Acheton - Topologika (Text adventure for the PC) Reviewed by Neil Shipman Fifteen years ago I was the proud owner of a BBC Micro. Its huge 32K of RAM enabled me to play much larger, more involved, interesting and enjoyable adventures than I'd previously done on my Sinclair ZX81. To begin with I continued to load programs and record data from and to cassette tape. It took ages to transfer data which meant that programs couldn't read and write the tape while they were running. This fact, coupled with the limited memory, meant that even with clever text compression techniques, adventures were quite limited in size and complexity. But playing what have since become classics like Colossal Cave, and other memorable adventures from software houses Acornsoft, Level 9 and many smaller but innovative independent publishers, whetted my appetite for bigger and better games. So when Acornsoft produced an adventure on disk I just had to get a disk drive so that I could play it. This was Acheton. I remember being staggered by the size of the adventure. Three weeks into it and I felt I'd hardly scratched the surface. Certainly, according to my score, it looked like taking me six months to complete. It did take ages (although not quite that long!) but it maintained my interest because time and time again, just as I was about to give up on a particular puzzle, I found the solution to it. The game had that "I'll just spend another 10 minutes and try a few more things" factor to it - one of the essential criteria for any good adventure. I still have fond memories of Acheton and, when Topologika published a version for the PC a few years back, I bought it. Well, I've finally got around to playing it and, fifteen years on, it's still as huge, intricate and enjoyable as I remembered it. Thank goodness I still had my old maps and notes because I should have really been struggling without them. That's perhaps a reflection of the fact that I'm now not as well practised at text adventures as I used to be, only playing a couple a year. I suspect we're all in the same boat, spending most of our computer play time on the latest releases which assault and, indeed, pleasure, the eyes and ears with full motion 3D video graphics and stereo sound. But it's been good to go back to my roots and see what really attracted me to adventuring in the first place. So why is Acheton one of the best non-Infocom text adventures I've ever played? Well, it has at its core the most basic ingredient of those great early adventures - exploring underground caverns never knowing what's round the next turning, armed, at first, with only a brass lamp, an axe and a bottle. It has magic, lots and lots of tricky puzzles with that "one more try" factor. It has well-written location descriptions and responses. It has over 50 treasures to find and dozens of items to use, many of them in unfamiliar, not at all obvious ways. And, when you think you've got to the end, there's a final section battling a seemingly endless succession of different monsters. So near and yet so far, this last bit will have you tearing your hair out to complete the game with the maximum possible score! At its most basic, Acheton is simply a "find the treasures and put them in the safe" adventure and, described like that, it might not seem very inspiring. But it rises above other games from the same mould because of its sheer size and complexity. It breaks down into a number of recognisable sections - sailing to the island; staggering through the desert; avoiding the moving snakes in a maze; swimming through dangerous seas; the roc's nest; the wizard's cottage and garden; charting the maze of the mines; shivering in the ice caverns; wandering through Hades; and on and on. Some of these sections are quite easy. Some have problems that will keep your mind active all night. The real difficulty comes in deciding in what order to complete the separate parts. There are lots of one-way routes and cleverly chained puzzles. The number of times I found myself needing something that I'd had to leave behind somewhere else where it was now impossible to get it again were legion. And, to complicate matters still further, your lamp will only last just long enough to finish the whole thing. When the whole adventure finally nears its conclusion and you close the safe to find that you have managed to obtain every treasure, there is a real sense of achievement. Acheton should provide weeks of frustration and enjoyment for die-hard text adventure fans who like a traditional game in which exploration and intricate puzzle-solving are the key elements. Fifteen years on from the first time I played it, I still got a real buzz out of my underground wander through this piece of adventuring nostalgia. Solution in next issue. ------------------ In Frobs We Trust! ------------------ - o -