adventure games

the-crimson-diamond-is-a-wonderful-ega-like-graphic-adventure-game-for-2024

The Crimson Diamond is a wonderful EGA-like graphic adventure game for 2024

But don’t get it wrong—you can definitely die —

The parser works much better than you’d think, and the mystery is pitch-perfect.

Cover art for The Crimson Diamond

In my mind, this image is slowly drawing into place, with the text arriving last.

Julia Minamata

A text parser? Typing in “Open drawer,” then “Look in drawer,” then “Take brochures,” in the year 2024, on a computer that can generate a 4K 3D model of the Acropolis if I ask it to? Is that really what The Crimson Diamond asks of us?

Yes, it is, and solo developer/writer/producer Julia Minamata is right to ask it. If you have text-prompt adventures from the likes of Sierra in your mental library (like, say, The Colonel’s Bequest), or if you’re willing to meet the parser halfway, it will work. The Crimson Diamond’s parser is fairly agile, accepting a range of nouns and verbs in most circumstances. You can still use arrow keys and a mouse to move and click a few useful shortcuts. And the parser has shortcuts, like typing “n” to look at your quest-tracking notebook or “o d” or “o c” for the very common actions of opening a door or cabinet.

There are a lot of cabinets and drawers in this game because it’s set in northern Ontario, Canada, in 1914. You are Nancy Maple, a junior geologist eager for some field work, sent by your museum to the mining town of Crimson to investigate a diamond that fell out of a river fish’s guts. Everything goes wrong with your trip, and you’re on your own to investigate this town, its odd inhabitants and visitors, and, eventually, a crime that may or may not have to do with potential diamonds.

  • The tutorial room does a great job introducing you to the control scheme: arrow keys or mouse cursor for movement and selecting, but typing for actual action.

    Julia Minamata

  • You spend a fair deal of time in the lodge, talking and looking and picking up little things you know you’ll use later.

    Julia Minamata

  • Cutscenes give the artist new angles from which to demonstrate their remarkable EGA prowess.

    Julia Minamata

  • The characters in this game are richer than you might remember from more memory-limited days, usually having more than one note to them.

    Julia Minamata

A few disclosures must be made. For one, Minamata crafted the EGA-style social avatar for Ars Senior AI Reporter Benj Edwards, who tipped me to this game’s existence. Another is that this is a game that costs $15 on Steam or Itch.io (and 10 percent off on Steam in this first week after release), was made by a solo Canadian developer, with music by notably cool keyboard person Dan Policar, and it evokes some of my earliest, pre-Maniac-Mansion adventure game memories. I also have not played the game to completion. I will not be taking a critical gem loupe to it; I just think more people need to know about it.

Release trailer for The Crimson Diamond

Nostalgia and underdog-cheering sentiments aside, The Crimson Diamond looks and sounds great. The creative constraints of an EGA-like color palette and pixel block size delivered some scenes that are just wonderful to look at. The soundtrack loops about in pleasant and occasionally ear-catching fashion. Alice Bell at Rock Paper Shotgun played much further into this (about six hours and near or at completion), and her major complaint is almost a throwback: a few puzzles with obscure solutions, entirely too easy to miss with text parsing and EGA graphics.

I’m eager to see where Nancy Maple’s journey takes her, even if I have to sometimes wrack my brain for the right text to do the obvious thing. The game so far has felt like spending time inside one of those non-violent mysteries you see on PBS (or CBC), just inside a familiar and evocative game form.

Listing image by Julia Minamata

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40-years-later,-kontrabant-2-for-zx-spectrum-is-rebroadcast-on-fm-in-slovenia

40 years later, Kontrabant 2 for ZX Spectrum is rebroadcast on FM in Slovenia

Cassettes are back, baby —

Celebrating radio waves, magnetic tape heads, and smuggled 8-bit computers.

Kontrabant 2 title image on ZX Spectrum

Enlarge / In 1984, the year 2000 was so promising, students made entire games promising to take you there.

Radio Student

Software is almost impossibly easy to download, distribute, and access compared to 40 years ago. Everything is bigger, faster, and more flexible, but there’s a certain charm to the ways of diskettes and cassettes that is hard to recapture. That doesn’t mean we can’t try.

By the time you read this, it’s likely that Kontrabant 2 will have already hit the airwaves on Radio Študent in Slovenia. At 9: 30 pm Slovenia time (UTC+2 in Daylight Savings Time), if you are tuned to 89.3 FM, hitting record on a cassette tape will capture a buzzing sound that will run until just over 50KB have been transmitted. If all went well, you can load the tape into your working ZX Spectrum or bring it to the Computer History Museum in Slovenia and use theirs to try it out.

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<p><em>Kontrabant 2</em> box art.</p>
<p>Radio Student</p>
</figcaption></figure>
<p>It’s the 40th anniversary of <em>Kontrabant 2</em>, which was originally published by Radio Študent, both in physical copies and in similar over-the-air fashion. The game is in Serbian, as it was originally made for what was then Yugoslavia, for ZX Spectrums mostly smuggled in from Western Europe. Smuggling was something that lots of Yugoslavs did, in somewhat casual fashion, and it inspired <em>Kontrabant</em> and its sequel, text adventure games with some graphics.</p>
<p>That I understand any of this is thanks to Vlado Vince, a Croatian/Yugoslavia native who wrote about Yugoslavian adventure games for a Spanish magazine, Club de Aventuras AD, and <a href=reposted it on his personal site. Kontrabant, which is text-only, has the player travel about the country (“and beyond!”) to collect all the parts of a ZX Spectrum. You meet famous smugglers from Slovene history, get a picture of yourself so you can leave the country for certain parts, and at one point obtain an Austrian porn magazine, which, in typical adventure game style, is later traded for something else.

A Kontrabant 2.” height=”720″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/05/kontrabant1.png” width=”960″>

A “Yugosaurus” in Kontrabant 2.

Radio Student/Vlado Vince

Kontrabant 2, from 1984, added the kinds of garish colors and flashing graphics that ZX Spectrum enthusiasts can recognize from a hundred yards away. This time you’re trying “to make your way to the year 2000 and to the amazing computers of the future,” Vince writes, and the game layers in political and social subtext and critiques throughout the journey. Also, the original Radio Študent cassette tape version had punk rock songs by “the Kontra Band” on it, which is neat as heck.

Kontrabant and its sequel were written by Žiga Turk and Matevž Kmet, students at the time, who are talking about the games and the times at the Computer History Museum Slovenia today. If you have a chance to visit that place, I think you should do so, given the impressive number of working vintage computers listed. Turk would go on to found Moj mikro magazine, a monthly computer magazine running from 1984 to 2015. He started the Virtual Shareware Library, which later became shareware.com (now a Digital Trends site I don’t quite recognize), and WODA, the Web Oriented Database. He’s now a professor of construction informatics in Ljubljana, Slovenia.

You can play Kontrabant 2 on the Internet Archive’s emulator if you can read or translate Serbian and understand the text prompts. YouTube lacks a playthrough of the game with graphics, though a later port to a native platform, the Iskra Delta Partner, is available in Apple-II-ish green-on-black.

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