. I don’t think things were better back then (they weren’t), but I do have fond memories of going into my local computer stores and picking up games and I have fun doing it so why not. It’s a fun excuse to post goofy pictures too. Once active and surprisingly popular on Twitter, I’ve moved it to Cohost and Mastodon after Twitter was purchased by Elon Musk and instantly became less usable.
One of the stores I had a fascination with was my local CompUSA in Novi, Michigan. It was where I went to get most of my games from the beginning of the 90s until it closed in 2007. There weren’t many photos of it that I could find online except some posted in a Facebook group for employees from this store. I saw that the Facebook group is now gone, motivating me to write one of the silliest things that will be on the website. Here is a tribute to the CompUSA in Novi, Michigan and possibly the only existing photos of this store online.
My first memories of the store are of seeing the game Superhero League of Hoboken being demoed on one of the computers when you entered, looking at the shelves of games, a demo of Prince of Persia 2 playing on a monitor, and a customer asking an employee if they had Leisure Suit Larry. It was also where I first saw games like Doom and picked up most of my adventure game collection. Whenever we went here, my dad would usually walk off to look at the computer magazines and books that were located at a section to the immediate right when you walked in, while I would run over to the computer game section on the left, try whatever game was being demoed that day, and then check out the aisles of games. The store also featured its own Edutainment area that had computers loaded with educational software and games for kids.
This was also the only time I ever tried the infamous Zelda games for the Philips CD-i, since this was the only store chain that seemed foolish enough to stock them and even have a demo station to play the games. Even at the time I didn’t enjoy them and was baffled by how a Zelda game could be so bad.
The store itself was in a shopping center called the Novi Town Center which also featured a Borders bookstore and Egghead Software, making it a nerd shopping utopia for me for most of the 90s.
For the last five years of the store, it was clear to even teenage me that the store was struggling. The industry had changed a lot and sales of boxed computer games weren’t as great in the early to mid 00s, even before Steam came along. CompUSA also waited too long to push their online store and had tried to pivot to being more like Best Buy, but with little success. The chain eventually closed in the late 00s and computer retail stores mostly don’t exist in the United States except for Micro Center and some smaller stores.
But I still have a lot of fond memories going there to pick up computer games and trying out the latest software at their demo stations. As promised, here are the only images I could find of the store. If you have any of the Novi, Michigan CompUSA, or the Borders and Egghead Software that I mentioned in the article, I would love to see them. If you would like to see more pictures of computer stores, I also post on Cohost and Mastodon.
This first batch is a set of photos from a Halloween party and people working at the store during Halloween.
These next two photos are of an employee that would intentionally make a mess while eating powdered donuts and apparently also walked around the store like this and would offer some to customers.
I have no context for the rest of these photos and they’re the only other ones I could find for this store.
Happy New Year! 2023 has barely started and there’s already so much I’m excited to play this year and thought I would write about some of them. As usual with these sorts of lists, there’s going to be so many games I just forget to list. Some of my favorite games are those that come from nowhere or are games made by single developers so this will probably actually not even be close to what my favorite games of the year are. Some of these games are available on other platforms but because of my unusually specific interests, all of them are on the PC and most are adventure games.
She Dreams Elsewhere
She Dreams Elsewhere is a surreal RPG with a stunning art style. The art and creature design look wild and I’m looking forward to exploring this world when the game comes out.
Tactical Breach Wizards
Tactical Breach Wizards is the newest game by Tom Francis, designer of Gunpoint and Heat Signature. It looks to be a fun tactics game with a fantasy influence and the screenshots showing off dialog indicate that it has the same humor his earlier games had.
Acronia
Acronia is a queer DOS game inspired by Apogee-era shareware games such as Duke Nukem 1 and BioMenace. I loved the alpha version of the game that is available on their Itch page and hope that we see a full version released this year.
The Crimson Diamond
The Crimson Diamond is a point-and-click adventure game strongly influenced by Sierra’s 1989 adventure game The Colonel’s Bequest. I’ve been following the development of the game for a while now through the developer’s weekly dev streams and the demo on the game’s Steam page and everything indicates this should be a great mystery to solve.
Super Space Club
Super Space Club is a chill arcade space shooter. I really like everything about the presentation of the game and there’s a demo on Steam too.
The Drifter
The Drifter is a point-and-click adventure by Powerhoof, developers of games like Crawl. This is their first commercial adventure game but they’ve done a few short, free adventure games that I’ve enjoyed. It’s developed with their Unity plugin PowerQuest and it’s nice seeing another tool pop up for adventure game developers as well.
