Posts Tagged ZX Spectrum

Frankie Goes to Hollywood Bits

frankieheader Frankie Goes to Hollywood Bits

“I have the license to Frankie Goes to Hollywood!”

How exactly do you respond to that? Well, apparently by making a surreal adventure game.

frankietitle1 Frankie Goes to Hollywood Bits

FGTH's title screen, complete with some odd algebra.

The bits:

  • The game was created with a unique approach as it didn’t star the band’s members or have much to do with music. Instead, it was a somewhat psychedelic romp based off of the cover art for the band’s albums.
  • FGTH’s protagonist is, quite literally, a shade of a man. Inspired by the band’s logo, the player takes on this persona and embarks on a quest to become a “real person.” Incidentally, this premise also served as a nice cover for the ZX Spectrum’s colour limitations.

    frankiewindow Frankie Goes to Hollywood Bits

    Some of the first windows and icon-based inventories in videogame history.

  • The game starts off with the player stumbling upon a murder, which — in a somewhat positive twist — actually gives the protagonist hope of becoming an interesting (i.e., real) individual. Being interesting is also the prerequisite for entering “The Pleasuredome,” the overall goal of the game.
  • Much like Clue, solving the murder mystery involves gathering evidence and eliminating suspects. Making correct deductions increases one of the player’s main statistics: sex, war, love and religion. Each one of these is a reference to the band’s albums, and is used to indicate how interesting the shade has become.
  • The four icons representing sex, war, love and religion are a pair of sperm, a missile, a heart and a cross. Each one is accompanied by a vertical bar on the right side of the screen.
  • FGTH contains various surreal minigames — such as a game of Breakout where Ronald Reagan and Mikhail Gorbachev spit projectiles at each other — that can be played to increase the shade’s interest-level.
  • The highest possible score in the game is 99%, accentuating the fact that no one’s ever really perfect.

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The Trap Door Bits

thetrapdoor3 The Trap Door Bits

The multi-purpose trap door.

The Trap Door is an old claymation TV series that also got a videogame treatment. It’s particularly noteworthy because it came at a time when videogame genres were not that well defined. This resulted in some unique mechanics transplanted directly from the show.

The highlights:

  • The game contains only basic movement, and the ability to raise/pick-up or lower/drop-down various objects.
  • There’s no inventory or in-game menus of any kind.
  • The game is split into multiple missions, each one involving creating a different meal for “the thing upstairs.” Making these meals involves navigating a handful of screens that comprise the castle and utilizing the various bizarre items and monsters at hand.
  • Only a single item can be carried at any one time, but items can also be flipped upside-down. This often results in other items falling out, which can themselves also serve as containers for other items, and so on.
  • Raising/lowering a lever opens/closes the titular trap door. You have to open it to let certain monsters out, and quickly close it to keep others in. If something is standing on the door while you open it, it gets launched into the air.

    thetrapdoor4 The Trap Door Bits

    Your overlord has the oddest cravings...

  • Although the monsters that come out of the trap door directly relate to your current quest, they’re still randomized and give off a feeling of wonder — you never quite know what to expect next.
  • Part of the HUD is a constantly growing meter that represents your overlord’s impatience. When it reaches the top in easy mode, the mission is switched (each mission requires making a different dish), but on the hardest difficulty you simply get the game over screen.
  • Certain objects are too big to be picked up, but they can be pushed around the environment. Properly positioning them is part of numerous puzzles and goes hand-in-hand with the context-sensitive process of dropping items (they can be placed back on shelves, dropped into other items, thrown into the trap door, etc.).
  • Jumping down the trap door kills you.
  • Picking up the talking skull will cycle through a series of clues dealing with the current mission.
  • Monsters can travel from screen to screen and even interact with one another, i.e., the ghosts — for some reason — will hunt down the worms that you use as ingredients.

    thetrapdoor6 The Trap Door Bits

    Sending up a finished meal.

  • One of the trap door creatures hops around and is used to squeeze juice from a vat full of eyeballs. Another one breathes fire and can be tricked into boiling a cauldron of slugs. Another one still will fly around and will need to be stunned by launching something at it using the trap door. Once hit, it will become stunned and will lay an egg onto a frying pan, a key component of one of the dishes.
  • A drop-weight in one of the rooms can be used by manipulating a lever — this allows the player to crush objects and kill rampaging monsters.
  • Once all the dishes are done, you have tidy up. This actually involves throwing every item in the game into the trap door and getting rid of all the creatures! Your skull buddy is not exempt from this either, screaming “wheee” as he gets catapulted into the air and “owww” on his way down.
  • At the end of The Trap Door, you’re paid by having “the thing upstairs” lower (using the same dumbwaiter you used to send up food) a safe. To open the safe, you need to crush it with the drop-weight, adding a nice element of interaction to the game’s conclusion. Raising it all the way up, though, will destroy the safe and its contents!

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