Tuesday, July 22, 2025

NEXT - Battlezone (1980)

 Sometimes, in the process of reviewing a game, I'll decide it's missing some qualities that make it worthy of a full review. We call these posts NEXT - short for "Not EXactly Thought-provoking"

The facts

  • Game title: Battlezone
  • Master List entry: FPS #7, in the 1980 timeline 
  • Platforms: Arcade (1980), Atari 2600 (1983), Commodore 64, Commodore VIC-20 (1984), Atari ST (1987) 
  • Available for purchase: nowhere, it's an arcade cabinet. 
  • How long to beat: 15 minutes (I'm not sure what "beating" this would even mean though...) 
  • Why are you not reviewing this: too shallow to earn a rating

Battlezone is an arcade game, developed by Atari, hitting the arcades in 1980. As many early arcade games, it is a simple concept: you're controlling a tank from a first-person perspective, and get to move it in the four cardinal directions, and shoot. The twist on the formula is how you control the tank: the cabinets had two levers, meant to represent the two tracks of the tank. Push both levers up or down, the tank moves forward/backwards. But push one and pull the other, and the tank will rotate in the direction of the level you pulled down.

Picture from The Arcade Blogger, with a lovely story about these cabinets

The attract screen is not much to look at, though I consider that to be typical of all cabinets of the day. You see the game background, and the title slowly moves up the screen, like a Star Wars title crawl.


You put in your hard-earned quarter, and you stumble up a deserted landscape, full of mountains in the distance (and one volcano) while the moon is up in the air.

You have no time to admire your surroundings, as there is another tank being spawned in this landscape, which you hopefully can track using the radar at the top of the screen. The top piece of the pie represents your screen view, and the dot somewhere in the pie is the enemy. Turn around, get it in your sights, and shoot; that is, if the tank spawned far enough from you and turned in a different direction so they can't one-shot you right after you spawn.

 

 

Your goal now is just to stay alive and shoot as many enemies as possible. These come in three varieties: the tanks we've already seen are the main type of enemy you'll encounter. They beeline straight to you (with some pathfinding difficulties, thankfully), aim, and rarely miss; your best chance to avoid them is to keep moving in a transversal direction, as there is no way for your tank to strafe, so the moment another tank has you in its sights, you WILL lose a life. Every few tanks, a saucer spawns, worth (I believe) three times as many points; if you manage to stay alive long enough, a third type of enemy will show up, whose only purpose is to crash into you. I do not know if there are even more enemies, as I have not survived long enough, but it seems unlikely.

 

That's all there is to the game: keep killing things and surviving for as long as you can. You are guarantee to eventually die, either because of the antenna-looking enemies or because of a lucky shot of an enemy tank. The best strategy I found to survive longer and earn a high score (my records are below) is to keep going straight in one direction, and hit enemies that spawn in your field of view. As far as I can tell, there are no invisible walls to stop you; but the field is very nondescript, and when an enemy kills you it is literally impossible to tell using in-game clues where you respawn. 

I had a pleasant time with the game, besides the frustration of sometimes dying, respawning, and dying immediately again because you spawned right next to another tank. I do think it's not as solid a game as some of the others that came out in 1980 in arcades (first of all Pac-Man), so if I were actually in a 1980 arcade I'm not sure I'd spent my quarters on this one.

The game was later ported to home consoles/computers, but the Atari 2600 was NOT a first-person shooter, given that your tank is on the screen; the other versions are straightforward ports of the game, and don't seem to re-appear on the Wikipedia list, so we'll skip them.

As for our Chrono Review project, there is no real background to the story, no way to interact with the world, and not enough depth to the gameplay to deserve a RELATIVE rating; I could give it one, but most of the entries would be zeros, and it feels somewhat unfair to the game. I think this will happen a few more times in our project, so I decided to introduce the idea of NEXT blog entries instead, to be able to talk about the game in the Chronology but without needing to give it a rating. 

Next time we'll go back to the Adventure genre and play through the next game by Ken and Roberta Williams, "Wizard and the Princess". Until then, as usual, Let's keep retro-playing together. 

Tuesday, July 15, 2025

Mystery House - Won!

 This house is full of secrets...

When we last left off, I was stuck in a burning house full of dead ends. The most obvious place to get unstuck was, of course, the burning carpet; and after some trial and error it turned out that POUR WATER was the appropriate command to douse off the fire. 

