Grue-Knapped! - Bob Adams/Atlas Software RRP œ2.50 (Text adventure for Amiga, converted from the Amstrad game by The Grue himself) Reviewed by The Wayfarer AT LAST it's here, the all-singing, all-dancing Amiga version of the Grue-Knapped game, originally written for the Amstrad. The @+Amiga version has been coded using the Hatrack 2 system ~(reviewed @~this issue) +by The Grue himself. It is an excellent conversion of an extremely funny game, complete with all the original Adamsian humour and with several obviously Grue-inspired pieces of wit. I am told by Bob that a Spectrum version is on the cards and that it is being worked on at present but I do not know if an Atari ST version is a possibility. As one of those privileged to playtest the conversion, I have seen it right from its basic form to the final game. It is not a large game, being slightly over 30 rooms, but the puzzles and humour more than make up for this. The Grue has coded in all sorts of amusing Infocom style responses which I am told were not in the original game, and the only minor bugs I found did not detract from the finished game. These have been eradicated from the saleable version by the tenacious and hard-working efforts of The Grue. From the start, opening with its beautifully-coloured title screen featuring a menacing pair of Grue-type eyes, with a musical theme (sadly not the Adams Family) and a scrolling introduction to the story so far (with a credit to the coder of the theme) you are invited to click your mouse to enter the game proper. Do so and you enter a strange world full of Adamsian humour. For those who don't know Bob (are there really any people who haven't heard of the Amster?), this seems to be a crossbreed of Viz, Dandy and Oz (for those old enough to remember it) with touches of Private Eye and the odd bit of the unidentifiable (but suspected Mel Brooks) humour. A short delay as the game loads and you are in the midst of a traditional text adventure. Puzzle rapidly follows puzzle as you explore the world which Bob creates, seeking all the time to escape your imprisonment before The Grue awakens causing you to share the fate of your tubby (and late) friend. Will you be able to defeat the nefarious Grue or are you destined to be his next snack? All through the game little red herrings seek to trap you, puzzles are both traditional and in some cases downright devious. The system handles smoothly and fairly easily, none of the slow handling of past adventure compilation systems here. The parser is a little limited in being a two-word input type. The humour, however, is very "Carry On" style ... easy on the eye but adding to the game immensely. Grue-Knapped benefits immensely from the author's (and additionally The Grue's) unique sense of humour. To those considering buying this game I would say "GRAB IT ... such polish and humour are rare in homegrown games, and at œ2.50 it has to be seen (and played) to be believed."