Secret of Evermore | |
---|---|
Developer(s) | Square USA |
Publisher(s) | |
Designer(s) | Alan Weiss George Sinfield |
Programmer(s) | Brian Fehdrau |
Artist(s) | Daniel Dociu Beau Folsom |
Writer(s) | George Sinfield Paul Mazurek |
Composer(s) | Jeremy Soule |
Platform(s) | Super Nintendo Entertainment System |
Release | |
Genre(s) | Action role-playing |
Mode(s) | Single-player |
Secret of Evermore is an action role-playing game developed and published by Square for the Super Nintendo Entertainment System. It was released in North America on October 17, 1995, in Australia in February 1996, and in Europe in March 1996. A Japanese release was planned to follow the North American release by a few months [3] but was ultimately cancelled.
The story of Secret of Evermore follows a boy and his shapeshifting pet dog as they are inadvertently transported to the fantasy world of Evermore. The player guides both characters through Evermore, a world composed of separate realms, each resembling a different period of real-world history: "Prehistoria" (prehistory), "Antiqua" (classical antiquity), "Gothica" (the Middle Ages), and "Omnitopia" (an imaginative future world). The gameplay shares many similarities with Secret of Mana , such as real-time battles, a ring-shaped menu system, and the ability to switch control between the two characters. Despite similar game mechanics and a similar title, it is not an entry in the Mana series. [3] [4]
Secret of Evermore is unique in that it is the only game developed by Square designers in North America. The game received positive reviews upon its release for its graphics and gameplay but was criticized for not being up to the expectations many reviewers had based upon the developer's previous Japanese role-playing games. The game's North American development, Mana -like game mechanics, and ambient music have since helped it to develop a cult following.
Secret of Evermore takes many of its interface and gameplay aspects from Secret of Mana . [5] The game consists mostly of an aerial view setting, where the boy and his dog negotiate the terrain and fend off hostile creatures. The player may choose to control either the boy or the dog, with the other being controlled by the game's artificial intelligence. Both characters can find refuge in caves or a town, where they can regain their hit points or purchase restorative items and equipment. Upon collecting enough experience points in battle, either character can increase in level with improved stats such as strength and evasion. Options including changing equipment or casting alchemy spells; checking status can be performed quickly by rotating through the game's Action Ring system. [6] Combat takes place in real-time. Located below the player's hit points is a percentage gauge that determines the amount of damage done to an enemy, as well as how far the player can run. Swinging a weapon or running causes the gauge to fall to 0%. It then quickly recharges, allowing the character to attack at full strength or to run at full sprint once it is full. The gauge may also fill up to allowing the player to use charged attacks with equipped weapons. [4] [7]
The protagonist wields four different styles of weapons throughout the game: sword, spear, axe, and toward the end of the game, bazooka. [4] Repeated use of them can increase their skill levels to a maximum of three, unlocking a new charged attack [8] and increased range and power with each level; for instance, spears at a high enough level may be thrown at an enemy across the screen, [4] while the swords and axes can cut swathes of destruction around the boy's vicinity. [9] The sword, axe, and spear get replaced with a more powerful variant in each realm, resetting their skill levels. [4] Most swords, axes, and spears can cut through vegetation, while some weapons are required to break rocks and other barriers. [10]
In the four worlds of Secret of Evermore, the in-game currency changes. The shopkeepers in Prehistoria exchange talons; in Antiqua, gemstones; in Gothica, gold coins; in Omnitopia, credits. [4] There are individuals in each region who offer to convert the player's money to the local currency. In either of the game's two marketplaces (in Antiqua and Gothica, respectively), the storekeepers offer to trade in goods instead of money. Certain goods, such as rice, spices, and tapestries, can be bought using the local currency, but others must be exchanged for other goods. [11] Most vendors only specialize in one type of good, and some rare items require an extensive amount of trading to obtain. [4] [7]
A unique element of Secret of Evermore is its magic system. To cast magic, the boy must be given an "Alchemic Formula" by one of the many non-playable characters called "Alchemists". [4] Some Alchemists make their home in out-of-the-way areas and will dispense rare formulas if the player manages to seek them out. Unlike some role-playing games, there are no magic points needed to cast spells. Alchemy Formulas require pairs of ingredients to be used; some are available throughout the game, and others are only native to certain environments. In the primitive realms, ingredients appear such as wax, limestone, clay, and ash. [12] In the advanced realms, however, the ingredients become more complex, for example ethanol and dry ice. [13]
