Archive for the ‘mexican-adventure’ Tag

Mexican Adventure: That Age-Old Problem   7 comments

Dobbs was too much occupied with other thoughts to take any account of how he was sitting. Just then he was looking for a solution to that age-old problem which makes so many people forget all other thoughts and things. He worked his mind to answer the question: How can I get some money right now?

— B. Traven, The Treasure of the Sierra Madre

I have finished the game. (Previous posts here.)

I like what this game was aiming for conceptually but the technology (that is, a late-70s or early-80s computer) didn’t hold up with the goal. The basic idea here was to use the MAKE command to build a number of things — far more than any prior game I’ve seen in this chronology — turning combinatorial object creation into a regular mechanic rather than a one-off novelty. The idea works in games like Return to Mysterious Island but that game has pictures of the objects and a UI that clarifies what’s going on. Let’s return to the issue in context and go back to a chunk of map I missed —

Right where I bribed the guard and got a FILE, I used it to nab a CHAIN, get a BAR out of a skylight, and escape. I did not think about the fact the DOOR is also now described as OPEN.

Implicitly I think I was imagining there’d just be guards back there; I was half-right but the half-wrong part was vital.

If you don’t GO WEST as shown above, you can nab some keys, then break into an office and two cells. The office has a map showing the town as well as a FULL CANTEEN (don’t drink it, it isn’t water).

One cell has a hanging body with a paper that has TRANSLUCENT PARTS. You can also use the file on the rope to get it (I did not figure this out straight away and had to loop back long after, but I’m saving time in the narrative). Across of the same cell, reflective of the general prison standards, there is a man who isn’t dead yet but drops over a turn after he gives you a message.

Searching the second man reveals some SPECTACLES. I’m going to condense my prolonged narrative and mention that USE SPECTACLES will cause them to light the paper on fire, revealing a message.

(I have never ever seen any spectacles with this effect, and this won’t be the last bit of dodgy science you’re going to see. ADD: OK, I checked and there are extreme enough reading glasses to make it work. Mea culpa.) This code ends up being useful at the bank — and I even knew immediately it must go to the bank — but I had to check a walkthrough (via Strident) to know how to phrase it. I’m guessing the Spectrum version (which he played) was more helpful about this?

Dark Star gave the syntax out when asking for HELP, but this game does not give any. As far as I can tell the only way to know this syntax is to imagine the same thing carries over between games, because the assertion doesn’t follow a verb-noun pattern.

This gives a SAFE DEPOSIT BOX. The box contains a passport but the passport is in need of a photo. I already had the bottle of developer, tray, photo sheet, and room that could be made dark, but the game let me know about a lack of CAMERA. It turns out — and I had to look this one up too — the safety deposit box and a SKEWER from a house can be used to MAKE CAMERA.

?!??

Here is how I visualize a safe deposit box:

Could a skewer poke a hole in that? Is that even the right shape for a camera? Is a pinhole camera really enough to make a passport photo? (Indeed the author could have been visualizing the box “correctly” but just saying IT’S EMPTY upon examining it is not sufficient to avoid disjoint visualization.)

At least the game is very specific about the verb FIX here which is not being used in the “repair” sense like it normally is.

Before hitting the cavalcade where things getting even wilder, here’s the remaining object list: BLANKET, SOME WOOD, EMPTY CONTAINER, WIRE, METAL STRIP, IRON BAR, WHEELS, CANTEEN. There’s also a HORSE in a stable, petrol pump and an ENGINE that is too big to carry, the GOLD INGOTS equally too big to carry, and a JEEP that is stuck in QUICKSAND.

The container is used at the petrol pump to get some gas over to the jeep and fill it. I got that far, at least. I also got part of the way to figuring out the WINCH; there’s a pulley that can be mended as long as you’re holding the IRON BAR (shown above) and then MAKE WINCH while holding the chain. Except:

It turns out you can ENTER JEEP … except for the quicksand, which you can cross by USE BLANKET. Why THROW BLANKET does not work is beyond me (leaving the jeep, you don’t use the blanket again, so you ought to get stopped by the quicksand; best just not to think about it to much).

Here, you have to put together the fact the CANTEEN is in fact holding acid, the wire, and the metal strip to MAKE BATTERY. This does not sound safe or even like it would work.

However, you also need the ENGINE. Going back to the HORSE, the only unused items are the WOOD, the ROPE, and the WHEELS, which is sufficient — without nails, a hammer, or any supplies really — to MAKE CART.

MAKE is such a risky verb when any noun in the universe is technically possible, especially if the author is fishing for something specific. This was way too specific for me. I did not visualize the wood as being of the volume for this kind of thing, or the wheels as the kind of thing that would somehow attach without any extra bolts or assistance. Again, I get where the author was going, but with minimal descriptions or no descriptions at all this requires abductive reasoning of colossal size.

The cart allows picking up the ENGINE and delivering it to the JEEP. You can move the GOLD closer while you’re at it if you want. With that done you can START IGNITION, LEAVE JEEP, and MAKE WINCH, finally pulling the jeep out.

