Renga in Blue

https://bluerenga.blog/all-the-adventures

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  1. Epic Hero #3, Venus Must Live: object scanned is / sentient

    I’ve finished the game, and you’ll need to have read my previous three posts to understand this one. Rendition of Sapas Mons on Venus, a volcano 400 km across and 1.5 km high, using coloration from Venera missions. Via NASA. Last time I was thinking about the bug I had run across with the rod becoming two rods when entering the pool. Despite the glitch here, some further mucking about confirmed the rod is the only item that this happens with, and the special coding indicates that it is meant as…

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  2. Epic Hero #3, Venus Must Live: Xenoshifting

    (Continued from my previous posts on the game.) I was trying to push to the end, but I still must be missing something fundamental. At the least, I can say (checking the list of rooms in the machine code) that there isn’t much more for me to explore; this is intended to be a “tight” game like Savage Island Part 2, and the way the alien-transformation works makes me think the author even had Savage Island Part 2 specifically in mind. True color picture of Venus, from Reddit. Progress hinged on…

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  3. Epic Hero #3, Venus Must Live: Experiments in Life

    (Continued from my previous post.) I haven’t made real progress in terms of events happening, but I did manage to get more objects to do something, so it seems worth an update. Exploration across the inventory space rather than the locational space, so to speak. Actual pictures of Venus from the Ventura 14 probe, front and back cameras. Via The Planetary Society and Ted Stryk. First, most straightforwardly, I figured out how to operate the boots: you need to JUMP UP (as opposed to just JUMP)…

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  4. Epic Hero #3, Venus Must Live (1982)

    I’ve now played Epic Hero #1 and Epic Hero #2 of the series by Marc Leduc. I’ve given the history already at those entries, but as a brief reminder: he was a Canadian who moved to England (and married and had children there); he was a fan of both the Video Genie and the much rarer Colour Genie and produced a series of three games (Epic Hero) followed by a series of six (Colour Quest), where two of the Colour Quest games were written by a different author and the sixth Colour Quest game is…

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  5. Deed of the York (1983)

    I wanted to knock down one more game from the Rainbow Book of Adventures contest (the first text adventure contest) before moving on to other things. There will be eight left to go (saved for some future time). Deed of the York is another case like Escape from Sparta where something went awry in the credits. Specifically, the opening title screen indicates a different original author than Chris Harland (as seen in the image above). So the game is actually by Dwight Logan, originally?…

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  6. PRISM: The T100 Version

    The story so far: PRISM was a storydisk/game released by a business software company, International Software Marketing, in 1982. Inside are clues that lead to real life buried treasure: three golden keys. Back in January of this year, I wrote a series about the game and the commenters of this blog took a swing at solving the puzzles. My original posts used the Apple II version (which still seems to be the original intended platform), but an Atari version surfaced as well (thanks to Atarimania).…

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  7. Horror House (1983)

    So far, out of the Falsoft contest adventures, I’ve played Polynesian Adventure, Search for the Ruby Chalice, and Escape from Sparta. I pointed out last time that these tend to be the only games published by the particular authors, although in the case of today’s author (Robert Mangum II) this isn’t true. He published two games, one that won in the first Falsoft contest and one that won in the second. Robert Mangum, a 15-year-old sophomore at Astronaut High School in Titusville, Fla., purchased…

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  8. Escape From Sparta (1983)

    This returns to the Tandy CoCo adventure contest from Rainbow magazine, culminating in thirteen games printed in The Rainbow Book of Adventures; I’ve played Polynesian Adventure and Search for the Ruby Chalice so far. I wanted to get a few more of the set taken care of. Even though I’m not following strict chronology by month, the book was released in January and I’d feel awkward being near the end of my 1983 sequence and still pulling games to play from the book. Just as a reminder, this…

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  9. St. Andrew’s Adventure (1983)

    This is the first visit of the All the Adventures project to Ireland. I can’t fully say “this is the first adventure game from Ireland” due to the possibility of something slipping through the cracks (and also the fact I haven’t finished 1983) but we can still assert 1983 as a general starting point; anything that came before that was too obscure to be noticed by the various modern archives. (We have an author upcoming from Northern Ireland with a game from before 1983, but it wasn’t written…

