Three Weeks in Paradise, ZX Spectrum

The fifth and final Wally Week game, Three Weeks in Paradise was published by Mikro-Gen in 1986, for the ZX Spectrum and Amstrad CPC.

As the title suggests: this time there are three members of the Week family on this particular graphic adventure – specifically: Wally, Wilma and Herbert, trapped on a tropical island inhabited by cannibals.

Unfortunately Chris Hinsley – the guy who wrote this (and all the previous Wally Week games – except Herbert’s Dummy Run) – decided that only Wally would be playable. Wilma and Herbert remain only as motivation – you don’t get to play as them.

Three Weeks in Paradise plays similarly to Pyjamarama in that you can only carry two items at once, and that certain items do specific things (the bow and arrows let you fire an arrow, for example), which means having to think quite hard about what to carry and to where.

The tune that plays during the main game is quite jolly – a blatant rip-off of the theme from The Addams Family. And when the game slows down (which is quite often) the tune also slows down, which makes it sound unintentionally funny. Thankfully it can be switched on/off with a press of the ‘5’ key.

Something else that can be switched on or off is Wally’s infamous colour clash. The yellow attribute box that used to follow him around can now be switched off by pressing ‘3’. Funny that this feature would come at the end of the series. Oh well.

There were 48K and 128K versions of Three Weeks in Paradise made available. The 128K version had a small number of extra screens and an extra AY chip tune on the title screen. These grabs are from the 128K version.

The Wally Week series:
Automania (1984)
Pyjamarama (1984)
Everyone’s A Wally (1985)
Herbert’s Dummy Run (1985)
Three Weeks in Paradise (1986)

More: Three Weeks in Paradise on Wikipedia

Herbert’s Dummy Run, ZX Spectrum

Herbert’s Dummy Run is the fourth game in the Wally Week series and was published by Mikro-Gen in 1985. It was written by Dave Perry and features Herbert Week – Wally’s baby son.

Gameplay-wise, Herbert’s Dummy Run is similar to Pyjamarama, although it is bigger and more refined than its predecessor. In this, though, you are Herbert – lost inside a department store – and must find the “Lost Children Office” where Wally and Wilma Week are waiting for you.

The graphics are colourful and appealing, although they also have the same colour clash problems of earlier Wally Week games. There are some interesting shoot ’em up sections where you have to blast away to a timer, and survive until it reaches the end (otherwise you get kicked out and have to try again from scratch). Complete a wave and you are usually awarded an important item. There’s also a Bomber type minigame, where you drop bombs on buildings until you’ve levelled them all and can land, and a Breakout-style minigame in there too. These little games at least add variety and are better executed than those seen in Pyjamarama.

Frustration can set in, though, as you juggle items in your limited (two slot) inventory, but that’s what these games are all about: finding out what the key items are, and using them appropriately.

Wally’s only appearance in the game is at the very end, but Herbert’s Dummy Run does still count as a Wally Week game. It’s not a bad game at all, although it’s not really what I would call a classic.

The Wally Week series:
Automania (1984)
Pyjamarama (1984)
Everyone’s A Wally (1985)
Herbert’s Dummy Run (1985)
Three Weeks in Paradise (1986)

More: Herbert’s Dummy Run on World of Spectrum

Pyjamarama, ZX Spectrum

Pyjamarama is the 1984 follow-up to Automania, and features the same lead character – Wally Week. Which makes it the second game in the Wally Week series.

Wally, in this one, has forgotten to wind his alarm clock and is in danger of overlaying, and you play his subconscious on a quest to wake him up. And to do that you have to find his alarm clock key. None of which makes any sense whatsoever, but that doesn’t really matter because Pyjamarama is still a very good game.

Pyjamarama is basically a flick-screen adventure/puzzle game, with each screen representing one room in Wally’s house. Scattered throughout the rooms are various items, and some of these items have specific uses. Discovering what the items do is a key part of the game – as is item-juggling, because Wally can only hold two items at a time.

Graphically, Pyjamarama is iconic – it really does capture a distinct look and feel of ZX Spectrum games of the time; in particular the colour clash, which – while being pretty horrendous – doesn’t seem to mar the game in any way.

