The Great Game Guide

Sean J. Jordan

There are thousands of awesome video games you probably never knew existed! Here are some of them. greatestgames.substack.com

Episodes

  1. 1D AGO

    Season 1, Episode 4 – The Adventure Where Seeing is Believing, Part 2

    In this episode, Sean details tons of other 1980s adventure games from North America, Europe and Japan, from Transylvania to Tass Times in Tonetown to Mewilo to the MacVenture games and more! He’s Sean Jordan, and he is your Great Game Guide!(And yes, Sean has a cold, so pardon his creaky voice and the sounds of sniffling here and there!) ------------------------------------------------------------------- Season 1, Episode 4: The Adventure Where Seeing is Believing, Part 2 Enjoy the show? Please share it with a friend! And be sure to like it on your platform of choice or leave a glowing review. You can contact Sean via Substack @greatestgames (https://greatestgames.substack.com) or BlueSky (@greatestgames.substack.com) And if you enjoy this show, you should check out The Greatest Games You (Probably) Never Played at https://greatestgames.substack.com, Sean’s free newsletter featuring tons of great games that are obscure, overlooked, forgotten or otherwise unknown! ------------------------------------------------------------------- Copyright 2026, Sean J. Jordan. Some Rights Reserved. Permission is granted for the noncommercial, free distribution and archival of this episode. Music “The Great Game Guide Theme” written by Sean J. Jordan using Online Sequencer (https://onlinesequencer.net/) Questions? Concerns? A burning desire to talk about obscure video games? Contact Sean via Substack or Bluesky. He’d love to hear from you! --------------------------------------------------SOURCES: https://arstechnica.com/gaming/2013/06/heirs-of-infocom-where-interactive-fiction-authors-and-games-stand-today/ https://www.filfre.net/tag/berlyn/ https://www.mobygames.com/game/90/tass-times-in-tonetown/ https://dn710309.ca.archive.org/0/items/Tonetown_Times_Newspaper_HQ/Tonetown_Times_Newspaper_HQ.pdf https://www.theverge.com/2013/10/1/4791566/timothy-learys-neuromancer-video-game-could-have-been-incredible https://advgamer.blogspot.com/2013/04/game-31-mean-streets-introduction.html http://www.hardcoregaming101.net/beyond-shadowgate-2024/ https://shadowgate.fandom.com/wiki/Before_Shadowgate_(Worlds_of_Power) Before Shadowgate: https://web.archive.org/web/20010819174552/http://www.shadowgate.com/circle/novella.html https://obscuritory.com/essay/muriel-tramis-interview/Coming up in this episode – We’re going to step away from Sierra On-Line for a bit and take a look at some of the other graphical adventure games that came out alongside theirs in the 1980s and early 1990s, including adventures from Penguin Software, Accolade, Konami, Riverhill Soft, Denton Designs, Artech, Coktel Vision, Ultrasoft, ICOM Simulations, Interplay, Access Software, Activision and Cyan. I’m Sean Jordan, and I am your Great Game Guide. Let’s delve into adventure games you might be less familiar with that helped to shape the point and click genre we recognize today! What is an adventure game, and what separates it from other genres of gaming? I don’t mean to ask this question in some sort of navel-gazey way where we explore all the possible definitions of the term and then wind up pretty much agreeing that an adventure game is what we thought it was all along. In the 1980s, role-playing games and adventure games as we think of them today were both marketed as adventure games, and it took years before people started recognizing those two types of games as being not just mechanically different, but as having a different kind of appeal to different kinds of players. While we’re at it, let’s ask ourselves – what truly separates a text-based adventure game from a true graphical one? You might say, “graphics!”, but as I’ve discussed in our earlier episodes, it was pretty fashionable in the mid-80s to create or remake text-based adventures with some static illustrations to help make the games more marketable, even if the illustrations didn’t add much to the gameplay. On the other hand, Roberta Williams’s Hi-Res Adventures were proto-graphical adventure games because the games were built around your being able to see what was happening onscreen in a way that illustrated text adventures like The Hobbit or Amazon or The Pawn or even Infocom’s graphically splendid late 80s adaptation of James Clavell’s Shogun were not. You might also say “a text parser,” but it wasn’t until the 1990s that most adventure games had ditched the text parser and started to adopt mouse-driven inputs. You can blame King’s Quest V for really popularizing icon-driven point and click gameplay. It wasn’t the first game to offer it, but it was so popular with both gamers and critics that it pushed the genre forward. At least, mostly. We’ll talk about some of the most stubborn holdouts, like Legend Entertainment, in another episode. I would argue that what makes a graphical adventure game truly different from a