ADVENTURES IN NMR 1 by Douglas Burum A text adventure on SynTax disk 234 Review by Bev Truter According to the author NMR1 is an example of how one might use an adventure game format to explain or describe something like a complex product, or how to diagnose a problem with equipment etc. In NMR1 the object is to purchase an NMR spectrometer and then measure a spectrum without killing yourself in the process. Along the way you will encounter problems to solve, dangers to avoid and goals to achieve. NMR1 was written originally as a "gift" for potential customers who were interested in learning more about the Bruker NMR spectrometer, and being able to compare its features to those of similar pieces of equipment from other instrument manufacturers. NMR1 was created purely as a piece of fun, to provide a challenging puzzle and to poke fun at many aspects of the NMR world without offending anyone in the process. Well, this sounded quite a fun idea, particularly if you happen to be one of those people who enjoy fiddling about with bits of exotic scientific equipment. But it wasn't fun, and I'm not one of those people. Although NMR1 is quite competently written (using AGT), there were enough spelling errors and poor grammar to turn the game from faintly intriguing to irritating after a few locations; and getting the NMR spectrometer of the title to work was a real pain, involving many weird and technical inputs. However, for any mechanically-minded text adventure fans out there, here's the basic gist of the plot in NMR1. You are a junior assistant professor at Forgotten State University, fighting for tenure. So far you have no students and you have done no research, so it seems pretty hopeless. But don't despair, for today you may be given one last chance to prove yourself! That's if you can purchase an NMR spectrometer and measure a spectrum without killing yourself in the process. Along the way you will have to deal with a recalcitrant secretary, a grumpy dean and a succession of annoying salesmen. The few puzzles sprinkled about NMR1 were mostly simple (except for dealing with the NMR spectrometer, but more of that later). You'll have to look up numbers in a rolodex and make a few phone calls, find a key to open a cupboard, show and give an assortment of objects to various people, and finally give a spectrum to the dean to win the game. Now, this NMR spectrometer. It's not that I'm totally ignorant re things mechanical - I can peer into a car's innards with genuine interest, I know exactly how an air-conditioning unit works, and I have a (very) rough working knowledge of most electrical household goodies. So can bits of equipment like spectrometers really be this mystifying to deal with in real life, I wonder? You will have to find a "line" to put in the spectrometer, find a dewar(?) and fill the spectrometer, and finally, defying all feminine reasoning, you must SHIM SPECTROMETER. Huh??? Although the author claims there is help available in the game by typing HELP or HINT, I don't recall finding anything on this mysterious verb "shim". NMR1 was a small game - I've forgotten how many locations it contained, but under twenty at a rough guess. Up until the point where I had to get my spectrometer working I found this game quite enjoyable, in a short and simple kind of way; and listening to the various salesmen and figuring out how to get rid of some of them was fairly amusing. But, that dratted spectrometer .... Aaaarrrggghhh!!! - o -