An Intro Guide to Marathon

This is a spoiler-free guide for people who wish to check out the Marathon trilogy, a series of FPS developed and published by Bungie in the mid-90s. Since we are apparently getting a new PVP-focused Marathon, I thought I would write up this intro for people who want to check out the original trilogy and see why it has so many fans even decades later. The Marathon trilogy is a sci-fi FPS series that starts with you playing a security officer trying to repel an alien invasion of your colony ship. The three games, Marathon, Marathon: Durandal, and Marathon: Infinity, were released in 1994, 1995, and 1996 respectively. With the exception of Durandal, the Marathon games were exclusive to the Macintosh. Due to it being technically superior to the Doom engine and the Macintosh being known as a platform with less games, this was seen as a big win for users of the platform and partially why it has a devoted fan base to this day.

screenshot from marathon of guy running from a creature shooting lasers and someone with a flamethrower

Why Should I Play It?

If you’re a fan of Bungie or older FPS, I would strongly recommend this game. The comic book-like artwork for all the characters is very charming, the gameplay mostly holds up, and Bungie fans will enjoy the story told in these games, which was a novel feature for FPS during this time.

How Do I Get Started?

Luckily it’s very easy to get these games for free. In 2005, Bungie said it was ok to freely distribute these games and the open source engine Aleph One makes these games playable on Windows, Mac, and Linux. You can download all three games here and it’s very easy to install the games and get them running.

Tips for Playing Marathon

There’s a couple things to keep in mind while playing the game that will help you from getting frustrated since it is an older FPS and doesn’t follow all the FPS conventions that we know today. First, please look at the keyboard mapping in options before playing. Some of the key mappings are a little odd and you might want to change them. Using terminals, doors, and switches is essential to completing the game and understanding the plot, and by default it’s at the Tab key. The game also relies on Save Terminals for saving your game, so you are unable to save at anytime through options. Terminals are also used for other things like advancing the plot and restoring health. At the bottom of your screen are two bars, a red health bar and a blue oxygen bar. At parts of the game you have to travel through areas with no oxygen and you will have to quickly move through them as your bar depletes. Hopefully knowing these quirks ahead of time makes it easier to get into, because it’s a fascinating trilogy and I think Bungie fans who like retro games will enjoy it.

An Intro Guide to Blake Stone

This is a spoiler-free guide for people who wish to check out the series Blake Stone, two first person shooter games developed for DOS by JAM Productions and published by Apogee. This is not a walkthrough and is just meant as an intro to the series to help people get started playing the games. The two games are sci-fi first person shooters made with the Wolfenstein 3-D engine where you play as a British spy named Blake Stone and must stop the evil Dr. Goldfire. The first game, Blake Stone: Aliens of Gold, was released one week before Doom in December, 1993. The second game, Blake Stone: Planet Strike, was released a year later in 1994. Planet Strike is a sequel similar to how Spear of Destiny is a sequel to Wolfestein 3-D, where there are not any major overhauls but it changes the graphics for the enemies and makes a variety of little changes. The first game had strong sales until the technically superior Doom came out and Planet Strike struggled to sell with it still using the dated Wolfenstein 3-D engine. The development studio shut down fairly soon after the release of Planet Strike.

screenshot of the player shooting a gun at the guard

Why Should I Play It?

Even though it was quickly overshadowed by the superior game Doom, I think there’s still a lot to appreciate about this series. It has a lot of features that weren’t in either Wolfestein 3-D or Doom such as vending machines, friendly NPCs you can interact with, a silent weapon for not alerting other guards, being able to travel back to previous levels, and it did some things before Doom like an auto map and textured floors and ceilings. If you’re a fan of retro FPS, you will probably enjoy playing this series.

How Do I Get Started?

It’s easy to get the games running on modern computers. If you don’t have the series, you can buy them on GOG or Steam. While they run well in DOSBox, I recommend the BStone Source Port. This adds a some nice features like customizable key bindings and improves the graphics a small amount. Just download the latest release here

Tips for Playing Blake Stone

There’s a couple things to keep in mind while playing the games that will help you avoid some headaches people can run into with this series, and to fully appreciate them.

Search for Secret Walls
If you’re unfamiliar with early 90s FPS, one important thing to know is that they frequently had secret rooms filled with health and ammo hidden behind walls. The way to discover these is pretty much by spamming the Open Door button while walking along walls.

Save Often
You will want to save regularly. Encounters with enemies can go poorly and may require reloading, especially since there are some enemies that can drain your health very quickly.

Read the Manual
There’s nothing too important in here. I just think the comic they included as the backstory is kinda neat.

An Intro Guide to Realms of the Haunting

This is a spoiler-free guide for people who wish to check out the game Realms of the Haunting, a first person shooter and adventure game hybrid developed by Gremlin Interactive and published by Interplay in 1996. This is not a walkthrough and is just meant as an intro to the game to help people get started playing it. Gremlin Interactive was a British software developer that had been around since the 80s. In the mid 90s they developed a 3D engine that they used for a first person adventure game called Normality and then used the engine to develop their FPS/adventure hybrid Realms of the Haunting. The game plays a bit like a 90s fps but also features inventory items and puzzles, mazes, and journals to read. The game reviewed very well at release but as far as I can tell, was not a huge commercial hit. You can read a good review of the game and its history here.

first person view of a player shooting a monster in an old house

Why Should I Play It?