The gold fits into the jeep, and apparently we are just getting waved through because it’s the 80s.

Flashing so I couldn’t quite get the whole word “ANOTHER”.

In a narrative sense this had a theme of greed rarely seen in an adventure game from this time. That might seem like a bizarre statement given the number of Treasure Hunts we’ve experienced, but the emphasis has very rarely been on Getting Rich; the treasures are treated as a generalized mechanic for sending the player in all directions. (In some games, the treasures are being moved inside the dungeon/pyramid/complex rather than “liberated”.) Here, there’s no reason we have to take the risk to also get the gold; the passport would normally be enough for an escape, but the protagonist is suffering from That Age-Old Problem. Hence I got more interesting narrative out of this game than the same author’s Haunted House (which is pure treasure hunt) but the leaps of disjoint visualization required to MAKE the objects required left me feeling sour.

Via MZ Sharp Archive.

Still not a terrible game to end the Sharpsoft saga (for now) on. Five 1982 games to go!

Posted April 28, 2025 by Jason Dyer in Interactive Fiction, Video Games

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Mexican Adventure: I DO NOT THINK THERE IS A RICK   7 comments

I’ve made progress, shockingly without hints (previous post here).

Strident in the comments pointed out that a download for this game also exists in MZ-700 format, with color. I have tested the two versions and the major difference is that the first line is missing in the MZ-700 edition. It has two POKE commands followed by REM BY GEOFF CLARK JULY 82. I think it likely whatever shenanigans caused by POKE wasn’t needed and the removal of the author name was an unintended side effect — especially given the name stayed on Secret Kingdom — but swapping back and forth they’re essentially the same just with the addition of color.

From the Sharp MZ Archive.

To recap, I was in a cell with a blanket on a bed but otherwise no apparent resources. The guard was noted as bribable but I didn’t have anything to bribe with.

Now with color! Here I was trying to GET a BRICK. TAKE BRICK properly mentions a BRICK rather than a RICK. I assume the game trims the first five characters (“T”, “A”, “K”, “E”, “ ”) but the author forgot the synonym was shorter, causing the effect.

I had already tested verbs thoroughly, so maybe the problem was nouns. I thought I had tested those thoroughly too, trying LOOK FLOOR, LOOK WALL, LOOK CEILING, LOOK BAR, and LOOK CHAIN. The latter two give YOU CANNOT SEE IT HERE rather than the “doesn’t exist” kind of feedback which is important information, but doesn’t quite help set off the chain of events.

I had a problem of visualization. The skylight is BARRED AND AT GROUND LEVEL, but I assumed this was just to indicate it was a funny kind of skylight that wasn’t strictly aimed at the sky. What didn’t occur to me was that this also indicates GROUND is a recognized noun, and that I should be visualizing the cell as not having a FLOOR but rather just being GROUND.

FEEL at least was on my verb list although I think SEARCH should map to the same action (I would visualize someone searching a floor after seeing a glint as using their hands). The glint is a GOLD COIN. You can then SHOW COIN to the guard, followed by GIVE COIN.

GUARD TAKES IT AND DROPS SOMETHING

The something is a FILE. Since I already had the two nouns mentally stored, FILE CHAIN and FILE BAR came to me right after (both give a CHAIN and a BAR respectively), and I was further able to ENTER SKYLIGHT to escape.

Now the game puts up a hilarious contrast with the opening constrained section, as there’s a lot of rooms. I’m going to give the whole map at once (at least as I have it so far), then explain it in pieces.

To start with, there’s a giant 7 by 10 plain. There’s no thirst meter or concern about timing; you can map out at your leisure a series of rooms which are mostly all the same.

This reminds me of Dark Star having the giant 8 by 8 crater with random items tossed in. This is not typical for adventures of this period; even Time Zone wasn’t quite so blatant. This essentially encourages CRPG-like “lawnmowering” checking each square. This game has the fortunate interface addition of being able to move around with the arrow keys so this isn’t as bad as it sounds.

One thing I do find fascinating in a historical-analysis sense is that Dark Star was by the other Sharpsoft author. The authors essentially formed a miniature “school of design” with common patterns, just like artists from the same Renaissance workshop have the same affectations. We’ve also seen that with the multiple authors from Aardvark who tended to use interesting geography tricks — also the same bad parser, but the geography tricks are not something determined by a common codebase as much as overarching choices in design.

Returning to the game at hand…

…just a bit northwest from the start is a stuck jeep and a large rock. The jeep is described as having a PULLEY IN THE FRONT. There’s also an ENGINE nearby — which I presume goes in the jeep — but it is TOO HEAVY AND YOU NEED SOME TYPE OF TRANSPORT.

I’ll just skip ahead and mention there’s a town with a whole slew of items, including a SHOVEL. With the shovel I tested each and every room in the big plain using DIG before hitting literal paydirt.

We’ll visit the town in a moment; two more stops. To the north is a garage with a petrol pump, and the garage itself has SOME WHEELS. I assume these also go to the jeep.

