Cave of Blunders, sorry Wonders was written by Campbell Wild as a demonstration game for his new text adventure creation system Adrift in 1999. As an advertisement, it does for the creation of text adventures what the Titanic did for the sales of holidays on cruise ships.
There are many bugs both lurking and stinging you in the face here. An underwater section can be drained yet reappears as undrained thanks to no conditional flags being set. A bottle can be filled once but never again, despite there being ample quantities of filler left lying around. One section of the game disappears if you enter it and perform a certain action, for no apparent reason. The description of the area is replaced by the letter "x." Hmmmm. Taking a particular object requires "pluck" and does not recognise "pick" or "take" yet another similar object does not respond to "pluck." You get the general idea.
All this is a shame as without the huge amount of bugs (the game can still be finished but it is a pain) a nice medium sized treasure hunt would exist here. The puzzles are often clever and quite tough and there are several ways to soft lock the game if you make a wrong choice.
There are a few static NPCs and one wonderfully dreadful pun which would be quite happy in Quondam.
The two word parser will give you a real battle of "guess the verb" although many objects can be referred to. Very few synonyms are allowed so exact wording is required. The maximum score is 1000 points although I only managed to attain 970 but still found the treasure-filled cave, the object of my quest. The room descriptions are perfunctorily adequate without being memorable. The parser is too picky and very few alternative verbs are catered for which of course creates frustration. As if writing a set sized newspaper column three or four sentences cover most descriptions so it falls far short of a mystical atmosphere; utilitarian reference book rather than mystical novel. There are also plenty of ways to lock yourself out of victory and quite a few illogicalities too. The actual puzzles themselves are the reason to play the game; discovering multiple means of transportation and deciphering maps are done rather cleverly.
All in all if you would like to see what the Adrift environment has to offer try a Larry Horsman game instead.
Gorm, written by Chris Allen for which he was paid the princely sum of £40 and appearing as a cover disc on a 1994 edition of Achimedes World is an unusual game for its time in some ways. It is a very large (over 300 locations) and easy to screw up puzzle fest that feels more like a game from a decade earlier. Having said that, the strong parser does feel more like a modern game as do the large number of NPCs with which you have to engage.
The game was written for the Archimedes PC in 1994 as a way of avoiding studying for exams. What better motive could anyone need?
The back story involves a sinister plot by one Baron Boris who intends to unleash Project GORM (Genocidal Organisation of the Release of the Maelstrom) and take over the eponymous town. A boy has been born who can thwart the prince but he is dangerously ill after being poisoned by the said Baron in the first phase of the game set in 1794. The player has to travel forward in time to find penicillin and bring it back in time to save the boy's life.
According to the author there are four time zones although I must confess to only having found two so far; 1794 and 1994. Transporting oneself involves some extremely tough puzzle solving to finally create (or have created) time warps as tunnels between the different ages. It certainly reminds me of Jonathan Partington's Avon which also reused the same locations in different times. The town of Gorm sprawls over approximately 80 locations and there is a very large whitewashed police station replete with labyrinthine corridors and a magical maze to be tackled quite early on in the game. It is also interesting to compare how a posh house became a museum on the same site 200 years later, and a dance school becomes a car park. Who remembers the Kinks' Come Dancing?
As mentioned it is extremely easy to soft lock the game. If you give an inappropriate object as a present or a bribe to an NPC they secrete it away and it is gone forever; ergo much experimentation and many saved games are the order of the day.
The parser understand TAKE ALL and DROP ALL and multiple commands separated by a comma; it also has a fairly lenient inventory maximum of 10 objects . This is likely to be fully utilised as the game has many, many objects ranging from a wooden wheel in 1794 to an aspirin in 1994. Much of the experimentation comes from testing old artefacts in a newer environment and vice versa.
There are a few real time puzzles, including one where you have to commit unprovoked murder (what larks) and you also have to get yourself arrested to progress the game in the first age.
