this post was submitted on 05 Mar 2026
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[–] ArmchairAce1944@lemmy.ca 49 points 1 month ago (2 children)

A very common thing even back then. Finishing a game was not a given. It was an achievement.

[–] 9488fcea02a9@sh.itjust.works 11 points 1 month ago (2 children)

I read something years ago that those games were designed to have illogical puzzles so that you'd pay to call the help line (yes, there was a phone number you'd call for help) or sell paper game guides

[–] TheObviousSolution@lemmy.ca 14 points 1 month ago (1 children)

The Secret of Monkey Island 2 famously mocked this where you could simulate literally call the helpline in-game as the PC while lost in a jungle.

[–] 9488fcea02a9@sh.itjust.works 2 points 1 month ago

I need to play this again!

[–] SlurpingPus@lemmy.world 5 points 1 month ago* (last edited 1 month ago)

In particular, ‘Maniac Mansion’ has pathways for the characters to die or the player to be stuck without a recourse — which later adventures avoided, allowing successful completion from any point in the game.

I recently tried playing through it for the first time (on an Android tablet with ScummVM), and pretty sure I hit such a dead end.