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''Gateway II'' is notable as the [[EndOfAnAge last commercially-released adventure game]] using a text parser interface.

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''Gateway II'' is notable as the [[EndOfAnAge last commercially-released adventure game]] using a text parser TextParser interface.



* MacGyvering: As in many text-based games, the player has to do some crafty stuff to win.

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* MacGyvering: As in many [[{{MUCK}} text-based games, games]], the player has to do some crafty stuff to win.
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[[NamesTheSame Not to be confused]] with the Point-And-Click Flash games made by Cockroach Incorporated.

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[[NamesTheSame Not to be confused]] confused with the Point-And-Click Flash games made by Cockroach Incorporated.
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The games were written by Glen Dahlgren and Mike Verdu and published by Legend Entertainment, and both feature a poweful parser and a graphical interface similar to the popular ''[[VideoGame/TheSpellcastingSeries Spellcasting]]'' games. Unlike ''Spellcasting'', Gateway games feature little comedy and are mostly serious stories.

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The games were written by Glen Dahlgren and Mike Verdu and published by Legend Entertainment, and both feature a poweful powerful parser and a graphical interface similar to the popular ''[[VideoGame/TheSpellcastingSeries Spellcasting]]'' games. Unlike ''Spellcasting'', Gateway games feature little comedy and are mostly serious stories.
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* EvilIsEasy: On one of the planets in the first game you meet Becker, another explorer who became stranded there years ago. Several of the puzzles on the planet have two solutions, where one will make Becker think more kindly of you and the other will anger him. The former solutions are ''always'' more complicated than the latter. If at the end of the mission Becker thinks positively enough of you, he will decide to return and you get an additional reward for saving him.
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''Gateway II'' is notable as the [[EndOfAnAge last commercially-released adventure game]] using a text parser interface.
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* LighterAndSofter: Understandably the games focus much more on the exciting exploration of alien worlds rather than the oppressive dread of surrendering your life to utterly alien machines where the biggest threats are having too little food for a trip of unknown duration or someone having a mental breakdown due to having to share a cramped space with other people for days and days on end.
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First thing that came to my mind when I heard about a game called "Gateway" with a sequel called "Gateway II."

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[[NamesTheSame Not to be confused]] with the Point-And-Click Flash games made by Cockroach Incorporated.
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* WinToExit: Inverted - [[spoiler:losing is the only way to leave VR casino]].

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* WinToExit: Inverted - [[spoiler:losing is the only way to leave VR casino]].casino]].
* Woolseyism: Fortunately, you are just playing a FeaturelessProtagonist, and not the main character from the book. That character, Robinette Broadhead is a LoserProtagonist.
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* ButtonMashing: The humans have very little knowledge on Heechee ships, so this is (in-universe) the way they're operated. In-game, the player has a set of safe coordinates and following them is enough.

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* ButtonMashing: The humans have very little knowledge on Heechee ships, so this is (in-universe) the way they're operated. In-game, the player has a set of safe coordinates and following them is enough. If you want, you can ignore the given coordinates and engage in button-mashing yourself, which has about 80% chance of sending you to your death.
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* BlankBook: "Everything We Know About the Heechee", much like in the original novel. Unlike the novel, in the game such books actually serve as logs of prospectors studying Heechee artefacts.
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* ShoutOut: For some reason here the Heechee use the same symbols for numbers as do [[{{Franchise/Predator}} Predators]].
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Zero context and likely misused trope


* TheDevTeamThinksOfEverything: There are dozens and dozens of useful, interesting or just funny interactions all around both games.

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* EnemyChatter: The second game has a rare non-combat game example. You get a radio just after the spaceport you are at is attacked by crazy religious terrorists, and two of the channels allow you to listen to the terrorists radio chatter as well as that of the security forces trying to retake the spaceport. This is useful for keeping tabs on what the terrorists are doing, and the dialogue reacts to things you do. Trying to talk into the radio will result in them realizing they're being listened in on and the transmissions from that source will no longer be available to you.

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* EnemyChatter: The second game has a rare non-combat game example. You get a radio just after the spaceport you are at is attacked by crazy religious terrorists, and two of the channels allow you to listen to the terrorists radio chatter as well as that of the security forces trying to retake the spaceport. This is useful for keeping tabs on what the terrorists are doing, and the dialogue reacts to things you do.do(such as trying to launch the shuttle). Trying to talk into the radio will result in them realizing they're being listened in on and the transmissions from that source will no longer be available to you.

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