Balatro

As a kid growing up in the arcades in the early to mid 1990s, there were the classic games like Street Fighter, Mortal Kombat and all sorts of 1980’s platformers which has a unique graphic style. There were other games that had a very similar style of graphic that fit in with the time. I never played those machines, but if I ever turn my garage into an arcade like I threaten to, they will also be there.

Video Poker Machines.

I think I may have put 20p in one and regretted it ever since. The game was over very quickly. Sure you could win a massive £2.40 by sheer chance, but by and large it was designed to part me and my money really quickly. That 20p could give me a good 20 minutes on Wonder Boy! Why would I try to play a game with a minuscule chance of an inside straight draw?! It’s daft.

However, the developer of Balatro – localthunk – seemingly were gripped by it, looking at the graphics, and simultaneously released my new obsession of a game.

Balatro is a Roguelike (a game style I get on with), deck building (a game style I am unfamiliar with), that sees you chase a high score to complete 24 stages of increasingly difficult poker hands, split into 8 worlds (or “Antes”). You start with a standard deck of cards, and you need to use the 8 cards you are dealt to play a number of hands in poker to score points. You get a certain number of discards, a certain number of hands, and a target to hit. Hit it and you go onto the next stage. Miss and it’s game over. And that’s it.

However, the beauty comes from the deck building element. After every stage you can add cards to the play. The majority of these are “jokers”, which give multiples or extra points for certain hands played. You can also introduce tarot cards as well – these cards can improve individual cards and be played at a certain time. “Planet” cards increase the value of individual scoring hands, and “Spectral” cards are risky cards that sees random cards removed and replaced with more cards of random value. The jokers can also be a bit left field. You can introduce credit cards, football cards, business cards and even broken cards to the deck. Like other collective cards – these cards can also be foil and holographic, which give more bonuses to you. If it sounds confusing, don’t worry – tooltips will explain all the cards, and there’s a handy onboarding system to the game. Even though it uses poker hands, you need only a passing knowledge of the game, as it departs the casino very quickly.

It’s not all plain sailing mind. The Antes are split into groups of 3, with a small blind, big blind and “Boss”, and they scale quickly from from 300 points for a Ante 1 small blind to over 5 figures in the later blinds. You can skip a blind for a reward but you lose playing that hand for rewards, and it can only be done one Ante at a time and never on the boss. Furthermore, bosses have debuffs. Some may have a huge score to beat, others may prevent cards from scoring, and others may make you play certain hands, or avoid certain hands.

And this is where the beauty of the game comes in. You’re building a run together to beat the game and you may have to change on the fly. You can make a hand like a flush stronger than a 4 of a kind, and flood your deck with a particular suit, but what happens when you cannot play diamonds? You can make playing 2 pairs more beneficial than playing full houses, but what happens when you need to play consecutive cards together? It all changes and requires you to think, to adapt, and to complete a run can be tough. At the time of writing, I’ve reached the end of Ante 7, but no further.

Honestly? I don’t think I’ve been addicted to a game like this for a long time. I’m talking being late to eating dinner. It’s a classic “one more run” game, a run that can take between 20 and 40 minutes to complete. So it doesn’t completely insist on your time, but you do find yourself playing run after run after run.  The closest thing I found to a gameplay loop to this was Hades, and the story did not grab me with that game. I still sunk over 100 hours into that game. I’m not saying this game has a story, but if it did I’d ignore it, as the gameplay is so addictive.

With great graphics inspired by early 90’s poker machines, and a unobtrusive soundtrack reminiscent of a late night pool hall, Balatro is a safe addiction. For a shade over a tenner, it’s well worth adding to your library.

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64 Bit Emulation comes to Evercade

As part of the Piko Interactive Collection 4, Blaze Entertainment is happy to announce that Nintendo 64 is the newest console to be emulated by it’s popular handheld system, The Evercade. It announced it late last week as part of it’s latest round of it’s popular cartridges.

The cult classic title Glover will be released in its 64-bit version on the upcoming Piko Interactive Collection 4 physical cartridge. Having been rebuilt from scratch by studio Byteswap Labs and Maximilian Wendell, Blaze Entertainment has been able to add some modern optimisations along with refinements for Evercade including control optimisation for Evercade and Super Pocket consoles.

We have published a Glover Nintendo 64 Review on our site, with reviewer Dante Mathis stating “It may not be the most popular Nintendo 64 game on the market, but I’d highly recommend it, and I still pop this faithful creature in to this very day, if not just to show friends and loved ones how ridiculous the late nineties were in the video game world.”.

