AGT Adventures @~This issue, Alex McEwan looks at Love's Fiery Rapture, Julian @~Gregory and James Judge at Wraith Blaster, Linda Turnham at Zim @~Greenleaf's Laboratory and Grimwold at Andkara. Love's Fiery Rapture - Natasha Mirage/AGT (Multiple choice adventure for ST(50), PC(448) and Amiga(398)) Played on PC & Reviewed by Alex McEwan This game by Natasha Mirage (do YOU believe that name?) is not really an adventure at all. It takes the form of a number of multiple choice questions, the vast majority of which have only two possible answers. It was originally created as a 'Choose Your Own Adventure' using a system called PINNTALE by Pinnacle Software and has now been converted to the AGT format which I played. There was little or no documentation in the copy that I received, and no real explanation of plot before you started, but the sub-title of 'The Torrid Tale Of What Could Turn Out To Be THE Perfect Date' gave some clue as to setting etc. The first question ascertains that you are looking for a straight boy meets girl encounter, the second establishes your sex. Get either of these 'wrong' and you will find yourself back at the DOS prompt, albeit with what some people might consider a humorous message. This largely sets the pattern for the rest of the game. As you progress the tendency to throw you out to DOS decreases, and if you give a wrong answer you will generally be given a mild reprimand and have a chance to recover the situation. The object seems to be to enjoy a date with a dream partner, and for this to lead to an almost inevitable conclusion. When I got thrown out of the game at one point for forgetting to dress before I opened my front door, I noticed that I had scored 0 out of a possible 1,000 points. On restarting and avoiding what appeared to be obvious errors, I noticed that my score was still firmly rooted to the nice round number. The point being of course that all the points are awarded at once when you complete the task to your mutual satisfaction. From the information I received on completing the game it would appear that I saw less than half of the available locations, 60 out of 149 to be precise, but I can't imagine that these numbers relate to physical locations in the game. I think it is more likely to be combinations of a location and the thread of actions that will follow any particular response. As I indicated earlier the humour in the game wasn't to my taste and I saw little point in reloading to try and visit the 'locations' I had missed. I suspect that all I would get for the effort would be a few bad jokes delivered in a room that I had already seen in different circumstances. I have to say that I found this 'game' to be awful. It took roughly ten minutes to complete and required nothing more than typing a number from 1 to 4 in any given situation. In view of this I think the author was wise not to even suggest a registration fee as I doubt if she would have received much response. She does give an address if you would like to write to her, but I doubt if that will get much response either, except maybe from people trying to find out if this Mirage is for real. * * * * * Wraith Blaster - Ken Dibble (Text-only Elite clone for PC on PD 531) (1) Review by Julian Gregory This is the most difficult adventure I have been asked to comment on for reasons which will become clear as you read on. I dutifully printed out the manual before starting and was glad I had done so. At first glance it seems to be an attempt to create a combination of a text version of Elite and the old Star Trek combat game. But as it is an American game it is probably unlikely they would have heard of Elite. The principle appears to be the same in that you travel between various planets buying food, cloth, electronics, drugs, arms, entertainment, gold, platinum and rarities. As your funds grow you can purchase missiles, a phaser and other more powerful weapons. However, after playing for about half an hour, I came to the conclusion that this is one of the worst games I have been asked to review. Normally I would not consider writing a review without completing a game. But in this case I shall make an exception. The problems I found in Wraith are: 1. I like games where you can load and start to play immediately. In this case, reading the manual is essential to find out the various commands. 2. The game begins by saying your ship is equipped with a phaser. But I could not find any way to use it. I found I had to purchase weapons as my credits increased. There is no excuse to get something as fundamental as this wrong. 3. The fighting is limited. You have to locate and identify the class of ship attacking you, then SHOOT ship WITH weapon. There is no chasing after the enemy, you are told if the other craft has been hit or destroyed or if you have missed. Much of the input is very specific. As an example, you are not allowed to FIRE weapon AT ship. 4. The game has been written using AGT and this means you cannot score more than 32,767 credits. This is because of the way AGT handles numbers. More than that and the computer will give you about -32,000 credits. Admittedly this drawback is mentioned in the manual, but I would have thought the profits from trading could have been reduced by a factor of 10 to minimise this disadvantage. 