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Project Thesius, by Mike O'Leary and Robert O'Leary
1 of 1 people found the following review helpful:
More Sean Connery Than Roger Moore, October 24, 2025
by Canalboy (London, UK.)
Related reviews: robico, large, parser, espionage, mazes

This is the second of the Rick Hanson trilogy and is another excellent offering from the O'Leary stable. This time Rick is sent to steal some secret plans to prevent the enemy creating a particle beam accelerator or something (or was it an everlasting light bulb?). I never was very good at Physics or Chemistry.

At any rate Rick is the lad for the job again and you find yourself dripping wet on a beach dressed like Jacques Cousteau after being beached by the submersible equivalent of Calypso (is that John Denver I hear in the background?) The usual tension laden story spins out before you: exploding trunks; ominously swooping helicopters; a psychotic guard dog and coded newspaper articles await our go to espionage man as he travels through a meandering village, a confusing forest and a mine-laden beach with guard dogs snapping at his twinkling feet.

The parser is adequate rather than envelope pushing and the game uses the proprietory MIDGE compression system which crams a quart of words into a 32K BBC pint pot. I occasionally had problems knowing whether a verb was genuinely not understood at all or needed a transitive object to be understood; one such example occurred on the rocky pinnacle towards the climax of the game. Multiple commands on one line are theoretically parseable but in my experience they often cause more trouble than they are worth. Examining an object often produces a description followed by a default "you see nothing special." Stick to the basic two or three word commands would be my suggestion. Synonyms are often ok e.g. "paper" and "newspaper" are both accepted. UNDO, SCORE and VERBOSE are all missing but EXAMINE ALL is unusually and usefully available although I found that the full list of results sometimes disappeared off the top of the screen when using the B-Em emulator when more than seven or eight items were examinable at any one time. The MIDGE compressor, allied with Mr. O'Leary's excellent prose style and story book imagination have helped to create a very well-written and pulse quickening espionage game. There is seldom less than six lines of descriptive text through approximately 210 locations and often a lot more but the output never feels flabby. By way of contrast some of the paths and roads run across more locations than is strictly necessary but this scarcely dilutes the tautness of the action, so well written is the game. The dry mouthed moments when Rick stares danger in the face manage to stay on the right side of farce; Rick is more Sean Connery than Roger Moore and there are no fourth wall destroying winks to the crowd. I would have settled for "nasty" rather than "cruel" for the overall player experience if it wasn't for one completely motivationless action which needs to be performed in the winding lanes of Witherton village; I tried it out of a sense of mischief and was very surprised to find that the result was in fact essential for completion of the game. Do you remember Ray Steven's hit record in 1974? No, not Misty; that was '75...

Unusually for a Robico game there are three mazes and the village maze is a colossal pain in the lane. There are considerably fewer objects than locations and I had to continually map and save, map and restore and gradually join up the many similar locations. The other two mazes both have hints to help you find a way through without the need to fully map them but the first of these (the forest) requires a somewhat odd interpretation of the clock face (to me, anyway). You may also get stuck for something to do in places as it is the kind of game where not solving a particular problem can stop you dead in your tracks.

As usual for Robico there are no light/hunger/thirst/time daemons or inventory barriers to worry about and quite rightly so. Who enjoys a meal in a restaurant when you can only book the table for an hour?

This isn't the kind of game with a puzzle in every room; rather it is a thumping good spy yarn where the (mostly excellent) puzzles integrate holistically with the plot. My personal favourite is the guard dog problem; I was stuck for ages at this point, then had one of those eureka moments. It is a very clever two part puzzle and involves lateral thinking when manipulating an item in your inventory then working out where to use it. Apart from the aforementioned moon logic puzzle in the village all the solutions are I believe fair and logical. There are code puzzles, pursuit puzzles and Grizzly Adams type puzzles to scratch your head over.

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Heist, by Andy Phillips
1 of 1 people found the following review helpful:
A Middle Aged Andy Phillips Game With Central Hub, July 29, 2025
by Canalboy (London, UK.)

