Zork: A Troll's Eye View by Dylan O'Donnell (Part of Disk 1214) Reviewed by Nick Edmunds Ok so we've all done it. We've all casually strolled into a room, decapitated the resident, looted their corpse and carried on about our business without batting an eyelid, but how does it feel when the tables are turned? For anyone who ever wondered what those NPCs get up to when you're not there Dylan O'Donnell has come up with not only an answer, but also a way for you to experience their world for yourself. In Troll you play the part of - you guessed it - a troll. In the pay of the dungeon master you have been given an axe and told to guard a room. So there you are, standing quietly doing your job knowing damn well it's only a matter of time before a member of the general public comes along and spoils it. In this particular instance it's a pesky adventurer hell bent on a quest for fame and fortune who will undoubtedly think nothing of slicing up anything in their path. All the action takes place in one room, "the troll room" and while there are exits from this room you cannot use them as your instructions forbid you leaving your post. Thus you just stand there waiting for something to come through one of the entrances. You're never kept waiting for long as there seems to be a constant stream of adventurers wielding swords engraved with your name. Anything sound familiar yet? Anyone who played the original Zork (or indeed any other dungeon-based adventure) may well recognise the little fellow you bullied all those years ago. And that's essentially what we have here: a spot of role-play reversal, a troll's eye view of adventurers, an NPC's revenge. Remember that original troll in Zork. Did he last long when you came up against him? No? Well guess what, he's still not very hard, only this time he's you. As such if there were a solution to this game it would read: WAIT (repeat until attacked) KILL ADVENTURER WITH AXE (repeat until one of you is dead) (Repeat all until dead). Troll is freeware and doesn't claim to be a proper game per se, but another of those "exercise in coding" and only released because someone may find it amusing. Which indeed I did. The game itself is an unashamedly one gag idea carried out with tongue firmly in cheek and raises a few smirks with its cheesy reminiscence, which provides most of it's appeal. Although the info section is worthy of mention as it's very well written and made me laugh properly. So what do NPCs do when there's no one there? Not a lot really. In this case mainly wait to die. - o -