Zak McKracken and The Alien Mindbenders, FM Towns version – Compatibility

Zak McKracken and The Alien Mindbenders Title Screen

Zak McKracken and The Alien Mindbenders Title Screen

GOG.com Download System Requirements

Linux

Operating System: Ubuntu 14.04 or greater, Linux Mint 17 or greater
Processor: 2.0 GHz or greater
Memory: 1 GB RAM
Video: 256 MB VRAM, OpenGL compatible video card

Mac OS X

Operating System: Mac OS X 10.7.0 or greater
Processor: Intel Core 2 Duo 2GHz or greater
Memory: 1GB of RAM
Video: 64MB VRAM

Two-button mouse, or Apple mouse with Secondary Button / Secondary Click enabled recommended.

Windows

Operating System: Windows XP or greater
Processor: 1.4 GHz or greater
Memory: 512MB RAM
Video: DirectX 7 compatible 3D graphics card or greater

Ubuntu 16.04

The FM Towns version of Zak McKracken and The Alien Mindbenders offered by GOG.com works flawlessly from within ScummVM on my Ubuntu 16.04 machine.

Zak McKracken and The Alien Mindbenders – FM Towns Game First Impressions

Zak McKracken and The Alien Mindbenders Title Screen

Zak McKracken and The Alien Mindbenders Title Screen

Zak McKracken and The Alien Mindbenders is a graphical adventure game initially released in 1988 for MS-DOS and later released to the FM Towns system in 1990. Developed and published by Lucasfilm Games, it is the second game after Maniac Mansion to use the SCUMM engine developed by Lucasfilm for use in most of their adventure games during the late 1980s and throughout the end of the 1990s. This makes Zak McKracken an interesting adventure title. While it has many of the elements and style of future adventure game classics such as Full Throttle and the Monkey Island series, it’s also a little rough around the edges and lends itself to brute force trial and error gameplay on the part of the player, a feature of most adventure games of its time.

Zak McKracken and The Alien Mindbenders was one of those games that fans of LucasArts adventures had in their collection generally solely because it was a LucasArts adventure game. The LucasArts catalog would be provided in any retail boxed copy of LucasArts games such as The Dig or Maniac Mansion II: Day of the Tentacle. Flipping through the catalog, knowing how much fun it was to play the other titles, gamers would see an ad for Zak McKracken and couldn’t resist given that it was, “From the makers of The Secret to Monkey Island!”. That’s how I wound up playing this game as a child.

While the word that sums up my memories of The Secret of Monkey Island was, “Amazing,” the word that sums up my recollections of Zak McKracken and The Alien Mindbenders was, “Fun.” I remembered it wasn’t as colorful, having been developed in EGA 16 color mode, but it had that Lucasfilm/LucasArts feel to it that made it charming and the aliens were funny. I saw the game on sale on GOG.com a while ago. I had to get it to complete my collection of these graphical adventure games from this era.

I don't want to work here, please fire me already and get this game over with.

I don’t want to work here, please fire me already and get this game over with.

I have been on a Linux kick recently given that my Windows computer has been occupied with running my business software that hogs all of its system resources. Closing all of my business applications to run a game and then opening them back up again when I’m done playing is cumbersome. Plus, I have always been a fan of the underdog operating system since I first used Caldera OpenLinux in 2001 when I installed it on one of the first computers I built. I’d like to spread the word of which games work and how well they work so other would be Linux gamers can be informed.

The SCUMM engine lent itself to being easily ported across multiple system architectures back when Lucasfilm was releasing their games on Commodore 64, Amiga, Atari ST, IBM PC, FM Towns, and other systems. Today an application called ScummVM, which can be found at www.scummvm.org, offers a virtual machine environment to play these games across multiple modern platforms: Windows 10, macOS, Linux, and many others. ScrummVM is used by GOG.com as the basis for running Lucasfilm/LucasArts adventure games downloaded from their site.

The ScummVM Menu for Zak McKracken and The Alien Mindbenders

The ScummVM Menu for Zak McKracken and The Alien Mindbenders

Running the installation script from GOG.com for Zak McKracken and The Alien Mindbenders was as easy as running a game setup program on Windows. Make sure you run the installation script without root permissions though or it will lock you out of being able to access your game once installed. A convenient link was added to my games menu that I was able to click on to run the game. ScummVM popped up and offered me two versions of Zak McKracken to play.