As well as Glover, there are 9 other games, including Street Racer. It appears to be the Super Nintendo version from the trailer and I’ve wrote a Street Racer SNES Review, stating “I do love this game, it’s remarkably fun. The Mode 7 chip on the SNES really handles the levels well, and – save for a few niggles, this game would be the best karting game ever…. It does in my eyes beat the original Mario Kart in terms of fun, playability and lack of frustration…”.

Furthermore, in addition to Piko Interactive Collection 4, Evercade is also releasing more games from the famous Japanese publisher Sunsoft. With Sunsoft Collection 2, there are seven titles from 8, 16 and 32-bit consoles that are not only fan favourites but rare titles that hold significant prices in the modern day.

These cartridges retail for £17.99 and will release in April 2024. We’re looking to put these on our Evercade Shop soon after.

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Publisher: Sega

Release Year: 1996

Sega Touring Car Championship

While most of us know Sega’s motorsport gaming division due to Sega Rally Championship, not many people know that two years after the release of Sega Rally Championship for arcade machines and one year on from when it was ported to Saturn, Sega had an attempt at another racing genre: the spectacular world of Touring Car Racing.

I mean, who dislikes watching the cars that they drive everyday racing side by side in a racetrack? It is the only kind of motor racing in which you see one of the cars competing and say “Yeah that’s my boy”.

The game, released in 1996 in the arcades, seems to have the intention of diversifying the options Sega offered the players, transitioning from the mud and gravel of rallying to the asphalt of tracks, and, unlike many of the Sega games of time, they decided not to publicise it in the highly controversial style that Sega used back in the 1990’s (who does not remember the famous “Sega does what Nintendon’t”?) but in a quite elegant style with a photo of the arcade machine itself.

Starting with the negatives, the controls are, in my opinion, the worst aspect of the game, because here is where the mix of realism and lack of it comes into action. You have to be very precise on the brakes to brake properly, and while this is something commendable, it is not what you expect in an arcade game.

STCC is not the kind of game in which you can just go berserk all over the circuit and expect the race to end well, you have to brake. You have break smoothly, slowly, and never for a long time. You have to apply rather small nudges to the brake. Like in a real car. And I like that, what I expect in a racing game is that it makes me believe I am right in the track and driving the car for real, feeling its vibrations, taking the turns carefully, using the kerbs, and managing speed and strategy properly.

However, and here comes the paradox of this game, it has some unrealistic counterparts to the general realism of the game which make it too difficult, for example, it has no sense that a Mercedes C-Class can reach 350 km/h when not even Formula One cars could reach that speed in the mid 90’s, and that is one of the reasons for the cars braking in an either ridiculously fast or ridiculously slow manner, so, while the way in which a real driver should brake is properly simulated and so is acceleration, the effect of that them is, in most of the cases, a disaster.

If you brake slowly, you will end up against the wall because the braking physics are not properly done and the car will not decelerate sufficiently. If you brake too fast, or if you apply more pressure than usual, the car will decelerate in an unrealistic way instead of locking brakes (which is what a real car will do). Finally, if you do not brake, the car will drift and you will be thrown from one side of the track to the other till the car calms itself, although if you are capable to avoid the car hitting the side wall, it could be said that not braking and avoiding the car on in each side of the circuit is the best approach to tackle a turn.

I know arcade games are supposed to have a less realistic approach, but that is supposed to make them easier, not harder, and while I like the realism of the game, I do recognize that arcade games tend to be unrealistic, but I expect that lack of realism to make the game easier, not harder.

In short, controls are not as responsive as they should be, and if they are like that when playing in an emulator, I don’t even want to know how they are in the original machine. Visually, although not impressive by today’s standards, the game looks much better than the ’97 Sega Saturn version, with a much more clear picture and few pixels, and that is, in my opinion, another of the good aspects of the game.

The cars are recreated with a detail that, except in Nintendo 64 (which would not be released in Europe till one year after this game came out) were impossible to see in consoles back in the day, and, in my opinion, one of the reasons people preferred to play Sega arcades instead of buying their home platforms.

The sound is decent, being clearer than the port to Saturn, however, the developers seem to have put more attention on the musical selection the game has than on the motor sounds. In a motorsport game, I feel this is bad, because when I play a racing game the priority should be the engine sounds, the roaring, the screech of tires, and not the Original Sound Track. The OST,h, by the way, is quite catchy. But with only three tracks, it gets repetitive when you play the game over and over again.

