There’s a ton of books about adventure games and interactive fiction. Here are some of the ones I recommend:
Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures
This is a collection of adventure game reviews from the site Hardcore Gaming 101. While it’s more focused on classic adventure games from the 80s and 90s, I think it’s a valuable resource for discovering old games and seeing how some people feel about some of the classic adventure games that everyone knows. If you bought the Bundle for Racial Justice and Equality on Itch.io from a few years ago, you already own a copy.
What Is Your Quest?: From Adventure Games to Interactive Books
This book by Anastasia Salter is an excellent history of the interactive fiction and adventure game genres. One thing that really impressed me was the coverage of the fan game community that popped up during the 00’s. This is an era that’s rarely discussed in discussions of the adventure game genre, so it was a delight to discover games I was unaware of.
Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects
This is another book by Anastasia Salter that I really enjoyed. This one is a history of Jane Jensen’s career. While most discussions of her career only cover her time making adventure for Sierra during the 90’s, this also goes into great details of her time making more casual games in the 00’s, her games from her Kickstarter, and her career now writing gay romance novels. Jane Jensen is my favorite designer at Sierra so I loved hearing about her career in casual games and why she moved on to writing novels.
The Sierra Adventure
The Sierra Adventure is an incredibly detailed history of the game developer Sierra. While the book is written by a huge fan of the company, it isn’t afraid to cover games that were poorly received and mistakes the company made.
I figured that during blaugust I could start dumping my memories of weird games forum drama as well so I could be free of this knowledge and have it preserved somewhere as well. Today I will talk about the great Serious Sam/Duke Nukem feud of the early 00s. In the early 00’s I was (and I still am) a huge fan of the Serious Sam series and even spent a ton of time on the forums for Seriously!, the biggest Serious Sam fan site in the world, where the dev team for the series would also often post. This is where I became aware of the feud, which I think was mostly playful but I’m not 100% sure, between the developers of Serious Sam and George Broussard, one of the creators of the Duke Nukem series and many other games before and after.
It all started in 2000, when Croteam was working on Serious Sam and just released a vertical slice to get a publisher interested in their game. It was getting a lot of positive praise because it was released at a time when the dominant FPS style at the time was the Rainbow Six style of game. That is, except for a comment by George
To be clear, even though I disagree with it, this post is fine. It’s just a post on (I think?) the 3D Realms forums and I suspect that there was a thread about the demo and people were just discussing it. People are allowed to state their opinions online about video games. It still ended up coming to the attention of the Serious Sam devs, possibly during their interview with Old Man Murray, and rubbed them the wrong way, which is also understandable. Croteam ended up getting a publisher and releasing Serious Sam: The First Encounter, which was a big hit and Croteam started getting a following and developing a sequel. From what I recall, it ended up being discussed on the Seriously! forums in a thread and there were probably jokes about Duke Nukem Forever taking so long. I’m sure it’s been preserved on the Internet Archive but I’m not going to dig it up because I already found something tangential to it and it was a big oof.
As mentioned in the Old Man Murray interview, this is actually why Serious Sam: The First Encounter has a sewer level. It’s probably my least favorite level in the game but now you know why it exists.
Over the years, the Serious Sam series has made a bunch of references poking fun at the Duke Nukem franchise. The first actual reference to Duke Nukem appears in Serious Sam: The Second Encounter. There’s a secret phone booth you can access where Sam calls someone asking for a man named Blondie and saying he’s been waiting forever for him to show up. There’s also a very brief reference to Duke in Serious Sam for the X-Box, which is a combined release of the First and Second Encounters.
Things get a little weirder in Serious Sam 2. There’s a reference to Blondie again in a cutscene and you can find a skeleton of someone named Duke with another Duke Nukem Forever joke thrown in. There’s also a minor character named George B. Gnaar, who is named after George.
After this point Croteam moved on and it was basically forgotten. As far as I know, the only time anyone associated with Duke Nukem poked back was with the Duke Nukem 3D: 20th Anniversary World Tour where there is a secret in one of the new levels. Similar to the secret with the Doom marine in the original Duke 3D, you can find Serious Sam’s corpse and Duke will say “Why so serious….Sam?” I think this new episode was developed by Gearbox or a team outside of 3D Realms, which had been closed at this time before the name and IPs were acquired by folks that had nothing to do with the original studio.
The final reference I’ve seen was in Serious Sam: Siberian Mayhem, a standalone DLC released in 2022, which features a magazine referencing Blondie. I believe this was mostly by an external team but clearly fans of the game remember that original beef between the two studios.
Well, there you have it. There was a beef between two game studios that you now know about and I can dump this info from my brain.
