- Release Year: 1991
- Platforms: DOS, Linux, Macintosh, Windows
- Publisher: Access Software, Inc., Nightdive Studios, LLC
- Developer: Access Software, Inc.
- Genre: Adventure
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Graphic adventure, Puzzle elements
- Setting: Futuristic, Sci-fi
- Average Score: 77/100
- Adult Content: Yes

Description
In the year 2039, private investigator Tex Murphy, down on his luck and broke, is hired by Mars industrial tycoon Marshall Alexander to find his runaway daughter Alexis and recover a valuable item she took with her. Set in a futuristic sci-fi world spanning a neon-lit San Francisco on Earth and the colonized landscapes of Mars, the game is a graphic adventure focused on interrogation, branching conversation choices, and puzzle-solving, eschewing the action elements of its predecessor Mean Streets for pure detective mystery gameplay.
Gameplay Videos
Where to Get Martian Memorandum
Guides & Walkthroughs
Reviews & Reception
mobygames.com (74/100): Monkey Island meets Sam Spade.
imdb.com (100/100): This is the second of the best computer games in the history of adventure gaming.
Martian Memorandum: Review
Introduction
In the neon-drenched underbelly of 2039 San Francisco, where mutants rub shoulders with corporate overlords and the red dust of Mars beckons like a siren’s call, private investigator Tex Murphy embodies the gritty soul of film noir transplanted into a cyberpunk dystopia. Released in 1991 by Access Software, Martian Memorandum isn’t just a sequel to the ambitious Mean Streets—it’s a pivotal evolution in adventure gaming, blending detective intrigue with groundbreaking multimedia flair. As the second entry in the Tex Murphy series, it sold around 85,000 copies in its early years and has since been reissued on Steam in 2014, cementing its status as a cult classic for fans of interactive storytelling. This review delves exhaustively into its layers, arguing that while Martian Memorandum sacrifices some of its predecessor’s experimental edge for a more focused adventure template, it delivers a compelling narrative and technical wizardry that make it an essential artifact of early ’90s PC gaming, flawed yet forward-thinking in its pursuit of “interactive movies.”
Development History & Context
Access Software, founded in 1981 by Bruce and Diane Carver in Salt Lake City, Utah, had already established itself as a innovator in the adventure genre by the time Martian Memorandum arrived. The studio’s roots lay in sports simulations like the Links golf series, but it pivoted toward narrative-driven adventures with titles like Countdown (1990), which introduced digitized actors and rudimentary voice synthesis via the proprietary RealSound technology. Martian Memorandum built directly on this foundation, serving as the follow-up to Mean Streets (1989), where financial vice president Chris Jones first portrayed the laconic detective Tex Murphy—a role he would reprise across the series, drawing from classic noir icons like Sam Spade and Philip Marlowe.
The creative vision stemmed from Jones and lead programmer/producer Brent Erickson, who co-designed the story and mechanics. Jones, a film enthusiast, envisioned a “Hollywood detective movie” in game form, emphasizing atmosphere over arcade distractions. Erickson’s programming prowess was central: he handled the core engine, inventing a disk decompression system that compressed video by 87% while decompressing it on-the-fly for smooth playback—a necessity given the era’s hardware limits. The game’s development mirrored a movie production: storyboards by artist Douglas Vandegrift (known for Muppet Babies) guided scenes, while Jon Clark crafted miniature sets from toys and balsa wood, digitized via videotape. Actors, including Jones as Tex, were filmed in a makeshift studio, with lip-syncing and expressions captured for authenticity. Additional art came from D. Frank Brown, text from Kevin L. Jones and Linda Roundy, and music from Brett Raymond and Ron Saltmarsh, tailored for MIDI sound cards like the MT-32 or Sound Blaster.
Technological constraints defined the project. PCs in 1991 typically ran MS-DOS on 286/386 processors with 640KB RAM, VGA graphics, and floppy disks as the primary medium—no CD-ROMs yet for widespread full-motion video (FMV). Access sidestepped this with RealSound, allowing voiced dialogue through beeper speakers, and small video windows (3-4 inches) to conserve space. The gaming landscape was dominated by Sierra On-Line’s parser-based adventures (King’s Quest series) and LucasArts’ emerging point-and-clicks (The Secret of Monkey Island, 1990), but few blended sci-fi noir with multimedia. Competitors like Wing Commander (1990) pushed space sims, while Infocom’s text adventures waned. Martian Memorandum positioned Access as a bridge between text-heavy puzzles and cinematic experiences, influencing the “interactive movie” trend amid a post-crash industry hungry for innovation. Released in September 1991 for $59.95, it arrived as PCs gained color and sound capabilities, capitalizing on the adventure boom but facing piracy risks due to no copy protection.
