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.
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.
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.