I came across one flagrant bug where a dead NPC reappears to re-solve an early puzzle which has been solved already. This seemed to occur if I dropped too many objects in one location. It doesn't however affect game play. There are several typos and grammatical infelicities but none really affected my enjoyment of the game.
It is downloadable as an .adf file from the if archive. I am playing on the RPCEmu emulator v 0.9.4 on which it works very quickly and smoothly.
IF you like your IF long and hard I can thoroughly recommend this game. I suspect it will be many hours before I finish.
I have completed the game and uploaded a map to CASA. A puzzle near the conclusion of the game had me stumped for a while (involving an ill old lady) until I had that eureka! moment that makes text adventures worth playing.
I have not played many Apple II text adventures but having downloaded the AppleWin emulator recently I thought that I would chance my arm.
Windmere Estate is a traditional find the treasures and store them somewhere two word parser game which appears to be getting tougher the further I hack into it.
The diaphanous premise is that pirates stored their manifold booty in and around the grounds of the estate and you have the chance as usual to emulate Croesus by finding it all.
I initially had some parser issues as oddly entering certain objects in a room requires the syntax "open x" e.g. "open closet" will take you into said item. Examine doesn't work, neither do verbose or take all.
To start with the puzzles seemed childishly simple. Hmmm there are some rats in here and some rat poison nearby. Now what could possibly work? However, as I have penetrated the deeper recesses of the estate the difficulty quotient has inclined considerably. There is a closed vault door, a seemingly inaccessible dumbwaiter (Curses anyone?) and an organ upon which I can produce a cacophonous din but to no avail. One particular problem is caused by a parser infelicity however and I have no qualms in telling you that the portrait needs to be referred to as a picture. Nuff said.
As tradition dictates there are a number of secret passages and hidden rooms which gradually make traversing the large map (I have currently identified 93 rooms) easier.
I have so far accumulated 23 treasures but this only amounts to 230 out of the maximum attainable score of 415 so I still have some way to go.
There is a HINT option which nudged me towards the painting / picture solution but generally speaking you are on your own as this seems to work in very few locations.
You can at least recharge your flashlight at a certain location an infinite amount of times and there are no hunger or thirst daemons. Moving in the dark is usually fatal through injury or at the teeth of a vampire bat. Multiple deaths abound but there are few soft locks so far.
This is worth a look if you are an old school fan and don't mind drawing a map and watching your points tally slowly increment.
Stop Press - I would like to apologise to the author Dennis N Strong for my previous observation regarding the rat poison; the problem is actually more devious than I had hitherto believed.
CJ Coombs Adventure 200 can hold its head high amongst its peers; most of them will have had much more memory to utilise and develop a coherent story even if all that underpins them is "explore a strange land and collect the king's missing treasures."
The 220 odd locations in here seem well connected and believable, and the author manages to wring a fair amount of atmosphere out of the necessarily short room descriptions.
The game is very easy to soft lock as certain objects, once picked up can not be put down again. As there is a fair amount of sneaking past guards involved it is often necessary to leave a tempting item where it is until you stumble upon a scenario where you might need it.
There are some beautiful set piece puzzles contained herein; one involving entering a firedamp filled mine and having to both find a way to start a machine that clears the gas then later turning it on again to thwart a pursuer is worthy of the Phoenix mainframe boys at Cambridge.
Choreographing the correct order in which to tackle the rather difficult puzzles is half the fun here.
The game is stuffed with mazes both great and small. You could argue there are eight although only one is very large. Dropping objects to map them works very well.
Mercifully there is no lamp timer or inventory limit which is refreshing to see in a game from 1982.
Oddly DESCRIBE works to glean more information about an item rather than EXAMINE.
All in all I would thoroughly recommend this tricky but fun treasure hunt. I also came across zero misspellings and grammatical mistakes.
Avoid this game like the plague. One of those complacent "wacky" pieces where aadvarks sleep on washing machines and Octopii carry paintings by Dali. Why not have Christopher Columbus fighting a cucumber or several sea lions reciting T.S. Eliot with spoons on their heads? Given the size of this thing, they may well be in there. You deserve the Queen's award for gallantry if you make it far enough to find out.