5. Too much reliance seems to be placed on the randomness of the fighting. 6. It is too easy to build up credits by trading. I found very easily two planets next to each other where I could make more than 6,000 credits on each trip. 7. There is no way of turning the sound effects off. There are different sound effects for 16 different occurrences, such as docking, firing a laser or a missile. 8. You start off with a cargo hold with a 20 ton capacity. Cargo can only be bought in units of 1 ton which means that, to fill the hold, you must type BUY cargo and then press G (for again) 20 times. After you have upgraded to a larger hold of 40 tons the problem gets even worse. This just makes the whole GAME so BORING. 9. The scoring has not been implemented as far as I can see. 10. This type of game needs graphics to be successful, as Elite was. It just does not work as text-only. As a last word, it would seem that adventurers are not the only people the game is aimed at. The manual begins by sounding off at the trend towards graphic adventures at the expense of text-only which can be used by blind or visually-impaired people using a voice adapted computer. Perhaps that is the reason why I think it is too easy, although there is nothing to say that the game is not aimed at normal-sighted people. I understand it received an honourable mention in an AGT competition, but it certainly isn't my cup of tea. I would be interested in seeing someone else's views as this is the hardest review I have had to do. Most times there is something good I can say about a game, but not in this case. AVOID!! * * * * * Wraith Blaster - Ken Dibble (Text-only Elite clone for PC on PD 531) (2) Review by James Judge on an STe+PC emulator I should imagine that all of us, at one time or another, have seen the space trading game Elite, first brought out on the BBC and then converted to most of the major 8 bits and was a hit on all of them. Then it was brought to the 16 bits with funky 3D vector graphics that were actually filled!! No longer was the planet a green circle and you could distinguish enemy from ally by just looking at the radar, instead of having to IDENTIFY each craft when it appeared. The stations were more clear and you could dock properly. Well, now we're awaiting Elite 2 which should be a great game... Anyway, we've seen Elite clones everywhere, haven't we? From the poor to the great, the ones that try and copy it right off to the ones that use space trading, but minus the arcade bits. Well, I never thought I'd see it but now we are presented with another clone, but it something completely different. Gone are graphics and sound effects and in are lengthy text descriptions, the key click, and a few bleeps here and there for good measure. Yes, you've guessed it: Elite (the clone) as a text adventure. Reading through the first batch of instructions I felt quite excited as I contemplated dashes across the galaxy, solving problems on certain worlds, trading as I went along and there would be no high pitch peeping as I went through hyperspace. How deceiving first impressions can be. The first lot of instructions go into great depth about the game and how you should try and get to a specific rating and bank account and if you went any higher the game would crash on you due to the way AGT BIG works. The second document went on about how 90% of the adventuring population is blind, and so must use a special computer reader to play games and that most of the adventurers who play text games are so completely unco-ordinated that they can't approach a joystick - thus the reason why we emigrated to the keyboard where we can take our time, no doubt. After being highly offended (no offence to those of you who are either blind, unco-ordinated (hello, J.Jillians) or blithering idiots (hello again, James) I loaded up the game. You start the game on a space port on a planet. You can either pop up to your spaceship and fly off into the wild black yonder, nip into the local traders and spend your 100 credits on some stock or go into town and waste time. Knowing this was a trading game I went to Fred the Trader (I gave him a name so he wouldn't feel left out) and after many frustrated moments I actually bought something, a few tons of food. The items you can buy are very Elite-like (food, cloth and illegal items (pirated copies of SynTax)). The instructions are long but they don't state how you are meant to buy items so it's just a matter of trial and error getting the correct phraseology. After buying the food I nipped up to the space station, orbiting the planet (after wasting a few turns exploring the city) and relocated myself in my ship. After following the correct procedure (laid down in the instructions and all the commands were abbreviated for those of us who find it hard to look a joystick in the eye) I blasted off the station, heard a few bleeps, was threatened by another ship and landed, all in one or two system messages. Oh