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Retro Game Database · Apple II

Même les pommes de terre ont des yeux!

Retro Game Database · Apple II

Même les pommes de terre ont des yeux!

Même les pommes de terre ont des yeux! drops you into a hostile fictional South American dictatorship and immediately makes its sense of humor part of the obstacle. You explore towns, the presidential palace, and a prison while trying to rally a disillusioned population, topple the new regime, and free the deposed president. It is an old-school text adventure with a nasty streak: death can force a restart, and even typing an insult can turn into a demand for groveling.

That makes it a peculiar recommendation. Its political setup gives the exploration a stronger purpose than many period adventures, while its punishments and direct demands for exact player behavior can feel more like a joke at your expense than a satisfying puzzle. Give it a chance if you enjoy historical text adventures that are willing to be confrontational, arbitrary, and a little absurd; anyone wanting a forgiving path to its revolution may run out of patience.

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Retro Replay Review

Gameplay

The first few commands put you in the familiar rhythm of a text adventure: move through locations, inspect the situation, and work out how this unstable country fits together. Here, the objective has real urgency. You are not merely collecting objects for a vague treasure hunt; you are trying to unseat a government and break the former president out of prison. Towns, the palace, and the prison give that journey a useful sense of direction.

The game’s most memorable wrinkle is also its most divisive. Enter an insult, and it notices. Instead of treating that as harmless player mischief, it demands that you beg forgiveness on your knees. That is funny once, perhaps even startling, because it turns the usual distance between player and machine into part of the game’s hostility. It can also be irritating when you are trying to experiment with language and discover what the adventure will accept.

Death is another hard edge. Multiple situations can kill you, and dying means starting again. Worse, the game draws a side-view gun and asks you to physically put your head to the right of the screen before pressing a button. It is such an aggressively odd punishment that it fits the game’s prankish personality, but it also makes mistakes expensive. Patience and a willingness to replay are essential; this is not an adventure that gently guides you through its puzzles.

Graphics

The screen splits its attention between a graphics area at the top and the text prompt below. The visual element is a companion to the written exploration rather than the main draw, while the side-view gun shown after death is the one image the game uses with real directness: it turns failure into a deliberately uncomfortable gag aimed at you.

Story

A fictional South American dictatorship is a sharper starting point than the genre’s usual caves and castles. The old president has been removed and imprisoned, the replacement regime holds power, and the public is largely disillusioned. Your job is to turn that stagnant situation into a revolt and stage a rescue.

That setup gives even basic exploration a political frame. A town is not just another place to map, and the palace and prison are not random destinations: each is tied to the central struggle over power. The game has a clear destination from the outset, which helps its adventure-game opacity feel less aimless.

Still, the tone is not solemn. The response to insults and the bizarre death routine make the revolution feel filtered through a cheeky, antagonistic comic sensibility. If you want a straight-faced political drama, that clash may undercut the stakes. If you can enjoy a game that mixes authoritarian menace with player-directed humiliation, the oddness is exactly what makes it stick in the memory.

Overall Experience

Même les pommes de terre ont des yeux! is the kind of 1985 adventure that asks you to meet it on its own terms. Its text-led exploration has a concrete mission, but the game also seems determined to test your tolerance for restarts, sudden death, and jokes that involve making you perform for the screen. That combination is more distinctive than comfortable.

The payoff is in its personality. Plenty of old text adventures make you decipher puzzles; this one makes you feel as though you are negotiating with an unruly, easily offended authoritarian machine. When its demands land as intended, the game feels mischievous and unusually alive. When they do not, the same behavior feels like needless friction.

Try it if you have affection for demanding Apple II interactive fiction and can accept that a failed experiment may send you back to the beginning. Its revolution plot, unusual setting, and rude sense of humor give it character. Just do not expect the game to reward every curious impulse kindly.

Retro Replay Score

6.3/10

Additional information

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Year

Retro Replay Score

6.3

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