I blindly chose the first option and started the game. This was not the Zak McKracken and The Alien Mindbenders I remembered. The colors were way richer. Zak looked much different, and the title theme music was incredible! It was like discovering a whole new game I had never played before. Were my memories of the past so faded? How did this happen?

It's the Two-Headed Squirrel!

It’s the Two-Headed Squirrel!

In Zak McKracken and The Alien Mindbenders, the player assumes the role of Zak, a tabloid news reporter who hates his job and would rather be writing novels. The game begins with Zak whining to his boss that he’ll never get a Pulitzer prize writing “sleazy” tabloid articles when he is assigned to go to Seattle to investigate rumors of a two-headed squirrel attacking park goers in Washington State. Meanwhile, the aliens in a secret room are using a machine sending pulses through the global telephone network that are slowly making the population of Earth stupider so they can take over the world. Gameplay begins after the initial cutscene with Zak McKracken complaining to his boss. The player is then in control of Zak McKracken in his apartment preparing for his plane trip from San Francisco to Seattle.

Once again, the game looked far different from what I remembered. Not only were the graphics crisper and more vivid in color, but the expressions on Zak’s face and that of his boss were different from what I recalled. When I played the MS-DOS version I remembered it playing out like more of a sitcom, whereas this new Zak seemed way too serious and incredibly obnoxious to me. I seriously wanted to see him get fired by his boss, “Oh, you don’t want to write my ‘stupid’ tabloid articles? Fine, get out!” It was at this point that I noted something was certainly not right.

The aliens and their stupid machine. It has an effect on them too.

The aliens and their stupid machine. It has an effect on them too.

The two options of Zak McKracken and The Alien Mindbenders offered via the ScrummVM from the GOG.com download are for two different ports of the game. The second option was the MS-DOS version that came out in 1988 that I fondly remembered, while the first option was the FM Towns remake with 256-color redrawn graphics along with new and improved sound. It is amazing how a change in the graphics and sound of a game will influence my opinion of a game.

One would generally expect that better graphics and sound would lead to better gameplay. While the intro theme is indeed better and objects are easier to see and interact with in the FM Towns version, there are so many aesthetic design mistakes that make Zak McKracken and The Alien Mindbenders fall from being a classic to simply bearable retro graphic adventure. After playing it for ten minutes, the first thing you will want to do is kill the sound. Anywhere you go while in San Francisco, which is where you will be for the first 30 minutes of the game if you haven’t played it before, you’ll hear obnoxious white-noise traffic sounds with a random police siren mixed in constantly at the same volume whether you are out on the street or in your own apartment. Be careful if you pick up the phone in your apartment. Make sure you have any phone number you wish to call ready to dial, and don’t dial it incorrectly. Leaving the phone off of the receiver makes the most irritating beeping noise until you figure out how to pick up the receiver and get it hung up again. Getting to the airport to fly out to Seattle is a welcome, quiet change until you hear the airplane noises from being in the airplane.

I wonder how much clean water this plane has.

I wonder how much clean water this plane has.

While spending time in the airplane was actually the most fun I had while playing in preparation for this first impressions article, it takes way too long to fly from place to place. To pass the time I would go to the plane’s lavatory and turn on the sink, press the flight attendant’s call button, and open the overhead carry-on compartments while in flight. I never noticed the little annoying details when I played Zak McKracken as a kid. Maybe games today do a better job of quickly getting to the important gameplay.

Playing through the first portion of Zak McKracken and The Alien Mindbenders is like reading through the beginning of a novel that is slow to ramp up. People tell you its a good story if you stick with it. There are a few humorous spots that keep you somewhat engaged, the aliens seem like they would be plucky adversaries, and there is the potential love interest named Melissa that haunts Zak’s dreams. All of these things lead up to a potentially good adventure if the player can keep the desire to see it through. With so many other graphical adventure games to play, and with this one’s sounds and artwork being so abrasive, it might be awhile before I come back and complete this one.

Carmageddon TDR 2000 – Compatibility

Carmageddon TDR 2000 Load Screen

Carmageddon TDR 2000 Load Screen

System Requirements

Operating System: Windows 98 or later.
Processor: 1.8 GHz or better.
Memory: 1 GB RAM recommended.
Video: 3D graphics card compatible with DirectX 9
Sound: DirectX compatible sound card
Hard Disk: 1 GB

Windows 10

Carmageddon TDR 2000 runs almost flawlessly in Windows 10. Multiplayer requires DirectPlay which is unsupported, but there may be workarounds to make multiplayer work.

