Archive for the 'Adventure' Category


Myst V: Still Trying to Get Started

I haven’t been doing much gaming for the last week or so. I’ve been busy, and expect to remain busy for another week or two. I did, however, take the time to do a little experiment. The company I work for has given me a Dell laptop — specifically, a Latitude D620. I installed Myst V on it, and sure enough, it gives a quite acceptable framerate in the part where it was bogging down to unplayability on my usual machine, which has a faster CPU and more memory. I may eventually just hook up the laptop to my monitor and mouse and play it from there, but this would be inconvenient for various reasons, so I’ll leave that as a last resort.

By now, I’ve played through the opening several times. After an intro sequence with a voice-over by Atrus, the game starts in the world (or “age”, as the Myst series calls them) of D’ni, in the chamber where the original Myst ended. Exploring from there, I soon met Yeesha, last seen as a little girl in Myst IV, now grown up and resembling the creepy messianic figure she appears as in Uru. 1 For those not hip to Uru: It’s basically a multi-player online Myst spin-off, set some time after the games in the series proper. The online part was cancelled shortly after launch, then the content packaged as a single-player game, and more recently the online game has been launched again. I may join Uru Live after I finish Myst V. She said a bunch of stuff that I didn’t have enough context yet to understand. I remember from Uru that Yeesha has this annoying habit of never explaining what it is she’s talking about, as if she were one of the fragmentary journals that litter the series. Then I was teleported to another “age”, where someone called Esher gave me another spiel, mainly about not trusting Yeesha. This is the point where the framerate started really degrading, and I gave up shortly afterward. (There was a tunnel leading to some content, but I didn’t spend long on it.)

So I got speeches from Atrus and Yeesha and Esher, and after hearing them repeated, I’m starting to make a little sense of them. Atrus and Yeesha said things that might mean that Atrus is dead, although they both couched it in terms vague enough to admit other possibilities: in a game where people routinely travel between worlds, to say that someone is no longer of this world doesn’t mean much. Also, Yeesha spoke of a “tablet” that “responded” to me, and which would be “released” after I did some stuff. I’m starting to think that this is a part of a certain small table-like structure of stone slabs that I was examining just before Yeesha appeared. Or maybe not. It would make sense of the claim that it “responded” to me — the table glowed or something the first time I poked it, although there didn’t seem to be any other effects, beyond triggering Yeesha’s cut-scene. It would be easier to interpret these speeches if they were written down rather than delivered orally.

Come to think of it, doesn’t the UI provide transcripts? Something to look into the next time I try it.

References
1 For those not hip to Uru: It’s basically a multi-player online Myst spin-off, set some time after the games in the series proper. The online part was cancelled shortly after launch, then the content packaged as a single-player game, and more recently the online game has been launched again. I may join Uru Live after I finish Myst V.

Myst V: Framerate Woes

Myst V: End of Ages has been sitting on the stack waiting to be played for a few days now while I finished up Rhem. There’s some kind of be-careful-what-you-wish-for thing going on here. In my first post on Rhem, I wondered if it would be better with a 3D graphics engine. Myst V has such an engine, and it’s causing me no end of grief. I just can’t seem to sustain a playable framerate, even when I turn all the graphics settings down to minimum. A session might start at about 20 FPS 1 All framerate figures here were obtained using FRAPS. (not great, but something I can get used to), but it always gradually decays to an inevitable plateau of 6-7 FPS, even if I return to the location where I was getting the 20 FPS initially.

My machine exceeds the game’s minimum requirements in every respect, and the Ubisoft forums show that people with less powerful systems than mine have gotten it to run smoothly without problems. But I’ve gone through the measures prescribed by tech support, and nothing helps. I’m starting to wonder if I turned off some driver setting in order make an older game run and forgot to turn it on again, but I can’t find any trace of such a thing.

Anyway, I’m shelving it for now. Maybe some ideas about how to get it running smoothly will turn up.

References
1 All framerate figures here were obtained using FRAPS.

Rhem: The Rest

rhem-notesMy previous Rhem sessions, taken all together, cover a minority of the game. I have just completed the rest in a single marathon session. People who do cryptograms are familiar with the moment when the code “breaks” and suddenly you’re discovering new leads faster than you can follow up on them. Rhem and other nonlinear puzzle-based adventure games have a similar tipping point. Not entirely for the same reason: here, it’s more do do with eliminating clues than finding new ones. But both forms share the property that the more you understand, the easier it is to understand more.

