The Count (1979)

Adventure International

Acorn Electron · Apple II · Atari 8-bit · BBC Microcomputer System · Commodore C64/128/MAX · Commodore VIC-20 · FM-7 · PC-8800 Series · PC-9800 Series · TRS-80 · TRS-80 Color Computer · Texas Instruments TI-99

3.00 from 3 ratings

20 members have it in their collection · 7 backlogged · 6 wish listed

How long? · 100% 3h (from 1 logged playthrough)

You are trapped in the castle of a Transylvanian count and only have three days and nights to defeat the count. In order to do so you have to solve puzzles, find secret passageways and most importantly have to be careful not to fall prey to the creatures of the night.
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Release dates

  • 1979 (Full Release) (North_America) TRS-80
  • 1980 (Full Release) (North_America) Apple II
  • 1981 (Full Release) (North_America) Atari 8-bit, Commodore VIC-20, Texas Instruments TI-99
  • 1983 (Full Release) (North_America) TRS-80 Color Computer
  • 1984 (Full Release) (Europe) Acorn Electron, BBC Microcomputer System
  • 1984 (Full Release) (Japan) FM-7
  • Feb 01, 1985 (Full Release) (Japan) PC-8800 Series, PC-9800 Series
  • 1986 (Full Release) (North_America) Commodore C64/128/MAX

Related

Bundled in

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Rating distribution

5 stars
0
4 stars
1
3 stars
1
2 stars
1
1 star
0
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Community All Reviews Statuses

scoopings

Review scoopings 3/5 · Nov 9, 2021

Another Decent, But Not Striking, Later Adams Adventure

Play: 7/10 I almost gave up on this one, but I pushed through and wound up enjoying it quite a bit. When I first started it, I liked the time factor, and was hoping the wait rng doesn't get in the way again like in Secret Mission. I've learned that I prefer the releases/interpreters that use the format of a …

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Play: 7/10 I almost gave up on this one, but I pushed through and wound up enjoying it quite a bit. When I first started it, I liked the time factor, and was hoping the wait rng doesn't get in the way again like in Secret Mission. I've learned that I prefer the releases/interpreters that use the format of a description, exit directions available, items available, and then the text underneath that. I love how straightforward the puzzles were in this game: get the pick to pick the lock, bam. Also, another example of how getting used to the lingo/vocabulary of Adams games helps them be more enjoyable (i.e., now that I understand what beyond my power to do that means--it's just the generic response to undoable commands.)

Feel: 8/10 Again, I did this to myself: I wanted the Colossal Cave Adventure formula to be experimented with, and now I miss the formula when compared to this and Secret Mission, etc. And yep, sure enough again, the wait factor with the timed aspect just turns out to be petty rng rather than exciting skill to avoid imo. Waiting for that darn mailman ha... Anyway, this game really makes a lot out of a simple map, impressive. And I liked the cleverness of the 3 days, the use of the simple, and the straightforwardness/enjoyability of the puzzles... Nonetheless, this one just doesn't have that spark that adventureland or pirate adventure had. And in the end, despite my initial meh-ness about the game, obviously it can't be that bad cuz I kept retrying and experimenting with the order of things per day till I finally beat it! Rewarding, tho not my favorite of the adventures so far. Oh, and I do miss the 100/100 100% feature of the earlier adventures.

Attachment: 7/10 Probly wont be returning to this game, but if I do ever return to early text adventures, this one could be worth returning to! But like I said about Secret Mission, there is just so many other games to be playing!

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