Showing posts with label 34. Show all posts
Showing posts with label 34. Show all posts
Sunday, 20 August 2017
Part 34 Many Monsters Carry Treasure
Part 34 Many Monsters Carry Treasure
Part 34 of a comparison of Holmes manuscript with the published Basic Set rulebook. Turn to page 34 of your Blue Book and follow along... (page 33 for a 1st edition rulebook)
TREASURE
The material in Holmes manuscript roughly follows the sequence of the original three OD&D booklets, so the section on Treasure immediately follows the Monster List, as in Vol 2 of OD&D (Monsters & Treasure).
Holmes starts off with an introductory paragraph that I dont see in the original sources, so I think he wrote this from scratch. There are a few changes from the manuscript to the published version. The first two sentences are unchanged, including the typo that many monsters "secrete" treasure in their lair (so thats where all that treasures comes from...), but the third sentence is deleted; it read: "These tables have been abbreviated from the GREYHAWK supplement for simplicity of use". Holmes fourth sentence is kept, but "the various supplements" is changed to "ADVANCED DUNGEONS & DRAGONS". These changes are in line with the general trend to refer readers to AD&D instead of OD&D.
The fifth sentence is unchanged, the sixth sentence is truncated and the seventh sentence is deleted. Here are Holmes originals:

This material may have been deleted when Gygax added the note about only using the Treasure Tables for large numbers of monsters (see below).
TREASURE TABLE
Immediately after this Holmes provides the Treasure Table from pg 22 of OD&D, Vol 2, with a few simplifications. He leaves out the column for copper pieces, and he drops the entries for Desert and Water from Type A, leaving only the numbers for Land as the only option (and omitting the word "Land"). In the published rulebook, Holmes version of the Table is completely replaced with a new table covering Treasure Types A-T. The Monster Manual would later extend this table to Type Z, so the table in the published Basic rulebook may represent a work-in-progress of the table destined for the Monster Manual.
Use of the Treasure Table
This is Holmes next section, which means the manuscript is missing the sections "BASE TREASURE VALUES" (covering conversion rates), "Gems" and "Jewelry". Earlier, in the section on "EXPERIENCE POINTS AND EXPERIENCE LEVELS" (See Part 8), Holmes simply included two sentences that stated: "Jewelry and Gems are worth 50 to 500 gold pieces each. Ten silver pieces are equal to one gold piece". I believe this is the sole extent of his discussion of these topics. So for Basic, Holmes intended to simplify coins to just silver and gold, and keep gems and jewelry with simple values. Gygax (or someone else at TSR) went back to OD&D Vol 2 and put back in material from pages 31-32 covering coin conversion rates/gems/jewelry, with a few changes.
Holmes guidance in "Use of the Treasure Table" is included in it entirety, with no changes except for the addition of one sentence at the end: "It must be stressed that treasures shown are very large and generally only for use when large numbers of monsters are encountered". This echoes the note at the end of the Treasure Table in OD&D Vol 2 (which Holmes doesnt include): "All Treasure is found only in those cases where the encounter takes place in the "Lair". Gygax added similar material to the guidance at the beginning of the Monster List (see Part 20): "The TREASURE TYPES TABLE (shown hereafter) is
recommended for use only when there are exceptionally large numbers of low level monsters guarding them, or if the monsters are of exceptional strength (such as dragons). A good guide to the amount of treasure any given monster should be guarding is given in the MONSTER & TREASURE ASSORTMENTS which are included in the game". The first edition of the Basic Set included Set 1 of the Monster & Treasure Assortments, which included 100 treasures for each of dungeon levels 1-3. So at this point in the history of D&D, Gygax was trying to steer DMs that were stocking dungeons away from the Treasure Tables and towards these lesser treasures for general use.
Maps and Magic Categories
This is Holmes next section. The 75% chance of magic / 25% chance of map comes from a short table on page 23 of OD&D Vol 2. Holmes leaves out all of the map tables from pages 26-27, but includes the note after the tables that treasures will be "guarded by appropriate monsters". He adds the ideas that maps should be made up in advance by the DM and incomplete, inaccurate or guarded by riddles. This entire section is unchanged from the manuscript to the published text.
In the first edition of the rulebook, this section is followed by a small illustration by David C. Sutherland III of treasure, including coins, gems & jewelry. This was removed in the second edition.

