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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Author: Multimedia Mike

Sally’s Franchises

Posted on August 23, 2009 by Multimedia Mike


Sally's portrait

I was struggling to find some halfway decent game to play today, especially after the Outpost bust. Given the kind of games I collect, I wasn’t very hopeful. I turned my attention back to my iPod Touch. I have a whole bunch of iPhone/iPod Touch games but I haven’t been terribly motivated because few of them are at all special. But then I finally decided to try a pair of games that were on sale some months ago — Sally’s Salon and Sally’s Spa. These games have reminded me of the importance of giving a new game a fair shake no matter how inane it might sound from the instructions.


Sally's Spa -- busy business

Chronologically, the Salon game comes first (not that it matters much). Sally has a dream about starting a successful salon and you’re going to help her. The reason the game sounds so trifling — and I have this problem with a lot of iPhone games — is that the physical unit does not allow the player to do very much. Customers come in and wait while they have little pictorial balloons over their heads indicating what services they would like to purchase. To grant these services, tap on the customer, which causes them to march over to the correct beauty shop station. Tap on the customer to walk over and service their head. Certain things, like haircuts and colorings, require customer feedback as you iterate through possibilities and read the customer’s smile or frown as to whether they want that style.

As I read the instructions and marched through the tutorial, I could feel myself dozing off and my finger creeping toward the home button of my iTouch. But I stuck with it for a full round and decided I quite enjoyed it. So after playing through enough levels, I was eager to jump into Sally’s Spa.


Sally's Spa -- Mountain resort

Strangely, the instructions here nearly put me off as well, but for a different reason– while I was expecting pretty much the exact same game, I instead got one that was pretty similar but had a few more things to keep track of. Essentially, I was afraid the first game would be too brainless and that the second would be too mentally taxing. There’s just no pleasing me.

In Spa, Sally is taking a vacation to a beach resort after being wildly successful in creating a salon franchise when her friend informs her of a void in the local spa market. Our entrepreneur can’t pass up the opportunity.

The spa has more stations for customer satisfaction. Your friend also sells you items to sell through your spa (skin cremes, hair conditioners, etc.) which you can stock based on the weather.

In both games, Sally can purchase upgrades for the salon or spa. These might be waiting area amenities (more comfortable chairs, coffee machines, or outrageously expensive magazine subscriptions), more facilities and facility upgrades (like a spa that helps customers relax twice as fast), or the hiring of assistants, such as the spa jet operator here:


Sally's Spa -- Spa jet operator

I can tell you that the spa jet operator has to be the most worthless hire in the game. When moving customers to the spa, sometimes, they just want the bubbles, and this monkey can push the button to make that happen. But the customers nearly always want some colored bath bomb which only I can administer for some reason.

These games both fall into a category called time management games, simple and addictive. It should also be noted that these are also available for the Nintendo DS and Windows, and that they are published by Real, the people behind the RealPlayer. Did you even know they still exist?

See Also:

  • The Good — I like both of these games enough that they’re going right on my “good” list
  • Crazy Burger — another time management game

At the Apple App Store:

  • Sally’s Salon
  • Sally’s Spa

At MobyGames:

  • Sally’s Salon
  • Sally’s Spa
  • All of the time management games that MobyGames knows about
Posted in iPhone Games Simulation Games | Leave a comment

Sierra’s Outpost

Posted on August 23, 2009 by Multimedia Mike

I watched a hard science fiction movie recently by the name of Moon in which Sam Rockwell is the lone human operator at a lunar mining operation that harvests energy to meet earth’s energy needs. The movie reminded me heavily of a game from Sierra that I had always wanted to try named Outpost.


Outpost -- title screen

So I tracked down the game on eBay (along with a few other fluffy titles that will show up on this blog eventually). The game is already in MobyGames, but not with very many screenshots. Unfortunately, I could not make the game run in Windows XP. I was able to capture the above screenshot using a separate movie player — the game uses many FLIC animations, one of the oldest of the old school animation formats.

Popping the CD-ROM in the tray produces the following dialog:


Sierra On-Line Outpost install dialog

Clearly, this is a later revision of the game, ideally with some bugfixes. But afterwards, it launches the setup.exe program which is clearly indicated in the task bar:


Sierra On-Line Setup

But does not do anything else, aside from playing a sound. It should be noted that the usual Windows compatibility hacks were fruitless. So, all in all, a disappointment… or was it? The game comes with a 120-page manual in PDF format. While interesting and well-written, it’s also very long. Playing this game would have been a significant time investment, not unlike attending a class on a subject that won’t be particularly useful throughout your life. At the risk of sounding elitist, the more I read through the manual, the more I felt that I should be putting my vast intellectual resources to better use (there are at least 1/2 dozen unentered Barbie games, for example; or maybe even something completely unrelated to gaming).

