Tuesday, April 2, 2019
Gobliiins - No Lemmings Here
By Ilmari
When I wrote in the intro post that Gobliiins had been compared with Lemmings, I didn't expect to raise so much controversy and even many skeptical glances - could anyone ever have confused these two games? Luckily, some commenters did admit they had always thought the two to be similar. Even more to the point, I checked some period reviews of Gobliiins and found lines like these
The closest similarity with Lemmings is that each screen of the game forms a sort of level, and getting through one level rewards you with a password, with which you can begin directly at the beginning of the next level (password is also determined by health bar following the overall constitution of your goblins, so up to now I have had to play most of the levels twice, just to get my goblins through it intact). This is somewhat confusing, because it is not always clear what I should try to do to get to the next level.
Let's illustrate this with the first level. The house you can see on the picture belongs, presumably, to the wizard Niak I am trying to meet. The obvious goal would be to get inside the house, so I naturally concentrated my efforts on that front, usually with bad results.
After a few failed attempts I just tried using the goblins everywhere. Finally, when BoBo hit the right pillar on the gate, one of the horns of the gargoyle dropped on the ground. Just to show that I had achieved something important the goblins jumped up and down couple of times.
Next question was what to do with the horn. Blowing it just irritated the wizard, who dislikes loud noises. In fact, the solution was to let Hooter cast a spell on the horn, which then turned into a pickaxe. Picking up the pickaxe completed the level.
You are probably asking what sort of goal this was. Well, looking at the manual made everything somewhat more sensible. You see, the wizard wants payment and there's a diamond mine next to his house, so of course you'd want a pickaxe. It's just not very clear storywise, if you don't check the manual thoroughly - especially as it's not obvious, what Hooter's spell would do to horn.
The second level has an obvious problem to solve: you see that we need to get to the left side of the screen to dig with the pickaxe, but a broken bridge stops us. The only even remotely interesting things on the screen otherwise are the four apples. The apples can't be picked and hitting an apple just destroys it.
Violence wasn't the solution, but magic was. If I let Hooter do his thing on the fruit, they grew to enormous size. Then, hitting the apple didn't destroy it, but merely dropped it from the tree. One of the three apples had a scary worm in it, but other fruits I could drop to the hole on the bridge. After that, it was just a matter of using pickaxe on the wall.
The next level didn't really deserve that name - we are back on the front yard of wizard's house and all we need to do is to hold out a diamond we had just found.
You'd think the wizard would now be listening to us, since he just saw the diamond, but no, he is far more interested in a book.
I should clearly get on the table and the only means to it are the two flesh-eating plants. BoBo was the only one with the climbing skill, but before he could do it, Hooter had to spell one of the plants to make it a bit higher. Now, this wasn't the final solution, since BoBo did not have the knack to carry the diamond to wizard - and hitting the man wasn't the solution.
There was this obvious big book on the small table, but BoBo wouldn't go there, because the other flesh-eating plant was blocking his way. It took me a while to get what I was supposed to do, and at least part of the reason was due to finicky controls. The solution lied on the table on the left, with the two small pots on it. Getting a goblin to walk up or down that ladder was difficult, and as I later found out, if Dwayne picked one of the pots and left the diamond in its stead (remember he can carry only one item at time), he had difficulties in getting the diamond back from the table (in other words, the hotspot for the diamond had vanished somewhere). Finally I had to just leave the diamond somewhere on the floor, before getting the pot I required.
So, what was in the pots?
The other one contained a fly, which I could feed to the second plant. After getting fed, the plant let BoBo walk beside it, and he was able to punch the big book down. Dwayne then used the book as stairs to get on the table and gave the diamond to the wizard. The wizard opened up the grate that led to underground caverns and gave the goblins a mission to gather some magic items.
This seems like a good place to call it a day. Although my tone might have been a bit critical, I am still enjoying the game, despite the little quirks. It has been somewhat similar experience to Putt-Putt in that behind every click there seems to be a silly animation waiting. And the slapstick humour is bringing smile to my face more often than not.
Session time: 2 h 25 min
Rumors of this being a Lemmings clone were highly exaggerated. |
When I wrote in the intro post that Gobliiins had been compared with Lemmings, I didn't expect to raise so much controversy and even many skeptical glances - could anyone ever have confused these two games? Luckily, some commenters did admit they had always thought the two to be similar. Even more to the point, I checked some period reviews of Gobliiins and found lines like these
In a doff of the hat to Psygnosis' Lemmings... (CU Amiga 29)
Gobliiins... will certainly appeal to fans of the now legendary Lemmings games (Amiga Format 38)Of course, these were lines from Amiga magazines - notorious for making reviews based on mere conjectures - so it was no surprise that I could find no resemblance to Lemmings in Gobliins. I mean, let's take some essential features of Lemmings:
- Lemmings are not individuals. You can assign specific tasks to them, but it's completely indifferent which of the hundred and one rodents gets a certain job.
