A Case of the Crabs


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GrimmrookA Case of the CrabsYou ready for a golden oldie? Well, Nick Bounty's A Case of the Crabs is so golden you can't even see the gold because it's all in black and white (er, that means it's really old, circa 2004). So get those brains fired up and those clicking fingers oiled for this whodunit point-and-clicker.

It's the big city, and Nick Bounty is a down-on-his-luck noir-ey noir-ish black and white, fedora wearing gumshoe looking for his next client…

Okay, stop for a second. I mean, come on, we all know what happens next. Somewhere between the gritty descriptions of the big city and the ruminations on how it's a good thing he's taken to sleeping in his office because his rent is three months late, some knockout femme fatale will walk in with a slinky evening dress (it would be red, except this is black and white, so it's really gray), and she'll start going on and on about her rich husband's murder or some such. And really, there will be no need to investigate, because she obviously did it herself, because the femme fatale always did it, or else the "fatale" part wouldn't be necessary. We only conduct investigations because if there were no investigations, there wouldn't be a movie/book/video game etc…

Wait, what's that? It's not a femme fatale, but a guy carrying a crate of crabs? Pfft! He's still probably the one that did it…

What do you mean he couldn't have done it? Oh, yes, I suppose a knife sticking out of his back might put a damper on my theory. Still, was it the lower back? Because you know if you reach around just so…

Okay, okay, I get it. Let's gird up our loins with trench coats and well worn shoes, and hit the pavement in this cold, ruthless burg. We've got a killer to catch, and also, a counterfeiter of crabs.

ACaseOfTheCrabs"Analysis: As was the case with Goat in the Gray Fedora, a Case of the Crabs isn't so much a whodunit as it is a pretty standard point and clicker, granted a very funny point and clicker.

The visuals are fine (better, in my opinion, than the updated 3D graphics used for GitGF), and unless you hate slow jazz it's hard not to dig the background music. And the voice acting is pretty solid, even if the production quality is a little rough around the edges.

But what really matters is that A Case of the Crabs is truly hilarious parody. From the opening sequence to the final confrontation, there is no shortage of jokes and playful jabs at the old private dick tales of yore, all told by someone who obviously loves the genre he's roasting.

As for the item-based puzzles, many are fairly simple, but they are sandwiched between the ones which defy logic. This may put off some players, but true PnC fans will tear up with affection — no point-and-click adventure enthusiast is a stranger to item usage that makes zero sense whatsoever.

It's been around for a while, so we expect many of you are already familiar with A Case of the Crabs, but if Nick Bounty's first adventure missed you, now's a great time to give it a go.

Play A Case of the Crabs

Walkthrough Guide


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A Case of the Crabs Narrative Walkthrough

  • When a crab salesman throws your door open and immediately gets stabbed, you know something's up. So I got to work. First of all I picked up a crab that had wandered out of his crate, as well as the knife in his back, a book on fingerprinting in my bookshelf, and my expired library card from my desk. Not much else of interest.

  • 500 Easy Steps to Fingerprinting was so thick I couldn't even begin to read it, so I cut it down to size- literally- with my knife. Now it was much more readable. I read the first step: make sure the victim has hands. I checked out Arthur's left hand; yep, it most definitely looked like a hand. I also took a good look at the crate, which had come from a company called Shiny Barnacle. I decided to go there next.

  • The docks were a bit peculiar. The man sitting on the pier was too busy to notice me until I rigged his bucket with my crab, at which point I enjoyed a short conversation from him. Now I swiped a sea sponge from a nearby crate, and used the same crab to frighten a squid. The second step to fingerprinting was to get an ink pad, and by dipping the sponge in the fresh puddle of squid ink, I got one. I wasn't done at the docks just yet, though. Using my knife to open a crate of crabs, I looked at the crab inside; it was a fake! After that I picked it up and returned to my office.

  • Step three: swab the victim's finger with ink. Ink pad to hand. Step four: press it against the fingerprint card. My library card worked just fine. Now I had a fingerprint and not the slightest idea what to do with it, so I headed out on the town once again. This time I went to the Blue Crab Café.

