ADVENTURES IN NMR2 by Douglas Burum A text adventure on SynTax disk 222 Review by Bev Truter NMR2, the sequel to NMR1, has a more engaging plot than the original. This time around you are doing battle with a bunch of sneaky aliens, rather than tearing your hair out over that dratted spectrometer. But first, a word of warning. NMR2 is fatally bugged, right near the beginning, in the original version. If you want the "fixed" PC version (which has "fixed version" underneath the author's name on the title screen), then contact Sue for a copy. In the original version you need to open a safe in the initial location to get a weapon inside it, and unfortunately this was impossible due to a ridiculous series of programming errors in the command file. Also, the excellent hint system never worked properly, and this has now been remedied in the "fixed" version. In NMR2 you play the role of a research chemist working at a top-secret government laboratory in the year 2001. The earth has been invaded by powerful aliens who can transform their appearance at will, which makes them very hard to recognize. This has made security a primary key to the defence of the planet. Despite many heroic efforts the war is not going well. However, things might soon take a turn for the better as it has recently been learned that the secret of this alien transformation power lies in a special substance manufactured by the alien body that acts as a catalyst. A small amount of this substance has been brought to your laboratory for analysis, and your goal in playing NMR2 is to measure the NMR (Nuclear Magnetic Resonance) spectrum of this substance, without killing yourself or wrecking the spectrometer. Like NMR1, this sequel has also been written using AGT, and unfortunately this reveals the author's incompetency in overcoming some of the more annoying standard system responses inherent in AGT. For example, there are no commands to counter the standard "death" commands in AGT - i.e. you die in puffs of green smoke, and get tossed back to the desktop. There's also a problem with a pocket, which can be picked up with the command GET POCKET while holding the lab-coat it's meant to be attached to. Apart from these minor glitches I found NMR2 a more enjoyable game to play than its predecessor as there was a stronger plot and greater motivation for the player - let's face it, it's always very satisfying to save the world, or bits of it, from destruction. Having said that, there is one major moan I have about this game, and that is the maze it contains. NMR2 is a short, 25-location game, and would you believe that 15 of those locations form a silly, pointless, tiresome "Bureaucratic Maze", which has to be trundled through to find a vital piece of paper. To make matters worse you only have a maximum of about 5 items to drop in the classic maze-solving method, and that includes the ruddy detachable pocket. Cheat and decompile is my advice for solving the maze - does *anyone* out there actually enjoy mapping out mazes in the nineties? On the plus side, NMR2 has an in-built hint system which allows you to access hints for each topic, ranging from vague to almost-explicit. Using the hint system deducts a few points from your score each time, and to avoid this save a game before typing "hint", then restore your position after finding out what you need to know. Some of the characters you have to deal with in NMR2 are a talkative salesman, an unobliging secretary, an alert security guard, a surly clerk and, of course, a few of the nasty aliens as well. Although your range of interaction with all game characters is very limited, they are described well enough for you to form a distinct impression of each character's personality. The same goes for location descriptions which are mainly sparse but adequate enough to convey a realistic impression of your surroundings. The maximum score claims to be 400 points, but I managed to finish with 450/400 - another oversight somewhere in the innards of NMR2 that the author didn't account for? Overall this isn't one of the "great" text adventures I've chanced upon, but it's not a real turkey either. (It's just as well I wrote this review near Christmas, when I was in a forgiving mood about that maze.)