Well to throw my two cents in here as well
I never did understand using hint-books, walkthroughts, or cheatcodes for games. It drove some of my friends crazy because I’d play the same part over, and over again because I refused to type in some “invulnerability” code. (as an aside, I sometimes pick up hint books or check the net after I beat the game to get a fuller idea of what all was in the game, and to try to get some extra game art.)
The other reason for me, is walkthroughts and hint guides usually spoil to much. I didn’t get a game, just to have someone hold my hand as I play it. I picked up the game to get involved in the story of it! I liked the older hint books that gave different lvls of hints (from things like “check your inventory” to “Talk to Mr. Bill at exactly 4:00 PM at the trainstation. He’ll tell you he’s missing his key to the office, and give you a passcode to go get his key. Go to the office, pick up his key, and get it copied at Ted’s Hardware. Return the original to Mr. Bill.”)
The new “The Longest Journey” adventure game’s hint site was exactly like this, I felt that it was great because of it. I could get a nudge in the right direction, without spoiling what I needed to do to solve a puzzle. (aside, this is a great game too.)
These different lvls of hints gave me clues that I might not have thought of, without spoiling the game and the story.
To Quint:
Don’t worry about the slot game. I’ve spent some serious time on it (overall Gloria percentage 85%, but I did get a lot of the Gloria slotmachine art… let me know if you want to see some of it. I have some posted on my website.)
Mike