Next Time: Magic Items!
Go Back to Start: The Holmes Manuscript
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Sunday, 13 August 2017
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Tuesday, 8 August 2017
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Monday, 6 April 2015
Game 34 The Colonels Bequest Final Rating
There have been some tough games to rate over the course of this blog, but The Colonel’s Bequest will likely take the cake. The fact is that I probably haven’t played the game the way it was meant to be played, and yet I think I’m within my rights to play any game the way I see fit, rather than being forced down a specific path based on the will of the designers. I can only review and rate a game according to my own experience, but I think I will have to show some leniency in at least one category. Let’s see how it goes...
Puzzles and Solvability
The Colonel’s Bequest was clearly designed with multiple play throughs in mind. The player is supposed to play through reasonably quickly, picking up different clues each time, and trying to piece it all together gradually. I took a different approach, partly through choice, but mostly due to not wanting to get bogged down for too long with any one game on this blog. The truth is that I missed a lot of the adventure style puzzles in the game, meaning I was for the most part just an onlooker, gathering clues that amounted to very little. The bits I missed sound genuinely interesting, such as the stuff that occurs in the chapel and the basement, and would have allowed me to actually use all the items I collected on my way through the eight acts. However, now that I know why and how I missed these sections, I do think they were too well hidden. The belltower and armour puzzles weren’t majorly concealed, but the many deaths I encountered while trying to solve them simply put me off the scent. Other Sierra games might have given me a “perhaps if you tried that a different way” style message after these failures, to at least let me know that there was some benefit to persevering.

The other “puzzle” I have a problem with is the lost necklace one. Firstly, I didn’t know that Celie was missing a necklace. Secondly, there was nothing to suggest that the necklace was hidden in Beauregard’s doghouse. Thirdly, I looked in the doghouse numerous times and didn’t find the necklace, meaning it was only there at certain times. Fourthly, I was able to give the bone to Beauregard in the kitchen, at which point I was not able to get it back without restoring, which made the whole thing impossible to solve. It’s true that I finished the game without finding the necklace and therefore befriending Celie, so I shouldnt complain too much, but I feel I missed out on a major part of the “adventuring” through skipping it. I think part of the reason I struggled with the game overall is because I was waiting to be given a puzzle to solve. I spent little time trying to use my items because I had no real reason to. I didn’t need a lantern, so I didn’t spend much time trying to get it. I didn’t need a bell, so why would I try to attain one? Throughout the whole game, I didn’t “need” anything apart from the monocle, making it a very different beast to every other game on the list so far. I have to be harsh and give the game a 3 for this rating, but if I rated completely based on my experience, it could be even lower.
Rating: 3

Interface and Inventory
The Colonel’s Bequest is a very professionally made game, and given how well established the Sierra technology was by the time it was made, it’s no surprise that the interface has no major flaws. With so much of the game revolving around questioning guests, the parser was always going to make or break it, and I think it was pretty good all up. I did have some minor issues, such as the game not thinking a character was in a room when they were, or interpreting my request for action was for an item in my possession rather than one within the room I was exploring, but nothing that threatened to lower my enjoyment levels. There were some pretty complex commands required too, such as “tell ethel about fifi and henri”, so I should commend it rather than criticise it. I never had any movement issues either, even though the mansion contained a few staircases (Sierra’s old Achilles heel). Finally there’s the inventory, which I can only describe as adequate. It was basically just a list of items that I could select to see a visual representation. I guess it would have been nice to have received a detailed description too, without having to use the parser to get one.
Rating: 6