Farther north still is the US-Mexico border where you need your papers to cross.

The overall quest seems to be thus: a.) put together the Jeep with various parts b.) pick up the gold with it c.) get a passport somehow d.) escape with profit assuming they don’t ask too many questions at the border. It’s sort of the plot of Three Kings without the war in the background. I assume we don’t get to shoot a bazooka either.

As far as “various parts” for the jeep go, let’s hit the town.

Most of the locations are empty of people and serve to deliver items. This includes a SKEWER, METAL STRIP, WIRE, SHOVEL (as already used), PLASTIC TRAY, EMPTY CONTAINER, SOME WOOD, a PHOTOGRAPHIC SHEET, and a BOTTLE with some developer fluid. The latter two are in the same building and there’s additionally some curtains that can be “DRAWN” to make the room dark.

I assume the plastic tray also gets used in this procedure. I do not have a CAMERA yet but the game recognizes it (there’s no I DO NOT THINK THERE IS A AMERA message upon trying to GET one).

Of special note is the stables which in addition to having the EMPTY CONTAINER also has a HORSE. You can GET HORSE like a regular object and I assume do something with it hauling the jeep out of the quicksand but I haven’t tested this far yet.

There’s also a bank (BANK’S ARE SMALL if you try to enter with a horse) and I’m not sure what I should be doing. I am unable to GET CASH or GET LOAN or anything like that but none of the shops have shopkeepers to take money anyway.

That’s everything so far! I’m definitely just stopping to report in rather than stuck, as I have to try to build something to pull a jeep. I accidentally hit MAKE WINDOW while in the cell and found the command was recognized (YOU DO NOT HAVE EVERYTHING YOU NEED) although my guess is the “WIN” in the three-letter parser is standing in for WINCH instead.

Posted April 27, 2025 by Jason Dyer in Interactive Fiction, Video Games

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Mexican Adventure (1982)   22 comments

Here is the last of the Sharpsoft set of games from 1982, the series that included Secret Kingdom, Haunted House, and Dark Star.

I’ve got historical background here from writing about Secret Kingdom and here writing about Sharpsoft’s 1981 game Escape from Colditz. Like Secret Kingdom, this one didn’t have A.J. Josey involved, but was solely the work of Geoff Clark.

Sharp MZ-80K keys, via Marcin Wichary in the Museum of Computing in Swindon. Attribution license.

The only current available version of the game is for the original, Sharp MZ-80K, the computer originally intended as a kit with the calculator-like keys (see above).

You have just come to from concussion, you have lost your memory. You find yourself in a Mexican prison, your aim is to escape from prison and return to Texas a rich man.

(ADD: Strident points out the MZ-700 version of the game with color is also available.)

Often our protagonists start in jail for crimes they didn’t commit; this time I’m wondering if the player is jail for a crime they did commit. In a gameplay sense, we’ve seen approaches all over the map for opening prison escapes, it being something like a mini one-room game to start proceedings. They sometimes involve breaking out a window (Escape from Rungistan) or out the front (Devil’s Island, which memorably involved having to start by waiting 2 minutes in real time before killing a guard).

From doing LOOK BED you can find a BLANKET. LOOK DOOR reveals THERE IS A GUARD OUTSIDE and LOOK GUARD notes

GUARD LOOKS GREEDY

and I’m not sure what this means, but this is clearly signaling some kind of bribe to start (which I think is new!) BRIBE GUARD gets the response

SHOW IT TO HIM FIRST

but there’s the slight problem that you don’t start with anything valuable.

The SKYLIGHT is BARRED AND AT GROUND LEVEL but doesn’t seem to respond to commands otherwise.

And … that’s as far as I’ve gotten. This is another kick opening where it’s hard to do anything. I did manage to crash the game by typing GET without an object

but I have made no progress past this point. Here’s my verb list attempt:

STA gets NOT YET so I don’t know if that verb is STAND, STAB, or START.

The verbs at least have distinct failure messages. DRINK responds I THINK YOU HAD TOO MUCH TO DRINK ALREADY (not sure our memory issues are just from a concussion!), BURN chides the player with YOU ARSONIST!, DIG responds YOU DO NOT HAVE A SHOVEL, and CONNECT cryptically responds THINK.

I could of course prod open the source code (it’s BASIC) but I feel awkward doing so on the very first puzzle. Having a “kick opening” (start of the game with a tough puzzle) is extremely risky and makes it seem to the player like something might be broken; Wizard and the Princess starting putting cards in packages explaining how to solve the first puzzle. I’m wondering if Sharpsoft received any grumpy letters or anyone who bought this game just coped.

I’ll take speculation from anyone who hasn’t played, but if someone has managed to get farther on their own, I don’t want any “real” hints yet.

(For those who were anticipating the Misadventures rather than this game, there were technical issues severe enough I’m kicking the games to my loop-back list. This means once Mexican Adventure is done I’ll have five games left to go for 1982.)

Posted April 26, 2025 by Jason Dyer in Interactive Fiction, Video Games

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