- The puzzles in a Lemmings game are physical - building a bridge, digging through an obstacle etc. You are definitely not picking up inventory items and trying to figure out how to use them.
The closest similarity with Lemmings is that each screen of the game forms a sort of level, and getting through one level rewards you with a password, with which you can begin directly at the beginning of the next level (password is also determined by health bar following the overall constitution of your goblins, so up to now I have had to play most of the levels twice, just to get my goblins through it intact). This is somewhat confusing, because it is not always clear what I should try to do to get to the next level.
Let's illustrate this with the first level. The house you can see on the picture belongs, presumably, to the wizard Niak I am trying to meet. The obvious goal would be to get inside the house, so I naturally concentrated my efforts on that front, usually with bad results.
This is what happens if I try to spell my way in |
After a few failed attempts I just tried using the goblins everywhere. Finally, when BoBo hit the right pillar on the gate, one of the horns of the gargoyle dropped on the ground. Just to show that I had achieved something important the goblins jumped up and down couple of times.
Next question was what to do with the horn. Blowing it just irritated the wizard, who dislikes loud noises. In fact, the solution was to let Hooter cast a spell on the horn, which then turned into a pickaxe. Picking up the pickaxe completed the level.
You are probably asking what sort of goal this was. Well, looking at the manual made everything somewhat more sensible. You see, the wizard wants payment and there's a diamond mine next to his house, so of course you'd want a pickaxe. It's just not very clear storywise, if you don't check the manual thoroughly - especially as it's not obvious, what Hooter's spell would do to horn.
The second level has an obvious problem to solve: you see that we need to get to the left side of the screen to dig with the pickaxe, but a broken bridge stops us. The only even remotely interesting things on the screen otherwise are the four apples. The apples can't be picked and hitting an apple just destroys it.
Or worse, a goblin is destroyed, if you hit the leftmost apple |
Violence wasn't the solution, but magic was. If I let Hooter do his thing on the fruit, they grew to enormous size. Then, hitting the apple didn't destroy it, but merely dropped it from the tree. One of the three apples had a scary worm in it, but other fruits I could drop to the hole on the bridge. After that, it was just a matter of using pickaxe on the wall.
And not your fist |
The next level didn't really deserve that name - we are back on the front yard of wizard's house and all we need to do is to hold out a diamond we had just found.
You'd think the wizard would now be listening to us, since he just saw the diamond, but no, he is far more interested in a book.
10 CAPs for the best suggestion on what book has captivated wizard's attention |
I should clearly get on the table and the only means to it are the two flesh-eating plants. BoBo was the only one with the climbing skill, but before he could do it, Hooter had to spell one of the plants to make it a bit higher. Now, this wasn't the final solution, since BoBo did not have the knack to carry the diamond to wizard - and hitting the man wasn't the solution.
Getting his comeuppance |
There was this obvious big book on the small table, but BoBo wouldn't go there, because the other flesh-eating plant was blocking his way. It took me a while to get what I was supposed to do, and at least part of the reason was due to finicky controls. The solution lied on the table on the left, with the two small pots on it. Getting a goblin to walk up or down that ladder was difficult, and as I later found out, if Dwayne picked one of the pots and left the diamond in its stead (remember he can carry only one item at time), he had difficulties in getting the diamond back from the table (in other words, the hotspot for the diamond had vanished somewhere). Finally I had to just leave the diamond somewhere on the floor, before getting the pot I required.
So, what was in the pots?
This wasn't the one I needed |
The other one contained a fly, which I could feed to the second plant. After getting fed, the plant let BoBo walk beside it, and he was able to punch the big book down. Dwayne then used the book as stairs to get on the table and gave the diamond to the wizard. The wizard opened up the grate that led to underground caverns and gave the goblins a mission to gather some magic items.
This seems like a good place to call it a day. Although my tone might have been a bit critical, I am still enjoying the game, despite the little quirks. It has been somewhat similar experience to Putt-Putt in that behind every click there seems to be a silly animation waiting. And the slapstick humour is bringing smile to my face more often than not.
Session time: 2 h 25 min
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Monday, April 1, 2019
Op Compass - Game 4, Last Stand
Our trip through the actions at the beginning of WW2 in the Western Desert continue this week with our 4th adventure in the sands of North Africa.
If you want more information on the Campaign I have set up a separate page which is updated regularly with updates on rules along with links to all the previous games,
https://yarkshiregamer.blogspot.co.uk/2018/04/opcompass-1940-resource-page.html
The games are based on an excellent book by Robert Avery which is available from The Toofatlardies, there is a direct link to purchase the book on the Resource Page.
We use 28mm figures with this scenario taking place on an 8 x 6 table using a home brew set of rules, based on Iron Ivans Disposable Hero's.