Exophobia
Exophobia is a Metroidvania FPS inspired by FPS from the 90s. I enjoyed my time with the demo when it came out. I don’t know if the Blake Stone series was an inspiration for this game but it reminds me of that era of FPS instead of most of the retro FPS revival shooters that seem to be inspired by ID Software and Build-engine games.
Rosewater
Rosewater is the next point-and-click adventure by developer Grundislav Games. It’s a western set in the same universe as their previous game, Lamplight City. I’m excited for the diverse cast of characters, focus on multiple solutions, and love the rotoscoped animations.
Frogsong
Frogsong is a cute action-adventure where you play as a frog named Chorus and need to explore strange lands so you can save your village. I really liked playing the demo with my daughter and we’re both looking forward to the full game scheduled for release early this year.
SKALD: Against the Black Priory
SKALD is a party-based rpg inspired by 80s CRPGs. I haven’t played the demo yet but I really like how it looks, I’m interested in the setting they’ve been showing off so far, and as a fan of the era of games that inspired it, I’m looking forward to seeing how they modernize that style of game.
Firmament
As a longtime fan of Cyan and the Myst games, it is always a huge delight to see them create new adventure games. I was a big fan of Obduction, their last game that was set outside of the Myst series and this is looking great as well. The game was designed for, but does not require, VR devices and after playing their Myst remake in 2021, I would say they have a very good grasp on how to design games for virtual reality.
Old Skies
Old Skies is the newest game developed by point-and-click adventure game studio Wadjet Eye Games. While they’ve produced other adventure games in recent years like The Excavation of Hob’s Barrow, this will be the first they’ve developed since Unavowed. The time travel premise sounds like a lot of fun and it features great art by Ben Chandler.
Hellscreen
Hellscreen is a fast-paced FPS set to enter Early Access early this year. The game has a novel mechanic of having a rear-view mirror to help you see what’s happening as you fight. I really like the use of color and cosmic horror theme.
Agent 64
Agent 64 is a new FPS inspired by Rare’s classic N64 games Goldeneye and Perfect Dark. I think it emulates the style of those games perfectly and the demo, which is available on the Steam page, was a lot of fun.
Thirsty Suitors
Thirsty Suitors looks like a very stylish adventure game with a fun variety of mini-games to keep players engaged and as a fan of the writers involved, I’m sure the story will be a delight to follow as well. A demo is available on the Steam page.
Loco Motive
I loved the original version of this game that appeared in the 2020 AdventureX game jam and this looks like a nice remake of that game with improved graphics. I’m interested in seeing how they expand the story as well.
Slayers X/Dreamsettler
I was a huge fan of Hypnospace Outlaw so it’s a delight to see that we’re getting two games set in that universe coming out this year. Slayers X is a FPS with numetal vibes that seems to be inspired by Build-engine era FPS, games like Duke Nukem 3D and Blood, that is “designed” by Zane, one of the characters from Hypnospace Outlaw. I enjoyed the demo and I’m looking forward to playing more.
Dreamsettler looks to be closer to a sequel to the original game but this time inspired by early 00’s internet. I’m looking forward to exploring that world again.
Akka Arrh
Llamasoft has been delivering bangers for over 40 years now and this looks like another one. Akka Arrh is a remake of a prototype of a game that was never released until it was leaked very recently and has everything you’d expect from a Jeff Minter game like bulls, audio samples, and bright, flashing colors.
Gobliiins 5
Gobliiins 5 is another entry in the adventure game series created in the 90s by Pierre Gilhodes and Muriel Tramis. Coktel Vision developed the three games in the 90s with Pierra developing a 4th game in the series in 2009. While I bounced off Gobliiins 4 because of its dull 3D graphics and puzzles (which I heard improve later in the game), I am hoping this is a return to form. I already think the return to 2D graphics is an improvement and it’s fun watching the game get developed in Adventure Game Studio through its Kickstarter updates.
[I] doesn’t exist
[I] doesn’t exist is a text adventure in the spirit of games like Zork but is aimed at being more approachable by having beautiful pixel art and a conversational approach to interact with the game instead of the traditional approach of using a specific set of verbs. Commercial text adventures are rare today so it’s exciting to see this being made.
Nighthawks
Nighthawks is a RPG written and designed by Richard Cobbett (Sunless Sea/Sunless Skies) with art by Ben Chandler (Technobabylon, PISS), and produced by Wadjet Eye Games. From following the Kickstarter updates, the worldbuilding seems like a lot of fun and it should be a pretty lengthy game.
Captain Disaster 3
This year we should see the third game in the Captain Disaster series. The first two games were fun sci-fi adventures and I’m really impressed by the improvement in art style in the screenshots that have been posted so far.
Little Nemo and the Nightmare Fiends
Little Nemo and the Nightmare Fiends is a 2D platformer based on the Little Nemo comic series. I think the art is fantastic and as a fan of the character ever since I played the NES game many years ago, it’s nice to see another video game being made starring the character.
