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6 of 6 people found the following review helpful:
Wonderful - Must Play if you write IF, July 28, 2013
by Hanon Ondricek (United States)

Castle of the Red Prince is a short puzzle-box game. Your goal is to kill the Red Prince. He knows you have studied the arcane arts, but he's not particularly worried about your ability. Your ability is that you don't have to trudge N, S, E, W, U, DOWN. The player simply imagines where they want to go (by examining a location you can see or know about) and -zap= there you are. The entire game world is in scope for you to discover and peel away.

It's a very simple, not particularly complicated plot, but this game mechanic places your focus on examining everything. The prose is simple, direct, and well-written without florid verbosity. This gives CASTLE OF THE RED PRINCE's player and PC a refreshingly objective perspective on the actual goings-on. Who cares about directions when you needn't even bother with walls? You can go right to the Red Prince and stab him in the face. It won't work...but that's the game.

I find myself sometimes with very little patience for some IF. This one was direct enough to grab and hold me to completion. I did cheat by sleeping a lot, which essentially hands you as many next steps as you need to get you back on the right path. It took me about a half an hour, but it can be played longer (perhaps like a crossword puzzle for very experienced if-readers) if you avoid sleeping and figure it all out yourself.

I encountered only one place where I struggled with the parser and implementation: (Spoiler - click to show)In my dream I knew I had to place dynamite in the cave at the castle's weak foundation point. I was skimming the list of steps provided in the dreams perfunctorily, and I spent a while trying to PUT DYNAMITE ON FOUNDATION. The foundation is a container, not a supporter. True, the hint steps spelled this out, but I thought "on" was reasonable for placing dynamite on what I pictured as a timber beam.

Yes, it's short and yes, it has all kinds of potential in a larger game. I could see this approach being taken to tell an epic with the breadth of ZORK or STAR WARS or A GAME OF THRONES within the manageable size of a Infocom-ish length work.

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