well, another planet so I can sell my stock. Funny thing happened here - I sold my food and working it out on paper I should have lost a couple of credits and my bank balance sad I had lost a few but then a message told me I had gained about ten credits, which didn't appear in either my calculations or my bank balance. Hi dee ho dee hum. And so the game went on, take off, bleep, threaten, land, bleep again, nip to Fred's for a quick trade and then back to the beginning of this sentence. As I said, hi dee ho dee hum. An utter waste of time and disk space if you ask me. Apart from being patronising the author made a complete bodge-up of trying to emulate a brilliant trading game that runs by graphics on a poor, at best, text system (even TADS would have made a few improvements). If it was written with problems on each planet which you had to solve (ie: a member of the local council had been killed and the murderer had gone off planet to the system Zygrad and you would get paid if you brought him back. After travelling to the system Zygrad you locate the planet the murderer is on, but he is hidden within a group of rather nasty people. You must solve a mini-adventure to get the murderer and then find a way of carting him back to the planet) the game would have been very good with the trading bits essential to purchase pieces of kit to complete the mini-adventures. What surprises me most is that it got an honourable mention in the latest Softworks competition. Well, readers of SynTax will know what I think of the HMs in THIS competition... * * * * * Zim Greenleaf's Laboratory - Melody Grandy (AGT adventure for PC (563), ST (573) and Amiga (593)) Reviewed by Linda Turnham After the title, an automatic sequence has you knocking on the door of the slightly eccentric scientist Dr Veebris. He invites you into his laboratory and proudly shows you his latest invention - an Interdimensional Warp Transporter and, as it is a very cold night, leaves the room to prepare a hot drink. Immediately you push a button on the machine causing a glowing doorway to appear in the previously solid north wall, you now get the option of either reading the instructions or entering this door only to find that it has now vanished leaving you stranded in a locked storage closet. Now it's over to you and by taking the the only action available you find yourself shrinking until you are small enough to fit into a waistcoat pocket and can crawl under a door to the game playing area. This consists of eighty 36 (foot) tiles each of which is inlaid with precious stones to depict a different herb along with its Latin name. Fortunately for non-botanists the common name appears along with your score and number of moves made at the bottom of the screen. There is also a Persian carpet and, standing on this floor, various huge pieces of ornate furniture. Your main object is now to explore as much of the laboratory as possible, dispatch anything which gets in your way and collect as many valuables as you can. Then you must find a way to regain your rightful size and get your booty back to your own dimension. So it's onwards and upwards, mainly upwards in this game, you certainly need a head for heights and hayfever sufferers could also have a problem as there is a veritable jungle of plants here. Someone has conveniently left a walking stick propped up against the leg of the largest table but after that it's up to you to find and use various objects to help you investigate further. The nasties, one animal and one vegetable, are easily disposed of if the correct object is to hand in each case but failure is not a problem as you are allowed to be reincarnated to try again. It is much more dangerous to lose your footing when up high as any fall is certain to end your adventuring for good. The NPC (non player character), in this case Zim the owner of this laboratory, puts in an appearance from time to time but don't be in too much of a hurry to make his acquaintance, he's not dangerous but he will certainly put an end to your treasure-gathering activities one way or another. Zim proves to be quite a complex character; at 8' 2" tall he achieves by magic what Dr Veebris can only achieve by science. He seems to like doing embroidery but is not too keen on domestic chores if the dust to be found under some of his furniture is anything to go by. He has an impressive collection of keys scattered about, most of which don't seem to fit anything visible (a problem I seem to share) and is most definitely a plantaholic (another problem I share). I'm afraid he also smokes a pipe, no noxious or illegal substances here though, just a spearmint blend but I suspect that even this may have the side effect of turning hair green. One of his other addictions, if discovered, however, may well work in your favour later on. Complete the game successfully and both you and your treasure will be restored to normal size and transported back to Veebris' laboratory. He is delighted to have proof that his invention has worked but when he tries the button again nothing happens. However he is confident of fixing it before too long. You are left wondering