Back in 2010, VICE traveled to the University of Michigan to document Sid Meier participating in Wolverine Soft’s annual 48-hour game jam. Sid Meier was an undergrad at the University of Michigan and returned because his son Ryan, occasionally referred to as “Kid Meier” at times by other officers with love, was president of Wolverine Soft at the time. Wolverine Soft is the game development club at the University of Michigan that was founded in 1999. They’re still around today and now even put their games on Steam.
The documentary itself is a fun look at the game jam and mostly focused on Sid Meier creating an unranked game for the jam and voting on the other games in the jam. There’s some parts about his career in game dev but it’s a minor part. It’s not too long either, only 23 minutes long, so I think it’s worth checking out. Apparently this documentary had been missing from Vice’s site for at least a few years and only got recovered when some students at U of M pestered someone who worked on it on Twitter, who found they still had the documentary saved on an old hard drive. So if there’s a lesson in all of this, politely ask someone for info if they were involved in an old games thing you like. You might get a pleasant surprise from it.
Developer: Microsoft Game Studios Publisher: Microsoft Game Studios Year: 1999 Genre: Puzzle
Lately I’ve been playing Pandora’s Box, a 1999 puzzle game published by Microsoft that was designed by Alexey Pajitnov, the designer of Tetris. It’s really unfortunate that it seems to have been completely forgotten because it’s a really charming collection of puzzles.
It’s a pretty straightforward collection of puzzles. There’s technically a plot about you having to recapture some tricksters that have escaped from Pandora’s box, which isn’t really how the story originally worked but whatever, it’s just there to give an excuse to do a variety of relaxing puzzles. The Wikipedia page has a good description of all the puzzle types. Not all of them are winners, the weirdly named Image Hole is a tedious slog where you just have to slowly move holes around until you see the place in a painting where they can fit in, but most of them are good and it’s a fun way to pass the time when I want to play a game to relax. I think the ones that I prefer the most are the ones that are closer to your traditional jigsaw puzzle. Overlap, Jesse’s Strips, and Outer Layer are the highlights for me and all involve you putting pieces together to form either a painting or photo, or in the case of Outer Layer, some sort of 3D artwork. Overlap and Jesse’s Strips have fun twists on the jigsaw puzzle by having pieces that overlap with each other.
The game’s very 90s aesthetic and calming soundtrack just make this a really peaceful game for me to play, with the North and South America regions being the highlights in the game’s soundtrack. It’s too bad that Microsoft doesn’t seem to care about any of their old computer games outside of Age of Empires. There’s plenty of games like this, Motocross Madness, and Freelancer that could really use a rerelease but are just kinda stuck as abandonware and forgotten by most people.
Pandora’s Box is no longer available for sale but it has been updated to work for modern computers on the abandonware website The Collection Chamber.
Played Inca, an adventure game/rail shooter by Coktel Vision and released in 1992 about Incas and conquistadors fighting in space. If that sounds like a lot, that’s because it is! You journey through time and space to grab some important looking orbs to become El Dorado and bring the rebirth the Inca empire, all while fighting conquistadors flying boats in space. The game has you alternating through these shooting segments (there’s also some on foot) with traditional point-and-click adventure game parts. Since this is a French DOS game, none of it is really that well designed but it’s all fascinating and certainly a lot more playable than other DOS games that hop around between different genres, even with the difficulty spikes. I’ll definitely play Inca 2 at some point because the weird combination of it all and the FMV is very interesting to me.
I’ve been playing Goblins 3 this month for Adventure Game Club, which is by the same developer, so it’s fun looking at the credits and seeing that the people involved with that goofy game also worked on this right before that game. I don’t know if I could recommend it because it certainly is a clunky game and it becomes too difficult towards the end, but it’s easy to get running in DOS Box if you want to try it and it has passwords and stuff you can do to make the action segments a little bit easier. I would definitely recommend watching the intro which starts off normal enough and then suddenly shifts into “what the hell am I watching?”
I love French DOS games.
Inca is not available for sale but is updated to work on modern OS on the abandonware site The Collection Chamber along with Inca 2.
This is a spoiler-free guide for people who wish to check out the series Gobliiins, a point-and-click adventure game series created by Pierre Gilhodes and Muriel Tramis. This is not a walkthrough and is just meant as an intro to help people get into the series and a little background on the games. There are five games in the series. The first three were released in 1991, 1992, and 1993. Many years later, after Coktel Vision had shut down, Pierre Gilhodes created a Gobliiins 4 in 2009 and recently released Gobliiins 5 in 2023, after getting funding for it on Kickstarter. The number of i’s in a Goblins game changes based on the number you play as. So Gobliins 2 has two playable goblins and Goblins 3 (also known as Goblins Quest 3 in the US) has one playable goblin at the start, but you have other playable characters as well.
