Eamon

(Edit: changed stylization of the name of the system so it’s not all-caps.)

I was sure I had posted about this before, I mean I had to have. It’s such a cool bit of gaming history, never less than a bit obscure, but still, incredibly, has multiple websites devoted to it today. While waiting to binge on Kirby Air Riders, I figured I’d work off some of my indie KARma (heh) with this post about something that could not possibly be more different.

Title screen image from Renga in Blue.

I’m talking about Eamon, an Apple II text adventure/RPG system with ports to other platforms (there was a not much used C64 version, and a PC/MS-DOS version with a bit more uptake), but was biggest on Apple II.

Eamon itself isn’t a single game, but is more like a family of games, each created to a certain specification. The closest thing that Eamon has to being at its center is the Master Disk, which is a character creation tool and a starter adventure. The idea is, you create and customize a character using the Master Disk, which saves your character and allows you to take them into other adventures, written by others.

If you remember me talking about Dungeon (from Loadstar issue #74 and others), it’s the same kind of idea, but from far earlier, and a lot more freeform. Dungeon had creation tools and a game engine. Eamon adventures were BASIC programs written from scratch, that modified the character file. Your in-game surrogate was really at the mercy of whatever horrors the adventure writers had in mind. If you feel a mild chill of existential horror at the idea, that’s because you live after decades of internet culture has trained you to recoil in fear that a software author could do just anything. It requires a degree of trust on the part of the user. Of course, Eamon adventures varied in quality and fairness. You have to expect that even your best characters could get pasted by a level 1,000 Tarrasque right as an adventure begins. Of course, smart people made backups of their character disk; in a chaotic realm like this, it’s a lot less cheating than basic prudence.

I promised links to websites. Here they are.

There’s Eamon Remastered, which is a web-based recreation with many recreations of classic games. With it, you can create a character which is saved to the website, then put it through the options on the Master Disk, and then can send them through the adventures, without having to get an emulator working or anything. If you just want to try it, that’s probably the best.

EAMON Remastered, in the Beginner’s Cave

There’s a full Eamon Wiki, the Eamon Adventures’ Guild Online, the Adventurer’s Guide to Eamon, and the blog Renga in Blue’s description. Given that it’s an obscure text adventure system written in BASIC and created in 1979, it’s frankly astounding that there’s so much information on it on the Living Web.

I’m surprised that Eamon isn’t more widely remembered now, as there were hundreds of adventures (at least 280) made for it. The Digital Antiquarian wrote about the history and play of Eamon: Part One, Part Two, a liveblogged exploration, A Journey Into the Wonderful World of Eamon, and some expressed frustration on coming up with a definite history of Eamon.

Gaming Jay plays Eamon (33 minutes):

So, how do you play this?

First off, you should probably try the Eamon Remastered web-base recreation, which has a fair number of adventures to play. Here is its manual.

After you create your character (if you’re playing the Apple II original, make sure to follow directions in town, as the game is positively gleeful about killing newly-made characters), you’ll want to buy a weapon and some armor. Advancement in Eamon is not of the level-based D&D style, instead characters advance by doing. When you attack with a weapon, you might improve in your ability to use it. When you’re struck by an attack, you might improve in your use of armor. It lacks the “dopamine hit” (I hate that term) of gaining a level, but I think this is quite a more realisticm, and dare I say, better, method of character advancement. It’s more like the Runequest/Call of Cthulhu/Basic Role-Playing system, where most of a character’s ability is encoded within a number of individual skills. Though it’s a lot more gradual, it also means that characters are a lot more individual.

When you play it, you’ll find that it works basically like Infocom adventures did. Since each Eamon game is a program to itself, things could work very differently between them, but I think most of them tried to adhere to some shared conventions.

The “Beginners Cave” adventure is the intended first experience with EAMON. It provides you with some basic treasure, opponents and advancement. It is quite possible for a new character to die there, so treat this adventure with care. I found that there’s some quirks. “take [item]” tends not to work; “get [item],” however, does. “attack [monster]” can be used to attack in melee. There is a button, by the input box, that you can click for a list of available commands.

I don’t know if this is true of every adventure, but to get away from a battle you’re currently in, it won’t do to move out of it, if you don’t want to fight you should use the “flee” command, although monsters can follow you anyway if they choose. Flee sends you to the previous room you were in. If the monster that was menacing you chooses to follow, then I don’t know what else to do than just keep attacking and hope for the best.

