#Pratchat92 Notes and Errata
These are the episode notes and errata for Pratchat episode 92, “Sand of the Scrounge Wizard”, discussing the 1996 computer game Discworld II: Missing, Presumed…!?, with guest Kat Clay.
Iconographic Evidence
We’ll add a few choice screenshots here! Watch this space.
Notes and Errata
- The episode title – inspired by a gag made by Kat – is a riff on the title of the first Leisure Suit Larry game, Leisure Suit Larry in the Land of the Lounge Lizards, from 1987. Inspired by their earlier text-based game Softporn Adventure, Leisure Suit Larry is a series of “adult” graphic adventure games from Sierra Entertainment. The Larry games are very 1980s style sex comedies, mostly starring Larry Laffer – a middle-aged, balding virgin whose big quest is to usually to seduce a woman. (Though to be fair, it does turn into sort of a love story by the end of the original trilogy.) There are ten games in the series, the most recent from 2020, though only the first six were designed by the series’ original creator, Al Lowe. The original has also been remade and re-released several times.
- We mention the animated Discworld adaptations a couple of times, by which we mean the two from Cosgrove Hall. These were Wyrd Sisters and Soul Music, originally broadcast in 1997 and 1998 – so after the release of Discworld 2. Of note: an interview with Terry about these adaptations from the time, for MelodyMaker magazine, has been doing the rounds on social media. He was very happy with them! This was also around the time Hollywood was trying to make a version of Mort, and he was less enthusiastic about that. But it seems that when it came to adaptations, he most loved the plays – he said he loved the thought of people rehearsing lines from his books!
- The Map of Death’s Domain (1999) was the fourth official “Discworld Mapp” to be published, following The Streets of Ankh-Morpork (1993), The Discworld Mapp (1995), and A Tourist Guide to Lancre (1998). All of the maps were devised by Terry Pratchett and Stephen Briggs; Death’s Domain was the second to be illustrated by Paul Kidby, who had also done the Lancre map. Steven Player illustrated the first two. These later two more niche maps reportedly didn’t sell as well as the ones of the Disc itself and its most famous city, and are no longer in print.
- The “Paul Kidby pictures” Kat mentions are probably from The Pratchett Portfolio, a short collection of Kidby sketches and illustrations of Discworld characters, accompanied by brief notes from Terry. It was published as a large format but slim softcover in 1996. Another option might be the follow-up, The Art of Discworld, from 2004, which was a larger hardcover volume containing many more images, and sporting his original version of “The Mona Ogg” on the cover. For more on Kidby’s artwork, see #Pratchat88, “They’re All Good Dragons, Bront”, about Kidby’s much more recent book Designing Terry Pratchett’s Discworld.
- The Scarlet Stiletto Awards are an annual competition for short crime fiction written by Australian women, launched by Sisters in Crime in 1991. At the 2018 awards, Kat’s story “Lady Loveday Investigates” (available on her website) won three awards: the Kerry Greenwood Malice Domestic Award, the Sun Bookshop Third Prize, and the Athenaeum Library Body in the Library runner-up prize.
- “Dark academia” is an aesthetic and niche storytelling genre which emerged over the last decade, though its often traced back to The Secret History, Donna Tartt’s 1992 novel about murder and turmoil amongst students at university in New England. It mixes an idealised, old-fashioned version of higher education with goth-adjacent themes of finding beauty in darkness. Common touchstones include libraries, books, gothic architecture, tweed, pencil skirts and other 1930s fashion. If you thought Rupert Giles was the sexiest character in Buffy: the Vampire Slayer, then dark academia might be for you! The aesthetic is not without its critics, who point out that it romanticises a Eurocentric and elitist idea of education.
- When Kat mentions a rubber chicken, she is almost certainly thinking of the infamous “rubber chicken with a pulley in the middle” that appears in the 1990 LucasArts adventure game, The Secret of Monkey Island. (See the list of adventure games below for more.) Sadly no rubber chickens appear in any of the three Discworld adventure games.
- Discworld II was released shortly after the publication of Hogfather, but given when it was written and developed, it’s likely the team had only limited access to notes about any books after Maskerade. This might explain why some of the portrayals don’t quite match the books, especially when it comes to Hex (written as HEX in the game) and Ponder Stibbons.