According to the MobyGames trivia entry, this game was once awarded “Most Brutal Customer Stultification in 1994” by a gaming magazine.

See Also:

  • Skateboard Park Tycoon, a simulation game that sucked me right in
  • Restaurant Empire, a simulation game that wasn’t quite as riveting

At MobyGames:

  • Outpost
Posted in DOS Games Simulation Games Windows Games | 5 Comments

Sky Island Mysteries

Posted on July 29, 2009 by Multimedia Mike

The month is winding to a close and I don’t like for an entire month to transpire without making sure I play at least one strange new (old) game. So I picked one that I have had my eye on for quite some time due to its natural mysteriousness: Sky Island Mysteries. See? “Mystery” is right there in the title. Combined with sparse cover art and no manual, it sounds intriguing.

As usual, my interest was quickly dashed when I dove into the actual content. It’s another Macromedia Director-driven educational kids game. One thing I’ve finally started to notice about these games is that I’m pretty sure I’m hearing a lot of the same sound effects among various Director-derived games. I’m beginning to suspect that Director comes with a library of royalty-free sound effects that authors are allowed to distribute in their games.


Sky Island Mysteries -- Rebus puzzle

So here I am, enlisted as a special assistant to one detective Joe Clue-steau. At Clue Central, he describes an outbreak of criminal activity and how I can help gather clues. (Brief aside: I wonder if I’m the only one who has been trained to cringe at the word “clue”? In the last decade, the word has so often been used in the context of an epithet.) The method for gathering clues is to solve puzzles unique to each of 3 sky islands. This doesn’t actually have anything to do with sleuthing, from what I could discern. After solving enough puzzles, some snake creature goes and retrieves a clue for us.

One type of puzzle — seen above — is the rebus found on, well, Rebus Isle. I had never heard of this before but it was certainly interesting. Based on the pictorial and animated clues, add or subtract sounds to develop words that answer the joke riddles. The one above was the most complicated that I encountered. It seems that rebus puzzles require a decent command of English phonetics.


Sky Island Mysteries -- Airshow

Then there was Airshow Isle as shown above. To be honest, I was completely baffled by this one– something about organizing the logistics and flight plans of an entire airshow. Aren’t we supposed to be catching criminals, darn it? I just took a screenshot and moved on to Stadium Isle, home of — you guessed it — the stadium. The puzzle involves something called “Fripple”. The game doesn’t make it entirely clear what a Fripple is. Depending on the context I heard the word used, it could either be the sporting event being played in the stadium, or the race of misshapen creatures gathered for the event.

The player’s job during these puzzles is to place different creatures in seats depending on certain ad-hoc rules for those creatures. E.g., the cheerleaders only feel secure cheering when their sitting near other cheerleaders.

I was left a bit frightened of the consequences when the game challenged me thusly:


Sky Island Mysteries -- Fripple stadium

I assure you that, despite your overactive imagination and cynical worldview, the Fripples do something quite innocuous.

Somewhere along the line, these inane puzzles were supposed to net me enough clue currency to whittle down the list of suspects and solve various mysteries. No one has ever accused me of being very civic-minded and I didn’t care that much about taking a bite out of crime. I guess that makes me part of the problem rather than the solution.

See Also:

  • Trivia/Knowledge Munchers Deluxe, another similarly repetitive and annoying educational romp

At MobyGames:

  • Thinkin’ Things Sky Island Mysteries
Posted in Childrens Games Educational Games Mac Games Windows Games | Tagged macromedia director smacker | Leave a comment

Detective Barbie 2: The Vacation Mystery

Posted on June 28, 2009 by Multimedia Mike

Yes! Barbie’s back! It seems that the initial outing for Team Barbie Detective in Barbie Detective (which I will probably eventually acquire so it can be entered into the database) was popular enough to warrant a sequel. So Barbie, Ken, and their wheelchair-bound friend — together comprising a formidable crime-solving force — take off on a much-needed vacation only to find themselves toe to toe with another tantalizing mystery at their resort destination.

