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Review

Psycho
Developer: Starsoft Development Laboratories
Publisher:

Box Office

Genre: Adventure
Release Date: 1988
Platform:

DOS Amiga Atari C64



Retro Review by Randy Sluganski

April 22, 2005

 

 

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Buy this game at Eli’s Software Encyclopedia!


Adventure gamers, for the most part, love to romanticize the history of the genre. In their memories, every Sierra game was a classic, every Lucas Arts game a masterpiece.

We know this is not true, but it is human nature to believe that things were always better in the past.

Well, I’m here to tell you that Psycho is undoubtedly the worst movie-to-game adaptation I’ve ever played. This is one of those titles that gave movie-licensed games such a bad name for years.

Psycho screenshot
Psycho screenshot

Released in 1988 by Box Office – a company whose other games included the less than classic Alf, The California Raisins and Captain Power and the Soldiers of the FuturePsycho is a keyboard controlled, graphic adventure that uses a verb interface. That is, to use an item you must press (U) on the keyboard, (S) for search, (T) for take and so on. The developers, Starsoft Development Laboratories – are best known for simulations like Pirates of the Barbary Coast, Stock Market: The Game and Black Monday.

The CGA graphics – as you can see from the accompanying screenshots – are simply awful. Now I hear you saying, “Of course the graphics are awful, it was 1988,” but be informed that the same year also saw the release of Leisure Suit Larry Goes Looking for Love, King’s Quest IV and outside the adventure genre such classics as Wasteland, Zelda II and John Madden Football so its not as if the technology was not available.

Psycho screenshot
Psycho screenshot
Amiga
IBM PC DOS

Some of the graphics are blurry and indistinguishable, more so in the pc version - such as the ghost and dog that put your character to sleep if touched. Others, like Norman Bates’ mother gliding towards you, are simply laughable. The color graphics on the Atari ST are probably the best of a bad lot (a lot of people don’t realize that back in the 1980s, competition between pc systems was much like the console wars of today so while some adventure games might be developed exclusively for a single system, other games – like Psycho – might be released for numerous systems like the Commodore 64, Atari ST, Amiga and IBM.

Now one would think that a game based on Alfred Hitchcock’s classic horror film couldn’t fail but be a blood-curdling, scarefest, but the developers decided instead to do what could be described as a Psycho prequel. From the back of the box:

Precious jewels and an unwitting curator have been hoisted from the Metropolitan Showcase of Art. Tracing the crime to the menacing Bates Motel, you are the only detective willing to take the case...

Travel to the Bates Motel to unravel this strange mystery. Enter both the Motel and the forbidden house on the hill to search for clues. Keep your eyes alert and your back to the wall as you encounter the psychotic Norman Bates and his curiously silent mother. Prove yourself worthy of the title, Master Detective, as you plot your escape with the stolen jewels, captive curator... and your skin intact!

A few points worth mentioning here: 1) You never enter the Bates Motel and 2) uh, Norman Bates isn’t in the game either, except dressed as his mother, in which case his mother isn’t in the game, except as…ah, you know what I mean and chances are you would never even play this game if you didn’t already know the surprise ending of the movie. Instead, the entire game takes place in the Bates house. Even worst though, is that this game is buggier than Norman Bates. A key hid in the coal cellar can be found over and over, the room where the curator is tied-up can’t always be exited thus necessitating reverting to a previous save and a medicine bottle you need isn’t always where it should be. You are also only given four hours gametime to find the stolen jewels and escape. The game begins at 2am and will automatically end if the clock advances to 6am. Playtime is artificially extended when you are touched by one of the blobby dogs or ghosts or if you wander around too long trying to figure out what the heck you are supposed to do next. Entering a room elicits such descriptive prose as “I found this is a large kitchen”, “I found this is a big living room” and “I found this is the same big room.”

Psycho screenshot
Psycho screenshot
IBM PC DOS
Commodore

Even finding inventory items isn’t a snap. You must first (D)ig in a vase before you can (S)earch it for a key. You have to (V)iew the imprisoned curator to discover he needs his medicine; you can’t speak to him as he is tied-up and unconscious, but looking at him somehow imparts his need for medication. And just finding the vase with the key in it is an adventure in itself as you must first go through the front door where you find yourself in the foyer, but when you leave the foyer to go back outside, you find yourself – instead of outside – inside the doorway entrance next to the vase which you didn’t see on your way into the house.

Psycho screenshot
Psycho screenshot
Atari ST
IBM PC DOS

For those who remember when every adventure game – and again, this is a trick of memory - took 50+ hours to complete, well, Psycho - once you know what actions to take – can be completed in under ten minutes. And even if you are just playing the game for the first time, it can easily be completed in under an hour. Imagine spending $50 on a pc game that can be finished on your lunch break, with absolutely no replay value. Ah, those were the days!

Ready?

Look in mailbox and read letter. Go right up porch and open door. Dig in the vase to the right and then search for and take the key. Open the middle door of the foyer, to right and open the dumbwaiter. Ride the dumbwaiter up and take the gun and ammo. Take the dumbwaiter to the second floor, go through the bathroom door to the right and take the caffeine pills from the medicine cabinet (these can be used to keep you awake when you feel sleepy). Take the dumbwaiter down to the gardener’s room, go left and search the pile of coal for a key. Open the door to the left of the coal and view the curator so you know he needs medicine. Return to the dumbwaiter and go up to the second floor. Enter the master bedroom on the far left of the hall, walk left and then down to the closet and search for the medicine. Take the dumbwaiter back to the basement and use the medicine on the curator to receive a combination. Go back to dumbwaiter and return to second floor bathroom. Shoot Norman Bates’ knife-wielding mother with the gun (if she isn’t there, keep returning). Climb stairs to third floor, enter door on left, cross the room and open the door to the attic. Shoot Norman Bates’ mother again (you must have already wounded her in the bathroom). Use the combination to open the safe, take the jewels and exit out the front door.

That’s it, the entire game finished in one paragraph and believe me, even if you are playing by trial-and-error, it still would not take much more than an hour or so to solve. Also, be sure to save often as you will be faced with enough bugs to quadruple the time it takes to finish the game.

Psycho screenshot
Psycho screenshot

Now for the big surprise I’ve been saving for last. Psycho was programmed by none other than adventure game legend Scott Adams who, at the time, worked for Starsoft Development Laboratories in Florida. Yes, that Scott Adams, who developed such classics as Adventureland, Pirate Adventure and the Questprobe series. I guess we all have a skeleton, or Norman Bates or two in our closets.

Finally, if you are, like myself, an aficionado of bad games, then you will be thrilled to learn that like new copies of Psycho can be purchased from Eli’s Software Encyclopedia and his amazing warehouse in Scranton, PA.


Final Grade: F
(find out more about our grading system)