- Liz’s comment about “going up and down stairs for 15,000 years” is a reference to the length of time Rincewind spent navigating some locations – most notably Unseen University – in the first Discworld game.
- For more about Abiotic Factor, The Bard’s Tale, The Outer Worlds 2 and Disco Elysium, see the list of “other videogames” below.
- Monty Python’s Life of Brian was the third feature film from Eric Idle’s comedy troupe, Monty Python. Set around 33 CE, it tells the story of Brian Cohen (Graham Chapman), a man born in the stable next door to Jesus Christ. As an adult living in Roman-occupied Judea, Brian falls in love with the revolutionary Judith Iscariot (Sue Jones-Davies) and has a series of misadventures, including being mistaken for the Messiah. At the film’s end, he is captured and crucified by the Romans, but the people he thought would help him instead celebrate his sacrifice. As he despairs, a victim on the cross next door (Eric Idle) leads the crucified in the song “Always Look on the Bright Side of Life” to cheer them all up. It has remained a popular song ever since.
- While the game only briefly explains why Windle is having a deathday party, the manual explains that wizards can see Death and know when they will die. Like most of the manual, this is essentially done via a remix of text and jokes from the novels, reproduced below. (The footnote is one about Rincewind failing to have achieved even the first of the eight levels of wizardry.)
There exists a special relationship between all wizards and Death, as they can not only see him but also know the exact time of their death. Amazingly, some part of this bleeds off onto Rincewind, despite the readily apparent fact that Rincewind is not really a wizard*. Rincewind can see Death, but does not accurately know the time of his own death. He suspects, however, that it will be a fraction of a second after almost everything he does. Death and Rincewind have always had an interesting relationship: Death has often offered to reap Rincewind’s soul as he was passing by, just to save time, and Rincewind has very politely run away.
Discword II: Missing, Presumed…!? manual, page 4-5
- Don Bluth is an American animator. He worked with Disney in the 1950s and 1970s before creative differences on The Fox and the Hound led to him founding his own animation studio, Don Bluth Productions. Their best-known films include The Secret of NIMH (1982) – a book adaptation with some similarities to The Amazing Maurice and His Educated Rodents – The Land Before Time (1988), All Dogs Go to Heaven (1989), Anastasia (1997), Titan A.E. (2000), and An American Tail (see below).
- An American Tail (1986) is the story of a young Russian-Jewish mouse, Fievel Mousekewitz, and his adventures in New York when he is separated from his family while emigrating to America in 1885. It was a co-production between Amblin Entertainment and Bluth’s Sullivan Bluth Studios. Don Bluth directed and co-produced the film, which stars a mix of famous and little-known actors. It was a hit, followed by three sequels (albeit two direct-to-video) and a television series.
- Dragon’s Lair (1983) was the first of several LaserDisc arcade games animated by Don Bluth’s company. The machines played scenes from a LaserDisc, with the outcome of each scene determined by what we would call a “quick time event” today – a precisely timed joystick movement or button press. In Dragon’s Lair the player controlled the knight Dirk the Daring, who must overcome various obstacles to rescue the Princess Daphne from the dragon Singe. It was a hit at the time for looking much better than other games – and for the daringly revealing outfit worn by Daphne – but by the time the sequel was released years later, it was seen as out-dated. A live-action movie adaptation of Dragon’s Lair has been in the works since around 2020.
- King’s Quest is a series of graphic adventure games from Sierra, created by Roberta Williams, beginning in 1984 with King’s Quest, later renamed King’s Quest I: Quest for the Crown. The series follows the royal family of the fairytale Kingdom of Daventry, beginning with Graham, a knight who becomes King by the end of the first game. Graphic adventures of the time hadn’t earned the nickname of “point and click”, and the first four in the series still used typed text commands to interact with items, characters and scenery. They were popular though, and King’s Quest was followed by multiple sequels alongside other series like Quest for Glory (originally Hero’s Quest), Space Quest and even Police Quest. The change in art style Kat mentions is probably the switch from high-resolution but still traditionally pixel-ish art in King’s Quest VI: Heir Today, Gone Tomorrow (1992), to the smoother cel-animation style of King’s Quest VII: The Princeless Bride (1994) – though they predate Discworld and Discworld II by a few years, so they don’t look quite as good as Discworld II. Both of these games’ protagonists were women. For more on the specific King’s Quest games Kat mentioned, see the list of games below.