  • The Lonely Guy poster near the Café made me weep, so I used my knife to cut out a picture of his face. Then, for a reason I wasn't sure of at the moment, I stuck the picture onto my library card next to the fingerprint. But on to business: an ID card needed to be scanned to enter the Café, and thankfully my new fake ID card worked just fine. Inside, I spoke to the waitress, then headed back to the kitchen.

  • Ugh, that chef was depressing. I talked with him; apparently he knew a lot. I then swiped a piece of cheese from the kitchen and left through the back door, only to be confronted by a thug who pointed a gun at me. I hadn't had a gun pointed at me in almost two weeks! I went along with him and became acquainted with the Boss. He was fat, ugly, and untouchable. I needed evidence.

  • Evidence. First I grabbed some sliced tin cans from the trash can, then left and headed back to the Café. The back gate was open this time, so I went in, shoved an empty crate aside, and picked up the business card that rested on the floor. I then used my crab to disable the fusebox, pickpocketed two wires that had fallen out, and ducked inside for just enough time to steal the chef's Victrola.

  • Now it was finally time to visit Jim's Shack O' Crabs. He wouldn't speak to me because he was busy with a rat, but by combining some cheese and a toy crab to create a rat trap, I was able to take care of that problem. I spoke to him, and he needed someone who was a good exterminator. A thug is as good an exterminator as any, so I handed him the business card I found in the alley.

  • Back in front of the Boss's, the thug was busy with the phone. I hooked up my can halves with some wires, then used it to listen in on the conversation on the other side of the window. Then, I added the victrola to the mix, and used all that on the window. It was time to confront the Boss now, but he just had to ruin everything and shoot my evidence to kingdom come! I hate types who put up a fight.

  • So what was I to do? Shoot him? No, I don't have a gun. Stab him? No, too messy. Throw a crab into his pants? Hey, that actually worked!

  • ...Damn, for a large man, he sure fell slowly.

Another Case of the Crabs walkthrough...

A Case of the Crabs Walkthrough

Nick's Office:

  1. After the intro, pick up knife from Arthur's corpse.

  2. Examine box - gives name of shipping company on south side.

  3. Examine and pick up fingerprinting book on fourth shelf of bookshelf.

  4. Use knife on Unabridged Fingerprinting book to create 5-step leaflet.

  5. Examine and pick up library card on top of desk.

  6. Examine and pick up crab.

  7. Leave office and head to Shiny Barnacle Shipping Docks.

Shiny Barnacle Shipping Docks

  1. Examine crate of sea sponges - pick one up.

  2. Attempt to talk to Bill, but he won't respond.

  3. Use the crab with the bucket. It will distract him, allowing you to question him.

  4. If you examine the crates near the entrance, you will notice they are similar to the ones Arthur brought to your office.

  5. Use the knife on the crates, and Nick will make a horrifying discovery. Pick up the toy crab.

  6. Two restaurants open up on your map now.

Blue Crab Cafe:

First Attempt at Entry

Walk up to the gate. Examine the ID Scanner. Time to make a fake ID! Perhaps Arthur would be a good identity theft victim?

Getting Inside the Blue Crab

  1. Examine the fingerprinting pamphlet.

  2. First step: make sure the victim has hands. Return to Nick's office and look at Arthur's hands.

  3. Check pamphlet for second step: get an ink pad. Return to the Docks.

  4. Use the crab on the squid - the squid will squirt ink.

  5. Use the sea sponge on the puddle of squid ink on the ground.

  6. Third step: return to Nick's office to swab Arthur's fingers with ink. Use the inkpad with Arthur's hand.

  7. Check the pamphlet again. The fourth step is to press the fingers on the fingerprint card. Use the library card you picked up from the desk on Arthur's inky hands. Return to the Blue Crab Cafe.

