DARKNIGHT - author anonymous A text adventure on SynTax disk PC PD 990 Review by Bev Truter I wasn't expecting much from this game - yet another primitive text adventure on disk 990; and two glaring spelling mistakes in one screenful of Introduction sent my low expectations plummeting even further. But wonders never cease, because in spite of all its shortcomings this is quite an interesting game to play, generating a surprisingly suspenseful atmosphere given there are absolutely no room descriptions - you are simply told the name of the room, and where the exits lead. There are very few noun descriptions too, most objects just have the standard "it looks very ordinary" description when you try to examine them. I suppose the game's very lack of descriptions might be exactly why it's more atmospheric than a game with poorly-described locations - you're just given the bare bones, and your imagination can take over completely and fill in the gaps. Before listing some of Darknight's peculiarities and quirks, here's the Introduction, given verbatim. "It is the year 906, a time when kings and their knights ruled the lands. Struggle for control of Europe has fallen between two mighty kingsdoms (sic). On a previous journey your king and his royal guard were ambushed by a band of Darknight thugs. One of the guards escaped, and reported that the king was last seen being taken to Darknight. Being a responsible young prince, you decide that a rescue is in order. This is an expectionally (sic) good time, as well, for the mystical orb, the source of your power, must also be retrieved. The journey is long and treacherous, and you don't know how much time you have, so you seek the help of your wizard. He informs you that he can send you, but the only thing you can take is a piece of advice: be careful!". Darknight has a few peculiarities, which had me stumped at first, stuck in the first location for longer than necessary. So here's a list of some of the words it does NOT understand: get - you'll have to use TAKE. examine - only understands LOOK. inventory - you can only use I - neither inventory nor inv work. unlock - only "open door" will work. look at - use SEARCH if you want to examine something closely. There is no status line or indication of score, but typing "score" gives you your score out of 195. Darknight accepts only a two-word input, and if an object has an adjective, eg. "silver key", it is referred to by the adjective, not the noun, so only "take silver" will give a response; or "look silver" - "get key" and "examine key" gives the "I don't know what you are talking about" response. Typing "instructions" during play will bring up a short file on how to play the game, and if you need further help you can peek at the PASSAGES.DAT file which has chunks of text relating to the major problems in the game. As the Introduction suggested, you start the game outside Darknight Castle, and you'll have to find a way in, and then roam around trying to find out what's happened to the kidnapped king, and where the mystical orb has been hidden. Along the way you'll find 7 pieces of coloured crystal, which need to be magically combined to form a single shard, which will open.....something. There's a strange Beast lurking below ground in his lair - make sure you're adequately protected before tackling it. And that strange statue in the Junction...so incredibly life-like....Perhaps you'd better find something to eat as well, before you feel too hungry - the kitchen and dining hall seem full of edible possibilities. You can `end' the game minus the orb and king, but the townsfolk waiting to welcome you home as a hero are decidedly disgruntled if you have neither king nor orb (sorry, `mystical') with you. If you escape the castle with either the king or the orb, but not both, they are still not happy chappies - there's just no pleasing some people...only having both king and orb will ensure a suitable hero's reception. There are some nice puzzles scattered about this game, and one terrible maze, near the end. Darknight has a total of 80 locations, 50 in and around the castle, and 30 in the underground maze. The lack of object descriptions means that some puzzles are difficult to solve only because of a lack of information about the objects you are carrying - one example is a bar. I assumed it was an iron bar, like a crowbar or lever of some sort, and a friend who played Darknight assumed it was a fixed object, as in cocktail bar; but it turns out to be neither of the above. I found this an enjoyable medium-sized game, pleasant enough to while away a wet week in winter. Although the room descriptions are Spartan in the extreme...well, non- existent really, you can give your imagination some exercise and create your own Castle Darknight in your mind's eye. ENJOYMENT 4.5/10 ATMOSPHERE 2.5/10 DIFFICULTY 5/10 FINAL COMMENT I wouldn't give it a rave recommendation, but it's good enough to play and enjoy. - o -