The game tries to be funny but isn't; most of the attempts at humour are just weird. For example early in the game you find a half eaten mousse on a kitchen table.
x mousse
....it's only serious contender in the "I stay in the kitchen" stakes was a sausage-on-a-stick present at the Harlesden Glow Worm Regatta, 1982.
There are acres of this kind of free form rubbish. Examining a kettle spews forth a similar torrent of surreal mish mash. Whether the author thinks of himself as Spike Milligan, a member of the Monty Python team or Douglas Adams I'm not sure, but he fails on all fronts. Avant garde humour can be used sparingly and thus with deftness in skilled hands; once you've seen one clockwork shark though you don't need a whole menagerie of surreal beasties.
Beyond the all pervading "designed by a clever wacky student" smugness is a poor parser which frustrates in many locations; at one point in a tunnel you find a computer with a display. A sign proclaims that it requires a number to be typed in. The parser, however, does not understand the verb "type" on its own or any number either.
Type 1 on computer - "Not numeric format."
Type one on computer - Not numeric format."
Type 1 - " I do not understand the word 1."
And again in another room - a Games Room with an octopus who makes you play a game involving the removal of fourteen sweets from a plinth and the loser takes the last one.
Of course to win the game you have to say "Moccasin Beehive." Oh you merry student prankster you.
"Take sweet" - I can't see the sweet.
"Take two sweets" - I can't see the sweet.
Aaaargh - you just told me there are fourteen of the bloody things on the plinth in front of me!
"Put sweet in satchel" elicits an Adrift error "Bad Expression %object1%. Size"
At this point I realised the game was being philanthropic towards me by closing itself down. I really had suffered enough.
Robb Sherwin once observed quite sagely about Zork that the game actively hates its player. That may well be so; in which case Quondam wishes to eviscerate the player, gouge his / her eyes out and wrap one's entrails around one's neck while forcing said player to watch the Father Dowling Mysteries box set plus extras. What we have here is unequivocally the hardest text adventure that I have ever played in my forty years of puzzling. Compared to most of the Phoenix oeuvre it is compact in size but almost every location provides ample scope to die or misuse an item in one's inventory.
This was the third of the fifteen games written on the Phoenix mainframe; it was created in 1980 by Rod Underwood. It appears to have been his only foray into the world of text adventure creation but he indelibly left his mark with this one. The original mainframe version is sadly lost (like Andrew Lipson's Xerb and Alex Shipp and Steve Tinney's Hezarin) and it only survives thanks to a Peter Killworth port to the BBC. We have no way of knowing how much the original version differed from the BBC Acornsoft version but you can be sure it was ball-breakingly hard as well.
I played this game after finally nailing Acheton, Hezarin and Castle of Riddles from the same Cambridge stable and was fairly convinced that no game could be tougher than that holy trinity of mind exploders. I was wrong.
The game itself is the traditional treasure hunt (up to a maximum of 250 points) with an interesting time travel theme, hence the title which is Latin for former. You need to collect all of the treasures available and deposit them somewhere, but finding out where is like attempting to untie the Gordian Knot. Suffice to say that some puzzles should be attended to in the present day and some in the past. And at least one in the past and also in the present. Exactly. This game has more obscure verbs and off the wall object manipulation than any I have come across in forty years of text adventures. I have currently visited 72 locations and have discovered 28 ways to die, many of which almost lapse into parody. There are also many ways to lock yourself out of winning, both obvious or not. Indeed it is possible to make the game unwinnable in your first move!
