Tag: video games

  • JaJaMaru No Daibouken (Jaelco, 1986)

    JaJaMaru No Daibouken (Jaelco, 1986)

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  • Leather Goddesses of Phobos (Infocom, 1986)

    Leather Goddesses of Phobos (Infocom, 1986)

    Developed/Published by: Infocom
    Released: 22/08/1986
    Completed: 18/04/2025
    Completion: Completed it. 304/304 points (though points are random and I believe you get them all just in the process of beating the game.)

    Phworr, eh lads? Etc.

    Right, that’s me got all the 90’s video game magazine parlance out of the way [“you forgot ‘or something’ and to do a made-up Ed’s note”–made-up Ed.] so I can put my “pretending to be a serious games historian” hat on for the first Infocom game I’ve played since Trinity–surprisingly, all the way back in 2023. If you’ve been following along, you’ll be aware I’ve been picking and choosing Infocom games to play through, leaning towards the work of Steven Meretzky, and I’ve been looking forward to playing this for a while, his “return” to a more normal sort of adventure game after the big swing (and commercial miss) of A Mind Forever Voyaging.

    Based on a joke title Meretzky posted on a whiteboard featuring upcoming releases for Infocom, Leather Goddesses of Phobos is a strange release, I think. Infocom had always made games for adults, but never “adult” games, and there hadn’t really been any commercial “adult” games for years at this point. Softporn Adventure came out in 1981, and unless you’re Portuguese and have fond memories of Paradise Cafe for ZX Spectrum that was about your lot. So it seems like quite a gamble for Infocom to release something that appears so risque–but then Leather Goddesses of Phobos isn’t really an adult game at all. In fact, it’s barely smutty at its most extreme, and Meretzky, wanting to drum up a bit of controversy after the failure of an anti-Reaganite art game, decided “sex sells” and Infocom as a group went for it: digging through Meretzky’s papers, he sent a sheet of possible game ideas to the other imps (this may have been the standard procedure at Infocom?) for his next game, and Leather Goddesses of Phobos won out, where its sexual content was expressed as “very soft-core; see Barbarella as an example.” (it doesn’t even go that far, to my eyes.)

    (The sheet is quite illuminating in general, a kind of ideation that I recognise as a game developer. We have another attempt, I think, to court a bit of controversy with “The Interactive Bible”, an interesting if not-yet-fully-baked design idea “Blazing Parsers” and then something that’s optimistically trying to make making a game quicker, “The Viable Idea.” Personally, I’m sad we never saw an Infocom spaghetti western.)

    Unlike some other Infocom releases, I don’t really have any personal history with Leather Goddesses of Phobos outside of memories of the (very) mildly titillating screenshots of its sequel, Gas Pump Girls Meet the Pulsating Inconvenience from Planet X! In fact, the main thing I have to say is that I only realised this wasn’t called “Leather Goddess of Phobos” after playing it for a bit, which won’t make me cry “Mandela Effect” as much as “Goddesses is such an inelegant word, it’s bizarre it isn’t just Leather Goddess. My brain was correct, reality wasn’t.”

     But anyway, what is it actually like to play Leather Goddess(es) of Phobos?

    I’ve been a bit up and down on the Infocom games I’ve played–some might say unnecessarily hard on them, judging them by the coddled standards of 2025. But Leather Goddesses of Phobos gets off to a good start. Unlike Trinity, where you essentially never know what you’re actually trying to do overall, Leather Goddesses of Phobos more or less immediately has a character hand you a laundry list of items to collect, and then you go “oh, I guess I just have to collect these, then.”

    As good as that is, it’s also a little… underwhelming. Having picked and chosen, I’m aware that I’ve not seen everything that Infocom has to offer, but I’m still surprised that I haven’t played an Infocom game since Deadline (their third game) that gave me any sense of anything except a static world. Leather Goddesses of Phobos gives you a Floyd-like companion (Trent, or Tiffany) but they barely seem to exist, and even when you meet characters in the world they feel so… un-interactive. Maybe, at best, they take part in a little vignette.

    I suppose with Leather Goddesses of Phobos I’m really realising–and perhaps chafing against–the limitations of the text adventure at least in the mid-1980s. In some respects, you want a text adventure to have the feeling of a book; limitless, enveloping imagination. But in other respects, you want to play it like a game. You want to be reacted to. It’s probably, why, to be honest, characters have been so sparse in these games–because when you try and interact with a character, and they don’t do anything, or it feels wrong, the illusion of being on an adventure is broken. You’re not reading a book, you’re on a dark ride and suddenly the lights slam on and you’re aware you’re looking at a mannequin, not the king of Mars.