A secondary function of the dog is to "sniff out" ingredients by putting his nose to the ground and smelling for items. The player can command the dog to search the ground at any time, including in huts and cities. If all goes well, the dog will lead his human companion to a certain spot on the map where the player can uncover the unseen ingredients. [14] With repeated use, Alchemy Formulas will increase in level, enhancing their curative, offensive, or support effectiveness. Although there are dozens of Formulas available to be found within the game, only nine can be equipped at a time. To overcome this, there are several Alchemists scattered throughout the game who offer to manage the boy's current Alchemy list; any formula that has already been learned can be stored by the Alchemist for later use. [4] [15]
The plot revolves around a teenage boy and his dog whom the player must name. Most of the game takes place in the fictional world of Evermore. The player explores four main areas within this world, corresponding to different historical eras: Prehistoria contains cavemen and dinosaurs; Antiqua boasts a colosseum and pyramid theme; Gothica contains medieval castles and is populated by dragons; Omnitopia is a futuristic space station. [4] [7] [9]
Throughout their travels the boy, in the company of his dog, often quotes or mentions fictional B movies that relate to their current situation. For example, he compares himself to "Dandy" Don Carlisle in the film Sink, Boat, Sink after washing ashore at Crustacia. [4] [16] [17] [18] In addition, the dog's body transforms based on the theme of the area that players are in: in the world of Prehistoria, the dog is transformed into a feral wolf; in the Antiqua region, he becomes a greyhound; in Gothica, he takes the form of a fancy poodle; and in Omnitopia, he becomes a robotic dog that resembles a toaster and is capable of shooting laser beams. [4] [7] [19]
The story of Secret of Evermore begins with a black and white flashback to 1965, in a small town called Podunk, USA. In a laboratory situated on the roof of a mansion, a malfunction occurs which causes the area to flood with a white flash of light. Thirty years later, the game's young protagonist is leaving a theater when his pet dog chases after a cat on the street. The boy hurriedly follows him, eventually reaching a large, abandoned mansion. He discovers the hidden laboratory with a large machine built in the center. When the dog begins to chew on some wires, the pair find themselves transported to the surreal world of Evermore, beginning in the space station Omnitopia. A butler dressed in a white tailcoat greets the boy when he appears, only to lock him in a room with several attack robots. The boy manages to escape in a shuttle pod, where he finds his dog holed up in the cockpit. [9]
The shuttle crashlanded in a dense jungle on top of a plateau. When the boy emerges, he finds a ferocious-looking wolf has replaced his dog. He decides to perform a test to see if the wolf is really his pet dog. He tosses a stick for the wolf to fetch, but the wolf retrieves a giant bone instead. The boy shrugs this off and assumes the wolf is his dog. [20]
In each realm, the boy encounters a citizen of Podunk involved in an original experiment gone awry 30 years before. Professor Sidney Ruffleberg and his three companions were transported to Evermore but are unable to leave. [5] The boy quickly learns the regions are manifestations of those citizens' personal utopias. [21] Each of the three companions acts as the ruler of his or her world: Elizabeth, the Professor's niece, is the tribal chief of Prehistoria; Horace Highwater, curator of the Podunk Museum, oversees Antiqua; Camellia Bluegarden, a portly librarian, is the Queen of Gothica; Professor Ruffleberg monitors everything from Omnitopia, with his android butler, Carltron, alongside him. [22] [23] [24] Within Prehistoria, Antiqua, and Gothica, the boy and his canine companion aid Elizabeth, Horace, and Camellia in thwarting attempts by Podunk citizens' robotic clones from ruling their respective areas.
The duo finally returns to Omnitopia and finds Ruffleberg, who explains everything. He and his butler Carltron once engaged in chess matches. Ruffleberg outfitted him with an intelligence chip to make him a more challenging opponent, but the upgrade backfired making Carltron more malevolent. [25] He sabotaged the transporter to Evermore and designed the hostile beasts roaming the game. [26] With Ruffleberg's help, the boy and his canine companion break into Carltron's room. The area is guarded by android clones of the boy and his dog, along with a giant mecha version of Carltron. At the last moment, Ruffleberg appears and deactivates Carltron, who promptly freezes in place.