All the tropes of early games are here, including massive turn critical mazes and outrageous puns. It's just that in this game, like the giant spiders on the web maze, they come at you in swarms filling just about every location. As if these obstacles didn't make your task difficult enough, the game uses some objects in totally unexpected ways. I found myself desperately trying all kinds of obscure commands to boldly go where no parser has gone before and some of them actually worked. Having played around five hundred text adventures in my time I have successfully used three verbs in this game that I have never used before and I guarantee that you have never utilised a mirror or a harp in the ways necessary in this game. When stuck try anything and it may just work. The knight, the fanged customs official, the Spanish Inquisition (I wasn't expecting that) a man-eating vegetable being and the dragon are all puzzles that require endless experimentation to overcome and the solutions to each are unique in the text adventure canon as far as I know. There are a couple of apparently illogical answers to puzzles as well; one in the apothecary's shop makes no sense to me even though I solved it; I'd tried everything else and found the answer by default. Another oddity is that some objects are deliberately described in a misleading way. One in particular has two different descriptions depending from which direction you came when you found it for the first time. Approach it from the wrong way (which isn't clear) and you have soft locked the game without realising it. Unfair? You bet.
Aside from the incredible toughness of the game and the necessity to perform actions in an exact order you can even die typing save or attempting to use an object. The desert affords you all of two moves before you die of thirst, in fact when you drink water the game responds with "your thirst is removed" then avers "you are thirsty" in the same move. Boy that is one dry desert. There is also an unmappable area of trackless forest in which you must thrash about until finally emerging into familiar territory.
Playing via the BeebEm emulator at least allows you to save without it costing you a move as it did in the original. As I have spent a lot of time racing around a spider's web with the residents only one move behind me this at least has made things slightly easier than it was for those masochistic souls playing on their BBC micros back in the day.
It has the standard T/SAL two word parser and no examine command plus an inventory limit of eight objects. I have come across two items that have multiple uses thus far so discard nothing that you find. Some treasures double up as tools for solving puzzles and all are suffixed by an exclamation mark in the manner of the day. There is an inventory limit of eight objects so you will need to work out how to manipulate the in-game system for leaving items and picking them up later at a different location. Some areas of the game are closed off after your initial visit so you'll need to carefully consider which items you haul around with you in any given area. I have so far discovered 36 takeable items.
This game is described with classic understatement as being for advanced players. That is rather like describing World War 2 as a spot of fistycuffs.
An update: I have now finally completed the game and can quite honestly say that this is the most difficult text adventure game that I have ever played. I make it 35 ways to die in 79 locations. It has the most obscure verbs, the most tortuous inventory manipulation and the most soft and hard locks as well.
All this aside I would recommend it for die hard purists like myself as it has enough clever puzzles to satisfy the most avid dissectologist.
A mere forty years after it was released and the prize was claimed (a wonderfully anal Ring of Power and a rather more materialistic sum of money to buy BBC computer products) I too have claimed the Ring of Power and returned it to the wizard.
To be more exact, Castle of Riddles was written by Peter Killworth of Cambridge University Oceanography and Philosopher's Quest fame as the first text adventure competition game; this started something of a trend. Released in February 1983 via Acornsoft although written in 1982 this is regarded as a real toughie of the old skool and so it is.
The plot, such as it is, involves you, a down-on-your-luck adventurer, returning the above mentioned ring to a wizard after it was stolen by an evil warlock. Any treasures you find on your wanderings can be kept for your own avaricious ends up to a maximum of 250 points.
Although compact in size to fit into the 32K memory constraints of the BBC microcomputer the game requires much careful pencil and paper planning and the ability to cope with frustration levels racheted up to 11 on the "bugger it I've screwed up" amplifier.
There are three main areas to the game which are all reached via shimmering curtains of light (Bank of Zork anyone?) and can all only be entered once so the choreography of play is extremely strict. One area contains a well and the three bears minus Goldilocks although there is a hilarious picture of her, another contains a nasty jet-black maze and a shooting gallery and the third a tricky corridor of doom. Choose the wrong entrance and you have softlocked the game potentially very early on. Only much repeated play will reveal the correct order to tackle the regions in. There is also a very nasty trick around the metal rod which has two essential uses. Unfortunately to solve the first one of them involves using it in a way that loses it permanently which makes the second use of the rod impossible. The only way to get around this is to solve the first rod-related puzzle, make a note of your findings and restart. All should then become clear. Obstacles like this would never of course be encountered in modern adventures but back then they were as accepted as norms; patience was as valuable a commodity as deduction.
