The Pyramid - Roland Goulsbra/AGT on PDs 223/224 (Text adventure for PC and ST, Amiga version soon) It's been a long journey by train and boat but you're finally here ... Egypt! For a keen Egyptologist, it's the trip of a lifetime and you're really looking forward to seeing the pyramids and mummies. Your hotel isn't great (it only rates 1/2 a star in the guides) but you don't plan to spend much time in it. The main thing is that it's close to the pyramids, hence its name, the Pyramid Hotel, and not far from town. In fact, you're in town now - and a bit worried. You can't remember which way it is back to your hotel, and you can't remember your room number either. There was a bit of an argument about the room key when you left and the upset has driven the number out of your mind. It's quite crowded in town but you push your way through the throng to get your bearings. South is the bus stop which will take you to the airport if you can get a bus ticket. You don't want to do that yet, though, because you still haven't seen the pyramids. There's a taxi stand to the east, but no taxi. If you can work out how to hail one, maybe the cab driver would take you to the pyramids or your hotel? West is a bazaar but only one stall really catches your eye and it's full of 'tourist' junk apart from an interesting looking box. But to the north is the National Museum - that's more like it! It's a shame it's full of Japanese tourists; if the tourist guide was awake, maybe he'd show you round. But he's dozing in the main hall and you have to find your own way around the exhibits. This is fascinating - here's a reredos showing the death of a pharaoh. And over here, look, it's the sarcophagus belonging to the very same pharaoh, Aarkh Anach Rhag, dead for 4221 years according to the sign. There's a craft room down the corridor too; I'm sure there's some interesting stuff in there. Having whetted your appetite for things Egyptian, it's time to make your way out of town (having worked out how to hail a cab) and look round the pyramid that was the burial chamber of, and monument to, Aarkh Anach Rhag. Of course, it's empty now, apart from the remains of the Pharaoh's barque. It must have been quite different four thousand years ago.... The Pyramid was apparently written as a birthday gift from Roland Goulsbra to his girl friend and its entry into the 1990 AGT Adventure Writing Contest (where it was one of the "Best of ...") was more of an after thought, but don't let that put you off. Though only a small game of 57 locations, not all of which you'll see if you don't die during the game, it has some nice touches including sound effects and some unusual inputs. It also has a few sneaky inputs but it's a rare game that doesn't catch most of us out at least once. The aim of the game is to do the 'right thing' and ultimately discover the Meaning of Life (or 'Liff' as it is called here, after Douglas Adams' book) rather than collect treasure so it's quite possible (if not so much fun) to finish the adventure without scoring any points at all out of the official top score of 105 points. However the scoring is pretty erratic and I finished with 129/105 - and at one stage I had 196/105! The initial atmosphere of the busy Egyptian town is good - the hurly-burly of the bazaar, the desolation of the trackless desert that you must cross in order to reach the pyramid, the interior of the pyramid and, once you've worked out what to do, the ability to travel back in time to the days just after the death of the Pharaoh, being able to compare the present day pyramid with how it was then. One thing did confuse, and ultimately annoy, me. Every move, right from the start of the game, I got messages about being lost and wandering in the desert. They happened wherever I was and sometimes several messages were displayed at once, causing the screen to fill up with text to such an extent that it was necessary to press RETURN to read the important text. Once I reached the desert itself, the significance of the messages became clear, and I realised they were being displayed at the wrong time. It was time to dig into the datafile.... Got it! In the command file were a couple of commands to control movement in the desert and, thankfully, they were well documented. The author had intended warning messages to be displayed when a particular variable reached a specific value, using the VariableEquals command, thus warning the player than he/she was in danger of dying of thirst in the desert. Unfortunately he'd written VariableGT (greater than) by mistake - and he'd done this in two different commands. Since the variable didn't start counting down until you reached the desert, the messages appeared every move. I changed the commands, recompiled the game and - voila! - everything now works as it was intended to. The new versions are now in the SynTax PD Library. This isn't one of the best AGT games I've seen but it certainly isn't the worst. The spelling is suspect in several places including spelling Pharaoh as Pharao unless that's an Americanism. However the plot is fairly original, the programming (mostly) good and the puzzles link together neatly. Sue