Story and Setting
The story of The Colonel’s Bequest is really a very cliché whodunit mystery, with many attempts made to make it difficult for the player to be certain who the killer is. The intro sets things up really nicely, although I really do have to question the sanity of anyone that would almost suggest family members take each other out the way Colonel Dijon does. He might as well have said: “Whoever is still left standing at the time of my death can split the remaining money. Now off you go!” It’s difficult to call the story and setting unique at this stage of the genre’s evolution, particularly as Mortville Manor had a very similar setup (to a lesser extent, so did Psycho), but it certainly gave Sierra fans a different experience to the typical Space Quest and King’s Quest fair. I do really like that it was set in the 1920s, as that gave the whole thing a flavour I wasn’t highly accustomed with. While I’m being positive, the twist towards the end of the game (when it appeared as though Lillian wasn’t the killer) really caught me by surprise, and it played out nicely given the doubt that put in my mind. I also really like that the protagonist acted in a completely moral way throughout, refusing to touch items that didn’t belong to her, unless of course they had been left behind or discarded. Probably my biggest problem with the story (apart from the fact I was just a passenger) is how many seemingly important threads were created that didn’t turn out to have any relevance (what was Gloria’s medical condition? Why did we find out about Sunny Boy? etc. etc. etc.) I understand that all of these were there to create potential motives, but they caused me to ask a LOT of useless questions.
Rating: 5

Sound and Graphics
My first post was full of praise for the visuals and sound in The Colonel’s Bequest, but the promise that was displayed in my first session wasn’t completely lived up to. The wonderful 1920s music that came through in the intro was rarely heard in the actual game, only coming back when either Gloria or Fifi decided to put a record on (that is nice use of sound though). The quality of the visuals didn’t diminish, but the level of animated background life that was displayed early on did. For the most part the game is silent, which is something I’m hoping will be remedied in games on the list for 1990. There were some background sound effects (crickets, frogs etc.) heard in the outside locations, but otherwise sound is reserved for the opening of a door or the chiming of a clock. Graphics-wise, the game looks really nice. Characters are well represented, and each of them has a unique look. The use of light and shadows (not dynamic of course) was also really effective throughout, and despite the limited colour palette making it challenging to represent an atmospheric night-time mood, I think they did a good job. The animation was on the higher end of the spectrum too, being very smooth and convincing. Just watch Ethel stumbling around drunk, Rudy and Clarence having a fist fight, or Jeeves pinching Fifi’s bottom to see what I mean. The game isn’t on par with Indiana Jones or Hero’s Quest, but it was definitely as good as the chasing pack.
Rating: 6

Environment and Atmosphere
Many of you predicted that this game might reach a new high for this category, and there’s no doubt that it’s the best thing about it. Given the game’s setting is one long night in a creepy mansion where guests are being brutally murdered one by one, it would have been a tragedy if it had lacked atmosphere. The estate where the whole mystery plays out is wonderful to behold. It’s a really beautiful place that I’d actually like to visit had it been real. I do however feel that it could have been used to better effect by the game’s designers, as I spent far too much time spying on people from hidden rooms in the mansion rather than solving interesting puzzles out in all the surrounding locations. The Colonel’s Bequest is dripping with atmosphere, with the murderer’s silhouette seen passing windows, spirits in the cemetery, and alligators guarding the swamps. I wish I’d found the bible in the chapel and found my way to the basement, as these missed sections had potential to increase this category even further. The player deaths were perhaps unfair, but they also added to the sense of danger, and who doesn’t love a good Psycho shower scene rip-off! I’m going high here, but my lack of involvement in what was actually going on, and the consistent silence, has to reduce the result somewhat.
Rating: 7

Dialogue and Acting
As is the trend with the games I’ve played this year, there’s a lot of dialogue in The Colonel’s Bequest, and a lot of it is not really all that critical to the actual story. I have to say that it’s pretty well handled in this instance though, with each character having a distinct “voice”. The language used by each of them was convincing, and gave all of them a unique flavour, particularly Celie and Fifi (although I guess some of it is bordering on racial stereotyping). Ethel’s drunkenness was clearly apparent, as was Henri’s grumpiness, Gloria’s snobbishness, and Jeeves’ gloomy demeanour. The use of capital letters and even censored swear words also helped give the dialogue some life, and I noticed only a few minor errors despite the large quantity. There were no signs of branching dialogue trees, and I think this is a good example of a game that really could have done with them. I had to ask every character countless questions based on combinations of other guests’ names, and then had to repeat them time and time again later on, since things had changed. It got a bit tedious, especially as I rarely found out anything useful.
Rating: 6

