*** Preview *** Dead or Alive...? - Chaos Software (STAC Text adventure) Previewed by Neil Shipman Despite - or perhaps because of - the trend of the major software houses towards producing graphic adventures, I have recently detected a resurgence of interest in the good old text adventure from a number of other sources. Over the last year I must have played at least one such offering a month from both established and aspiring independent writers and the latest to come my way was from the hitherto unheard of (at least by me) Kev Davis, self- styled "incomprehensibly grandiloquent doyen" of Chaos Software. The scenario of Dead or Alive...? is to be found in a separate program on the disk along with a few instructions. These include some of the more unusual commands like Who Is, Message and Panic and examples of how clever the parser is in coping with inputs like "Put head in microwave, juggle fish and say wop to the maniac in the passing bush of kippers". Weird! There's also another program which will play an eerie tune to accompany the adventure ad infinitum if you can stand it - I couldn't! Anyway, back to setting the scene in DoA. Taking a short cut home through the rain in Malton you find a shop you've never noticed before. The owner shows you a strange crystal which renders you unconscious and when you come to the shop has disappeared. Worse still, you can't remember where you live, so you head for the pub only to find that it's been boarded up. As you collapse again the face of the shopkeeper appears and utters, "Midnight," and you don't awake until a passing car splashes you with water. At the start of the adventure you only have your wallet containing a photograph and œ10, but a quick search around the 14 immediately accessible locations will turn up some interesting items. The owner of the 24-hour "Chipporama" is worth talking to as some of the things he tells you may be useful later on. You can also buy some chips and have a go on the one-armed bandit. You can't enter the Tube station, but solving a couple of simple puzzles will allow you into Malton park where you can head west to your...er... death! Don't worry though, you're only a bit short in the flesh and blood department and it's in your skeletal form that most of the adventure is played as you try to get even with your assassin. The first few problems involve leaving your tomb in the cellar of an old house, finding a suitable disguise to cover your bare bones so that you can wander around without attracting attention, and getting past the rottweiler chained to the gate. You'll then be able to hop on the Tube and travel to other parts of Malton. To get back to the part of town where you were killed you have to figure out how to turn the power on so that the automatic doors at that station will work. This involves a nice series of not too difficult puzzles and, by the time you've solved them and worked your way to the police station, you'll have had a very good opportunity of appreciating the great deal of work that's gone into producing this adventure. If I tell you that Kev Davis is a fan of adventures like Hitchhiker's, authors such as Douglas Adams (of course) and Terry Pratchett, and TV programmes like Red Dwarf, Vic Reeves Big Night Out and Absolutely, not to mention anything and everything done by the Monty Python team - indeed, the game is dedicated to the memory of Graham Chapman - you'll realise that DoA is definitely not a serious adventure! Location descriptions are generally three or four lines long and responses are a good length too. The language used in some places can look rather strange at first - "notifiable" pavement, "tedious" fishpond and roads which "trundled" - but you appreciate the funny side of this when you come across doors which "fib" rather than just lie to the north and west! Indeed, the whole style of DoA is so tongue-in-cheek that Kev Davis must look a bit like Popeye chomping gobstoppers. I enjoy adventures where the author has anticipated many of the things you might try to do and has provided appropriate responses. This is certainly the case in DoA and most of them are funny, quite a few making me laugh out loud. I especially liked eating and drinking, smashing a nuclear-powered torch (after being told not to), examining sewage in an alleyway, persisting on getting out of an invisible exit and walking around with a traffic cone on my head! You won't be stuck for words because there's a vocabulary list of nearly 100 commands and many of the nouns have synonyms. Examine everything because you will usually get a description. If you unearth an object you will automatically pick it up unless your hands are full. Reading all the signs and graffiti as well as the papers and cards is worthwhile too. Sometimes you'll find a footnote mentioned which you can then look at for further interest and amusement. There is a great deal of extraneous information too in the form of adverts and messages. The easy-to-read display is 80-column white text on a black background with footnotes etc being shown in green capitals. You can swap to 40-column if you want or even try different colours (including "psychedelic" and "vomit-inducing")! The Chaos Software logo is attractive and the programmer demonstrates his skill with redesigned characters to the extent of having an acute accent on cliche and a properly subscripted 2 in the formula for water. DoA is a huge adventure. By the time I'd got as far as I could in the preview version (which was about 75% complete) I'd visited over 150 locations and found more than 60 objects to manipulate. Amongst other things I'd operated a robot in a nuclear research plant, travelled on a ferry, survived a shipwreck and ended up at the bottom of a cliff in Iceland. I look forward to seeing what's at the top. As I made progress I was awarded not just with points but also with ever-changing crazy titles ranging from "futile shandy drinker", through "someone who knows where his (or indeed her) towel is" to "hoopiest frood this side of Ursa Minor"! I was a little put off to begin with by the "over the top" style of DoA, especially when I encountered a bug on about my third move. Then I realised that it was a deliberate one poking fun at other STAC programmers whose games are prone to crashing! In fact DoA has been extremely well programmed and playtested and although I noticed a few mistakes in spelling and punctuation as well as a couple of "buglets" these were far fewer in this preview version than I have seen in many finished adventures. Humour is difficult to get just right for the simple reason that not everyone finds the same things funny. To start with I found some of things about DoA rather idiotic but, after a while, I entered into the spirit of the game and ended up revelling in its sheer silliness. If you enjoy a good laugh then look no further than Dead or Alive...?