This is an interesting crime game which takes place in 1886 following some events in a theatre where you are an actor. It is one of the many Zenobi games that the late John Wilson made available through his blog. However, many of these games come without the original instructions. It is my impression I was missing some important information for this game too but still I managed to enjoy it with some help from the walkthrough on CASA as well as the small introduction that can also be found on CASA. Still, I felt I was missing some information about the characters you encounter later in the game to properly understand the plot. But 95% of the puzzles were nice and could be solved without this information.
Parser/Vocabulary (Rating: 7/10)
I am not so experienced in PAW games as I used to have a C64 in the 90s but I have started to play many with a Spectrum emulator. Luckily, the walkthrough gives some general parser advice before the spoilers: You will need both quotation marks and periods and use commands of the type (fictive example):
>say "go up. take painting. go down" to jack
So in this sense, the parser is pretty advanced. On the other hand, there were many guess-the-verb situations. Guessing the verb was to some extent part of the fun back then, so the player didn't solve puzzles accidently. However, at least one puzzle I would never had guessed even though I had the right idea (rot13.com): fvyrapr evsyr
Atmosphere (Rating: 8/10)
As most 48k Spectrum games the descriptions are short but in this game sufficient for a fitting atmosphere with a focus on puzzles.
Cruelty (Rating: Cruel)
Often you can continue until to the next "scene" without the needed objects. However, this was common back then and the game is not very long so often the player will suspect that they might be missing an object and therefore play the previous parts of the game again if they are stuck.
Puzzles (Rating: 8/10)
There were some good, original puzzles, some involving timed events as some events happen at certain times. There is a watch in the upper right corner which ticks away if you are too slow. However, if you start writing a command, the clock stops until you have finished your command. At least one puzzle I wouldn't have guessed without the walkthrough, perhaps because I didn't have all the original instructions.
Overall (Rating: 7/10)
This was an entertaining game. It was probably even better if I had understood the plot fully but I didn't. Still I enjoyed it.
This is what you get if you cross a Scott Adams adventure with an abstract math/physics adventure. The parser is primitive but consistent (verb+noun, only 4 letters of each word matters) and fast (running an Atari ST emulator at 32MHz - at 8MHz the text is slightly delayed). However, a z-code version exists.
Most puzzles you don't need to understand 100% to solve, as you will usually have an idea of what to do. For instance, you may come across a Riemann Zeta Integral. If I ever learned about it, I have forgotten about it, but knowing it was an integral was sufficient to have a hunch of what to do so I did manage to solve the corresponding puzzle.
For me, the difficulty level was just right but I think some of the optional puzzles I could never have solved without some knowledge of e.g. superconductors and electromagnetic fields. Luckily, being an electrical engineer helped me a lot here. However, if you allow yourself to google the concepts you come across, you will probably have a chance of solving all puzzles anyway.
Overall, a highly enjoyable and original game.
Parser/Vocabulary (Rating: 7/10)
Primitive but consistent, fast and has several synonyms for verbs. My only caveat on the Atari ST is that there is apparently no LOOK / REDESCRIBE command so if you want to see the location description again, you must leave the room and enter it again.
Atmosphere (Rating: 8/10)
The surreal atmosphere is very convincing. The writing is terse as can be expected from a game which originally was an 8-bit game.
Cruelty (Rating: Merciful)
I don't think you can make the game unwinnable.
Puzzles (Rating: 9/10)
Some fun, fair puzzles, though the perceived difficulty will depend very much on your scientific background, thus it may seem unfair to some people.
Overall (Rating: 9/10)
A surprisingly fun game, considering it was designed in 1983. Some scientific background may be needed to enjoy it fully.
(played online with the old clunky WebRunner for Adrift games - refresh your browser!)
First a heads-up: Notice the command VOCAB. It lists 12 words. These verbs/prepositions are more than necessary to complete the game, when applied on the right objects / directions. So even though a few of the commands are not common nowadays, please look at this VOCAB list and you will find that the game isn't that hard after all.
Now on to the review, starting with a disclaimer: I beta-tested this game. I should also mention that this is a VERY short game but if you don't use the VOCAB command, it may take a lot of time to solve it. It can theoretically be solved in seven moves though.
You play the role of a German tank driver during WWII and you are approaching Kidney Ridge when you are attacked and all your crew mates are killed. You must now escape and flee the area. I must warn you that the descriptions of your dead crew mates are a bit detailed.
If you want excellent puzzles, this game isn't really of much interest. However, if you find the detailed descriptions of all the machinery and weapons interesting, I can tell you that it is well researched and described.
You may also find a challenge in getting 100 points as you can complete it with as little as 60 points. I managed to get 95 points. And you can disable the turn counter if you think it is too frustrating to die over and over until you find a way out of the tank.
An interesting game if you are in the mood for a short game from a different perspective.