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Thursday, March 6, 2025

Walls of Illusion: Won! (with Summary and Rating)

I have no idea who this woman is. There was never any Walls of Illusion II.
       
Walls of Illusion
Germany
Motelsoft (developer and publisher)
Released as shareware in 1993 for Atari ST
Date Started: 16 February 2025
Date Ended: 4 March 2025
Total Hours: 17
Difficulty:
Hard (4.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)  
    
Walls of Illusion is a Dungeon Master clone, but one that leans so hard into the mechanical puzzle elements and so far away from any RPG elements that it fundamentally feels like a different game. (Its predecessor, Arcan, leaned in this direction but didn't go as far.) There's a sense to which it's more like an escape room than an RPG, an ancestor of Myst and Portal. Enemies are momentary inconveniences on the way to getting stuck at yet another keyhole without a key. I would not have made it without commenters Kalieum and Buck. It's not often that commenters are playing at the same time that I'm playing, running into the same difficulties. We should do that more often.
      
The game consists of nine levels—six above the main level and two below. I spent so long on the first four that I honestly thought they must be the entire game and was surprised and aggrieved when I discovered each new stairway upward. The first four levels are interconnected by multiple stairways, pits, and teleporters; the upper five are far more (but not entirely) self-contained. However, there is no moment in which the game isn't basically linear. Even within the first four levels, you explore them in relatively linear sections, each bit opening the way to the next, such that if you get stuck—as I did, multiple times—you essentially have no recourse.
    
Main +3. Despite its size, there's never more than a couple places to go at any time.
   
Finding your way through the corridors is a matter of understanding all the possibilities inherent in the mechanical puzzles, but this is tough because the game is always introducing new ones. As you explore, the number of things that you have to investigate multiplies. I think this is a relatively exhaustive list of the game's mechanics:
   
  • Doors that require a push of a button to open, but sometimes the button is locked, sometimes by a nearby keyhole or coin slot. Finding the related key or coin is a major part of the game.
  • Areas that can only be accessed by falling down pits. 
  • Pits that you can't see until you've been standing atop them for a couple of seconds; then they suddenly open and dump you unceremoniously to the lower level.
      
A pit opens beneath me just as I'm about to open a door.
       
  • Levers and buttons that remove or insert wall pieces, sometimes opening new areas, sometimes closing them off, sometimes when pulled once, sometimes twice, sometimes in combination with others. I should mention that levers can be seen from the side, but buttons cannot, so you have to face every wall to be sure.
  • Levers and buttons that unlock doors.
  • Invisible barriers, some of which can be turned off with levers, others of which must simply be circumvented. 
       
There's an invisible wall between me and this key. I'll need to walk through an illusory wall and drag a couple of movable walls out of the way before I find the button that deactivates the field.
      
  • Buttons with arrows that can be pushed four times, each time removing some wall pieces and closing others.
      
A rotating arrow button.
     
  • Illusory wall pieces that you can walk right into. Some may contain levers, buttons, or treasures in the wall space. You have to bash into almost every wall, taking damage, to test for these. My characters were almost always at low health because of this, and I accidentally killed them a couple of times when I wasn't paying attention. Imagine dying because you spent your last bit of health throwing yourself against a wall.
  • Pressure plates, some visible, some invisible, that open or close wall pieces.
  • Pressure plates that launch fireballs that you then have to avoid, often by ducking through an illusory wall.
    
Failing to duck through an illusory wall.
      
  • Pressure plates that advance you to the next square in the direction that you're facing, sometimes allowing you to access wall spaces that are otherwise solid.
  • Levers that teleport you from one part of the dungeon to another.
  • Squares that teleport you from one part of the dungeon to another with no warning.
  • Spinners.
  • Moveable walls that you can push or pull to access the area on the other side, only you have to find a place to put them that won't impede movement. While the game does alert you if you bash into such a wall, it only does so if you bash into it head-on. I think I might have missed a number of these by testing the walls by side-bumping them. 
     
Thankfully, it tells you this when you bump into it. You don't have to try to push and pull every wall.
      
  • In at least one place, a door that only opens when you regard a message plaque as a keyhole and a Staff of Wisdom as a key.
  • In at least one place, a lever that makes a previously hard wall illusory.
      
