CERCLA - Author Jeffrey Robinson (AGT text adventure for PC (Disk 672) and ST (Disk 702)) Reviewed by Jean Childs, played on the PC Cercla. Well the name didn't mean anything to me, so it was a case of load up the disc and read:- "You are an employee of a world renowned and extremely profitable consulting engineering firm. Recently, you completed the remedial investigation of the McArdle hazardous waste site. Following a wonderful vacation in the Caribbean, you have returned to work to find that disaster has struck. All the copies of the documents critical to the remediation of the site have vanished. Even the computer files containing the documents have been wiped clean. What is worse is that your boss has a meeting with (GASP) the U.S. EPA in a matter of days. You must recover the documents before that meeting, or regulatory hell will break loose." Well not a bad story line, except that if it had been my boss, I wouldn't have been able to finish my vacation. I would have been called back pretty sharpish. But sorry, I have interrupted the story line:- "Unfortunately for you, some, well, shall we say, supernatural beings have made off with the documents for their own mystical, nefarious purposes. It is your quest to outwit these creatures and recover the documents. Be careful, but be quick. Time's a-wastin'!" As you explore the immediate vicinity of your office, you find evidence to the fact that these 'supernatural beings' are in fact dwarves, elves, trolls and many other such creatures. Well, hang on a minute, I thought to myself. Surely you can't use a modern day environment, such as the one described, with dwarves and the like? WRONG! The beauty of this game is just that. The two components have been mixed with ease and much charm. Well done Mr. Robinson. Where possible, I like to end my reviews of shareware games with information about the authors, but in this case I'd like to introduce you to Jeffrey Robinson before I continue. Jeffrey lives in Syracuse, New York, and is an environmental chemist and part-owner of a floundering environmental consulting firm. He has a Ph.D. in chemistry from the University of Maryland, and over the past twelve years has taught chemistry at the United States Naval Academy, worked for the U.S. Environmental Protection Agency and for various environmental consulting firms. 'Cercla' is his one and only game so far. His motivation in writing was initially to produce a humorous game that would be predominantly educational. The intent was to sell it to consulting firms, but he soon realised that the informative content that he wanted to convey was too complex for the adventure game format. Consequently, the game rapidly became less educational and more strictly fun. There is a little bit of all the fantasy stories he has read in the game, and the room descriptions are a delight to read:- "This is a little used part of the park. There is a large sewage pipe across a small stream. You are startled to see four small turtles with masks over their eyes come walking swiftly out of the pipe. They are singing the praises of pizza in shrill, high-pitched voices. Following them, walking upright and carrying a staff, is a large rat wearing a kimono." This is just one of many beautifully described locations. For those of you who have stayed with me so far, here is another: "It is dark. The first thing you hear is the sound of gulls, then comes the unmistakable sound of waves splashing. Unnaturally quickly, the sun rises above the horizon and zooms into the sky. You see that you are on the sea-shore. Before you on the water, you see a dilapidated raft in the distance. With the same unnatural quickness shown by the sun, the raft approaches you. Chained to what remains of its mast is a figure of heroic proportions. He is dressed in brilliant plate mail, and his visor is down. He is holding a naked sword in his hand. Its killing point pricks the breast of a voluptuous woman, who crouches before him. Her diaphanous, fiery green gown billows and flows with the wind. She is blonde, and very, very lovely. The two stare at each other wordlessly as the raft rapidly floats away towards the horizon. The sun sets, leaving you alone in the darkness." Poetic, isn't it? As I stated earlier, this is Jeffrey's first attempt at writing an adventure. It took him about three months, working on it part-time. He found AGT a lot of fun to use, and nicely flexible in producing the effects that he wanted. There are one or two things that could have been improved upon. For a start, it suffers from a problem that I have seen in many AGT games. An object, such as 'there is an official-looking badge lying on the table' remains the same when picked up by the player, i.e. 'there is an official-looking badge lying on the table (in the knapsack)'. Apparently, the way around this problem is for the program to 'swap' the item when the player picks it up. (Thanks Sue). While wandering around the locations, the player finds a booklet which when read gives an informative insight into various 'supernatural' creatures. (I wonder if our little friend in Devon likes being called supernatural.) Unfortunately, the screen scrolls past the beginning of this data and I don't know how much was lost, but what was there was interesting to read. I had never previously heard of 'redcaps'. My other grievance was that there wasn't really enough puzzles, and most of the ones that were there were fairly easy. But, having said that, the real playability of this game is the atmosphere that it contains. I'm not over-stating when I say that the text really draws you into the game. It's text at its very best and could not be equalled with the use of graphics. As a maze lover (there are still some of us around) I wasn't to be disappointed. Mapping the maze of corridors in the U.S. EPA was great fun. I used the 'drop item' method that Laurence Creighton referred to in his article in an issue of 'RH'. However, I still ran into a problem. "LAURENCE" I shouted "WHAT DO YOU DO WHEN YOU RUN OUT OF ITEMS TO DROP?" But he didn't hear me, and I'm not going to tell you how I did it. If during the game you do get stuck, pressing Fl0 sometimes produces a hint. At the end of the game, when you achieve your goal, there is also a nice little finishing sequence. Oops! I nearly forgot. Right at the beginning of the game, you will find a knapsack which you need to carry your goodies in. Don't try to take it and then wear it, as you can't. You have to type 'wear it' without taking it. Just a little bug, and I only mention it to save you from trying to work it out yourself. The game is shareware, and Jeffrey says, "If you are so inclined, please distribute it far and wide, over hill and dale, through marsh and meadow,and so on. If inspired to do so (or to alleviate any guilt you may have over getting something free), you are perfectly welcome to send me some money, say about $5.00. Just to cover the cost of pizzas, er, ah, software development, that is. In any event, I hope you get some fun out of this, it sure was fun to write it!" I find that so much nicer and more encouraging than "May a thousand curses fall on you if you don't". There are 169 locations but I only found 167, and I attained a score of 400 out of 410 points. I played the game again, not in order to search for those ten elusive points (which I didn't find anyway), but for the enjoyment of re-reading what was for me an entertaining journey into fantasy-land. - o -