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  • Greetings and welcome to another entry into LGR Edutainment Month!

  • And today were looking at Rescue the Scientists,

  • a game released by Compton’s NewMedia in 1994 for MS-DOS PCs.

  • Einstein needs your help,” among other scientists, due to the time-traveling hijinks

  • of the aliens from Planet Glixer II.

  • Theyre kidnapping Earth’s great thinkers from all throughout history, wiping their

  • memories, and thus eliminating their inventions and influence on society.

  • Props to the Glixers for going against the grain and choosing something other than the

  • usual body-snatching, death beams, and stripping the planet’s resources.

  • And of course, with time traveling shenanigans in play, there’s only one man to call: Doctor

  • Emmett Brown, er, Time Cop Lieutenant Jack Tempus, played by the one and only Christopher Lloyd.

  • Yep, far as I can tell this was the first computer game he appeared in,

  • predating Toonstruck by a good two years.

  • But unlike Toonstruck, Rescue the Scientists is barely remembered, its obscurity due partially

  • to the fact that 1994 saw a Cambrian explosion in CD-ROMs.

  • Sales for the format totalled a record $202 million in 1993, and by the end of 1994 there

  • were up to 10,000 developers working on CD-ROM software.

  • And getting Hollywood actors on-board was an increasingly popular method of standing

  • out from the crowd, with Compton’s NewMedia hiring actor Christopher Lloyd to work with

  • Redwood Games on development of Rescue the Scientists.

  • And if Redwood sounds familiar, perhaps youve played some of the games from them developed

  • by Karen Chun, like Word Rescue, Math Rescue, or Pickle Wars.

  • Yeah Pickle Wars was a real thing.

  • But even that tends to be more well-remembered these days among DOS gamers compared to Rescue

  • the Scientists, so let’s dive into the package and see what weve been missing.

  • First up is a folding registration card from Compton’s, where you could apparently win

  • a trip to a vaguely-describedDisney Property Hotelin Orlando, Florida.

  • Next is a pair of pulpy papers presenting proper warranty information

  • and technical troubleshooting tips.

  • Then weve got a scary-looking WARNING letting users know not to play the first track of

  • the disc in a CD player, because it was 1994 and not everyone knew about data tracks yet.

  • And finally there’s the CD-ROM and manual tucked into a classic jewel case, with the

  • manual packing 17 pages of blue-tinged documentation, clearly-presented and easy to understand from

  • beginning to end.

  • Right, so it’s finally time to get the thing installed on a DOS PC and rescue some scientists!

  • It begins with an animated logo dissolve, then the classic Redwood Games character selection.

  • Enter your name, choose either the girl or the boy character, and select your difficulty

  • from a selection of three difficulties using a difficulty selector

  • without much difficulty making a selection.

  • After this, youre presented with an orbital view of Earth and a giant cosmic Christopher

  • Lloyd in glorious 256-color VGA.

  • Lieutenant Tempus continues to explain that the Glixerians, or Glixers since the game

  • uses both interchangeably, are not only wiping the memories of Earth’s past scientists,

  • but their continued time traveling is damaging the very fabric of reality, bringing about

  • the destruction of all time, space, and the entire universe.

  • He’d take care of the situation himself, but being that he’s a 437-year-old Time

  • Cop from 10,000 years into the future he is now too old for time travel.

  • Which, uh, kinda makes him bad at his job, right?

  • Or at least ill-suited.

  • Anyway, that’s his excuse for hiring a kid: Tempus needs someone young enough to time

  • travel and stop the Glixerian threat.

  • Speaking of which, the intro also has you listening in on the Glixerians, who are a

  • race of slimy green aliens with a penchant for all things smelly and foul.

  • Meanwhile, our two playable protagonists are hanging out in a diner on Earth, growing increasingly

  • concerned about the disappearance of certain objects.

  • Well, “concernedis a rather generous description.

  • More like, “a little weirded out but pretty chill about things otherwise.”

  • Things really get going when the family hot tub craps itself and dies, and for whatever

  • reason, youre tasked with finding a replacement motor and repairing the hot tub.

  • Kinda seems like a qualified adult should be handling hot tub repairs, but what do I know.

  • Besides, weve got a plot to unravel, which involves traveling to a junk shop and accidentally

  • buying up a Super Space/Time Translation machine instead of a hot tub motor.

  • See, this is what you get when you hire an underage repairman: a Hot Tub Time Machine.

  • Wait, Hot Tub Time Machine?

  • This can’t be the origin of the idea, right?

  • Nyagh, moving right along!