  8. Try the fake ID in the scanner. Turns out we still need a photo to complete the ID. Have we seen one somewhere?

  9. Examine the flyer to the right of the Cafe. Use the knife on the flyer to obtain the face photo.

  10. Use the small photo on the ID. You are the proud new owner of a fake ID!

  11. Return to the scanner and swipe the card. You can now enter the Cafe.

Inside the Blue Crab Cafe

  1. Talk to the waitress. After accusing her of selling counterfeit crabs, she will suggest you talk to Gutman.

  2. Walk into the back room. Pick up the cheese on the counter.

  3. Try talking to Arthur, but he is consumed with depression.

  4. Walk out the back door. A hired goon will escort you to a meeting with "The Boss".

After Meeting the Boss

  1. After being ejected from the Boss's office, you'll be in an alley with the goon blocking re-entrance.

  2. Pick up the can halves in the trash on the right.

  3. Examine the window to the right of the goon. You can almost hear the boss talking, but not quite...

Collecting Evidence

Blue Crab Cafe Revisited

  1. Return to the Blue Crab Cafe. The gate to the right is now open. Enter the gangway.

  2. Examine the fuse box - it gives power to the kitchen.

  3. Use your real crab on the fusebox. Grab the dangling wires once the fuse is blown.

  4. Before you leave, move the lone empty box to the left of the pile of boxes.

  5. Pick up the business card that is revealed. Read it to discover an ad and phone number for a hired goon.

  6. Go back into the Cafe. Now that the blues aren't playing, you can grab the Victrola.

Jim's Shack O'Crabs

  1. Head to Jim's Shack O'Crabs.

  2. Try talking to Jim. He's too worried about "rats" to talk.

  3. Use the cheese with the toy crab to create a trap. Use the trap on the rat.

  4. With the rat gone, talk to Jim. His manner of speaking may remind you of something you've seen before...

  5. Give Jim the business card.

  6. Jim will call the number, and you'll see the goon answer the payphone behind the boss's office.

Final Confrontation

  1. Head back to the Boss.

  2. Use the wires with the can halves to create a listening device.

  3. Use the listening device on the window. The Boss is having an incriminating conversation! But how to record it?

  4. Use the recording Victrola with the listening device to create highly advanced spy equipment.

  5. Use your new advanced equipment on the window. You now have a 78 recording as evidence!

  6. Go inside the door to confront the Boss.

  7. After destroying your evidence, the Boss fumbles with his gun to shoot you. Try shooting him first.

  8. Turns out you don't have a gun, but one item in your inventory has helped you in many tough situations...

  9. Use the crab on the Boss. The Boss is disabled, and the case is solved. Case closed!

16 Comments

I'm already stuck!!

I have the following locations open:

Nick's Office, the Docks, and two restaurants

I can't tell if the stuff I need to follow for a single "puzzle" is all found in one place or not. Where do I find

the inkpad? I've looked all over the office.

I'd love a hint rather than a solution if that's possible. OK...crossing my fingers for the power of the post!!

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SonicLover Author Profile Page April 9, 2009 12:23 PM

A Case of the Crabs Narrative Walkthrough

  • When a crab salesman throws your door open and immediately gets stabbed, you know something's up. So I got to work. First of all I picked up a crab that had wandered out of his crate, as well as the knife in his back, a book on fingerprinting in my bookshelf, and my expired library card from my desk. Not much else of interest.

  • 500 Easy Steps to Fingerprinting was so thick I couldn't even begin to read it, so I cut it down to size- literally- with my knife. Now it was much more readable. I read the first step: make sure the victim has hands. I checked out Arthur's left hand; yep, it most definitely looked like a hand. I also took a good look at the crate, which had come from a company called Shiny Barnacle. I decided to go there next.

  • The docks were a bit peculiar. The man sitting on the pier was too busy to notice me until I rigged his bucket with my crab, at which point I enjoyed a short conversation from him. Now I swiped a sea sponge from a nearby crate, and used the same crab to frighten a squid. The second step to fingerprinting was to get an ink pad, and by dipping the sponge in the fresh puddle of squid ink, I got one. I wasn't done at the docks just yet, though. Using my knife to open a crate of crabs, I looked at the crab inside; it was a fake! After that I picked it up and returned to my office.

