Conker’s Bad Fur Day, Nintendo 64

Conker’s Bad Fur Day was a surprising 2001 release – on the Nintendo 64 – for British developer Rare, in collaboration with Nintendo.

What is surprising about it is that it is an “adult” game – meaning: it contains cartoon characters behaving in ways that you don’t normally see in a Nintendo game, like vomiting on people’s shoes, making sexual innuendo, and using mild swear words.

The game begins with a cinematic Clockwork Orange-style scene, with Conker (a squirrel) looking over the top of a glass of milk as the camera slowly tracks backwards while a pseudo Beethoven musical score warbles away in the background. You know – or at least should know – at this point what kind of game this is going to be… And that is: extremely satirical, and with maybe a bit of a screw loose…

When Conker’s Bad Fur Day eventually gets going the first thing you have to do is get rid of Conker’s hangover, which is an unusual way of introducing a player to the game. Then you go on a surreal 3D platform adventure, full of Pythonesque characters, toilet humour, silly and poor taste jokes, endless tasks and puzzles, tons of film references, and of course the occasional boss battle (including one where you fight a giant turd).

Conker’s Bad Fur Day is a game that will appeal to adults who like puerile humour, and also to children as a “forbidden” game that “must not be played under any circumstances”, but they all do… It’s actually not that bad in terms of its ‘adult’ nature, and doesn’t contain anything too contentious, which is why Nintendo allowed Rare to make the game in the first place.

More: Conker’s Bad Fur Day on Wikipedia

Revolution, ZX Spectrum

Costa Panayi‘s Revolution was published by U.S. Gold in 1986. It is an isometric puzzle/action game with well-designed, monochrome graphics and a bouncing ball that you control around a series of rooms, levels, and puzzles.

Holding down the fire button makes the ball bounce higher and you must manoeuvre it towards a series of black cubes in order to touch them. Touching these cubes turns them white temporarily, and you have to keep touching them until they turn white simultaneously. Each puzzle has two associated cubes and each level has a number of different puzzles. When you complete every puzzle on a level you ascend to the next level, and there are nine levels in total.

You start with five lives and lose one if you fall off the edge into the abyss, or hit a spiked ball, or any of the other nasties trying to thwart your progress. You’re also up against a time limit.

Revolution is typical Costa Panayi – beautifully-designed, simple, but interesting and playable. It won’t appeal to everyone, but if you like unusual puzzle/action games then there’s some mileage to be had with this classic ZX Spectrum game.

More: Revolution on Wikipedia

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