- The 7th Guest was released in 1993 (three years before Discworld II), and was one of a number of games – including Myst and various other early 3D and “talkie” adventures – that helped drive the switch from floppy disks to CD-ROMs in the 1990s. The main attraction for The 7th Guest was the full-motion video and sound, rather than its puzzles. (For more on this generation of games, see the list below.)
- The silver cord is a term used for a few different concepts related to ideas of a soul or higher self, all linked to the idea of “astral projection” – being able to project one’s consciousness outside of the physical body. The Western, Christian-influenced version of this goes back to at least the 1920s, but it borrows largely from other traditions, including Ancient Egyptian ideas of the soul, and Hindu spiritual practices. It gets a bit more complicated than Ben describes: the silver cord is said to connect the physical body not to the soul itself, but to the “subtle body” – a sort of intermediate presence, which is partly physical, and partly spiritual. The soul uses the subtle body to travel outside of the physical one. The name “silver cord” is usually consider to be a Biblical allusion, specifically to Ecclesiastes 12:6-7, which refers to “the silver cord” being severed, along with the “golden bowl” being broken and various other things being destroyed before the spirit returns to God. The meaning of the verse is unclear, though many scholars think it is a metaphor for the human body, with “silver cord” referring to the spinal cord.
- There’s no definitive origin for the cinema term Dutch angle, but the technique is also known as a “Dutch tilt”, alongside other names. Its usage goes back to the early twentieth century, when it was often used in Germany – leading to the theory that “Dutch” should more properly be “Deutsch”. In English language cinema it was popularised by Alfred Hitchcock, among others, but has been used by many filmmakers since to heighten tension or to portray madness, disorientation, or things being otherwise “out of joint”. This is thought to align (more or less) with other uses of the term “Dutch” in British English, dating back to the trade rivalry between the two countries.
- OSR (Old School Renaissance, or Old School Revival) roleplaying is difficult to precisely describe as not everyone agrees on what it means. This is partly because it emerged in many online forums at once, in large part as a response to the release of the third edition of Dungeons & Dragons in the year 2000. At its core, it’s a philosophy or style of play that seeks to emulate what people liked about editions of D&D and similar games from the 70s and 80s. But not everyone agrees on what those elements are – indeed, some would argue that the Renaissance and the Revival are two distinct movements, and even those may be further broken down into different traditions. As a result, there are many “OSR” games which work quite differently, as well as “NSR” (New School Revival) games that seek to marry the good of the old with more recent game design philosophies. But a few things commonly cited as being important to OSR roleplaying include:
- Player skill over character skill – the character’s capabilities are less important than the player’s skill at devising plausible solutions for the obstacles in their way.
- High danger, or lethality – in many OSR games player characters are much more likely to die or suffer serious losses or injury than in other kinds of roleplaying games. This is both because of the rules (it may be very easy to roll enough damage to kill a character outright, for example), and because the expected setup is that dungeons and similar adventuring environments are full of deadly hazards, traps and creatures.
- Rulings over rules – OSR games usually have simpler rules which don’t try to account for everything players might try to do. Instead, the “referee” is expected to make up rulings on the fly for how to resolve situations.
- Compatibility – though specific rules might vary considerably, many OSR and NSR games are designed to be compatible with older and newer published adventures, without requiring a great deal of translation or conversion.
- The manual gives the official names of the dialogue icons as “Greeting” (the smile), “Question” (the question mark), “Sarcasm” (the Jack-in-the-Box), “Muse” (the candle in the thought balloon) and one Ben forgot to mention: “Goodbye”.
- A branching narrative is a story in which decisions made by the audience (usually a single player or reader) result in a different version of the story, often including different endings. While this is now common in videogames, it was invented in print media first. The most famous versions are the Choose Your Own Adventure books, created by Edward Packer in the US in the 1970s, and the Fighting Fantasy gamebooks created by Ian Livingstone and Steve Jackson in the UK in the early 1980s. Not all videogames have branching narratives – many require them to experience the events of the game in a fixed order (a “linear narrative”), or at best all the same events but in slightly different orders.
- Discworld versions of the wandering shop appear most prominently in The Light Fantastic (see #Pratchat44, “Cosmic Turtle Soup”) and Soul Music (see #Pratchat19, “It Don’t Mean a Thing If It Ain’t Got Rocks In”).
