Hi-Res Adventure #1: Mystery House Reviews (Apple II)
|The first graphic adventure ever||Katakis | カタキス (41291)|
Our Users Say
|Graphics||The visual quality of the game||2.6|
|Personal Slant||A personal rating of the game, regardless of other attributes||2.6|
|Story / Presentation||The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations, special editions and non-story DLC items.||2.8|
|Text / Vocal Parser||How sophisticated the text/vocal parser is for games that use text or voice as input.||2.6|
|Overall User Score (16 votes)||2.6|
Critic ReviewsMobyRanks are listed below. You can read here for more information about MobyRank.
A Legend in gaming!...although not too recommended to re-play now. This was the game that a young Roberta Williams made, via the home PC her husband Ken brought home from work one day. The result is the world's first graphic adventure; the first attempt at incorporating a text adventure with graphics, which were drawn on the top of the screen as you typed in commands below. This concept would make computer game history, although it is, admittedly, quite dated; there is no sound, animation, or even color. It also does not have the timeless replay value of classics such as ZORK. However, it's a pivotal moment in cyber-history, no matter how dated the graphics look today...
Adventure Gamers (Oct 06, 2005)
Back in the late 1970s, Roberta Williams was playing the first text adventure game ever created. The name of the game: Colossal Cave. Roberta soon realized she could design such a game herself, and asked her husband to do the programming. Ken Williams had been coding software for the Apple II for a living and was interested in doing the project with his wife. Roberta came up with an idea that would change the world of computer gaming forever: they were going to associate the typical text descriptions in adventure games with real pictures.
Computer Gaming World (CGW) (Jan, 1982)
The only drawback to most "adventure" type games is the necessity of limiting commands to just two words. Many actions seem to require more words than are contained within the program's vocabulary. However, if you experiment enough with different terminology, you can overcome this potentially frustrating experience. One hint to aid you in solving these adventures is to "get" any and all objects you can as they will come in handy at some point in time.