Having played the game, I find a number of mysteries. Credit again goes to Kalieum for anticipating me on many of these in this comment.
   
  • There are four locked doors which I never found a way to open. One of them, on Main -1, is on the outer wall of the dungeon, so I'm guessing that it must be for decoration, which suggests that some of the others similarly do not have solutions.
     
The main level. I never figured out how to open that northern door.
        
  • I found a couple of gold staves. After you use them a couple of times in combat, they turn into what the English version calls "blowpipes." Kalieum clarified that the translation is poor, and they're supposed to just be "batons." Either way, it's a mystery why they change form after you've used them.
  • The game has a lot of niches in walls, some of them with treasure in them. Throughout the game, I suspected that some of the others wanted me to put a particular item in them, but I never found any for which that did anything. If the mechanic is used at all (as it is in Dungeon Master), it isn't to access a required area.
     
A wall niche with nothing in it. These make me paranoid.
       
  • Many of the 38 x 38 maps have large unused areas. I suspect those areas are just not used, but I could have missed something.
  • There are a decent number of levers for which I could find no effect.
  • Up until the end, I was sure that the weird wall messages would produce some kind of message by interleaving the words or lines, but I couldn't make anything out of them. Maybe there's poor translation at work, or maybe the authors were just being deliberately misleading. A few of the messages were related thematically to their areas, but none of them (at least in my case) helped with any of the puzzle solutions. Some samples of the mysterious messages:
    • READ NOT | SAVE THAT | WHICH
    • YOU | SHOULD THINK NOW | UNDETERMINED
    • ONLY ONE STEP | WE MAKE YOU SMALL
    • WALK FROM LIGHT | TO THE | OTHER 
     
Another inexplicable message.
     
  • Kalieum mentions one that I didn't think about because I mostly played without sound: the game is inconsistent and mysterious in its use of some sound effects, which sometimes alert you to hidden areas. More often, they're just odd. There's a message that says, "Caution steps" right next to three staircases. The game plays a "bonk" sound when you go down any of them, but you don't seem to take any damage.
    
In addition to all of this, you sometimes run into one of three enemy types. Except for the final boss, they always appear in pairs. Except for a couple of places, they always appear where you have plenty of room to maneuver around them. Although their movement patterns aren't as predictable as in Dungeon Master, so you can't always settle into a familiar pattern like the "combat waltz," they're slow enough that you can basically run circles around them and attack from the sides and rear. This is important because spellcasting enemies are more than capable of killing some of the weaker party members with a single attack. Because there are no tactics but to avoid them, and because they die fairly quickly, all the character development and equipment acquisition is largely wasted. What difference does it make if your armor class is 35 or 40 if you can't afford to get hit at all?
       
My lead character's inventory at the end of the game.
       
In my previous entries, I was content to compare the combat mechanics to Dungeon Master, but I didn't explain any of what that meant. In combat, each character can attack with an equipped weapon (melee or ranged) or cast a spell. Only the front-rank characters can hit with melee weapons. After choosing an action, there's a "cool down" period of a couple of seconds before you can do anything again, but spells and weapons have different cool downs, so if a character is equipped with both, he can attack twice without much delay. As usual, picking up missile weapons after a battle is annoying.
    
Enemies are confined to their side of the squares they occupy. Characters can only attack enemies on the side that mirrors the character. So if my first and third characters, occupying the left side of the formation, manage to kill the enemy on the left side of the square they're facing, they can't do anything for the rest of the battle. The other two characters have to kill the right-side enemy. You can change the formation, but it's rarely helpful to do so unless you want to change what skills your characters are building. 
   
Harry, shooting regular arrows, can only hit the enemy on the left. Laura, shooting elven arrows, can only hit the one on the right.
       
Many of the character mechanics are brought over from Arcan, where they were used a bit more extensively, and thus under-utilized here. None of my characters had achieved "Master" rank in any skill by the end of the game, even though I used the first two characters for melee and the second two for spellcasting almost exclusively. (All enemies are fixed, so there's no grinding possible even if it were necessary.) The "Wizard" and "Healer" classes only get one spell each, and neither one that you'd cast with much frequency, making it nearly impossible to level in them. Altogether, I only found seven spells, compared to 10 in Arcan, which is a larger game. Each character, meanwhile, has 13 spell slots. There are 12 spots in the grid that shows active spell effects, but only two spells in this game that put anything in the grid.
       