- As far as Ben can tell, no, Terry Pratchett does not appear in the final crowd scene in Discworld II. As mentioned, he does appear in a similar scene in the first game – and is part of an Easter egg that can get Rincewind to say a very cheeky line of dialogue.
More notes coming soon!
Videogames
As in our episode about the previous game, we mention plenty of videogames in this episode. We’ve split these into two lists below.
Adventure games
We mentioned these text and graphic adventure games, in order of release:
- The Hitchhiker’s Guide to the Galaxy (Infocom 1984) – a text-based adventure game which broadly follows the plot of the Hitchhiker’s story, but with many new and changed details to provide puzzles the player won’t know how to solve. The player takes on the role of Arthur Dent. It was co-written by Douglas Adams himself, and is infamously difficult – though there are harder text adventures!
- King’s Quest IV: The Perils of Rosella (Sierra Entertainment 1988) – this game casts the player as Princess Rosella, who must help a fairy in order to save the life of her father King Graham, the protagonist of the first two games. (For more on the series as a whole, see the errata and notes section above.)
- King’s Quest V: Absence Makes the Heart Go Yonder! (Sierra Entertainment 1990) – King Graham returns to a starring role when an evil wizard, seeking revenge for Graham’s sons actions in King’s Quest III, takes the rest of his family captive. This was the first King’s Quest game without text-based commands.
- The Secret of Monkey Island (LucasArts 1990) – a comedy adventure game created primarily by Ron Gilbert, Tim Schafer and Dave Grossman. The story follows Guybrush Threepwood, a young man who comes to Melêe Island to seek his fortune and become “a mighty pirate”. Along the way he falls in love with the island’s governor, Elaine Marley, and earns the wrath of the evil ghost pirate LeChuck. It is still one of the most popular adventure games of all time. Remastered as the “Special Edition” with more modern cartoony art in 2009.
- Monkey Island 2: LeChuck’s Revenge (LucasArts 1991) – the sequel to The Secret of Monkey Island is set some years later, when an older Guybrush is finding it harder to live off the glory of his exploits from the first game. He goes searching for a fabled treasure, but is followed by LeChuck, now a zombie. Monkey Island 2 has some notably harder puzzles than its predecessor, and like the first Discworld game, involved a lot of going back and forth between locations to solve puzzles. It does have something in common with Discworld II, though: a great musical number involving skeletons! It was popular, but its unconventional ending left fans a bit confused, and the third and fourth games were made without the original creative team. This one was also remastered as a “Special Edition” in 2010, and its ending was revisited in Ron Gilbert’s surprise sequel, Return to Monkey Island, in 2022.
- Gobliiins (Coktel Vision 1991) – the first in a series of French fantasy adventure games in which the player controls a variable number of goblins; the number of “i”s in the title of the game indicates how many goblins you will control.
- King’s Quest VI: Heir Today, Gone Tomorrow (Sierra Entertainment 1992) – this game picks up at the end of King’s Quest V, when the newly rescued Prince Alexander meets and falls in love with Princess Cassima. He goes on a quest to find her in the Land of Green Isles, travelling between several islands each themed after a different kind of mythology. Notably for its open world design, and for having many optional puzzles which, if completed, provided a more satisfying ending.
- Indiana Jones and the Fate of Atlantis (LucasArts 1992) – the first Indiana Jones game to feature an original story. While primarily an adventure game, the player can choose one of three modes early on: the Team Path has the player control both Indy and his new partner, Sophia Hapgood; the Wits Path has Indy solve more difficult puzzles alone; and the Fists Path focuses on fighting, which is present but optional in the other two modes.
- The 7th Guest (Trilobyte 1993) – more an interactive movie than an adventure game, this was one of the first CD-only games. It made extensive use of full-motion video in a horror story set in a haunted mansion.
- Myst (Cyan 1993) – a hugely influential 3D puzzle game, another of the early CD-only games. It was was one of the best-selling games for about a decade. The player finds a book titled Myst, which magically transports them to a mysterious island of the same name.
- King’s Quest VII: The Princeless Bride (Sierra Entertainment 1994) – the first King’s Quest game with multiple player characters. Just before Princess Rosella’s wedding, an evil witch transforms her into a troll, and transports her and Queen Valanice – in her first starring role – to a far away kingdom. The game takes place across six chapters (not unlike the acts of Discworld II), with the player alternating between the protagonists, who are split up until late in the game. They must find a way to break the curse and get back home.
