The early years of microcomputers were characterized by restricted sound, uncomplicated graphics and tiny amounts of computing power; quite unlike the loud, fast, life-like action that are the trademarks of the modern games on our computers. We have really come of age with Quake, Half-life and Halo!
An entire industry grew manifolds over telling fantastic stories, solving mind-boggling puzzles and weaving magic out of words in the early years of 1980. Quite similar to the worlds that books create, these games fire the user’s vivid imagination and involve them in a surrealistic quest. The most powerful graphics were used to ignite the human mind to get them hooked onto these ‘Computer Adventure games’.
Universities and engineering companies would describe a place and ask what had to be done next as a side project and challenged young brains to solve puzzles and bypass tricks and traps. These challenges have whetted the appetite of players and a whole new generation of authors as they struggled with negotiating obstacles to find the pure joy of achievement and adventure in a world which tickled their senses with suspense, humor and sadness and have escalated their minds with hunger for exploration and new discoveries. ‘Get Lamp’ tells the story of evolution of these incredible games straight from the horse’s mouth, i.e., people who created them!