My second character's character sheet. RPG mechanics are such a small part of the game that I didn't really register until now that the game has both experience points and traditional levels as well as class levels.
     
The food and water mechanic also makes little sense. You find plenty of food, and you find a couple of fountains that fill your waterskins and empty jars full of enough water to play nearly the entire game on one visit. Because starvation and thirst aren't a problem, there's no downside to resting to restore health and magic points (which doesn't advance the food/water meter anyway). There's an encumbrance limit, but my characters never hit it despite my never dropping a single item. In short, the engine allows for RPG mechanics that the game doesn't actually use. If it removed enemies entirely, the gameplay experience would hardly change.
     
I don't mean to sound like I'm lodging nothing but complaints. The game's cleverness occasionally delighted me. There's a fiendish teleporter on Main -1 that activates just as you're about to reach a door. It shifts you about 30 spaces to the southwest to an identical-looking door. The automap kind of ruins it, but it can screw up your manual map if you're not paying attention. There are a couple of spinners in just the right place to confound you. On Main -2, there's a square that activates a couple of shooting fireballs, but only after a delay long enough to let you stroll right into their path. I'm relatively neutral on most of the puzzles just because they're not quite why I play RPGs, but I can see some fans enjoying them.
    
The automap helps a little by annotating squares with buttons, levers, movable walls, and other features. I just can't see all the color distinctions.
             
As I said, the first four levels of the dungeon are heavily interconnected. When the game begins, you only have five spaces to explore on the main level before you have no choice but to drop through a pit to Main -1.  Once there, you have a roughly 7 x 7 area to explore before you have to drop down another pit to Main -2. From there, several isolated stairways go up to Main +1. Your explorations on that level are confined to a central area and a couple of side areas. One of these side areas contains the first of many indecipherable messages: "SIDE | CHILDREN | IT'S ALREADY HERE." You have to drop back down to Main via a pit to continue.
    
After quite a few hours noodling around on those first levels, but before I'd opened up all of the available wall space (which I expected, since Arcan used every bit of it), a staircase led up to Main +2, which caused me to rant a bit. I think I would have quit if I'd known there were four more after that. Keep in mind that a 38 x 38 level is 1,444 squares, or the size of about three levels (you have to account for the unused space in the "worm tunnel" approach) in Wizardry or five in a Gold Box game. It also takes a lot longer to explore the space in Walls because of all the testing that you have to do. Still, I persevered.
    
A room with multiple levers. One moved me onward. Seven others teleported me somewhere in the level and forced me to walk back.
      
Main +2 had a large open section with at least seven levers creating different wall configurations. I missed one originally and nearly gave up, but I made a final loop, found the unpulled lever, and opened my way to Main +3, the most linear of the levels—assuming you navigate safely through a section where pits open up the moment you pause on their squares (one of these is necessary to access an optional area of the level below, with some equipment). This level also has the least amount of unused space, which the developers managed at the expense of making a good third of it completely empty—not a single enemy, treasure, or puzzle. Just an alternate fountain for restoring the sustenance you expended while bumping into every stupid wall for over an hour. There's also a small teleporter maze.
   
I wanted to scream when all of this exploration led me to yet another level, Main +4. Messages at the top of the stairs said, "PLAY NOW MY GAME" and "THEN COME TO THE GOAL," which were perhaps the most coherent messages in the game and gave me hope that the endgame was near. Hah.
 
The level was similarly linear, though at least it used less space. The centerpiece was a room with four alcoves, each with a silver coin, each protected by an invisible barrier. The four silver coins were needed to open a succession of walls later on. To deactivate the barriers, I had to pull three levers, each of which was in a hidden area revealed with one of those rotating arrow buttons. Oh, and the room with the coins and the room with the rotating arrow button were both revealed by wall buttons.
     
Coins in niches. Note the invisible walls protecting them.
    
