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submitted 4 days ago by alessandro@lemmy.ca to c/pcgaming@lemmy.ca
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[-] rizzothesmall@sh.itjust.works 6 points 2 days ago

Use the staple remover on the gopher, duh

[-] Wilco@lemmy.zip 60 points 3 days ago

These 80s games were made to sell actual walk-throughs. You had to buy a book or magazine for many of them.

They were not difficult, they were stupid.

[-] Blackmist@feddit.uk 29 points 3 days ago

Many had a premium rate phone line, and it was just a tape so if you were stuck near the end you'd have to listen to the end and potentially pay many times the game's cost.

[-] Wilco@lemmy.zip 12 points 3 days ago

Thanks for reminding me of those 1-900 phone lines ... I got in trouble for those.

[-] Paddzr@lemmy.world 14 points 3 days ago

"Moon logic"

[-] ArmchairAce1944@lemmy.ca 8 points 3 days ago

The puzzle were often moon logic or 'oh shit! You mean THAT is what I must do?'

Sierra online had great games with great stories and characters but their puzzles were... Yeah...

[-] TyrionBean@lemmy.ml 8 points 3 days ago

Nah! We were just tougher back then!

Also, with no internet, nothing was around to distract you for 24 hours, or days, to try to solve one puzzle.

Kids these days don't understand the struggle!

😃

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[-] Gullible@sh.itjust.works 80 points 4 days ago

Idiots should have known to use the honey on the skeleton, causing ants to carry away the bones but leave behind the clearly visible key that I was clicking on for 15 fuckingijfiejbfitkbeofniwkwhofh

[-] Uriel_Copy@lemmy.world 11 points 3 days ago
[-] jimmy90@lemmy.world 3 points 3 days ago

yes 80s adventure puzzle games were shit

[-] Buddahriffic@lemmy.world 2 points 2 days ago

The way I suspect some of them were made: get 10 random people, present the problem to them and ask each person what they think the solution is. Say no to the first 9, then say yes to whatever the 10th person guesses. If they guess something previously guessed, then keep prompting for more information until the solution is so specific even people on the right track will be confused by it.

Also add endless segments where several specific squares of the grid have mandatory items, something prevents you from systematically searching the entire grid, and if you go too far, you die.

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[-] rbos@lemmy.ca 66 points 3 days ago* (last edited 3 days ago)

Going into it cold without knowing the tropes of the genre and the visual design language would be a massive disadvantage. Gamers in the 80s would have a set of expectations and strategies that we wouldn't lean on today. Giving someone from 1985 Factorio might lead to some similar confusion until they got the hang of it.

Similar to giving an English reader some Chaucer.

[-] Leeks@lemmy.world 24 points 3 days ago

Factorio spends a lot of time optimizing the first 30 minutes of game play for this exact reason. Check out these blogs on it:

https://factorio.com/blog/post/fff-241 https://www.factorio.com/blog/post/fff-327

[-] rbos@lemmy.ca 9 points 3 days ago

True, maybe a bad example. Although there are a few conventionts it might not bother to explain, like WASD for directional input, or scroll wheels, or whatever.

[-] Leeks@lemmy.world 14 points 3 days ago

I think Factorio perfectly proves your point.

The Devs spent a lot of time making sure you understand the game in the first 30 minutes. 80’s Devs didn’t do that and it shows in how hard the learning curve of the game is.

[-] Buddahriffic@lemmy.world 3 points 2 days ago

It goes even farther than that: games in the 80s didn't even necessarily have consistent designs that could be trained in the first 30 minutes. Especially the adventure games. They were also perfectly willing to let you lose the game in act 1 but not tell you about it until act 3, where the way they do "tell you" is you don't have any possible solution for a problem.

Like if you don't get that delicious pie plus another food source early on, you'll either die of starvation or the yeti will eat you later in the game.

But if you know what to do, the game becomes trivial.

[-] inclementimmigrant@lemmy.world 37 points 3 days ago

Because that was the beginning of the adventure game era where there was no concept of game design and ensuring that the games made logical sense, hence the birth of "moon logic", thanks Roberta. These games were also made to be obtuse because games were very expensive back then and making obscure logic was an incentive to make things more "worth" it, often intending to make the game last months of play time to solve their "logic" puzzles and you had to be in tune with the game designer to get them.