Looking at the ratings I’ve attributed here, I think The Colonel’s Bequest is going to rate a bit higher than I’d expected. 3 + 6 + 7 + 6 + 5 + 6 = 33, divided by 60 = 0.55, which gives it a score of 55! That would put it equal with Space Quest I and III, as well as King’s Quest IV. While I enjoyed playing the game, I don’t think I’m happy with it sitting that high on the leader board, particularly since there are so few traditional adventure game puzzles in it, so I’m going to use my discretionary point to drop it down to 54.

Did anyone predict 54? I’m going to have a look right now. Well that has to be a first! Three people predicted 54, being Lars-Erik, Deimar and Canageek! I’m sure Lars-Erik would rather the prize go to either Deimar or Canageek, but I’ll do a round robin random number comp anyway. I’ll cut to the chase and say that Canageek has won a copy of Loom! However, since we’ve now figured out that the next game on the list that can actually be purchased is Hugo’s House of Horrors, he will have the choice between Loom and the Hugo Trilogy. I seem to recall Canageek were quite keen to watch me play Hugo, so perhaps you can join me for the “fun”.
55 CAPs for Lars-Erik
• Sponsor Award - 20 CAPs - For sponsoring the blog with free games
• Psychic Prediction Award – 10 CAPs – For predicting what score I would give the game (first)
• Kickstarter Award – 10 CAPs – For announcing a new adventure game Kickstarter campaign
• Companion Award – 5 CAPs – For at least giving the game a shot
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
45 CAPs for Laukku
• Honesty Award – 10 CAPs – For informing me how crappy my screenshots were
• True Companion Award – 10 CAPs – For playing along and completing the game.
• Evil Dog Award – 10 CAPs – He knows why
• Explanation Award – 10 CAPs – For going through everything I missed in my playthrough
• Easter Egg Award – 5 CAPs – For posting a few neat links
40 CAPs for Ilmari
• Helping Hand Award – 20 CAPs – For generally giving hints and advice to all of us playing the game.
• Werewolves and Priestesses Award – 10 CAPs – He knows why
• Explanation Award – 10 CAPs – For going through everything I missed in my playthrough
35 CAPs for Cush1978
• D Riddle Award – 30 CAPs – For solving my D riddle
• Sweet Brown Award – 5 CAPs – For not having time for that
20 CAPs for Zenic Reverie
• True Companion Award – 10 CAPs – For playing along and completing the game.
• Fingerprint Award – 5 CAPs – For helping Draconius to get past the copy protection screen
• Family Relations Award – 5 CAPs – For letting me know that Gloria and Clarence were not married
20 CAPs for Cro Gamer
• What’s Your Story Award – 20 CAPs – For answering the What’s Your Story questionnaire
18 CAPs for Canageek
• Psychic Prediction Award – 8 CAPs – For predicting what score I would give the game (second)
• PNG Program Award – 5 CAPs – For helping me find a new way of managing my screenshots
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
10 CAPs for Joe Pranevich
• Explanation Award – 10 CAPs – For going through everything I missed in my playthrough
10 CAPs for Draconius
• True Companion Award – 10 CAPs – For playing along and completing the game.
10 CAPs for Apermama
• Snakes and Ladders and Santa Claus Award – 10 CAPs – He knows why
10 CAPs for Knurek
• PNG Program Award – 10 CAPs - For telling me about PNGOut
10 CAPs for mpx
• Genre Support Award – 5 CAPs – For announcing a new adventure game on GOG
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
10 CAPs for Andy_Panthro
• Companion Award – 10 CAPs – For at least giving the game a shot
10 CAPs for Jarikith
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
• Genre Support Award – 5 CAPs – For commenting about a new adventure game on Steam
9 CAPs for Deimar
• Psychic Prediction Award – 9 CAPs – For predicting what score I would give the game (second)
5 CAPs for Kenny McCormick
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
Read more »
Puzzles and Solvability
The Colonel’s Bequest was clearly designed with multiple play throughs in mind. The player is supposed to play through reasonably quickly, picking up different clues each time, and trying to piece it all together gradually. I took a different approach, partly through choice, but mostly due to not wanting to get bogged down for too long with any one game on this blog. The truth is that I missed a lot of the adventure style puzzles in the game, meaning I was for the most part just an onlooker, gathering clues that amounted to very little. The bits I missed sound genuinely interesting, such as the stuff that occurs in the chapel and the basement, and would have allowed me to actually use all the items I collected on my way through the eight acts. However, now that I know why and how I missed these sections, I do think they were too well hidden. The belltower and armour puzzles weren’t majorly concealed, but the many deaths I encountered while trying to solve them simply put me off the scent. Other Sierra games might have given me a “perhaps if you tried that a different way” style message after these failures, to at least let me know that there was some benefit to persevering.