Heist is one of Andy Phillips's mid-era exercises in masochism. It is more user friendly than his earler TATCTAE but then that wouldn't be difficult. Each section contains several chances to soft lock yourself out of victory however, as well as a few instances of moon logic. The final section veers into the murky depths of surreal images, floating shapes and ridiculously obtuse puzzles that make William Burroughs look like Enid Blyton. Just save a lot. Don't do like I did initially and forget to take your bag with you as you will need it to carry all necessary items into the elevator with you.

The game revolves around your incipient skills as a master crook, urged on by your dead and unpopular uncle from his graveside. The transformation from nervous teenage ingénue to grizzled burglar is somewhat difficult to swallow but leave credibility aside and enjoy the thrill of the chase. Over several pre-planned scenarios you must prove yourself up to the final challenge, stealing the Crown Jewels of Denario, via a cruise liner, a locked museum, a top security nuclear base and an assassination at a disused airbase. There are many many ways to come a cropper before you emerge toughened and ready for the big showpiece heist.

Having said that, there is still something addictive about Andy's games that keeps me from throwing in the towel. All one hundred and twenty-eight locations of it in this case.

The parser is generally adequate with a handful of exceptions. Gag for instance should be implemented in one place but isn't. There is another puzzle with a sweet that lacks an appropriate verb. On the whole though the interaction is pretty exhaustive and smooth.

Andy's prose is occasionally awkward, often when he is on his anti-capitalism and "workers of the world unite" soap boxes.

The number of typos and other grammatical faux pas seem to increase as you approach the denouement, somewhat akin to the last few yards of the mountaineer approaching his summit I suppose.

As with all of Andys' games it is extremely easy to miss an item you need or misuse one you have already found. We are approaching seventies mainframe levels of unfairness here. Pay particular attention to messages given (often only once) and examine and search everything. Some vital meta objects are not described in the initial room decription and you really need to drill down to the nuts and bolts (sometimes literally) of an object to be sure that you haven't overlooked something.

The real saving grace of the game and indeed his entire oeuvre are the clever puzzles. Several have been award nominated down the years and they are easily his strong suit. There are some cracking ideas in here and some very entertaining action sequences. Unfortunately there are also quite a few head scratchers that I solved knowing that they didn't really make sense; you get to lock into the author's mind set after a while. The solution to making one's egress from the Countess's bedroom, for example doesn't seem logical to me.

If you manage to drag yourself exhausted and dripping to the final test there is a nice and somewhat unexpected finale which runs counter to all previous expectations.

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Wheel Of Fortune, by Melvyn E. Wright
1 of 1 people found the following review helpful:
Epic By Name, Epic By Nature, February 27, 2025
by Canalboy (London, UK.)

This is another large and finicky Epic adventure with interminable dull paths and real-time elements; there are a whole host of winding underground tunnels and paths which need careful mapping. The number of redundant locations can't possibly have anything to do with making the game seem more attractive in the advertising of the day when room count was a major selling point. Oh dear me no.

The premise is that you find yourself on a country road next to a well after spinning a strange wheel you found lying in a country lane; to return to civilisation you must find 23 treasures and then...well, it should be fairly obvious.

There are umpteen ways of soft and hard locking yourself out of completion in this game so you must save in almost an anal fashion. Remember the lamp will burn in real time too so no dawdling or al fresco lamp lighting. Some exits are not clued so mapping is essential here; successful completion depends on not wasting precious lamp oil. It is not possible to refill your lamp as I eventually discovered, despite there being a large pool of oil in one location. Lubrication may be a prerequisite elsewhere.

The game has a number of split second timing decisions to make, mostly centering around when and where to interact with the various NPCs in the game as well as some one visit only areas. Discovering which objects to take with you into these areas and the order in which to visit them will inevitably lead to numerous reloads and restarts. The ten item inventory limit may sound ample but there are times when you will need to take that many items with you so there is no scope for getting it wrong.