With Carltron's defeat, the monsters plaguing Evermore disappear, but the world itself grows unstable. [27] The boy returns to each world to collect Ruffleberg's companions, taking them back to the real world. In doing so, Evermore's destruction is averted, and it continues to exist without them. After the credits roll, a final scene shows Professor Ruffleberg returning Carltron to his old task of cleaning the lab. Carltron grins and rubs his hands together, implying he is not as docile as the professor believes.
In early 1994, the development of Secret of Evermore began at SquareSoft, the Redmond, Washington, office of the Japanese parent company Square. [28] The concept of an "American-flavored Secret-of-Mana-like" game was dictated from overseas. Square Soft began work on the detailed storyline focused on a boy traveling with his dog through a world based on cheesy B movies. [29] This led to popular culture references and dialog that are distinctly American for a mainstream console RPG. The game's associate producer and writer, George Sinfield, decided they would be familiar to American players. [30] The game's working title was Vexx and the Mezmers. Producer Alan Weiss's original concept had a group of magic users who "could tell dream stories and transport the listeners into the experience, virtually". During a storytelling session, Vexx is trapped and starts to corrupt the dreams. The game was to have the player find Vexx and defeat him. Sinfield asked for its name to be changed. The studio had a naming competition which resulted in Secret of Evermore; [31] composer Jeremy Soule claims to have been the team member who submitted the name "Evermore". [32]
Many elements of Secret of Evermore were copied from Secret of Mana because they had proven to be effective. [29] The size of the game was an early issue. It was decided that it would be single-player to preserve memory—it was originally planned to be only 12-megabits. [30] However, the game doubled to 24-megabits near the end of development. Daniel Dociu designed various pieces of concept art. Using computer software, including Alias 3D modeling software running on SGI workstations, the game's artwork and design were mapped out by three animators, four background artists, and a 3D rendering artist. [30] It was put together using the company's SAGE (Square's Amazing Graphical Editor) program, led by programmer Brian Fehdrau. Rather than having to hand off their work to the programmers, the artists and designers were able to test their ideas directly using the SAGE program. [29] The final product of Secret of Evermore was produced using another company program, SIGIL (Square Interpreted Game Intelligence Language). [29] [30] One of the worlds that was cut was called Romancia "where 'everything is all flowers and sweet stuff, excessively so'. It was pink and purple". [31]
There is a persistent misconception that the game is, or was released in lieu of, a follow-up to Secret of Mana. [29] Other Square titles such as Final Fantasy VI and Chrono Trigger were being localized simultaneously with the production of Secret of Evermore. Fehdrau explained in an interview that Secret of Evermore was not created in place of Trials of Mana and that the team that developed Secret of Evermore was assembled from newly hired staff and would otherwise never have been assembled. [29] Several of the team members later joined Humongous Entertainment, [33] which spawned Cavedog Entertainment, while the rest of the team spread to other Seattle-area game studios like Electronic Arts, Boss Game Studios, Microsoft Game Studios, and Gas Powered Games, among others.
Secret of Evermore was released on October 17, 1995, in North America. In 1996, it was translated into German, French and Spanish for the non-English-speaking market in some PAL territories, including Australia and New Zealand. [34] Some PAL versions were packaged in a large box and included a strategy guide. [35]
Jeremy Soule composed and produced the score for Secret of Evermore, his first video game project. In high school Soule was a big fan of video games, but he felt most of their scores "lacked drama and intensity". After completing high school, Soule created an experimental demo showcasing what he felt video game scores should sound like. [36] Soule was hired by Square Soft after they had reviewed the demo to score Secret of Evermore. Soule describes it as a mix of ambient sounds and low-key music. [37] The soundtrack was released on a CD containing 29 tracks, the first eight of which are arranged versions of the original sound. The disc was published by Square and was only available initially to those who pre-ordered Secret of Evermore. [38]
Aggregator | Score |
---|---|
GameRankings | 81% [39] |
Publication | Score |
---|---|
AllGame | [40] |
Electronic Gaming Monthly | 33.5 out of 40 [41] |
EP Daily | 8 out of 10 [42] |
Game Players | 88 out of 100 [43] |
GameFan | 246 out of 300 [44] |
GamePro | 3.625 out of 5 [45] |
M! Games | 79 out of 100 [46] |
Mega Fun | 87 out of 100 [47] |
Next Generation | [48] |
Nintendo Life | [49] |
Nintendo Power | 3.8 out of 5 [7] |
Super Play | 81 out of 100 [50] |
Video Games (DE) | 85 out of 100 [51] |
Nintendo Acción | 93 out of 100 [52] |
