![]() We greet the hero, “Blount” on a falling airship, avast! no crew?!? You’ve been deserted! The antagonist seems to be human, rather than the usual “Goblin” style character we are much used to. I’m unsure if it’s the additional members of the team that propelled this title into an instant classic- as all the issues I had with the original were fixed- and DAMN, what an accessible game this is!Ĭan we look forward to more tweaks with this fine formula? ![]() Sound! The grunty laughter of Winkle is going through my mind right now… Ughuh, Ughuh! The voices! Cute chatter of Fingus, the throaty grind of Winkle! Yipee! YES! Laughter! LARFFTTER! More care and work has gone into the animation, providing honest LOL moments from the viewers. Pierre is back with yet more of his great work, refined and a great iteration on the previous title. Limited use, of an in-game guide! Very generous! (no expensive phone-calls, eh?) Puzzles, for the most part – make FAR more sense comparably to the original, they also added a save feature, and the “joker” system. The upside-down logic and difficulty have thankfully taken a breather for this title. It becomes a game you genuinely feel for the characters and wish to help save the poor prince. What we have is a rollercoaster Laugh-Out-Loud journey with two colourful underdogs. Gone are the specialist classes, and we are given unique personalities that are used to solve puzzles. Try the same thing with Winkle- He picks it up, stuffs his face with it, then laughs about it. Fingus, a pink, medallion wearing, ladies guy- and Winkle, a purple insane punk! Select Fingus, click flower (He raises one, looks at it, then puts it back). Straight from the get-go, the characters have a focus. A wizard explains that the prince has been kidnapped and only these two brave heroes can save him. Once again, we are thrown into an animation. At least this laid down groundwork needed to set things in motion for… This title to me, is a showcase for Pierre’s work, much like how Beast was a tech-demo for the Amiga. WTF? You call this MUSIC? Only birds tweeting!? (hands sink into face) Sound is limited, and if you can’t get the CD-Audio running, well- no music for you, buster! Luckily I managed to rip the…Uh… CD tr… For Scu…. “Mad nuts donkey balls” is the only say when describing any of his creations… They’re SO fun! Pierre Gilhodes provides the concept to the game, as well as the artwork and OHHHH the characters. Not since Kings Quest 2 have I needed this. ![]() The first screen I barely managed, but it wasn’t long until trusty GameFAQs was loaded up to guide me. …Then … The lack of logic required to solve some of these puzzles. Perhaps Cocktel Vision were ahead of the curve? – If they were, not by much! Why? Each character has HP! When it gets too low- restart! – well, at least we have a “Password system”. Similar titles of this era had verbs that you could interact with. Punch arch, horn falls, pick up horn… Annoy guy in home with horn… Much like any standard “point and click” adventure title, you need to click things. The mage can use magic, the fighter can physically attack things and the “item” user- who can use any item he finds. You are thrown into a location with control over three “gobliiins”. We are introduced to a delightful animation, where a king gets harassed by some guy with a voodoo doll. Living room! Raspberry Pi! ScummVM! BRING IT! – Now is the time that I could finally give the original a good seeing to. We’ve been through most of the LucasArts classics. It wasn’t until a couple of months ago when my daughter wanted to experience another Point&Click adventure game. Passy McPass! (I think I’ve met her – Ed) Smacked me again with Deja vu when bought the PC double-pack. A dodgy copy for the Amiga 500… Them graphics had personality, but where was the music? It felt like a demo. We first crossed paths at a friend’s place. GoblIIns?! You get to play with two characters, hence spelling the game with two I’s. This time, not from my mum, but from my piano teacher. Another Amiga coverdisk flew my way- Gobliins 2 – The Prince buffoon. Thirsty for another point and click adventure game. Is the game ever as good- or bad as you remember? Nostalgia always seems to the defiant foe! – How many “I’s” in that? (I think you’ve got a few too many, mate – Ed) This week he’s covered all three Gobliiins games from the legendary Coktel Vision dev house. Tim’s back and I think we’ve found his thing (no, not that), covering game series’ with captioned screenshots in his own inimitable style.
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