text-based adventure is more of a feel than a list of features. Text-based adventures tend to draw your attention to the actual text that the developer authored, and that’s where you’re going to find all of the cues you need to advance through the game. Even illustrated text-based adventures can be played competently without graphics. The pictures don’t add anything meaningful to the gameplay. But graphical adventure games rely on you responding to the visual cues onscreen and often don’t describe those details effectively in the text descriptions. In the earliest graphical adventure games, like Mystery House, the graphics help to set the mood and create an atmosphere for the game that isn’t left entirely up to your imagination to fill in. I can actually offer a really good example of this from a game we haven’t talked about yet, one from 1982 that was written by a high school student named Antonio Antiochia, who created a text-based adventure centered around horror movie monsters like a vampire and a werewolf and a goblin and a witch and even space aliens. He submitted his work to a guy named Mark Pelczarski, who’d started a publisher called Penguin Software and, along with another developer named Jon Niedfeldt, created a program called The Graphics Magician for the Apple II. It was based on an earlier program called Magic Paintbrush Pelczarski had written, and similar to the graphics drawing routines Ken Williams wrote for Sierra, this program broke images down into vectors that could be drawn onscreen and filled in rather than trying to store entire finished graphic files. Pelczarski told Antiochia to illustrate the game, and this smart decision led to an adventure that was able to more effectively set a mood that fit its theme of attempting to rescue a princess named Sabrina before dawn, when she would die. But one of the most distinctive aspects of the game was a werewolf who’d stalk you mercilessly around the map, showing up onscreen in a fear-inducing silhouette. Unlike Sierra’s Hi-Res Adventures or Scott Adam’s Graphic Adventure series, the artwork for Transylvania didn’t feel like a hodge-podge of assorted images. Its artwork had a certain cohesive style that, while still amateurish by today’s standards, made the game come to life in a way that a lot of other adventures didn’t. If you remember that game I talked about a couple of episodes back called Vampire’s Castle, a pure text adventure with a frustratingly limited parser and terse descriptions of things? Transylvania did what that game was trying to do, but correctly. In fact, it was good enough to be ported pretty widely to many different home computer standards and also to receive a 1985 sequel called The Crimson Crown, which leans even more heavily into its graphics, and a 1990 sequel called Transylvania III: Vanquish the Night, a quite underrated game that might have been more popular if it hadn’t continued to use a text parser. But it wasn’t the only adventure game from Penguin Software, which would eventually change its name to Polarsoft. In 1983, the publisher also launched a sword and sorcery-style fantasy adventure called The Quest, a game that looks like an RPG from its packaging and theme, but which is really just a text-based adventure. You don’t even get a sword until late in the game! And in The Quest, we see the difference between what Transylvania pulled off and what an illustrated text adventure game looks like, because this one’s just a series of trails and paths with some occasional scenes you’ll come across, but not really much to look at. Even so, the illustrations later in the adventure do help to communicate ideas that go beyond the text, like showing off skeletons or warning signs… or a sexy gal named Lisa inside a rather modern-looking house who’s a nice change from the seemingly endless tunnels you have to travel through after you meet her and together discover some Aztec-style ruins. I don’t really recommend The Quest, by the way. But if you want to play something sort of like it, a 1982 game from Ultrasoft called The Mask of the Sun used its graphics to get you off boring walking trails and instead depict the idea of driving in a jeep between different locations on the map. This game’s notable for featuring some rudimentary animation and also some occasional sound effects, both of which were rare in adventure games of this era. One of the neater scenes involves assembling a jaguar statue, only to have it transform into an actual jaguar in front of you and then saunter off. Another involves stepping into a dark room where the graphics vanish and the text describes that you hear the sounds of snakes nearby. Suddenly, a snake appears in the darkness onscreen! It’s a fun way to add some drama to what would otherwise just be fairly unexciting text. If you happen to enjoy The Mask of the Sun, Ultrasoft also made a sequel set in Asia called The Serpent’s Star where you have to track down the city of Kara-Koram in Tibet. Let’s take a moment now to talk about some early graphical adventures in other par

