Hermit's Secret was the second of six games written by the science fiction author Dian Crayn (she had several pseudonyms) in 1982 and 1983. They are all of a piece, that is large, puzzle based treasure hunts replete with mazes (a couple of them nasty with random exits) and timed end sequences. As I have always been a fan of old style games these are right up my street, or down my grating if you prefer. The grating reference is apt as all of the games have more than a bottom note of Willie Crowther and Don Woods. Each has its equivalent of the pirate and the axe throwing dwarves and in this game they are an over-stressed salesman, a hooded assassin and an obsequious elf. Keep on the move and you should be okay. There is even an homage to the dragon killing method in the 1976 game in here as is the last lousy point. There are also a number of magic words in the game that transport you instantaneously across its broad canvas and into some secret rooms which are not reachable by conventional means.
Dian's descriptions are mostly well-done and of medium length although the two word parser could have been improved by allowing more location items to be interacted with - "examine" is not included. There is a coding oddity in that the table for the push command appears to be empty. This does not prevent the game from being completed but does affect a later game, Granny's Place from being wrapped up. I also make no apologies in spoiling one particular puzzle which had me flummoxed for ages, namely digging in the mud hole only works if you are holding the pig. It should be predicated upon whether or not you are holding the shovel but there is a dodgy conditional flag here; likewise when attempting to cross the chasm with the pig. I realised it must be possible to dig at the mud hole as the parser hints as much when you essay the action sans porker.
In all there are 22 of the Hermit's treasures to be located and stored in an unlikely place across over 200 locations; these are split roughly between two thirds below ground and one third the other side of the topsoil.
There is a lamp timer at work but the number of moves permitted is so large that this should not be a problem - if it is, a battery vending machine can be located guess where? Yup that's right, thank you Don Woods.
I played via DOSBox-X which is my go to program for playing these old DOS games. I find it gives a better save game experience and a cleaner more customisable display.
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.
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.
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
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.