Douglas Adams's Starship Titanic [MAC Game]
Developed by: The Digital Village - Simon & Schuster Interactive (1998) - Action Adventure - Rated: Teen
Radioheads and readers smitten with Douglas Adams' merry sci-fi universe of galactic hitchhikers and holistic sleuths need very
little explanation. But, for the benefit of newcomers and long-lost friends, Starship Titanic can be described as an interactive
adventure, wherein humor -- or rather the Adamsian sense of the absurd -- is not a feature but the intended approach, the
essence and the solution.
Consider the premise: a luxury starliner crashes into "Your Lovely Home," rather destructively bestowing the ship's salvage rights
to you the player. Homeless and possibly rich beyond one's wildest dreams, you must then climb aboard the starship before it
takes off again on a quest for answers to some very grave matters. Questions such as how the "Ship That Cannot Possibly Go
Wrong" came to be wildly careening through the galaxy, where its control components are and whether the ship's robotic crew is
malfunctioning or merely programmed with the customer service initiative of a typical utilities company.
The sizeable interior of the starship is a limited 3D space that players move through by walking and taking elevators and
pellerators (a horizontal transport). The sole occupants of the cruise ship are bots who appear to have a screw or two loose
each, from the bellboy who acts more like a frat boy to the disconsolately amnesiac doorbot. The game proceeds as a series of
puzzles that must be solved before you can move on and, like several other interactive adventures, there are no missteps that
result in death, nor is there a time limit.
In addition to investigative roaming and toggling, you interact with the game through the acquisition and use of items and
"spoken" exchange with the bots. This spoken (typed on the player's part) conversation capability is the title's most touted
element aside from Douglas Adams' participation. Christened SpookiTalk, the feature is something of a departure from the
conventional dialogue selection method and allows you to pose your own questions.
The controls for all of the actions available to the player are consolidated into a single interface at the bottom of the screen
called the PET (Personal Electronic Thing). The PET is organized into five modes: Personal Baggage, Chat-O-Mat, Remote
Thingummy, Designer Room Numbers, and Real Life. Aside from the self-explanatory Personal Baggage (i.e., inventory), the PET's
various modes provide an interface for spoken interaction with game characters, remote-controlled devices such as elevators,
TVs and the item transport system in a given location, room cataloguing (to be used with item transport system), game saving
and other practical operations.
Buy For: $69.99 - $69.99
Condition: [BRAND NEW] [SEALED] "US Retail" LARGE boxed copy with FREE Strategy Guide inside
Availability: ::::TEMPORARILY OUT OF STOCK::::
Eligible for FREE tracking & delivery confirmation
Publisher: Simon & Schuster Interactive
Release Date: March 28, 1998
Developer: The Digital Village
Rating: ESRB: T (Teen)
System Requirements: Mackintosh® Power PC, System 7.5 or above. (180 MHz Power PC or better recommended)