The Wally Week series:
Automania (1984)
Pyjamarama (1984)
Everyone’s A Wally (1985)
Herbert’s Dummy Run (1985)
Three Weeks in Paradise (1986)

More: Pyjamarama on Wikipedia

Thimbleweed Park, PC

Thimbleweed Park is a point-and-click adventure, released in 2017 by Terrible Toybox, and co-created by ex-LucasArts employees Gary Winnick and Ron Gilbert.

In case you didn’t know: both Gilbert and Winnick have been involved in the making of some of the best games of all time, including (but not limited to) titles such as: Ballblazer, Maniac Mansion, The Secret of Monkey Island, and Day of the Tentacle.

And in 2014 they launched a Kickstarter to fund development of their “dream game”. Well, their tribute to point-and-click adventures of the past, but using modern technology. As a backer I followed the game’s development with interest. A top team of artists, musicians, voice actors, and technicians were assembled, and the game was completed pretty much as planned, taking three years to develop.

Thimbleweed Park is a mystery adventure set in 1987, with five playable characters and a whole load of puzzles to crack. Fear not, though. If you’re weak on puzzles you can play the game in Casual mode just to enjoy the story and pixel artistry. Real gamers will play it in Hard mode, though, to experience everything it has to offer.

First and foremost Thimbleweed Park looks amazing. The graphics really are a work of pixel artistry and they are further enhanced with great animation, silky smooth scrolling, visual effects, and even real-time lighting. Everything about Thimbleweed Park is just so slick; the useful right-click functionality; the way icons jiggle to get your attention; the screen tilting; the alternative fonts; the voice acting; the language support. If I had any niggles it would be that there’s no manual scroll (I wanted one), and… that’s about it.

Story-wise, Thimbleweed Park is hilarious too. It’s basically an X-Files-type scenario, with lots of satirical horror film and video game references. And jokes. The game starts off seemingly innocuously (although smart players will realise that they’re controlling a doomed man), then becomes a murder mystery, before turning into a curse story, and then cutting back to the murder mystery. All the playable characters have their own plotlines going on, and the game cuts between them as flashbacks as the story unfolds.

The playable characters vary quite a bit and all have their own unique charm. The lead – a female FBI officer called Ray – is laconic and easily annoyed; her male partner, Reyes, is an eager rookie. Then there’s a clown, called Ransome, who is infamous for his *beeping* insults. A computer programmer called Delores, and her rather, Franklin, make up the remaining playable characters.

I can’t recommend Thimbleweed Park highly enough. It is a fantastic love letter to point-and-click adventure games of the past and is genuinely funny, absorbing, and challenging. It’s worth playing to see the beautiful art alone, although the writing, music, puzzles, and usability are all significant contributors to the fact that this is a future classic in the making. Which is quite ironic.

Thimbleweed Park is also available on current gen systems, such as PlayStation 4, XBox One, and Nintendo Switch. Plus Mac, Linux and Android.

More: Thimbleweed Park on Wikipedia
Steam: Thimbleweed Park on Steam
GOG.com: Thimbleweed Park on GOG.com

Sam & Max Hit the Road, PC

Sam & Max Hit the Road, released by LucasArts in 1993, marks the video game debut of the infamous dog/rabbit crime-fighting duo.

Created by artist Steve Purcell, Sam & Max are “freelance police” and basically engage in a series of surreal mysteries involving bigfoot, and a whole host of other weird characters and strange situations.

The game begins with an animated cut scene that sets the tone, and then you have to use Sam & Max to find your way into the story. The control system is mouse-based and you use right-click to cycle through five cursor icons – walk, look, take, talk, and use. Left-clicking one of these ‘verb’ icons on a specific object or person on-screen, or in your inventory (a brown cardboard box!), will usually illicit some sort of response. The simplified control system is a joy to use, at least compared to other SCUMM games. Not having the usual verb list frees up the screen to hold more great graphics. And the graphics in Sam & Max, I think, are some of the best, most iconic, and most memorable visuals of the PC DOS era.