This is where my main issue with the game comes into show. I had figured out that water went in the pitcher, and that I should use that to douse the fire; but because of the strict logic and limited vocabulary of the game, I ended up trying a couple of dozen combinations, like USE PITCHER, USE WATER, DOUSE FIRE, etc to try and figure out what the game wanted me to write to let me get rid of the fire. This would've literally taken two seconds with a modern interface, or even an old verb interface à la SCUMM. This is not entirely the game's fault; it was a massive innovator, introducing a graphical representation of the action instead of relying on a written description only. At the same time, I can't help but feel like an interactive fiction game like Zork would have to be careful about mentioning every item you can interact with, so I wouldn't have gone absolutely insane trying to figure out that the correct word to grab the thing in the refrigerator was "pitcher" instead of "jug", "mug", or something else.

Anyways, having doused the fire, a hole in the carpet is left. Looking into it, we find a key.

This is clearly what we need to open the chest in the attic. When we do, we find a gun inside of it which makes us feel slightly better; after all, there is a serial killer locked in this house with us!
On our way down from the attic, we realize a major mistake we've made in mapping out the mansion. You will remember that climbing the stairs leads us to the intersection of a north/south and east/west hallway. If you go east, you find this doorway:
If you go east again, this is the screen you see:

Same exact screen right? And yet, what if I told you those are two distinct doorways? Indeed, if you try going east one more, you get a different message, saying you can't go that way, which implies that the two previous screens were actually different doorways. I only realized this because I hit the wrong direction key a couple of times, which was a very lucky mistake. The fact that the two doorways are identical is a bad design decision in a game that is otherwise very reasonable with its presentation.

Entering the "new" doorway, we find yet another body, with a mysterious blonde hair left on the corpse.

Sally the seamstress with a lump on her head

Doing the same thing with the other side of the hallway leads us to a different room, with a new note for us to read, which doesn't really add anything to our experience.

At this point, I was stuck again, and kept going back and forth between the various rooms in the house, or trying to navigate the forest and getting desperately lost in it. Finally, inspiration struck when looking for the umpteenth time at the bedroom on the upper floor

See that painting on the wall? I tried getting it before, but nothing came out of it. That's because it's not a painting, it's a PICTURE, and trying to remove it tells you it is screwed in the wall. We don't have a screwdriver with us, but we are in possession of a BUTTERKNIFE, and that's basically the same thing. After getting the screws off we can remove the painting (excuse me, PICTURE) from the wall and see a button left on the wall.

Pressing the button reveals a secret passage in the wall, which ultimately leads us down to the basement, where we are met with yet another body. By my count (and including the dead gravedigger) this is the last one. It is Tom, the plumber, and he's holding a Daisy in his hand. At this point, even Dr. Watson would figure out who the serial killer is, but I won't spoil it for you just yet.









Together with the body we also find a large key, which is clearly for the front door. However, we are unable to leave the premises until we've gotten the jewels and taken care of the serial killer, so we keep exploring. Going through the door and up the stairs leads us to a dead end; it looks like a pantry, but the hole leading out of it is blocked.

Going back to the room with the dead body and going through the hole, we stumble upon a tall tree. Climbing it reveals a telescope, and looking down the telescope shows that there is a secret trapdoor in the attic, which somehow we had missed in our previous visit (in that it was literally hidden, and couldn't be opened until you looked down the telescope).

Now comes my biggest beef with the game, and the main obstacle in completing it: being able to navigate the forest. I spent a good half-hour trying to figure out what to do in this phase, but came up empty, and more and more frustrated; I ultimately couldn't take it and looked up a walkthrough. It turns out, the forest near the house is not a real or realistic place, but is instead made up of 8 or so different screens, which look identical unless (and here's the key) you drop an item in the location to distinguish it from the other 7 identical screens. The four cardinal directions cycle between different screens independently, so going east and then west won't land you back in the screen you started from. Worst of all, to re-enter the house from the forest you have to go UP, despite there being no mention of stairs when exiting the kitchen. I ultimately learned that going east would eventually get me back to the screen adjacent to the house, so I got in the habit of typing E. -> U -> E -> U -> etc until I enter the kitchen (or get the message that the kitchen door is closed). The only reason to navigate the forest is to go from the telescope tree back to the house anyways, so while it's not the most thorough mapping of the area it gets the job done.

The nightmarish forest having been tamed, we're back in the house, and naturally go straight to the attic, where we open the trapdoor and climb the ladder

In the small area (the attic of the attic?) we finally confront the serial killer, who turns out to be none other than.......... DAISY! (Shocking reveal, I know). But Daisy isn't here to mess around, and stares at you with murder in her eyes. There is a note on the floor, but Daisy won't let you grab it.

We decide to try and stab her with the dagger that she threw at us some time ago, but it turns out she is more skilled with CQC than we are, and we wind up dead.

Thankfully we had saved not that long ago, so we make our way back up and face her again. To avoid having this close-combat master get close, we shoot at  her with the gun (which, if you looked inside, contained only one bullet in the chamber!). Daisy's dead, and we can finally get the note, showing us the final clue we needed to find the jewels




We rush to the basement and take a closer look at the algae wall. We are now able to use the towel we grabbed from the bathroom to wipe the algae off the wall, revealing a loose brick. Behind the brick, the jewels!