Once this occurred, I never considered ringing the bell again.
The other “puzzle” I have a problem with is the lost necklace one. Firstly, I didn’t know that Celie was missing a necklace. Secondly, there was nothing to suggest that the necklace was hidden in Beauregard’s doghouse. Thirdly, I looked in the doghouse numerous times and didn’t find the necklace, meaning it was only there at certain times. Fourthly, I was able to give the bone to Beauregard in the kitchen, at which point I was not able to get it back without restoring, which made the whole thing impossible to solve. It’s true that I finished the game without finding the necklace and therefore befriending Celie, so I shouldnt complain too much, but I feel I missed out on a major part of the “adventuring” through skipping it. I think part of the reason I struggled with the game overall is because I was waiting to be given a puzzle to solve. I spent little time trying to use my items because I had no real reason to. I didn’t need a lantern, so I didn’t spend much time trying to get it. I didn’t need a bell, so why would I try to attain one? Throughout the whole game, I didn’t “need” anything apart from the monocle, making it a very different beast to every other game on the list so far. I have to be harsh and give the game a 3 for this rating, but if I rated completely based on my experience, it could be even lower.
Rating: 3

So giving the dog the bone was the right thing to do, but just not yet.
Interface and Inventory
The Colonel’s Bequest is a very professionally made game, and given how well established the Sierra technology was by the time it was made, it’s no surprise that the interface has no major flaws. With so much of the game revolving around questioning guests, the parser was always going to make or break it, and I think it was pretty good all up. I did have some minor issues, such as the game not thinking a character was in a room when they were, or interpreting my request for action was for an item in my possession rather than one within the room I was exploring, but nothing that threatened to lower my enjoyment levels. There were some pretty complex commands required too, such as “tell ethel about fifi and henri”, so I should commend it rather than criticise it. I never had any movement issues either, even though the mansion contained a few staircases (Sierra’s old Achilles heel). Finally there’s the inventory, which I can only describe as adequate. It was basically just a list of items that I could select to see a visual representation. I guess it would have been nice to have received a detailed description too, without having to use the parser to get one.
Rating: 6

The Colonels Bequest was a very professionally made game all up. Glitches like this one were few and far between.
Story and Setting
The story of The Colonel’s Bequest is really a very cliché whodunit mystery, with many attempts made to make it difficult for the player to be certain who the killer is. The intro sets things up really nicely, although I really do have to question the sanity of anyone that would almost suggest family members take each other out the way Colonel Dijon does. He might as well have said: “Whoever is still left standing at the time of my death can split the remaining money. Now off you go!” It’s difficult to call the story and setting unique at this stage of the genre’s evolution, particularly as Mortville Manor had a very similar setup (to a lesser extent, so did Psycho), but it certainly gave Sierra fans a different experience to the typical Space Quest and King’s Quest fair. I do really like that it was set in the 1920s, as that gave the whole thing a flavour I wasn’t highly accustomed with. While I’m being positive, the twist towards the end of the game (when it appeared as though Lillian wasn’t the killer) really caught me by surprise, and it played out nicely given the doubt that put in my mind. I also really like that the protagonist acted in a completely moral way throughout, refusing to touch items that didn’t belong to her, unless of course they had been left behind or discarded. Probably my biggest problem with the story (apart from the fact I was just a passenger) is how many seemingly important threads were created that didn’t turn out to have any relevance (what was Gloria’s medical condition? Why did we find out about Sunny Boy? etc. etc. etc.) I understand that all of these were there to create potential motives, but they caused me to ask a LOT of useless questions.
Rating: 5