I don’t have a lot of experience with Eamon myself, so I must leave you to your own devices for furthering your adventuring career. Good luck!

Space Quest Secrets

If it seems that a lot of the “niche” items here ending up being about Nintendo things, you’re not wrong. The fact is, lots of people talk about Nintendo, both the Nintendo of old (N64, Gamecube, GBA, DS), the Nintendo of very old (NES, Gameboy, SNES), the Nintendo of very old (Donkey Kong, Game & Watch), and once in a while, the Nintendo of even older than that. They have been making gaming equipment since the 1800s, after all!

With all that Nintendo talk, I’m positively desperate to find non-Nintendo things older than a certain age. And once in a while, I even find them.

That’s what’s served up today, a video list of 11 secret things about the Space Quest games. The absence of Space Quest games in the current era is one of the worst things about it, if there was any DOS-era game series that could stand a comeback that is IT. But in that terrible absence, here is a 27 minute collection, from Space Quest Historian, of interesting things about those games:

Included items:

  • The Cave Squid in Space Quest II doesn’t actually chase you: it’s a set encounter in a specific location.
  • In SQ6, in the German and French localizations, designer Scott Murphy rerecorded some lines he spoke as himself, in those languages.
  • A cheat to skip some of the Scumsoft area in SQ3.
  • In the Aptitude Test in SQ5, you can either look over the shoulder of another test taker to get the answers… or just answer the last choice for each question. That’ll also get you past that sequence.
  • Some planet names in SQ5 are obvious jokes, but one of them that seems to be a jab at rival adventure maker Lucasarts is instead (or maybe, also) a reference to the last name of a couple of employees.
  • A Sarien guard in SQ1, if you talk to them many times, will eventually reveal that they’re a Kings Quest fan, and six points are locked behind this easter egg, making it difficult to score a perfect game without prior knowledge. As it turns out, Ken Williams put this gag in the game himself.
  • Space Quest Historian insists that the games, in general, were not made harder to sell hint books. Instead, it was to increase the length of the game, as if you know exactly what to do a typical Sierra adventure can be finished in less than an hour.
  • The Datacorder puzzle in SQ6 wasn’t intended as copy protection. It was supposed to be clued in the game itself, but an oversight meant it was left out of the game, so the clues were printed in the manual.
  • In SQ5, there was an unexpected case of the game taking it easy on the player. If you don’t complete a necessary puzzle, at the very end, before escaping a spaceship set to self-destruct, the game won’t kill you as a final punchline, but actually put you back for another try.
  • The Duracell Bunny, better known to US players as the Energizer Bunny, in SQ4… they actually got permission to include the joke, but from the wrong people. Still they were never sued, possibly because the inclusion flew under the owner’s radar.
  • Rereleases of Space Quest games sometimes changed some of the pop culture references to make them less legally actionable. In all but one case, however, this was done preemptively, and no legal threat was actually made. It was just their lawyers playing it safe. The one time they got a Cease and Desist was when they included likenesses of ZZ Top in the VGA release of SQ1. They fixed this in a novel way: the interpreter program scans the play directory for alternate resource files, and if it finds them, will include them as alternate animations. They “patched” the game for later pressings by putting alternate versions of the singers, shrunk down so far as to be unrecognizable. This seemed to satisfy the group’s lawyers. But the original graphics are still in the game; if the alternate resource files are deleted (or just moved out of the directory), the ZZ Top parody will reappear.

If all of this is interesting to you, I encourage you to watch the video, where all of these things are illustrated in-game, and explained in far greater detail. Look and see!

Serious and Sweet Adventure Games

This is a double review for the adventure games The Night is Grey and Prim, both played with press keys provided by the developers.

0:00 Intro
00:14 The Night is Grey
4:33 Prim

A Bluesky User Points Out Excellent Indie Adventure Games

It was posted by Francisco González, who laments that people rue the death of the adventure game genre, when, as he says, there are more great adventure games being made now than ever before. Perhaps what we’ve lost is the big publisher, the press that will call attention to them, or maybe just the narrow field of releases that allows single specific games to stand out above a handful of peers. Although I notice that many of these games have positive Eurogamer and Rock Paper Shotgun reviews!