    Somehow, the fact that characters in Deadline might like… walk into another room just abated that, and I’m not asking for characters to roam across the planet here, but maybe if they piped up a bit more. Felt a bit more worth talking to. The issue with making a “funny” game is that so much of comedy is character work, and here, really, the only character is the parser.

    But I’m being a bit harsh, because Leather Goddesses of Phobos is otherwise an extremely solid classic rooms and items, bread and butter text adventure. The best I’ve played since Meretsky’s own Planetfall, and arguably the best I’ve played full stop. It’s understandable, accessible, and I never had to use an Invisiclue to the point where it just told me what to do–well, except in one particular case.

    That one I’m just going to spoil, actually. One of the things that makes Leather Goddesses of Phobos work so well is how well integrated the feelies are. Sure, I don’t have the box to hand, but there’s a comic which includes a couple of direct hints for some puzzles, a map which is unbelievably necessary and helpful, and a scratch and sniff card, which I’m sure nearly 40 years later is completely useless even if you opened a brand new box, but which is a really cute and silly B movie-adjacent idea that’s perfectly fitting. One of the things it does is prompt you to “smell” things in the game to work out what they are (which it thankfully tells you in text–scratch and sniff cards have always barely worked). Early in the game (for me–the game is fairly open ended) you sniff and discover some chocolate, which, of course, you’ll hang on to. Later, for reasons, your mind will be transferred into a gorilla. But you’re not strong enough to break out of the cage. I assume you can see where this is going: you need to eat the chocolate to get strong enough to break out of the cage.

    You know, that famous thing about gorillas. That chocolate makes them strong.

    This is, obviously, nonsense. The only animal-related fact I know about chocolate is that it kills dogs and I certainly wasn’t hanging onto it in the game expecting I’d use it to kill a poodle or something [“you said ‘or something’ after all”–90s Ed.] Considering that banana is one of the most recognisable smells you could possibly use on a scratch-and-sniff card, I had to assume that Meretsky simply thought that giving you a banana would be too obvious a solution so went with the impossible to work out chocolate, but I couldn’t find anything in his notes to reflect that. According to the ever reliable Digital Antiquarian, Meretsky tested the scratch and sniff scents on the other imps to select the most recognisable scents to then use in the game, and I do think it adds insult to injury that one of those chosen scents actually *was* banana! But it’s used elsewhere!!!

    I even found a playtester who complained about this exact puzzle:

    “It is reasonable to not eat the chocolate and even suspect the sugar rush, but why oh why would you put the chocolate in the cage?”

    I suppose he’s more complaining that this game features more than one puzzle which requires hindsight, and to be honest, they should have fixed those too. But in general, Leather Goddess of Phobos is logical and fair, while still managing to make puzzles funny and clever–the best of The Hitchiker’s Guide To The Galaxy without the worst of it. There’s a puzzle about kissing a frog that will immediately put you in mind of the famous babel fish (and which made me laugh out loud) and a puzzle involving a mysterious machine and wordplay that is so perfect and silly that it’s maybe one of my favourite things in an adventure game ever–possibly worth the price of admission alone.

    The game does still undercut itself though–for seemingly no reason. There are definitely ways to manufacture yourself a no-win, dead man-walking situation, for example, all of which I miraculously managed to dodge due to the order I did things in, and I definitely had a few puzzles where by all rights I was just lucky to not have to resort to clues. One object on your list you need to specifically look somewhere you might not look to find, and then you need to be really specific with the parser to do what you need to do to get it. Another requires a vignette that you need to be in time for (though that one I immediately sussed what was up–the “dead end” was just so suspicious to me. But I reached it almost at the end of the game–if I’d got there early, I could have had to replay nearly the entire game.)

    The game’s maze–which people find famously annoying–is a perfect example of how the game undercuts itself. You have the map in hand. You have the required clue. If you’re patient, it’s actually really satisfying to navigate it, and I did so… and then the torch I was using burned out, and I had to do the whole thing again much more efficiently. Close to hundreds of turns. It was so unnecessary! I was having fun!!! Why punish me for not being perfect!!!

    These moments, however, are far rarer than you’d expect. I noted above that the game is fairly open ended, and I’m not sure if there’s a “preferred” way to work through the game, but as I said above in my playthrough I never entered a vignette where I didn’t have something to hand I needed (though it’s possible, I’m sure) and if I got stuck somewhere there was always somewhere else to go for me to solve something else. I never put this down annoyed–well, apart from the fucking maze. Well, not the fucking maze–the fucking torch (I honestly did think the maze was clever.)

