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A collection of mini games and homages to Curses! and Trinity, February 3, 2016by MathBrush This game was entered in the very first IFComp in 1995. The competition was originally intended to give sample code for Inform authors. This game uses the z-machine to model games like tic tac toe, dots and boxes, towers of hanoi, etc. using ASCII graphics. Was this review helpful to you? Yes No Remove vote | Add a comment
- Thrax, March 25, 2015 Each time you solve a puzzle, you miraculously notice something else in the shop, which of course is part of the next puzzle. This makes the game very linear, as you only have one puzzle available to solve at any given time - solving it then produces another puzzle which either pops out of nowhere, or is given to you by Catharine.
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| Direct link | Add a comment - verityvirtue (London), November 29, 2012 - Silentobserver, January 9, 2012 - Rotonoto (Albuquerque, New Mexico), May 18, 2011 - snickerdoddle, January 28, 2011 - Mr. Patient (Saint Paul, Minn.), July 24, 2010 - Mike Ciul (Philadelphia), June 4, 2008 - Dave Chapeskie (Waterloo, Ontario, Canada), April 23, 2008 10 of
10 people found the following review helpful:
Warning: This is not interactive fiction., March 7, 2008by OtisTDog In 1995, Inform 6 was under development and the first IF Comp was organized. The modern era of interactive fiction had not yet begun. Author Gareth Rees has been instrumental in bringing about the modern era; he helped kickstart the adoption of Inform by contributing to the Designer's Manual and producing the well-regarded Christminster. It is not necessary to be enthusiastic about The Magic Toyshop to acknowledge the debt of gratitude we all owe him. Was this review helpful to you? Yes No Remove vote | Add a comment
- oddgrue (California), December 30, 2007 - Miron (Berlin, Germany), December 11, 2007 Baf's GuideA one-room puzzle feast. No plot to speak of, a modicum of atmosphere, one interesting character: Catharine, the toyshop's owner's daughter. She plays nine games with you, some traditional, some based on puzzles from other adventure games, a few requiring bending of the rules. Contains references to Trinity and Curses!, but the only puzzle that requires knowledge of either is optional. The final puzzle is very hard unless you're familiar with the works of Raymond Smullyan. Has an in-plot hint system (ask Catharine for help). Contains good examples of how to include board games in a text adventure. -- Carl Muckenhoupt
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