So Francisco posted links to some games that he personally likes. A lot of these games have a pixel art style to them, in ways that purposely evoke the Sierra and Lucasarts games of the 80s and 90s. You can read Francisco’s post on Bluesky. I’ve called out a few below, but encourage you to check the post!

Death of the Reprobate

Death of the Reprobate: An adventure through real Renaissance portraits by John Richardson, creator of comedy adventure games Four Last Things and The Procession to Calvary.

Near-Mage: You play as a student who’s just discovered she’s a witch, and has been sent to study magic in Transylvania. Maybe a bit of a Harry Potter vibe, although with more vampires and less of Rowling’s transphobia. Its description states, “A game about about Transylvania made by Transylvanians!”

PRIM

PRIM: A “cute and creepy” aesthetic suffused this game about a girl who finds out she’s Death’s daughter. Discworld vibes, perhaps?

Rosewater

Francisco’s own Rosewater: A quest for fame across an alternate world version of the old west.

Perfect Tides

Perfect Tides: Set in the year 2000, follow an internet obsessed teen through a year of her life on an island paradise.

Paradigm

Paradigm: A surreal game with bizarre character art, starring a mutant fighting against (adjusts glasses, reads) “a genetically engineered sloth that vomits candy.”

Beyond the Edge of Owlsgard

Beyond the Edge of Owlsgard: Another game set in a world of anthropomorphic animals, the art has a VGA vibe to it and a strong classic Lucasarts vibe.

(And let’s not forget, World of Goo 2 has a change-up last chapter that’s actually an adventure game!)

Sundry Sunday: The Deadliest Element (in Adventure Games)

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

It’s a maxim among D&D players that the deadliest thing the DM has in his arsenal against players is the lowly pool, stream, river, pond, lake or ocean. (Zee Bashew has an entertaining 3-minute video about this.) There’s just so many ways to kill a PC involving water.

Well, this isn’t just a Dungeons & Dragons thing. Sierra On-Line adventure games had many excuses to off a wannabe hero for just thinking about approaching a body of fluid, as Sierra Art’s 4 1/2-minute compilation video demonstrates. Whether it’s drowning in it, being swept down current by it, creatures living in it, or it actually being deadly acid: if it’s liquid, it’s fatal.

That’s not the only adventure game in which the wet stuff will kill you. Famously, the only way to actually die in The Secret of Monkey Island is to hang around too long under water. If you wait for ten minutes down there, Guybrush Threepwood will actually drown, which replaces the action verbs with Bloat, Stare, Bob, Rot and Order Hint Book. (2 minute video)

You can drown in Return to Money Island too (2 1/2 minutes), which is funny because the game is presented as Guybrush telling of his adventure in discovering the secret of Monkey Island to his son, wrecking the whole premise.

Sundry Sunday: Ending Animation for The Mystery of the Druids

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

I forget exactly where I saw it, but I observed, in pieces, a playthrough of the 2001 adventure game The Mystery of the Druids. It may have been during Awful Block at an earlier GDQ, or on some other stream. it was something. Actually, a thing. One thing. Just one.

(Amazingly, you can buy the game on Steam, and as I write this it’s like a dollar. One dollar. Just one. But the reviews indicate it has really serious bugs, so even that is probably too much.)

Besides constantly pronouncing the word druid as drood, the game’s notable for starring a police detective, Halligan, who frequently does things one might think unworthy of law enforcement. Not a great pillar of virtue, that Halligan.

The game itself doesn’t have a great ending, so someone on Youtube made their own version. It’s two minutes long, and it follows below. It is much more enjoyable than the actual game.

Gamefinds: The Silly Knight Prologue

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Both Frogfall from the day before yesterday and this one were recent itch.io highlight honorees, and both are interesting enough to feature here too, although they’re very different kinds of games, and for very different reasons.

The Silly Knight is a classic-style point-and-click graphic adventure game. Click on things to interact with them. Some things can be picked up and put in your inventory. Half of the fun is clicking on things and seeing what your character has to say about them.

The Silly Knight is claimed to be a prologue. It has a simple puzzle, and some voice lines, and then things take a turn for the surreal. Then, the game claims it’s over, but actually you can go back in and “play” it “again,” and things will be slightly different, and again, and again. Even with all of that, it’s still extremely short, but what do you want for free?

The Silly Knight Prologue has a playthrough video on Youtube, embedded below. It’s 6 1/2 minutes long and spoils the whole story (what of it there is), and the game is free anyway. It doesn’t reveal all the jokes though. Presumably, if the full game gets made, the story will pick up from here, although who the heck even knows how that would be possible….