Now, the original machine had a multiplayer mode, and again, this is something you can notice when using the test mode menu, with one of the ways in which you can play the game is the “Twin” one, however, I am not sure if it is playable in an emulator.

Sega Touring Car Championship is, for me, quite an addictive game, precisely due to its combination of realism when it comes to what you have to do for accelerating and breaking (although not for the results of it). The selection of cars, all of them from the DTM-Deutsche Tourenwagen Meisterschaft-German Touring Car Championship ( Mercedes C-Klass, Opel Calibra, and Alfa Romeo 155) except the Toyota Supra from the Japanese Grand Touring Car Championship. Given that Sega is partly Japanese, I guess that they wanted to promote their national automobile industry, which is a good thing.

The scarce amount of cars does not take away the time you will need for completing the game, given its difficulty, and I say that from experience, because I am still trying to do what I was doing four or five years ago with this game: Trying to win the three circuit championship.

Although the three circuits you get is even scarcer than the cars, the tracks you get are it is varied enough:

  1. A permanent one (Country Circuit, which would be an oval if it had not a normal turn innthe middle of the track)
  2. A semi-permanent (Grunwald, settled in the middle of the mountains but not with a lot of difference to country circuit, except being tighter and more difficult to complete in time).
  3. An urban circuit (in which the best bet for completing it is to let the car rebound on both sides of the track when you crash, and personally, I find that quite enjoyable).

The Saturn version also had a variant of the urban circuit in which you raced at night, but the original arcade version does not.

My overall impression of the game is that, while a good idea, seems to have been done in a hurry. If it had a bit more attention from the big S, it would have been not only a successful arcade game, but could have led to an entire series of racing games.

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Publisher: Krisalis Software

Release Year: 1993

Available From:

Soccer Kid

Europlatformer. A phrase that strikes fear into many long term games. The up-to-jump collectathons that were a commonplace in the 8 & 16-bit microcomputers have, in many cases, aged as well as a pint of milk. Although wildly popular at the time, returning to them just becomes a bit of a struggle as modern games that use modern control systems are a lot easier to control. So it was great trepidation I approached Soccer Kid.

Soccer Kid from apparently-footy-mad Krisalis Software (they did the Manchester United games) features an unnamed child (though later games that were roughly the same referred to him as “Marko”) running through levels. An alien called Scab had stolen the World Cup and it’s up to our hero to go around the world to try and recover the pieces of the World Cup. The gimmick? Soccer Kid can spawn his weapon – a football. By kicking, heading and dribbling the ball he can attack enemies, use it as a trampoline to higher areas, and use it to discover secrets. By collecting 11 player cards on each world location, he can complete a bonus stage which unlocks a part of the World Cup.

Yes, this isn’t really a collectathon like other platformer games, as you can complete the game without getting each element of the World Cup, however to get the true ending, you need to get every player card and complete the bonus stage perfectly. This unlocks the true final boss which then must be beaten to save the World Cup. Obviously this can be frustrating for those who are completionists as the bonus stages have incredibly tight time limits, but if you don’t care about the World Cup, then racing through to the end of the game is sufficient.

There are other problems – looking at it with early-middleish 21st century sensibilities some of the cultural stereotypes haven’t aged well, but the big problem I found from playing it is often you’re reduced to inching your way through the game rather than race through it. The garish colour scheme and the fact it’s hard to differentiate between the background and enemies means you will get hit if you rush. It’s not great in that regard.

Yet under it all you have a wonderfully charming game. With lives and energy and a generous continue system the frustration that plagues a number of Europlatformers don’t exist with Soccer Kid, and the mechanics of the game, with the wonderful flicks and kicks, are all excellent. Heck you can even change the kit colours on the title screen to your favourite team, a really nice touch.

Is it the best platformer in the world? No. But it’s a game that’s made with love and well worth checking out.

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Visiting the Krakow Arcade Museum & Krakow Pinball Museum in Poland

I’ve previously on this site written about my visit to the Krakow Pinball Museum in 2016. However since then we’ve been through a lot and like a lot of other businesses I was concerned if it had survived the pandemic. Well – thankfully – it’s not only survived but it has thrived. It’s now twice as big as what it was in 2016, and has a brand new site located on the outskirts of the city. The Krakow Arcade Museum features more arcade games, as opposed to pinball machines.