A Long Journey to an Uncertain End
A Long Journey to an Uncertain End is a sci-fi management sim where you recruit a crew for your ship and take jobs to keep ahead of your abusive Ex. I like the art and it looks very gay.
Wonky Works
Wonky Works is the newest game in development by ondydev. I don’t know much about it but I’m a fan of the developer’s previous games like Tres-Bashers and Binky’s Trash Service
Tachyon Dreams 3
The Tachyon Dreams games are a series of short, comedy sci-fi games influenced by Sierra’s graphic parser games from the 80s like Space Quest. I had fun playing the first two games and it was nice that they were available as Pay-What-You-Want so I’m looking forward to another one. The third game is planned to come out at the end of January or early February.
Sam & Max Season 3 Remaster
It’s not really a new game but I’ve enjoyed the remasters of Telltale’s Sam & Max games by Skunkape. They make the games look like how I remember the game looking and not how they actually looked, and are generally hands off with the content of the game, only making small changes to parts where the humor has not and other small enhancements. The Sam & Max series got better with each season so I’m looking forward to revisiting the best one Telltale made.
A Highland Song
A Highland Song is a new adventure game by Inkle, creators of games like 80 Days and Overboard. I really enjoy the setting and beautiful 2.5D art, and my enjoyment of Inkle’s previous games make this an instant purchase for me when this comes out.
El Paso, Elsewhere
El Paso, Elsewhere is a third-person shooter by Strange Scaffold where you fight werewolves and vampires in a massive hotel. In the early 00’s we had a wave of shooters utilizing features like Bullet Time and diving while shooting after the massive success of Max Payne and then getting dropped completely so it’s exciting to me to see a game revisit this era of action games.
Incubus – A Ghost Hunter’s Tale
I’m a fan of Darkling Room’s Dark Fall series of adventure games and this looks like another fun ghost hunting adventure by the developer. Ghost hunting isn’t something I follow or know anything about but I still think it’s kinda fun getting a peek at that community through these games. I think it looks nice for a game by a small team and I will always get excited by the addition of FMV to adventure games.
System Shock
After a long period of development, Nightdive’s remake of System Shock is finally coming out soon. The game has run into its issues, it had to make the switch from Unity to Unreal, switch art styles, and reduce its scope, but the game is shaping up to be a solid remake of the classic. With System Shock 3 seeming like it’s no longer in development, this might be all we’re getting from the series for a long time.
Phonopolis
Amanita Design has been designing point-and-click adventures for decades so I’m very interested in checking out Phonopolis when it comes out. The game looks like a drastic departure in style from their previous games but the stop-motion animation style they’re going for in this game looks cool to me and I’m interested in seeing how moving to 3D changes how they design adventure games.
Alone in the Dark
Being a fan of Alone in the Dark is the video game equivalent of being a Weezer fan. There hasn’t been a good entry in the series since the first game and even that one gets harder to recommend to people because of the gameplay mechanics aging poorly over time. However, this one is a remake of the first game, set in the early 1900s, and has two playable characters again so could this finally be another good Alone in the Dark game? Maybe?
ScummVM support for Director
This is not a new game but it’s very important to me. ScummVM has been working on adding support for games made in Director for a long time now and maybe this is the year where we finally see it implemented. Imagine a future where you can play Bad Day on the Midway without having to fire up a virtual machine running Windows 95.
This is a repost of a Medium post I made about two years ago. I haven’t used the account then so I’m removing it but thought I would copy this post. Since then I’ve done a zine and more co-op bundles and this is something I’d like to revisit again.
About a week ago a bundle I helped organize, the Locally Sourced Spring Bundle, was launched. I was inspired by the Indiepocalypse series of indie bundles and was trying to think of a way that something similar could be done for Michigan’s indie game development community through Locally Sourced, a group I co-founded to help promote indie game development in Michigan. The bundle started with a tweet in mid-April asking if people would be interested in submitting tiny games for a collaborative bundle on Itch.io and quite a few developers were interested. Developers had about a month and a half to create small games and by the deadline date we had 13 new tiny tabletop and video games by indie developers in Michigan. Product pages were created for each game by their developers and then I created a co-op bundle containing all of the games on Locally Sourced’s Itch page. The bundle was launched at noon on May 15th.
At this time the bundle has sold 53 copies with an average buy price of $15.56, exceeding the $13 price point of the bundle. According to the anonymous feedback form I sent to the developers, the bundle did as well or better than expected and everyone said they would be interested in doing another one, so I consider the bundle a success. At least one developer released their first game, a few more made their first commercial game, and for some others it was their most commercially successful game on Itch. I feel like a big issue in indie games right now is that developers are pressured to make their games free or Pay What You Want so it was nice to see game developers receive some compensation from their work, even if it wasn’t a ton.