what to do with your fortune, although you must admit you would like to meet Zim again. I found this game a little slow to start with as it proved necessary to search the floor to find some of the items needed, one of which in particular was required very early on and there is an awful lot of floor to cover. Once I had done this though and actually started playing I enjoyed it a great deal. Melody has used her knowledge of both plants and laboratory equipment to create real atmosphere here. She also has an eye for detail which, coupled with a vivid imagination, results in some really beautiful descriptions. Although this is an AGT written adventure any relevant information always appears at the bottom of the text so it is possible to enjoy the scene without getting frustrated about what you can interact with and what is only window dressing. The only problems I encountered in this game involved American use of English, two verbs were used in what seemed to me to be a rather strange way. One was available under the help option but I had to work the other one out by a combination of program peeping and trial and error. This is a nicely thought out, imaginative adventure and in my opinion, although not hard, well worth playing. * * * * * Andkara (Baby, the rain must fall) - Randy H. Smith (AGT adventure for PC (195), ST (213) and Amiga (366)) Dwarfed on a PC by Grimwold "You awaken from a refreshing sleep, lying on your stomach and noting that it seems unusually bright in your bedroom this morning and that the birds which normally sing outside your window sound much louder than usual. Then you feel a cool breeze on your skin as you snuggle a little farther under the covers. And it hits you. Instead of smelling morning aromas like bacon, coffee and such, your nose is telling you tales of grass, trees and wild flowers. You ease your eyes open, roll over and there you are, lying in your bed ... in the middle of a forest clearing, underneath a sky bluer than any you've ever seen before!" That's the title screen and general scenario-setting out of the way of this AGT'd (yup, another one!) text adventure by an American author (yup, another one!). It has all the usual AGT drawbacks, with which most of you will be familiar so I'll not linger too long on those. As the introduction suggests, I started off in my bed. Not being able to "GET OUT", I went "UP" into a clearing. Exits abound, so I chose a likely looking path to the north. Aha! Couldn't go wandering wearing just my pyjamas! So a quick search around and under things produced some clothing and boots which I duly wore. Tried going north again. Still not allowed. Had to remove the pyjamas (wearing clothing over the top of them obviously not allowed). Tried again. Still not allowed, this time a dark and ominous cloud distracted me. Tried going north a few more times with no success until it started to rain. I melted. End of game. Strange land this, acid rain obviously has a new meaning around here. Ok, I'll try again from the top (since I'm not given a chance to restart, and not having saved a position so early in my short game, I had to exit to DOS and start all over again). Not to worry. This time I managed to get under cover. This was eventually achieved by "CRAWL UNDER BED". "GET UNDER", "CLIMB UNDER" or simply "HIDE UNDER BED" weren't accommodated for. Again, this strange land doesn't understand such verbose and unusual vocabulary. Fair enough, I managed to avoid the nasty wet stuff and got around to exploring for a while. Found myself on a high cliff path with exits all around. All but two exits produced a rapidly accelerating adventurer as he fell from the path. Normally I am quite sure footed, never more so than on a high cliff path, but in this land, I am assumed to be as club footed as Dr Frankenstein's pride and joy. Played on for a little while longer but got fed up with constantly reloading saved positions following such seemingly innocent actions and "East", "Enter" (a stone temple), "Knock on the gate" (I couldn't answer the password so I automatically sat down, was pickpocketed and immediately hit the offender who died, getting me thrown into prison) and trying to cross a chasm on a convenient log (Ok, so that was a bit dodgy, but why place it there if the only object is to kill the player?) Does Grimwold like this game? Nope. Not a lot. It's a shame as what is basically a nice, atmospheric game, with some nice text (though spoiled by occasional typographical and spelling errors), is totally wrecked and destroyed by the hostility of the gameplay. Being chastised simply by choosing the wrong route, or by entering a temple (surely, that would be safe?) by ending the game just doesn't do it for me. All of my favourite games, on many computers, have been those that have encouraged the player to continue playing, rather than plonk him or her back to the start. There are better games around to choose from, those that will give you a feeling of satisfaction and intrigue you enough to continue. Get those. Don't get this unless you like reading the AGT copyright message over and over again. Grimwold's score: 2/10