Developer: Global Star Software Ltd.
Publisher: Reldni Productions
One Player
Windows
Oddly enough you did not die. Instead, you landed on a strategically
placed mountain of breakfast cereal.
Author's Note: This review only covers Vinnie's Tomb Part 1, which as is documented in the review, had a
sequel game of a trilogy which never was completed. As of 2022, the second
game, Vinnie's Tomb Chapter Two - Shine
and Glow Vinnie (1997), is only possible to play if you can boot up an old
mid-90s emulation of Windows, which
emphasises that, in terms of emulation, PC and Mac software is its own vast
land I have yet to even figure out, whilst Vinnie's
Tomb Part 1 was converted for Newgrounds.
Befitting this bizarre cultural item, even playing it is a story.
Vinnie's Tomb, Chapter One: The Road To Vinnie's Tomb, thus from
here to be addressed as Vinnie's Tomb
Part 1, is fringe as you can get. It is the creation is made more
perplexing because of its context in the modern day. In Canada, there was a man
named Troy Scott, and it has been
addressed, though is vague, that he died of medical complications on the 4th
December 20001, his work in music and games as a completely outsider
now in the fringe preserved by a group he founded called Reldni Productions. His story, in the obscure vast planes of the
internet, now has been mythologized by the holders of Reldni Productions with questions of validity, or at least a sense
they want to tell their own strange take on his life. His story through Reldni is now part of the internet's
Chinese whispers and mythology, as only fragments of his work, a couple of
independently made games and music albums, which are available with an
exaggerated back-story. Vinnie's Tomb
itself was meant to be a trilogy of games, only for the Reldni Wiki for to talk of the late Troy Scott being kidnappped,
mid-interview in 1997, by " by a ski masked figure in a black limousine"
preventing the third game from happening2. With the timeline involving
Scott being frightened into isolated
in 1999 by a figure by Mike Alfano2, who is likely the same figure
in Year of the Alfano (2000), a
concept album where Alfano is a gangster figure with a temper and innovated a
dance style called the Alfano about shuffling back and forth, undeniably this
is a mythology. It does not include the actual truth of who Troy Scott was, if he died in the 2000s
or not, and why Vinnie's Tomb,
alongside other games documented in these preserved articles, existed in
partial form.
The game alone, an ultra-low
budget point-and-click adventure which plays to irony, would put some off.
Playing to an absurdist humour that is deliberately random and clearly to amuse
the creator, Vinnie's Tomb itself is
an electronics store that, as time passed, became a tomb, the ancestor of its
owner, a pierrot also called Vinnie, setting out to find his rightful
hand-me-down. With deliberately bad craftsmanship involved too, this is also a
work from the mid-to-late nineties, of the many deceased formats of Windows, to
which this was made available for the shareware, with an aesthetic entirely of MS-Paint crudely drawn. I admit, as in
all those weird fringes of the internet, all in danger of being lost if it ever
was turned off, this belongs to that culture which many would feel would not be
even worth preserving, but for me is compelling as part of the weird fixations
and foibles of my fellow human being. Probably soaking myself in another's
obsessions is a dangerous thing to do, and Vinnie's
Tomb Part 1 has one joke which reminds one, as to discuss later on, where
this interest in connecting to others should not forget when it is morally
dubious, but this is one of those artefacts which was perplexingly fascinating.
Vinnie's Tomb Part 1, in spite of its long introduction, is a
slight game, made available in 2016 by a Newgrounds
user and coder Mike Welsh, whose interest in preserving over fifteen years of
flash animation and work on Newgrounds
in itself is to be commended. It is also befitting how this ended up on Newgrounds as the strange uncle of a
site which, alongside being a hub for Flash
animation before its creator Adobe ended
the software in December 2020, is a hub of a variety of internet culture, be it
indie games (even known ones), fan art, even animated and video game porn, and
everything potentially cool and strange in-between of a variety of qualities
and strange humours. Vinnie's Tomb, only from 1997 but a grandfather
by now for internet culture, would have at least won a person over from the
later generations for its ironic touch. You are warned of what to expect on the
first screen when, with a crudely drawn sea creature nearby, the narrator with
a strange accentuated accent does so to the player, and you hear what can only
be described between a MIDI cacophony mixed with a knock off version of music
by The Residents blaring out. You
need to get past the bridge, a trick where you needs to find a way to cross
without it collapsing, and if you manage to succeed with having to have to
restart the game as you fell in and drowned, this turns into a rudimentary
point n click with stream of consciousness wackiness.
Even this forced me to realise my
taste for point n click games is still to be dealt with, impatience likely a
factor for even the most rudimentary of presentations, with icons onscreen the
only things to clearly click, to lead me to miss things. Vinnie's Tomb to be honest though, however, also has its fair share
of esoteric decisions, especially as Part I has a lot of outright irrational
ideas, where key items like cheese and underwear are acquired through a
dialogue exposition text when you get certain combinations, or that the diamond
you need to open a door is still needed, and needs to be wrenched out of the
place it has been placed into. Or that you need to wear the glasses before
knocking a yellow ball presumed to be the sun out of the left corner. Yes, even
if this is rudimentary, it emphasises my disinterest in the point and click
genre I need to overcome with, in how it feels like the puzzles are vague to
procrastinate rather than ones based on actual common sense. Here the absurdist
tone almost feels justifiable only because this game is very short and you can
get back to the sections with ease, when others are longer and could even have
game over conclusions.