The Silly Knight: Prologue (by Alexander Preymak, on itch.i0, for Windows and Mac, $0)

Sundry Sunday: Remade Opening to Grim Fandango

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Over on Newgrounds, Yespeace1 remade the opening to the classic 3D Lucasarts adventure game Grim Fandango in Blender. They adhered to nearly everything about the original, so don’t expect a tremendous amount of improvement, but when the first version was so great anyway that hardly matters. The Youtube version is linked below, since it’ll embed here cleanly.

Grim Fandango Resurrected, on Youtube and Newgrounds (3 minutes)

Homestar Runner: Dangeresque in The Roomisode Triungulate

Every time Homestar Runner releases something new, it’s cause for celebration. They’ve been doing this for 23 years, and that’s not counting the original Mario Paint thing with the characters they made, long ago, that kicked off their merry legacy. Even though the days of them updating weekly and Strong Bad popping off sarcastic answers to emails left, right and center are long gone, every few months another new thing comes out of the Brothers Chaps’ content grinder, and we love that kind of sausage.

Of course making free stuff doesn’t pay the bills, and Adobe Creative Cloud is hella expensive these days, so much of their more recent stĂĽf takes the form of little paid projects, like the Trogdor board game. So it is with this, a quite nifty collection of three point-and-click adventures. One of them came from their website long ago, but it’s now remade in that Unity thingy. it’s joined by two completely new games, and the three of them have better animation and full voice acting now! All are full of the wit and fun that Homestar Runner-branded contentTM has long been known for.

I managed to finish it in a night, but it was a very entertaining night! This thing is packed full of more jokes and character even than the Telltale series they did back in the Wii days. It’s amazing how many obscure interactions have unique voice lines, so be sure to try everything, and using everything on everything else.

Dangeresque: The Roomisode Triungulate, on Steam and itch.io (Windows and Mac, $8)

Trailer: New Homestar Runner Dangeresque Games!

They’re not out yet, but the Brothers Chaps, creators, maintainers, and sometimes even makers of Homestar Runner stuff, have some remakes of their old Dangeresque Flash games in the works, now with updated (in some cases completed in the first place) content, and full voice acting! Have some strong & bad Strong Bad:

Nothing says awesome earlyweb goodness like Homestar Runner, even though technically he’da say “awesome eallyweb goodness,” because he doesn’t do Rs too well. Here’s the itch.io page, where it’s still listed as only “in development.” Looks like (we’re gonna have to jump) it’s set for Steam as well!

Macromedia Director Support in ScummVM Improves

News from the Mastodon of blogfriend Anatoly Shashkin, the increasingly inaccurately-named ScummVM project, which started way back in 2001 as an engine to play classic Lucasarts adventures but has since expanded way beyond that remit, will be getting improved Macromedia Director support!

It’s already available in its testing version, so if you want to play around with some new older games (many of them Japanese titles), go have a look!

ScummVM: Let me take you to the time warp!

Romhack Thursday: Two Translations of Idol Hakkenden

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Most of the things we’ve presented here so far have been play hacks, or occasionally graphics hacks, but there are lots of hacks that exist purely to translate games into other languages. This week we offer two of these, both translations of Idol Hakkenden.

One of these, and arguably the much more playable, is from LIPEMCO! Translations and was made in 2018. (Say it aloud with me: “LIPEMCO!”) It is a fairly direct translation that keeps all the references to Japanese culture, and has much more text.

The other is from 2020, and is from Polinym of Woolsey Fan Company, which retitled it Pop Star Debut. It’s less technically impressive, with brief text that enhances the feeling of crazy logic that suffuses the game through.

Opening to Pop Star Debut
Notice how, due to sprite mirroring to save memory,
Erika/Sabrina’s one sock keeps switching legs

Portopia-style adventure games are all heavily menu-driven. Portopia was written by a young Yuji Horii, who would adapt the style into the combat system of Dragon Quest and, soon after, became an ultra super rich person.

But in those ancient days there were a lot of games that used a Portopia-style system to present adventure stories, and a lot of them were on the Famicom. Not a lot of them made it overseas, but sometimes we’d get glimpses of the style, like in Princess Tomato of the Salad Kingdom, or the adventure sequences of The Goonies II and Dr. Chaos. The popular NES ports of ICOM Simulations’ computer adventure games Shadowgate, Deja Vu and The Uninvited could also be considered of this style, even if the games themselves started out on the Macintosh, in English.

