Questa recensione non è ancora tradotta — mostriamo l’originale (English).
When you aim your cursor at a file called Miser's House in the early eighties and hit Enter, a simple puzzle awaits you—one with ambitions that exceed the graphical capabilities of PCs back then. Your goal is to navigate through a house full of straightforward logic tasks and find your way out—or rather, discover the path to the wealth hidden somewhere within its walls.
The game functions as a text adventure with a minimalist approach: you read the room's state and enter commands for what you want to do. It's not some literary sandbox, but a series of rooms, each with one clear problem you need to solve. Grab things you see, combine them, try using them on something. It's old-fashioned and primitive enough that it won't take you more than a few minutes, even on a slower day.
What was supposedly interesting about it? The title hints at something about greed and money, but details get lost in the available sources. The mechanics are primitive, the graphics (if any exist) are nearly nonexistent. Whether it was an educational game for kids or a text adventure for the very patient, today it looks like a curiosity that never quite warranted a visit—from an era when computers held mostly raw nerve and little elegance.
Miser's House hangs somewhere between being a game and being an interactive exercise. It's not bad, just uninterestingly zero points for intrigue. A game without image, without atmosphere, without a story to pull you forward, unless you're risking frustration from unclear instructions.
If you have a taste for computer game archaeology and want to see how simple things were that sold in the early eighties, you'll fire up Miser's House without hesitation. For anything else, there's nowhere to look. Even in that moment when the simulator positions itself as an interesting mystery, all you're left with is the feeling that you're dealing with a game that's certainly not great—just boring.