macemu

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The Crimson Crown — and two companions who can go where you cannot Runs here

1985 · Penguin Software · System 6 · Mini vMac (Mac Plus) · 512×342 black and white

Guide updated September 2026

The sequel to Transylvania, and a notably better game than it. You have two companions — Erik and Sabrina — and you can send either of them off independently, which means puzzles that need two people in two places at once, an unusual thing for 1985.

The screen puts a picture window in the middle, a compass on the left, and a row of buttons on the right for Where?, Inventory, Notes and each companion. The prose window runs underneath. It is a clean layout and it makes the game much less tiring to sit with than most of its contemporaries.

Boots straight into the game on a lake shore. Use the compass to move and the side buttons to switch character.

Controls

CompassMove in eight directions plus up and down
Erik / Sabrina buttonsSwitch to a companion and act as them
Where? / Inventory / NotesLocation, what you carry, and the game's own journal
Type + ReturnAnything the buttons do not cover
The Crimson Crown running in a browser tab
The Crimson Crown, running here in Mini vMac.

Penguin Software became Polarware and wound down in the early 1990s. This Macintosh build has not been sold in decades and is in no current product.

Archives

How it works & what to expect

MachineMacintosh Plus, 512×342, black and white
SystemThe floppy's own — this disk carries the System it shipped with
EmulatorMini vMac, compiled to WebAssembly
SavesInside the emulated Mac, in your browser

The Notes button is a genuine journal that the game writes for you, which was a thoughtful thing to include and is the sort of detail Penguin's Macintosh games did well.

Switching characters is not cosmetic. Erik and Sabrina go to different places and can do different things, and several puzzles cannot be solved without moving between them.

Why it is remembered

Three characters, independently controlled. That is a structural idea, not a feature, and almost nothing else in 1985 was attempting it in an adventure game.

It is the good Transylvania game. Transylvania is the better-known title and the more primitive one. The Crimson Crown is where Penguin worked out what the engine could do.

Penguin's Macintosh interface work. Compass, inventory, journal and character switching as buttons, with the parser as a fallback rather than the whole interface — that is close to how graphic adventures would work for the next decade.

Getting started

Try all three characters early. Walk each of them somewhere and see what they can reach; the shape of the game becomes obvious once you have.

Check Notes regularly. The game records things for you and it is easy to forget it is doing so.

When you are stuck, the answer is often that the wrong character is standing in the right place. Switch before you go looking for an object.

Questions people ask

Do I need to have played Transylvania?

No. It is a sequel but stands on its own, and it is the better game of the two.

Can I really control three characters?

Yes — yourself, Erik and Sabrina, switched from the buttons on the right. Several puzzles require it.

Is there a journal?

Yes. The Notes button shows a record the game keeps for you as you play.

Can I save?

Yes. Saves live inside the emulated Macintosh in your browser.

Does it need typing?

Less than most. The compass and buttons cover movement and common actions; the parser handles the rest.

Who made it?

Penguin Software, later Polarware, who also published Pensate and The Quest for the Macintosh.

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