The chief reason for this in adventure games is that the more you see of a game, the better you understand how the author thinks. There are a few basic organizing principles in Rhem that, once grasped, make the whole game easier to think about. One is the overall structure of the map: there’s a large central area, with various drawbridges and rotating platforms and the like to make it difficult to get around, and there are various mostly-self-contained peripheral areas hanging off of it. The fact that the peripheral areas aren’t entirely self-contained, coupled with the lack of an obvious boundary between them and the central area, obscures this structure. But recognizing it is useful, not just for navigation, but because it lets you make certain assumptions — for example, that actions performed in the central area won’t affect things in the periphery. This assumption isn’t always true, but whenever there’s an exception, there’s some kind of clue indicating it.

Another very big part of the author’s style is heavy use of the close-the-door-behind-you puzzle. This is one of the basic puzzles of the Myst-like genre, because it’s one of the few puzzles, other than combination-lock variants, that you can do with a one-click interface and no inventory. 1 Rhem actually has a certain amount of inventory, but it’s only used in the endgame. Here’s how it goes: A room is initially reached through a door that can be only opened and closed from the outside (typically because it’s button-operated). The contents of the room directly or indirectly grant access to an alternate route into that room. The trick is that closing the door alters the room in some desirable way — maybe there’s something written on the back of the door, maybe there’s a passageway that’s concealed by the door when it’s open, whatever. So you have to close the door from the outside, which players won’t normally do, and enter through the alternate route. Understand that I mean these words in an abstract and general way: the “room” can be a hallway or even outdoors, as long as access to it is limited, and the the “door” might be a ladder or a drawbridge or something, as long as it has two positions, one passable and one impassible, and no immediately obvious reason to return it to the impassible position. I think every single game in the Myst series uses this puzzle at some point, but Rhem really exploits it for all it’s worth, dressing it up in all kinds of guises and daisy-chaining instances of it in loops where one room’s door is another room’s alternate route. After my first session, I wrote that the game’s layout was hard to grasp, even with a map. By the end, I had pretty much internalized it, due to repeatedly running through that central area in order to get to the other side of closed doors.

In the course of solving this game, in addition to the notations on my map, I covered most of one side of a standard sheet of paper with notes that will be incomprehensible to me in a month or two. Zarf’s review mentions taking six pages of notes, which I suppose shows different habits: his notes may be more verbose, and he probably wrote things down that I didn’t. In cases where I discovered information and already knew where it was to be used, I often just temporarily committed it to memory. Consequently, the bulk of my notes were taken in the beginning, when I didn’t yet understand anything. But also, in many cases I circumvented note-taking by taking screenshots. This isn’t something I often do in adventure games, but Rhem pretty much asked for it: several points showed complicated screenfulls of data that I didn’t yet know how to filter into something simple to copy down. And, being old and written in Macromedia Director, the game switches to the background quickly and without hassle, making it easy to switch to an image viewer whenever I wanted to check on stuff. My map is based around two screenshots of partial maps found in the game, assembled in an image editor and printed out so I could write on it.

Anyway, I have to agree with what pretty much every review of Rhem says: it’s great stuff, if you like this sort of thing. It’s all a big complicated system made of rusty piping and cinderblocks, and the joy of the game is in coming to understand that system.

References
1 Rhem actually has a certain amount of inventory, but it’s only used in the endgame.

Rhem: Room of Mystery

rhem-photoI seem to have solved Rhem’s second major puzzle, and in so doing gained access to the first hint of what passes for a plot in this game. (By which I mean, an excuse to assign new player objectives: I’ve been offered help escaping Rhem in exchange for finding four parts of a discarded letter.)

More importantly, the same area seems to be the motherlode of cryptic hints. A machine labeled “SIMULATION” displays shapes, which change into other shapes at the press of a button. Another machine with a keypad dispenses sheets of paper with rows of pixellated runes, some labeled with numbers. Even a portrait of two young boys seems like it’s hiding a message, if only I knew how to begin interpreting the colors. Some of this is clearly connected to things I’ve seen before, although the nature of the connection is obscure. It’s all in one small room, not like the large explorable areas outside.