Like most point-and-click adventures: Hit the Road is extremely challenging. Playing is easy enough, but solving puzzles and making your way into the game is not easy. But it is very much worth it. The surreal nature of Sam & Max Hit the Road sometimes means that the nature of the puzzles is beyond anything you might have ever seen, but that’s okay. Just go with it…

My favourite parts: “Holy mackerel!” – “I’m a trout, stupid!” – “Holy trout!”, or Max retrieving the message from the cat… And my favourite character has to be the foul-mouthed, spanner-bending, turban-wearing man in the revolving restaurant. He still makes me crease up with laughter today… Sam & Max Hit the Road is packed full of wacky characters, crazy dialogue, and dangerous stunts. There are even a bunch of “minigames” hidden away in there too…

Often referred to as one of the best video games ever made, Sam & Max Hit the Road is probably the best adventure game LucasArts ever produced. It’s certainly one of funniest games I’ve ever played and will appeal to anyone with a sense of humour.

If you’re one of those with a low tolerance to frustration, play it with a walkthrough. There’s no shame in it. 🙂

U.S. Gold published the game in the UK in 1993. A number of sequels have also been released over the intervening years.

See also: Sam & Max Comics

More: Sam & Max Hit the Road on Wikipedia
Steam: Sam & Max Hit the Road on Steam
GOG.com: Sam & Max Hit the Road on GOG.com

Sam-And-Max-Clean

Day of the Tentacle, PC

This is the original 1993, VGA, MS-DOS version of Day of the Tentacle, with graphics presented at a fairly low-resolution 320 x 200. They still look great to me though.

Compare this to the high def Double Fine remake of 2018 and there is no contest – the high def version wins every time – although there is still a perverse nostalgic thrill to be had from playing the original VGA version.

Day of the Tentacle is the sequel to the classic Maniac Mansion, but is far funnier and far more interesting. Bernard, one of the main playable characters from Maniac Mansion, makes a comeback in this as the ‘lead’. And he is helped along by two other playable characters, Hoagie (a roadie), and Laverne (a ‘kookie’ girl). Together they embark on a surreal time-travelling mission to stop an evil tentacle from taking over the world… With hilarious results.

If you’ve never played Day of the Tentacle: you’re missing out. It’s one of the greatest point-and-click adventure games of all-time and is still available to buy and play today.

More: Day of the Tentacle on Wikipedia
Steam: Day of the Tentacle Remastered on Steam
GOG.com: Day of the Tentacle Remastered on GOG.com

Day-of-the-Tentacle-Cover

Indiana Jones and the Fate of Atlantis, PC

Indiana Jones and the Fate of Atlantis was initially published by LucasArts in 1992 and was immediately recognised as something rather special – at least better than what most of the competition were doing at the time.

What makes Indiana Jones and the Fate of Atlantis so good is the melding of the Raiders of the Lost Ark movie mythos, and the great writing, art and animation talent of LucasArts.

The story is: you – as Indiana Jones – with psychic sidekick Sophia Hapgood, trying to stop the Nazis from using the hidden power of Atlantis to take over the world. The plot is set on the eve of the Second World War, in 1939, and it’s basically a globe-trotting race to uncover the hidden city of Atlantis before the Nazis do.

Visually Fate of Atlantis is relatively simple, but is beautifully-embellished with great animation and lots of surprises. Puzzle-wise: this is as tough as any other point-and-click adventure on the market. ie. easy if you know how, but difficult if you don’t. Discovering what to do is part of the fun of these games, isn’t it? But… if you’re easily frustrated, you can also refer to a walkthrough. There’s no shame in it – if you’re stuck. 🙂

Still available on Steam and GOG today, Indiana Jones and the Fate of Atlantis is LucasArts at the top of their game, but without the overt surrealism of Day of the Tentacle or Sam & Max.

More: Indiana Jones and the Fate of Atlantis on Wikipedia
Steam: Indiana Jones and the Fate of Atlantis on Steam
GOG.com: Indiana Jones and the Fate of Atlantis on GOG.com