    51 min
  2. FEB 1

    Season 1, Episode 3 – The Adventure Where Seeing is Believing, Part 1

    In this episode, Sean details the history of On-Line Systems and Ken and Roberta Williams's development of the Hi-Res Adventures that gave birth to the genre of graphical adventure games! He's Sean Jordan, and he is your Great Game Guide! -------------------------------------------------------------------Season 1, Episode 3: The Adventure Where Seeing is Believing, Part 1Enjoy the show? Please share it with a friend! And be sure to like it on your platform of choice or leave a glowing review.You can contact Sean via Substack @greatestgames (https://greatestgames.substack.com) or BlueSky @greatestgames.substack.com And if you enjoy this show, you should check out The Greatest Games You (Probably) Never Played at https://greatestgames.substack.com, Sean's free newsletter featuring tons of great games that are obscure, overlooked, forgotten or otherwise unknown! ------------------------------------------------------------------- Copyright 2026, Sean J. Jordan. Some Rights Reserved. Permission is granted for the noncommercial, free distribution and archival of this episode.Music "The Great Game Guide Theme" written by Sean J. Jordan using Online Sequencer (https://onlinesequencer.net/) Questions? Concerns? A burning desire to talk about obscure video games? Contact Sean via Substack or Bluesky. He'd love to hear from you! -------------------------------------------------- Coming up in this episode – We’re going to dive into graphical adventure games by taking a look at the early adventure games by Roberta and Ken Williams, talk about the evolution of adventure games from text parsers to point and click experiences and highlight a few of the lesser-known 1980s graphical adventure games you should definitely check out! I’m Sean Jordan, and I am your Great Game Guide. Let’s see what one of computer gaming’s earliest showcase genres has in store! I grew up as a PC gamer, largely because my parents made my brothers and I skip out on the Nintendo Entertainment System when it arrived and PC games were all we had to play. We did have an Atari 2600 when I was really young, but when our TV started going on the fritz, my dad blamed it on the Atari and that was pretty much the end of console gaming in our house. And my dad was so adamantly against the slop on TV that he got rid of cable on our family television and we were pretty much restricted to watching what was on the local networks or whatever we could find on VHS – PG-rated, of course. For a lot of people, this would have probably been a good signal to go outside, get some fresh air, explore the world around them. And I did! But we lived in the Midwest where it got way too cold in the winter and way too warm in July, so there were many days that we were stuck indoors, trying to find something to do. And since our computer time was limited to just a half an hour each per day, we’d usually burn through that before lunchtime. Being a PC gamer, one of the genres my brothers and I played a lot were adventure games, and it might have had a shaping influence on how we all think, because when I was a teenager, my brother and I figured out how to utilize an old RGB monitor to essentially become a TV, at least one we could watch VHS tapes on thanks to a VCR we’d hooked up that could play video through the composite video input and sound through some external speakers. But the VCR had a coaxial cable input, and that meant we could hook up a video game console – an absolutely perfect plan, because we had friends who were getting tired of their Super Nintendos and Sega Genesises and willing to sell them to us or even give them to us, and they worked great with that RGB monitor. What was particularly interesting about this workaround was that my parents didn’t fight us on it. We weren’t taking up the TV downstairs and preventing them from watching whatever they wanted, we weren’t doing anything that might harm the TV and we weren’t monopolizing the computer. Somehow, we’d solved this really illogical, arbitrary puzzle, and the reward was getting to graduate from being exclusively PC gamers to getting to be console gamers as well. I’ve had many situations in my life that are just like that, and I credit adventure games for teaching me to think outside the box. And for me, the adventures that were the most gripping weren’t the text-based games we covered over the last two episodes. It was the graphical ones where you didn’t just have to imagine what was happening around you from a bunch of text, but you could actually see things depicted on the screen and interact with the game world directly. The first adventure games I recall actually seeing were the trio of King’s Quest III, Space Quest and Leisure Suit Larry in the Land of the Lounge Lizards, and that’s because at the base exchange on the Air Force Base I lived on, those three games were running on a non-playable demo loop