When the result of all of this effort was yet another staircase, I came close to despair. But the endgame was close. Main +5 and Main +6—yes, there was yet another one—both used only about half of the available level space. They also had a couple of new tricks. A couple of easy lever puzzles opened the way to a locked door with a message that read: "WISDOM | IN JUDGEMENT | UNLOCKED THE DOOR." Another sign on an adjacent wall produced no message when I clicked on it.
       
Back on the main level, a door I hadn't been able to open since the game's first hour had a message that mentioned a Staff of Wisdom. I had found a key on Main +3 called the Key of Knowledge, and I assumed it would finally open that door. This proved to be true when a nearby lever teleported me back to the main level. Behind the locked door, a 1 x 1 space had a niche on three sides, each of which looked like its own copy of the Staff of Wisdom. However, when I took the staff, it disappeared from all three niches. Adding to the mystery, any time either of my rear characters touched the staff, it deducted three hit points from their totals, but the same wasn't true of my two lead characters.
       
The Staff of Knowledge. Niches to my right and left have identical copies.
       
A nearby lever warped me back to Main +3, and from there I walked back to the locked "wisdom" door. Buck had to help me at this point. The solution was to pretend the Staff of Wisdom was a key and click on the mute sign as if it were a lock. I don't know how he figured that out.
      
And somehow unlocking a door with it.
     
Beyond that was a corridor in which nearly every square triggered a couple of instant-death fireballs from the opposite end; I had to navigate a series of illusory walls to dodge them.
   
The game's final major puzzle was a large room with a keyed door and three alcoves in the corners. A rotating arrow button caused a different staircase to appear in each alcove. These four staircases led to four small areas of Main +6. In each case, the stairway closed behind me, and I had to find my way to a door that opened to a central staircase back down. Each of the four areas had a key hidden somewhere. One area made extensive use of illusory walls, another of moveable walls. One had a lever puzzle that confounded both me and Buck until Kalieum solved it: I had to pull a lever once to turn a formerly solid wall into an illusory wall; behind that was a second lever opening the way to the key. The problem was, if you pulled the first lever twice, the illusory wall turned into a wall with a niche. Since all of the other three keys had been found in niches, it made it look as if the fourth key was supposed to be there and it had just bugged out.
     
The last level (though not the top one).
         
The four keys opened the way to a final area on Main +5. It was a large 14 x 15 area in which some walls in the middle spelled out "THE END." If that wasn't enough, a sign next to the only door out of the place also said, "THE END." There were a few enemies in this area, but nothing difficult.
   
The last door opened to a 3 x 4 room with a single enemy, presumably the "Bragos" mentioned in a couple of wall messages. He was a spellcaster, with at least twice as many hit points as any other enemy in the game, but he was no faster. Since enemies can only be attacked by characters on their side, two of my characters couldn't materially participate in the final battle.
       
I never did find out who this was or why we invaded his realm and killed him.
      
The second he was dead, the game flashed to the winning screen at the top of this entry, and that was it.
   
As I was preparing this entry, I realized there was one lever in the final area (before Bragos) that I hadn't pulled. It opened up a wall space from which six or eight pairs of enemies swarmed out. They would have been legitimately difficult. I would have had to hide among the walls spelling out "THE END," attacking with guerilla tactics, ensuring I didn't get trapped or surrounded. But since there's absolutely no treasures or equipment upgrades in the area that the enemies come from, and you hardly need any more experience or leveling at this point, I consider it a good thing that I ignored the lever.
      
There's not much else to tell you. We've covered Motelsoft games before; you can learn more about them in my entries on Seven Horror's (1989) and Magic Tower I: Dark Stone Ritual (1992). We will see them at least 16 more times if I make it all the way to 2006. They were very good at analyzing successful elements of major commercial RPGs and replicating at least bits of them, and it's rare for any two of their games to be as similar as Arcan and Walls of Illusion, their final games for the Atari ST. I give Walls a 19 on the GIMLET in comparison to a 23 for Arcan; even though they're the same game mechanically, I thought the original had at least something of a story (good for 1 point) and the RPG elements were a little more meaningful. If you really like those mechanical puzzles, Walls is probably better. Plus, you don't need to translate anything from German (assuming you're not German).
    