Still, I made a few mistakes and learned a lot during the creation of this bundle. Here’s some of the things I learned and hopefully it will be use of you when you make your own:
1. Itch.io is the best place to do bundles with game developers. It also has huge flaws
I went with Itch.io to create this bundle because there really isn’t another place that’s as developer friendly. The co-op bundle feature allows you to easily create bundles by adding games by other developers and quickly launching it once they approve. It’s still tremendously flawed and created the bundle was a frustrating experience.
Ideally I could create a single product page like the Indiepocalypse bundle, and have equal revenue sharing to everyone who submitted a game. Itch does not allow this. If I wanted to have a single product page, I would have to keep doing paypal payments to each developer so they would get the money they are owed.
To avoid this headache, I figured a co-op bundle would allow them to have the money go directly to them, with the bundle being priced that each developer would receive $1 for each bundle sold, so $13 for a bundle with 13 games. Unfortunately this is not how Itch does sharing for their co-op bundles and I didn’t realize this until the day of.
Itch relies on percentages, so if I have 5 games in a bundle then each developer gets 20%, great! There is no way to divide 100 by 13 with whole numbers. Itch doesn’t allow for numbers like 7.69% so most developers were getting 8% and a few were set to 7%. Because I didn’t want the people at 7% to get paid less or to pay them what they were owed out of my own pocket, I added an old game by me to the bundle so everyone could get 7% and I get 9%, and in a couple of weeks I will Paypal each developer an equal percentage of what I get. So I probably could have just done what Indiepocalypse does and I have one product page and pay everyone later, but I wanted people to start getting paid right away and I figured a co-op page is more transparent, which is important to me when some random goofball on the internet is asking people to make new games and submit them for a weird experiment he’s doing online.
With future bundles I’m going to cap the amount of submissions at 10 people so everyone just gets 10 percent and I won’t have to fight with Itch with weird tricks to make sure people get paid.
2. Having a mix of tabletop and video games helped sales
While I don’t have any real proof of it, I think that having a combination of video game and tabletop rpgs helped sales of the bundle. Pulling people in from different communities allows for a much greater reach and led to the bundle being marketed towards video game and tabletop communities. I would strongly encourage you to work with game developers outside of the medium you create in. You’ll be marketing your game to people who normally wouldn’t see it and there’s so many great people making games in different mediums. Having 13 people from multiple game communities, plus the Locally Sourced social media feeds, all yelling about how you should check out a games bundle turned out to be pretty good for sales.
I also liked including tabletop rpgs because I’m so desperate for people to be exposed to TTRPGs that aren’t D&D.
3. Having it be a bundle focused only on Michigan developers also helped sales
While restricting it to only Michigan people maybe limits the pool of people that can submit a game, I think it greatly improved sales as well. This is all probably pretty obvious info but people were excited to support game developers who were local and it meant I could also post about it on places that normally wouldn’t care, like LinkedIn, and get a couple of sales through there and also discover that one or two people I used to work with are now interested in game design. You really shouldn’t just interact with game developers around you just for your own benefit, but it turns out that spending over a year helping out other local game developers and doing community building in your area means that people are happy to help you out when you need it.
If you live in an area that normally isn’t associated with game development, I would strongly encourage you to do that community building. It’s been one of the most rewarding things I’ve ever done.
4. Having a lot of new little games for a low price was a successful combination
Last fall I used Locally Sourced to create a bundle of 5 games I loved for $15. It sold a total of 5 copies. The games are great so it’s not the fault of those, but I think the price point was too high for people to see it as an impulse buy and the games were already out for a while so most of the people in the Michigan games community probably already had them. By having a bundle that’s a little cheaper and includes a lot more games that are brand new, seemed a lot more eager to pick this one up, even if the games in the bundle were substantially smaller.
What are other things I would do differently?
Ultimately I think the bundle is a success and I’m already planning on how the next one will go with some changes in mind. I made some mistakes like not being specific and telling everyone to price their to be more expensive than the bundle so people will look at that instead. I don’t think it affected sales of the bundle but I should have been more clear. It also sounds like some of the developers wanted a theme, so I might alternate between a theme and not having one, because there’s also people like me who don’t want one. I’ll also be more clear about how developers can collaborate with others in the discord or even just use the channel for testing or to bounce ideas off each other. Most importantly I want people to have more time. It was meant to be a month for a game jam game that would be the size of something created during a weekend jam, but more time is always appreciated by game developers.
I hope this write-up was useful and it inspires you to start a co-op bundle with other game developers.