Ghost Town - AGT/E L Cheney on SynTax PD disks 307 (PC) and 308 (ST) Reviewed by Sue As a prospector, you're always on the look out for a bit of adventure and hopefully some profit. So when another old prospector tells you tales of a mine and nearby ghost town, both of which contain riches galore, you decide to trek there and see for yourself. Though the ghost town is said to be deserted, rumours of strange noises, gunshots and screams heard from it suggest that might not be quite true. You also hear of the strange disappearance of a local rancher's daughter in the neighbourhood. Though some people suggest she has merely taken off with a travelling man, maybe the answer is more sinister and might be found in the town. So off you set and after a long trip arrive on the prairie. Taking care to avoid a deadly snake you make your way down a cliff path and into the desert. Stumbling on the mine entrance, you make your way cautiously inside. A trunk promises wealth if you can only get it open but a lone miner will have to be dealt with if you're to leave the mine alive. From here it's only a short walk to the ghost town, though a ghostly, semi-transparent lion will try to stop you entering, and after all the rumours you're not really surprised to see smoke rising from one of the buildings and to find you're not alone in the town. A senorita lounges in the lobby of the Brimstone Hotel and a gunman challenges you to a shoot-out in the main street while the ghost of the bandit Black Bart lurks in the run-down saloon and threatens to tear you limb from limb, merely because he doesn't like the way you walk. Meanwhile clues abound concerning the missing girl and as well as trying to make your fortune by collecting objects of value, you'll have to rescue her from her captor and get her back to the safety of her family. E L Cheney has written several other AGT games including Deena of Kolini. Ghost Town is a standard level game of 88 locations, including several pseudo-mazes, and quite well programmed apart from the fact you can't score full points due to the over-weighting of some of the treasures that you should be carrying at the end. However, it suffers, as did Deena, from several 'Cheneyisms' - basic grammatical errors and punctuation, spelling mistakes and typos. Some more notable ones include two different spellings of prospector in the introduction, paths which 'twist an turn', a location 'bounded buy a deep canyon', a '12-guage shotgun' and a bottle of whisky which must be spelt 'whiskey' if you want to do anything with it. I still haven't managed to work out how he managed to program it in like that; with the way AGT is designed, it should be impossible. Because of the vocabulary restrictions imposed on standard level AGT games, it is quite hard to get stuck since, when in doubt, one can just try pushing, pulling and turning everything and using all objects as weapons until something works. There is one strange instance right at the end of the game when you have to manipulate something unexpected to get the required result but apart from that the game is pretty straight-forward. In summary, Ghost Town is a better game than Deena though some of the ideas are a touch juvenile in places and if you can force yourself to ignore the mistakes in the text you'll find it a fair piece of entertainment. - o -