The Dallas Quest

23.08.1984
When a game is faithful to the poor writing and wildly implausible plot conventions of a soap opera, does that make it a bad game or an effective adaptation of its source material? In any case, this game situates you as a private investigator hired by Sue Ellen to find a map to hidden oil fields, in hopes to accumulate enough wealth to escape the sinister influence of J.R. You snoop around the grounds of the South Fork Ranch, superficially interacting with much-loved characters from the TV show and an assortment of extras from the animal kingdom. So far, so good. Your travels ultimately lead you to the jungles around Playa Peligro, in South America, where you overcome a series of obstacles by using various techniques, but mostly by doping a friendly monkey with tobacco -- a firm reminder that we're descending beneath even soap opera plot conflicts and sitting squarely in an early-'80s text adventure game, with all of the internal logic-twisting that entails.

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Part of franchise:
Dallas

23.08.1984

When a game is faithful to the poor writing and wildly implausible plot conventions of a soap opera, does that make it a bad game or an effective adaptation of its source material? In any case, this game situates you as a private investigator hired by Sue Ellen to find a map to hidden oil fields, in hopes to accumulate enough wealth to escape the sinister influence of J.R. You snoop around the grounds of the South Fork Ranch, superficially interacting with much-loved characters from the TV show and an assortment of extras from the animal kingdom. So far, so good. Your travels ultimately lead you to the jungles around Playa Peligro, in South America, where you overcome a series of obstacles by using various techniques, but mostly by doping a friendly monkey with tobacco -- a firm reminder that we're descending beneath even soap opera plot conflicts and sitting squarely in an early-'80s text adventure game, with all of the internal logic-twisting that entails.

Could be interesting

15.09.1987

Beyond Zork: The Coconut of Quendor is an interactive fiction computer game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in Infocom's Zork series It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, Beyond Zork incorporated an on-screen map, the use of character statistics and levels, and RPG combat elements. The game, Infocom's twenty-ninth, was available on the Amiga (512kb), Apple (128kb), Atari ST, Commodore 128, and IBM (192kb), and the Macintosh (512kb) computers The player explores the Southlands of Quendor somewhat aimlessly at first. Soon, however, a task is bestowed by the Implementors, a group of godlike creatures jokingly based on Infocom's game designers. The Coconut of Quendor, an incredibly powerful artifact that embodies the whole of Magic, has fallen into the claws of an unspeakably foul beast: an Ur-grue. Rumoured to be the spirits of fallen Implementors, Ur-Grues can surround themselves in a sphere of darkness that only sunlight can pierce. The player must recover the Coconut from this monster's grasp or face the unthinkable consequences.

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You and your friend find yourselves trapped in two magical clockworlds where you have to solve puzzles to escape. Neither of you have the whole picture so the only way to get out is to communicate what you see to the other player. Play on two devices, local or remotely, all you need is a voice connection.

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If I had to, like, identify some part of this that expresses the theme of "Minimalism," it'd probably be the plot. Yeah.