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  10. The Phantom Ship / Yuureisen: Say Amen

    I’ve finished the game; you should read my previous posts on the game before this one. I apologize for the delay, but I had the perfect storm of life-interference, the game being finicky, and me being slow to translate. Also, just to announce straight from the top (before any serious spoilers on the rest of the game): if you want to play the game in English, Jim and Charlie Gerrie now have a translated version available. Inside Shinkigensha. LOGiN, August 1983. “For entertainment, people began…

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  11. The Phantom Ship / Yuureisen: Cursed Defiler

    Last time, I mentioned three books published at the incorporation of Shinkigensha. One of them was an NEC PC “yearbook”, essentially an encyclopedia of software. Looking at the inside front cover, you can see publication info. This includes a publication date (March 10, 1983, noting it is a first printing), the creator (The Micro Communication […]

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  12. The Phantom Ship / Yuureisen: Mounds of Verbs

    I haven’t made as much progress as I’d like — it’s still The Phantom Ship except in the sense of being a ship where searching reveals nothing — but I’ll give a report anyway. Before starting on gameplay, I have a piece of history to cover. (Rather, I have three pieces of history, but I’m […]

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  13. The Phantom Ship (1982)

    1940 was a curious year to be starting a publishing company, but especially one in Tokyo. This was in the midst of WW2, and the same year Italy, Germany, and Japan signed the Tripartite Pact. Censorship was ongoing and total by 1941; The Japan Publishing Distribution Company (日本出版配給株式會社) was started to oversee all content, consolidating […]

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  14. Skull Cave: The Mystery of the Mazes

    This one was from a while ago, and while I’m not replaying (I beat the game, just not with a full score) I did check a walkthrough that was posted last year (after I had finished) because I was still bothered by the mazes. It was a game on the Sol-20 that was clearly heavily […]

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  15. Epic Hero #2, Dungeon of Derojhen: Final Judgement

    I’ve defeated the game; my previous posts are needed to understand this one. First of all: it was a short hop to defeating the vampire master (and both John Myers and Rob guessed the answer more or less). I was thinking in particular about how there’s no pause (RNG or otherwise) like there was for […]

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  16. Epic Hero #2, Dungeon of Derojhen: Experiments in Death

    (Continued from my previous post.) There are two different philosophies when it comes to deathtraps involving multiple choices (buttons, doors, etc.) from around this time. Philosophy Type One (let’s call it “Signalism”) is that deathtraps should have a clue, and this might involve solving a puzzle (often given in the form of a cryptic message). […]

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  17. Epic Hero #2, Dungeon of Derojhen (1982)

    This continues my series on Marc Leduc starting with Epic Hero 1. At least, unlike the previous game, this game is traditionally hero-like. Before going into the gameplay: I’ve managed to unearth an autobiographical statement! It comes from the first issue of Chewing Gum (the publication for the Colour Genie group that Leduc ran); the […]

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  18. Seiko’s Adventure (1983)

    Also known as Seiko no Adventure or 星子のアドベンチャー; I decided to use the English title given in the game itself. Yasuhiro Fukushima was the child of entrepreneurs (his father: movie theaters and pachinko parlors, his mother: a restaurant) and had his own desire to start a business after graduating from Nihon University in architecture. His […]

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  19. The Missing People: Violence Is the Answer to This One

    I’ve finished the game; this continues from my previous post. (As predicted, it didn’t take that long, but I wanted to talk theory a little more so you get a whole new post for the ending.) I had a TRS-80 that didn’t turn on; the trick here was something from earlier that I thought was […]

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  20. The Lazurite Factor: The Repaired Version

    (Continued from my previous posts about Danny Browne, which were written four years ago so don’t feel bad if you need to refresh your memory.) This is another circumstance like Marooned where I bailed on a game because it was broken, and a reader (Rob Browning in this case) came in later to repair it. […]

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  21. Mystery House, the French version (1980)

    Long back when I first wrote about Roberta and Ken Williams and their first game (9 years ago), I mostly deferred the history to other authors like Jimmy Maher. More sources have come up since then, including new interviews and three books: The Sierra Adventure: The Story of Sierra On-Line (Shawn Mills) The Apple II […]

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