The Golden Fleece - Jim MacBrayne RRP œ7.50 (Text-only) It's always a risky business making a wager with someone as a result of a disagreement, but when one is the god Hermes and the person the bet has been made with is Zeus, the father of the gods (never the best of losers), that's what I'd call laying your life on the line. It all starts during what is supposed to be a friendly game of chess between Hermes and Zeus. Zeus reckons that humans are a pretty hopeless bunch whose sole use is to provide amusement for the gods but Hermes disagrees, assuring Zeus that he could find at least one mortal who Zeus would be willing to call "brother". Uh-oh... So Zeus sets a challenge; Hermes must find a champion who can perform a task - the acquisition of the Golden Fleece. If he succeeds, he'll be in clover (or is that ambrosia?) for the rest of his life but if he fails, he'll be up the proverbial Styx without a paddle, and Hermes will be right there with him! You play the hero chosen to complete the task and start the game in a room with only a lamp by your side and a sword in an adjacent location. The surrounding rooms are enshrouded in darkness but, lamp and sword in hand, you set off to explore, only to find yourself a few moves further on in a series of rooms which are so gloomy that the light from your lamp cannot penetrate the darkness. Finding the exits is a matter of trial and error, since, with only two objects at your disposal - one of which is your lamp - it is impossible to map the rooms by the conventional method of dropping objects. However, once you have mapped the area, you'll find there are several exits leading off, each through a doorway. Several of the doors are locked but the others will each take you to different areas, each with a puzzle or three to solve. I won't give too much away about the types of places you'll find as it will spoil the surprise for you, but they include a gingerbread house (complete with a witch, naturally), a dying goblin who makes a long speech to you which you're sure would be useful if only you could understand a word he was saying, a series of sewage pipes where you'll meet an imp who will ask you a diabolical mathematical puzzle and a room with a see-saw floor which tilts as you walk from one end to another, alternately hiding and exposing two exits which are tantalisingly out of reach...... At first there are few objects to manipulate but as you make progress you'll find a pile of them, if only you can work out how to get them without killing yourself. Luckily you can save your game to disk before trying anything dangerous and the copy protection on the game comes into effect when you restore a saved position, the copy protection taking the form of a colour code wheel as in Infocom's A Mind Forever Voyaging. Jim has obviously been strongly influenced by Infocom when writing The Golden Fleece, relying on a good storyline and atmospheric descriptions, not to mention intricate puzzles! I would have preferred a few more easy puzzles dotted about the game to make me feel I was achieving more in the early stages, rather than spending a lot of time exploring and mapping but otherwise making little progress. The game accesses the disk when moving from location to location but you can link commands by full stops or the word "then". The parser is excellent, allowing the use of "everything", "and", "all", "except" and "but" as in "get everything except the lamp and the ball". "Again" (to repeat an input) is available, as are "brief", "verbose" and "superbrief" to toggle between different lengths of location descriptions but the "examine" command is rather weak and ramsave/ramload aren't included. All in all, if you've missed the style of Infocom adventures since their demise you'll be delighted to discover The Golden Fleece. Jim's other two games will be reviewed in a future issue of SynTax and promise to be every bit as good. To order, contact Jim MacBrayne, 27 Paidmyre Crescent, Newton Mearns, Glasgow, G77 5AQ or see the adverts section elsewhere in this issue. Sue