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Minesweeper is already mentioned under "Game within a game" in "1997 game" section.
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** Another has a fully functional clone of ''VideoGame/{{Minesweeper}}''.
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** Another computer has a fully functional clone of ''VideoGame/{{Minesweeper}}''.
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* {{Tilesweeper}}: A ''Minesweeper'' game is available on the computer.
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** [[spoiler: Margaret simply leaves the fortune locked up at the bottom of a bank vault if she inherits it.]]
** [[spoiler: James splits the money between everyone and [[TakingUpTheMantle take charge of their great uncle's safe business]].]]
** [[spoiler: If you choose Elizabeth as Mr. Adams' heir, she [[AFoolAndHisNewMoneyAreSoonParted spends his entire fortune]] of ''billions of dollars'' in a matter of months.]]
** [[spoiler: Edward pays off his house and gives part of the inheritance to his sister, Elizabeth.]]
** [[spoiler: Sarah, the youngest of the family, uses the money fairly: She makes a tomb for her great uncle, takes up his safe business, and [[WealthyPhilanthropist gives a portion of her wealth to each member of the family]].]]
** [[spoiler: James splits the money between everyone and [[TakingUpTheMantle take charge of their great uncle's safe business]].]]
** [[spoiler: If you choose Elizabeth as Mr. Adams' heir, she [[AFoolAndHisNewMoneyAreSoonParted spends his entire fortune]] of ''billions of dollars'' in a matter of months.]]
** [[spoiler: Edward pays off his house and gives part of the inheritance to his sister, Elizabeth.]]
** [[spoiler: Sarah, the youngest of the family, uses the money fairly: She makes a tomb for her great uncle, takes up his safe business, and [[WealthyPhilanthropist gives a portion of her wealth to each member of the family]].]]
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** [[spoiler: Margaret [[spoiler:Margaret simply leaves the fortune locked up at the bottom of a bank vault if she inherits it.]]
**[[spoiler: James [[spoiler:James splits the money between everyone and [[TakingUpTheMantle take charge of their great uncle's safe business]].]]
**[[spoiler: If [[spoiler:If you choose Elizabeth as Mr. Adams' heir, she [[AFoolAndHisNewMoneyAreSoonParted spends his entire fortune]] of ''billions of dollars'' in a matter of months.]]
**[[spoiler: Edward [[spoiler:Edward pays off his house and gives part of the inheritance to his sister, Elizabeth.]]
**[[spoiler: Sarah, [[spoiler:Sarah, the youngest of the family, uses the money fairly: She makes a tomb for her great uncle, takes up his safe business, and [[WealthyPhilanthropist gives a portion of her wealth to each member of the family]].]]
**
**
**
**
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* {{Tilesweeper}}: A ''Minesweeper'' game is available on the computer.
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* SecretRoom: The game has a few of these. Then again, the blueprints for the house are in the foyer, so an observant player can discover them quickly. Getting inside is the real puzzle.
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* FrickingLaserBeams: One of the house's bedrooms is protected by a grid of lasers, for whatever reason.
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* FrickingLaserBeams: LaserHallway: One of the house's bedrooms is protected by a grid of lasers, for whatever reason.
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A SpiritualSuccessor was released under the same name in 2006 by The Adventure Company and Kheops Studio, with the tagline, "The Ultimate Puzzle Adventure". Unlike the first game, it was also released for UsefulNotes/NintendoDS and UsefulNotes/{{Wii}}.
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A SpiritualSuccessor was released under the same name in 2006 by The Adventure Company Creator/TheAdventureCompany and Kheops Studio, with the tagline, "The Ultimate Puzzle Adventure". Unlike the first game, it was also released for UsefulNotes/NintendoDS and UsefulNotes/{{Wii}}.
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* Art/TheBirthOfVenus: The Crabb house has a huge copy of this in their stairwell, which is also a clue to one of their safes.
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* TwelveCoinsPuzzle: A key-weighing machine in the basement, with an instruction manual on how to use it. It holds 8 keys that have to be weighed in two moves to show where the heavier key is. Guessing wrong or making more than two moves randomizes where the heavier key is, but selecting the right key dispenses it for you.
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* TwelveCoinsPuzzle: A key-weighing machine in the basement, with an instruction manual on how to use it. It holds 8 keys that have to be weighed in two moves to show where the heavier key is. Guessing wrong or making more than two moves randomizes where the heavier key is, but selecting the right key dispenses it for you.is.
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** Crabb & Sons also discuss this trope in their company catalogue: "No longer is it the case of looking behind the right painting. Now the crack thief will be down on his hands and knees, touching and prodding at everything he sees in hopes of getting lucky."