Why Should I Play It?
The Gobliiins series is an entertaining series of point-and-click adventure games that have great art, animation, and music, with really charming sound effects and talking noises for the characters as well. If your interest in adventure games is more focused on the puzzles than plot, which isn’t a big focus for this series, then I would recommend these games. The puzzles can be challenging but even failure can be fun to watch in these games and for the most part (with the exception of the first game) you cannot die or lose in a Gobliiins game so you are encouraged to try everything to see what funny results occur even when it’s not the correct solution.
How Do I Get Started?
Fortunately it’s very easy to get most of the games in the series. Goblins 1-3 are available in a pack on GOG, which includes both the floppy disk and cd-rom versions of the games, which all run in ScummVM. While I’m fine with the cd-rom versions of the games since that’s what I grew up with, many people prefer the floppy disk versions due to them having a different soundtrack. Some people even prefer the Amiga version of Gobliins 2 over the PC versions since that has a different soundtrack. So when playing these games, I would maybe just go on youtube and listen to brief snippets of the soundtracks to see what you prefer but if you don’t feel like doing that, it’s probably safer to go with the floppy disk versions. Unfortunately Gobliiins 4 is now abandonware and you’ll have to find it on your abandonware site of choice. Gobliiins 5 is available on Itch and coming to Steam very soon.
This next part is where things might be a little controversial. If you’re looking for a game to start with in the series, a lot of people would recommend Goblins 3 and I would agree with this. It has the most solid game design of the three original games and some of the best art in the series too. Plus the series is so light on plot that you won’t be confused by anything if you skip ahead and will just miss some references. Gobliiins 1 is very hard to recommend to beginners due to its health meter. So much of the humor in the series is connected to failing or seeing your characters get hit in a cartoonish way and the first game will remove health anytime this happens, almost defeating the point of the game. Your health bar also carries over between levels and there are only one or two places in the game where you can refill it, meaning you either have to replay levels after you figure them out and not lose health, or the game almost becomes unplayable towards the end. I would also hesitate to recommend Gobliins 2 to beginners even as a fan, due to some of the frustrating puzzle design. The game has two characters that have the same abilities but sometimes requires you to arbitrarily use one to solve a puzzle. It also has puzzles requiring chains of actions that must be executed perfectly or else you have to redo the whole puzzle.
That all said, if you play through Goblins 3 and enjoy it, I would recommend playing the others if you want more. If you want to check the game out, consider playing it with us in the Adventure Game Club, where it is our game for June.
This is a spoiler-free guide for people who wish to check out the game Duke Nukem 2, a 2D platformer developed and published by Apogee in 1993. This is not a walkthrough and is just meant as an intro to help people get started. Duke Nukem is a franchise that is mostly famous for being a first person shooter with a main character that says one liners while you’re blowing everything up, but before this happened, it was a 2D platformer series. The first game was released in 1991 and was a big hit, so a sequel followed in 1993.
Why Should I Play It?
The first two Duke Nukem games are still pretty charming platformers. While they’re a bit dated by today’s standards, especially the first game, I think they’re fun and worth checking out if you enjoy DOS games. It’s also fun seeing the earlier versions of the Duke Nukem character who would become a lot more crude and have more attitude starting with Duke Nukem 3D.
How Do I Get Started?
Because of the long and weird legal history of 3D Realms going under and the Duke Nukem property going to Gearbox, Duke Nukem 1 and 2 are no longer on Steam and GOG. However, they still seem to be on the ZOOM games platform along with a different version of Duke Nukem 3D that’s not on other stores and Duke Nukem: The Manhattan Project. Not to be confused with ZOOM, the video chat service, it is a site similar to GOG that is focused on buying DRM-free copies of old games. I know it’s a little hard to believe this is a real site legally selling games when it looks the way it does and is somehow the only place selling these games, but my understanding is that they somehow signed a contract forever ago that allows them to continue selling them? I don’t completely understand it. In any case, this is the only place where you can legally get the games so I’m linking to it.
Once you have a copy of the game, there’s a couple of ways to play it. If you want to play the game as it was originally shipped, there’s always DOSBox. However, if you would like to play the game with some minor enhancements, I would recommend the Rigel Engine. The engine is a reimplementation of Duke Nukem 2 that offers the following features:
wide-screen mode
smooth scrolling & movement mode with increased frame rate
quick saving
improved game controller support
extended modding features
The widescreen mode and smooth scrolling really do a lot to improve the experience of playing it today so I would strongly recommend giving it a shot.
