10-20-2006, 03:16 PM | #1 |
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Earliest multiple-puzzle-solutions AG game?
Anyone have any idea what the first, or first few, AGs were to offer multiple solutions to a puzzle?
For example, in the QFG series, puzzles often have three different solutions depending on which "career" track you chose at the beginning. Etc. Anyone know? Or have an idea? |
10-20-2006, 03:36 PM | #2 |
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The original King's Quest from 1984, I'd guess. You could use the optimal solutions for getting by some monsters (such as the rat and the troll) or you could buy passage with a treasure (but you'd lose points).
I don't know about games earlier than 1984, though. |
10-21-2006, 12:27 AM | #3 |
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The bridge troll in KQ1 seems to be, er, "inspired" by the one in the original Adventure (Colossal Cave) by Crowther and Woods. You can also bribe him with treasure (at expense of points), and the "optimal" solution is essentially the same as well,
Spoiler: So the first adventure game ever already had some multiple-solutions-puzzles (or at least one; I can't remember any more off-hand).
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10-21-2006, 01:03 AM | #4 |
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HI
I don't about other countries, but in my country, we have child's tale known as 'the thre bukke brusees'. The story is this: A child wants to pass a bridge. Underneath this bridge lives a troll. The first two trolls ate the children passing the bridge. However, the third child did something to kill the troll; I think the troll drowned or so. I think this has been the main inspiration behind the troll under the bridge scene i KQ 1. I also remember some other scenes in other KQ's games clearly being inspired by fairy tales and even greek myths and such. |
10-21-2006, 01:25 AM | #5 |
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In Zork I, one could turn off the Flood Control Dam to proceed past the Loud Room, or type 'echo'... if memory serves me correctly, it's been about 20 years since I played it.
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10-21-2006, 03:17 AM | #6 | |
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Quote:
There were a couple of different ways to get past the cyclops, though. Anyway, I don't consider "alternative ways to get round one puzzle" the same as multiple endings. |
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10-21-2006, 04:25 AM | #7 | |
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Quote:
(note: the above example was deliberately vague, so as not to divulge spoilers to anyone who hasn't played KQ1....) |
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10-21-2006, 10:33 AM | #8 | |
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Quote:
And yes, it's clearly the inspiration for the puzzle in KQ1.
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10-21-2006, 11:44 AM | #9 |
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Ah, I was gonna comment on that.. seems like AaBN beat me to it..
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10-21-2006, 01:09 PM | #10 | |
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story was wrong but the general idea was good
Quote:
I thought the story was a little odd as I couldn't quite remember the story when I wrote it. I was too busy thinking about another version of the story which substitutes a soft drink in a bottle with the billy goats. The troll who has a device with which he is able to open the bottles then wants to drink the soft drinks, but they each convince that the next soft drink is way bigger. So, of course, the troll waits --- and yes, the big 2 L softdrinks do come. The troll then jumps, device ready to open the bottle; then bottle says *you can't do this; I have the screw cap' (you the one you need to turn in orderto open the 2 l bottle...) Anyway, once the troll gets the short end of the stick - or rather the bottle this time. More on topic: Many of the puzzles in the KQ's games were, I think, taken from folklore, traditional tales, fairy tales, myths and legends. KQ would then change these tales etc. so they would fit into the game's story. However, it was done with wit and charm, and it didn't felt tacky... aries323 |
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10-21-2006, 01:13 PM | #11 | |
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Quote:
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10-21-2006, 01:57 PM | #12 |
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Oh, I'm sure you're right that the puzzle is inspired by Colossal Cave, too. I was thinking more about the story aspect than the puzzle aspect.
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