  • Step three: swab the victim's finger with ink. Ink pad to hand. Step four: press it against the fingerprint card. My library card worked just fine. Now I had a fingerprint and not the slightest idea what to do with it, so I headed out on the town once again. This time I went to the Blue Crab Café.

  • The Lonely Guy poster near the Café made me weep, so I used my knife to cut out a picture of his face. Then, for a reason I wasn't sure of at the moment, I stuck the picture onto my library card next to the fingerprint. But on to business: an ID card needed to be scanned to enter the Café, and thankfully my new fake ID card worked just fine. Inside, I spoke to the waitress, then headed back to the kitchen.

  • Ugh, that chef was depressing. I talked with him; apparently he knew a lot. I then swiped a piece of cheese from the kitchen and left through the back door, only to be confronted by a thug who pointed a gun at me. I hadn't had a gun pointed at me in almost two weeks! I went along with him and became acquainted with the Boss. He was fat, ugly, and untouchable. I needed evidence.

  • Evidence. First I grabbed some sliced tin cans from the trash can, then left and headed back to the Café. The back gate was open this time, so I went in, shoved an empty crate aside, and picked up the business card that rested on the floor. I then used my crab to disable the fusebox, pickpocketed two wires that had fallen out, and ducked inside for just enough time to steal the chef's Victrola.

  • Now it was finally time to visit Jim's Shack O' Crabs. He wouldn't speak to me because he was busy with a rat, but by combining some cheese and a toy crab to create a rat trap, I was able to take care of that problem. I spoke to him, and he needed someone who was a good exterminator. A thug is as good an exterminator as any, so I handed him the business card I found in the alley.

  • Back in front of the Boss's, the thug was busy with the phone. I hooked up my can halves with some wires, then used it to listen in on the conversation on the other side of the window. Then, I added the victrola to the mix, and used all that on the window. It was time to confront the Boss now, but he just had to ruin everything and shoot my evidence to kingdom come! I hate types who put up a fight.

  • So what was I to do? Shoot him? No, I don't have a gun. Stab him? No, too messy. Throw a crab into his pants? Hey, that actually worked!

  • ...Damn, for a large man, he sure fell slowly.

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silliee Author Profile Page April 9, 2009 2:06 PM

wow, I liked this game. I couldn't do it without a walkthrough though.

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Another Case of the Crabs walkthrough...

A Case of the Crabs Walkthrough

Nick's Office:

  1. After the intro, pick up knife from Arthur's corpse.

  2. Examine box - gives name of shipping company on south side.

  3. Examine and pick up fingerprinting book on fourth shelf of bookshelf.

  4. Use knife on Unabridged Fingerprinting book to create 5-step leaflet.

  5. Examine and pick up library card on top of desk.

  6. Examine and pick up crab.

  7. Leave office and head to Shiny Barnacle Shipping Docks.

Shiny Barnacle Shipping Docks

  1. Examine crate of sea sponges - pick one up.

  2. Attempt to talk to Bill, but he won't respond.

  3. Use the crab with the bucket. It will distract him, allowing you to question him.

  4. If you examine the crates near the entrance, you will notice they are similar to the ones Arthur brought to your office.

  5. Use the knife on the crates, and Nick will make a horrifying discovery. Pick up the toy crab.

  6. Two restaurants open up on your map now.

Blue Crab Cafe:

First Attempt at Entry

Walk up to the gate. Examine the ID Scanner. Time to make a fake ID! Perhaps Arthur would be a good identity theft victim?

