I used Bernard's route, apparently like most people in the thread. His stuff makes most sense I guess? EDIT: I also finished with Wendy route.
It is a cool game with a cool setting - the mansion feels different from other free-roaming adventures. I disliked the inventory management required between the kids, a universal inventory may not be as realistic but this is a video game and I think it would have made a more elegant game.
The puzzles are mostly well designed.
Now for my puzzle complaints in spoilers. The main one is I got stuck for AGES (meaning, from yesterday to today) near the end for something I probably should have done in the start.
The main issue I had with the game was getting stuck not finding the cassette - I already figured out I needed one to get the chandelier key. Typical "pixel hunt" for the loose panel in the library room - yes it is the last panel on the right but it should actually look loose on the graphics, not just when you hover the pointer over it! I guess I could have avoided that by just getting caught on purpose with Dave (holding the glowing key and the purple card), open the secret lab door and call the space police with Bernard without ever getting the rusty key, but I was trying not to get caught, you know?
The other one that I think is a bit obtuse is the whole safe sequence - although that room only has the painting so it is guessable, but looking at the painting could give a better hint than it being horrible.
It wouldn't be as much of an issue if the telescope gave you the safe code, as then you could sort of figure out you wanted to find a safe, and safes are traditionally behind paintings so that would be sufficient... But you only get the code if you already saw the safe and also you can get into a dead end if you use the telescope too soon.
And then there is the not ripping open the envelope thing - I knew that one had been changed on the NES and I'm not sure I would have figured that one out, but I didn't need to through Bernard's route. Used it for Wendy.
The last one is minor, I got by accident a hint on the paint remover. This one I think I would have figured out on my own, but people here posted about getting stuck with the paint remover and I accidentally got the hint to be very conservative with it. In the original the graphics are very evident (intentionally or due to limited palette). In the deluxe version I played it was more subtle, but even in the Deluxe I think I would have figured the blotch out.
Other than that I figured the rest out. I still wonder where the film is (I sponged up the developer into the tray, never managed to open the file drawers) or what the pharmacy cabinet is for. Maybe with other characters.
I also wonder how to get through the purple tentacle without using the badge. I had Wendy (the writer) and sent the manuscript of the memoirs to the publisher (edit: the contract gets you through the tentacle as well). It is fun to get both Wendy to give the contract just after Bernard calls the space police. Can Dave not get through the tentacle by himself?
Never have I felt so inadequate in my pinball abilities. Between the fast ball and the wide drain gaps, I just can't figure those 2 games out. Jaki Crush, on the other hand....
Xeogred wrote:The obvious answer is that it's time for the Dreamcast 2.
Never have I felt so inadequate in my pinball abilities. Between the fast ball and the wide drain gaps, I just can't figure those 2 games out. Jaki Crush, on the other hand....
I put a strong focus on surviving rather than scoring and make some decisions according to that philosophy. I think these games have a non-standard scoring mechanism where most of the big points come from slowly setting things up and then reaping them big style (actually that is generally the case with pinball tables, but these ones you have to build up 2 or 3 separate quantities to score big).
Speaking of which, I played a few more times:
Devil Crash
PC-Engine
Fast
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DevilCrash_small.jpg (356.33 KiB) Viewed 989 times
I was a bit gutted when I missed the last chance by a sliver, but I also caught some breaks during the previous balls so I can't really complain about that (for a change I think I got a good chunk of score out of EACH ball - it often happens that you are scoring great, lose a ball, and then you lose another one or two without barely doing anything with it).
Never have I felt so inadequate in my pinball abilities. Between the fast ball and the wide drain gaps, I just can't figure those 2 games out. Jaki Crush, on the other hand....
Pro Tip on Alien Crush: Build up your multiplier by killing the aliens on the lower screen. You'll get big bonuses then when the guys fly out and you hit them.
^ I picked up Alien Crush on the PSN. The only negative so far is that it won't save my scores! What's up with that? You can also "save" in this game but I do not do save states and pinball. That'd be cheatin', yo.
retrosportsgamer wrote:^ I picked up Alien Crush on the PSN. The only negative so far is that it won't save my scores! What's up with that? You can also "save" in this game but I do not do save states and pinball. That'd be cheatin', yo.
You can do save states after you get your score just to preserve the scores, that wouldn't be cheating. It is only cheating if you do it during actual play where it can affect your score. That goes for anything that doesn't save your scores when it should. Or just take pictures or write the stuff down.