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Added image.
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Safecracker is the title of two point and click puzzle games. The first was released in 1997, published by Dreamcatcher Entertainment and developed by Swedish software developers [=DayDream=] Software, who later developed a harder, but similar game, ''Traitor's Gate''. A SpiritualSuccessor was released under the same name in 2006 by The Adventure Company and Kheops Studio, with the tagline, "The Ultimate Puzzle Adventure"
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''Safecracker'' is the title of two [[PointAndClickGame point and
A SpiritualSuccessor was released under the same name in 2006 by The Adventure Company and Kheops Studio, with the tagline, "The Ultimate Puzzle
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Not to be confused with the [[Pinball/{{Safecracker}} pinball game of the same name]].
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[[SimilarlyNamedWorks Not to be confused confused]] with the [[Pinball/{{Safecracker}} pinball game of the same name]].name]].
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** QueensPuzzle: Played straight on one safe in the house's attic. Slightly easier than most examples by the fact that every square follows a pattern, as your character is quick to point out.
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** QueensPuzzle: Played straight on one safe in the house's attic. Slightly easier than most examples by the fact that every square follows a pattern, as your character is quick to point out.out.
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* GoodiesInTheToilets:
** A hand dryer in one of the Crabb house's restrooms conceals a safe behind it, with a schematic elsewhere that explains how it works.
** In the second game,The code to the final safe has to be pieced together from plaques mounted on the doors to several bathrooms.
** A hand dryer in one of the Crabb house's restrooms conceals a safe behind it, with a schematic elsewhere that explains how it works.
** In the second game,The code to the final safe has to be pieced together from plaques mounted on the doors to several bathrooms.
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* GoodiesInTheToilets: The code to the final safe has to be pieced together from plaques mounted on the doors to several bathrooms.
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* DontTouchItYouIdiot: There's a long ornate strand of cloth hanging from the library ceiling that says "[[SchmuckBait PULL]]", and a small sign next to it saying "please do not pull". Your reward for ignoring that sign is an abrupt slide to the basement, with a bump to your head for good measure. At least someone had the courtesy [[CrossesTheLineTwice to put a welcome mat at the end of the chute]].
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* DontTouchItYouIdiot: There's a long ornate strand of cloth hanging from the library ceiling that says "[[SchmuckBait PULL]]", and a small sign next to it saying "please do not pull". Your reward for ignoring that sign is an abrupt slide to the basement, with a bump to your head for good measure. At least someone had the courtesy [[CrossesTheLineTwice to put a welcome mat at the end of the chute]].chute.
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* DontTouchItYouIdiot: There's a long ornate strand of cloth hanging from the library ceiling that says "[[SchmuckBait PULL]]", and a small sign next to it saying "please do not pull". Your reward for ignoring that sign is an abrupt slide to the basement, with a bump to your head for good measure. At least someone had the courtesy to put a welcome mat at the end of the chute.
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* DontTouchItYouIdiot: There's a long ornate strand of cloth hanging from the library ceiling that says "[[SchmuckBait PULL]]", and a small sign next to it saying "please do not pull". Your reward for ignoring that sign is an abrupt slide to the basement, with a bump to your head for good measure. At least someone had the courtesy [[CrossesTheLineTwice to put a welcome mat at the end of the chute.chute]].
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* LeaningOnTheFourthWall: In one of the offices, you're able to use a computer with a modeling program on it, where you can play around with a model of a computer inside it.
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--> ''T-1001'': (when unlocked) It seems you are lucky...Punk.
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** [[spoiler: Edward pays off his house and gives part of his inheritance to his sister, Elizabeth.]]
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** [[spoiler: Edward pays off his house and gives part of his the inheritance to his sister, Elizabeth.]]
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** [[spoiler: Either James or Edward will use the money to [[TakingUpTheMantle take charge of their great uncle's safe business]].]]
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** [[spoiler: Either James or Edward will use splits the money to between everyone and [[TakingUpTheMantle take charge of their great uncle's safe business]].]]
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** [[spoiler: Edward pays off his house and gives part of his inheritance to his sister, Elizabeth.]]
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* RecurringRiff
** The Sales & Export, Technical Design, and Security offices in the first game share the same melody in different remixes.
** The music in the second game's Yellow Bedroom and Library call back to the Winter Garden theme near the beginning.
** The Sales & Export, Technical Design, and Security offices in the first game share the same melody in different remixes.
** The music in the second game's Yellow Bedroom and Library call back to the Winter Garden theme near the beginning.
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* ElevatorFromIpanema: The house's med bay has a laid back funk tune playing, even listed as "ELEV" in the game files, though averted in the actual elevator.