Getting Inside the Blue Crab

  1. Examine the fingerprinting pamphlet.

  2. First step: make sure the victim has hands. Return to Nick's office and look at Arthur's hands.

  3. Check pamphlet for second step: get an ink pad. Return to the Docks.

  4. Use the crab on the squid - the squid will squirt ink.

  5. Use the sea sponge on the puddle of squid ink on the ground.

  6. Third step: return to Nick's office to swab Arthur's fingers with ink. Use the inkpad with Arthur's hand.

  7. Check the pamphlet again. The fourth step is to press the fingers on the fingerprint card. Use the library card you picked up from the desk on Arthur's inky hands. Return to the Blue Crab Cafe.

  8. Try the fake ID in the scanner. Turns out we still need a photo to complete the ID. Have we seen one somewhere?

  9. Examine the flyer to the right of the Cafe. Use the knife on the flyer to obtain the face photo.

  10. Use the small photo on the ID. You are the proud new owner of a fake ID!

  11. Return to the scanner and swipe the card. You can now enter the Cafe.

Inside the Blue Crab Cafe

  1. Talk to the waitress. After accusing her of selling counterfeit crabs, she will suggest you talk to Gutman.

  2. Walk into the back room. Pick up the cheese on the counter.

  3. Try talking to Arthur, but he is consumed with depression.

  4. Walk out the back door. A hired goon will escort you to a meeting with "The Boss".

After Meeting the Boss

  1. After being ejected from the Boss's office, you'll be in an alley with the goon blocking re-entrance.

  2. Pick up the can halves in the trash on the right.

  3. Examine the window to the right of the goon. You can almost hear the boss talking, but not quite...

Collecting Evidence

Blue Crab Cafe Revisited

  1. Return to the Blue Crab Cafe. The gate to the right is now open. Enter the gangway.

  2. Examine the fuse box - it gives power to the kitchen.

  3. Use your real crab on the fusebox. Grab the dangling wires once the fuse is blown.

  4. Before you leave, move the lone empty box to the left of the pile of boxes.

  5. Pick up the business card that is revealed. Read it to discover an ad and phone number for a hired goon.

  6. Go back into the Cafe. Now that the blues aren't playing, you can grab the Victrola.

Jim's Shack O'Crabs

  1. Head to Jim's Shack O'Crabs.

  2. Try talking to Jim. He's too worried about "rats" to talk.

  3. Use the cheese with the toy crab to create a trap. Use the trap on the rat.

  4. With the rat gone, talk to Jim. His manner of speaking may remind you of something you've seen before...

  5. Give Jim the business card.

  6. Jim will call the number, and you'll see the goon answer the payphone behind the boss's office.

Final Confrontation

  1. Head back to the Boss.

  2. Use the wires with the can halves to create a listening device.

  3. Use the listening device on the window. The Boss is having an incriminating conversation! But how to record it?

  4. Use the recording Victrola with the listening device to create highly advanced spy equipment.

  5. Use your new advanced equipment on the window. You now have a 78 recording as evidence!

  6. Go inside the door to confront the Boss.

  7. After destroying your evidence, the Boss fumbles with his gun to shoot you. Try shooting him first.

  8. Turns out you don't have a gun, but one item in your inventory has helped you in many tough situations...

  9. Use the crab on the Boss. The Boss is disabled, and the case is solved. Case closed!

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a walkthrough:

I played this game a number of times before so i'm posting a walkthrough

Part 1: The Office
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A Case of the Crabs starts out with a rather funny joke. It kind of caught me off-guard that a game was making me smile in the first five seconds. ;) You'll get a bit of the story from the game's main character, Nick Bounty.

A man will soon walk in with a box of crabs. After talking for a few seconds, he'll fall over dead… I think the knife in his back might have something to do with it. Pick up the crab that is wandering around the floor by using the "get" command. Then, take a look at the box the murdered dude was carrying. It came from a shipping company on the "south side". Nick will decide fairly quickly that he should go check that place out. Good idea, Nick.

