BEST OF THE INDIES - Zenobi Software Price œ5.99 (Emulated Spectrum adventures for Amiga, PC and ST) Reviewed by Steve Clay. Played on an Amiga under Spectrum Emulation. Best of the Indies is a collection of six text adventures originally released for the Spectrum some years ago. The aim of the compilation was to show the quality of adventures available form home-grown publishers. Now through the wonders of emulation the games can be played on an Amiga (and PC as well I think!). DOUBLE AGENT: Written by Tom Frost. Double Agent is a legend in its own lifetime. Due mainly to the fact that, written without the aid of a utility, the split screen presentation was something new and partly to the fact that it is such a difficult game. The storyline is good old fashioned Science Fiction. Your ship has been sent to help the planet Marego repel the advances of some interlopers from a dying planet. These naughty types have brought with them a crystal that is slowly destroying Marego. With the exception of two, all of your agents have been killed. The dynamic duo who remain have been tampered with to such an extent that they can only accept one or two word commands. (Handy that don't you think?) The aim is to retrieve the crystal and also as a secondary task, take rock and water samples from the planet - for Trevor in accounts who is into all that geology stuff. Of the remaining agents one is the strong manly type while number two is a limp-wristed brainbox. The screen is split down the middle with the dealings of Agent 1 on the left and number two on the right. You give commands to each agent alternatively and while one is on the move you can interface with the other. You can also ask either agent to WAIT while you make use of the other bod. To recall the waiting agent you need only type '1' or '2'. Double Agent as hinted earlier is a tough old game and it will certainly take more than an evening to complete. The descriptions are sparse in the extreme, although more help is gleaned from the examine command. The split screen and the use of the two characters is what set this game apart from the others around at the time. This is a game for advanced players with a barrel of patience to boot. CLOUD 99: Written by Linda Wright, a talented PAW user who consistently produced quality products. This game is one of her best and is my pick of the six on the disk. The story behind Cloud 99 is nice and contrived adventure fare. You awake after a night of strange dreams of Jack Frost (no relation to Tom) messing about with the weather halls of Cloud 99. Your room is illuminated by a weird shimmering light and you, coming from good stock, decide to investigate. Your aim is to stop Jack and put right the damage he has caused. The presentation of the text is very neat and tidy. There is an on-screen clock that ticks by with each input. The use of 'LOOK BEHIND ..', 'LOOK INTO ..' and 'LOOK UNDER ..' is vital and many useful objects will be unearthed early on that allow you to progress later on. There are lots of clues in the text and nothing mentioned should be overlooked just in case. The garage holds useful items also but make sure you have wrapped up well before venturing out of the house. Once you find your way to Cloud 99 the game opens up and puzzles come thick and fast. With the time to consider the first few attempts at the game would be well spent mapping out the best way of collecting the available objects. Overall Cloud 99 is easy to get into and a joy to play. LABOURS OF HERCULES: Written by Terry Taylor. I think I'm right in saying that this was Terry's first and only adventure. The fact that it found its way onto the Best of the Indies collection says a lot about the adventure. The story is based on the Ancient Greek legend regarding one Hercules, a young man who is tricked into killing his wife and children. When he realises what he has done Hercules asks how he can ever be forgiven by the gods. It is to his regret that the gods give him twelve tasks of a nature that most immortals would struggle with, let alone a human being. Community service wasn't always an easy option it seems. Your job is to help Hercules in his tasks. Labours of Hercules is a large game and like most on this compilation fairly tough going. As you would expect completing each task is not going to be a picnic and lots of thought and patience is required. A good map will also be a vital tool as things are well spread out. The text is functional with little time given to flowery descriptions. All exits are highlighted in the text. There are plenty of objects to be found early on and it becomes a case of what to leave and what to take in certain places. One good piece of advice is to read the text thoroughly were something other than which direction the paths lead in is mentioned as there is almost certainly a clue in there! Labours is not as difficult as Double Agent but that doesn't mean it is easy! An adventure for those in search of a