* Preview * Treasure Island - Zenobi/River Software (Text adventure for ST) Well, it's that time of the year again. No, not just Christmas, New Year and all that. It's the time when she, the editor who must be obeyed, gets me to write a review. 'You usually do', she says, 'so you really ought to do one this year'. 'But they're all too clever', says I, 'you know what I'm like with these modern programs.' I suppose I'm the antithesis of the true adventurer. I must confess that I don't really find adventuring a relaxing pastime. In fact, adventure games wind me up. They frustrate me to the point where I'm ready to give the monitor a good kicking. 'Well here's a nice straight forward text-only game', she says, 'even you should be able to cope with this one. You even know the story - Treasure Island'. That sounded reasonable so I agreed to have a go, Jim lad (oops, sorry!). I suppose this is more in the nature of a preview rather than a review, me hearties (pardon me). The game I played is a prototype version, which came to SynTax courtesy of John Wilson of Zenobi. The game is Jack Lockerby's conversion of his own Spectrum game into the ST format. In the game, you're Jim Hawkins and you get to play with a famous cast list which includes Billy Bones (deceased), Blind Pew (who suffers an early demise), Squire Trelawney, Doctor Livesey, Cap'n Smollett, Long John Silver and Ben Gunn. I suppose I ought to start at the beginning - at the Admiral Benbow inn, where else? After a bit of exploration at the Inn you come across poor old Billy Bones, still clutching the Black Spot, and a little bit of extra work gets you the all important map of Treasure Island. You have to stash the map in a safe place before Blind Pew and the rest of the gang come ashore in their longboat. Pew doesn't last long once Mr Dance and the revenue officers arrive. In no time at all you've spilled the beans to the Squire and the Doctor and you're off to Bristol where you're given a couple of errands to run. The Black Spot comes in handy here in the maze of Bristol back-streets because you have to scare off the footpads and vagabonds who haunt the place (my greetings and apologies to SynTax's Bristol readers). In no time at all you're on board the good ship Hispaniola, a pretty complex construction in its own right, and heading for Treasure Island. You learn about the mutiny from the comfort of the apple barrel, as in the book, and eventually make landfall. You get to explore the island and eventually come across Ben Gunn. The island is interesting to explore and contains more than enough taxing problems. You will have guessed that by this stage I'd had some serious assistance (from the Spectrum solution). The puzzles are pretty logical and they mostly follow the plot of the original story but that doesn't make them easy to solve, especially for an adventurer of my calibre. For example, at one stage, you have to dig four times to uncover some treasure. Well, I could cope with one dig but four times is asking too much - I don't think I'd have sorted that out for myself. The game, being a prototype, still had some bugs in it, such as exits missing from some location descriptions and, in one case, a door which was both open and closed in the same description. No doubt these bugs will all be exterminated for the final version. The game seems to follow the Spectrum version pretty closely as far as I can judge - the Spectrum solution got me this far after all. Very little effort was made to describe and develop the characters in this game but I guess it's not really necessary because most of us are pretty familiar with them all from the book and/or film. The characters did seem a bit tame though. For example you might expect a bit of action at your first meeting with Robert New..., I mean Long John Silver, but it turns out to be a bit of an anti-climax, a pleasant, low key affair. The game clearly couldn't hope to reproduce the whole of the book. I noticed that the mutiny occurs near the end of the solution of the game whereas, in the book, the mutiny appears about half way through so obviously quite a lot has been left out. In the book, Robert Louis Stevenson brought more catchphrases to the English language than Bruce Forsyth (shiver me timbers, yo-ho-ho, pieces of eight, didn't he do well, to name but a few) so I was a bit disappointed to find that none of them seem to have been included. Overall I was pretty impressed. Computerising what is arguably one of the greatest adventure novels in the English language is a major task and Jack Lockerby has had a real good crack at it. I enjoyed playing it and, given (a lot) more time, I reckon I could have got on quite well with it on my own. A happy new year to my reader. Regards from Alan M.