    I think the thing about Leather Goddesses of Phobos is… it’s probably as good as one of these things is going to get without a much more modern design philosophy. You know what you need to do and every time you sit down and play it you get a little closer to doing it–and it’s charming while you do it. But it’s never sexy. I did play it on the “LEWD” setting and took every opportunity for a bonk, because I’m still thirteen at heart, but my dander remained unfrothed; it doesn’t even reach the heights of Alter Ego! I guess I’ll see how I get on with [checks to-play list] Leisure Suit Larry??? Eugh!

    Will I ever play it again? You know, it’s possible. It’s not likely, but it’s possible. And I will play Gas Pump Girls Meet the Pulsating Inconvenience from Planet X!, which I don’t believe anyone likes. Because why not.

    Final Thought: In some respects, Leather Goddesses of Phobos suffers for not being something special like A Mind Forever Voyaging, but it also sort of is, as the last true success Infocom would release before the company began an unstoppable slide into oblivion, and for that alone it should be celebrated. At the very least, if you like text adventures, though, you know how to play them, and you can live with the idea you might have to reload a save on occasion, this is a solid couple of tevenings. Oh sorry, I mistyped… tevenings. There must be a mysterious machine around here somewhere for that…

  • Crimson Shroud (Level-5, 2012)

    Crimson Shroud (Level-5, 2012)

    Developed/Published by: Level-5, Nex Entertainment / Level-5
    Released: December 13th, 2012
    Completed: 9th January, 2014
    Completion: Completed New Game and New Game+, getting the good ending.
    Trophies / Achievements: N/A

    Crimson Shroud, eh? Where to begin? Well, I started this blog largely to work out my usually conflicting feelings on the games that I finish (and, honestly, to work out my definitely conflicting feelings on the fact that I feel I simply must finish the games I start) so Crimson Shroud is definitely a “key text.” Because If I’m honest, all I want to—can do—when writing it up is give it a kicking for its many, many deficiencies, but by virtue of it very clearly being an auteur work and something I played largely while half-watching TV, I sorta remember it… fondly?

    So. Crimson Shroud is a game from Yasumi Matsuno (he of Vagrant Story fame) that’s supposed to make you feel like you’re playing through a table-top RPG campaign. This doesn’t really work. Yes, the visuals of the table-top figurines sort of work (though they’re oddly ugly; low-fi in a clumsy fashion) but the fact that your main interaction with the game is through very traditional Final Fantasy-esque battles—just with some dice mechanics plastered on—kind of messes it up. And then there’s the writing, which implies (like Japanese RPGs tends to) that you are the main character. It’s awkward, as the visual novel-esque way the story is represented makes it feel as if you are being told a story about characters rather than living as them—though this might be a factor of the English translation.

    Probably worse for the whole table-top RPG feeling is just how strictly the game sticks to other JRPG conventions. The game may have a limited number of locations and maybe less than twenty individual battles total, but forces you to grind one battle (two, in New Game+) endless times to hopefully get a drop required to progress. The game strongly implies that your characters would rather AVOID these battles (it even gives you a pre-battle opportunity to flee) so it’s no surprise that most people get stuck/give up in chapter two, unless they look up a FAQ (which might be intentional, who knows.)

    I’ll be honest and say that I gave up four times before that, in my lack of comfortable progress through the tutorial. It introduces a few concepts to you before it explains them or their complementary mechanics ; I kept restarting it in the hope that it would click (it eventually does: during the second chapter grind, which gives you some space to feel out the characters and battle system. This is far from ideal.)

    I think, however, that the worst of Crimson Shroud is in its UI. Throwing dice is fine—gimmicky, and it mostly just serves to slow battles down—but the part that matters most in a game without traditional levelling, the crafting and selection of gear, is tragic. I still don’t grasp how the game displays which item is better (there’s a mess of stats) and one of the most important aspects of the gear—the spells that are attached—aren’t fully shown unless you scroll down and select them individually. Any gear reorganisation takes forever and is an unpleasant headache of memorisation.

    Crimson Shroud is, by all accounts, not very good. But something about it is alluring. Matsuno has created a world with far more setting than you would expect for an eight dollar RPG, with a complex backstory that made me want to play through the New Game+ for the good ending (which is a bit of a cheat to double the game length, and one which I regret because the good ending doesn’t really explain anything.) What’s sad, of course, is that it isn’t like this world-building would be remarkable in anything except a game—I certainly wouldn’t read Crimson Shroud if it was a novel. More honestly, the game gets its hooks in by offering a very classic reward mechanic—grind, sort loot, get powerful, grind—wrapped up in a style and setting that’s just interesting enough that if you do most of the grinding with the telly on in the background you’re pretty sure you had a nice time.