challenge. DOMES OF SHA: Written by Jack Lockerby. Like Linda Wright an author who produced and still produces quality games via PAW. Back in the mists of time on a planet far, far away something was happening, something that would change the galaxy and all those living and yet to live. Olaxas is the planet upon which the game is set is dying, thanks to the ravages of war. No records remain to tell the truth of what happened during this war and even the Elders are in the dark. The Sha tribe are possibly the only survivors of the war and reside in the Valley of Sha. Despite knowing that Olaxas was dying the Sha tribe are afraid to leave their valley. This is known as the 'Cold Fear' and none has had the bottle to overcome it. Maybe you can escape the valley and explore the surrounding lands around it. Like many early PAW games this game uses a PSI - a secondary character who can do your bidding. Unlike the vast majority of early PAW games the PSI actually works well. In this game your PSI has the name GRUNT and if you fail to make use of him/it you won't get very far. The presentation of the game is excellent and everything is kept tidy. The valley itself is a pig to map at first and it is fairly difficult to visualise how it is laid out. After a while you get used to it and start to explore. The first problem is an object lying on a frozen lake, however attempting to walk on the ice is likely to see a restart. It is here GRUNT makes his first telling move. As the game goes on there are some delightful puzzles and the learning curve is spot on. Unlike some games, I didn't seem to mind when I trapped myself as each time you do you at least find the reason why and go better equipped to deal with the problem next time out. I rate Domes a close second behind Cloud 99. SECRET OF LITTLE HODCOME: Written by John Wilson and the first of two games by himself on the disk. You have been left an old cottage by a forgotten Aunt and have set off to examine your legacy. However once at the cottage something seems to be wrong and there is a definite sense of Evil, either that or you are downwind of the leather works. The estate agent (Hiss, Boo) has failed to show up and you are left stuck on the wrong side of a locked door. The ultimate aim of the game is to locate the source of the Evil and thus make the neighbourhood a fit place in which to live. Little Hodcome was written with the Quill and joyfully you only need to type the first four letters of each word. This was great news for me early on as I tried everything I could think of to prise a stone from the well, only to find that before you can do that you need to try climbing somewhere else to reveal the item that is required. Once the stone is in your mitts things begin to flow but not for long. You need to explore everywhere you can before you take a stroll south from a path as once in you can only get out with the correct items in your pocket. No warnings are given here and I was verbose in my condemnation of such low tactics. I didn't get that far into Hodcome mainly due to my problems with the stone but I shall try again although early indications suggest that this is another tough nut. John Wilson and Laurence Creighton may well have gone to the same school of adventure writing. If you like LC games then you'll like this. RETARDED CREATURES AND CAVERNS: The second game on the compilation written by John Wilson. Algernon is none too bright but when he spies Bulbo approaching with a small parcel in hand Algernon knew his prospects had just taken a nose-dive. Apparently Bulbo has been offered a quest and is too busy to go and he has volunteered Algy instead. Algy doesn't want to do it but is too stupid too say so and is thus stuck with the job. Algy's aim is too overcome all the puzzles and creatures within the castle and claim his reward in the shape of treasure. The biggest puzzle of all is how to get into the castle. Retarded is not a large game which seems to be John Wilson's forte. However in each location there is a ton and a half of things to get through before any kind of progress is made. Getting into the castle has to involve one of the most convoluted puzzles of all time. This involves bootscrapers, stone masons and strange creatures that lurk within the moat. When you do get through the door you can't help feeling that all of the performance that proceeded this event was not for your benefit. The only advice I can give is to examine everything and try and operate everything you see. Beware of the Smaul Daniels' magic bag as it is not all it appears and you should see inside it. The game is not at all easy and experienced adventurers will probably struggle to complete it unaided. This compilation has to be one of the best buys around. All the games will offer even experienced adventurers a challenge and are probably not a good starting point for beginners. These games are however quality home grown games and should be in every collection! - o -