In Killworth's traditional manner the majority of the puzzles are difficult but logical; one of them involves looking at two ostensibly similar objects but being able to glean a subtle difference between them; there are several beautiful chaining puzzles which require exact timing and unsurprisingly two innovative mazes neither of which can be solved by merely dropping objects. The solutions to the mangled cushion and antique clock problems are two of my all-time favourites.
There is naturally a lamp timer although this can be recharged once and isn't as tight as in some games of this vintage and an inventory limit which is generous enough not to be too much of an issue. Moving in the dark is nearly always fatal. The only NPCs encountered are of the potentially fatal variety so shoot first metaphorically speaking and ask questions afterwards.
The parser is of the old two word variety but in all honesty is quite sufficient for game play and naturally no examine command, something that I know Killworth felt strongly passionate about. Descriptions are of medium length generally and all in upper case white on black. I played via the excellent Beebem emulator which enables you to double the original speed of the game.
All in all a nice wallow in cerebral nostalgia.
Despite the author's name at the top of this particular game it seems to have been written by Dian Crayne, a prolific science fiction and text adventure author who released several games in the early eighties under the Temple and Norell Data Systems software labels.
Most of the games use a structure akin to the old Colossal Cave game, with a thief (masquerading as a swordsman here) a pirate (a seaman in this particular game) several mazes and randomised combat, in this case noblemen instead of dwarves. Keep on the move and you should be able to avoid any bloodletting on your part.
Castle Elsinore was the last of Dian's games and probably the best. Some others like Granny's Place are unfinishable because of bugs.
The version I played came from 1983 although there is an archived version from 1992.
The quest takes you back to Shakespearean England in 1602 and your task is to collect sixteen treasures while placating various members of the Royal Family and solving a tightly timed endgame.
Mapping is essential as the forest in particular zig zags all over the place and the gardens and cellars are similarly disorientating. It weighs in at over a hundred locations and the descriptions are quite compelling in places. As you solve puzzles, different areas of the castle become linked by hidden passages and moving walls. My particular favourite here is the secret passageway from the King's Chamber to the Maid's Quarters.
You will meet the guilt-ridden King Claudius, a depressed Hamlet, a quidnunc Polonius, what is left of Yorick (alas!) and the Queen amongst other characters. They are however pretty one-dimensional and really only serve as human locked doors to standard puzzles. You also have to commit an act of manslaughter against an individual.
The game has a fairly large inventory limit and a lamp timer, although it can be refilled and should not present a problem.
The hardest puzzles come right at the end, one involving a time delay and another solving an obscure riddle.
I came across a few bugs but nothing that made the game unfinishable. The shopkeeper appears to change sex (although that seems acceptable nowadays!) the SWEEP and CLEAN commands elicit a blank parser response and items dropped in the castle mysteriously reappear in the crotch of a tree in the forest but can't be taken from there. I only came across one object which doesn't seem to play a role in the game.
I played via DOSBox-X which has scope for ten saved game slots and these are necessary as you are likely to die at the tip of a nobleman's sword more than once.
It took me about seven hours playing time to complete and I enjoyed it although as an inveterate map maker that's not surprising. I have only played one other of Dian's games, namely Hermit's Secret and I found Castle Elsinore to be rather easier.
Ferret is in some ways a unique game in the fifty-odd year history of the text adventure; in others it is decidedly old fashioned.
The background story is that you, Brian O. Darkins, have awakened from a cryogenic coma in which you were placed at your relatives' request in the hope that the fatal virus from which you were suffering could be cured in some future age. You awake you know not where, nor why.