Many will not even get through
this, regardless of short length, as cacophony is apt for it all, a game truly
weird for just the sake of being weird, sometimes inspired even if by accident
for me, other times even for my forgiving taste in strange cultural objects
feeling like it is trying and failing. Some odd cultural references that would
be dated even in the nineties appear, of a snake in the garbage you need to
talk to being bigger than Wayne Newton
at Las Vegas, that "Donny Osmond is
hosting a benefit concert there for seven legged spiders from a windy city...",
or that one concern to get key items is to shut up a monster who sings like Leonard Cohen at night and keeps
everyone up. These at least reveal the tastes of its creator which, in
hindsight, is fascinating to learn of, but other jokes are not like this. It is
random for the sake of it, sometimes succeeding for me even as accidental surrealism,
but there is a fine line between succinct surrealism and just trying, or
rambling humour which is a greater issue. All the voice acting, crudely
recorded, has weird accents and intonations, all non-professional and crudely
recorded in the modern day, and the music is likely to be maddening for some. (The Residents comparison, even though
that band is superior and honed their music, is apt in mind that, if you played
a song like Constantinople from Duck Stab (1978) in a loop, it might
drive someone mad too, with the same manic energy here from a professional
recording). The humour is the kind that amuses oneself but required your own
codes of what you find funny, rather than what is funny to yourself but could
gain a reaction from others even if shocked laughter. One joke, only one
thankfully, crosses a potential line where the aforementioned snake you need to
talk to, whose brother you meet instead, is meant to be a "queer
snake". Not the worse language to use, and what Troy Scott meant with the term queer, either the derogatory term re-appropriated
by LGBTQ people or the old term for being "odd", is up to meaning
seeing how quirky the game is, but this is a good reminder to be aware when you
even find entertainment or interest in soaking in these strange cultural
objects to be aware of this.
In terms of aesthetic, most will
be put off by it too. As mentioned, it is Microsoft
Point to the point Scene 3, in grassy land before you enter the central
cave of the narrative, has flowers drawn by the spray paint function of the
software that are just dots. Text boxes, the old ones from old computers where
you have to press okay to continue, present the exposition, and dialogue scenes
are progressed by clicking a click-at-a-time slider at the bottom. One
non-playable character you encounter is an invisible horse, only invisible
(until you get to look at him) because it is explicitly said that the creator
cannot draw horses. This is the moment where I find myself having to figure out
what I feel for Vinnie's Tomb Part 1,
a curious artefact I am glad to struggle through, am glad to learn of more even
if it means having to go through the juvenile mythology behind it which
obscures the actual history, maybe find joy slowly with that weird mythology,
and admitting that this is not a game many would want to play. The game itself
is a time capsule, not a great game, but alongside the fascination with this
content, even this crude art style done without irony and deliberately could be
appropriated for an indie game and you could get something that sells like a
cult gem on Steam.
That later bit is not a joke, as
considering the steps into old and even "ugly" aesthetic, like the
embracing of old Playstation One era
polygonal aesthetic, even Nintendo 64's
Vaseline smeared polygons being looked back to for artistic interest, old crude
low budget PC software, even Microsoft Paint-core, could be something you get a
great game from. This, even if a mess, still has the whit around it to have
secrets within it, even if such secrets involve a mini-game where you have to
slowly manoeuvre your pierrot up screen, unable to even see the traps you have
to avoid and thus having to go by pure luck. This is the type of work which, to
be cruel, would be looked at as a exhibit to gawk at for how unnatural it is, a
misfortunate creation in the world of video games which is yet artificially
made to be like this too. The paradox is that, in among this, there are moments
which captured my own taste in the weird which felt good, even if you have to
scrape off so much which is not really that inspired.
And even that questionable
content can be digested as it fascinates me as a cultural object from a
different era like a museum exhibit, which makes this a confused one to deal
with. Truthfully, only those intrigued by any of this should try Vinnie's Tomb Part 1. Part 2 was released in 1997 too, but
still exists in form that has not converted to a more accessible form, one
which requires a knowledge of how to run an old Windows emulator from the past.
Part III itself never existed or is
lost, and there is an entire history of titles which Troy Scott was said to have created, possibly lost for real from a
time where immediate preservation was not common online. That this is all part
of the mythology itself confuses things further. This follows the same camp as
when fan fiction, both the truly worst and memorable, is exonerated and
preserved online, though Vinnie's Tomb
is an obscure work few may know of.
This is, to be harsh again, a
work of whims and rambling sense of humour, a stream of consciousness alongside
the music Troy Scott made which Reldni Productions have made available
for free, made as home-produced improvisations on what he could create. This is
something most would not appreciate, but I have come to this entire catalogue with
empathy even if I am to be cautious in that too. To openly borrow a joke from
an actual video game critic and author, Ben
“Yahtzee” Croshaw, this is exactly like finding a dead squirrel with a fez
on its head3, a curiosity to look at that raises questions. I find
that metaphor cruel as, rather than being distracted by something odd on the
side of the road, I came to Vinnie's
Tomb willingly and with empathy for any misfit. The metaphor is more apt,
artificially being kept back by Reldni
Productions' mythology, this raises interesting questions, such as whether
that is a hat or if the squirrel fell out a tree eating a yogurt3,
and here whether Vinnie's Tomb is
actually the outsider art piece uncovered from a passed creator, or this is
entirely fabricated for some strange in-joke. That fabrication is harmless,
thankfully not used for cheating people if it was revealed to be the truth, but
it just asks further questions to scratch your chin about.
====
1) This is referenced in Scott's biography on a fandom wiki, and is referencing the following on RootsWeb.
2) As documented in the third
game's wiki.
3) This was befittingly taken
from a review of The
Good Life (2021) as premiered on November 10, 2021 on Escapist Magazine's website and Youtube, a game from the cult figure SWERY, the Japanese developer/Buddhist
monk behind such strange video game titles to cover one day like Deadly Premonition (2010), which just
from the review is a befittingly weird game
one wishes to just play for its own bizarre content.