While Portopia was a murder mystery, some of these games, like Idol Hakkenden, were not. It’s pretty much just a traipse through a linear plot where you help a fairly dopey young girl to become one of those media-destroying pop culture sensations. Take a look at the fairly hype intro movie I included above for a sense of it. In it, protagonist Erika (Sabrina in this translation) dances to the theme song, alternatively spinning before monitors showing her face, the lava pit of a volcano, and outer space. I don’t think two of those three settings actually appear in the game, but I haven’t made it through the whole thing yet, so, who the heck even knows?

These kinds of adventure games are known for being sometimes a bit random with the actions that are needed to advance the plot. To pick just one example (this is from Pop Star Debut, it does make a little more sense in the other translation, although not much more):

  • Early in the game an item that can be looked-at is a Rock (it’s an Ashtray in the more accurate translation), suddenly appearing on the list of things that can be examined in a room despite Sabrina having visited that location before, when it was Rockless.
  • Looking at it causes her to react in disgust. A passing old man compliments her on her tidiness, and gives her tickets to a planetarium show. The Rock, meanwhile, vanishes again. (They’re probably filming another Fast and Furious movie.)
  • While at the planetarium, you can speak with one of your entourage, a girl named Sonya, who tells you that she has an idea: you will need a nutcracker. “Like the ballet?” asks Sabrina. We hope.
  • So you go back to the Lobby, and ask the lady there for a nut. They sell “Fortune Nuts” there, ah. They don’t have nutcrackers, but you’re told “Aquariums have them.” Standard aquarium equipment, certainly.
  • The aquarium does not, in fact, have a nutcracker. What they do have, however, is an otter named Kip.
  • Kip cannot open the nut himself. But one of your followers, if asked, will tell you he might could do it with a Rock. Like, the one that was in the Lobby?
  • When you go back, it has reappeared, in the Take list, and it can be picked up. Then you can bring it back to the Aquarium where, if you perform a song for the otter, it will deign to open the nut. The lyrics go, and I quote: “Kip! Can you? Big jaws! Klap! Snap! Open my nut Oh! Kip! Please! Yeah!!” I am given to understand that in Japanese the lyrics matched music that played in this sequence, but it was too difficult a task for the translator to manage. The first translation’s version of this sequence is presented below.
  • The song communicates to the otter the nature of your request, and he agrees. Sadly, it breaks his teeth, and also the fortune sinks to the bottom of his tank. Some other means must be sought to retrieve it and learn its no-doubt essential wisdom.
The otter song in the first translation has lyrics that match the music

And the game continues from there.

The group sponsoring the Pop Star Debut release, the Woosley Fan Company, borrows its name from 8- and 16-bit era Square translator Ted Woosley, who gained some notoriety for his loose, but distinctive and energetic, translations. It was he who added the well-known “You spoony bard!” line to Final Fantasy IV (a.k.a. II) in the US. The description of the hack mentions it’s not a literal translation, but tries to convey some of the same energy. It turns out that the translation takes a lot of liberties.

The hardest thing about writing a fan translation is not always the language itself, but squeezing the changed script into the memory space of the original game. Japanese is a more compact language than English, with concepts generally expressible using fewer glyphs. Pop Star Idol uses many subtle cheats to get its script to fit, including condensing common digraphs into one character. Even with these savings, some of the translated text seems rather terse. The first translation expands the rom size by over 100K to fit a more accurate translation, although Pop Star Debut’s much abbreviated text is entertaining in its own (largely unintentional) way.

Both versions have places where you’ll probably end up just trying every option available to you to find the trigger to advance the story, but that’s pretty much what you have to expect from this kind of game. So long as you’re prepared to accept this, and bring along a great deal of patience (especially for Pop Star Debut), Idol Hakkenden is a fun glimpse into a style of game we mostly never got to see in the U.S.

One more thing: Pop Star Debut did go the extra mile of creating an English PDF of what the manual might have looked like had their translation been released as an English NES release. It’s included with the hack!

Cover to the simulated manual

Idol Hakkenden Translation (romhacking.net)

Pop Star Redub Fan Localization (romhacking.net)

“LIPEMCO!”