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Granny: I think that-
Unknown Voice: It's forbidden to think, talk, or do anything that's not in the interest of finding the passage.
Granny: But-
Unknown Voice: It's forbidden to think. Believe me, it's for your own good."
—The game secretly giving advice on how to process all of its insanity
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Armed & Delirious was a 1997 adventure/puzzle game developed by Makh Shevet Games and published by Sir-Tech, in which crotchety Granny Crotony goes looking for her family after her greedy son makes a deal with a rabbit in a suit, which results in the family home being pulled into outer space.

This game is profoundly surreal, runs on a constant stream of nonsensical moon logic in setting and mechanics, and checks pretty much every box on the list of 90s adventure game sins, even inventing a few of its own. The most infamous example is a puzzle with 512 possible solutions that is only solvable by trying all of them until you find the right one, as there is no clue in the game whatsoever as to what it is, and the solution changes every time you play it. Other puzzles include things like putting bullets in mushrooms to best a giant, opening the sun like a door, and convincing a plant secret agent that you exist.

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Ross's Game Dungeon did a 2-part episode on it, trying its best to condense the original game's 5 CD's into a 50 minutes overview.


This game includes examples of:

  • Apocalyptic Log: A tape player at the beginning contains an audio diary from George, describing his deal with the Rabbit, and the tour he took of the Rabbit's personal universe.
  • Asshole Victim: The Crotony family are pretty much all assholes; Granny is less interested in rescuing them than getting back the pages of her cookbook.
  • Bad People Abuse Animals: The family is identified in the manual as animal torturers and getting revenge for abuse he suffered is the rabbit's motivation.
  • Be the Ball: One of the game's locations is a Wild West Town inside a giant pinball machine, and reaching any of its locations requires playing the machine, with Granny as the ball.
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  • Bizarrchitecture: Most locations in the game, following its bizarre logic. Surreal is the closest word for it, many locations involved feel like entering a Salvador Dalí painting; the rest are simply utterly bizarre. George lampshades one such area in his diary, which was built by a deaf architect who couldn't understand his own blueprints.
  • Comedic Sociopathy: The game runs on it. It actually opens with Granny beating up a pair of sentient flowers for absolutely no reason.
  • Cordon Bleugh Chef: Granny's cookbook is full of absurd and complicated recipes, much to the Rabbit's frustration.
  • Corrupt Corporate Executive: The Great Rabbit, who fixes stock prices, has a gaggle of crooked citzens working for him, and, as quoted from the manual, "can buy anything and anyone he wants".
  • Cruelty Is the Only Option: Even by old puzzle-adventure game standards, this game requires a lot of dickishness to random, undeserving bystanders in order to progress. Lampshaded when the Rabbit warns everyone that Granny is a menace to society.
  • Deliberately Monochrome: In part of the intro and the ending.
  • Disconnected Side Area: The Great Rabbit's office is isolated from everything else, to the point that the only way in requires finding a number of absurd items to open a fan in the room with the plant agents, turn it on, and walk through it.
  • Dreadful Musician: At one point, Granny falls into a karaoke room containing a boy trying to sing "Old McDonald". His performance barely qualifies as music, and two old men aren't even listening. Naturally, you have to kick the kid off-stage in order to progress.
  • The Elevator from Ipanema: An elevator in one area plays Muzak backwards when you enter. It plays normally when the elevator turns sideways.
  • Everyone Knows Morse: George sends instructions to the Rabbit in the intro using Morse code, and Granny can use George's telegraph later on to send a threatening message to the Rabbit.
  • Evil Laugh: The Rabbit unleashes a long one in the intro while giant scissors cut out Granny's house and launch it into space. He also abruptly falls asleep mid-laugh when his video monitors shut off.
  • Flavor Text: The descriptions for each inventory item include subtle tips on how and where to use them. At one point late in the game, the game lampshades itself for revealing too much.
  • Flipping the Bird: The Rabbit drew himself doing this in a note he left after stealing Granny's cookbook.
  • Forbidden Zone: The Communication World, where the Rabbit lives. He taunts you as you explore it, and tries to bait you into falling for a number of traps.
  • Funny Background Event: This game is loaded with them.
  • Gainax Ending: The game's final scene is as equally bizarre as how it started, with the Crotony family moving away and driving into a tunnel shaped like the Rabbit's head, which laughs maniacally after they enter.
  • Grandma's Recipe: Grandma's Recipes actually constitute the MacGuffin, with the villain stealing Granny's cookbook in hopes of recreating her famous soup. Fittingly for both the game and Granny, the recipes therein have ingredients both bizarre and disgusting when actually given out.
  • Guide Dang It!: The first time you enter the plant people's hideout, you have to leave and re-enter three or four times to hear what they have to say before you finish the puzzle, otherwise a bug will cause you to hit a dead end.
  • Hint System: Playing George's audio diary in certain rooms will sometimes give his account on them, with tips on how to solve the associated puzzles.