Not to mention that due to intention or lack of game design, these games were notorious for allowing you to put yourself into a unwinnable state with no way to correct it, things like Space Quest with the alien kiss of death that won't trigger until the very end of the game or that Kings Quest game where you had one shot to throw a boot at a cat or you'd be dead man walking.

Not being able to finish these games wasn't even unusual back then without the help of friends or BBS. Heck I had games adventure games I bought from that era that I never finished until the got re-released on Steam.

[-] FatVegan@leminal.space 15 points 3 days ago

I remember playing Castlevania 2 back in the days. I never even came close to beating it. I only ever got as far as i did through sheer willpower and spending a shit ton of hours just brute forcing the game. A few years ago, i tried again. I read every conversation in the game and pretty much tried everything before reading a walkthrough. I was stuck at the same part that i was as a child. The solution: take a specific orb, go to a specific wall and crouch for a few seconds. Maybe you can find this out while playing the game, but holy shit these "puzzles" were random.

[-] ICastFist@programming.dev 7 points 3 days ago

Ah, the classic AVGN problem with Castlevania 2

[-] StepUp2DaStreets@lemmy.world 4 points 3 days ago

I had the same problem as a kid. My cousins had beaten it and given me some tips, but I could never figure it out. I also tried again a few years ago on an emulator but didn't have the patience to make it very far! Fun game though.

[-] KairuByte@lemmy.dbzer0.com 7 points 3 days ago

The Legend of Zelda was a game I absolutely loved as a kid. I could never get much past a certain point but never really knew why. I’d look everywhere, do everything I knew I could do, but always got stuck.

Years later I looked up a walkthrough out of curiosity. Turns out you can burn down bushes in the overworld with the candle. I don’t recall this ever being mentioned or even hinted at as a thing you could do. I was unable to progress because one of the dungeons was locked behind one of those bushes.

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[-] ArmchairAce1944@lemmy.ca 49 points 3 days ago

A very common thing even back then. Finishing a game was not a given. It was an achievement.

[-] 9488fcea02a9@sh.itjust.works 9 points 3 days ago

I read something years ago that those games were designed to have illogical puzzles so that you'd pay to call the help line (yes, there was a phone number you'd call for help) or sell paper game guides

[-] TheObviousSolution@lemmy.ca 13 points 3 days ago

The Secret of Monkey Island 2 famously mocked this where you could simulate literally call the helpline in-game as the PC while lost in a jungle.

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[-] YesButActuallyMaybe@lemmy.ca 13 points 3 days ago

Nintendo had a Hotline.. I called them once because I got stuck in donkey kong country. (The guy was like ‘at the first ledge just drop straight, there’s a hidden cannon that lets you skip the level’)

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[-] AceFuzzLord@lemmy.zip 3 points 2 days ago

I have absolutely zero clue about this Manic Mansion since this is the first time I've ever heard of it, but I am definitely gonna give it a 4 hour challenge, if I can find a copy online. Probably gonna find one on the wayback machine web archive.

I'm genuinely curious if I can beat an old game I have zero clue about in under 4 hours, which I doubt I can. Gonna be a late night, as usual, for me.

[-] chonglibloodsport@lemmy.world 3 points 2 days ago

Make sure to use ScummVM to play it! DOSBox is a great way to play a lot of classic PC games but ScummVM is better for any games it supports. This is because ScummVM is a modern engine that runs old adventure games which are written as scripts that run on an interpreter. This beats running an old engine on DOS through DOSBox!

For the game itself I recommend the Internet archive! You can find it as part of the ExoDOS collection or standalone!

[-] AceFuzzLord@lemmy.zip 3 points 2 days ago

I had planned on using ScummVM after seeing a comment about it here but this actually really helps. My search for the game was leading me towards getting it on GoG, but I'm trying my hardest to save money, so this helps a lot.

Thank you so much!

[-] chonglibloodsport@lemmy.world 3 points 2 days ago

Don’t get me wrong, I love GOG, but I love the Internet archive and projects like ScummVM and DOSBox (as well as all the console and arcade emulators). These are long-term projects carrying the torch of preservation of all these classic games.

After countless Golden Age Hollywood films were lost, I don’t want to see the same thing happen to video games.

[-] Krudler@lemmy.world 3 points 2 days ago

I'll save you the bother, there is zero chance you will complete it in 4 hours, there is an approaching zero chance you will complete it at all

[-] Kolanaki@pawb.social 3 points 2 days ago* (last edited 2 days ago)

I grew up with Maniac Mansion on the NES and never used a guide for it as a kid while managing to beat it. I'd also fail this test, probably. 🤷‍♂️

[-] SabinStargem@lemmy.today 3 points 2 days ago

If you want a modernized remaster of Maniac Mansion (the game pictured in OP), you can play MM Deluxe. It is modeled after Day of the Tentacle's interface.