Carmageddon TDR 2000 – Windows 98 Game First Impressions

Carmageddon TDR 2000 Load Screen

Carmageddon TDR 2000 Load Screen

Carmageddon TDR 2000 is the third game in the Carmageddon series released in 2000. It was developed by Torus Games and originally published by Xicat Interactive for the Microsoft Windows 98 and 2000 operating systems on PC. The TDR in the title stands for “Total Destruction Racing,” for those who were wondering.

When I was a kid, I’d be sitting in the back seat when my parents took me along to the grocery store in the family car. More often than not when driving through the parking lot, a pedestrian would walk right out in front of my dad’s car without ever looking up to see if any vehicles were coming. Whenever this happened, my dad liked to jokingly say, “There’s fifty points!” as they crossed in front of his car’s grill. This is the kind of sense of humor the Carmageddon series is geared to.

I can drive a Steam Machine while playing on my Steam Machine.

I can drive a Steam Machine while playing on my Steam Machine.

If you are unfamiliar with the Carmageddon series, the original game’s tag line is The Racing Game for the Chemically Imbalanced with a pedestrian carrying a briefcase being run over by a fast-moving red sports car. Like most racing games, the player races against other contestants around a track for a certain number of laps, reaching check points along the way. If the player is able to reach the next check point in time, they are awarded more time as they make their way to the finish line. Where the Carmageddon series differs is that the player is awarded bonus points for each pedestrian they are able to run over.

These guys are about to get steamrolled.

These guys are about to get steamrolled.

In Carmageddon TDR 2000, railroading pedestrians rewards the player with satisfying crunch and squish sounds encouraging the player to produce more carnage. Performing fancy tricks also awards points to the player. These bonus points can be spent purchasing new vehicles or upgrading an existing vehicle’s engine power, armor, or weapons. Unlike real-life, many of the pedestrians really seem to have a death wish. In many cases the race track is clearly marked with innocent bystanders carelessly walking right into harms way, even when they are walking around the remains of their already previously unlucky comrades.

I didn't know this doubled as a airplane. Vroom!

I didn’t know this doubled as a airplane. Vroom!

I forgot how much I have missed playing with Hot Wheels or Matchbox cars as a kid and pretending I was in the cars doing the incredible tricks and causing massive crashes. I had fun doing all of this in Carmageddon TDR 2000. The tracks I have played so far have not been linear like in other racing titles to the point of being rather impressive. The game seems much more open-world than most games ever got in the year 2000. There is plenty of room to drive around and explore provided the player doesn’t run out of time. I just figured out where the checkpoints were and made sure I drove through them in sequence whenever I needed to add time to the clock. The rest of the time I was trying to drive up and over anything I could, enjoying the full extent of fun the sandbox I found myself in could provide. The first track provides a loop the loop to speed through and a ramp to jump over a series of RVs and trailers.

It's sometimes too easy to get stuck doing crazy fun stuff.

It’s sometimes too easy to get stuck doing crazy fun stuff.

There are a number of interesting cars available to choose from even at the beginning of the game before any of the later cars are unlocked. I noticed one called the Steam Machine. Given that I am an avid PC gamer, I had to drive it. It was massive fun steamrolling everything in my path. With great freedom of movement comes great responsibility though. I found it trivial in many cases to pin myself in a place where I could not maneuver free. When aborting a race, a player keeps the points they accumulated up to the point they aborted, so it’s not much of a loss to start the race over when stuck. If you run the race straight along the track, you shouldn’t have this problem, but if you’re like me and enjoy pushing the limits of the game, it will likely become a fairly frequent occurrence.

Is that a car that's just a moving wooden wheel? I want to wreck it!

Is that a car that’s just a moving wooden wheel? I want to wreck it!

The multiplayer functionality in Carmageddon TDR 2000 requires DirectPlay to work. When I attempted to install DirectPlay in Windows 10, the process locked up and wouldn’t let me proceed. A quick check of the Steam forums indicates there are people who were able to get it to work, but their solutions may not work in all cases. Microsoft’s official current stance from what I can tell is that DirectPlay is deprecated and therefore completely unsupported for Windows 10.

Got 'em!

Got ’em!