The thing is, I may well be laughing at this a day or two from now, after I discover the real cryptic hint motherlode. Every time I sit down to play this game, I make substantial progress in figuring things out, but still wind up with more mysteries than I started with.

Rhem: Induction

rhem-controlsI think I’ve gotten just up to where I stopped playing Rhem the first time. My last major accomplishment was setting everything up correctly in a control center for a system of pipes, allowing water to flow where I needed it in order to gain passage to the second major section of the game. Getting the right settings involves piecing together information from four other places, information partly in the form of unexplained symbols whose meaning and significance has to be derived from context.

For my money, this kind of inductive reasoning is the essence of the genre (both adventure games in general and Myst clones in particular). And it stands in contrast to the sort of reasoning needed in DROD and other rules-based puzzle games. In those, you pretty much have complete information about how all the elements work. The challenge is to figure out the consequences of what you know. It’s very mathematical. Rhem, on the other hand, is scientific: you start with incomplete information, and have to notice patterns in order to figure out how to complete it. Or perhaps a better metaphor would be reading uncommented source code: all the symbols were presumably meaningful to whoever made them. Heck, it’s not all that different from the ad-hoc notation I’ve been using to take notes while playing the game. There are certain fixtures repeated throughout the map, comprising seven buttons arranged around a screen; press the right buttons in the right order, and you get what I can only assume is a clue for a puzzle I haven’t encountered yet. When I encounter one, I note it on the map with a special glyph, a simplified representation of its shape. I could imagine someone else finding my map and being as puzzled by these symbols as I am by the symbols in the game.

Rhem

rhem-stairsWhen I said yesterday that I wanted something more thinky, what I was planning to do was pick up a copy of Myst V: End of Ages at one of the various retailers I pass on the way home from work. But it turns out that it’s no longer on store shelves (although, for some reason, Uru: The Path of the Shell is.) I have already made other arrangements to acquire it: as a completist, I definitely want to finish the Myst series sometime, even though the series seems to have peaked at Riven. But in the short term, I’ll have to make do with the next best thing: a blatant Myst imitation. Fortunately, I have several.

Rhem is one of the better ones, and in some respects utilizes the form better than any of the actual Myst games. Andrew Plotkin’s review does a good job of explaining this. I honestly don’t know if I’ll have anything significant to add to what he says. I will note, however, that while his review talks at some length about three CDs and overcoming the need to swap disks, the game was later re-released on a single CD, apparently the result of better video compression. This is the edition I’m playing.

My history with Rhem is typical of my experience of graphic adentures. I started it, got a good way into it, got stuck, got distracted, and set it aside to finish later. Well, this is not a game that you can just abandon for a week and remember enough of to keep playing. Some time later, after some system upgrades, I tried to play it again, but hit strange technical problems. The publisher’s tech support was unable to help me, as is usually the case with games more than a year or two old. Whatever the problem was, subsequent upgrades seem to have fixed it. (I love it when that happens.) I have of course forgotten most of the game, but I have a vague recollection of what I did before that makes it a little easier to figure out what to do.

Faded familiarity does not, however, make the map easier to navigate. Talk about twisty passages — Rhem is made largely of catwalks and stairways that cross over and under each other a lot, ruining my sense of where I have and have not been already. The game provides a partial map at one point, and I’m relying on that a lot, when I can figure out where I am on it. Annotating the map with the locations of stairs helps a lot. I may wind up making a simpler map that only notes junctions, once I have a better handle on the layout. As much as the author has tried to ease navigation within the framework of a Macromedia Director adventure game, I really think this aspect of the game might be served better by a full 3D engine, where continuity of motion would make it easier to keep track of which peripheral objects are which. Or maybe not: it would slow down movement, now handled by swift mouse clicks. Besides, it’s not like the author had the time or the budget to develop such a thing. This is another of those indy efforts, sold at first exclusively through the author’s website, and I’m glad that he chose to devote his efforts towards a game rather than a new engine. But the point is, Rhem is conceived as a continuous three-dimensional object, and understanding how that object is put together is crucial to figuring out the game. I made comments to this effect about The Neverhood, but it’s even more true here.