The EPIC Operating system was co-written by the author together with D.M. Johnson and updated several times; while the parser in this game is not as sophisticated as the one in The Lost Crystal written three years later from the same stable I found it adequate and I didn't have much trouble in expressing my desire, with the exception of one set piece involving a farmer and a bull in a china shop. I came across not a single typo or other shrdlu which is refreshing.

As mentioned above there are a number of both obstructive and helpful NPCs including a policemen, a werewolf, a troll and a tramp who move across certain areas of the game map. As in many of the games from the seminal years there is ample scope for soft and hard locks, sometimes obvious straight away and sometimes not.

Squeezing 218 illustrated rooms into the 32K Beeb won't have been easy this side of Level 9 text compression techniques and overall the game is worth playing for the puzzles which are definitely the game's strong suit.

I played via the B-em emulator version 2.2 as I prefer the native font to the BeebEm program and upped the emulator speed to 300 per cent which gave smooth and fast game play sessions.

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Cranston Manor, by Harold DeWitz and Ken Williams
1 of 1 people found the following review helpful:
An Early Treasure Hunt - Beware The Later Ken Williams Version, January 5, 2025
by Canalboy (London, UK.)

Remakes, flippin' remakes. Nicholas Cage in The Wicker Man? Bruce Willis in The Day Of The Jackal? No more questions, m'lud.

1981 was of course still a time when the text adventure was in its infancy. It was just five years since Colossal Cave hit the ARPANET and seven since Peter Langston's Wander lit its flickering light under the bushel of history. This review is based on the original and best version of Cranston Manor.

The games back then tended to be large, difficult and fantasy based and this game is certainly one of the best examples of the time. There is also a nice fricassee of James Bond thrown into the recipe for good measure. This first version was written for the North Star Horizon (a machine released in early 1977) by Larry Ledden and ported to the Atari as a text only game. A version for Dynacomp was written in MBASIC for CP/M in the summer of 1981 as well. A later version was written for Sierra On-Line which sacrificed textual depth, puzzle quality, story enforcement and atmosphere on the altar of the new text/graphical age.

It is unashamedly a "search the grounds and house of a long-dead eccentric and collect sixteen treasures" game but the muddy track of history had few tyre marks back then and the genre still works when done well.

As previously intimated there is a very well done denouement to the game when you penetrate the erstwhile owner's nerve center and the tension is upped as you suddenly play 007 dodging murderous tin soldiers and laser beams. This clever switch certainly kicks you out of your comfort zone after pottering about the mansion fiddling with ropes and desks.

The somewhat primitive two word parser understands about 130 words but I can think of only one place where I struggled to phrase my intentions in a way that didn't seem cuddly to the parser. The descriptions are very well done, often long and evocative making full use of the space afforded by a disk game without lapsing into dime novel territory. I particularly like the layout of the town near the manor which you have to traverse before the main game begins inside the manor - this certainly adds to the immersive feel of being alone in the city. This naturalistic idea was insensitively removed from the later version.

There are rather novel ways of recharging your lantern and the droid which you control (a unique conceit for the time) although I believe these clever innovations are also lacking in the Sierra rehash.

Much of the game is open from the start although there are a few hidden passages and locked doors; my favourite conceits in these kind of games. There is also an inventory limit of eight objects but as the map is fairly quickly traversed this is only a minor irritation and the game isn't top heavy with portable items anyway. The 134 locations seem somehow smaller to me and this is probably a tribute to the logistical planning that went into the map by the author. There are also none of those "traipsing along an identical rocky path for twelve moves" type of wearisome conceits that some software houses of the time demanded in an effort to flab out the size of their games.

I played via the Altirra emulator v 4.21 as the 4.30 version seemed to crash in enhanced text mode.







Note: this review is based on older version of the game.
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The Only Possible Prom Dress, by Jim Aikin
3 of 3 people found the following review helpful:
An Enjoyable Soak In An Old School Tub, March 28, 2024*
by Canalboy (London, UK.)
Related reviews: Parser based, Surreal, Large, TADS

The Only Possible Prom Dress was for my part a long-awaited sequel to Not Just An Ordinary Ballerina and showcases the author's admirable refusal to run with the modern interactive fiction herd. If you thought that long, puzzle-heavy parser games with subordinated plots were a thing of the past think again. While there's Jim Aikin there's hope for us old-timers.

