Voodoo Castle (1979)   2 comments

The fourth game of the Scott Adams series is possibly the first adventure credited to a female author. Oddly, this credit does not appear on the game cover…

…but rather on the initial screen of the game.

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These days Scott and Alexis Adams are listed as co-designers. The historian Jimmy Maher mentions that Scott Adams downplayed Alexis’s contribution to the game in later years, but Alexis herself stated she wrote Voodoo Castle on her own, so I’m going to stick with the game’s own credit as solely Alexis Adams.

Anyhow! Secret Mission (aka Mission Impossible) broke out of the “find the treasures” mold significantly to give a directed mission that had nothing to do with treasures. Voodoo Castle steps back from the innovation only slightly; the goal here is to wake Count Cristo via some unclear magic ritual. This hence doesn’t feel like a looting expedition with clearly labeled *treasures* but more like solving a mystery box, working out what puzzles to twiddle in sequence to slowly unlock the edges.

This is what one of my "maps in progress" looks like.

This is what one of my “maps in progress” looks like.

I actually have taken cracks (twice!) at this game in the past, but for some reason never could get any puzzles except for a trivial early one where you WAVE RING to open a door (the game pretty much gives this one away).

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This time, however, I started making progress. I’d love to know what changed; maybe playing this after a bunch of other late-70s games put me in the right mindset, maybe I’m better at adventure puzzles in general, maybe I was more persistent because I knew I wanted to write about it, or maybe I just got lucky.

In any case, some spoilers follow.

EXPLODING TEST TUBES: There’s a room with a ju-ju bag, chemicals, and test tubes. Fairly shortly after entering one of the test tubes explodes, and presuming you have no protection you receive a slightly unfair death / game over. I returned to this room on my second run but somehow the explosions weren’t killing me. I only realized after some experimentation I was being protected by a shield I was carrying since there is no message at all about how I’m managing to survive. This persists even when picking up the exploding tubes and carrying them around; somehow the shield is good enough to protect from a test tube exploding in one’s inventory.

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TINY DOOR: In sort of an Alice the Wonderland scenario, the chemicals from the exploding test tube room can be mixed and then drunk to get smaller. Not a lot smaller, just four foot tall.

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This effect lasts the rest of the game, which is an odd visual image.

JAIL CELL: Getting through the tiny door leads to a graveyard with a saw. Taking the saw back to the dungeon, there’s a jail cell that if you enter the door locks behind you. However, SAW DOOR pops open the lock. I am unsure why this would work but not using other similar items (bloody knife, broken sword, hammer) and I am unclear even how to visualize what’s going on here, but I somehow solved this one pretty quickly anyway.

MEDIUM MAEGEN: There’s a pamphlet advertising a medium that can be reached via “SUMMON MEDIUM MAEGEN.” There’s a “medium room” with a crystal ball, but the medium is scared off and disappears. However, if you invoke >SUMMON MEDIUM she comes back and gives some information, the first time the game conveys any concrete way how to complete the main quest.

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PLAQUE: This was for me the coolest puzzle so far: there’s a plaque with print too tiny to read. If you’re carrying some broken glass you can avoid the tiny print problem by using the glass as a magnifying glass (unlike the shield I thought this might work and intentionally brought the glass over to use it this way) but the letters are also luminescent and too hard to read in light. Hence you have to take the plaque to the only dark room in the game, inside a chimney; finally you can read the plaque which reveals the combination for a safe.

Hum, I’m sounding pretty negative, and in the cold rationality of logic the puzzles are only so-so. Somehow I’m having fun anyway. I think the compactness of the game (and complete lack of mazes, at least so far!) makes a nice counterpoint to the sprawling maps I’ve dealt with lately.

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Posted January 28, 2016 by Jason Dyer in Interactive Fiction

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2 responses to “Voodoo Castle (1979)

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  1. I’m enjoying this series. I reacted to Voodoo Castle similarly positively (I felt the review came off pretty positive in spite of your concern it was coming off negative) when I (re)played it not that long ago.

  2. Indeed, Alexis Adams appears to be the second female games designer ever after Carol Shaw at Atari!

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