Chrono Quest II - Psygnosis RRP œ29.99 A second opinion sent in by Martin Gardiner Chrono Quest ended with the apprehension of your father's murderer and with your preparation to return home to your own time. However, on your return journey there is a mishap and you are catapulted into the unknown with Explora, your time machine, low on its precious metal fuel. But now in CQII the program conveniently forgets that you are supposed to have this criminal in your company and makes no mention of him! Your main task is going to be finding enough of the metals so necessary to fuel Explora to enable you to find a way back to your own chateau in 1922. Virtually all metal objects have some "fuel" content, the trick is to find out which ones are the correct ones to use and the proper sequence in which to use them. There are thirteen time zones in all. The first eight time zones are based on the wanderings of the greek hero Odysseus in his long return journey to his home in Ithaca after the sack of Troy. Time zone 9 is a one-location nativity scene and is quite obvious. The next two time zones are also one location only, 10 is a desert and 11 a jungle. They appear to be completely anonymous. Time zone 12 concerns a battle fought in 778 AD in the age of Charlemagne. The plot in time zone 13 is immediately recognisable as being based on a scene from Alexandre Dumas' "The Three Musketeers". The ST version of this graphic adventure comes on three double-sided disks. The third disk contains digitized speech and can be run from an external drive. However, single-sided drive users can obtain six single-sided disks by returning the original disks to Psygnosis. Therefore the amount of disk swapping is dependent on the number of disks and the number of drives that you are using. The icon control system is very similar to that of the original Chrono Quest. The only major changes are the inclusion of LISTEN and SPEAK icons. When you are required to enter into dialogue with another character you are presented with a choice of two phrases to use. You must then click on your choice and hope that you are right. When a character speaks to you, you get the text on the screen and a digitized voice as well. Movement is very simple and only in two directions, "Advance" and "Retreat" - that is, generally you move forward to the next screen by exiting to the right and reverse back to your time machine by walking to the left. The high-resolution graphics are some of the best that I have seen on the ST, and most objects are clearly portrayed and easy to pick up. However, there are a couple of occasions when finding objects is made hard. A prime example of this is right at the start of the game when a collection of coins is perfectly camouflaged on a stony beach! The main enjoyment I got from CQII was not from the game itself but from researching and reading about the events on which the time zones are based. In conclusion, although CQII is far better than its predecessor, it is still nothing more than an expensive graphic slideshow. Also the program has been poorly translated from the original French into English, grammar and spelling mistakes are common. What I found particularly annoying is that one entire double-sided disk is wasted in holding what I consider to be useless digitized speech. Far greater emphasis should have been placed on the gameplay and puzzle content. Once again, we have an example to prove the old adage that good graphics do not necessarily make a good adventure. As it stands, CQII is not worth the RRP of œ30, so I would suggest that it is bought either second-hand or cheaply from a mail-order company. @~See this month's special feature for Martin's in-depth explanation @~of the thirteen time zones.