Reviews by Canalboy

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The Phantom's Revenge, by Dian Crayne
1 of 1 people found the following review helpful:
An Excellent Dian Crayne Ghost Story Cum Puzzler In Dos, November 27, 2023
by Canalboy (London, UK.)

On the whole I enjoyed this game; I like Dian's games in general but this one ratchets up the story and the atmosphere as you progress while containing some very devious puzzles. It has a much better back story than Dian's Castle Elsinore for instance which was written just afterwards.

There is a steep augmentation in puzzle difficulty towards the end and you have to pay particular attention to character motivation and the back history of your (and others) erstwhile existence to logically solve the last section. There is a jaw dropping moment when you enter a certain location and find out who you are. Dian's skills as an author stand her in good stead here over the 170 odd locations in the game; it is not easy melding a treasure hunt with a Phantom Of The Opera style story but this is one of the better hybrids that I have played.

On the down side there are a few bugs including my bug bear of a non-described ordinal exit and a creature that can be slain but upon returning to the scene of the battle is dead yet still alive (no, not like Leonard Cohen). The knife wielding maniacs become tiresome after their third or fifth appearance as well. I also encountered a couple of parser struggles but in a game this size and with only a two word parser this is excusable and I found the right synonym after a few attempts in both instances. There are a number of magic words and transportation locations to save on lamp time which is generously dished out at 1000 moves. And in keeping with its reverential nods to Crowther and Woods there is a last lousy point which makes more sense than in the original. Just be on your toes or you'll miss the boat.

The inventory limit is predicated on weight not number of objects which is of course more realistic but the short cuts to the more far flung reaches of the game mean that it is never too onerous a task to pick up an object dropped earlier through overload. There is the game's equivalent of the thieving pirate but you have to let him steal from you at least once to glean all the treasures.

Add a couple of small but navigable mazes and this should keep you busy for a good few days.

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Spheres of Chaos, by Chris Grant
3 of 3 people found the following review helpful:
A Large Puzzle Fest Across A Sprawling Rural Landscape, November 23, 2023*
by Canalboy (London, UK.)
Related reviews: Large, Odyssey, RISC OS, Puzzle Fest, Parser, NPCs

Spheres of Chaos is a rara avis indeed - that is a large text only RISC OS adventure consisting of over 250 locations written by Chris Grant in 1994 (his only adventure as far as I can see) and I played it via the RPCEmu Emulator.

It is a linear odyssey with the goal to collect seven spheres of chaos scattered throughout an impoverished rural kingdom in an indefinite (seventeenth century?) bygone age and then to harness their power to prevent an evil king using them to his nefarious ends.

The white text on black background display is easy on the eye and the excellent location descriptions show that the author has a real eye for creating a believable milieu. The game also features sixteen NPCS which is more than most adventures of its kind; these range from friendly ones (the Giant and the Hermit) to those of a less philanthropic bent (the somewhat incongruous Lager Lout who vacillates between trying to kill you and calling you his best mate). Most of them can be addressed and often they proffer up useful information or objects; some need bribing. Generally "say x to y" covers all conversational bases although I struggled with the jungle king and his guard. Some of the NPCs appear to possess an adventurous spirit as they wander quite widely across the game's canvas; I once stumbled across the farmer tidying up in the network of caves - I have a strong suspicion his ambit should not exceed the farmhouse. Another NPC (the shambling mummy) seems to be directly lifted from the mainframe giant Acheton although I doubt if it has had the pleasure of meeting Mike Oakley.

The landscape itself is split up into several regions, namely a windmill surrounded by corn fields, a large forest, a lake with a water mill and central island, an interesting "city in the sky" constructed of bridges and tree houses high in the trees of a forest, an overgrown crater, a large castle replete with cesspit (don't try swimming!) and a village. Some of the regions cannot be revisited so it is important to work out which objects you need when leaving one particular region as the inventory limit is set at six and is predicated on number, not weight. There are three objects for which there appear to be no use and a few small mazes but they can be entered and exited fairly quickly via random movements with the exception of the small maze in the mine which can be mapped in the old fashioned way by dropping objects.

Given the size of the game the actual puzzles themselves are not great in number and I can't help but feel that the acquisition of the spheres could have been made more interesting and difficult as none require strong powers of reasoning to acquire, with the exception of the Sphere of Despair. Maybe my exposure to much tougher mainframe adventures recently has improved my forensic abilities but few people should be stumped by the puzzles contained herein.

There are a few bugs scattered throughout the game, i.e. you can carry all seven spheres if you drop all and take all but only six of them if you pick them up one by one. Another annoying feature is that the HELP command admonishes you for your stupidity and exits the game play session. There is also only scope for one saved position so I ended up moving saved game states and renaming them as back ups.

The parser is run of the mill and recognises EXAMINE and TAKE ALL. The game has no score or progress indicator but does exhibit an occasional dry wit, i.e. attempting to kill someone who is not present elicits, "There is no-one here to kill. What a shame."

