Gobliiins has a lot of trying things out (with funny results at least), a lot of trying each character's interactions in some levels. Don't get me wrong, there's also a good deal of both learning to play the game overall (at the beginning you get stuck at "invisible plates" and such, at the end you don't anymore) and figuring out levels, eventually you don't manage to complete a level by chance, you beat a level only when you really got it, but there's definitely a lot of required experiment compared to most traditional adventure games, and if you don't like that then you're going to hate the game.
Also, never played Woodruff, need to.
I know what you're talking about. I didn't mind those as much as dealing with the potion. That was straight-forward compared to the potion.The level I was referring to was this:
I get what you're trying to say, but I usually remember negative bits like this rather strongly. Its like, I remember the mummy, I remember the potion, I don't remember this screen very well. Maybe I just got lucky, maybe its because trial and error, when its all laid out in front of you just doesn't bother me.SEVEN CARROTS TO CHOOSE FROM. SOME ARE DEFF. WHICH ONES? WHO KNOWS! CHOOSE WISELY : - )
I haven't actually played 3 in like ten years, so I don't remember it very well. I'll take your word for it.Both? Try all 3
Can't remember if there was anything later, but the talking tree area was definitely guilty of throwing pixel hunting multiple times.Really. If there is one thing I've always appreciated about the Goblins series is that it had almost no pixel hunting whatsoever. IIRC even those things that are literally the size of a pixel always clearly stick out from the background.
Coktel Vision had this weird problem around this time, where they seemed really sold on this password system for their games. Inca has it too, they are probably more with it. I'm willing to bet, if G1 offered a traditional save and load system, instead of writing down a password and restarting the whole game every time, the problem would be mitigated to the point where it isn't as annoying as it is now. Either way, nobody's going to do that for G1, since I doubt the official owners care and a fan remake would get hit with a cease and desist hard.Most of what you say is true, and my opinion of Goblins 1 would probably be much different if not for the stupid health bar. The thing that, to me, is one of the more important parts of the Goblins series is to watch the characters suffer terrible cartoony accidents that also happen to be patently hilarious - and G1 is no exception, because the failures mostly tend to be freaking funny. BUT on balance, losing health in stupid ways and being forced to restart for stupid reasons is frustrating and takes away too much of the hilarity. If the game remained exactly like it was, with even the same trial-and-error design philosophy, but WITHOUT the health bar, I would probably find it fun. But as it is now, it's really just an exercise in frustration, at least to me.
I haven't played this yet either, but there are two things of note. It was originally going to be Goblins 4, something that people probably can tell anyway. Secondly, I think its just a shame no one did more pixel art games, back in the day, like that. Its just so cool seeing actual high-res pixel art from back in the day. New stuff is nice, but it almost always comes off as subtly wrong.You should. Woodruff is pretty great, it has an excellent 'seamless adventure game world', though navigating it is a bit of a pain at first. In fact I should revisit it too, I never finished the game because the last time I tried, I played some shoddy scummvm version that had a gamebreaking bug, and I was so far in when I'd noticed it that I was too disenchanted to restart.
The very first adventure game I remember playing was Inca 2 from Coktel Vision (RIP ):
And the second one was probably Woodruff, I replayed it and the Gobliiins games a few years ago, but I haven't touched Inca in more than 25 years, I should get on it.
According Juan Delcan fellow dev and friend "he had a very particular way of programming. He never did it in front of the computer, instead, he used to wander with his hands crossed behind his back, just thinking. He could do this for an hour, sometimes even more, and then suddenly you would see a spark in his eyes. He would then sit down in front of the computer and immediately begin to type lines of code so fast that you would think he was possessed. It was like watching someone playing the piano: his head wasn't thinking any more, he was simply executing what he had already decided."
After completing "La Abadía del Crimen", he joined Opera Soft, one of the great Spanish video game studios of the eighties, where he only lasted a few months. He couldn't bear the corset of office hours and the demands of a small business. Paco suddenly decided to leave the field of game development because of the progressive commercialism in the videogame market. Bad experiences with Mikro-Gen's "Sir Fred" distribution also didn't help.
He began doing research in parallel data processing. He was after a chip that allowed to divide the information processing to speed up the process. "If you think about the entrances to a compound, Menéndez wanted to open all the doors for the public to distribute themselves instead of doing it through a single door," explained Gonzo Suárez, creator of Commandos and who shared an office with Suárez at Opera. but the idea, lost its revolutionary aspect over the years, as the importance of processing power fell in favor of other aspects of hardware.
In 1999 Paco Menéndez committed suicide jumping from his apartment in Sevilla. He was aged 34.
Probably this one:
https://store.steampowered.com/app/...y_in_the_Land_of_the_Lounge_Lizards_Reloaded/This. Now why has there never been a remake with 'more realistic models'? I'd pay some € for that
Not only that, but as far as I know, it was released ONLY for consoles.Blazing Dragons!
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One of the first one to ever reach consoles iirc.
This was exactly my experience. I was a kid at the time and wasn't able to solve it.It would probably be The Hobbit, the text adventure, but I'm not sure it makes sense to mention it given that I was a kid who couldn't understand shit for English so obviously I didn't get very far.