Oo-Topos box art

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Oo-Topos

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Oo-Topos

Dec 31, 1981

Main game

4.50 average rating based on 2 ratings

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After having crashlanded on the planet of Oo-Topos and taken prisoner your goal is to break out of captivity, repair your ship and get away from the hostile planet.
Release Dates
Dec 31, 1981 Full Release (North_America)
Apple II
1986 Full Release (North_America)
Amiga, Atari ST/STE, Commodore C64/128/MAX, DOS
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User Stats
11
In Collection
2
Wish Listed
0
Playing
7
Backlogged
How Long Is Oo-Topos?
No playthrough data yet
scoopings
scoopings gave Jan 30, 2022
scoopings gave Jan 30, 2022
Tough, But Beautiful Sci-Fi Themed Graphic Text Adventure
This review is for the Apple II version

Look: 9/10 Great title screen. Greattttt settings and execution with the colors and graphics. Amazzzzing colors.

Play: 8/10 Good concept and plot. Best use of graphics in graphic text adventure to convey items that can be collected etc, I actually felt able to solve some of the puzzles myself, able to recognize what the rudimentary graphics are supposed to represent ha. I hope all upcoming graphic text adventures are this well-made. Cool that you can turn off and on the graphics if just wanna focus on the text adventure, tho the graphics are def worth seeing. It's nice when backtracking or having to start the game over, just to quickly get to where you were. Such a brilliant idea to add that with an early graphic text adventure, since the graphics take a while to draw (but again, not that long to draw and always worth it for screens you haven't seen yet). Reminds me of my mindset engrained from my mother: turn out the lights whenever you leave a room! ha. And the parser is quite a bit more advanced than contemporary text adventures I've been playing. Only complaint is, just a little too long. Some of the puzzles …

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Look: 9/10 Great title screen. Greattttt settings and execution with the colors and graphics. Amazzzzing colors.

Play: 8/10 Good concept and plot. Best use of graphics in graphic text adventure to convey items that can be collected etc, I actually felt able to solve some of the puzzles myself, able to recognize what the rudimentary graphics are supposed to represent ha. I hope all upcoming graphic text adventures are this well-made. Cool that you can turn off and on the graphics if just wanna focus on the text adventure, tho the graphics are def worth seeing. It's nice when backtracking or having to start the game over, just to quickly get to where you were. Such a brilliant idea to add that with an early graphic text adventure, since the graphics take a while to draw (but again, not that long to draw and always worth it for screens you haven't seen yet). Reminds me of my mindset engrained from my mother: turn out the lights whenever you leave a room! ha. And the parser is quite a bit more advanced than contemporary text adventures I've been playing. Only complaint is, just a little too long. Some of the puzzles reminded me of Resident Evil puzzles. And I loved the viewscreen screens, they were all amazing. On top of the great graphics, the descriptions are vivid and exciting. Oh, and gotta love alien music with alien reeds lol. While the transferring of treasure from one storage spot to another is a classic text adventure trope, it did get a bit redundant near the end there, since the rest of the game was so stellar and creative. Still, I love the return to collect-treasures-in-a-room formula. Again, though, it should've ended just a little earlier. It got a bit tiring eventually with how long it is, probly just tryna show off how long and complicated the adventures could be with the newer technology heh..

Feel: 9/10 Great setting and execution of it. It's been done before, but these graphics realized the concept very well. I love this game! And the Apple II in general. I'm so glad I've learned how to use AppleWin (it's so simple, to boot). Some of the abstract parts reminded me of the "strange"/sci-fi areas of Oldorf's Revenge. I wish I were clever and savvy enough to make computer graphics like this; I love the podium screen, etc. Anyway, definitely the overall best early graphic text adventure I've played yet, especially among sci-fi themed ones. Though it was rewarding enough to get enough fuel to make it home, it would've been nice to see a 100% completion confirmation to affirm that I got all the treasures possible (since you can collect more treasures than necessary to get home).

Attachment: 8/10 I loved the game for sure, and it will be on my list of graphic text adventures to replay, but I can't claim I will be replaying this regularly: it's just too long and difficult. But, when in the mood for Apple II graphics, or in the mood for a challenging text adventure, this will be a top choice!

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