Things that seemed relevant in early acts played no role at all later in the game.
Sound and Graphics
My first post was full of praise for the visuals and sound in The Colonel’s Bequest, but the promise that was displayed in my first session wasn’t completely lived up to. The wonderful 1920s music that came through in the intro was rarely heard in the actual game, only coming back when either Gloria or Fifi decided to put a record on (that is nice use of sound though). The quality of the visuals didn’t diminish, but the level of animated background life that was displayed early on did. For the most part the game is silent, which is something I’m hoping will be remedied in games on the list for 1990. There were some background sound effects (crickets, frogs etc.) heard in the outside locations, but otherwise sound is reserved for the opening of a door or the chiming of a clock. Graphics-wise, the game looks really nice. Characters are well represented, and each of them has a unique look. The use of light and shadows (not dynamic of course) was also really effective throughout, and despite the limited colour palette making it challenging to represent an atmospheric night-time mood, I think they did a good job. The animation was on the higher end of the spectrum too, being very smooth and convincing. Just watch Ethel stumbling around drunk, Rudy and Clarence having a fist fight, or Jeeves pinching Fifi’s bottom to see what I mean. The game isn’t on par with Indiana Jones or Hero’s Quest, but it was definitely as good as the chasing pack.
Rating: 6

The use of shadow was really effective throughout
Environment and Atmosphere
Many of you predicted that this game might reach a new high for this category, and there’s no doubt that it’s the best thing about it. Given the game’s setting is one long night in a creepy mansion where guests are being brutally murdered one by one, it would have been a tragedy if it had lacked atmosphere. The estate where the whole mystery plays out is wonderful to behold. It’s a really beautiful place that I’d actually like to visit had it been real. I do however feel that it could have been used to better effect by the game’s designers, as I spent far too much time spying on people from hidden rooms in the mansion rather than solving interesting puzzles out in all the surrounding locations. The Colonel’s Bequest is dripping with atmosphere, with the murderer’s silhouette seen passing windows, spirits in the cemetery, and alligators guarding the swamps. I wish I’d found the bible in the chapel and found my way to the basement, as these missed sections had potential to increase this category even further. The player deaths were perhaps unfair, but they also added to the sense of danger, and who doesn’t love a good Psycho shower scene rip-off! I’m going high here, but my lack of involvement in what was actually going on, and the consistent silence, has to reduce the result somewhat.
Rating: 7

The mansion itself was a major character in the game
As is the trend with the games I’ve played this year, there’s a lot of dialogue in The Colonel’s Bequest, and a lot of it is not really all that critical to the actual story. I have to say that it’s pretty well handled in this instance though, with each character having a distinct “voice”. The language used by each of them was convincing, and gave all of them a unique flavour, particularly Celie and Fifi (although I guess some of it is bordering on racial stereotyping). Ethel’s drunkenness was clearly apparent, as was Henri’s grumpiness, Gloria’s snobbishness, and Jeeves’ gloomy demeanour. The use of capital letters and even censored swear words also helped give the dialogue some life, and I noticed only a few minor errors despite the large quantity. There were no signs of branching dialogue trees, and I think this is a good example of a game that really could have done with them. I had to ask every character countless questions based on combinations of other guests’ names, and then had to repeat them time and time again later on, since things had changed. It got a bit tedious, especially as I rarely found out anything useful.
Rating: 6

I was sad when Ethel died. She was pure entertainment!
Looking at the ratings I’ve attributed here, I think The Colonel’s Bequest is going to rate a bit higher than I’d expected. 3 + 6 + 7 + 6 + 5 + 6 = 33, divided by 60 = 0.55, which gives it a score of 55! That would put it equal with Space Quest I and III, as well as King’s Quest IV. While I enjoyed playing the game, I don’t think I’m happy with it sitting that high on the leader board, particularly since there are so few traditional adventure game puzzles in it, so I’m going to use my discretionary point to drop it down to 54.