The video is more of a vlog to share my thoughts on the place, as well as sharing some of the cool cabinets and pinball machines in there.

Should you go to either the pinball museum or the arcade museum? I would say yes. If you’re a retro video game fan and find yourself in the Polish city of Krakow I’d highly recommend going. They’re great places to kill an afternoon (especially as when I went it was over 35 degrees and both were cool and dark!). If I had to choose between both I’d probably go for the pinball museum, purely because it is in the tourist area of the city and also you’re less likely to see these machines at home. You’re not going to get a fully working pinball machine on a Raspberry Pi, are you?

Krakow Arcade Museum & Krakow Pinball Museum Gallery

Here are some pictures I took in the Krakow Pinball Museum and the Krakow Arcade Museum.

How long do you need in the Krakow Arcade Museum & Krakow Pinball Museum?

I was in the arcade museum for approximately 3 hours, over lunch. I probably could have stayed there longer but I’m one of these people who can quite happily spend 10 hours in Arcade Club. The pinball museum I spent approximately 4 hours at in the early evening.

How much are the Krakow Arcade Museum & Krakow Pinball Museum?

With both sites I paid 60zl (which is about £10) for entry. That gives me unlimited access to the venue for the day. If you only wanted to stay for one hour it’ll be 40zl, so you can see the day ticket is a lot better value. They do discounts for students, family tickets and under 18’s as well. I seem to remember limited food & refreshments, but beers came to about 10zl. There is also merchandise available.

Where can I find out more information about Krakow Arcade Museum & Krakow Pinball Museum?

You can find more information on the Krakow Pinball Museum website and the Krakow Arcade Museum website. At the time of writing the Pinball Museum’s website has a broken English site.

Publisher: Natsume

Release Year: 1992

Pocky & Rocky

I’d like to think I had either explored or made aware of every great game for my systems growing up. Take for example the Super Nintendo. I still own mine (albeit it’s a rather disgusting shade of yellow now), and in the 30 years or so I’d been SNES doing what Megadrive don’t, I thought I’ve played every game that was worth playing on Nintendo’s classic system: either I had it at the time, rented it from video stores, or emulated the ones that passed me by.

That wasn’t the case when – 29 years after it was released – I played Pocky & Rocky for the first time.

I definitely remember hearing about the Natsume game, but I cannot remember it getting rave reviews. Maybe average reviews, rather than dire reviews, but I can remember giving it a cursory glance at the name. I couldn’t tell you anything about the game. After dedicated a solid month of playing it, what you have is a fun little shoot em up.

You can pick one of two characters – Pocky (a girl in traditional Japanese dress) or Rocky (a tanooki), and must battle through a number of levels. The basic premise is that there’s a group of goblins that have gone insane with a spell and you need to break the spell. Granted it’s not exactly the greatest plot but it’s not about the plot. During the game you are shown stills of the action and a basic story, but you don’t really play this game for the story.

There are subtle differences between both characters, and the game can be played in one player or two player mode. The game is tough, with a lot of Japanese cultural references and enemies trying to kill you, but over time you end up learning patterns and how to progress. Unlike many games of this era you have an energy bar and lives. Both of which can be replenished with pickups, and there are a number of pickups dotted throughout the level, either by killing certain enemies or by firing at background objects.

The beauty of this game is the difficulty and it’s replay-ability. It’s a tough old cookie of a game, but like games of it’s genre like Contra and DoDonPachi, if you screw up, it’s your fault. It rewards repetition and using your full range of weapons to do the most damage. Some enemies are easier to beat with the melee attack than the actual firing of the weapon. After a month or so of solid playing, I didn’t complete it, but did have the best time with Pocky & Rocky. It does look different from other classic shooters – with no spaceships or muscular men to control – but with it’s timeless graphic style and a cute soundtrack that doesn’t get old – underneath you will find a solidly fun 16 bit shooter, that deserves more praise than it gets. Firmly a cult classic of the SNES era, it got more deserving eyeballs when Pocky & Rocky: Reshrined was released for the Nintendo Switch, and is probably the most definitive way to play the game today.

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What is the difference between Namco and Namcot?

Eyebrows were raised when the Namcot Collection was released a few years ago. Sure, everybody is familiar with Namco – with their excellent arcade games (read our Tekken 2 Review, Point Blank Review, and Aqua Jet Review), but Namcot? Is that correct?