You can also pick up the knife jetting out of the dead guy's back. I suppose a knife could be pretty handy, eh? You also need to pick up the library card and the book on fingerprinting. The card can be found laying on Nick's desk and the book about fingerprinting can be found on the bookshelf. Use your knife on the book about fingerprinting to make a much nicer little leaflet. You have just about everything you can get and have done everything you can do for now, so exit via the door. You'll arrive at a city map. Head to the only other available area aside from the office, the Shiny Barnacle Shipping Docks.

Part 2: Shipping Docks
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Arriving at the docks, you'll see a man polishing one of the sections of the only visible dock. His name is Bill and you can try to talk to him, but you won't get too much of a reaction out of him. Check out the small stack of crates and you'll notice that they're all just like the one that the dead guy brought into your office. You can use the knife that you pulled from Arthur's back on one of the crates but there will just be more crabs inside. You already have a crab in your pocket, but you might as well look at this one. Nick will discover something so horrible, so devious… that he will shudder uncontrollably. After this gruesome discovery, pick up the toy crab.

To the right of Bill is a box containing some sea sponges. Pick one of them up. Is that Spongebob on the box? Sweet.

Next, put your live crab in Bill's bucket. The next time he puts his hand in he will get a little surprise. Of course, the guy's mad, so you'll have to explain yourself. You'll get four choices of things to say. Pick the first three. So good old Arthur had a boat down here, eh? When you want to stop talking, pick the fourth option.

Use your crab on the crate of squid. The crab will frighten the squid and a fountain of ink will go spraying out of him! Then, mop up the ink with your sea sponge to make an inkpad. Awesome. Now, let's go back to the office.

Part 3: Office Part 2
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Look at your new fingerprinting leaflet. The first step is to check to see if the victim has hands. Well, go ahead. Look at his hands. Okay, so he has them. Great. Look at the leaflet again to get step two. An ink pad? You've got one of those in the inky sponge! Use the inkpad on Arthur's hand to make his hand all inky and stuff. Then, look at the leaflet again and place the library card on his fingers to get a nice set of fingerprints. THERE! You've finally got a nice looking fake I.D… almost. Head to the Blue Crab Cafe.

Part 4: Blue Crab Cafe
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First thing you'll want to do here is cut the "Lonely Guy" flyer off the wall using your knife. Then, place the picture on your fake ID NOW you have a genuine fake ID! Congrats! Use the card on the ID scanner in front of the Blue Crab Cafe.

Once you enter, you'll notice that the place seems rather empty. Think it could have something to do with the rigorous security they have? Eh, maybe. A waitress will come running up and tell you the menu. Ask her about counterfeit crabs and she'll say that that's the reason business is so bad. Sure. Anyway, you can talk to her about the other three things, but nothing will really come of it. Tell her the fourth option and she'll leave you alone.

Walk up farther into the Blue Crab and you'll end up in the kitchen where some rather ancient music is playing. Pick up the piece of cheese that's sitting on the kitchen counter. Then, exit via the door to the right. One of the E Street Band will stop you and bring you to Bruce's place… err.. forget I said that. Apparently this fat chubby little guy is actually the head of the crab counterfeiting operation. He'll tell you to stay out of his business and then you'll be thrown out of his office.

Outside of his office, pick up two of the can halves from the garbage can. Not much else to do here, so use the exit that's to the left. Then, head back to outside the Blue Crab Cafe. The gate that was locked earlier is now open, because you just came from there. Use your real crab on the fuse box. Now the power will be out in the kitchen. After that, move the empty box that's to the left of the three stacked up boxes to find a business card. Pick it up and look at it. If you squint, you can make out the name "Wilbur Thug" on the card. Interesting. Take those wires hanging from the fuse box as well.

Go back inside and talk to Gutman. Talk to him about every single thing that comes up, and eventually you'll convince him that listening to the blues doesn't help. Thus you'll be able to take his Victrola. We've taken a bunch of stuff lately, haven't we? Next, head over to Jim's Shack O Crabs!

