
Wayne Barlowe’s rendition of our hero.
Last time I was supposed to find a “xyller”, “yangst” and “zwerf” as well as deliver 15 credits to “The Rep” who runs the government.
The next obstacle was a bridge, where only one item could be carried across at a time; at the other end of the bridge was a graveyard which doubled as a maze. All three of the quest items were hidden there, where I had to dig the objects out by shovel.
Also, the graveyard included a completely optional scene with a vampire, which feels like it was ported in from an entirely different game.
You’re inside an ancient crypt of oddly familiar design. It is dark and gloomy here with cobwebs hanging from every wall. Although there are no religious articles visible there is a large black coffin sitting on the ground. There are doorways to the east and west.
OPEN COFFIN
The lid seems to give a little …
and then springs off as a small bat escapes from the coffin.
You hear footsteps approach from behind you …
In any case, once attaining the necessary items, it’s required to cross the bridge again. However, you can’t leave the xyller alone with the yangst, or the yangst alone with the zwerf; otherwise bad things will happen:
As you watch, amazed, the yangst turns a muddy, opaque brown and starts to spin, rolling toward the zwerf which, in turn, melts into a green, viscous fluid and starts seeping into the ground!
The yangst is now spinning madly and rolls over traces of the zwerf which seem to boil away on contact!
After the last trace of the zwerf has been vaporized the spinning yangst slows to a stop and resumes its alabaster translucency.
After safely crossing the bridge, I found the subway tokens I had to leave behind stolen. (I had to induce this — they were in the room description, but picking them up resulted in an empty inventory.) They *seemed* to be necessary to get out of the area.
You’re on a street of gleaming white plasmeld. There is not a spot of dirt anywhere. A lovely building of slightly alien design is visible to the west and a bridge is visible to the east. There is a gate set in the wall with a small slot next to it.
You notice a fleck of dust fall from the sky only to be deposited in a hidden chute by mechanical hands.
The “mechanical hands” are a clue.
DROP DIRT
An alarm sounds and mechanical hands roughly grab you while they swiftly clean up the mess and then drop you back on the subwalk platform.
No, “dirt” isn’t otherwise an object. This is one of those Adventure-did-it-better things; items or even characters in Aldebaran III might be usable without them being separated as items in the game. While commands can be tagged to specific objects, a lot of them are coded directly into the rooms.
Another quick example; when going WEST from one room, this occurs without warning:
You’re in jail, the warden has taken your keys away, (natch), so you can’t get out…
You can BRIBE your way out of the situation, even though it’s not obvious from the description above that the warden or anyone else is hanging around to give money to:
Fortunately you’re a slick talker and get away with a very small bribe, (and your keys).
Here’s the actual source code:
#99 In Jail
You’re in jail, the warden has taken your keys away, (natch), so you can’t
get out…
help m=Nope
bribe v<6.1 m="You don't have any credits to bribe anyone with…"
bribe 21 v-6.1 t+keys m="\
Fortunately you're a slick talker and get away with a very small bribe,
(and your keys)."
Back to the main gameplay: after escaping the “clean” area into the subway, it’s only a few steps away to the Rep, and the conclusion to the game:
You are in the presence of the Rep.
GIVE XYLLER
“My Xyller!”, he exclaims.
GIVE YANGST
“My Yangst!”, he crows.
GIVE ZWERF
“My Zwerf!”, he coos.
GIVE CREDITS
“You Terries aren’t so bad after all”, admits the Rep as he flicks a switch that cuts the power to all the androids that were leading the uprising, “Why don’t you stay for dinner?”. Which, of course, you do.”

I’m not sure why this cover is so gritty compared with the rest.
I think we sometimes take for granted how good the 350-point Crowther and Woods Adventure really is. As a starting point for the text adventure genre it established a vocabulary of verb-noun interaction that led later imitators to have some grounding. Nearly every action involves a reasonable use of an object that the player can see, and the interaction with characters like the dwarfs is limited in a way that suited the parser.
It may have started a penchant for light source timers, treasure hunts, mazes, and general fantasy randomness, but at least it was (and still is) quite playable as a game.
Aldebaran III is hard to play because it demands actions from the players out of a possibility space that is too large. The ambitions for character interaction got overextended. With *very* specific commands you can get some interesting conversation, like
“Want, want, want! You Terries never talk about anything else!”
(Terry = Terran = Earthling)
but in general characters come across as brick walls.
It feels skeletal. Many rooms in the source code don’t get used.
#328 Police Headquarters
#329 Stellar and Park Place
#330 Stellar and Alabaster
#331 Stellar and Zero
#332 Stellar and Laser
#333 Stellar Street
#334 Crystal City Information
The overall impression is one of failed ambition. While I appreciated the humor and ideas of Aldebaran III, but I can also understand why it fell into obscurity.
BONUS READING: Nathan P. Mahney played and wrote about this game back in April, and he discusses some things I passed over (like some ruffians who I never met, and a bit with the board game Go).
Instead of DROP DIRT, it also works if you type SHIT. Which is what I did in a moment of sheer frustration, as I am prone to entering obscenities when a game has me stumped. Just this once, it worked in my favour.
That’s … amazing.
I just added your writeup as a bonus link at the end of this post, since there isn’t much written about the game out there and you hit some aspects that I didn’t.
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