The Enchanted Cottage and Lifeboat - River Software RRP œ4.50 (Text only) Reviewed by Neil Shipman As well as writing new adventures for us die-hard text adventure fans to get our hands on, Jack Lockerby has been busy converting a number of his earlier titles to run on the ST. The latest two are The Enchanted Cottage and Lifeboat which come on one single-sided disk. Both games are three to four years old, were originally co- authored by Jack and his son-in-law, Roger Betts, and have been converted from the Spectrum versions using STAC. THE ENCHANTED COTTAGE You play the part of Niki, an apprentice sorcerer, who has been on a government-sponsored training course for the past five years. In order to gain your diploma and thus become an Official Sorcerer with a secure job in the Magicians' Civil Service and an index- linked pension you have to demonstrate that what you're supposed to have learned hasn't gone in one ear and out the other. You are therefore incarcerated in the Enchanted Cottage of the title with the simple enough objective - to get out of the cottage's green door! To do so you will require three keys to unlock it, but where are they? The only object in the single room is a cube which, with a bit of manipulation, will provide you with a magical transport system in the form of three coloured discs. Using these discs enables you to enter three separate sections of the adventure which contain inter-connected puzzles but which are themselves linked only via the cottage. You are able to wander around quite a few locations in each section but, to make progress, you must find a spell book which the Official Sorcerer has left for you. Once you have this you learn that it is possible to cast certain spells, seven in all, like Reflection, Freeze, Open, etc. Each spell does, however, require a unique focus in the form of an object which you must be holding in order for it to work. The descriptions of the objects and characters you come across leave you in little doubt as to which spell and its necessary focus are needed in a particular situation. Most of the action takes place in what might be thought of as typical adventuring country (if there is such a thing!) with woods, mountains, trails, rivers, tunnels and caverns. There are a few indoor places too - well you wouldn't expect to find a safe or a stove out in the open would you? There are about 70 locations including a small, easily-mappable maze, and the layout of the puzzles will have you to-ing and fro-ing quite a bit between the three sections of the adventure. Characters (some helpful, some distinctly nasty) include Ben Gunn who wants to see Captain Flint's parchment, a giant, a sleepy mountain guide and that denizen of scores of adventures, the infamous troll. Animals abound too in the form of a dog, a mountain goat and an enormous snake, all presenting problems for you to overcome. Jack has used grey text on a black background throughout most of the game although some characters' speech and the responses to certain actions are shown in blue. The title of your current location is shown in orange capitals at the top of the screen. The vocabulary is fairly limited but you should have little trouble in finding the correct input. Remember though that, as in many of his adventures, Examine is not synonymous with Search! The Enchanted Cottage makes no pretensions to be anything other than a simple, "traditional", magical, fantasy adventure. It sustained my interest and had me tapping away at the keyboard for a few hours as I enjoyed working my way through the puzzles, eventually gaining my Sorcerer's diploma. LIFEBOAT On August 10th 1927 the clipper 'Alana' hit a submerged reef off the NE coast of Australia. The ship was lost and, of the 82 souls on board, only 5 survived. This adventure follows the fate of one of those survivors. You begin, as you might expect, tossed around in a lifeboat with your four companions and little else save a couple of heavy oars. Not everyone seems to be as enthusiastic as you in trying to do something to get out of this dilemma but, with a little help, you soon make it to land. Climbing up a rusty ladder onto a wooden jetty, you turn in horror as the ladder falls into the sea, the lifeboat drifts off into the distance and the cries of your erstwhile fellows in adversity get fainter and fainter. So what are you in for in this adventure? Stranded alone on some deserted coastline with all sorts of rigours to endure before being rescued? Perhaps the presence of a jetty means the natives are friendly and will help you find your way back to civilisation in return for some favour? Well, partly, but it's much stranger than that! The first sign that something odd is happening is when you need to free a jammed weather vane to make the fog clear so you can see where to go. Then, in a fisherman's hut, you find an old woman asleep in bed. A glance at the book in her hand, 'The Sleeping Beauty', gives you the clue as to what you should do next and, when she awakens, she croaks, "Find my Prince and you will be rewarded. Fail and you will perish." Pointing to a chair in the corner she then falls asleep again. Well, there's nothing for it but to sit in the chair is there? When you do though you are suddenly transported into another world. The seaside village in which you now find yourself is peopled with characters from children's nursery rhymes! Remember 'Hickory dickory dock', 'Polly put the kettle on' and 'Three blind mice'? Of course you do - and it's working out the solutions to the puzzles associated with these and other rhymes that makes up the bulk of this adventure. Some folk, like the grocer and the auctioneer, won't part with anything until you pay them and, when you start, you don't have any money (or rather 'yenom'). What little you find lying around isn't even enough to buy you a go at the 'Guess the lucky number and win a yenom finder' stall, so a different strategy is called for. Perhaps a trip to the local Job Centre? Will your efforts enable you to find the old woman's prince? What will happen if they do? And how does this all tie up with your original predicament in the lifeboat? Well, you'll just have to play the adventure and see for yourself, won't you? Presentation this time is predominantly yellow text on a black background with speech and some responses in light blue. There are only about half as many locations as in The Enchanted Cottage and their titles are shown in light blue capitals. Once again the vocabulary is rather limited and I struggled on a couple of occasions to find exactly the right input. My first copy of the game also contained a fatal bug which prevented me from completing it, but Jack very quickly sorted this out and you can rest assured that your copy will be OK. Lifeboat is a gentle stroll through nursery rhyme land and, in some ways, is very reminiscent of The Case Of The Mixed Up Shymer by Sandra Sharkey. An easy but none-the-less enjoyable adventure with which to while away a couple of hours. Conclusion In both The Enchanted Cottage and Lifeboat you can abbreviate Examine to X and Again to A and, as in most STAC-written adventures, Ramsave (RS) and OOPS are supported. You only have to take one look at these titles to recognise Jack's unmistakable style. Spectrum owners may well have played them some time ago and thus may not feel that it's worth taking a look at the ST versions, though Lifeboat has been enhanced. For those of you who haven't seen them, show your support for the independent adventure writer and send off your money now. At only œ4.50 for the pair you can't go wrong!