Ratings and Reviews by Canalboy

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View this member's reviews by tag: Adrift Alchemist Apocalypse Archimedes Atari BBC Bill Lindsay Surreal Parser Based Birmingam IV - Large Old School Fantasy Puzzlefest castle Comedy Competition Game Curses! Difficult difficult puzzles Difficult. DOS Endgame Enormous Epic Fantasy Fyleet Ghost Story Good Story Gothic Grail Quest. Hezarin Horror Infocom Island Jim Aikin Kingdom of Hamil Large Large Story Based IF Lydia's Heart Magnetic Scrolls Mainframe Massive Maze Mazes MS-DOS Mulldoon Legacy Mystery New Version NPCs Odyssey Old Fashioned old school parser Parser based Peter Killworth Phoenix Puzzle Based Puzzle Fest Puzzlefest Puzzlefest ParserComp Mazes Puzzlefest Old School Large Puzzles Quest. Randomised Combat Relationship RISC OS Romance Science Fiction Sequel Shakespearean Shakesperean Surreal TADS Text Only Time Travel Tolkienesque Topologika Treasure Hunt Two Word Parser Two Word Parser. vampire Vast Warp well written.
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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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Reefer Island, by Steve Barrera
Canalboy's Rating:

HAUNT, by John Laird
Canalboy's Rating:

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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The Mulldoon Legacy, by Jon Ingold
Canalboy's Rating:

Crystal Cave, by Kevin O'Gorman
Canalboy's Rating:

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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Wearing the Claw, by Paul O'Brian
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The Isle of the Cult, by Rune Berg
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