Overall an interesting and none too easy diversion but most of the problems come from the sheer size of the game, working out which items to carry on to the next region and the phrasing of commands when addressing the NPCs. I recommend drawing a map as some regions are difficult to reconnoitre from memory. Interestingly there are no dark regions at all and no hunger or thirst timers. I can't think of a similar sized game with no light source whatsoever.

* This review was last edited on January 3, 2024
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Gateway to Karos, by Derek Haslam
3 of 3 people found the following review helpful:
Derek Haslam's Excellent Expanded RISC OS Version Of An Old Acornsoft Game, November 8, 2023*

I have just finished play testing Derek Haslam's new version of this game for RISC OS emulators. Thirty-nine years after the original Acornsoft version was released the author has extensively rewritten and expanded the game into a highly entertaining 296 room odyssey to claim the magical Talisman of Khoronz and return with it to Carraway Court (together with various assorted plunder you have accumulated along your quixotic way). Freeing himself from the memory shackles of the old 32K BBC the programmer has been able to produce a much more interesting and absorbing experience.
I have seldom played a text adventure which has the almost perfect melding of back story and puzzle fest. Derek is a natural writer and the world of the island of Karos (together with sundry small islands scattered around its coast) is woven skilfully around the story of the wizard Khoronz and his battle against the evil Vork.

The game encompasses many regions, from snowy mountain passes to treacherous swamps (watch what you are wearing) and thick forest. A castle sitting on a remote island, a deep and hazardous coal mine traversing a large underground region and stone barrows containing hidden clues are all to be explored and the game also features many NPCs, both friendly and informative ones who will impart essential information, sell you essential items (the barter system is de rigueur in some cases) and sometimes kill you. There are volcanic eruptions, sea monsters, wolves and kobolds to deal with, together with the most original use for an anvil that I have ever come across. It is possible to circumnavigate the island of Karos on a craft and there are several landing spots but be careful as it is very easy to drown on needle rocks or be sucked into a whirlpool amongst other entry points to Davy Jones's Locker. You will need a certain amount of nautical know-how to manoeuvre the boat correctly.

One unusual facet of the game is movement. In the main part of the island the normal eight compass directions plus up and down and occasionally in and out are used but indoors and occasionally at the more far flung regions left, right, forwards and backwards are used. This took me a while to perfect but it actually works very well once you get your head around the logistical concept.

The game does feature a very generous lamp timer, a continually descending number of energy points (you start with 1000 and lose one for each move or occasionally more at sea) but these can be replenished in several ways. There are no thirst or hunger timers. I particularly like the lamp icon which appears in the top left hand corner of the screen to remind you if it is on or off.

The inventory limit is set at a very high number and realistically heavier objects are more difficult to carry; indeed one can only be dragged. Almost every item has at least one use so discard nothing. Occasionally you will receive a helpful message stating that an item is no longer needed after you have used it for a particular task.

I finally finished after approximately fifteen upgraded versions and amassed over a thousand points although there was one treasure I did not collect along the way.

The fully released final version will include an incremented hint system at certain locations where continually typing "hint" or "help" will give you clues of gradually increasing helpfulness. This function is likely to get a fair amount of use as the puzzles in the game are sometimes far from easy but always fair. I don't think that it is possible to put the game into an unwinnable state without the player being aware of the fact.
I would definitely advise creating a map as the island is so large you will get lost on more than one occasion and the layout may even suggest a problem solution or two.

I thoroughly recommend giving this Tolkienesque work a go. Details of where to download the game are available on CASA. It can also be downloaded from Derek's web site http://www.boulsworth.co.uk/intfict/index.htm

* This review was last edited on November 10, 2023
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Cave of Wonders, by Campbell Wild
2 of 2 people found the following review helpful:
An Early Adrift Game Cast Me Adrift, September 17, 2023
by Canalboy (London, UK.)

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.

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Gorm, by Chris Allen
3 of 3 people found the following review helpful:
Gorm - A Large Historical Time Travel Game , August 31, 2023*
by Canalboy (London, UK.)
Related reviews: Archimedes, Large, Time Travel

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.

* This review was last edited on September 5, 2023
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Windmere Estate, by Dennis N. Strong
4 of 4 people found the following review helpful:
Old School Treasure Hunt , August 29, 2023*
by Canalboy (London, UK.)
Related reviews: Treasure Hunt, Fantasy

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.

* This review was last edited on December 3, 2024
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Adventure 200, by C. J. Coombs
2 of 2 people found the following review helpful:
An example of what can be crammed into 16K, August 17, 2023
by Canalboy (London, UK.)

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.

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Humbug, by Campbell Wild
1 of 1 people found the following review helpful:
Humbug - Graham Cluley, July 17, 2023
by Canalboy (London, UK.)

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.

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Quondam, by Rod Underwood and Peter Killworth
5 of 5 people found the following review helpful:
The Toughest Game Of All?, June 7, 2023*

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, a zoologist with ovine related matters a particular speciality. 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.

* This review was last edited on September 10, 2025
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Castle of Riddles, by Peter D. Killworth
2 of 2 people found the following review helpful:
Competition Game Finally Bites The Dust, May 23, 2023*
by Canalboy (London, UK.)

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.

* This review was last edited on May 24, 2023
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