Secret of Evermore received positive reviews from most media outlets. They praised its graphics. Scary Larry of GamePro , however, found the spell animations weak compared to those of other Square games, and said the bosses are large but strangely unimpressive. [45] A highlight for some critics was gameplay, particularly the unique alchemy system and aspects also found in Secret of Mana such as the ring menu. [7] [41] [48] Others found the mechanics needlessly hard to get used to. [45] [41] Nintendo Power praised the game for its graphics, sound, play control, story, and variety but criticized it for its awkward battle system and simple A.I. Although the quality of the musical compositions and sound effects were praised, [41] [45] [46] Scary Larry complained of the player character's dog barking "constantly". [45]
Super Play and GamePro both felt the game was not up to the standards of other Square games. [50] [45] Victor Lucas of Electric Playground praised the game saying that while it did not reach the heights of Chrono Trigger or Final Fantasy VI, it was still a highly enjoyable experience. [42] Mega Fun argued it was on par with those games, with graphics that were nearly as good. [47] Others argued that Secret of Evermore was a decent first attempt by the American team. Game Players anticipated another game from the same development team, [43] and a critic for Next Generation said that while the game suffered from a number of amateur mistakes, "as a debut title for a new team of designers, it points to a rosy future". [48] Video Games praised Squaresoft USA's very first title, noting that while the menu and control schemes were taken from previous Square games, its mood, story, and setting were enough to set it apart from the earlier titles. [51]
In a retrospective review, Allgame editor Scott Alan Marriott described the game as "a good, solid RPG, but those expecting memorable characters or a dramatic, involving story will most likely be disappointed". [40]
Three reviewers from GameFan praised the game. Two were skeptical that an American made role playing game could match Square's internally produced titles such as Final Fantasy , but they were impressed with the game. One reviewer, however, noted that he missed the Japanese-style art found in other Square games and although the art in Secret of Evermore was good, it was aimed at an American audience. [44] In 2018, Complex rated Secret of Evermore 41st in their "The Best Super Nintendo Games of All Times" list. [53]
Chrono Trigger is a 1995 role-playing video game developed and published by Square. It was originally released for the Super Nintendo Entertainment System as the first entry in the Chrono series. The game's development team included three designers that Square dubbed the "Dream Team": Hironobu Sakaguchi, creator of Square's Final Fantasy series; Yuji Horii, creator of Enix's Dragon Quest series; and Akira Toriyama, character designer of Dragon Quest and author of the Dragon Ball manga series. In addition, Takashi Tokita co-directed the game and co-wrote the scenario, Kazuhiko Aoki produced the game, while Masato Kato wrote most of the story. The game's plot follows a group of adventurers who travel through time to prevent a global catastrophe.
Duck Hunt is a 1984 light gun shooter video game developed and published by Nintendo for the Nintendo Entertainment System (NES). The game was first released in April 1984 in Japan for the Family Computer (Famicom) console and in North America as an arcade game for the Nintendo VS. System. It became a launch game for the NES in North America in October 1985, and was re-released in Europe two years later.
Square Co., Ltd., also known under its international brand name SquareSoft, was a Japanese video game developer and publisher. It was founded in 1986 by Masafumi Miyamoto, who spun off part of his father's electronics company Den-Yu-Sha. Among its early employees were designers Hironobu Sakaguchi, Hiromichi Tanaka, Akitoshi Kawazu and Koichi Ishii, artist Kazuko Shibuya, programmer Nasir Gebelli, and composer Nobuo Uematsu. Initially focusing on action games, the team saw popular success with the role-playing video game Final Fantasy in 1987, which would lead to the franchise of the same name being one of its tentpole franchises. Later notable staff included directors Yoshinori Kitase and Takashi Tokita, designer and writer Yasumi Matsuno, artists Tetsuya Nomura and Yusuke Naora, and composers Yoko Shimomura and Masashi Hamauzu.
Dr. Mario is a 1990 puzzle video game developed and published by Nintendo for the Nintendo Entertainment System and Game Boy. It was produced by Gunpei Yokoi and designed by Takahiro Harada. The soundtrack was composed by Hirokazu Tanaka.
Final Fantasy VI, also known as Final Fantasy III from its initial North American release, is a 1994 role-playing video game developed and published by Square for the Super Nintendo Entertainment System. It is the sixth main entry in the Final Fantasy series, the final to feature 2D sprite based graphics, and the first to be directed by someone other than series creator Hironobu Sakaguchi; the role was instead filled by Yoshinori Kitase and Hiroyuki Ito. Long-time collaborator Yoshitaka Amano returned as character designer and concept artist, while composer Nobuo Uematsu returned to compose the game's score, which has been released on several soundtrack albums.