Maniac Mansion Deluxe

Oh, for fans of Sierra, there is now a talkie VGA version of KQ4 - Rosella's Peril. It came out in late 2025, so I figure those who want to experience that game without parser, that is an option.

[-] Buddahriffic@lemmy.world 1 points 2 days ago

Lol King's Quest was a funny journey for me. I started with KQV as a kid and was always curious about the previous games. It wasn't until I got them all via abandonware sites as an adult that I realized 5 was the perfect one to start on because the previous ones all relied on vague text parsers to handle all the actions, ones where typing "grab stick" instead of "get stick" could be the difference between having a fun or frustrating time.

So you're saying there's now a version of KQIV that has an interface similar to KQV and involves no guessing which verb/noun they want specifically?

Though my record with point and click adventure games hasn't been great since KQVI. I did beat both 5 and 6 on my own as a kid (getting the 100% win on 6 with no help still gave me a pang of pride when I thought of it just now, when all those pieces start fitting together), but find I don't have the patience to solve similar games these days (even without the "sometimes punishes clicking the wrong pixel with death" that KQ liked to do). I never did finish KQVII, even. Action games were just more engaging.

[-] SabinStargem@lemmy.today 2 points 2 days ago* (last edited 2 days ago)

Most - or now all, of the point & click series received fan-remakes that modernized the series up to KQVI standards, with voices, graphics, and interface.

Also, if you want more action while still doing adventure gaming stuff, give the Quest for Glory II remake a shot. It has RPG mechanics, a battle system, while still having King's Quest style stuff. The parser is optional there, but helpful when you want to talk with NPCs.

AGDI: KQ1, KQ2, KQ3, and Quest for Glory II.

[-] GrindingGears@lemmy.ca 29 points 4 days ago* (last edited 4 days ago)

4 hours is pretty cruel.

I mean I beat that game for the first time, in the first way, when I was ten. But it took me a lot more than 4 hours. Now I could probably do it in two. But only for the Bernard involved endings, and where you can make use of the glitches, like the switch character-pause-freeze Edna in her bedroom.

[-] Wildmimic@anarchist.nexus 29 points 4 days ago

Was on my way to say this - 4 hours for a first time run of Maniac Manison without prior knowledge is brutal. And as you wrote, it's a badly standardized test to boot with the amount of possible characters to choose from.

[-] Buddahriffic@lemmy.world 1 points 2 days ago

Lol only 4 hours given? Sounds like the study runners also didn't have enough patience to really study this. Or designed the study for the conclusion.

[-] VerilyFemme@lemmy.blahaj.zone 15 points 3 days ago

Well, yeah.

Game companies also sold strategy guides at the time. They're designed to be obtuse. I'm pretty sure the full walkthrough for Leisure Suit Larry 1 is only 2 paragraphs or something.

The actual steps to the end are short, there's just always a puzzle where you have to use a rubber chicken with a bar of soap to make a helicopter or some shit. I love adventure games though, I'm just a walkthrough baby.

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[-] cerebralhawks@lemmy.dbzer0.com 19 points 3 days ago

I’ve never beat Maniac Manson, but I did beat Zak McKracken and the Alien Mindbenders. Not in four hours, though. It took months playing (when it was new) after school and bouncing ideas off my father and his best friend. All three of us were playing the game separately and sharing tips.

I could probably beat it in around 2 hours if I tried today? I still remember the path but there are also the random mazes where you just try and hope for the best. Peru, the Sphinx, Mars, maybe another one. Oh yeah, Mexico City. Maybe there are guides online but I’ve never used them, and we didn’t have them when the game was new.

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[-] TheObviousSolution@lemmy.ca 12 points 3 days ago

Maniac Mansion was designed to be replayed, which is why the cast of characters you picked could be different each playthrough. It also meant a lot more red herrings.

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[-] devolution@lemmy.world 11 points 3 days ago* (last edited 3 days ago)

In those people defense, that number of success was the same in the early 90's too.

Edit: Moon logic was a bitch back in the day. LucasArts and Sierra were the prime offenders.

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this post was submitted on 05 Mar 2026
253 points (98.5% liked)

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