  • Hyperspace Arsenal:
    • Granny's inventory is stored in her bra. Apparently, there's a lot of room in that thing.
    • Notably, at one point she adds her husband to her inventory.
  • Inside a Computer System: In one part of the Communication World.
  • La Résistance: A group of anthropomorphic plants, who're fighting against the Rabbit because he wants to use them in his soup.
  • Left the Background Music On: Inverted. A set of red shoes start dancing by themselves when a record player turns on, playing a country western number, of all things.
  • Leitmotif: Any scene or location with the Rabbit involved has a bass guitar in the accompanying music.
  • Lost in Translation: While it's not enough to cover even half of the oddities this game bears, it's believed several of the nonsensical solutions to puzzles came from Hebrew pun logic that simply didn't translate to any other language.
  • Luck-Based Mission: The color dial for the microwave puzzle has 512 possible solutions. As far as anyone knows, there is no clue whatsoever on which combination is correct, you just have to keep inputting combinations until you get it right. One walkthrough expects an extremely unlucky person who had to go through all 512 combinations before finding the right one would "only" take about 30-45 minutes to do so.
  • Loud of War: When Granny enters a room containing a set of giant speakers, the Rabbit blasts her out of the room by playing a discordant jazz track through them. Naturally, putting on a pair of earmuffs keeps her safe.
  • Meaningful Background Event: In the intro, a pigmy hippo runs out of Granny's house and disappears. This hippo is who the Rabbit turns out to be at the end.
  • Meaningful Name: The European version of the game is called Dementia. Almost quite fitting considering who the playable character is and how she behaves.
  • Missing Secret: Several items acquired during the playthrough have no use.
  • Mobile-Suit Human: The Rabbit is in fact a human-shaped suit controlled by a pygmy hippo.
  • Moon Logic Puzzle: The various puzzles tend to have entirely un-intuitive solutions, largely because a lot of the items that you use do something other than what you'd logically expect. For instance, at one point, you have to get into a building. This is somehow accomplished by stealing clothes from a supermodel, which somehow causes Granny to temporarily de-age.
  • Mooks: The rabbit's agents, who sometimes pop up to follow Granny's movements, usually without success.
  • Mushroom Samba: Granny's first action in the intro is to eat a mushroom. She then instantly falls unconscious with her eyes open.
  • Nintendo Hard: Just try beating this game without ever consulting a walkthrough. The fact that the first Google result when searching for a walkthrough was written by the lead tester for the game says something.
  • Ominous Multiple Screens: The bank of monitors in the Rabbit's office, complete with video feeds on Granny's movements. A couple of puzzles even involve disabling some of his cameras to progress.
  • Overly Long Gag: Two unskippable cutscenes several minutes long each consist of one long joke involving the rebel plants listing off all the qualities they are looking for in a secret agent, i.e. everything Granny is not.
  • Scatting: The music in the Crotony home after the intro is a number of blues tracks, with this as vocals.
  • Silent Credits: The game's ending does this, although the credits can be viewed beforehand with accompanying music.
  • Solve the Soup Cans: A frequent occurrence in this game, since the puzzles are often not only completely absurd, but have no bearing on why you should be able to progress or not. Then again it can be hard to determine which ones qualify, what with the weird shit going on everywhere.
  • Suspiciously Specific Denial: The included manual states "this game is not the fruit of a sick man's mind". Needing to include that line says something all on its own.
  • Television Portal: How does Granny get her cookbook back? By the pygmy hippo throwing it through one of his monitors - which actually shatters it, for good measure.
  • Traveling Salesman: George, Granny's son, was a failing example of this at the start of the game. Then the Rabbit approached him in private and offered him a lucrative store in his universe, in exchange for selling the rest of his family and their house to the Rabbit, which is how everything went awry.
  • Unreliable Narrator: The intro opens with a narrator describing the Crotony family as calm, loving, and perfectly normal. The visuals beg to differ.
  • Unwinnable by Mistake: See Guide Dang It! above; that chance of locking yourself out of the game by progressing a little too fast was entirely a mistake, according to the playtester writing the main guide.
  • Victoria's Secret Compartment: Granny's bra is used for storing the various items she picks up in her travels.
  • Villain Song: The Rabbit sings one to himself during the end cutscene, before Granny interrupts - giving him mock applause for good measure.
    "I'm a pretty rabbit and I'm in love with me!
    With meeee! Just me! Don't ya see?
    Now everything's quiet, and she's lost in space!
    Don't need to chase her no more, 'cause she's outta my face!"
  • Your Princess Is in Another Castle!: Two examples.
    • Reaching the Great Rabbit's house is a built-up objective when reaching the Communication World, but when you finally get inside, he appears briefly then vanishes, and all you can do is steal a couple of items.
    • Similarly, if you reach his office before rescuing Granny's family members, the Rabbit won't show up until you do.

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