Another visitor. Stay awhile. Stay FOREVER!
A video game created by Epyx
for the Commodore 64 and a few other contemporary systems. The resident Mad Scientist
is plotting to blow up the world, and you play a secret agent who has to stop him. You do this by running and jumping through a large number of rooms to search the furniture in each. Hidden in the furniture are thirty-six punch cards; combining four of these will give you a letter of the nine-letter password you require to enter the mad scientist's base.
Of course, the rooms are also filled with laser-shooting robots, that disintegrate you at a touch. You didn't think a game by this name was going to be easy
, did you?
The game shows examples of the following tropes:
- All There in the Manual. The mad scientist's name is Elvin Atombender, which is never mentioned in-game.
- Blackout Basement: Some rooms in the second game require a Light Bulb item to navigate.
- Bottomless Pit: Many of the rooms feature these, even if there is a room directly below. Of course, forcing one enemy through the pit causes it to Wrap Around at the top.
- Game-Breaking Bug: The Atari port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be behind computer terminals, which cannot be searched.
- Magic Countdown: In the first game, the clock counts forward to 6:00:00 until Doomsday Device activates, as well as advancing 10 minutes with each player death. In the sequel, the clock counts down, but there's a per-section countdown and a global countdown.
- Nintendo Hard.
- Procedural Generation: An early example.
- Signature Sound Effect: The secret agent's scream when he falls into a Bottomless Pit.
- Synthetic Voice Actor. An early example. "Destroy him, my robots!"
- Unexplained Recovery. After disintegrating, no less. However, the clock advances by 10 minutes with each death.
- Unwinnable: Alongside the aforementioned bug in the Atari 7800 version of the first game, there are many ways in the second game to get stuck, such as running out of robot-disabling or platform-moving items in a tower, preventing access to a passcode number needed to access the next tower, or accidentally blowing up a safe with a landmine, preventing you from completing the musical sequence to unlock the control room elevator.
- Video Game Lives: You seem to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. When time is up, Elvin's maniacal laughter sounds and the screen fades to white.