Created by a group of anonymous authors on an obscure 16-bit minicomputer back in the days just before the micro revolution it seems to have started out as an attempt (as so many games of its time were) to trump the early markers in the genre, namely Advent and Zork. Indeed, the first eight phases of this enormous game follow a familiar path to the games of the time. The science fiction narrative is definitely playing second fiddle to the puzzles. The puzzles themselves tend to be very hard, and must have been nigh on impossible in the days before Google. Chess end games, degree level mathematical posers and sundry mazes meld with clever logistical problems.
Another unique feature of the game is the number of red herrings scattered about. Only much trial and error will reveal which items are needed and which superfluous. On the other hand there are several bottlenecks in the game where one can carry almost nothing onwards and these do act as a useful filter. At least you know you have left nothing vital behind at these locations.
The different writing styles and types of puzzle are clear as you travel through these early parts of the game.
One can hear the evolutionary tick of the modern IF era clock from Phase Nine onwards as the post acocalyptic Cold War story really kicks in and the narrative swells.
One way travel from here to Phase Sixteen is via an old train locomotive which chugs through the once affluent parts of SE England; English players will no doubt recognise the pleasant, leafy names of Sunningdale, Virginia Water, Epsom etc. These examples are cleverly juxtaposed with the contemporary apocalyptic wasteland that has transformed expensive Surrey, Kent and Berkshire postal addresses from all to die for des res locales into a monochrome desolation. In a similar vein all the NPCs you meet (and there are very few) are not alive. A silent automaton provides your only temporary companion and the only voices you will hear are mechanised ones from long dead sources and emanating from damaged machines.
Like Shelley's Ozymandius: "Nothing beside remains."
Every piece of equipment encountered, every window view is of a broken, anti-holistic world. We are indeed a far cry now from the early IF landscape. For caves, trolls and scrolls we have blasted buildings with their curtain walls jaggedly exposed, piles of mangled dead bodies and torn and slimy papers and documents.
To somewhat counterbalance the rather desolate mood of the game there is an homage to English comedic culture viz. The Goon Show and another phase is based around a cult science fiction TV series from the late seventies, namely Blake's Seven.
An odd feature of the game is that certain information to solve a problem in, say, Phase Ten will be discovered in Phase Fourteen, and sometimes these revelations entail visiting no exit locations. As a consequence of this need for backtracking it is a prerequisite to keep manifold saved games handy. You can also make use of command files where you can build a rerun of a section of the game by loading a file of preconfigured text. Other useful commands include "Notify" which informs you of each increase in your score and also "Test" which will run a cycle of various verbs on selected objects.
I found the multi word parser to be a very good one and recent updates to the current version at the time of writing to 10.3 have included the ability to chain multiple commands by using commas. There is also a lot of ASCII art contained in the game which fleshes out the various pieces of equipment and modes of transport that one encounters. In this respect it is very similar to another large mainframe game, Warp.
I had a constant dialogue with the authors which enabled me to send them details of any bugs (not many) and also to receive hints which were more than necessary in certain places. Indeed the story goes on as they are currently beavering (ferreting?) away at Phase Seventeen at the moment.
I thoroughly enjoyed my six months or so playing the game and look forward to future updates.
Acheton has finally bitten the dust for me. A bit like getting married, cleaning the windows or cutting one's toenails, I had kept putting off a full scale assault on this 1978 mainframe game until the last possible moment. My previous dalliances with it had led me to believe that a full score of 1500 points and the discovery of all 55 treasures would in fact be a triumph of hope over experience.
And so I pulled out my etiolated, half completed maps penned in the days of Filofaxes and mobile phones the size of an engineering brick, squinted at them, shook my head and filed them under "Ignore."
Once more unto the breech....
Acheton was one of the first, if not the very first, game to be written in England, begun by two Cambridge postgraduates Jonathan Thackray and David Seal (who also wrote the proprietary T/SAL programming language that would become a standard for the Cambridge few) and doubled in size by Dr. Jonathan Partington after he had completed the first half. The whole thing took around two years to write. It took me about that number of man hours to solve it. The version I played was the Phoenix version converted to Z Code and it has some minor differences to the Topologika version released for micros. The advantage of the former lies mainly in the fact that a typo doesn't cost a turn, which in this game is often the difference between success and a sudden demise.