The Dark Crystal: Final Thoughts

dark_crystal-endHas it really been more than a week since my last post? Believe it or not, I haven’t abandoned the Oath. I just haven’t played any Stack games in the last week, owing to a confluence of (a) tax preparation, (b) nice weather, (c) the release of the new DROD demo (about which more soon), and (d) a certain amount of dread about continuing The Dark Crystal from where I left off, stuck near the end on one of those one-turn guess-right-or-die puzzles that plagued Time Zone. A nudge from a list of recognized verbs got me through that one, and the rest of the game was smooth sailing, aside from some more difficulties guessing the right commands to do things that I knew I needed to do. This game seemed to have that problem more than the other two games, perhaps because of the way that the necessary actions were chosen to fit a pre-existing story rather than designed to fit the game engine.

The guess-the-verb problem is basically how most people remember text adventures. This may seem like an ignorant prejudice to a fan of modern IF, but it has its foundation in these older games. Especially the early illustrated games, where, as I’ve said, the emphasis in development was on the pictures rather than the gameplay, the story, or the prose. I keep being reminded of the ad campaign that Infocom ran in 1983, extolling the ability of prose to create more vivid images than graphics. Sierra’s games were a large part of the reason this was so convincing at the time.

And yet, I think that if you wanted to make a better adaptation of the movie, the graphics, not the prose, is the main thing you’d have to improve here. The Dark Crystal is a more visual movie than many, and the Apple II is stretched to its limits just making a skeksis recognizable as a skeksis and a landstrider as a landstrider. It must have taken a great deal of work to get it even this far — creating graphics was a laborious process in the days before the mouse, and it looks to me like this game contains far more vectors per illustration than its predecessors. But even if you filled the game with still frames from the actual film at full cinema resolution, it would be less than satisfying: the puppeteer’s art is about movement. To really do this movie justice, you need animation.

I understand that there’s a sequel to The Dark Crystal in the works. I’m not sure how I feel about that, especially with the original creators uninvolved, but I definitely look forward to the inevitable game based on it. May it be a better representation of Froud and Henson’s world than this one.

The Dark Crystal: Plot and Characters

dark_crystal-chamberlainI’ve reached the point in the story where Kira, the female lead, shows up. This makes all of the background illustrations different. They could have generalized the problem of adding another gelfling to all the pictures by overlaying an unvarying image of Kira on the same images, like they do with dropped objects. But they chose not to, and it’s probably a good thing. Unless the room graphics are very uniform in layout — which they’re not in this game — that approach frequently winds up displaying things floating in the air or in the middle of a river or something. I wonder again if the experiences gained in making this game led to King’s Quest, with its uniform perspective and sprite-based engine.

Kira’s presence causes the landstriders, which have been present in one room thoughout the game, to suddenly become ridable, something I don’t think I’d have guessed without knowledge of the movie. The Dark Crystal follows the movie pretty closely. It inserts puzzles into the movie’s framework — for example, you have to solve a puzzle to find the double flute that Jen was playing in the movie’s first shot of him — but a significant amount of the game consists of simply replicating Jen’s actions from the movie. The whole thing would probably be bewildering to someone who hadn’t seen the original, but that’s really to be expected. It’s a rare adaptation that really stands on its own. But here, we have the additional handicap of lacking one crucial piece of the game designer’s art, one that hadn’t really been developed yet at this early juncture: cut scenes.

Yes, cut scenes. Strange to think that there was a time before them, seeing what a simple idea they really are, but it wasn’t until the mid-to-late 1980s that they started showing up to any significant degree. It just wasn’t part of people’s idea of how games worked. And without some means of showing things that aren’t happening to the player character, this game has to leave out everything that goes on in the Skeksis castle before Jen gets there. That’s a big chunk of the plot. Instead, the Chamberlain, a major character in the film, just shows up in Jen’s path with no precedent or explanation, and disappears shortly thereafter.

The Dark Crystal

dark_crystal-stonesI have a perverse fondness for games adapted from movies. There’s a kind of art to them that isn’t found in original works, a balancing act on the designer’s part that I find fascinating, like a highly constrained poetic form. Much of the enjoyment comes, not from the gameplay itself, but from seeing how they used the techinques of the new medium to try to reproduce the feel of the original.

Of course, the answer is often “badly”. Sturgeon’s Law applies, and games based on movies don’t have to try as hard to get an audience. And so it has become common wisdom that games based on movies are hackwork, and best avoided, with the possible exception of those based on the Star Wars franchise (which are more often original works set in the Star Wars universe than adaptations per se). But I don’t care. As far as I’m concerned, movie adaptations cannot be judged by the same criteria as other games.

