CRISIS AT DERSENIA by Tech-12 Software A text adventure on disk PCPD 840 Review by Bev Truter First off the tecchie bits: Dersenia has a single .EXE file, it runs smoothly, SAVE and RESTORE work quickly, the text is grey on black, and it has no bugs or glaring grammatical faults. The author claims that it's been programmed with TOADS (I'm not making this up) which I've never heard of before - has anyone? Dersenia is shareware, and if you liked it you are requested to send US$15 to Tech-12 Software. Well, at first glance this looked quite promising; another of those quest adventures where you have to retrieve several thingummy- bobs, thereby earning Brownie points for glory and heroism while saving your kingdom from disaster. In this case strange things have been happening of late in the kingdom of Dersenia. Natural disasters abound and even magic isn't behaving properly; it's as though the world has somehow gone out of balance. You are the court philosopher of Dersenia where you serve as advisor to King Queepus III, but now you're struggling along with everyone else to survive as earthquakes and famine spread over the land. The king summons you to his throne room and asks you to figure out what has gone wrong with the world, and to try and fix it. [Rather a big ask for a court advisor, surely?]. You accept the king's request and set off, anxious to restore normality to life in Dersenia once more. You have no idea how to begin your quest, but picking up several goodies lying about the palace seems a good way to start. A flask, a bottle, some bread, a lantern etc. Then when you've left the village and heard the gates clang ominously shut behind you there's the first maze (disguised as a forest) to find your way through; and it's here you start feeling tired. Typing "sleep" results in a tediously long dream sequence in which the Goddess of the Elements appears and explains what you must do. It turns out that she is the guardian of 5 magical objects that represent each of the 5 basic elements - Fire, Earth, Water, Wood and Metal. Unfortunately all five objects were stolen by a demon and eventually lost, scattered over the land in many an unlikely location. Your task is to find all 5 objects and return them to the goddess so that the world can be restored to normal. Not exactly ground-breaking novelty here, and in case you still can't fathom what's required of you she gives you explicit clues on where to find each object. By now, at a second glance, things are not looking quite so promising after all, and what began as a mildly interesting adventure game soon turns into a long saga of frustration and ultimately boredom. Dersenia is h-u-g-e in terms of number of locations (I'm up to 191, and there's more!) - and therein lies its downfall. Bigger in this case doesn't mean better, it means more irritating; and Dersenia just hasn't got the plot, puzzles or characters to fill such a vast geographical area. Most of the scenery can only be trudged through grumpily and dutifully mapped; and although the room descriptions aren't too bad there's nothing about the game that holds your rapidly dwindling attention. Every item you need (or don't need, which is more often the case) is just lying around in full view, waiting to be picked up. Puzzles are of the What to Throw at the Ogre, or What Can I Attach the Rope to variety; and there are no less than four mazes to be mapped by the usual drop-an-item method, and one maddening maze that owes more than a passing nod to the famous "baseball diamond" puzzle / maze in Zork 2. Most of the objects you find are useless, the vast majority of locations are unnecessary, the 5 magical items are too easily found, and the only interesting puzzle in Dersenia looked suspiciously like the one in KQuest1 (by Kelly Small). And those mazes! It amazes me (get it, get it??) that authors can *still* think the done-to-death maze idea is justifiable in a game written in the nineties (Dersenia is circa 1994). The final straw was discovering heaps of locations in which you get killed simply by wandering into them, without any forewarning. The worst offender was a 14- roomed house that had no purpose whatsoever in the game - it simply had to be walked through to reach one of the mazes; and in 8 of the 14 rooms you are unceremoniously bumped off by various "monsters". It's a real shame the author hasn't put his elaborate and detailed fantasy world to better use than concocting a very ordinary text game. If you examine all the paintings hanging around in the palace they convey long, detailed descriptions of people and events in this imaginary kingdom of Dersenia - the whole history of Dersenia and its wars, royal lineage and heroes. Possibly the author/s of Crisis at Dersenia would have been better off writing a book, rather than programming a game? In spite of all its obvious shortcomings Dersenia managed to keep me plodding away at it for the last week, so perhaps it's not too bad, or else I'm just naturally a masochist. Now I'm stuck near the end having found 4 of the 5 objects; I've just discovered some locations containing 5 levers and a button ; and if I never finish it then to misquote Rhett Butler - frankly, my dears, I don't give a damn. - o -