I didn’t even notice it until I saw it in my GOG library, but I guess a rerelease of Terminal Velocity happened a couple months ago. Apparently buying the game on GOG over 10 years ago meant that I get the new version for free, which is nice. I’ve been playing it for the last day and…..it’s fine. The game was previously on GOG but running on DOSBox but with the new remaster it does the things you’d expect one to do, higher resolutions, adds achievements, improves the view draw distance, and runs natively on Windows. The original game is still included as a bonus too. It’s all fine even if I expected a little more from it. I’m sure it’s nostalgia doing most of the work but I’m having a good time with it. I find it kind of amusing that fixing the draw distance introduces a new issue, that you can see and shoot your enemies far before they notice you.
If you haven’t played the game before, it’s pretty straightforward stuff. You fly a spaceship around a planet’s surface, blowing up targets while avoiding or fighting enemy ships, and then make your way to the exit. Occasionally you have a boss fight but it’s basically this over and over. Everything feels and controls just fine, if maybe a little dated, but the repetition will probably be too much for most folks.
I’m certainly not upset at all about this existing but I’m not really sure who it’s for. I don’t think I could really recommend the game to people who never played it before since it’s a pretty repetitive game and feels odd to fly around in, and people either already bought the DOS version or they’re busy moaning about the new version on GOG. It’s a perfectly fine update though and I’m glad it exists. I’d love for it to lead to a rerelease of Fury³ and Hellbender, which aren’t available anywhere since they’re Windows 95 games and won’t run anymore. This is probably unlikely to happen since Microsoft seems to have no interest in any of their old games outside of Age of Empires, but I’d love to be proven wrong.
Terminal Velocity: Boosted Edition is available on Steam and GOG.
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.
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.
This is a spoiler-free guide for people who wish to check out the game Loom, a point-and-click adventure game designed by Brian Moriarty and developed and published by Lucasfilm Games in 1990. This is not a walkthrough and is just meant as an intro to inform people what the best version of the game is and help get started playing.
Why Should I Play It?
Loom is a must play for fans of point-and-click adventure games. Unlike other games from the era, including other adventure games by Lucasfilm Games, there is no inventory and all the puzzles revolve around spells you cast using musical notes created by your staff. It’s a fascinating system for an adventure game and was a joy to play as someone that was a fan of other Lucasarts games. The game also features wonderful art in the EGA version and the version of Swan Lake that plays throughout the game is very well done. All the puzzles felt very logical to me and it’s shorter than other games by Lucasfilm Games, making it easy to recommend to people new to the genre as well. I only played the game for the first time a few years ago and felt that it held up very well. There are no deaths or (as far as I know) any dead ends you can hit in this game, which makes it another reason why it’s a great game for adventure game beginners.
How Do I Get Started?
Unfortunately, the version available on Steam and GOG is not the one people generally prefer, which is the EGA version of the game. While the EGA version has less colors, the art is still superior to the later cd-rom VGA version, which is the one available today. In addition to this, the VGA version made room for the voice acting on the cd by cutting many lines of dialog, closeups of characters talking, multiple puzzle solutions, and censored some cutscenes. My recommendation would be to download the EGA version of the game from your illegal software download site of choice, but buy the VGA version of the game on Steam or GOG so you still own a copy legally. If you are curious about trying the game with 256 colors, I would recommend finding the FM-Towns version. While it does not have the voice acting that the cd-rom version has, it does not cut nearly as much as that version.
Before you start playing the game, I would strongly recommend listening to the audio drama prequel here. This was a cassette that came with the original release of the game. It’s fun to listen to, provides some important background information before you play, and it’s only 30 minutes long.
Once you have the game downloaded and have listened to the prequel, you are ready to play. The game runs well in both ScummVM and DREAMM. If you’re unfamiliar with DREAMM, give it a shot. It was created by Aaron Giles, a former employee at Lucasarts, and is an emulator exclusively for Lucasarts games that aims to be a more accurate emulation of these games, including using the original save and load menus.
Tips for Playing Loom
There’s a couple things to keep in mind while playing the game that will help you full appreciate it
Take Notes The spells you learn in this game are not saved to any sort of in-game notebook, so make sure you write them down instead of trying to memorize it all. Many of the spells are randomized so you will not be able to just look it up in a walkthrough later.
Hints Are Ok! If you’re struggling with a part of the game and it’s getting in the way of you enjoying the game, it’s ok to look up hints! I think this guide on UHS Hints is good for giving hints for what to do next, without giving away the entire solution.