NIGHT OF THE VAMPIRE BUNNIES Part of Disk 1158 Original QBASIC text game by Jason Dyer, ported to Inform by Patrick Kellum Review by Bev Truter BUNNIES was apparently a very early text adventure written by the (then) 10-year old Jason Dyer. This is a word-for-word transfer of the original plot and text into Inform, and I'm left wondering "why?" As a 10-year old's first foray into writing a text adventure it was a pretty good effort, way back in the mid-eighties. But from the viewpoint of someone in the late nineties, this is a very feeble game indeed, and I have no idea why anyone would want to port it verbatim into Inform, with hardly an improvement in sight. Oh well, it did provide me with about 25 minutes of entertainment, there were 2 quite innovative puzzles in it, even by today's standards; and the 6-location maze was short enough and easy enough for even the most hardened maze-hater to solve without resorting to the in-built HELP section. You're thrown abruptly into the game at the deep end, with only the following introduction to help you work out where you are, and what you have to do. Although remembering the title of this game would probably be a strong clue as to what you're looking for. The introduction runs along these lines: "The voice still echoes in your head 'Remember...if the bunny is not dead by midnight, the countryside will be ruled by evil.' You shiver as you think of the people dead in the street with bite marks on their necks. Cattle dead by the hundreds. The stories of a rampaging vampire bunny. A chill runs up your spine. Lastly, you remember the strangeness of the graveyard the last time you saw it...the misty fog...and now you're in the graveyard, alone, armed only with your apple and your trusty quill pen." As it happens, neither your trusty apple nor your old quill pen (or was it the other way around?) are of the slightest use; and the clue written on a scrap of paper in one of the nearby locations is hardly much better. Roaming about the graveyard you discover a closed coffin, a dark hole guarded by a skeleton, an old well, and an ominous-looking river. After disposing of the skeleton you'll be able to roam around the underground maze until you finally reach the vampire bunny . There's a rather clever way to dispose of him/her/it, and then when you find a way out of the graveyard, you reach the end of the game. And that's about all there is to this little 27-location effort. Although spelling and grammar are adequate, the programming of the noun "water" seems to have caused all the usual flurry of problems. For example, although you are told in one of the hints to POUR WATER, this input doesn't work. Nor does THROW WATER or THROW BUCKET. Sigh. In desperation I resorted to the very unwieldy POUR BUCKET, which did the trick. I have stumbled across exactly the same "watery" problems in other BASIC text games - obviously water in all its forms is tricky to deal with, especially in an elderly BASIC text game. But why Patrick Kellum didn't tidy up this bit of programming in the Inform version remains a mystery, particularly since the Inform-style pop-up menu of hints contains the correct phrase POUR WATER. Not a particularly "good" game, nor an interesting one; but what the heck, Jason was only 10, after all. And I can recall at least 3....no, make that 4...recent Inform and TADS games written by adults that were far worse than BUNNIES. So go ahead and play this, if you want a short, sharp burst of nostalgia. - o -