Demoniak - Palace Software RRP œ29.99 (Text/graphics adventure for ST (1 meg), Amiga and PC) It's a pleasant change to see a text adventure from one of the larger software houses appearing on the market, especially as Demoniak is said to be the first in a series of games using the same system. The author, Alan Grant, has previously worked on a vast range of comic book titles and the game has a high standard of cartoon-like graphics. My only disappointment is that I was unable to capture one to put in the screenshots section. So who, or what is Demoniak? Evil personified, so the introductory blurb tells us; a fearsome creature who exists as a result of diabolic worship by demons in another universe. Is one universe enough for a beast such as he? No - he knows there are other universes, other worlds, out there for the taking, so he reaches out his fearsome claws and smiles, knowing all of it may one day be his. Opening up a gateway from his universe to ours, he makes his first move. Four superheroes aim to stop him under the guidance of Doctor Cortex, a famous scientist, whose body is abnormally small as a result of all his growth being directed at his super-intelligent brain and who has "a plan" ... the creation of the Ultimate Bomb which can be detonated to close the gateway. The game begins with you as one of the main characters, Johnny Sirius ("clean cut man of action"), arriving at Doc's lab to meet his fellow adventurers. They are Kyra Brand aka Flame who has pyrokinetic powers, Madlok the sorcerer and serial killer with a wealth of devastating spells at his fingertips and Sondra Houdini, a beautiful psychic who can mindread both friend and foe. Doc explains his plan and, after collecting any equipment to hand, the four heroes follow him to the spaceship they will use on their quest for the components of the Bomb. The spaceship, Proteus, is controlled by a discorporate human brain, removed against the owner's wishes by Cortex. There are at least two other characters who may also join your team if you can find and rescue them; Gor, a part-human, part-robot gorilla and B-52, the last of a group of war droids and ex-mercenary - what a team! All Doc can tell you, as you enter the Proteus's briefing room is that you must visit two planets. One, Fundamenta, is a colonised asteroid in the asteroid belt, now home to a hermit who can tell you the location of one of the parts needed. The second is the prison on the ice planet, Freezyassov, run by the governor Mr Buikk and home to some of the most dangerous characters in the galaxy, including Gor and B-52. This, then, is the basic story behind Demoniak and the equally strange crew who are planning to sort him out. Only Johnny Sirius sounds half-way sane and fit to be let out on the streets. Though you initially start as Sirius and he is elected team leader by Doc, during the course of the game you can >become other characters, both friend and foe, and control them. Friend I could understand, but foe ... it seems a bit far fetched that if you wanted an object that someone antagonistic to you was carrying, you could >become them, give the object to one of the team, swap back and they didn't seem to notice, mind or care. Still, the game is very tongue in cheek so I guess it fits in with its general style of not taking itself or anything else too seriously. The copy protection is strange too, seemingly standard "page 3, line 10, word 1" stuff until you realise it doesn't only use the booklet - sometimes it asks for details from the back of the box or even the disk! Screen display is standard full screen of text with your input lines at the bottom. If you become Sondra and mindread another character, the screen is split vertically with Sondra's experiences on the left and the character she's mindreading on the right. This is very effective and useful as you can send Sondra off to perform a task, while still keeping in touch with developments in another location by long-distance eavesdropping. The graphics I mentioned earlier are displayed at the touch of a key at the relevant points in the game but can be disabled if you prefer. Text can be dumped to the printer too. But the main feature of the game is the reams and reams of humorous text and all the different characters in the game. As soon as I started playing I thought the game reminded me of something and then I realised what it was - a multi-user game! The way the numerous characters wander round, basically performing sequences of actions (which can be quite long and complex), carrying objects (not necessarily the same ones each time), reacting to both you and other individuals, fighting accompanied by MUG-like messages on the screen, asking you to help them sometimes, all added to the effect. You can find places, people and objects, show exits and follow people and use MUG commands such as cry, laugh, and gulp (for those moments when your nerves get the better of you). I was pleased to notice when I came to write this review a small piece in the credits saying "special thanks to Richard Bartle and MUD for inspiration" .... Due to the added complexity caused by all these independent NPCs, I couldn't always work out what triggered certain actions. For instance, once the admin clerk in the prison asked me to help with the filing and said for me to follow him to the store room (which I was unable to enter alone and contained lots of interesting objects) but I never managed to make it happen again. Twice the Governor offered a guided tour round the prison but when I replayed, he didn't (and I would have loved to see round the place without having to sneak round and get attacked!) There's bags of humour in the game, not only on the prison world of Freezyassov but also on the asteroid of Fundamenta where you search for the hermit - Salman Rushdie. Roads on Fundamenta are called Ramsey Street and Robinson Street and if you visit Daphne's Cocktail Bar, you'll encounter a prince and, in other locations, a sleeping beauty and Mary Penthouse. In the time I played the game I found so many people and objects I gave up listing them; I'm sure many of the objects must be red herrings. It is the most confusing and complex text adventure I have played for a long time but there's a basic streak of sanity running through its madness that makes it compulsive. Despite my apparent lack of progress in it after hours of play, I'd rate it very highly for its originality and inventiveness. Sue