Zak McKracken and the Alien Mindbenders
Platforms:
Amiga,
Atari ST,
Commodore 64,
FM Towns,
IBM PC/Compatibles
Genres
Main Genre:
Adventure
Perspective:
3rd-Person
Gameplay Style:
Puzzle Elements
Setting:
Sci-Fi / Futuristic
Overview
IBM PC EGA version of Zak McKracken
Story and Gameplay
The game takes place in 1997 (which was about 10 years in the future at the time the game was being developed) and
follows Zak McKracken, a reporter for the tabloid National Inquisitor. Zak isn't satisfied with
his assignment (to track down a two-headed squirrel) and wants to become a "real" reporter; however, that night
he has a strange dream about aliens and in the morning makes some notes about the dream and begins to investigate.
Three other characters have also had similar dreams, and will be able to help Zak out.
The conspiracy that's uncovered involves aliens known as Caponians attempting to take over world by slowly reducing
the intelligence of all humans using their invention, the mind bending machine. As a disguise, the Caponians
have taken over the phone company and wear a hat and nose glasses (a disguise Zak himself will be able
to utilize throughout the game). The Skolarians, an ancient
alien race, have left a defensive machine behind, however the parts are scattered on both Earth and Mars
and need to be located. To win the game, players need to successfully locate all of the necessary parts
and assemble the machine to stop the Caponian conspiracy.
Zak McKracken and the Alien Mindbenders uses a point-and-click interface to interact with the game. Along the bottom of the screens is a list of verbs along with the player's inventory. By clicking on verbs, objects, locations, or inventory items a sentence can be constructed which causes the selected character to perform the command (such as pick up an object, talk to another character, walk to a location, and so on).
Similar to Maniac Mansion, Zak McKracken attempted to differentiate itself from other adventure games by making it difficult to die or become stuck in a no win situation. While there are a number of ways to both die or become stuck in Zak McKracken, the scenarios were fewer and less frequent than was common in many games of the era (such as those by Sierra); Lucasfilm Games would continue to refine the technique further with later games including Loom and The Secret of Monkey Island.
Zak McKracken and the Alien Mindbenders uses a point-and-click interface to interact with the game. Along the bottom of the screens is a list of verbs along with the player's inventory. By clicking on verbs, objects, locations, or inventory items a sentence can be constructed which causes the selected character to perform the command (such as pick up an object, talk to another character, walk to a location, and so on).
Similar to Maniac Mansion, Zak McKracken attempted to differentiate itself from other adventure games by making it difficult to die or become stuck in a no win situation. While there are a number of ways to both die or become stuck in Zak McKracken, the scenarios were fewer and less frequent than was common in many games of the era (such as those by Sierra); Lucasfilm Games would continue to refine the technique further with later games including Loom and The Secret of Monkey Island.
Characters
IBM PC version of Zak McKracken, at airport
- Zak McKracken: Full name Francis Zachary McKracken, Zak is a writer for the tabloid National Inquisitor. Following a dream, Zak is the main character investigating the alien conspiracy.
- Annie Larris: Annie is a historian who is also searching for artifacts she had a dream about.
- Melissa China: One of two Yale coeds; Melissa and Leslie both had dreams to convert a van into a space ship and travel to Mars to wait for further instructions. She wears a green space suit.
- Leslie Bennett: The second Yale coed; she is with Melissa waiting on Mars. She wears a pink space suit.
IBM PC Versions
Two different versions of the game were released for IBM computers. The initial release had graphics
that recreated the original Commodore 64 version and was limited to a resolution of 160x200. An enhanced
version was released shortly after which featured 320x200 graphics similar to the Amiga and Atari ST versions.
Both versions of the game featured the same gameplay, story, and puzzles; only the graphics and sound
varied.
Credits
Platform:
IBM PC/Compatibles
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Created and Designed by: | David Fox, Matthew Kane, David Spangler, Ron Gilbert | |
Scripted and Programmed by: | David Fox, Matthew Kane | |
"SCUMM" Story System by: | Ron Gilbert | |
Background Art by: | Martin Cameron | |
Character Animation by: | Ron Winnick | |
Sound Effects by: | Matthew Kane, Christopher Grigg, David Warhol | |
Original Music by: | Matthew Kane | |
IBM Version by: | Aric Wilmunder | |
Creative and Technical Support by: | Ron Gilbert, Aric Wilmunder, Chip Morningstar, Noah Falstein, Randy Farmer | |
Project Directed by: | David Fox | |
Lucas film Games General Manager: | Steve Arnold | |
Production Management: | John Sinclair | |
Marketing Management: | Doug Glen | |
Administrative Support: | Wendy Bertram, Paula Hendricksen | |
Lead Playtester: | Kris Kahn | |
Thanks to the many other playtesters, especially: | Judith Lucero Turchin, Leslie Edwards, Tim Partenfelder | |
Cover Art by: | Steve Purcell | |
Package designed by: | Paul Curtin | |
National Inquisitor written by: | Victor Cross | |
Special Thanks to: | George Lucas |
Marketing
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