Hi-Res Adventure #0: Mission Asteroid
Description official descriptions
In this game, you play an astronaut who is asked by Mission Control to send a rocket up to an asteroid and blow it up before it reaches Earth. The trouble is: you will be unable to find the asteroid without a flight plan. This early adventure game is very short, and, in order to accomplish the task, the game requires you to enter one- or two-word commands to perform various actions. The game may be saved to a floppy disk at any point in the game.
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Average score: 3.8 out of 5 (based on 30 ratings with 1 reviews)
A short game introducing users to Hi-Res adventures
The Good
After playing many Sierra adventure games, I decided to sit down and play an Apple II game called Mission Asteroid, one of their first games following Mystery House. The game was designed by Ken and Roberta Williams, the people who changed how adventure games were made. Adventure games at the time had a simple plot, with an objective that was not confusing. In Mission Asteroid, the player is tasked with stopping an asteroid from reaching Earth; and they are told when the asteroid is going to hit.
Although this is the third game in Sierra's Hi-Res Adventure series, Mission Asteroid was marketed as #0 as it served as an introduction to users who were not familiar with adventure games. During the game, it's just a matter of entering two-word commands (usually a verb-noun sequence). Entering commands not recognized by the parser will generate a lame “I don't know how to … something” message, but the parser only gets better in future Sierra games. As well as this, the user is required to follow instructions and write down important things, such as directions on how to get to the asteroid.
Although the color graphics in Mission Asteroid are awful, they were remarkable for its time. They were even better than Mystery House as that game only had black-and-white graphics. For nostalgia's sake, the player can hit the 'return' key without typing anything to switch to the game's text-only mode. There is hardly any sound in the game, but for a simple adventure game like this one you don't really need it.
The Bad
When the user is in text-only mode, they enter a few commands, and something happens on the screen, the game just changes back to graphics mode. The user then has to hit the 'return' key once more to get back to it.
Also, time passes with each command you enter by about five or ten minutes, which means that nobody can afford to experiment with the commands, to see what works and what doesn't. I was pissed off that I didn't manage to get back to Earth before the asteroid detonated, because of this experimentation earlier in the game.
The Bottom Line
Mission Asteroid is one of the earliest games from Sierra, and it introduces players to adventure games, with its simple parser and easy-to-follow instructions. It also features color graphics which is a refreshing change to other black-and-white, text-only adventures at the time. As well as entering commands, the player also needs to make sure to follow simple instructions to avoid getting lost.
If you want to track back Sierra's roots, grab yourself a copy of this game; or if you are unlucky not to find it, then grab the Roberta Williams Anthology which includes the game as well as an emulator to play it on.
Apple II · by Katakis | カタキス (43086) · 2011
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Physics
Concluding a review, Carl Muckenhoupt makes a investigation of the game's underlying premise and the game's failure to engage it rigorously:
"Of course, no analysis of a work of asteroid-impact fiction would be complete without criticism of the physics involved. Blowing up an asteroid doesn’t make the matter disappear. It just breaks it into smaller pieces and starts them moving away from each other. If it’s mere hours away from Earth when blown up, as in this game, will the chunks be moving apart fast enough for most of them to miss the Earth entirely? Or will you just wind up 'shooting yourself with a shotgun instead of a rifle', as one astronomer put it? Mission Asteroid takes the pessimistic view here, and I can only assume it does so inadvertently. If you succeed in your mission, you get a 'congratulations and thank you for playing' message, but the game doesn’t halt. You can keep on playing if you like, even though there’s nothing left to do. And if you do, the time limit is still active. A few turns after I won, the asteroid impact happened anyway."
Title
This game actually was the third Hi-Res Adventure after #1 (Mystery House) and #2 (The Wizard and the Princess). It was numbered #0 as it was created as an beginner level introduction for the Hi-Res Adventure series, being smaller and featuring easier puzzles.
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Contributors to this Entry
Game added by Katakis | カタキス.
Commodore 64 added by Quapil. FM-7, PC-98, PC-88 added by Terok Nor. Atari 8-bit added by Servo.
Additional contributors: General Error, formercontrib, Patrick Bregger, Joe Pranevich.
Game added October 26, 2004. Last modified July 10, 2024.