Ultra-Touch and Tass Deluxe: Let's Play Tass Times In Tonetown!
Posted: Wed Aug 12, 2026 1:27 am
Let's Play Tass Times in Tonetown!

Tass Times in Tonetown is an illustrated text adventure from 1986, simultaneously published on a zillion different platforms, as was the custom of the time.
Was it a good game? Well... the reviews of the time praised its amazing color graphics. It also wasn't really ahead of its time, so a modern game reviewer would find little to praise here and several things to squint suspiciously at. So, no. But we're going to play it anyway.
Why are we playing it, if it's not so great?
A few reasons. One of them is as a healthy tonic against nostalgia. There's something to be said for remembering that the past was not merely full of classics, but also some stuff that was at least good enough to publish and make back what you spent on it. And despite my crack above about the reviews being most positive about the graphics, this came out the same year that The Legend of Zelda did. Look at that dog up there. The reviewers meant it.
I will look briefly at some of the other ports, but I will mostly be playing the Apple IIgs version of the game in this thread. This has the distinction of being the first commercial release for that system, so that also makes it interesting. I think the IIgs port is the best one of all of them, and it's for the platform with no prior art or tradition. The devs knocked one out of the park as the very first batters.
And speaking of the programmers, the credits list for this game is incredible. The main design is by Michael Berlyn and his wife. At the time this game out, Berlyn's most famous game was Infocom's Suspended, a deeply strange and complex game about mentally controlling a pack of robots to save your underground warren, with so much to keep track of that it's almost more sensible to think of it as a board game with a text adventure attached to it. (Alas, the most famous thing Berlyn is known for today is probably Bubsy.) The engine it runs on was written by Brian Fargo, who led Interplay at the time and was also the director for this game. And finally, three of the ports -- including both of the ones I'll be primarily looking at -- were primarily programmed by Rebecca "Burger Becky" Heineman, who was legitimately a legend in her own right, albeit a legend of the "very good at what she did, and everyone who knew her was glad to know her" variety rather than the "celebrity" kind. Overall, then, this is interesting because even if it's kind of mediocre, we get to see what comes out when a team of Very Major Players come together and get something shipped that will keep the lights on.
OK, but why are we playing it now?
Rebecca Heineman passed away last year. She was one of Interplay's founders and her credits list range from The Bard's Tale and Wasteland through Tiny Tina's Assault on Dragon Keep, and frankly I can't do justice to her career or to the sheer scope of the shadow she cast along the way. But that means that interesting things can follow in her wake; a few weeks ago her estate discovered her old source code disks for the ports of Tonetown she'd done, they were imaged at KansasFest 2026, and were then posted to the Internet Archive. With those, and a bit of data mining, I now think I can at least do this game justice.
"Tass?" "Tone?" What kind of zorking unheamy dapes are these?
Tophth your jets, gostak. We'll work it out. Like I said, this game is pretty by-the-numbers, so if you find yourself asking if its doing something revolutionary, just figure the answer is "no" unless we end up with a reason to believe otherwise.
But remember: just because it isn't revolutionary or particularly important doesn't mean it wasn't competent. This is a game you wouldn't regret playing, but overall I don't think it's a game you'd go out of your way to play, either.
And isn't that what Let's Play is all about? Let's go have ourselves a time.

Tass Times in Tonetown is an illustrated text adventure from 1986, simultaneously published on a zillion different platforms, as was the custom of the time.
Was it a good game? Well... the reviews of the time praised its amazing color graphics. It also wasn't really ahead of its time, so a modern game reviewer would find little to praise here and several things to squint suspiciously at. So, no. But we're going to play it anyway.
Why are we playing it, if it's not so great?
A few reasons. One of them is as a healthy tonic against nostalgia. There's something to be said for remembering that the past was not merely full of classics, but also some stuff that was at least good enough to publish and make back what you spent on it. And despite my crack above about the reviews being most positive about the graphics, this came out the same year that The Legend of Zelda did. Look at that dog up there. The reviewers meant it.
I will look briefly at some of the other ports, but I will mostly be playing the Apple IIgs version of the game in this thread. This has the distinction of being the first commercial release for that system, so that also makes it interesting. I think the IIgs port is the best one of all of them, and it's for the platform with no prior art or tradition. The devs knocked one out of the park as the very first batters.
And speaking of the programmers, the credits list for this game is incredible. The main design is by Michael Berlyn and his wife. At the time this game out, Berlyn's most famous game was Infocom's Suspended, a deeply strange and complex game about mentally controlling a pack of robots to save your underground warren, with so much to keep track of that it's almost more sensible to think of it as a board game with a text adventure attached to it. (Alas, the most famous thing Berlyn is known for today is probably Bubsy.) The engine it runs on was written by Brian Fargo, who led Interplay at the time and was also the director for this game. And finally, three of the ports -- including both of the ones I'll be primarily looking at -- were primarily programmed by Rebecca "Burger Becky" Heineman, who was legitimately a legend in her own right, albeit a legend of the "very good at what she did, and everyone who knew her was glad to know her" variety rather than the "celebrity" kind. Overall, then, this is interesting because even if it's kind of mediocre, we get to see what comes out when a team of Very Major Players come together and get something shipped that will keep the lights on.
OK, but why are we playing it now?
Rebecca Heineman passed away last year. She was one of Interplay's founders and her credits list range from The Bard's Tale and Wasteland through Tiny Tina's Assault on Dragon Keep, and frankly I can't do justice to her career or to the sheer scope of the shadow she cast along the way. But that means that interesting things can follow in her wake; a few weeks ago her estate discovered her old source code disks for the ports of Tonetown she'd done, they were imaged at KansasFest 2026, and were then posted to the Internet Archive. With those, and a bit of data mining, I now think I can at least do this game justice.
"Tass?" "Tone?" What kind of zorking unheamy dapes are these?
Tophth your jets, gostak. We'll work it out. Like I said, this game is pretty by-the-numbers, so if you find yourself asking if its doing something revolutionary, just figure the answer is "no" unless we end up with a reason to believe otherwise.
But remember: just because it isn't revolutionary or particularly important doesn't mean it wasn't competent. This is a game you wouldn't regret playing, but overall I don't think it's a game you'd go out of your way to play, either.
And isn't that what Let's Play is all about? Let's go have ourselves a time.