So how bad could this really be, right? I’ve suffered through quite a lot, Barbie-wise, for the sake of this blog and MobyGames. What could this game possibly serve up to push me to the brink? How about this Barbie Detective theme song which forcibly plays during installation? Listen to it; listen to it all! Share in my pain…

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.


It’s darn creepy, mind you, the male singer crooning inappropriately that, “there’s just one girl you need to call / and she will … ease … your … mind.”

I’m not afraid, though, so I pressed forth. And I’m glad I did because this is the kind of game I live for in this Gaming Pathology project. Games that elicit just the right combination of awe, bewilderment, and outright guffaws. Really, I haven’t laughed so hard at a game while being simultaneously stunned since… I don’t know, maybe Secret Agent Barbie.

Remember that one music trivia game I played, Radio Active, the one that stored a database of 761 possible player names so it could personally address you? Before I found the fixed database, I wondered if it might actually sound out the name you input. Detective Barbie 2 actually does just that:


Detective Barbie 2 -- Sounding out your name

Yeah, it’s a little weird when you first study the list. You can click on any of the selections and the game will cheerfully sound it out, though many of the adjacent selections sound the same. Throughout the game, Barbie will specifically address you by this name, although the pronunciation tends to sound a tad inconsistent with her normal speech patterns.

So, about the story: Team Barbie Detective arrives at the Inn at Lighthouse Cove for a little R&R. The Inn, it must be noted, was built by an eccentric inventor and is known to be loaded with puzzles. Before they even get a chance to check in and bring their bags in from the car, the team learns from the innkeeper that some long-forgotten antique jewelry has been stolen. This makes me wonder how they knew it had been stolen if it was already long forgotten. But that’s just what the manual indicated. The in-game narrative is a little fuzzier on the details. I just know I’m supposed to wander around the Inn and surrounding grounds in search of “clues,” ones that usually hang out in plain sight, as we’ll see a bit later. Some are only visible with the help of the magnifying glass that Barbie finds and takes a shine to:


Detective Barbie 2 -- Clue on the lighthouse globe

When hovering the magnifying glass over the globe, a handprint glows green. I suspect I was supposed to care, but I couldn’t find a way to act on it.

Detective Barbie 2 was developed by Gorilla Systems Corporation. They were also responsible for Barbie as Sleeping Beauty as well as Barbie Magic Genie Bottle (and presumably the custom accessory that came with it). This game is based on a marginal 3D engine, perhaps similar to that found in Magic Genie Bottle. You guide Barbie left, right, forward, and back against a backdrop that scales in and out when going forward or back on the plane. It started to make me wonder if these were just straight bitmaps that were scaled in and out. However, Barbie can go behind and in front of objects. Further, she casts quasi-accurate shadows, so there might be some actual 3D work going on here.

When using the magnifying glass over a region, all the pixels are just made bigger and blockier.


Detective Barbie 2 -- International chef

Along the way, the player talks to a colorful cast of characters, each of whom is naturally a suspect. Take the chef above, for example. Personally, I found her most suspect characteristic to be her accent, which seemed to shift between French, German, and Russian. I would like to include a sample here but I can’t figure out the coding format the speech samples are stored in.

Here’s another nitpicky detail I got hung up on:


Detective Barbie 2 -- Kelly in a wheelchair

So teammate Kelly is wheelchair-bound. Fine, not a big deal. I’m just wondering how they managed to transport Kelly’s motorized wheelchair in Barbie’s pink convertible roadster:


Detective Barbie 2 -- Pink, convertible, spacious roadster

And what kind of car is that, anyway? At first, it looked a bit like a Porsche. But I don’t think I’ve ever seen such a spacious Porsche convertible.

So, like I said, Barbie has to walk around the place and be spoon-fed clues and cues to advance the plot. Further, there are a few, more action-oriented activities, such as boat racing and hang gliding. I found the latter activity during my brief play. There wasn’t really any point (goal) to it that I could find; just a brief diversion. This is supposed to be a vacation after all.

