@~Two reviews this issue for Simon the Sorcerer, from Paul Vincent @~and Joan Dunn. Simon the Sorcerer - Adventure Soft RRP œ39.99 (Graphic adventure for PC and Amiga) 1. Reviewed by Joan Dunn on PC The story starts on Simon's 12th. birthday. He rather fancies himself as a magician and during his party he performs his many tricks ... not all of them turn out as planned. However, out of the hat he pulls a rather scruffy dog, he decides to call him Chippy. In the attic he finds a trunk and a spellbook. Then a sparkling hole appears and Simon and the dog climb through it arriving in the middle of a party of very hungry goblins. "Ah," exclaims the chief, "Lunch." In no time at all they have Simon in a cauldron and are busy bringing him to the boil. But they have not reckoned on Chippy, who arrives in the nick of time and bites the chief. Lunch is then postponed indefinitely. Simon then finds himself in the wizard's cottage, where there is a letter from Calypso, the Grand High Wizard. He has been captured by Sordid, an evil magician and he is hoping Simon will rescue him. First, he writes, Simon must himself become a wizard and Calypso tells him he will find a group of old wizards in the local tavern who will help him ... So this is the first thing you must do, go to the tavern and talk to the wizards. The manual gives you all the necessary information on playing the game. At the bottom of the screen are a list of available verbs and items in Simon's inventory. You just click on the verb or object enabling you to interact with this object. You can USE, WEAR or REMOVE things and of course PICK UP, OPEN or CLOSE anything. You, as Simon, can talk to people and usually you are given a list of sentences from which to direct the conversation. In your inventory you have a map and if you select USE MAP you can then click on any location and arrive there immediately ... a big time saver. There is also a Postcard and USE POSTCARD gives you the option of SAVE, LOAD, QUIT or CONTINUE. ... And so to the game and the wizards. They are willing to help you to become a wizard, but first you must find the magical staff that has been lost. You wander around the village picking up anything you find and then into the forest. Here you will find characters to talk to and some to help, they in turn will then help you. There is a wise owl and he will give you various hints which will come in handy later. There are a number of interesting people including a giant, a troll, and a witch and many others. Everybody wants you to bring them something and then they will do something for you in return. I was well and truly stuck in the house by the swamp. There you meet a swampling and it's his birthday. He has made a revolting swamp stew and insists on you eating bowl after bowl, (Watch Simon's face turn green!) Here I was doing quite the wrong thing and eventually just fled the house leaving something important undone and a location missed! There are lots of puzzles and they are really good, solving one often giving you the means to tackle the next one. The graphics and animation are superb. Simon's movements as he walks, climbs and jumps are first rate and in the forest you can see animals and birds moving about which adds to the realism. Everything he picks up he puts under his hat, as he says "It's a good job I have a big hat." The game is very amusing, at one time you have an Alice In Wonderland situation and become very small. Make sure you let the frog swallow you at least once ... the sequence then is so funny. The final scenes were quite satisfactory although rather short. My only grumble was when I finished the game ... big sigh! However they do mention a sequel, so I must have words with SHE WHO KNOWS (her across the road) Do get this game it is well worth it. @~For any new readers who don't understand the 'her across the @~road' reference, Joan is my Mum and also lives in Warwick Road. ------------------------------------------------------------------ 2. Amiga version reviewed by Paul Vincent Animated graphic adventures have come a long way since the early King's Quest games, with ever more gorgeous backgrounds, ever less irritating soundtracks, and user-interfaces increasingly aimed at eliminating questions such as "How do I tell it to ...?" and "What's that badly-drawn squiggly thing supposed to be?". This recent game from AdventureSoft rises successfully to the challenging standard set by Monkey Island 2, introduces a few new innovations of its own, and possesses a sense of humour which is profoundly British, not to say severely twisted. The control system is easy and a joy to use. The bottom part of the screen is divided into a list of verbs (Talk To, Open, Pick Up, Look At etc) on the left, and small-but-clear pictures of any held objects on the right. The main, upper screen area contains the beautifully drawn, well-animated current location. Whenever the cursor moves over an object (on the main screen or in the inventory), the name of the object appears in a strip-window below the main scene, making it easy to search around for manipulable objects. This system should be familiar to anyone who's played LucasArts adventures, and is very smoothly implemented here. The deliberately vague scenario in the extremely funny and well-written game manual pretty much leaves you to fathom out for yourself just what the eponymous hero is supposed to do (other than getting home to his own reality, that is). The wizard Calypso, who presumably can help you return home, if you can find him, helpfully leaves you a letter offering the services of his faithful dog. Unfortunately, said pooch is fast asleep in Calypso's cottage, and Simon steadfastly refuses to wake it, telling you he hasn't got the heart to do so. Oh well. Better go into the nearby village and see if anyone can tell you what's going on ... Investigating the local tavern provides not only some much-needed information, but also an excellent example of the humour I referred to earlier. In a back room of the tavern are four colourfully dressed old fogies, heatedly debating the finer points of what turns out to be a game of Mah Jong. Just standing there watching their bafflingly obscure conversation unfold is hilarious in its own right - especially when you realise they'll carry on all day if you don't make your presence known! Talking to them is easy - simply click on "Talk To" in the verb list, then click on the animal, vegetable or mineral you wish to address (it's worth clicking on unlikely verb objects just to witness some of the nicely sarcastic responses!) and then choose from a menu of possible conversational gambits, which leads to further choices ad infinitum. You'll quickly learn that Sordid the Sorcerer has done something unspeakable to Calypso the Wizard - hence the latter's inconvenient absence. You'll need to become a wizard yourself to free him, and this involves carrying out a mission to prove yourself worthy of guild membership. At first the Mah Jong addicts won't admit to being wizards: "What makes you think WE are wizards?", they ask. You, of course, click on the reply "Because it says 'Wizards' when I move the mouse pointer over you!". This Pythonesque, self-mocking style of humour quickly becomes a feature of the game and further examples quoted here would only spoil the fun of discovering them for yourself. I'll only mention in passing that the industrial dispute between the Bridge Troll and the Three Billy Goats Gruff is a classic - adventuredom's answer to the Dead Parrot sketch! This is an immense adventure, so the quick and easy gamesave mechanism (you simply "Use" the Postcard found in the starting location) will get plenty of use before the game is completed, as will the Map feature. Using the map (also found near the start) causes a sketch-map of the game world to be displayed. Any "major locations" you've already visited are represented by coloured icons. Click on one of these and - unless you're currently imprisoned or otherwise immobilised - you will instantly be transported to the selected location. This is a great idea which eliminates one of the most common shortcomings of graphic adventures, namely the slow tedious process of moving to a location several screens away. Puzzles are plentiful and varied. They range from fairly obvious to the quite tricky, but are never wilfully obscure, and will generally yield to a good night's sleep and a dash of lateral thinking. They also provide several moments of high (and low!) comedy. A reasonably-varied soundtrack adds a welcome finishing touch, whilst AdventureSoft's provision of an early-evening helpline service should ensure that everyone gets to see the whole show eventually. Being a Brummie myself, it's particularly pleasing to be able to conclude by recommending Birmingham-based AdventureSoft's latest as being even slicker and funnier than either of the Monkey Island adventures. An essential purchase for all but the most intractable text-only hardliners! A sequel is promised for Christmas 1994, so start writing those Christmas lists ... - o -