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* ElevatorFromIpanema: TheElevatorFromIpanema: The house's med bay has a laid back funk tune playing, even listed as "ELEV" in the game files, though averted in the actual elevator.
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In the first game, you are assigned by Jerry Crabb, the eccentric President and CEO of renowned safe manufacturing firm, Crabb & Sons, to break into their corporate headquarters, after hours, crack every safe in the place, and use the items retrieved from those safes to unlock the final, most complicated safe which contains your job contract.
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In the first game, you are assigned by Jerry Crabb, the eccentric President and CEO of renowned safe manufacturing firm, Crabb & Sons, to break into their corporate headquarters, headquarters after hours, crack every safe in the place, and use the items retrieved from those safes to unlock the final, most complicated safe which contains your job contract.
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* ElevatorFromIpanema: The house's med bay has a laid back funk tune playing, even listed as "ELEV" in the game files, though averted in the actual elevator.
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* OminousPipeOrgan: The main staircase has a loud, disjointed organ piece playing, accompanied by a HeartbeatSoundtrack.
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* BaitAndSwitch: The game and its manual lead you to believe that the F-9-12 safe in Jerry Crabb's office is the ultimate goal, especially with the fact that it houses ''an entire corner of the room''. But when you finally get the thing open, instead of your job contract, [[spoiler: there's only a chess piece inside. This is for a nearby chessboard that unlocks access to a hidden room on the first floor, and your job contract is actually in an even bigger safe down there.]]
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* BaitAndSwitch: The game and its manual lead you to believe that the F-9-12 safe in Jerry Crabb's office is the ultimate goal, especially with the fact that it houses ''an entire corner of the room''. But when you finally get the thing open, [[spoiler: instead of your job contract, [[spoiler: there's only a chess piece inside. This is for a nearby chessboard that unlocks access to a hidden room on the first floor, and your job contract is actually in an even bigger safe down there.]]
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* DisconnectedSideArea: One room on the first floor of the house is completely isolated from the rest, with the only way in being from [[spoiler: a hidden staircase in Jerry Crabb's office above it]].
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* BigFancyHouse: Both games take place in mansions, though the former is used more as an office building.
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* TwelveCoinsPuzzle: A key-weighing machine in the basement, with an instruction manual on how to use it. It holds 8 keys that have to be weighed in two groups to show where the heavier key is. Guessing wrong randomizes where the heavier key is, but selecting the right key dispenses it for you.
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* TwelveCoinsPuzzle: A key-weighing machine in the basement, with an instruction manual on how to use it. It holds 8 keys that have to be weighed in two groups moves to show where the heavier key is. Guessing wrong or making more than two moves randomizes where the heavier key is, but selecting the right key dispenses it for you.
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* SignificantAnagram: A jukebox in one of the offices has to be unlocked by linking songs shown on it to their artists. A trunk in the basement gives you a cheat sheet, but the names on the jukebox itself have to be unscrambled to find out which one links to what song. "Stab the eel", for instance, is actually "The Beatles".
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* TwelveCoinsPuzzle: A key-weighing machine in the basement, with an instruction manual on how to use it. It holds 8 keys that have to be weighed in two groups to show where the heavier key is. Guessing wrong randomizes where the heavier key is, but selecting the right key dispenses it for you.
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* TabletopGame/{{Poker}}: One safe involves a very simple game of this, in which you have to get a better hand than the computer to win.
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computer voice
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* ComputerVoice: The voice safe and T-1001 both have a speaking component, voiced by "Victoria" from [[SyntheticVoiceActor Macintosh's PlainTalk software.]]
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* {{Spinventory}}: Showing off Quicktime VR's capabilities of the time, your HUD can show a closeup view of some items in your inventory and some interactive ones in the background, and they can be rotated at will while selected.
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* {{Spinventory}}: Showing off Quicktime VR's capabilities of the time, your HUD can show a closeup view of some both items in your inventory and some interactive ones in the background, and they can be rotated at will while selected.
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* Spinventory: Showing off Quicktime VR's capabilities of the time, your HUD can show a closeup view of some items in your inventory and some interactive ones in the background, and they can be rotated at will while selected.
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* Spinventory: {{Spinventory}}: Showing off Quicktime VR's capabilities of the time, your HUD can show a closeup view of some items in your inventory and some interactive ones in the background, and they can be rotated at will while selected.
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* Spinventory: Showing off Quicktime VR's capabilities of the time, your HUD can show a closeup view of some items in your inventory and some interactive ones in the background, and they can be rotated at will while selected.