I first became aware of Namcot when I began my retro game collection, and picking up Famicom games. A lot of them were branded with Namcot on their cartridges, which were odd. So this got me thinking – who are Namcot? Where was it used? And why did it not reach us?

Well, after a bit of digging I began to piece together puzzle. The official answer is it was just a name used to publish video games on home systems in Japan, particularly 0n the Famicom. Namco got started in the video game industry by buying Atari’s struggling Japan division in 1984, and part of me does wonder if the company spun up it’s home division based on keeping the profitable arcade division and the experimental home video game division separate, as although Namco was one of the first third party publishers for Nintendo’s Famicom, there was of course no chance of universal success.

It didn’t seem to exist outside of Japan because, well, nobody really knows. Most of the publishing slapped Namco on the front cover, or some games like Dig Dug II had foreshadowing of what’s to come by being published by Bandai.

So how long did this go on for? Well, despite being most associated with the Famicom with their branded cartridges Namcot seemed to stop appearing on games and Namco taking over around the early Playstation days. The last game to my recollection to have the Namcot branding were two games: the original Tekken on the PS1, and Starblade Alpha, which both came out on the same day – March 31st 1995 in Japan.

The next Japanese release was Ace Combat, known as Air Combat in the US and UK, on June 30th 1995, which was branded Namco.

A small bit of curiosity digging has found that the Japanese tax year seems to begin on April 1st, so we can possibly assume that Namcot and any entity that was associated with it was wound into Namco around that date.

I should state I’m not an expert in Japanese corporation tax and business structures and what I’ve just said may be false.

Either way the brand name died until The Namcot Collection, which was released over here as Namco Museum Archive. Even on the fun MyArcade games which do seem to use the Japanese version of Dig Dug, you only get the BNEI branding. And that’s a story for another time.

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PLAY Expo Blackpool returns to The Norbreck Castle in October 2022

PLAY Expo Blackpool is returning to The Norbreck Castle on the 1st and 2nd October 2022.

One of the largest and most popular retro themed events in the UK returns once again to it’s spiritual home – the large exhibition space in The Norbreck Castle Hotel in Blackpool this autumn. You can expect the usual: consoles, arcade machines, pinball, talks from within the industry and a trading hall to pick up retro themed goods.

Last year’s event was one of the first events to take place post pandemic, which I attended, and it was a great event. I’ve already got my ticket sorted for this October’s event. I hope to see you there?

At the time of writing, there’s still over 100 days to go before the event, so guests and exhibitors are still waiting to be confirmed. However I’m sure in the coming weeks there’ll be confirmations. For more details please check out their social accounts on Facebook, Twitter & Instagram.

Pre-booked tickets allow access to the event one hour before general admission at 10am, tickets can be bought for the weekend and day passes, with family tickets available for 1 adult & 3 children, or 2 adults and 2 children. Adult tickets are £18 for the day, and £32 for the weekend.

Buy Tickets For Play Expo Blackpool 2022

50 Years of Text Games: From Oregon Trail to A.I. Dungeon now on Kickstarter

A new book, detailing the history of interactive fiction games, has launched on Kickstarter, and has smashed its funding goal within a day.

50 Years of Text Games: From Oregon Trail to A.I. Dungeon is the latest Kickstarter project by Aaron A Reed – an award-winning writer and game designer with a PhD in interactive storytelling. Based on a popular blog post series from 2021, the series covered one text game from each year starting in 1971, when the original version of MECC’s The Oregon Trail was released. 

The book version takes the project to its conclusion, presenting the revised final versions of all fifty articles plus new maps, illustrations, and framing material in a 650-page volume. Author interviews, game excerpts, even snippets of source code help illustrate each game and explain how it works, what it’s about, why it’s special, and it’s lasting legacy.

The games covered in the book are some of the most popular games in the genre. Titles covered include Hunt the Wumpus, Zork, MUD and The Hitchhiker’s Guide to the Galaxy from the early days, to more contemporary text based games like Howling Dogs, 80 Days & Lifeline. I played 80 Days on my Twitch Channel and would be interested in particular to read about that game, as the narritive choices in that adventure is excellent.