At last, the jewels are MINE!

With a dead serial killer and a box of jewels in our pocket, we run back upstairs through the forest, unlock the entrance door, and win the game.

We are a guru wizard! .....cool, I guess

Revisiting the puzzle box

Having successfully completed the game, I decided to run through it a second time to figure out which things were actually necessary and if there was any way to break the game. A glance at the retroachievements list showed that I only missed one achievement, related to a more convenient way of going in and out of the basement. It turns out that you can move the cabinet (why would you think of this I have no idea) and find a bricked wall behind it.


Using our sledgehammer to break the wall creates a hole that leads us back to the dead-end pantry in the basement we ran upon earlier, thus solving one last mystery.

Otherwise, the flow of the game is pretty straightforward: get the candle in the living room, get matches, pitcher, and water in the kitchen, burn the carpet to get the small key and go get the gun from the chest it opens, grab the sledgehammer to get access to the basement and get the front door key, climb the tree to look at the telescope and discover the existence of the trapdoor, make your way out of the forest, climb to the attic, kill Daisy and read the note, get the towel in the upstairs bathroom, then use it to wipe the algae in the basement; finally, get the jewels and GTHO.

An interesting consequence of the direct path is that it turns out we didn't have to kill the gravedigger to get his shovel. Ooops! I guess the shovel can be one more item to use to map the forest, but we definitely have some blood on our hands that was not required (except for one of the retroachivements)

The retroachievement corner

Speaking of which, it is time to discuss the retroachievements for the game. There is a set of progression achievements corresponding to the main path described above. Besides that, there's an achievement for getting the candle before it gets dark (as far as I know, you could play through the game in the dark, though clearly it's impossible if you don't know how to go about it), find the two passages to the basement,  discover all five bodies, read all four notes, and kill the gravedigger. All in all a solid set, without any crazy challenges but that lets you see all the little nook and crannies of the game.

Time for the RELATIVE

Having fully explored the game, it is time to give it the rating it deserves on the RELATIVE scale

  • Game setting: 1
    • Your presence in the house is contextualized to a point, but the game otherwise takes place in a generic "current time, USA" time and place.
  • Player's Avatar: 1
    • You are a formless and nameless avatar; the category only gets a point because your presence is mentioned in the intro. Otherwise, you have no background and no life once you exit the house and the game. They don't even bother to give you a conclusion for your character, instead telling you (the player) that you are a "guru wizard"
  • Interaction with the world: 4
    • Mixed bag. Some rooms have plenty of stuff to do in them, some others are literally pointless dead ends. The game parser recognizes most things you input in them, but is sometimes very strict about what an item is called (see my issues with picking up the pitcher) or which verb/noun combination to use to make something happen, like dousing the fire. Points off for the inconsistent forest to blindly navigate
  • Story: 4
    • Surprisingly engaging for such a simple setup. The little nuggets of information they feed you keep you on your toes and make it so that you can guess the killer by the end. Shame the ending is a bit of a wet fart.
  • Difficulty: 3
    • The only real difficult bout of the game is the forest navigation. Besides that, the inventory is limited enough that it is easy enough to figure out what to use in which screen to obtained the desired result (as long as you're ok fighting with the verb parser a little bit)
  • Inventory and Interface: 2
    • Barely functional. The graphics take up so much space that you only have 4-5 lines left for text, and some room descriptions (terse as they are) are longer than that, so you have to switch between the text only mode to read the whole description and the visuals. Typing INVENTORY pulls out the whole inventory, and you can theoretically look at items in it, but besides the notes most descriptions are just "There is nothing special about it".
  • Bartering and Economy: 0
    • Absent
  • Graphics and sound: 2
    • Sounds is absent. As impressive as the graphics are for the genre, they are not great to look at, and really just look like schoolboy scratches. I am also still upset about the screens that look identical despite being different (looking at you, upstairs hallways).
  • Playing and replaying: 3
    • Game can only be played in an emulator, since it was only released for Apple ][. Since the game has little humor or personality in it, once you figure out the main path puzzles, there is little interest in replaying it. The game is fun to play, and I've already discussed my annoyances with the text parser.
  • The X factor: 10
    • I don't know how you give less than full marks to this category. The game literally invented the graphic adventure genre, and would lead to the King's Quest series and everything that eventually comes out of Sierra. It is also surprisingly still fun to play today.
  • Total: 30/100
    • Worthy of a play for how short it is and how important it is in the history of adventures. Still reasonably fun, but by no means earth-shattering. Definitely not an all-timer.
That's a wrap on the second game of the project, and our first adventure game at that! Next up, we'll switch to the FPS category, and try out Battlezone. I suspect this will be a one-post game, since it was released in arcades, and likely doesn't have much depth to it. Until then, Let's Keep Retro-Playing Together.

