Archive for the ‘haunted-house’ Tag

Haunted House (1979)   5 comments

hauntcover

This game was was published by Radio Shack — the same ones who made the TRS-80 — and for obvious reasons was only available on that platform. The manual and tapes (it was originally published on two) give a copyright date of 1979, so I’m sticking with that.

It gives no author but mentions “Device Oriented Games” as the developer, who goes on to make them Bedlam (1982) and Pyramid 2000 (1982). Bedlam names the author as Robert Arnstein, who I am fairly certain was the author of every game from that company. Robert Arnstein is also credited as the author of Raäka-Tū (1981) and Xenos (1982) so we’ve got a genuine text adventure auteur on our hands. (Trivia: earlier he wrote 8080 Chess, the very first microcomputer program to participate in the ACM North American Computer Chess Championship.)

Clearly the most dramatic text adventure opening of all time.

Clearly the most dramatic text adventure opening of all time.

Old Man Murray once ran a feature called “Time to Crate” which evaluated games based on how long it took for the game to have a crate. (They were everywhere at the end of the 1990s. Often it took 5 seconds or less to find a crate.) Text adventures of this era could be evaluated on the “time to reference of Crowther/Woods Adventure” system, which in this case is two moves.

advref

Saying “plugh” tosses you inside the haunted house, with an objective to escape. There are no room descriptions, just room names (“YOU ARE AT THE DEN.”) and so far the only danger has been in ignoring a floating knife:

death

(Just taking the knife prevents the death.)

If you go in a direction that is invalid, the game will just print the room description again. I first thought there were mazelike loops everywhere but given this property happens in every single room it just must be a quirk of the game.

Even for the era the verb set I’ve been able to find is really sparse: directions (NSEW only), OPEN, CLOSE, DROP, GET, READ, POUR, CLIMB (which just gives a response of “NO.”) Trying to use an invalid verb on an object gives the response “WHAT SHOULD I DO WITH IT?” which is frustrating in that it almost barely pretends to understand, and the way I found to test if a verb works is to type it without an object upon which the game says “WHAT?” as opposed to “I DON’T UNDERSTAND.”

hauntmap

For a long time I was stuck by a locked door. It turned out to be an absolutely horrible trick. I’ll explain in a second, but take a moment to study the right side of the map and think about it first.

Recall the “loop” property where room descriptions just repeat if you can’t move. There’s a servant’s quarters with a cabinet next to another one with a cabinet. There is no way to distinguish the difference between looping and realizing you’ve entered a new room without having dropped something in the first room.

serquart

Things did not improve after I found the key. I came across a raging fire. I happened to be holding a bucket of water (one that magically refills if I pour it, even) but I am completely unable to apply it to the fire.

ragingfire

It’s been a while since I’ve skipped finishing a game for this project without completing it, but I just might have to invoke that option.

Posted September 8, 2016 by Jason Dyer in Interactive Fiction

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Haunted House: Finished   11 comments

Last I visited Haunted House I thought I was done playing. Fate decided otherwise.

Before I go on, I want to preface: this game was written with *very* tight requirements. The TRS-80 was originally released with only 4K of memory space, and while the base model was swiftly upgraded to 16K it appears Radio Shack wanted Haunted House be playable on any of their systems, including the lowest end models.

Hence, the entirety of this game fits on two 4K cassette tapes, and not for a total of 8K; each cassette is a self-contained part of the game. For reference, Adventureland (which is legendary for extremely tight space requirements) uses the entire luxurious 16K of the newer model (that is, four times the size).

So in a way Haunted House is an impossibility, a marvel. It is still a deeply bad game.

We left off on holding a bucket of water, with no apparent way to apply it to a fire.

ragingfire

You can “pour bucket” but it just pours water on the ground and refills. Would you suspect a bucket of endless water is a useless red herring? (Well, maybe Joseph Nuccio would.)

ragingfire2

I want to stop for a moment and emphasize you can walk through the fire without carrying the bucket of water. The bucket of water is entirely unnecessary and its entire existence seems to be very specifically engineered to force players into an intentionally impossible game of guess the verb. Perhaps this doesn’t sound so frustrating with me just describing it, but I assure you in terms of actual gameplay this is possibly the worst maneuver I’ve ever seen. There is an analogous part in Crowther and Woods Adventure but that at least has the saving grace of no item that seems like a completely logical solution.

In any case, the part with climbing the rope which takes you to the second floor swaps you to “Tape 2.” (The version I was playing has the tapes merged so a tape swap is unnecessary.) The code on Tape 2 is entirely self-contained to the extent that some verbs that work on the first floor don’t work on the second floor, and vice versa.

To continue, I took the magic sword and went wandering:

ghostblock

Given your original inventory is all gone, and the verb set is even more limited than the first floor, the only option is to kill them all (“YOUR MAGIC SWORD ENABLES YOU TO KILL THE GHOST!”).

After slaying the ghosts, there’s another ghost, a … superghost of sorts?

KILL GHOST
THE GHOST IS IMMUNE TO YOUR ATTACK!

It won’t let you just pass by either. With only TAKE, DROP, direction commands, and KILL at your disposal, what to do?

Well, obviously, go off to another room and drop off the sword. (In another context, this might have been kind of neat, but here it is just random.)

This is followed by a “maze” of sorts with a bunch of identical ghost rooms, exploiting the fact that going in a direction just repeats the room description, beating out stiff competition for the award for Least Verisimilitude in Any Maze Ever.

ghostmaze2

Eventually, going south gets to a room with a sign.

ghostmaze3

Let’s just summarize:

  1. There are three exits: east, west, and south. Two of them will kill you. There is no hint as to which one.
  2. If you ignore the sign, by, say, wandering around the maze too fast, you will die because you have to read the sign in order to live (even if you went through the correct exit)
  3. If you carry the sign with you after reading it you will also die (even if you went through the correct exit).
  4. Dying for any of the reasons above requires a reset of the second floor. I am dearly hoping it didn’t require reloading the cassette.

Somehow I don’t feel bad about spoiling the end.

ghostmaze4

Of course, a game like this deserves a seriously impressive Amiga remake (thanks, Sean Murphy!)

Feel free to share any personal stories you have about this game in the comments. The back cover claims it is fun for the entire family. When is the last time you’ve played something that’s done that?

Posted September 21, 2016 by Jason Dyer in Interactive Fiction

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