The game begins with a warning to would be players that it is considerably harder than the Adventure mainframe original upon which it is based and this isn't a frivolous piece of advice; deaths ranging from Cirrhosis of the Liver to being savaged by Ferrets almost certainly await you underground. Indeed a list of deaths and ways to make the game unwinnable would I suspect run to more text than the complete coding of some games.
All begins above ground at the end of a Good Road near a Farmhouse. Exploration throws up a few traditional items (and a handful of sudden deaths!) including two that ostensibly seem to lead to a route underground but don't. You have been warned.
When you finally make it down below, multiple routes soon lead to multiple routes. Most passages curl or bend sharply so mapping is somewhat tricky although Trizbort is a big help. In the days of yore I ended up with multiple ruined line drawings on A3 paper and empty biros.
My advice to any would be player is to not worry too much about tilting for victory early on. Explore, die, explore, die and slowly the map is pushed outwards and your score increases. Deserts lead to a Shoreline via an Egyptian Pyramid. Giant Caves lead to a Mine. A Wizard's Garden leads to a Roc's Nest. My advice is keep many saved copies, more so than in just about any other game. And remember that when this was written there was almost nothing else around so you couldn't become frustrated, give up and move on to one of the many thousands of other games that are now available. Put yourself in a Seventies mind set, convince yourself there are no other games to try and you will have those eureka! moments just when you thought you would give up. And the rewards are well worth fighting for.
In deference to the difficulty of many of the puzzles there is an excellent set of graduated hints which start at a basic nudge and usually finish in the total solution to a problem. These are not present in the Phoenix version. I can resist anything except temptation so I avoided the use of these.
The actual problems themselves range from "use A with B to get C" but usually in a very clever and subtle way, to chaining problems which run across multiple locations (very much a trait of Dr. Partington's games in general.) I can think of maybe only two puzzles I would call downright unfair. And some, like one inside the pyramid, are exquisitely constructed.
The thing that really made the game so tough for me though is the lamp timer. You will need to find a way to recharge it and even then it is tight to finish in time, as choreographing the jigsaw so that you can fit it all together in the life span of the lamp and not leave behind an object somewhere where you can't get it any more is just as challenging as the puzzles themselves. There is a built in transportation system which you will need to use in the game, for without it you will never get all your trinkets into the safe in time.
Unusually for these games there is an inventory limit of eight items; I think all the others have a limit of seven.
Magic words, short cuts to other regions and NPCs abound. The latter include a Mummy (an affectionate in-joke aimed at a certain Mike Oakley) a drunken Dwarf, an old Weaver, Pirates, Snakes, Scylla and Charybdis, a Garden Gnome, a Wizard... nearly all of them are out to put a spanner in your works.
I must confess that I got to 50 treasures and got completely stuck. Fortunately Adam Atkinson was on hand to give me some subtle hints and without him I really don't think I would have crawled over the finish line.
At the end of it all there is the inevitable (for its time) endgame which is something of an anti-climax. It is fairly straightforward and not particularly memorable.
In short, this game is everything that is unfashionable nowadays. That doesn't take away from its entertainment value if you have a decent attention span and come from an era before everyone had an allergy to something in the air or on their plate. Or to a lot of words on their Monitor.
The game has the standard (for its time) two word parser but it isa very good one. TAKE ALL works and TAKE and also DROP will assume the last object used. Unfortunately no VERBOSE or BACK or, of course, EXAMINE. This only really bothered me in one place, in the Wizard's Garden.
Given the latitude afforded by the mainframe space that the authors had available there are nicely evocative descriptions; long when they need to be with the occasional long text dump. There are almost no typos and no real bugs either that I came across in gameplay.