  • The aliens immediately see that the SS/TT motor is active and someone is traveling through

  • time, but they remain unconvinced there’s any threat since there are so many Translation

  • Vortices out there.

  • Yeah this intro just keeps going, man.

  • Were six minutes in and still haven’t been allowed to interact in any way at all!

  • If I was an anxious kid I’d be itching to hit escape and skip all this, but since I’m

  • a slightly-less-anxious YouTuber I’m happy to sit back and enjoy more Chris Lloyd.

  • Does his voice sound somewhat higher-pitched to you, or is it just me?

  • I’ve played this on a few computers now and his voiceover always sounds like that,

  • like it’s slightly sped up or pitch shifted or something.

  • [high-pitchedGreat Scott!”]

  • Anyway you can now, at long last, take the reigns and finally play the dang game

  • nearly eight minutes in.

  • Ancient Greece is the first of many stops on your travels through spacetime, followed

  • by France, China, England, Sweden, the US and so on.

  • Each of the ten time periods are split into four levels, each with their own unique visuals,

  • MIDI music, and amnesiac scientist in need of rescuing.

  • [upbeat MIDI music plays]

  • So there’s certainly no shortage of overall content, but how is

  • it to actually play?

  • Well, it’s an upgraded Pickle Wars, which was an upgraded Math Rescue, which was itself

  • an upgraded Word Rescue.

  • In other words it’s a Redwood Games game, and if youve played any of those then Rescue

  • the Scientists holds few surprises.

  • Mechanically it’s closest to Pickle Wars, being a 2D platformer that scrolls in tiled

  • increments both left and right and up and down.

  • You know the routine: lots of doors to unlock, colorful keys to unlock said doors, and hazards

  • in the form of creatures to shoot.

  • And these doorways act as warp zones,

  • teleporting you around the level providing access to new areas.

  • Meaning that it plays more like a puzzle platformer than a pure action one, despite all the running,

  • jumping, and shooting.

  • Youre always limited in where you can go until you unlock the next area, proceeding

  • in linear fashion section by section.

  • And of course, there are the aforementioned Vortices floating around, which if you touch

  • them, provide an extra challenge in the form of The Featureless Maze.

  • What fun.

  • After all, who doesn’t love random pointless mazes in their games

  • especially mazes labeledfeatureless!”

  • Nonetheless, this counts as one of eight minigames, and these minigames are where Rescue the Scientists

  • differs the most from previous Redwood titles.

  • And these games are not optional, since exiting a level

  • requires specific components, just like in Pickle Wars.

  • But instead of salad shooters, here the goal is to acquire historical artifacts.

  • And in order to find each artifact, you have to play the minigames.

  • Well, any minigame beyond the Featureless Maze.

  • That doesn’t unlock anything, it’s just there to get on your nerves.

  • But yeah, the other minigames exist not only to provide much of the educational content

  • by building reading comprehension and logic skills, but also to provide the artifacts

  • needed to exit a level.

  • Once youve found all four for the time period, youll run into an amnesia-stricken scientist.

  • Select their name from the list of possible subjects and their memory will be restored.

  • Hooray, onto the next period in time and another speech from Doc Brown.

  • Thanks, Professor Plum.

  • So yeah, while platforming comprises a big chunk of the experience, the minigames are

  • really what sets Rescue the Scientists apart.

  • And one of the first youll play is Word Search, a pretty standard search for twenty

  • words hidden inside an alphabetical smorgasbord.

  • However, youre not provided a list of words until after youve found them.

  • Not exactly helpful. Or normal for that matter.

  • Every other word search I’ve seen comes with a list of words to search for, but not here!

  • Just look at this mess of letters until you find a possible word

  • or until your eyeballs bleed, whichever comes first.

  • And if it weren’t for the hint system that just straight up tells you the next word and

  • its location, this would be far more irksome than it is.

  • Oh yeah, while youre out platforming youll grab hint blocks by picking them up or by

  • answering questions at hint stations.

  • Read a short historical excerpt and then answer a question about it

  • in the form of a multiple choice quiz.

  • Do so correctly and you earn a minigame hint to jump ahead

  • during certain sections of certain minigames.

  • Pile up as many hints as you want, because word searches are only the beginning.

  • There are also Cryptograms, where youre provided an unknown quote from an unknown

  • author about an unknown topic.

  • Using a hint will unscramble a single letter, otherwise you have to type in different letters

  • and figure it out using logic, guesswork, and a little knowledge of the English language.