I have to admit, the Inn was constructed beautifully enough that I rather enjoyed exploring the grounds, though I often had to fight with the awkward control scheme to do so (push the mouse cursor to extreme edges of the screen to make Barbie move). It’s just too bad I couldn’t bring myself to care too deeply about the mystery at hand. However, I got one last giant laugh from this scene and then decided I had reached my Barbie limit for the evening:


Detective Barbie 2 -- Floating teacup clue

I must have tripped a plot point by visiting some other location because when I returned to this room, what do I find, but a phantom teacup just sort of floating there. This game isn’t supposed to have supernatural elements to it so I can only assume that this is merely an idiosyncrasy of the 3D engine. Anyway, I photograph it and feed the data into the portable crime computer. Kelly then notifies me via videoconference that it appears to be a teacup, most likely used for a garden party. She says this seriously as though it’s some kind of critical clue.

This game is just ridiculous enough that I’m tempted to play it again some time to see what other kinds of amusement might await.

See Also:

  • Barbie as Sleeping Beauty
  • Barbie Magic Genie Bottle
  • Secret Agent Barbie
  • Radio Active

At MobyGames:

  • Detective Barbie 2: The Vacation Mystery
  • Barbie’s game group, somehow still incomplete despite my best efforts
Posted in Adventure Games Barbie Games Girlie Games Puzzle Games | 18 Comments

Wealth of Casual Games

Posted on June 27, 2009 by Multimedia Mike

What is a casual game? Generally, it’s a game that has a fairly simple central concept — say, rotating falling blocks in order to form solid lines as in Tetris — which is easy to comprehend yet can keep a player occupied for hours, days, or however much free time happens to be available. There are a number of popular casual game concepts that float about and any halfway talented programmer can slam together their own version of one (I understand that the iPhone is seeing a lot of this very phenomenon right now).

But what makes a premium casual game? My first brush with the concept came from Magic Match last year which specifically bills itself as such. I liked the game so much, as did a close friend of mine, that I sought out more games under MumboJumbo’s “Casual Premium Games” brand. I found a 6-pack of such games for $20 on Amazon which arrived in the following, decidedly shipping-unfriendly packaging:


MumboJumbo 6-pack
Click for a larger image

In fact, I hesitated to touch any of the games for a good while because I was still debating how best to scan the whole package for MobyGames. I finally settled on a solution and was free to start playing, which I did, and that was several months ago. Why haven’t I gotten around to writing them up yet? Because I have enjoyed playing them so much that I would rather play them than write things about them.

So, again, what defines a premium casual game above and beyond a standard casual game? The premium flavor takes the simple concept and spruces it up in the graphics, animation, sound, music, storyline, and gameplay dynamic departments. The first 4 items of that list, pertaining to video and audio, should be pretty straightforward to comprehend. As for storyline, most of these games attempt to have some sort of plot to justify the progression of levels, even though each level is the same basic game over and over again. The game tries to give the player a feeling of progression. Finally, these premium titles usually throw in assorted value-adds to the gameplay — and typically hold the player’s hand while introducing them — in order to give the player a few more characteristics about the game to master.

The first game I’d like to discuss is called 7 Wonders of the Ancient World and it’s easily mine and my friend’s very favorite of the lot. For the past few months, I have been telling everyone who will listen how awesome this game is and how often I’ve been playing it. Then I describe the gameplay and they shrug, wondering what’s so remarkable about the game — the concept has been around for years.

I guess you just have to be there…


7 Wonders of the Ancient World -- Gameplay

According to MobyGames, 7 Wonders is categorized as a tile matching (creation) puzzle game and it presently lists 138 games of the type. It’s simple enough– you swap adjacent pairs of symbols in order to complete strings of 3 symbols. In this variation, there are 7 stages corresponding to the 7 wonders of the ancient world, and each has 7 levels. Your job is to build them by supplying enough bricks for the cheerful, driven workers down below. The value-adds, gameplay-wise, are that destroying strings of symbols also destroys blocks that they are sitting on, which is the raw building material for the wonders. After enough blocks are destroyed, the game drops a cornerstone piece into the puzzle that the player must navigate down to the bottom where the workers can use it. And of course, the hourglass is ticking through all of this.

Naturally, there are a number of powerups (horizontal and horizontal/vertical fireballs which destroy all symbols on their rows/columns; stars that randomly destroy symbols) to keep the gameplay a little more varied. It’s amazing how much strategy you can develop for even the simplest games. In the level shown above, for example, I would identify the top 4 rows as the “pain points”, the areas that would be the toughest to clear. I made sure to focus on those at the start of each turn and worry about the remainder of the puzzle as a secondary concern. After all, fireball powerups would naturally descend, and those often serve as wildcards during the endgame.

