Eamon#65 comes with a general thumbs up from the EAG, but I found it kind of tiresome. It's a bunch of straightforward combats set in a contemporary school, written from the point of view of a ye olde warrior (you) who has travelled through time to reach it.
The descriptions are arguably clever and consistent, but somehow I just found the overall effect monotonous. The school's boring, the combat verges on being sparse, and continuing to map the school required an effort of will on my part.
This early Eamon adventure kicks off by dumping you in a dungeon in Hades. The place isn't as diabolical as you might expect given its location in the universe, but it does feel threatening due to decently atmospheric room descriptions, which often suggest something terrible is just around the corner. What's usually around the next corner is more dungeon and the occasional battle.
There are, by modern gaming standards, a handful of aggro puzzle moments here. The way to deal with the Iron Door in the first room doesn't make any kind of sense. (For puzzle advice, read Tom Zuchowski's review at the Eamon Adventurer's Guild). I'd throw in one more kind piece of advice which will prevent you from tearing your hair out - (Spoiler - click to show)in The Devil's Temple - make sure to note which wall the door is in before you open it. You can't read its description again afterwards.
Extremely sparse Eamon loot'n'kill from system creator Donald Brown, featuring a maze with some monsters and, fortunately, a minotaur. A pleasant easy map, but all the empty corridors you have to traipse through would be tedious if this adventure was any bigger. 'Lair' has one horrible instant death, thus starting a great(?) Eamon tradition. But for the second Eamon ever, this is decidedly alright.
This is the one of the best of the very early Eamons. A king hires you to rescue his daughter Rowina (sic.) so off you go to Hogarth's castle where she's being held.
The principal schtick of this game is that you should be loyal to your allies. Don't rip off your pals and don't rip off the king if you want to win... but of course in Eamon it's fun to see what happens if you muck everything up, as well.
Frequently saying the codeword 'HOWDY' elicits neat advice from your pals, which proves variously helpful or essential for the castle section. The castle itself is possibly over-elaborate, given that careful mapping can get you to your goal quickly and obviate the need to explore the whole thing.
Dracula's Chateau comes late in Eamon numbering, but apparently was written a lot earlier than that would indicate. In spite of having a few too many empty rooms in the castle, this is a fun and attractive Eamon romp with a basic 'fight monsters, grab treasure and escape' goal. It's got neato combat, the odd trick and an equally neat map layout.
The only thing you shouldn't waste time with is trying the 'DIG' command. It works in one room in the whole game, and there to lame effect.
The program did crash on me once, dropping me into BASIC.
A few glitches aside, Dracula's Chateau is a quality destination - albeit a simple one - for an Eamon vacation.