There are quite a few dark and dusty corridors in the Cabinet of Curiosities, musty passageways filled with cobwebs and lit only by the eerie glow of a personal computer monitor or tv screen. At evening, you can hear the pitiful cries of frustrated gamers, mourning the loss of their final life. Weird, digital music echoes by means of the hallways.
Adhere to a winding set of methods into the darkened bowls of the museum, and you may perhaps discover oneself in a tiny, candle lit area exactly where you will come face to face with a fortune teller. She has sunken eyes and sharp cheeks and sits behind a table, holding a deck of cards. She delivers to inform your future.
Really should you discover oneself right here, you have probably drifted into the globe of Taboo: The Sixth Sense. It was released for the Nintendo Entertainment Program in April of 1989. It was not a video game. At least, not by any affordable definition of the term. Yes, it was a cartridge for a gaming program, and it was created by Uncommon (who would later go on to build games like Donkey Kong Nation and GoldenEye 007), but beyond that…not so substantially. There was no story, no characters, no levels, or objectives. The fortune teller described above was a creation of your humble author.
Taboo: The Sixth sense was nothing at all extra than a digital tarot reading. You place the cartridge in and have been taken to a screen which proclaimed: All that has been and all that will be is right here for you to know…Dare You Glimpse the Future Dare You Even Ask…? Taboo The Time Machine on Nintendo! You have been then asked to enter your name, birth date, and sex. Soon after that, you entered a query. Any query at all. Cards from a complete deck of 78 cards, like the significant and minor arcana, have been dealt out into a Celtic Cross. The cards have been then turned more than a single by a single, with a short explanation as to what the card signified.
I suppose you could say there was infinite replay capacity, as the game would randomly shuffle the cards and you could answer any query you wanted. In addition to answering your deepest, most burning concerns, the game would give you lotto numbers. You just had to enter your dwelling state.
Although it was released in the 1980s, somehow the game does not look to have caught the interest of the “Satanic Panic” crowd. Nor does it look to have created the reputation as such “dark” and “evil” games as the Ouija Board or Dungeons and Dragons.
And that, my dear reader, is today’s exhibit.
Till subsequent time, I remain…
Just A different Geek In The Geek Kingdom