The second game I tried from the 6-pack was Jewel Quest. It’s strange to think that if I had tried this game before I had played 7 Wonders, I might have been gushing about this one instead. As it stands, this one struck me as unremarkable since it was the same type of game as the first. Not a knock; I just enjoyed 7 Wonders a bit more.

Then there was Luxor which was confusingly packaged as Luxor 2 (Luxor 2 on the outside, but a CD-ROM plainly marked Luxor on the inside). I don’t know which it was supposed to be, but I hardly suspect it makes a big difference. These both fall into a casual game category called Puzz Loop variants. The idea here is that some force is pushing a bunch of multi-colored jewels/marbles/stones towards an end destination. The player must fire colored orbs into the chain in order to create chains of 3 or more of the same color and destroy them before any balls reach the end destination.

So Luxor is the second game of the 6-pack that I fell in love with. I didn’t think I would get so involved until I played for 4+ hours straight one night, only retiring at 2am. Of course, there are tons of powerups to help you destroy the balls, and the game throws some fiendish courses right back at you to ramp up the difficulty. Oh, the strategies you will assess.

I hit a real slump with Mystery Solitaire: Secret Island. I had to give it the old college try for the sake of a MobyGames entry but I just don’t have any interest in solitaire card games. In fact, this might be the first computer solitaire card game I have ever played. I remember playing solitaire card games as a kid and I seem to recall that I didn’t enjoy it very much. Maybe that helps to explain my quest at a young age to find computer games — any computer games — to play.


Mystery Solitaire -- Secret Island

It seems that all I’m doing is matching pairs of cards until all the pairs are matched. Then the game allows me to progress to another island (trying to keep some kind of tenuous story arc). To it’s credit, the game lives up to its premium casual game branding in terms of audio, graphics, story progression, and gameplay. But this is still the most pointless of all the games in this pack.

Having said that about card solitaire, it’s odd that I should enjoy Mah Jong Quest. I remember playing Mahjongg — real, physical, multiplayer Mahjongg — when I was growing up, and I remember seeing many people playing solitaire Mahjongg games on various computer systems as far back as the DOS days. But I have never played a solitaire Mahjongg computer game. It doesn’t sound like it would be too interesting — just matching pairs of tiles.

But danged if it didn’t keep me coming back for more, night after night.


Mah Jong Quest -- Bricked Eagle board

Now this game has a real storyline. Young Kwazi is peacefully playing with his Mahjongg tiles when his village is ravaged by demons. Kwazi must embark on a quest throughout the lands to defeat the demons while meeting and helping a lot of people along the way. And he accomplishes everything by… playing with his Mahjongg tiles. That’s powerful stuff.

So how is this so different than card solitaire if they’re both pair matching games? I’m not sure exactly. Perhaps it’s the fact that I can see all (or many) of the tiles up front. That can help me plan moves. Plus, I can’t just take any tiles; there are certain constraints (a tile can’t be paired if both sides are touching other tiles, or if another tile is stacked on top of it). Somehow, I can imagine an upgraded version of this concept being the first casual game created for the emerging 3D monitors. Depth perception helps.

There’s one more game in the pack and it’s probably the least intuitive of the bunch — Slingo Quest. Slingo, it turns out, is a combination of slot machines and Bingo. You spin the slots that occur below each column of a Bingo card and mark off numbers as they come up. I’ll be the first to admit that it sounded totally uninteresting.

And I’ll also be the first to admit that it had me playing for hours on end the first time I booted it up for a review.


Slingo Quest gameplay

Again, I can’t believe how much I obsessed over optimal strategy when I played this game, or how far I managed to get (and wanted to get).

See Also:

  • Magic Match

At MobyGames:

  • 7 Wonders of the Ancient World
  • Jewel Quest
  • Luxor
  • Mah Jong Quest
  • Mystery Solitaire: Secret Island
  • Slingo Quest
Posted in Puzzle Games Windows Games | 4 Comments

What I Deal With

Posted on June 26, 2009 by Multimedia Mike

I recently started maintaining a collaborative Google spreadsheet with several other MobyGames contributors in order to track games that are not yet listed in the MobyGames database. As part of the first pass, I made sure that all known Barbie games were either in the database or in the missing games spreadsheet by researching through Amazon.com.

Unfortunately, now I can’t go to Amazon without seeing stuff like this:


Amazon.com and Barbie

The things I’m willing to do for MobyGames.

Posted in Barbie Games The Big Picture | 2 Comments

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