There's an extent to which I've admired the Motelsoft games more than I've really enjoyed them, but I think we're about to see a big leap for the company, judging by screenshots for their 1994-1996 offerings. We'll see them next with Escape from Ragor (1994) or Megrims Rache (1994), which may be the same game. I don't think anyone has ever written anything about Walls of Illusion, but I have several commenters whose ability to search out obscure magazine articles and archived web sites dwarfs my own.
    

29 comments:

  1. Congratulations on finishing this 'puzzlefest' and to the three of you for a successful cooperation which we could partly follow 'live' in the comments! This is indeed quite probably the first documented playthrough of the game anywhere and it sounds like quite a chore unless you're really into that sort of thing.

    The demo version of Walls of Illusion was contained on the cover disk of the June 1994 issue of Atari ST User, there is a presentation of the game on its pages 12 and 13.

    This can also be found on the Motelsoft page, in English under the somewhat misleadingly named "Cover stories" which contains reports / press coverage (in German it's called "Presseberichte") on, i.e. 'stories covering' Motelsoft and their games (not necessarily announced on the title pages of those magazines). On that same page at the bottom are your own entries of Motelsoft games so far.

    There is a short review of the original German version in the (English) ATARI ST Review no. 20 (12/1993), page 65.
    It praises graphics and interface / control system as well as the (screen update) speed and hyperbolically calls it "the best shareware RPG ever released" (five stars). I doubt they played very far and maybe the technical aspects were already enough to impress them as much.

    The same magazine later also covered the English version in no. 28 (7/1994), page 57, maintaining its assessment and adding that "the atmosphere [is] wonderful and the sound effects just as haunting as the original Dungeon Master".

    Besides those, I've only seen a couple different ad blurbs in catalogue lists also touting it as "the ultimate Dungeonmaster clone" [sic] "with commercial quality graphics and gameplay" and "A MUST HAVE" [emphasized through upper case in the original].

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  2. Congrats! I really enjoyed the "cooperation in the comments" in the previous entry.

    I also have to officially take back what I initially said about the game being just "another Dungeon Master clone" :). There was more than met the eyes.

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  3. Who would have thought that the title 'Walls of Illusion' features a bunch of illusory walls ;)

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  4. congrats! was rooting for you on this one

    >It's not often that commenters are playing at the same time that I'm playing, running into the same difficulties.

    wondering if there's the CRPG equivalent to Ferret out there somewhere

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    1. Depends on what you mean by equivalent. Development time would be Grimoire, which was in development for 20 years, allegedly active development. Play time might be Fate, I've never heard of another RPG with as long a play time. Though I guess Roguelikes bring up other questions.

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  5. Congratulations on finishing this (difficult) game. I have one question. You write: "The game consists of nine levels—six above the main level and two below". The ninth is the ground floor?

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  6. Congrats on finishing this one, it was definitely a slog at times. I enjoyed playing along, too. Not the game, that wasn't fun, but the overall experience was good.

    If you take the bad translation angle, a couple of the other plaque messages kind of make sense - I think Only One Step | We Make You Small is probably a taunt along the lines of 'come any further and we'll humble you', and I figure Side | Children | It's Already Here must be a taunt alluding to the group of enemies behind the wall you let out by crossing the pressure plates to get to that dead end (and would by that point probably be blocking the way back if you didn't turn back after the first plate to map its effects properly). The rest though, still no idea.

    The enemy movement actually is still predictable - on the automap there're a bunch of light grey tiles as well as the dark grey for the normal floor. Some of the light grey ones mark invisible triggers, but the rest are do-nothing tiles that block enemy movement.

    Losing health when you pick up an item seems to be the consequence of exceeding your carrying power. I didn't experiment much as I didn't want to lose progress to an unexpected sudden death, but other than the initial damage it didn't seem there were any long-term consequences to being overburdened.

    Megrims Rache is an interesting name - in the German version of Walls (which seems to only be available as the unregistered version), Malcolm is named Megrim, so there's a chance the games are connected.

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    1. The name Megrim already appears in earlier games as a character name, like Sandor II. I think it's just a name they reused quite often.