  • Similarly, there’s the Phrase Scramble minigame, where you are once again in the dark as to

  • what youre trying to solve.

  • Simply click the buttons along the bottom of the screen in the correct order and the

  • phrase will reveal itself.

  • Hints?

  • Who needsem, just click things until you win.

  • Yeah, I dunno about you but I sure feel educated after that.

  • Another braindead minigame is the Jigsaw Puzzle, by far the easiest of the bunch.

  • There’s no need to explain this one, but hey

  • who am I but a slave to viewer watchtime and audience retention?

  • So a jigsaw puzzle is a piece of artwork that needs re-assembling, albeit with simplistic

  • rectangular pieces in the example I’m showing here.

  • You aren’t shown what the end result is, so just click around until it tells you it’s complete.

  • Next up is the Word Scramble, which again is a mixture of logic and guesswork, except

  • this time youre decoding a crossword. Kinda.

  • It’s not really a traditional crossword since the words don’t cross so much as they

  • run parallel to each other.

  • Even though several letters connect in the middle along the Y axis, all you need to worry

  • about is the X axis, with definitions for each row appearing below the puzzle.

  • Once it’s unscrambled, one more word is spelled right down the middle of the board,

  • revealing the next artifact.

  • A bit odd but it’s fine once you realize what’s going on.

  • Another minigame that provides a little frustration is the Mastermind game.

  • And I mean, I’ve got nothing against Mastermind, it’s pure logic and I enjoy that.

  • My issue is the tedious execution here.

  • So youve got five doors and five lights, and your goal is to change the lights to the

  • proper color.

  • But you do this by walking over to each door, pressing enter to cycle the colors, then walking

  • back over to the question box and pressing enter again to check your results along the

  • bottom of the screen.

  • I’d much prefer using the mouse to click on each door instead but oh well.

  • Compared to the most annoying minigame of all though, it’s fine.

  • Say hello to the alien Card Game, which once again

  • revels in the player having no clue what to do.

  • Yep, this is a minigame where the only rule is that there are no rules.

  • Well, there are rules, but youre never told what they are.

  • The only way to find out is by trial and error.

  • Not only that, but every time you play, the rules change!

  • This means that youre guaranteed to fail for a while until you A, logically deduce

  • the rules before the alien wins, or B, get lucky enough to win enough points the fastest.

  • You know, it’s off-putting enough that these minigames stop the platforming action dead

  • in its tracks, making you forget where you were by the time you return to it.

  • But this card game is particularly egregious since it can take 5 to 10 minutes to complete

  • every single round since success only happens by losing enough times, deducing the ruleset,

  • and then getting lucky enough with each hand.

  • Not to say it's stupidly difficult -- none of these minigames are, it’s still meant

  • for kids after all.

  • But the more youre forced to play the more tiresome it becomes, outright killing the

  • rest of the game’s momentum.

  • And with 10 worlds holding 4 levels each, that’s 40 times youll have to repeatedly

  • play these same minigames back to back, over and over, with half a dozen rounds of this

  • card game alone.

  • Come to think of it, I might enjoy these minigames a little more as part of a dedicated puzzle

  • game, rather than an unskippable roadblock within a platformer.

  • Kinda like The Fool’s Errand from 1989, a puzzle game bearing a striking resemblance

  • to the minigames in Rescue the Scientists.

  • Word searches, cryptograms, featureless mazes, rectangular jigsaw puzzles, crosswords where

  • you form a single word down the middle, and even a card game where you don’t know the

  • rules except by losing enough times to deduce them yourself.

  • Hm. Whether this is an amusing coincidence or an intentional rip-off, it matters little

  • to me since either way it doesn’t quite hit the mark as either a puzzle game or an

  • educational platformer.

  • Rescue the Scientists is one of those titles where the minigames detract from the action,

  • and the action makes the minigames feel like a chore.

  • This is unfortunately pretty common among mid-90s edutainment games, too.

  • Balancing educational side activities with arcade entertainment is always tricky, and

  • developers tried every method under the sun to mesh the two together.

  • But tossing a bunch of cumbersome minigames into a platformer?

  • No thank you.

  • Much as I’ve enjoyed the other Redwood games, not even digitized Christopher Lloyd is enough

  • to make me recommend this one.

  • [cheery MIDI music plays]

  • And if you enjoyed this episode of LGR Edutainment Month, then great!

  • More is on the way throughout April, and I’ve done a lot more in the past as well so check

  • those out if you haven’t.

  • And as always, thank you very much for watching LGR!

Greetings and welcome to another entry into LGR Edutainment Month!

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