Carmageddon TDR 2000 is available for download on both Steam and GOG.com for a fair price on each. This game is raw arcade vehicular mayhem and racing, and devoid of any meaningful plot or story-line. The Grand Theft Auto series probably fills this niche for gamers better these days, but I had a great amount of fun launching my steam machine around for the small time I have played. I do plan to revisit this one and see where the rest of the game takes me.

Syberia – Compatibility

Syberia Title Screen

Syberia Title Screen

System Requirements

Operating System: Windows XP or later
Processor: Pentium compatible 1 GHz or greater
Memory: 512 MB
Video: DirectX compatible graphics card. 128 MB.
Sound: Direct X 9.0c compatibility required.
Hard Disk: 1.2 GB

Windows 10

The GOG.com version of Syberia is fully compatible with Windows 10.

Syberia – Windows XP Game First Impressions

Syberia Title Screen

Syberia Title Screen

Syberia is a visually stunning, point-and-click adventure game released in 2002, published and developed by Microids. In some cases it was also licensed to be published by DreamCatcher Interactive under The Adventure Company brand. Today (November 10, 2017), it is available on GOG.com for free. Because of the mysterious nature of the game, I am placing a spoiler alert disclaimer here. Although I will only be offering a synopsis of the beginning of the game in this first impressions article, the game developers of Syberia did a superb job at introducing background story throughout gameplay. They divulge plot points little bits at a time to reel the player in, and reward the player with more the deeper the player explores. It is for this reason that I will say this is a fantastic game and if you like adventures you owe it to yourself to download Syberia off of GOG.com and play it without reading any further.

There is so much woodgrain in Syberia.

There is so much wood in Syberia.

For those still here I’ll go over the game mechanics and plot. The beginning objective of Syberia is straight-forward enough. You play as Kate Walker, an American lawyer sent by her firm to secure a deal to purchase the famed Voralberg toy factory in Valadilene, France, known for their automatons. Syberia plays in the third person with a stationary or slow-moving camera, zoomed out on each screen. The default mouse pointer in the game is a circle. When the circle pointer glows, there is a door that may be investigated. Frustratingly, doors that don’t go anywhere will also glow. When you click on these, Kate will inform you, “No need to go down there!” Doubly frustrating is the fact that there are more fake doors than real ones.

No need to look behind this door the game draws attention to...

No need to look behind this door the game draws attention to…

When the pointer changes into a magnifying glass, it is indicating there is a character that may be interacted with. The pointer will change into a hand when hovering over something that may be taken into inventory, and a magnifying glass with a chunk taken out of it indicates the player can use the item underneath the mouse pointer. Inventory may be accessed by right-clicking the mouse. Kate also has a cell phone accessible from inventory that she uses to keep in contact with those in America. This added component really adds depth to Kate’s character.

Some of the screens in Syberia are very large and take a great deal of time for the player to move from one side to the other. This becomes annoying when backtracking across multiple large screens. In order to compensate for this, in most cases the player may double-click in the direction they wish to go and Kate will jog to that location. Sometimes this doesn’t work. I haven’t been able to determine if this is because of a programmatic bug in the game or whether the game developers did not create animations for running in every case required.

The Voralberg Automaton Factory

The Voralberg Automaton Factory

Visually, Syberia feels a lot like Myst, but with regard to story and character, it is so much deeper than the average adventure game. Syberia also scratches the itch of the mechanical gear turning clock punk niche. There is something satisfying about seeing all of the intricate mechanical art. Even though it boggles the mind to even think about how the automatons depicted in Syberia could even work in real life, their animations are inspiring in many ways. Playing this game makes me want to take up the study of mechanical engineering.

The objective of the game seems simple. Meet with Anna Voralberg and negotiate a buy out of her factory. However, Anna Voralberg died shortly before Kate arrives to Valadilene. Easy enough, Kate will simply negotiate the buy out with Anna’s executor. But unfortunately for Kate, Anna’s brother Hans who everyone believed to be long dead is the living heir of Anna’s properties.

Hi, Oscar!

Hi, Oscar!

As play continues Kate discovers that Anna had been in contact with Hans, and that most of the automatons coming out of Anna’s factory were based on Hans’ designs. Hans’ latest designs sent to Anna were for a train and a conductor to drive the train so that Anna might come visit after Anna had closed on the sale of the factory. The first section of the game involves exploring the tiny village of Valadilene, meeting Oscar the automaton conductor, and getting the train and Oscar ready for the journey to Siberia to find Hans to purchase the factory from him. Once this is accomplished, Kate boards the train and her journey begins.