      The translations must have been done by someone with only rudimentary English skills (according to the intro screen, not the developers themselves), they are littered with false friends and often folow German word order. E.g. "springt" is translated with "springs" instead of "jumps". That makes the clues even more cryptic.

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    2. Not sure if it's worth it, but if it's simple to extract and reproduce the original German versions of the messages from the (German version) file, that might go some way to decipher / understand them.

      For example, if the "We Make You Small" Kalieum mentions is something like "Wir kriegen Dich klein" (which is the meaning he hints at, I understand?), that would be much clearer.

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    3. Seems that idea's a no-go after all. The German text for that plaque is "Tritt Nur Ein | Wir Machen Dich Klein", and I asked a German friend in case there were colloquialisms google translate won't pick up, but he said it doesn't make sense unless it's literally shrinking you. (He did also say "could also be a metaphor of course", but I figure it if doesn't have an apparent meaning to a native speaker then that's no good.)

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    4. "Wir machen dich klein" is a colloquialism and it means we'll beat you up / we'll humble you. It's just more common to say "Wir machen dich fertig".

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    5. Oh? Fair enough, guess it's a bit much to expect the one German person I know to know all colloquialisms. (He offered "wir machen ihn einen Kopf kürzer" as something that would have that sort of meaning.)

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    6. There are a few that basically mean the same thing, e.g. "Wir machen Kleinholz aus dir" (we turn you into chopped wood).

      These things can vary a lot depending on region and generation. Even in the days of the internet, I still sometimes come across expressions which seem to be common in other parts of Germany which I had never heard before.

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    7. Maybe if you stop trying to "dich" Klein, he'll stop trying to beat you up.

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  7. Umm. There was a character sheet? How did you access that?

    I think my thought process with the sign was "maybe it was supposed to say judgement and that didn't work". The clue "wisdom - in judgement - unlocked the door" would have been pretty clear then.

    I somewhat enjoyed playing this game. I agree it's not a very good RPG, but the puzzles were fun, and making progress after being stuck was rewarding. Enemies were an annoyance and I was glad for the areas that had few to none. Finding equipment upgrades still felt a little bit rewarding, and I got some classic RPG fun when I cleared out some early enemies that I missed with late game equipment.

    The text in the game files hint at some additional capabilites of the engine that the game didn't use. There seem to be protection from magic spells, levitation, possibly a spot secrets spell (that would have been helpful).

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    1. On the inventory screen there's a kind of face in the top left, there's an arrow pointing at it. Clicking that brings up the character sheet.

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    2. Yeah, that took me a while to find, too.

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  8. so is anyone willing to write a walktrough for later generations

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  9. I can see Hired Guns popping up in the upcoming games section; I love the game, it’s one of my favourite ever, but it’s not really an RPG. There’s no character development - you accumulate XP, but it’s basically a score, and the various characters’ abilities never improve. In any event, there are only two stats (toughness and agility, IIRC) and they make almost no difference to the game.

    The game world is brilliantly realised and very atmospheric, and the level design is clever too - it’s a blobber, but with a proper 3D environment, where you can see enemies and objects on lower and higher levels, and even attack them. Every level is made out of identical cubes, but they somehow manage to evoke the feeling of being in a nuclear power plant or a housing development, or whatever.

    It’s great; it’s just not an RPG. More of a blobber with guns.

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    1. Worth a BRIEF, anyway. Thanks for the preview.

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    2. Yes, Hired Guns is an odd one, almost a genre in itself. It has the exploration and inventory mechanics of a dungeon blobber, but it has the combat mechanics of a shooter.

      It's like an alternate path of first-person shooters, if Wolfenstein and Doom had never existed.

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  10. According to the chronological list of games on the Motelsoft page, Megrims Rache is the sequel to Escape from Ragor.

    Chet, given the number of Motelsoft games covered so far and still on the MGL, have you already at some point tried to reach out to Harald Breitmaier and/or Heinz Munter, the two founders and (main) programmers of Motelsoft? Assuming you'd be interested to do so. I only recall you mentioning (unsuccessful, it seems) inquiries to the company in the context of missing passcodes for Sandor.