on the computers in the electronics department. I was captivated by them because each game featured its own world in which the characters could freely move around in what seemed like three dimensions due to the perspective, pick things up and talk to other characters. That might not seem like a big deal today, but in the mid-1980s, when a lot of games were sidescrollers or overhead action games with single button inputs, the difference was incredible. And what’s more, I liked fantasy, and I liked science fiction, so King’s Quest and Space Quest were right up my alley. As for Leisure Suit Larry… dancing with girls in a disco – eh, not so much for a kid in the first grade. But I remember being really curious what a “lounge lizard” was and, being only six or seven at the time, I had a pretty literal understanding of what that might mean. It wasn’t until I was a little older, hit puberty and the themes of Leisure Suit Larry were suddenly very interesting to me that I had the wisdom and maturity to understand figurative language. And sleaze, which Leisure Suit Larry delighted in, though I maintain to this day that the game’s not nearly as filthy as people made it out to be and that it was actually a parody of all those truly sleazy XXX adult games and graphics disks you’d see advertised in computer magazines. If you know the history of Leisure Suit Larry, you know I’m not far off the mark, either, because it’s actually both a parody and a remake of an earlier 1981 text-only adventure game called Softporn Adventure published by a company called On-Line Systems. The game was written by Charles Benton in BASIC for the Apple II, and Benton happened to meet an enterprising software publisher at a trade show who eventually decided to help him reach a wider audience. The game’s box art features a now-infamous cover where three nude women are sitting in a hot tub sipping champagne while a mustachioed waiter stands behind them with a tray and bottle. Just the hint of sex and nudity in a computer game was shocking enough for the 1980s, a time where the Moral Majority was in full force trying to censor anything even remotely provocative, but there’s an even more interesting detail about this cover. Two of the women, on the left, worked for On-Line Systems. Their names are Diane Siegel and Susan Davis. But the third woman, sitting alone on the right, has long brown hair and bangs, and it’s not only her home in which the photo for this cover was taken, but also her influence that led to the rise of graphical adventure games as one of the genres through which video game stories could be told. Her name is Roberta Williams, and she and her husband, Ken Williams, had co-founded On-Line Systems two years before this version of Softporn Adventure debuted. While they’d started the company to write business software, they’d also used it to publish Roberta’s hobby project, a game called Mystery House, in 1980. It kicked off a series called Hi-Res Adventures that would become the very foundation for graphical adventure games not just in the United States, but around the world. I don’t know if you saw it in early 2023, but a company nobody had heard of called Cygnus Entertainment released a game called Colossal Cave that offered a full 3D remake of Will Crowther and Don Wood’s Adventure … and with graphics, of course, since the original game didn’t have those. You can even play it in VR if you want, which is a pretty amazing option given that the game it’s based on is now 50 years old. The Steam page lists Colossal Cave as being “by the award winning designer of King’s Quest and Phantasmagoria”, and no, that’s not a fake-out. This remake was directed by Roberta Williams, creator of both of those games, and Cygnus Entertainment is co-owned by her and her husband, Ken. And it makes sense that they’d put out a visual reimagining of Colossal Cave Adventure, because as Roberta Williams says herself, this is the game that inspired her to become a game developer. And by the way, this leads me to want to add a little bit of detail to the story of the creation of Adventure, because I was not aware until I watched Roberta William’s video about the origins of Colossal Cave Adventure that Will Crowther had originally mapped the caves in the Mammoth cave system with his wife, Particia. In fact, it was Patricia who first discovered the passageway linking the Mammoth Cave to the nearby Flint Cave system, and the two worked together to digitize their maps on a teletype terminal they had at home connected to the PDP-1 at Will’s workplace. So, why does Will get so much credit for mapping the caves? It’s probably because the two separated before he wrote the game that made his exploration of them famous. But it just goes to show, behind every major accomplishment made by a man, there’s usually a woman who deserves more credit. That’s never been the case with Ken and Roberta Williams, though. They’re gaming’s first true power couple and they are abso