Matildas lead the charge (ok walk) into the Fort |
Historical Background
It's the 9th of December 1940, the Italian advance into Egypt has stopped, the forces of Mussolini happy with the ground taken have started to consolidate and form a series of forts across the area.
The British Commander General Wavell decided that the next move of the war would be a British counter attack. Part of the plan involved the 4th Indian Division (consisting of British and Indian Infantry) supported by the heavy Matildas of 7RTR passing through a gap in the Italian lines and then turning North towards the sea attacking and neutralising forts along the way.
Our game represents the final stand of a group of Italian Troops in the Fort of Nibeiwa.
Table Set Up and Terrain
The above photo shows the table before any troops have been added, I have just used 8 x 6 of our table. As described in the briefings below this represents one corner of the Fort. There are three trenches and a series of low buildings to represent huts and buildings. In addition to that there is a large open walled area along with some tents to the bottom of that.
The roads and tracks give no bonus to movement, they are just well trodden paths within the Fort area. There are no special rules in force.
Turn 2 and Mole breaks down, it didn't move again until the last turn of the game |
As British Commander you have the simple job of cleaning up the last defenders of Nibeiwa, the majority of the Fort has been subdued however the last pockets of resistance are holding out in one corner of the base.
Minimise your casualties as there is plenty more work to be done today, your forces for the attack are listed below,
Italian Defenders under artillery fire. |
Artillery Observer in Daimler Dingo
7th RTR Troop - 3 x Matilda 2 tanks
1 x 25pdr (Off table)
Bren Gun Carrier team with 1 vehicle carrying 1 x Vickers HMG and crew, other two with standard 1 x Bren or 1 x Boyes AT.
Bren Gun Section (HQ is force commander)
1 x Support Section with 1 x 2" Mortar and 1 x Boyes AT Rifle
3 x Infantry Sections with 1 x Sgt with SMG, 2 man Bren Team and 7 Rifles
Truck Borne Section (as Brens) but 1 truck with HQ and Supports with 3 further trucks each with an Infantry Sections.
Morale, Basic 5, Corporal 7, Sgt 9, Officer 11
British Forces arrive at the top of the table (defined by the set up photo) the Matildas move on in move 1, the British may bring 2 sections or supports per turn. Artillery is available when the Artillery Observer is on table.
Reinforcements may be available on request.
British HMG lays down support fire from a rooftop |
Things are not going well, the British attacked Nibeiwa early this morning and so far they have captured most of the Fort, you are our last, best hope. Protect the radio room at all costs and hope that they can raise the required reinforcements before you get over run.
Your forces are as follows,
Force Command - 1 x Officer and 1 x Radio Operator with 1 additional Radio Operator.
1 x L3 Tankette
2 x 75mm Field Gun and crew
1 x HMG and crew
1 x 81mm Mortar
1 x 47mm ATG
4 x Italian Squads each with 1 x Sgt with SMG, 1 x Corporal with Rifle, 1 x 2 man LMG team and 6 Rifles.
Italian Artillery in action |
All Italian Units are hidden and only placed on table if they are spotted or fire. The Italians secretly chose one of their buildings as their Radio Room and place their additional Radio Operator in that structure.
Umpire Notes
Other than the hidden Italian deployment this is a fairly straightforward scenario, the British are expected to over run the Fort and for me unless they loose next to nothing a winning draw should be the best result they could expect. The Italians earn a draw if they cause a reasonable number of British casualties, a winning draw if they cause enough damage for the British to call for reinforcements (there aren't any !) and a win if they can hold the British off.
The game should last one full gaming day, call the result at the end of your gaming day.
Bren Carriers to the front. |
Another fun game, initially the Italian players, their morale dented by the last games drubbing, were quite resigned to being quickly over run but soon realised that the game was going to be a much closer affair, they chose quite a deep defence, leaving the buildings at the top of the table, instead choosing to defend the walled area and the trenches, the latter having the best fields of fire.
Looking cool, but still broken down. |
Hide and Seek |
Taken out by a Bren, embarrassing ! |
Bren Attack ! |
Dismount and Charge |
Run Away ! |
One Italian Artillery unit in trouble |
2nd one in more trouble. |
The second gun was caught by a section of British Infantry, they had just cleared the walled area and ended up streaming out of the gated entrance into the Italian Artillery men, they put up a fight but there was only going to be one winner.
"I keep hitting it Sarge, it ain't doing no good" |
"Ratty" proving invincible again |
The last stand |
Final losses where as follows,
British - 16 Infantry and 1 Bren Carrier
Italian - 32 Infantry, 8 Artillery crew, two guns and one Tankette.
Italian Commander minding his own business when a 25pdr lands next to him. |
The draw gives 2 points each giving us a running total, after 4 games as British 11 points and 5 points to the Italians.
Game 5 coming up soon when the British will be trying to push deeper into the Italian Forts.
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