Syberia Game Disc

Syberia Game Disc

Syberia is a game I often come back to when I’m feeling under the weather and need a good relaxing game with rich story to take my mind off of how sick I’m feeling. Sometimes the background music will hit a note that would indicate an impending jump scare in any other game. So far, I have found nothing of the sort in Syberia. It’s entirely mellow and intriguing. If you are a fan of adventure games, I would strongly advise adding this one to your collection.

Peggle – Compatibility

Peggle Title Screen

Peggle Title Screen

System Requirements

Operating System: Windows 98 or later version of Windows.
Processor: Pentium Compatible 500MHz or greater.
Memory: 256 MB
Video: DirectX Compatible Graphics. DirectX 7.0 required.

Windows 10

Installs – Yes
Runs – Yes
Uninstalls – Yes

Peggle appears to run flawlessly in Windows 10.

Peggle – Windows Vista Game First Impressions

Peggle Title Screen

Peggle Title Screen

Peggle is an arcade puzzle game, released in 2007, that was developed and published by PopCap Games. Given the cartoony artwork on the cover of the game’s jewel case, it almost looks like one of those games that used to be sold as a gateway for getting a user to try America Online or to install a Yahoo! Toolbar. I was concerned when I installed it on my machine that I might have to uninstall some unsavory software. I am glad I did install Peggle as it not only seems like a safe stand-alone piece of software, but it is actually a very fun, addictive game.

Multiball!

Multiball!

The objective of the game is to eliminate all of the orange pieces prior to running out of balls. Once all of the orange pieces are eliminated, the player progresses to the next level. The player controls the direction in which a ball is launched. The ball then bounces off of every surface it hits in Plinko fashion until it falls down through the play field. At the base of the play field is a ball catcher that oscillates to and fro. If the ball is caught by the ball catcher, the player is awarded an extra ball to use in play. Otherwise, the ball is lost, and the player fires another ball to attempt to eliminate the orange pieces.

There are also blue, purple, and green pieces. Blue pieces are the standard default pieces. They award a set number of points when hit, but do not contain any special properties. Purple pieces award increased bonus points. Green pieces cause special actions to occur based on the host mascot of the particular stage of levels being played.

Kat Tut's Pyramid

Kat Tut’s Pyramid

There appear to be 50 levels divided into five level stages. Each five level stage is hosted by a particular animal mascot, or master. The first stage is hosted by Bjorn the Unicorn. When a green piece is hit in Bjorn’s levels, the player is awarded a “Super Glide” for the next three balls. Super Glide allows the player to target a piece and then target where the ball will ricochet into another piece. The second stage is hosted by Jimmy Lightning, who appears to be a hamster on a skateboard. Hitting a green piece in his levels spawns a second ball that bounces in the opposite direction of the ball that hit the green piece. If timed correctly, this can cause the player to catch both balls. The third stage is hosted by Kat Tut. When a green piece is hit, the ball catcher turns into a pyramid for five turns. When this happens the player’s ball has a better chance of bouncing away from falling into the abyss and instead making it into the ball catcher for a free ball. I’ll need to play further to explore the other level stages.

Extreme Fever

Extreme Fever

When the final orange ball is hit, the game enters “Extreme Fever” mode. Gameplay enters slow motion and rainbow sparks fly to the background music of “Ode to Joy” from Beethoven’s symphony number 9. The ball then bounces into one of five containers at the base of the play field for bonus points. The middle container is worth 100,000 points, those on either side of it are worth 50,000, and the final containers are worth 10,000 points.

Fireworks

Fireworks

Peggle hits all the right stimuli to keep you playing. Flashy graphics, encouraging cute fuzzy characters, and catchy sounds and music all combine to keep a player focused on shooting another ball onto the play field and getting to the next level. I had meant to review a different game tonight. When it didn’t work on Windows 10, Peggle was my fall back. Even though it was late, I couldn’t stop clicking and wanting to play that next level and watch my score go up and up. This game will eat your time. If you didn’t have anything too important going on, you’ll be glad it did.

Peggle Game Disc

Peggle Game Disc

I purchased my copy of Peggle second hand still in shrink wrap from either a thrift store or a yard sale. The price was right, so I grabbed it. However, Peggle also came out on the Steam platform. At the time this article was published, it could be purchased for $4.99. It’s not the the most challenging puzzle game out there. I would actually consider it more of an arcade game than a puzzle game, but it is a virtual dopamine factory with its visuals and sound. This would also be a good title for small children as it is easy and avoids frustrating the player at its lowest levels.

