Still Laughing at my Cardigan - author Bev Truter On this issue's disk Reviewed by Sue Back in the dim and distant past that was Issue 22 of SynTax, Tom Lorimer reviewed a game called Space Aliens Laughed at my Cardigan. Having been intrigued by the title, he'd been looking forward to playing it but he was disappointed, to say the least, to find that it was bug ridden and full of atrocious spelling mistakes and bad grammar. He did finally finish it and the solution was in a later issue, but I think that the general opinion of anyone who played the game was 'Nice idea but badly executed'. Enter Bev Truter, who was of a similar opinion and having seen that one reviewer jokingly had suggested that it should be rewritten, decided to do just that. The result is Still Laughing at my Cardigan which has lost its bugs, bad spelling, grammatical errors, awful jokes and dodgy scoring system. The storyline is very original. You're sitting in the garden unpacking your birthday presents when a spaceship lands and two aliens pop out. Chortling with mirth at the new cardigan you're wearing, one of them whips out a laser and zaps it - and it disappears with a 'fizzbrtzzz'. You explain to the aliens that the cardy was a present from your mum and you'll be in Big Trouble when she finds out that it's gone, but rather than returning it, they zap YOU and when you can see again, you find you're on a patch of deserted land just outside the village of Nether Puddleton when your grandparents live. At the centre of the village is a small shopping area with a bakery and a handicraft shop, neither of which are open so early in the day. To the north you find your grandparents' cottage and are thrilled when granny offers to knit you a new cardy when you tell her what happened to the one your mum gave you. But you'll have to find the pattern, wool and needles. And, she continues, something to eat and drink would be nice, as would some flowers to brighten up the room. As if that wasn't enough, granddad also wants a few things. Being a doting grandchild (and also wanting your cardy!), you set off to find them. Wandering along the village streets you immediately find a few puzzles to think about - a bad tempered dog lies in a field and a chessplayer sits at a board which has a piece missing. An intoxicated tramp lies on the floor of a ruined cottage, just blocking your route to an interesting-looking dark corner of the room. As in most text adventures, talking to people is important if you're going to find out what they want. And the most important ones to help are your granny and granddad. Once you've given them all the things they want, granddad will give you some money and granny will knit your jumper while you have a nap. By the time this happens you will have met two familiar space travellers from a favourite story, the Hitch-hiker's Guide to the Galaxy and also spotted a spacecraft. When you've got all the items you need, it's time to use the strange device you've been carrying since the start of the game and signal the spacecraft. Once you've found the right place, there's even more adventures still to come! Most of the inputs are straightforward - except for one. I found some rubbish bins in yards at the back of a block of flats and knew there was something to find there. But despite trying every input I could think of, nothing worked. In the end I asked Bev what word to use. In hindsight, maybe I should have thought of it but it would have been nice if some synonyms had been provided. But that was my only moan and it's a minor one. When I played 'Still Laughing', I ran the original game in another window alongside of it so that I could compare the two games. I know which I preferred (and yes, Bev, it WAS your rewrite!). This is the game that 'Aliens' SHOULD have been and I was so impressed that I've put it onto this issue's disk for you all to enjoy. - o -