DINKUM (v 2.14) - by Gary Allen (Jr.) A text adventure on SynTax disk PCPD 990 Review by Bev Truter Well, G'Day mate, all you SynTax readers out there sling another prawn on the barbie, down another can of XXXX, and listen to my review of this aggressively Australian adventure - with a title like "Dinkum", you could hardly expect anything else, now could you? The initial above ground locations in this tale of treasure-seeking and derring-do are relentlessly, determinedly Australian in flavour; and although the author appears to be Australian (he lives in Queensland), he mucks up the spelling of both `kangaroo' and `witchetty grub' in the introduction and first few rooms in the game. Oh dear. But wait, hang on half a mo...Yes! He gets `taipan' and `kookaburra' right! (Good on yer, mate!) Basically you have to discover for yourself the aim of this game as you play your way through it - at the beginning you are told only that Dinkum is an Australian adventure game, where you'll search for treasure in the Australian Outback. After wandering around for a while through randomly-changing scenery you'll eventually stumble across the old Acme gold mine and premises (if you head roughly east-ish). Now mined out and deserted, the gold mine has some dilapidated office buildings to the north, a mine lift to the south, and a network of tunnels and old shafts underground. In the office buildings you'll discover a safe, now empty, and a map of one of the three levels of the mine still accessible by the mine lift. A note tells you that you'll have to return with any treasures you discover in the mine and deposit them in the safe for points; and that it is vital to collect gleeps and store them in gleep tanks somewhere in the mines so they can reproduce. (No, I don't know what gleeps are either). The ability to collect and cultivate gleeps is essential to win the game. So it's off on another trot through 3 levels of underground tunnels, slaughter any monsters with the appropriate weapon, find some gleeps and store them in the gleep tank, collect the treasures and totter back to the office to deposit them in the safe. Funny thing though, the first treasure I found was an emerald, where I'd assumed the obvious valuables to be found in a gold mine would be...err, let me take a wild guess here...various objects made from gold. Ah well, ours not to question why, ours but to do and die...and die....and die. By this stage you'll probably be gritting your teeth viciously, and willing to do (almost) anything for the usual SAVE command instead of the fiddly data recorder. Oops. I've got a bit ahead of myself here, but read on to discover the function of the data recorder in Dinkum. Dinkum is accompanied by no less than five README files, most of them dealing with the mysteries and troubles of programming; patches; upgrades; getting the source code for McIntosh, and other such technical thinggies. In one of these files Gary (Jr.) explains why the lack of a SAVE command in Dinkum is deliberate, and rants on for a while in very dogmatic fashion: "...The two main reasons why people play a text adventure is either to be an active participant in an action/fantasy story, or to experience communicating through natural language to a computer...both these aspects are defeated by using a save command." What piffle. The lack of a save command simply makes any large adventure, text or otherwise, unplayable. Especially since Dinkum is dynamic, which is the author's quaint way of saying the game changes each time you play it - objects and monsters may alter their locations, and the locations themselves appear to have randomly-changing connections between them, meaning that going north from A might get you to B, but going south from B can take you to A, C, or D. . This all makes Dinkum hell to map and difficult to play, but all is not lost. The author must have realized that with no SAVE feature he might be stuck with a game everyone lost interest in after the twentieth restart, so he's had a change of heart and provided the choice of playing Dinkum by typing "Dinkum -s". This puts a device called a data recorder at the beginning of the game, complete with simple instructions on how to use it. With this data recorder you can `record' your moves and commands in the game, then `replay' them at any crucial point if you feel the need to RESTORE. The information you `record' is stored as an ASCII file, which can then be edited if you wish - for example, you might want to edit out your own death with a word processor before 'replaying' a game from the data recorder. This makes a reasonable but unwieldy substitute for the normal SAVE command, but if you use this option it's impossible to win/finish the game. But what the heck, I reckon Dinkum is well-nigh impossible to finish anyway, so who cares? The opening screen of Dinkum displays the message "Would you like some initial help?" Typing YES gives you very brief instructions on how to play, starting with the phrase "G'Day, Mate! Welcome to Dinkum." . Thereafter you are thrown into the game, in a clearing, and woe betide you if you wander too far southwest (lost in a gum tree forest and you'll have to restart). Or wander too far west (lost in a tall grassy area and get bitten by a snake...die agonizing death...restart). Or wander too far south (lost in a desert...quit...restart). What a fun game to play!!! A few other gripes about the gameplay are that EXAMINE and LOOK have no abbreviations at all, INVENT is the shortest abbreviation for INVENTORY, and examining most objects in the game gives the response "there is nothing more I can describe about it." Gary Allen (Jr.) might well be a whizz at programming in C, but forgetting about abbreviations for frequently-used words is criminal sloppiness. There is no status line in Dinkum, but you can type in SCORE for your score and various comments (generally insulting) on how you are faring. Dinkum has some good location descriptions, particularly in the above-ground areas, but I found the excessive `Australian content' a bit grating on the old nerves even before the 29th restart from scratch; yes, it took me about that long to discover the "Dinkum -s" option with the data recorder. The underground tunnels of the Acme mine were a bit of a disappointment though - plenty of locations described thus: "You are in a tunnel running west." "You are in a north-south tunnel." Mind you, I suppose there's not too much one can do with underground tunnels in the way of riveting descriptions; a tunnel is a tunnel is a tunnel. The quality of writing is, ummm, adequate; descriptions of places and objects...errmm, average; and overall it was just that - not too bad a game, but not inspiringly brilliant either. It just seemed to lack that extra oomph that makes a game compulsive to play. Reading the various README files gives the impression that Gary Allen has gone to a lot of trouble to rewrite and re-programme the game many times; getting rid of various bugs, improving the coding, and adding yet more Australian content. So he has my admiration for all the effort he's put into Dinkum over the years, but really, the Giant Radioactive Wombat lurking in level 49 of the Acme mines was just too much for me. After a fortnight's play, no mapping and frequent deaths I think I'll retire gracefully from this particular text adventure. ENJOYMENT 3.5/10 ATMOSPHERE 3.5/10 DIFFICULTY 8/10 (due entirely to the lack of a SAVE command) FINAL COMMENT This just isn't my can of Foster's, fair dinkum. - o -