Part 5: Jim's Shack O Crabs
Hide

You can't talk to Jim right now, because he's deathly afraid of that large rat that's tormenting him (I wonder if he locked himself out too?). So, make a nice little rat trap by combining your cheese and toy crab. Use your trap on the rat and away he will go. Jim is still suffering a bit of a twitch though. Talk to him to help get rid of it for him. Speak to him about all three topics.

Hmm… sounds like something we could help with.

Give the poor man Wilbur's business card. He'll call him up, giving you a nice shining opportunity to use some stuff.

Next, we'll need to go back to the boss' office.

Part 6: The Boss
Hide

Once you get here, combine the can halves and the wires to create a "state of the art" listening device. If you try to use it on the window to hear what the boss is talking about on the phone, Nick will tell you that he's having an "incriminating conversation". So, combine your Victrola and hearing device to create a perfect spy machine. Use the machine on the window.

After Nick gets all the evidence he needs, he'll dump the spy equipment and you'll be left with a record. Head inside to the Boss' office and confront him. However, the Boss would rather not be thrown in the slammer, so he does away with your evidence! Pretty soon, he points the gun at you! Select "Shoot", Nick will unfortunately inform you that he has actually never had a gun! So instead, throw the crab you've had all this time at him.

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This game is hilarious. I'm not a big fan of point and click games, but this one is different. It's not terribly hard, but it is very witty and charming. Awesome !

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Wisedude Author Profile Page April 9, 2009 6:09 PM

Whoa, first planetarium now this? I've already played this ages ago and it was awesome. Don't forget about the sequel!

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Wilsonway April 9, 2009 9:00 PM

Yay, the game I suggested finally made it! ^.^

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Loved it! This is quality gaming. A game that has a story, funny dialogue, graphics are just right for the setting.
I hope you find more games like this one.
Cheers!

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RedRevolver April 10, 2009 6:58 AM

Yep. I love Nick Bounty. He's the guy who got me into the whole Point 'n' Click shinnanigans.

I've played these several times over, and love both. The witty repertoire of the voiceovers, Nick is a cool character.

Word of the wise - don't add his Myspace, as Nick can be a tad weird. Also, however, you can send him a picture of yourself and his creators will render him into the photo.

But still. Nick is pretty bloomin' brilliant, and you should feel shamed that it's taken you five years to review A Case of the Crabs!

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Played both Nick Bounty games with my 10-year-old son. It was difficult to finish the games because we were laughing so hard!

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Funny!

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brokenrecord Author Profile Page May 2, 2009 12:16 AM

My favorite has to be "look at big ass neon crap sign." Very cute game :)

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d.mcfarlane June 9, 2009 2:06 PM

This was hilarious, definitely one of the best of this genre that I've seen for a long time. Loved the "Niiice" and "Sweeet" you got when what you were interacting with was irrelevant!

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Wildbreeze January 28, 2010 7:44 PM

bahahahhaaaa... Talk to the crab...
'Hello wittle crabby...'
:D

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Surface: Game of Gods> Dora You've been invited to play a strange new game, but when all your friends are sucked inside it, you quickly realize the stakes are higher than you ever dreamed. A gorgeous, cinematic, and creepy-cool hidden-object adventure from Elephant Games.  ...
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Sneaky Sneaky> Lori.h Just as you escape with your best haul yet, a group of thugs stop you before you can spend your reward. Sneak around to recollect your loot and trick your enemies to meet their makers sooner than they would have liked and if you do so strategically, perhaps you'll end up with more than you stole in the first place. And isn't that every thief's dream?  ...
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1 Comment
Crossy Road> Dora Endless arcade action meets classic Frogger style gameplay in this free iOS game where you control a series of hapless unlockable creatures trying to cross some very busy and very deadly roads and rapids. With a sense of humor and vibrant voxel graphics, it's both charming and hard to put down.  ...
Find the Escape-Men Part 126: The Special Property> Dora The apartment in this escape game's rent is suspiciously low, and there's a weird smell here too... so it's probably not a good sign your realtor has locked you inside! Experience a whole lot of weirdness (and a jump scare or two) in this very silly game from no1game.  ...

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