I’ve got a few of these books in the past, and they are great conversation pieces to have on your table. Backing starts at $1, but the pledge tiers are below:-

  • a Digital edition in two formats: PDF, and reflowable ebook
  • A Softcover edition
  • A Premium Hardback edition with a faux-leather, foil-stamped cover and bookmark ribbon, which also includes access to an exclusive online portal with bonus material and links to playable versions of most of the games 
  • The Collector’s Edition includes a numbered, limited copy of the hardback in a custom slipcase with unique cover art, as well as a companion booklet, Further Explorations, that contain 60 additional pages covering fan-favorite games like Planetfall and overlooked micro-genres like hacking simulators.
  • The Ultimate Collector’s Edition includes a custom-made box of collectible mementos and historical artifacts, including a real length of 70s paper punch tape, and other surprises to be revealed during the campaign.
  • The Patron tier includes two Collector’s Editions, special thanks, and a one-hour chat or consultation.
  • The Commission tier enlists Aaron to write a fully original article on a game of the backer’s choice.

The campaign launched June 7th on Kickstarter and runs through the first week of July. You can back the campaign here.

Publisher: LucasArts

Release Year: 1993

Available From:

Day of the Tentacle

I must admit I am not the biggest fan of point and click. I like the humour and the stories, in particular the fact that they’re probably the best form of story telling of games that are out there – particularly in the retro style, however I find the “click everything with everything” gameplay that exists in it a bit tricky to get my head around. Before playing Day of the Tentacle, I only played two in my life. Two lauded versions of the game – first being The Secret of Monkey Island (read my review of The Secret of Monkey Island on this here site), and the second many moons later being Indiana Jones and the Fate of Atlantis. Both of them had me reaching for the guide. Thank god the remake of SOMI had a hint system. Don’t get me wrong, I enjoyed both, but at times things seemed illogical. Particularly with Indy.

So, Day of the Tentacle. Probably the pinnacle of point and click genre. Taking the main principles of Lucasarts games (it must be logical, and players can’t die), Dave Grossman and Tim Schafer created an absolute masterpiece.

 

The game takes place after the events of Maniac Mansion, and a mad scientist – Dr. Fred Edison – accidentally creates a purple tentacle with a thirst for world domination. Purple (the name given to the purple tentacle) is unstoppable, our three heroes (nerdy Bernard, student Laverne and a roadie Hoagie) are sent back in time one day to stop his creation. Of course things go wrong, and the three heroes are sent to different time periods – Hoagie sent to the formation of the United States, Laverne thrown into the future where humans are now the pets of tentacles, and Bernard? Well…he stayed exactly the same location. The only method of communication is to send objects down the Chron-o-John. Which is an inter-dimensional toilet.

As stated before, the difficulty I have with point and clicks is the logic. Sometimes the logic is flawed. However with this game the logic makes sense. Need an object in the future? Why not change the constitution of the United States in the past. Placing objects in the past to be used in the future, or causing consequences in the future, is all part of the game. In fact, the only real complaint from the logic side is once in the mindset, you are prone to overthinking. One such puzzle I did get a bit stuck on saw me having to remove a character from a room. I tried everything, but nothing worked. The solution? Push them out of the room.

One thing I did appreciate is that the game isn’t linear. Once Laverne is available you have three courses of actions, and there are different ways to approach the game. As somebody who is not the biggest fan of these games, you’re rarely stuck for things to do. I think one puzzle is illogical – but even then you do get a clue.

Even if the gameplay wasn’t great, sometimes the story can carry you through. Thankfully Day of the Tentacle has this in spades. You don’t need to play Maniac Mansion and can just jump straight in with this game. The writing is excellent and is a rarity for a video game – a cracking sense of humour with laugh out loud moments. Mixing this with a graphic style that is akin to a 1960’s Looney Tunes, and a solid soundtrack (and the game is fully voice acted as well), and presentation wise this game is on point.

It took me ages to play Day of the Tentacle, but I’d argue it’s the finest example of it’s genre. Even if you are not a fan of point and click, I’d recommend checking them out, as even the remaster is readily available.

Buy Day of the Tentacle

Relevant Day of the Tentacle Auctions from eBay

Sam & Max: Hit the Road / Maniac Mansion: Day of the Tentacle: Double Pack (PC:

£0.99  
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day of the tentacle Laverne T Shirt Large

£8.00  
End Date: Sunday Apr-14-2024 14:26:15 BST
Buy It on eBay for only: £8.00
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DAY OF THE TENTACLE LIMITED RUN PC BIG BOX

£64.88  (4 bids)
End Date: Saturday Apr-13-2024 06:40:56 BST

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