Narrative & Thematic Deep Dive
At its core, Martian Memorandum is a taut detective yarn wrapped in cyberpunk trappings, expanding the Tex Murphy saga from Earth’s shadowed alleys to the colonized frontiers of Mars. Set six years after Mean Streets, the plot kicks off with Tex—broke, unshaven, and narrating in wry voiceover—receiving a lucrative call from Marshall Alexander, the enigmatic CEO of TerraForm Corporation. Alexander tasks Tex with finding his runaway daughter, Alexis, who has absconded with a mysterious “item” from his Martian empire. What begins as a routine missing-persons case spirals into a conspiracy involving corporate greed, mutant oppression, and an ancient artifact called the Oracle Stone—a psychic relic that grants visions of the future and mind-reading powers.
The narrative unfolds across 20+ locations, from San Francisco’s rain-slicked streets to Mars’ dusty casinos and hidden temples. Tex interrogates a vivid ensemble: Alexander’s icy ex-wife Nora, sleazy attorney Guy Callabero, mutant informant Mac Malden, and Alexis’s shady boyfriend Rick Logan. Returning characters like journalist Larry Hammond add continuity, while newcomers like Lowell Percival (a recurring figure in later games) deepen the lore. Dialogues, delivered via branching trees, reveal layered motivations—Alexander is unmasked as Collier Stanton, a ruthless explorer who massacred mutant colonists for the Stone, building his fortune on stolen foresight. Alexis, manipulated into theft, becomes a pawn in Thomas Dangerfield’s scheme, the Stone’s original discoverer, who seeks revenge against Stanton’s betrayal.
Themes resonate with noir’s fatalism and cyberpunk’s critique of power. Corporate exploitation mirrors Blade Runner‘s tycoons, with TerraForm’s terraforming efforts masking mutant genocide and environmental hubris. The mutant/norm divide explores prejudice, as “norms” like Tex navigate seedy undercities where mutants like Chantal Vargas face discrimination. Moral ambiguity abounds: Tex’s choices—bribing, intimidating, or charming—can end conversations abruptly or unlock secrets, emphasizing noir’s gray ethics. Humor punctuates the tension, from Tex’s sarcastic quips (“This guy’s got more aliases than a bad spy novel”) to absurd set pieces like a Martian aerobics class or a backwards-meowing cat. Yet, the story critiques unchecked ambition: the Oracle Stone symbolizes forbidden knowledge, dooming its wielders to paranoia and isolation.
Dialogue shines in its delivery—digitized actors with lip-synced voices create intimacy, though branches can feel rigid. Wrong choices lead to dead ends or game-overs, heightening stakes but frustrating replayability. Overall, the narrative surpasses Mean Streets in twists, blending Total Recall-esque Mars intrigue with Chinatown-style family betrayal, delivering a 5-10 hour tale that’s intellectually engaging and thematically rich.
Gameplay Mechanics & Systems
Martian Memorandum refines Mean Streets‘ hybrid formula into a pure point-and-click adventure, ditching flight sims and shootouts for interrogation-driven puzzles and exploration. Core loops revolve around clue-gathering: Tex navigates static screens via mouse (or keyboard arrows), using a verb bar (Look, Pick Up, Open, Use, Talk) to interact. Inventory management is straightforward—items like a lockpick kit, camera, or hoverboard slot into a bottom panel for later use. Progression hinges on dialogues and deductions: talking to suspects unlocks new travel options via a ComLink menu, while evidence (e.g., photos, notes) opens branches.
Interrogations form the backbone, introducing dialog trees to the series. Each conversation starts with 2-3 attitude choices (polite, rude, bribe), affecting responses—rudeness might slam doors, charm yields info. Subsequent queries (e.g., “Ask about Alexis”) draw from a suspect list, piecing together the conspiracy. This creates replayability, as paths diverge based on prior clues, though linearity can rail players into repetition. Puzzles blend inventory logic with light action: snapping incriminating photos, navigating quicksand via stone-jumping, or cracking a timed safe amid laser traps. The duct-crawling maze, guided by blueprints, tests spatial awareness but offers an “escape” key (INS+O) for frustration relief—a nod to accessibility.
