End Day 2240 - Ace Soft/Zenobi Software RRP œ3.99 (Text/graphics STAC adventure for ST) "End Day, the year is 2240. The place is sector 17/405. The time is nearly the time to die." Doesn't sound too hopeful, does it? And, in fact, your situation is just as dire as it sounds at the start of End Day 2240, which you begin in a termination cell, awaiting end day, for a crime you didn't commit. End day? That's a nice way of saying that pretty soon you won't have to worry about anything any more because you'll be very, very dead. The crime in question is the smuggling of enzyme pods, a heinous offence in these future times. The actual perpetrator of the crime was your ex-partner Travis who has taken the opportunity, while you were being tried and sentenced, to get off the planet quick! Your only hope if you're to survive is to escape from the cube, find Travis and kill him. Considering you start the game carrying nothing and wearing just a termination robe, with only a limited number of moves before you meet your doom, things look bleak. There's only one exit from the cube but it's blocked by energy bars which, when you try to pass, will emit an alarm to the guards, resulting in your being thrown into a punishment cube. After a few moves in here, it's back to the termination cube. The cube isn't completely featureless but what can you do in there to help you escape? After some time in these two locations, I came to a halt; I knew what I wanted to do, I knew I had the right equipment to do it, but could I do it? No, sirree! In the end I had to seek advice, from Graham Wheeler who had been one of the playtesters, and the answer turned out to be a matter of finding the right, and to my mind not very obvious, wording. Not a good start and, unfortunately, this same difficulty cropped up again and again in the game as the program is very specific in lots of cases about the exact wording you must use in a particular situation. Okay, the author decides what he wants to use but it would be nice if he could offer a few alternatives, especially when the inputs he has decided on are not logical or even consistent from one part of the adventure to another. But, back to the plot. Once out of the cube, you can start to explore the surrounding area and, if you can find a way to enter and operate the personal flyer parked conveniently in a nearby location, you'll be able to travel greater distances. In this way, you'll find your old offices that you used to share with Travis (guarded, of course), a place called Happy Face where you can get your features altered (could be useful - after all, the authorities are still after you) and a space centre where you'll be able to board a craft and look for Travis ... once you've got the right documents. The author has attempted to create a different and (hopefully) futuristic effect by inventing names and terms for various objects found in the game and rather than using the words "floor", "ceiling" and "walls" to explore the cube at the start, you must use "deck", "top" and "sides". "Search" is used far more frequently than in most games which is a pleasant change as so many games don't distinguish between "examine" and the more intensive "search". There is a 7-screen loading section, which, unfortunately, you can't skip if you have to restart, where you must input your name and sex. Your name will reappear on the noticeboard outside your office later in the game but I couldn't see what difference it made whether you said you were male or female. Neither response is error-trapped so you can just press RETURN and be anonymous and asexual or you can input another letter instead of M or F for your sex and go through as a ..... whatever. The graphics are simple but effective, conveying a limited amount of atmosphere and audio effects have been added to further enhance the effect. The game itself isn't hard once you've wrestled with some of the inputs but the ending, like the start, had me flummoxed. More advice was needed and this time I had done something that obviously hadn't been catered for and meant it was impossible to finish the game. Even when I was told the correct action, it didn't work, and I ended up wandering around aimlessly until suddenly the program seemed to take over, my character carried out some action that I certainly hadn't expected and the game was over - though afterwards I could see what I should have done to create the same result. To summarise, there have been some good efforts made to make this game atmospheric but it is let down by the picky inputs and the errors in both the text (punctuation, grammar, use of capitals etc) and the programming. Don't blame the playtesters because I know they pointed out the problems to the author. End Day 2240 is better than Dave Blower's previous games (Death Camp and Souldrinker) but a good session of tidying up would make a lot of difference and make the game more attractive to the player. Sue