    Maybe they could solve some mysteries, explain why and how they did what they did and illustrate life in the shareware scene a bit. As we know, the more time passes, the harder it may be to recall events and find files or documents and if not from the start, at some point people might not be interested anymore, difficult to locate or simply not available at all. I understand from the Motelsoft site, it is being preserved and managed by the itinerant museum Haus der Computerspiele since 2018, but they indicate being happy to pass requests on to the company founders.

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    1. That explains why the page linked back to one of the Ultima-style games where Chet is wondering how the hell he could possibly win it. I thought that they were in control of that page.

      "how they did what they did and illustrate life in the shareware scene a bit."
      Not just the shareware scene, the non-DOS shareware scene. We've got a bit on the shareware scene...admittedly from the developers who won the DOS shareware scene, but still.

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    2. I thought about writing "the German / European shareware scene of the late 80s to early 90s" which would probably be more accurate, but didn't want to limit it too much ;-). Nevertheless, they were apparently continuously active until 2007 churning out (based on what we've seen so far not great, but decent) products all the time which in itself is already quite impressive, so maybe there are some worthwhile bits in that 20 year span.

      As I think Chet mentioned somewhere, this was their last game for the Atari ST, after it they switched to DOS and at some point to Windows, according to the chronological list of programs on the site. There is also a transition from freeware and shareware (the website says until 1989 everything was either of this and an article from that year on the site mentions they both had regular day jobs at that time) to (some?) commercial games, but they may be able to say more if it comes to that.

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  11. Depending on when this was released in 1993, it might have come out after Myst. Also, in the total hours, there's a bold 7 for some reason.

    This one felt like I was reading Renga in Blue rather than your blog. I say that because it's usual for Dyer to have someone playing along in the comments for every game. Here something like this is either a collab with another blog or something popular enough that a commenter feels like playing along. It was fun to read.

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  12. I am not going to lie, this sounds like a game I would hate. I'm dreading coming to the SNES releases of Dungeon Master and Eye of the Beholder because I just don't have the patience for these games every time I've tried them.

    Maybe age will grant me that patience, but I think I would have noped on this an hour after getting stuck originally. Hahahab

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  13. The way this one started off, I thought we were looking at several entries. Glad to see it only took two!!

    ReplyDelete

I welcome all comments about the material in this blog, and I generally do not censor them. However, please follow these rules:

1. DO NOT COMMENT ANONYMOUSLY. If you do not want to log in or cannot log in with a Google Account, choose the "Name/URL" option and type a name (you can leave the URL blank). If that doesn't work, use the "Anonymous" option but put your name of choice at the top of the entry.

2. Do not link to any commercial entities, including Kickstarter campaigns, unless they're directly relevant to the material in the associated blog posting. (For instance, that GOG is selling the particular game I'm playing is relevant; that Steam is having a sale this week on other games is not.) This also includes user names that link to advertising.

3. Please avoid profanity and vulgar language. I don't want my blog flagged by too many filters. I will delete comments containing profanity on a case-by-case basis.

4. I appreciate if you use ROT13 for explicit spoilers for the current game and upcoming games. Please at least mention "ROT13" in the comment so we don't get a lot of replies saying "what is that gibberish?"

5. Comments on my blog are not a place for slurs against any race, sex, sexual orientation, nationality, religion, or mental or physical disability. I will delete these on a case-by-case basis depending on my interpretation of what constitutes a "slur."

Blogger has a way of "eating" comments, so I highly recommend that you copy your words to the clipboard before submitting, just in case.

I read all comments, no matter how old the entry. So do many of my subscribers. Reader comments on "old" games continue to supplement our understanding of them. As such, all comment threads on this blog are live and active unless I specifically turn them off. There is no such thing as "necro-posting" on this blog, and thus no need to use that term.

I will delete any comments that simply point out typos. If you want to use the commenting system to alert me to them, great, I appreciate it, but there's no reason to leave such comments preserved for posterity.

I'm sorry for any difficulty commenting. I turn moderation on and off and "word verification" on and off frequently depending on the volume of spam I'm receiving. I only use either when spam gets out of control, so I appreciate your patience with both moderation tools.