Pyramid Of Muna - Alfred W King II/AGT (Text adventure for ST(73), PC (447) and Amiga) Played on PC & Reviewed by Alex McEwan The author's introduction to this 1990 games states that it was submitted to Softworks for their third annual text adventure competition, and as such was not originally intended for release in the form in which I played it (version 1.36). A full version was scheduled for release in June 1990 and was intended to have more locations, puzzles, and characters, and less built-in help than this shareware release. The amount of help and blatant clues make this game ideal for beginners, but even ignoring the HELP facility it is unlikely to tax an experienced player. Some game settings have immediate appeal, and for me anything to do with Pyramids is off to a good start. I also have a deep interest in all things Mexican, and as the story line revolves around your discovery of a long lost pre-Mayan pyramid in the Yucatan region of Mexico, I was quite happy to overlook the rather heavy handed hints which started very early in the game. If I can give a few examples. The game opens in your hotel room, and part of the description tells you that when you leave you must ask the first person you meet about the bus to Muna. Amongst your possessions you have a few coins, examining these tells you that it should cover a bus fare. When you make your way downstairs to the hotel lobby you find a piece of paper on the desk. Not a 'coming soon from the same author' advert for a change, but a reminder that you should have picked up everything from your room before you left. Yes, it does sound ridiculously easy, but remember it is a starter adventure, and new players without an old hand to guide them would probably be glad of this guidance to stop the frustration of arriving at Muna to find that they had left a crucial item in a location to which they cannot return. On arrival at the bus journey's end a native guide leads you to the Pyramid. In true Indiana Jones style you have to use an ancient artefact to open the secret door. It is almost impossible to die or get lost in the jungle in this version of the game. Even if you ignore the list of exits and wander off into the seemingly impenetrable vegetation, you will generally manage to find your way back to some recognisable point within a few turns. Once inside the pyramid the aim is to collect the items which will let you through to the mystical upper chamber. This information is given to you by a guardian in an instruction chamber, who will send you back outside to study various facets of the pyramid if you have not gathered all the information you will require later in the game. From here on it is really a simple matter of noting everything you see, and relating it to questions which will be put to you as you visit certain areas. The author's description of the game is 'An Interactive Fiction Adventure Based On Elements Of The Cosmology Of The Builders'. (No, I don't know what it means either.) All of the puzzles have a connection to the four main elements of Earth, Fire, Water, and Air, and in the main body of the adventure this forms an integral part of the game play. However the author seems to have got carried away with his own lyricism, and the lengthy narrative on the subject which is presented on achieving your ultimate goal rather spoiled what had been a pleasant, if very undemanding, way of spending a rainy lunch break in the office.