Might and Magic VI: The Mandate of Heaven – Compatibility

Might and Magic VI: The Mandate of Heaven Title Screen

Might and Magic VI: The Mandate of Heaven Title Screen

System Requirements

Operating System: Windows 95
Processor: Intel Pentium compatible 133MHz
Memory: 32MB RAM
Video: 1MB PCI Graphics Card, supports DirectX
Sound: “All major sound cards” says it right on the packaging. Not sure what “major” means in this case.
Optical Drive: 4x CD-ROM
Hard Drive: 170MB

Windows 10

Installs – Yes
Runs – Yes
Uninstalls – Yes

Might and Magic VI: The Mandate of Heaven appears to run flawlessly in Windows 10.

Might and Magic VI: The Mandate of Heaven – Windows 95 Game First Impressions

Might and Magic VI: The Mandate of Heaven Title Screen

Might and Magic VI: The Mandate of Heaven Title Screen

Might and Magic VI: The Mandate of Heaven is a Windows 95 role-playing game released in 1998. It was developed by New World Computing and published by 3DO. The game has a Doom-like 2.5D graphics engine the player may use to traverse and interact with the in-game world. The beginning cutscene’s story is simple. All sorts of monsters are invading and terrorizing the land. Some heroes run away from certain doom and are aided by a wizard. These are dire times, and those who are able to stand must somehow be part of the Mandate of Heaven. Obviously I will need to play further into the game to unveil the mystery of these things.

Create Party Screen

Create Party Screen

After character selection is completed, the party begins their quest in front of a town. There are a great number of townsfolk there that can be talked to as in most RPGs. I went to talk to a peasant who said they didn’t want to talk to my party and I discovered there is a “Beg” mechanic. Apparently you can beg a person to talk to you. Even stranger was that while I was having Serena, my party’s most diplomatic and charismatic member do all the talking, she often had to beg too. With a goddess-like personality rating of 18, she did receive far more positive responses. Funny enough, whenever she would approach anyone she would say, “Hey you!” I guess when you have a personality of 18 you can just say anything and people will want to please you.

Talk to this guy in the local inn. He'll give you some gold.

Talk to this guy in the local inn. He’ll give you some gold.

The first thing you will want to do when playing Might and Magic VI is enter the local inn. It is to the right just as you enter town. There you’ll want to talk to a Andover Potbello and tell him about a letter. He will give you 1,000 gold pieces and tell you to scram. Spend this money quickly, because you will lose it when you die.

I decided to adventure around the outskirts of town to check out the goblin critters the townsfolk had been complaining about. Once an enemy is triggered to spot and follow you, I don’t know how you can get them to ever stop following you unless you have killed them or they are dead. I went a little too close to the goblin camp outside of town and around ten goblins followed me back into the city. I did what any sane role-playing game adventurer would in my predicament and hid behind the peasants hoping the goblins would be distracted and attack them. No dice. I ran all over town trying to get away from the goblins. They would completely ignore the townspeople and come directly for my party. Even ducking into a building for a few minutes and then coming back out had no effect. The party vs. one goblin has an easy enough time. Three goblins on an open field are not too great a challenge for the party either. But much more than that and the party is overwhelmed and succumbs to death. When you die, the grim reaper himself greets your party and says (I’m paraphrasing), “You’re done when I say you’re done!” and the party is resurrected to the entrance of town penniless.

At least Alexis is having fun.

At least Alexis is having fun.

I went out the north, south, west, and east sides of town, and found them all covered by goblins. The only theory I have to adequately begin this game is to get the 1,000 gold pieces and figure out how to smartly equip the entire party for battling a small army of goblins. There are those in the town who will allow you to join the local spell casting guilds for 100 gold each and others who will sell some items to the party.

Might and Magic VI: The Mandate of Heaven Game Disc

Might and Magic VI: The Mandate of Heaven Game Disc

Might and Magic VI has been an almost comical experience for me thus far. This game is polished and really what I would expect from an early role-playing game from the first person 2.5D game engine perspective era. From what I have read, this game was originally released to critical acclaim. The graphics are decent for 1998, and it seems to have in many ways aged quite well. But it seems like I fumble through the game at every turn in ways that I haven’t experienced in any other RPG. It makes the experience feel so terrible it’s great. This is a title I will need to explore further in a Twitch stream segment. To be continued.