If you’re someone who has an interest in both adventure games and first person shooters, I think it’s worth playing. While the game isn’t without its flaws (see review I linked to above), there still hasn’t been anything like it since then. Even with the massive retro FPS revival happening right now, I haven’t seen anyone developing a game that lists this as its inspiration even though I think the FPS/adventure combination is very novel. There’s also a lot of FMV in the game which I find very charming. You can listen to the Adventure Game Club talk about it here

How Do I Get Started?

It’s easy to get the game running on modern computers. The game runs pretty well on DOSBox if you already own it. If you don’t have the game, you can buy it on GOG or Steam. I strongly recommend the UK to US patch. The patch allows the user to change the difficulty and also the key bindings. This is really important because by default the controls for this game are pretty clunky and you may want to switch the keys to what every other FPS uses.

Tips for Playing Realms of the Haunting

There’s a couple things to keep in mind while playing the game that will help you avoid some headaches people can run into with this game, and to fully appreciate the game.

Save Often
You will want to save regularly. Encounters with enemies or traps can go poorly and may require reloading, especially since there are points in the game where the game isn’t generous with health pickups. As far as I know, there are no softlocks in this game that require you to restart the game because of something you missed or action you took.

Don’t Save on Moving Platforms
There are a couple parts in this game where you have to do some platform jumping. Due to the clunky controls, people will be tempted to save each time they make a successful jump. Do not do this! There is a bug in the game that will cause you to fall to your doom as soon as you load a save on a moving platform. Just save before and after each platform jumping segment and use multiple save files.

Conserve Ammo
Even though there’s technically no softlocks, the game can feel like it’s impossible to complete if you’re not careful about your ammo and health. Early on in the game, try to use your melee weapons when possible so you’ll have lots of ammo. Also consider redoing an enemy encounter if you lose a lot of health.

Read the Manual
When I played the game, I didn’t realize you could easily switch weapons using keybindings and I played the entire game switching weapons through the inventory screen. Don’t make the same mistake I did! This great review of the game at The Genesis Temple mentions that there’s also a patch floating around that gives the game WASD + mouse controls.

It’s Ok to Use Hints!
Adventure games can be tough and puzzles that make sense to one person may not be easy for someone else. If you’re feeling frustrated by being stuck on a puzzle too long and it’s becoming less fun, consider looking up a hint. I feel like the guide on UHS Hints is good at helping the player without giving too much away.

An Intro Guide to Zork Nemesis

This is a spoiler-free guide for people who wish to check out the game Zork Nemesis: The Forbidden Lands, a first-person point-and-click adventure game developed by Zombie LLC and published by Activision and released in 1996. This is not a walkthrough and is just meant as an intro to the game to help people get started playing it. During the 80s, game developer Infocom created many text adventure games, with Zork being their most famous series of games. Towards the end of the decade, Infocom made some poor business decisions and it also become tougher to make text adventures commercially viable so they were acquired by Activision and eventually closed. However, this didn’t mean the end of the Zork series and there were three commercial Zork games released in the 90s, Return to Zork in 1993, Zork Nemesis in 1996, and Zork: Grand Inquisitor in 1997. At the time Zork Nemesis was a bit of a divisive game, it did well critically and sold well but a few fans were put off by the game’s darker tone, which was a change from the heavily comedic tone of the previous game or two in the series. Some people were also put off by the game being influenced by Myst, a highly popular adventure game at the time. It seems like people have come around since then and appreciate the one-off change in tone, which still has dark humor but isn’t as silly as the games before and after it.

Why Should I Play It?

If you’re an adventure game or Zork fan, I think it’s worth playing. I think Zork fans will appreciate the change in tone while still feeling like a Zork game but even if you’ve never played a Zork game, fans of the genre should find it enjoyable. There’s a lot of variety in the environments, the plot is interesting, the acting in the FMV scenes is the right level of camp, it has an incredible soundtrack and for the most part the puzzle feel challenging but fair. If you’ve never played a Zork game before, the game does make references to the world established in previous games and you might get a little more from the game if you’ve played other Zork games, but it’s very standalone and doesn’t rely on playing other games to understand the story..

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 or Steam and copy the files into ScummVM from there. The versions on those sites use DOSBox and I heard people say they ran into some bugs from there. I also strongly recommend the subtitles patch. The sound mixing in the game is sometimes a little off and it makes it hard to hear dialog while playing the game. The patch also makes the audio puzzles a little easier, which may or may not be a plus for you depending on how you feel about that style of puzzle.

Tips for Playing Zork Nemesis

There’s a couple things to keep in mind while playing the game that will help you avoid some headaches people can run into with this game, and to fully appreciate the game.

Save Often
You will want to save regularly. There’s a few points where the player can die and a reload is required. As far as I know, there are no softlocks in this game that require you to restart the game because of something you missed or action you took.

Take Notes
During the game, you will come across journals and other things that are used in puzzles in other parts of the game. I highly recommend having a notebook or paper to write notes and diagrams in so you have something to reference for these puzzles.

It’s Ok to Use Hints!
Adventure games can be tough and puzzles that make sense to one person may not be easy for someone else. If you’re feeling frustrated by being stuck on a puzzle too long and it’s becoming less fun, consider looking up a hint. I feel like the guide on UHS Hints is good at helping the player without giving too much away.

An Intro Guide to The Legend of Kyrandia

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.

a man standing outside of a cave with a jester inside it

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!

An Intro Guide to Colossal Cave Adventure

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!