Shades of Grey - on PD 535 (AGT text adventure for PC) Reviewed by Alex McEwan I was asked to review this game, and if it hadn't been for that fact I would probably have taken a magnet across the diskette within half an hour of starting to play it. I almost got stuck right at the beginning, as the scene opens in a seemingly impenetrable maze. I hate mazes of any type, and when they are placed right at the start of a game I quickly lose interest in the content, no matter how well written. Such was the case here. Whenever I am totally stuck in a game, I have a list of desperation actions which I try. I pray, shout, scream, say magic words, clap hands, and stamp feet,... and then return to the keyboard. Thankfully one of those did the trick, but the damage had been done, and it wouldn't have mattered how good the rest of thing turned out to be, I would never forgive the authors for that opening. Things got worse. When I did finally break out of the opening nightmare, I had only had time for the briefest look around before a darkness which prevented any further progress descended upon me. Nothing for it but to waste a few turns until this pointless episode was over. When light did dawn I continued to look around the rather bleak American city in which I found myself. All of a sudden the scene changed and I found that where there had previously been 'modern' locations there was now a range of ancient settings from a rustic village to The Acropolis. It took a while to realise that each of the initial locations equated to one of the historic scenes, and that the reason for the constant switching was that I had partaken of some hallucinogenic, which caused me to suffer the change of perception in my surroundings. To give some idea of the type of links used, in the modern setting there is a nickel stuck down a drain, in the ancient this becomes something down a well. You can retrieve the item in either case and it switches appearance depending on your state of mind. From here on the game becomes an episodic time travel adventure, with the centre or key location being the premises of a fortune teller with more than a passing resemblance to Mine Yiddishah Mama. There is a lot of hokum about you needing to rediscover your memory of things past, but I didn't feel it was worth the effort of trying to follow this plot. The American fascination with the Robin Hood legend rears its head once (or twice) again, and I sometimes wish that they would pick on another character or era from English History. When Sue sent this AGT text adventure, to me she said she had enjoyed it. If you are blessed with the same saintly patience which she must have, this may be a game to interest you. I just found it annoying.