And in the case of The Dark Crystal, it’s also separated from the bulk of games by history. This seems to be one of the earliest games based on an official movie license — it was released in 1982, the year that also gave us the Tron coin-op game and the infamous Atari 2600 E.T. It was certianly the first movie to be officially adapted as a graphic adventure. So, unlike today’s adaptations, it didn’t have a lot of established techniques to work with. Roberta Williams had to figure the whole thing out from scratch: how close to adhere to the source material, how much to add.

Probably the strangest choice she made was to include Jen, the player character, in the illustrations. Understand that there is no animation, and that Jen’s picture is not a player-controlled avatar. He’s just part of the illustration for each room. This probably makes it the first adventure game with third-person graphics. Appropriately, the text is also in the third person: instead of the Infocom-standard “You are in the Valley of the Stones” or the Scott-Adams-style “I am in the Valley of the Stones”, it’s “Jen is in the Valley of the Stones”. This is very unusual for an adventure game, but I can understand why it was done this way: the illustrations are mostly based on still images from the movie showing Jen, and once you have that, you’re clearly not seeing it through the player character’s eyes. Also, unlike previous Sierra games, Jen is a character distinct from the player, rather than a projection of the player into the gameworld. This would become the norm for them, even as they dropped the third person grammar and addressed the player as the player character (“Oh no, Sir Graham! You’ve fallen off a cliff!”)

I wonder how much these experiments with presentation inspired the development of King’s Quest? The on-screen player character seems like it could be a stepping-stone towards the fully-animated player-controlled avatar. Perhaps this game’s importance to the history of the medium has been grossly underestimated, due to its being regarded as merely a movie adaptation.

In other respects, the environment has a lot in common with both King’s Quest and Time Zone: it’s mostly a grid of exterior scenes, sparsely scattered with usable objects. This is actually pretty appropriate to the source material, as The Dark Crystal is in large part a travelogue of a bizarre fantasy world, with lots of shots devoted to showing off the sets. I only wish the game had more interactive details. The setting is more fully implemented than in Time Zone, at least to the extent that you can often get one-sentence descriptions of scenery objects, but it doesn’t do justice to the film’s twitching, chittering wildlife. There’s a bit in the film involving what I can only describe as mountain sea-anemones. They lie still, looking like tentacled plants, until, at Jen’s approach, they all simultaneously and busily withdraw into their crevices in the rock. I’d love to be able to trigger that kind of reaction in a game.

Time Zone: Finishing Up

time_zone-endI have reached the end of Time Zone by dint of repeatedly referring to walkthroughs. I would have liked to have gotten through it unaided, of course, but I think I solved as much of the game honorably as any reasonable person could expect me to (and possibly more), and don’t regret cheating one bit. It turns out that this game rates the top slot on the Zarfian Cruelty Scale. 1It’s always struck me that Andrew Plotkin was a little brilliant to recognize that Cruelty is distinct from Difficulty. They’re related, but they’re not the same, and one can like difficult games without liking cruel ones. I knew from early on that it was easy to make irreversible mistakes — that much is clear as soon as you accidentally destroy something through time travel, which is likely to happen the very first time you travel in time. But it turns out that one of these irreversible mistakes is simply failing to wait in one location for five turns after you reach it for the first time. Go exploring and you miss a crucial event, with no indication that you missed anything (other than your eventually becoming stuck). A colleague of mine refers to the period when this game was written as “back when games hated you”. It’s a whole different ethos, and one which we’ve done well to abandon.

I’ve already spent far more words on this game than the game itself contains, so I’ll just say a few more things about the overall experience before I clear it from the Stack.

First of all, the map is large, and not just by Apple II standards. My maps are not exhaustive, but I count something close to a thousand rooms. However, most of them are undistinguished, and there are only a modest 30 or 40 takable obejcts. If you eliminated the padding, I think this would be a substantial but not extraordinarily large game. And in addition to mere padding, the game devotes a lot of space to red herrings: ten of the 35 2The official count is 39, but that seems to include Antarctica in every visitable time period. Antarctica, in all periods, consists of a single room where you die if you don’t just get back into the time machine immediately. It seems to be implemented as one room for all periods, and I see no reason to count it as separate zones. visitable zones are useless towards solving the game.