- The Dig (LucasArts 1995) – based on a plot by Steven Spielberg about a group of astronauts exploring an alien world, this science fiction adventure game was also notoriously difficult.
- Toonstruck (Burst Studios 1996) – a hugely expensive game blending full motion video with cel animation, and an all-star cast. Christopher Lloyd plays Drew Blanc, a frustrated animator drawn into the cartoon world of his saccharine children’s show, with his weirder, less child-friendly creation as a sidekick.
- Monty Python & the Quest for the Holy Grail (7th Level 1996) – though Ben remembers this as not being much of adventure game, that’s how it was sold. The mini-games were definitely the highlight when he tried playing it back in the day, though!
- The Curse of Monkey Island (LucasArts 1997) – the third Monkey Island game more or less ignores the ending of the second one, and features Guybrush escaping from LeChuck – now a fiery demon – only to accidentally curse Elaine and turn her into a golden statue, and she is stolen by pirates. This game features cel-style animation similar to Discworld 2.
- Grim Fandango (LucasArts 1998) – LucasArts’ first 3D animated adventure game, written and directed by Tim Schafer. The player controls Manuel “Manny” Calavera, a junior travel agent to the newly deceased in an Aztec-inspired, 1950s retro afterlife. While trying to avoid getting fired from his job, Manny unwittingly discovers corruption and conspiracy in the Department of Death.
- Escape from Monkey Island (LucasArts 2000) – the first Monkey Island game in 3D sees Guybrush Threepwood and Elaine Marley, now married, return home to find Elaine has been declared dead. Guybrush works to restore her position as governor, this time opposed by Australian property developer Ozzie Mandrill (a parody of Rupert Murdoch) and the surprise return of LeChuck. This sequel leaned heavily on concepts from and references to the earlier games, and wasn’t super well-received. (Not everyone was convinced the 3D models were an improvement on the previous art styles, either.)
- Bye Sweet Carole (Little Sewing Machine 2025) – a horror adventure game in cel-animation style, in which the player tries to unravel the mystery of her missing friend Carole in early twentieth century England.
- The Drifter (Powerhoof 2025) – an Australian game about a drifter who returns to the city for a funeral, only to be caught up in a supernatural mystery.
Other videogames
These games are from other genres, though as with all classification of art, the line isn’t always clear! Some of these certainly have adventure-like elements, but in general the focus isn’t on solving puzzles to progress through a story.
- Abiotic Factor (Deep Field Games 2025) – a dark comedy horror survival game, set in an underground bunker in outback Australia belonging to Gate, a super-science organisation similar to
- The Bard’s Tale (Interplay 1985) – a classic roleplaying game that plays with the standard tropes of Dungeons & Dragons style adventure. Followed by a long string of sequels and remakes.
- The Outer Worlds 2 (Obsidian 2025) – a satirical action roleplaying game on capitalism and consumerism, set in a retro-futuristic alternate history where monopolies were never reigned in, and a star system colonised by humans is thus run by a handful of megacorporations.
- Disco Elysium (ZA/UM 2019) – an award-winning roleplaying game set in which the player is an amnesiac alcoholic cop investigating a murder in the weird Eastern Europe-inspired dystopia of Revachol.
- Clair Obscur: Expedition 33 (Sandfall Interactive 2025) – a turn-based action roleplaying game in which the player controls the members of Expedition 33. They are the latest to try and reach “the Paintress” – a mysterious figure on a distant island who every year paints a decreasing number which causes everyone that age or older to evaporate. Ben likes to describe it as “sad beautiful French Final Fantasy”.
- Elden Ring (FromSoftware 2022) – an action roleplaying game set in an open world of warring demigods, inspired in part by Norse mythology, and with a story by George R R Martin. It’s part of a sub-genre of “souls-like” games that stem from FromSoftware’s earlier game Dark Souls. Souls-like games generally have challenging combat that relies on player skill and timing, frequent character death, and other aspects that give them a reputation for being very difficult. Kat wrote a blog about finishing Elden Ring in August 2025: “I was wrong about Elden Ring. Here’s why…”
Thanks for reading our notes! If we missed anything, or you have questions, please let us know.