Final Fantasy Adventure, known in Japan as Seiken Densetsu: Final Fantasy Gaiden or simply Seiken Densetsu, and later released in Europe as Mystic Quest, is a 1991 action role-playing game developed and published by Square for the Game Boy. It is a spin-off of the Final Fantasy series and the first game in the Mana series.
Mario Bros. is a 1983 platform game developed and published by Nintendo for arcades. It was designed by Shigeru Miyamoto and Gunpei Yokoi, Nintendo's chief engineer. Italian twin brother plumbers Mario and Luigi exterminate creatures, like turtles (Shellcreepers) and crabs emerging from the sewers by knocking them upside-down and kicking them away. The Famicom/Nintendo Entertainment System version is the first game to be developed by Intelligent Systems. It is part of the Mario franchise, but originally began as a spin-off from the Donkey Kong series.
Super Mario World, known in Japan as Super Mario World: Super Mario Bros. 4, is a 1990 platform game developed by Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES). The player controls Mario on his quest to save Princess Peach and Dinosaur Land from the series' antagonist Bowser and the Koopalings. The gameplay is similar to that of earlier Super Mario games; players control Mario through a series of levels in which the goal is to reach the goalpost at the end. Super Mario World introduces Yoshi, a ridable dinosaur who can eat enemies.
The Legend of Zelda, originally released in Japan as The Hyrule Fantasy: Zelda no Densetsu, is an action-adventure game developed and published by Nintendo. The first game of The Legend of Zelda series, it is set in the fantasy land of Hyrule and centers on an elf-like boy named Link, who aims to collect the eight fragments of the Triforce of Wisdom in order to rescue Princess Zelda from Ganon. The player controls Link from a top-down perspective and navigates throughout the overworld and dungeons, collecting weapons, defeating enemies and uncovering secrets along the way.
The Legend of Zelda: A Link to the Past is an action-adventure game developed and published by Nintendo for the Super Nintendo Entertainment System. It is the third game in The Legend of Zelda series and was released in 1991 in Japan and 1992 in North America and Europe.
The Mana series, known in Japan as Seiken Densetsu, is a high fantasy action role-playing game series created by Koichi Ishii, with development formerly from Square, and is currently owned by Square Enix. The series began in 1991 as Final Fantasy Adventure, a Game Boy handheld side story to Square's flagship franchise Final Fantasy. The Final Fantasy elements were subsequently dropped starting with the second installment, Secret of Mana, in order to become its own series. It has grown to include games of various genres within the fictional world of Mana, with recurring stories involving a world tree, its associated holy sword, and the fight against forces that would steal their power. Several character designs, creatures, and musical themes reappear frequently.
Secret of Mana, originally released in Japan as Seiken Densetsu 2, is a 1993 action role-playing game developed and published by Square for the Super Nintendo Entertainment System. It is the sequel to the 1991 game Seiken Densetsu, released in North America as Final Fantasy Adventure and in Europe as Mystic Quest, and it was the first Seiken Densetsu title to be marketed as part of the Mana series rather than the Final Fantasy series. Set in a high fantasy universe, the game follows three heroes as they attempt to prevent an empire from conquering the world with the power of an ancient flying fortress.
Mode 7 is a graphics mode on the Super Nintendo Entertainment System video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different depth effects. It also supports wrapping effects such as translation and reflection.
Trials of Mana, also known by its Japanese title Seiken Densetsu 3, is a 1995 action role-playing game developed and published by Square for the Super Famicom. It is the sequel to the 1993 game Secret of Mana, and is the third installment in the Mana series. Set in a high fantasy world, the game follows three heroes as they attempt to claim the legendary Mana Sword and prevent the Benevodons from being unleashed and destroying the world. It features three main plotlines and six different possible main characters, each with their own storylines, and allows two players to play simultaneously. Trials of Mana builds on the gameplay of its predecessor with multiple enhancements, including the use of a time progression system with transitions from day to night and weekday to weekday in game time, and a wide range of character classes to choose from, which provides each character with an exclusive set of skills and status progression.