time_zone-samuraiSecondly, there’s an awful lot of violence. Enough that it doesn’t seem in character for Roberta Williams, who’s best known for family-friendly disneyesque stuff. King’s Quest 1 in particular was known for providing violent and nonviolent solutions to the same problems (such as killing an ogre or waiting for it to fall asleep), and awarding more points for the nonviolent ones. Later episodes in the King’s Quest series eliminated the violent solutions entirely. But then, she also wrote grisly stories such as Mystery House and Phantasmagoria, which revel in their gruesomeness in a way that Time Zone doesn’t. Instead, the violence here is as casual as the violence in an action game: if someone’s in your way, you kill him, and that’s that. time_zone-aborigineAnd, since you’re globe-trotting, and the game only affords minimal descriptions and cartoony graphics, the people you kill are often ethnic caricatures. I commented before on something similar in GTA3, but it’s arguably worse here, because the author isn’t even trying to be shocking or transgressive. Instead, stereotypes are used here for the traditional reason: as an alternative to creating individual characters.

Oddly, the author seems more willing to let you kill humans than animals. When you successfully attack a hostile animal, you wound it and it escapes, whereas humans are usually killed outright. At first I thought this might be a matter of the author sympathizing with the animals more (they’re not really morally culpable and all that), but now that I think about it, the only times humans leave corpses is when they’re carrying objects that you need.

Thirdly, I’d like to take back a couple of the things I said in earlier posts. The game does not make much use, if any at all, of the destruction of anachronistic objects to force different solutions to similar puzzles in different time periods. I wrote that with one particular example in mind, and that turned out to be a misunderstanding on my part. Also, contrary to both my comparison to Timequest and my statements about general time travel tropes, Time Zone does allow you to try to alter history by preventing Julius Caesar’s assassination. But if you do, Caesar dies at the appointed time anyway, stumbling over his own feet and conking his head on the floor. So you can alter history, but you can’t alter it much.

Finally, let me talk about the endgame a little. It takes place in the largest zone, and the only one to span two disks, the planet Neburon in the year 4082. The goal of the whole game is to prevent the ruler of Neburon from destroying the Earth; I didn’t mention this before because only in the endgame does it become relevant. From the point of view of the endgame, the whole purpose of the time-travelling portion of the game is to collect tools (including Caesar’s ladder) that are useful for solving the endgame’s puzzles. In a sense, this can be said of any other zone, but it’s different in the endgame. This is another one of the parts where the game hates you: past a certain point, there’s no going back, so you need to be already carrying all of the tools you’ll need, and it’s not clear which ones those are, sometimes even after you’ve seen the obstacles that require them. Due to the inventory limit, you can’t bring everything you’ve found. Due to the red herrings, you can’t be sure that you have access to everything you need yet, or which of the objects you haven’t used yet are needed. It’s all designed to make you restart the endgame repeatedly, and was probably intended to make the experience last longer — remember the author’s remark about how long it would take for anyone to solve it! But extending gameplay by making the player do things repeatedly is only a good idea if they’re things that the player enjoys doing. Action games can get away with repetitive activity (and indeed would be impossible without it), but the enjoyment in adventure games comes mainly from finding the solutions, not from typing them in after you’ve found them once. Redoing things is tolerable within limits, and restarting a game afresh after getting quite advanced can even be enjoyable, as the later parts of the game can allow one to see the earlier parts in a new light. But that’s as far as it goes.

So with the repetition and the casual violence, I’d say that the main lesson Time Zone had for the industry, apart from a warning about overcharging (it listed for $99, and was a commercial failure), is that puzzle-based adventure games don’t work like action games, and that similar techniques will leave a different impression in an adventure than in an action game. This may seem obvious now, but Time Zone isn’t alone among early adventures in using action-game features for no good reason. Even the venerable Colossal Cave adopted the arcade standard of three lives per game, despite also allowing the player to circumvent this limit by saving.

References
1 It’s always struck me that Andrew Plotkin was a little brilliant to recognize that Cruelty is distinct from Difficulty. They’re related, but they’re not the same, and one can like difficult games without liking cruel ones.
2 The official count is 39, but that seems to include Antarctica in every visitable time period. Antarctica, in all periods, consists of a single room where you die if you don’t just get back into the time machine immediately. It seems to be implemented as one room for all periods, and I see no reason to count it as separate zones.

« Previous PageNext Page »