I'd played Ballerina a decade ago and even then games of this type had of course become rarae aves. By the time of this sequel they had become as rare as right wing governments and pubs that take cash.

The diaphanous plot revolves around your efforts to buy your daughter Sam a dress for the senior prom as her kid brother has (deliberately or not) spilled ink on the designated apparel. A perfect excuse for another visit to the somewhat creepy and almost deserted Stufftown, Jim's ode to the excesses of consumerism. George Orwell once described advertising as "the rattling of a stick inside a swill bucket" and the author obviously shares these sentiments; I was reminded of Cronenberg's Starliner Towers as I wandered around this futuristic dystopia. The whole scruffy, pigeon-violated edifice of Stufftown is crammed full of shops, twenty-nine of them to be precise, selling everything from surreal-shaped birdbaths to microscopes; they are nearly all deserted as a local lacrosse game has made the people of Stufftown forget about commercialism for a day at least. Rubbish is strewn in passageways, stairways are broken, maintenance equipment is rusty and forlorn. The NPCs you meet along the way and with whom you will have to interact to win are as decrepit as the building in which they work - Betsy the chain smoking girl from the beauty salon has fingernails bitten to the quick and has obviously just been dumped by her boyfriend; the corpulent clairvoyant spends her days knitting; the art gallery owner is chock full of existential angst and stares fixedly at the floor. The two owners of this corporate monstrosity sit in their glass-desked ivory tower on the top floor and dream of the future and virtual tours of their world where money is spent on cutting edge technology and not on disinfectant or hammer and nails.

Woven into this depressingly naturalistic milieu are a number of supernatural elements. These are used sparingly and thus with deftness. A homeless man sees pixies flying around his head; an annoying purple dinosaur follows you around and two experimental protagonists must be brought back to life to complete your mission by dint of recipe collecting. As you progress the difficulty level of the problems facing you increases and the story naturally progresses as problems are solved. It is not, however the kind of game where you are stuck on one problem and thus unable to progress; often solving one will help with a problem that you have put on the back burner.

You can choose to play the game with hints on or off and I chose the latter. The former feeds you clues on your mobile phone when you reach certain points in the narrative and FULL SCORE will show your progress out of two hundred and fifty and itemise the obstacles you have overcome, much like Curses.

The problems themselves constitute a mixture of traditional tropes. There are doors and portable items to be unlocked, anagrams and mathematical posers, hidden passages to be revealed, machines to be brought to working order or vandalised, stores to be broken into and other characters to be cajoled/bribed/unmasked. Favours are very much bought with favours.

There are seventy-four portable items and all have at least one use. There are no tiresome inventory limits or daemons and the game will automatically jettison items that you no longer need if you pass a certain central location in the game which is a thoughtful and none to easy to program feature. Some items have multiple uses. There are mazes in the game, however all are outside the drop items to map variety, a subtle nod towards IF modernism.

It is pretty difficult to put the game into an unwinnable position although two particular puzzles do present this opportunity. Save, save and save again. I found the parser to be more than adequate and it will try to auto correct and interpret your typing errors. I came across almost no typos and very few other bugs, although one involving a locked gate stands out. This is not game breaking however.

In summary this is a well coded, well written puzzle-based diversion; if you are endowed with patience and like old style games with modern IF conveniences you will enjoy this. Just prepare to put aside a lot of spare time and read location descriptions very carefully.












* This review was last edited on March 29, 2024
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The Hermit's Secret, by Dian Crayne
2 of 2 people found the following review helpful:
A Large Treasure Hunt From A More Patient Age, January 2, 2024
by Canalboy (London, UK.)

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.

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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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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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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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Castle Elsinore, by Charles A. Crayne, Dian Crayne
6 of 6 people found the following review helpful:
Large Puzzlefest With Pseudonymous Author, March 31, 2023
by Canalboy (London, UK.)

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.

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