Milon's Secret Castle, known in Japan as Meikyū Kumikyoku: Milon no Daibōken, is a 1986 action-adventure game released by Hudson Soft for the NES. A Game Boy version was released in 1993. A sequel, DoReMi Fantasy, was released in 1996 for the Super Famicom.
The Nintendo Player's Guides are a series of video game strategy guides from Nintendo based on Nintendo Power magazine.
The Mana series, known in Japan as Seiken Densetsu, is a role-playing video game series from Square Enix, created by Koichi Ishii. The series began as a handheld side story to Square's flagship franchise Final Fantasy, although most Final Fantasy-inspired elements were subsequently dropped, starting with the second installment, Secret of Mana. It has since grown to include games of various genres within the fictional world of Mana. The music of the Mana series includes soundtracks and arranged albums of music from the series, which is currently composed of Final Fantasy Adventure and its remake Sword of Mana, Secret of Mana, Trials of Mana, Legend of Mana, Dawn of Mana, Children of Mana, Friends of Mana, Heroes of Mana, Circle of Mana, and Rise of Mana. Each game except for Friends and Circle has produced a soundtrack album, while Adventure has sparked an arranged album as well as a combined soundtrack and arranged album, Legend of Mana has an additional promotional EP, and music from Secret and Trials were combined into an arranged album. For the series' 20th anniversary, a 20-disc box set of previously-released albums was produced, as well as an album of arrangements by Kenji Ito, composer for several games in the series.
Super Adventure Island II is a Super NES video game by Hudson Soft. Unlike most of the previous games, it is a platformer with action-adventure elements that encourages exploration, similar to the later Wonder Boy games.
Bomberman GB is a sub-series of video games in Hudson Soft's Bomberman series released for the Game Boy. The first entry was Bomberman GB, released as Wario Blast: Featuring Bomberman! in North America and Europe, later succeeded by Bomberman GB 2, under the name Bomberman GB internationally, and Bomberman GB 3, which was only released in Japan.
Super Mario Bros. is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). It is the successor to the 1983 arcade game Mario Bros. and the first game in the Super Mario series. It was originally released in September 1985 in Japan for the Family Computer; following a US test market release for the NES, it was converted to international arcades on the Nintendo VS. System in early 1986. The NES version received a wide release in North America that year and in PAL regions in 1987.
Firstly, the highly anticipated Secret of Evermore is due for release soon...
Secret of Evermore
by: SquareSoft
for: SNES
out: Now
Protagonist: Wow! This is like what happens in The Pale People of Planet V. It's about a bunch of astronauts who get stuck on an exact replica of Earth... only it's populated by zombies, vampires and... Well, actually, this isn't like that at all.
Protagonist: Well, it's good to know the crowd is on my side. This is like the big fight scene in Dirt, Swords, Sweat and Togas. I think the hero got pummeled in that picture. Oh, well. Here goes nothing!
Protagonist: Wow! Is that really you? You've changed! Hmmm... If you're really my dog, you'll fetch this stick. OK! Go get it! Well, this isn't the stick. But it'll do! C'mon, buddy, let's look around.
Elizabeth: You see I'm originally from Podunk, too. My Grandpa is an inventor who lives in the mansion on the hill! He made a machine that could send people to worlds of their own design. Since I enjoy all things prehistoric, I dreamed up this world of cave people and dinosaurs. I was supposed to be here for a couple of hours, but it's been a couple of decades.
Horace: It's a pleasure to meet you. I'm Horace Highwater. I, too, am from Podunk. I figured that it would just be a matter of time before another Podunker arrived. You see, this ancient world is a product of my imagination. I was the curator of the Natural Museum of Podunk.
Horace: There was another guest at that party, too. Miss Bluegarden, the librarian.
Professor: I constructed Carltron in order to do the household chores. You know-- tidy up, greet guests, pay the bills, let the cat out, clean the gutters. And I made him smart so that he could play chess and give me a run for my money! But, as the years wore on... Carltron got tired of being a servant. He decided to turn the tables and take over.
Professor: It was Carltron's influence that created the evil elements on Evermore... Now that he's unplugged, I would suspect that those elements should be going away.
Professor: I believe that Evermore is on a collision course for destruction. With Carltron's influence gone, the balance of the world is completely offset. The only way to reverse the problem is to remove our own influence on the world. We have to leave now, and take our friends with us... Or Evermore will be nevermore for ever more!
{{cite web}}
: CS1 maint: unfit URL (link){{cite web}}
: CS1 maint: numeric names: authors list (link)