Did anyone predict 54? I’m going to have a look right now. Well that has to be a first! Three people predicted 54, being Lars-Erik, Deimar and Canageek! I’m sure Lars-Erik would rather the prize go to either Deimar or Canageek, but I’ll do a round robin random number comp anyway. I’ll cut to the chase and say that Canageek has won a copy of Loom! However, since we’ve now figured out that the next game on the list that can actually be purchased is Hugo’s House of Horrors, he will have the choice between Loom and the Hugo Trilogy. I seem to recall Canageek were quite keen to watch me play Hugo, so perhaps you can join me for the “fun”.
55 CAPs for Lars-Erik
• Sponsor Award - 20 CAPs - For sponsoring the blog with free games
• Psychic Prediction Award – 10 CAPs – For predicting what score I would give the game (first)
• Kickstarter Award – 10 CAPs – For announcing a new adventure game Kickstarter campaign
• Companion Award – 5 CAPs – For at least giving the game a shot
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
45 CAPs for Laukku
• Honesty Award – 10 CAPs – For informing me how crappy my screenshots were
• True Companion Award – 10 CAPs – For playing along and completing the game.
• Evil Dog Award – 10 CAPs – He knows why
• Explanation Award – 10 CAPs – For going through everything I missed in my playthrough
• Easter Egg Award – 5 CAPs – For posting a few neat links
40 CAPs for Ilmari
• Helping Hand Award – 20 CAPs – For generally giving hints and advice to all of us playing the game.
• Werewolves and Priestesses Award – 10 CAPs – He knows why
• Explanation Award – 10 CAPs – For going through everything I missed in my playthrough
35 CAPs for Cush1978
• D Riddle Award – 30 CAPs – For solving my D riddle
• Sweet Brown Award – 5 CAPs – For not having time for that
20 CAPs for Zenic Reverie
• True Companion Award – 10 CAPs – For playing along and completing the game.
• Fingerprint Award – 5 CAPs – For helping Draconius to get past the copy protection screen
• Family Relations Award – 5 CAPs – For letting me know that Gloria and Clarence were not married
20 CAPs for Cro Gamer
• What’s Your Story Award – 20 CAPs – For answering the What’s Your Story questionnaire
18 CAPs for Canageek
• Psychic Prediction Award – 8 CAPs – For predicting what score I would give the game (second)
• PNG Program Award – 5 CAPs – For helping me find a new way of managing my screenshots
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
10 CAPs for Joe Pranevich
• Explanation Award – 10 CAPs – For going through everything I missed in my playthrough
10 CAPs for Draconius
• True Companion Award – 10 CAPs – For playing along and completing the game.
10 CAPs for Apermama
• Snakes and Ladders and Santa Claus Award – 10 CAPs – He knows why
10 CAPs for Knurek
• PNG Program Award – 10 CAPs - For telling me about PNGOut
10 CAPs for mpx
• Genre Support Award – 5 CAPs – For announcing a new adventure game on GOG
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
10 CAPs for Andy_Panthro
• Companion Award – 10 CAPs – For at least giving the game a shot
10 CAPs for Jarikith
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
• Genre Support Award – 5 CAPs – For commenting about a new adventure game on Steam
9 CAPs for Deimar
• Psychic Prediction Award – 9 CAPs – For predicting what score I would give the game (second)
5 CAPs for Kenny McCormick
• Genre Support Award – 5 CAPs – For commenting about a new adventure game sale on Steam
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