Tuesday, July 8, 2025

Chrono Review #2 - Mystery House (1980)

The facts

The intro screen of Mystery House (1980)

  • Game titleAkalabeth: World of Doom
  • Master List entry: Adventure #1, in the 1980 timeline
  • Original release date and info: 05/05/1980
  • Platforms: Apple II (1980)
  • Available for purchase: Nowhere; best bet to play to is to get it from the Internet Archive
  • How long to beat: 52 minutes (though I'm not sure how they got that number...)

The game

Mystery house is a game for the Apple II developed by Ken and Roberta Williams, of future King's Quest fame (hence the post tag). The game is a stepping stone between the old-time interactive fiction games (think Zork) and the future point-and-click adventures. The gameplay is pretty straightforward: you are locked inside a house with seven other people, one of which is a serial killer, and some jewels are hidden in the house; you are trying to find the jewels, take care of the serial killer, and get out.

You can see the instructions included in the game below


When you hit return, the game starts outside our mystery house.

The first screen of the game

This screen is pretty representative of the game at large: A picture of the situation takes up most of the screen, and you have four lines of text describing the situation and giving you a command prompt. You interact with the game by giving it a noun and a verb (not necessarily in that order), like "up stairs" or "open door". As we enter, the door closes behind us and we meet our unfortunate victims

One of these people is a killer! But who...

After we pick up the note on the ground, we read it and get a secondary objective: find some hidden jewels.


We need to drop this note to avoid carrying it with me (as instructed), or the game freaks out and doesn't know which note to read/drop. We then move to a nearby room and find yet another note, a little more ominous...

I keep exploring and start getting a message before the description of every room: "It is getting dark". If I keep moving, after a while the game screen goes fully dark and you get no more descriptions. Welp, that's a restart I guess.

This clearly gives us an early objective: I need to find a way to get some light. Poking around in the rooms on the first floor we find a candle and a set of matches. After some trial and error, I realize that "light candle" will result in me getting a source of light. It also has its downsides: if I go back to the room where I found the candle, the rug catches on fire. I get one action to do something about it; so far I haven't figured out what, and I just die.

I've then proceeded to map some more of the manor. I decided a mindmap was the best way to do so, and you can see my current progress below:


What I've achieved so far, before getting stuck

I'll summarize the other few discoveries I've made below:

  • I found a pitcher in the fridge, and filled it with water, but I am unable to douse the fire with it. I might just be missing the right combination of noun+verb. Shout out to my lovely wife for suggesting "pitcher" as a keyword; I had tried "mug", "jug", "cup", but "pitcher" is what the game expected.

  • I enter the upstairs bedroom, and a dagger gets wildly thrown at me. Thankfully it misses and I grab it
    Nice try, killer!
  • As I move around the house, I start finding dead bodies. What's interesting is that each of them seems to have been killed in a slightly different way.
    Sam was hit in the head by a blunt object
    Dr Green was stabbed
    Weirdest of all, Bill the Butcher was strangled with a pair of pantyhose! Kinky...
  • I am also responsible for a murder. Joe the gravedigger doesn't want to give me his shovel. I accidentally happen to have a dagger in my hand at that time, and that dagger accidentally ended in Joe's stomach. Ooops!
    You'll give me that shovel Joe, if it's the last thing you do!

  • The attic contains a locked chest (the jewels?), but none of my items seem to open it. I can't figure out if I'm supposed to bash it with a hammer, use the shovel to break the lock, or if I just need the key (which I don't have yet).
  • Last but not least, going out of the east side of the first floor lands me in a forest. However there is nothing for me to do, and I cannot go back to the house from the forest screen. I suspect a lost woods situation: there is a specific path I must follow to be able to find the path.

I am at this point fundamentally stuck: there are some items I can interact with but not move (the beds in rooms, a ladder in the attic), I can't seem to figure out how to douse the fire on the carpet (which I think is required), and the meaning of the forest escapes me. My inventory consists of the following at this time:

  • matches
  • a pitcher full of water
  • a butterknife
  • a lit candle
  • a shovel
  • a towel
  • a sledgehammer
  • a dagger

I'll give it some more time to try and figure out what to do, and then I might look at the list of retroachievements for the game, as there might just be something I'm missing that I wouldn't otherwise figure out. I'm hoping next time I post I'll have beaten the game and potentially mastered the retroachievements, at which point it might be time for the RELATIVE.



NEXT - Battlezone (1980)

 Sometimes, in the process of reviewing a game, I'll decide it's missing some qualities that make it worthy of a full review. We cal...