    Will I ever play it again? The Japanese version has a New Game++ with parodic dialogue, which was mercifully cut from the English translation. So unless I learn Japanese as well as I’d love to (I won’t) no.

    Final Thought: I was sure I remember someone—Adam Saltsman?—describing Crimson Shroud’s story as a search for a pair of mystical panties, but I really have no idea what he was on about. One of us has misunderstood the story totally.

    This essay is featured in Every Game I’ve Finished 14>24.

  • Sonic & All Stars Racing Transformed (Sumo Digital, 2012)

    Sonic & All Stars Racing Transformed (Sumo Digital, 2012)

    Developed/Published by: Sumo Digital / Sega
    Released: December 18th, 2012
    Completed: 4th January, 2014 (Completed every level of “World Tour” on at least Medium difficulty, completed Grand Prix as far as unlocking Mirror Grand Prix. Reached “S Class License.”)
    Trophies / Achievements: 42%

    This is probably a good way to start a Tumblr called “every game I’ve finished” considering by all accounts I haven’t really finished it, unless you strictly count getting as far as seeing the credits as a completion (and that happens mid-way through the World Tour mode, anyway.) But the astonishingly clumsily named Sonic & All Stars Racing Transformed is definitely one of those games that you eventually run out of steam on and just have to put away—especially because beating pretty much the entire game on Expert to unlock everything requires a level of dedication to a mascot racer that is beyond me.

    S&ASRT, as I’ll call it I guess, is something I’d heard praised, though in retrospect I can’t really tell why. Developed by Sumo Digital (who let’s not forget worked on the superb ports of Outrun 2) this is the kind of game that seems to exist as a very vague way to exploit Sega’s long list of brilliant IP without having to use any of it properly by, you know, making a new game in a series, because, well, it might fail. So better to slightly please people who want to see another Skies of Arcadia by including Vyse as a playable racer, but making sure Sonic, who must still be a big selling point to somebody (children? Do children even like Sonic now?) is front and center as much as possible. Boom, two demographics sorted: people who like Sonic, and people who will put up with Sonic so they can see some old Sega shit.

    This kind of thing can sort of work—Sega All Stars Tennis is actually a fairly decent way to whack on your nostalgia penis for a few hours, with, for example, the Space Harrier levels totally working—but the whole thing does, at best, leave you feeling a bit empty when compared to, you know, going back and actually playing Space Harrier. This is totally exacerbated by S&ASRT’s position as a mascot racer. You might think “oh cool! a Golden Axe level!” only to discover that you’re whipping around the course so fast that you barely pay attention to the decoration, and if you do, it’s not really super clear what about it makes it feel Golden Axey, or Shinobiey, or whateverey. The Shinobi one, for example, is just “generic Asian.” The only one that really works is the Nights level, which is impressively specific without actually being interesting.

    And the racing isn’t really all that either. I mean, obviously there’s the whole “you get to switch between a car and a boat and a plane!” thing but what this largely means is that you can’t easily remember the tracks (because across three laps they can change wildly, switching you between vehicle) and the tracks are too bloody long anyway. The boats are about as fun as the hovercrafts were in Diddy Kong Racing, which you might remember as having been fun, but I can confirm were about as thrilling as pushing a Subbuteo man across treacle. The planes are fine, apart from when you can’t tell where you’re supposed to be flying, which is “usually.”

    It’s obvious that the team at Sumo Digital has a lot of talent—the cars, at least, feel lovely—and that Sega is, more or less, forcing them to phone it in (It’s a bit glitchy, the difficultly level is way out of whack, and so on.) But most importantly, does anyone actually want something like this rather than, I don’t know, seeing any of the IP here given even this level of effort by Sumo Digital on a new game? Honestly, I’d be a bit harsher on Sega here for being so glib in their “no, we do like our old IP, see?” if they didn’t have M2 working their wizard magic on the 3DS Classics line, but taken in isolation S&ASRT is a waste of everyone’s time. The problem being, of course, is that because of the mild nostalgia layer you might not mind having your time wasted for a bit, and so they’re able to get away with it.

    Will I ever play it again? I didn’t totally finish it so if I manage to finish every other game I ever want to play I could conceivably go back to mop up as many stars as I could and finish Mirror Grand Prix. Not doing so would be better for my mental health though.

    Final Thought: They include a bunch of non-Sega racers too, stupidly. From Wreck-It Ralph they include… Wreck-It Ralph. Not Vanellope von Schweetz, who is a kart racer. For fuck’s sake.

    This essay is featured in Every Game I’ve Finished 14>24.