No combat exists, a wise omission that streamlines focus, but flaws abound. Dead-end syndrome plagues unwary players—miss a key item (like earrings from a restroom) and later sections become impossible, demanding reloads. The UI feels clunky: pixel-hunting in dim VGA scenes requires monitor tweaks, and travel lacks a visual map, relying on a dialog list. The built-in hint system is innovative, offering escalating clues (from vague tips to step-by-step solutions) to guarantee completion without manuals. Mouse support enhances fluidity over Mean Streets‘ keyboard reliance, but no save-anywhere mid-puzzle (only at transitions) amplifies trial-and-error. At 2-3 hours for experts, it’s concise yet demanding, prioritizing deduction over obscurity—innovative for 1991, though modern players may find its linearity dated compared to LucasArts’ freedom.
World-Building, Art & Sound
The game’s dystopian 2039 pulses with immersive world-building, fusing post-WWIII decay (Doomsday left Earth scarred) with Mars’ colonized frontier. San Francisco’s fog-shrouded skyline, lit by lightning over the Golden Gate, evokes noir melancholy, while Mars’ casinos, pyramids, and mutant camps paint a harsh, Blade Runner-esque colony: neon-lit vice districts hide ancient temples and acid mines, where norms exploit mutants amid terraforming scars. Locations like Johnny Fedora’s rail yard murder scene or the Aerobics Academy blend grit and absurdity, reinforcing themes of inequality and exploitation. Descriptive text adds flavor—Tex’s quips (“This junkyard looks like my ex-wife’s attic”) ground the sci-fi in human (or mutant) folly.
Visually, Martian Memorandum dazzles with VGA’s 256 colors and digitized sprites. Backgrounds mix hand-painted art (Vandegrift’s vibrant Mars vistas) with photo-real sets (Clark’s miniatures of derelict trains or neon casinos). FMV clips—actors in small windows—bring characters to life: Jones’ stoic Tex, mutants’ grotesque makeup, synchronized shrugs and glares. Animations, from walking cycles to laser dodges, impress despite compression artifacts, creating a cinematic atmosphere rare for floppies.
Sound design elevates immersion. RealSound synthesizes voices via beeper, with optional MIDI for AdLib/Sound Blaster/MT-32 enhancing Raymond and Saltmarsh’s synth-noir score—moody sax for investigations, pulsing beats for Mars tension. Effects like footsteps, doors creaking, or that quirky backwards “meow” add tactile detail, reflecting environments (e.g., echoing caves). Even without hardware, audio syncs dialogue to visuals, fostering a “talkie” feel. These elements coalesce into a seedy, lived-in world, where art and sound amplify the noir isolation and sci-fi wonder.
Reception & Legacy
Upon release, Martian Memorandum garnered solid acclaim, earning a 71% critic average on MobyGames from 13 reviews. Games-X awarded 100% for its “addictive” storyline and multimedia dazzle, while Joystick (France) praised 92% for graphics and sound management. Computer Gaming World (unscored but positive) hailed its challenge and environmental message, naming it a top 1992 adventure. Players averaged 3.9/5 from 50 ratings, lauding the plot and visuals (Adventure Classic Gaming: 80%, “confusing and dangerous”) but critiquing dead ends and interface (Power Play: 53%, “technical mackens versalzen the atmosphere”). PC Joker slammed crashes (27%), reflecting DOS-era bugs.
Commercially, it succeeded modestly—85,000 units by mid-1992—outpacing Countdown but trailing Sierra blockbusters. Modern retrospectives view it fondly: GameZebo (80%, 2009) notes improved tech for newcomers, while Retro Archives (70%, 2018) laments frustrating obstacles but praises the inquiry. Reputation has grown as a series bridge; fans rank it below FMV-heavy sequels like Under a Killing Moon (1994) but above Mean Streets‘ experiments.
Its influence endures in the Tex Murphy saga, paving for full FMV in later entries and inspiring multimedia adventures like The Last Express (1997). It advanced point-and-click norms, dialog trees, and hint systems, while RealSound democratized audio. Re-released in bundles like Tex Murphy: Classic Collection (2014), it influences indie noir like The Cat Lady and preserves ’90s ambition amid modern remakes.
Conclusion
Martian Memorandum masterfully captures the Tex Murphy essence—a hard-boiled sleuth unraveling cosmic conspiracies—in a package that’s equal parts innovative triumph and era-bound frustration. Its stellar narrative, multimedia pioneers, and atmospheric world-building outshine clunky mechanics and dead ends, offering a replayable detective romp that’s more coherent than Mean Streets yet hungrier for the cinematic leap of its successors. As a historical milestone, it earns a definitive 8/10: not the series pinnacle, but a vital chapter in adventure gaming’s evolution, reminding us that even in 2039’s shadows, a good story—and a digitized detective—endures. For noir aficionados and retro explorers, it’s a must-play relic of ambition realized.