    53 min
  3. JAN 25

    Season 1, Episode 2 – The Adventure of Imagination, Part 2

    In this episode, Sean touches on Scott Adams's contributions to gaming before he heads across the Atlantic to look at the interactive fiction scene in Europe and the UK, covering developers like Digital Fantasia, Level 9 Computing, Magnetic Scrolls and DIY software like The Quill, Eamon, PAWS as well as modern interactive fiction! He's Sean Jordan, and he is your Great Game Guide! ------------------------------------------------------------------- Season 1, Episode 2: The Adventure of Imagination (Part 2) Enjoy the show? Please share it with a friend! And be sure to like it on your platform of choice or leave a glowing review. You can contact Sean via Substack @greatestgames (https://greatestgames.substack.com) or BlueSky @greatestgames.substack.com (http://greatestgames.substack.com) And if you enjoy this show, you should check out The Greatest Games You (Probably) Never Played at https://greatestgames.substack.com, Sean's free newsletter featuring tons of great games that are obscure, overlooked, forgotten or otherwise unknown! ------------------------------------------------------------------- Copyright 2026, Sean J. Jordan. Some Rights Reserved. Permission is granted for the noncommercial, free distribution and archival of this episode. Music "The Great Game Guide Theme" written by Sean J. Jordan using Online Sequencer (https://onlinesequencer.net/) Questions? Concerns? A burning desire to talk about obscure video games? Contact Sean via Substack or Bluesky. He'd love to hear from you! PIMANIA SONG: https://www.youtube.com/watch?v=YXk9VuPwGXwI NTERACTIVE FICTION ARCHIVE: https://www.ifarchive.org/Other Show Notes and sources: At the episode post on Greatestgames.substack.com This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit greatestgames.substack.com

    40 min
  4. JAN 18

    Season 1, Episode 1: The Adventure of Imagination (Part 1)

    In this episode, Sean dives deep into the inspiration for all adventure games - fittingly named Adventure! - and how a cave system in Kentucky helped an entire genre to blossom. But these games also didn't involve graphics... they took place entirely in players' imaginations! He's Sean Jordan, and he is your Great Game Guide! -------------------------------------------------------------------Season 1, Episode 1: The Greatest Games You (Probably) Never Played Enjoy the show? Please share it with a friend! And be sure to like it on your platform of choice or leave a glowing review. You can contact Sean via Substack @greatestgames (https://greatestgames.substack.com) or BlueSky @greatestgames.substack.com And if you enjoy this show, you should check out The Greatest Games You (Probably) Never Played at https://greatestgames.substack.com, Sean's free newsletter featuring tons of great games that are obscure, overlooked, forgotten or otherwise unknown! -------------------------------------------------------------------Copyright 2026, Sean J. Jordan. Some Rights Reserved. Permission is granted for the noncommercial, free distribution and archival of this episode. Music "The Great Game Guide Theme" written by Sean J. Jordan using Online Sequencer (https://onlinesequencer.net/) Questions? Concerns? A burning desire to talk about obscure video games? Contact Sean via Substack or Bluesky. He'd love to hear from you! This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit greatestgames.substack.com

    33 min
  5. Season 1, Episode 0: The Greatest Games You (Probably) Never Played

    JAN 11

    Season 1, Episode 0: The Greatest Games You (Probably) Never Played

    In this inaugural episode, Sean explains why yet another podcast about video games needs to exist, how searching for games you’ve never played can lead to some awesome discoveries and why his philosophy on gaming is a little bit different from everybody else’s. He's Sean Jordan, and he is your Great Game Guide! ------------------------------------------------------------------- Season 1, Episode 0: The Greatest Games You (Probably) Never PlayedEnjoy the show? Please share it with a friend! And be sure to like it on your platform of choice or leave a glowing review.You can contact Sean via Substack (@greatestgames) or BlueSky (@greatestgames.substack.com). And if you enjoy this show, you should check out The Greatest Games You (Probably) Never Played at https://greatestgames.substack.com, Sean's free newsletter featuring tons of great games that are obscure, overlooked, forgotten or otherwise unknown! -------------------------------------------------------------------Copyright 2026, Sean J. Jordan. Some Rights Reserved. Permission is granted for the noncommercial, free distribution and archival of this episode.Music "The Great Game Guide Theme" written by Sean J. Jordan using Online Sequencer (https://onlinesequencer.net/) Questions? Concerns? A burning desire to talk about obscure video games? Contact Sean via Substack or Bluesky. He'd love to hear from you! This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit greatestgames.substack.com

    22 min

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There are thousands of awesome video games you probably never knew existed! Here are some of them. greatestgames.substack.com