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This adventure takes place over many thousands of years, and it is your quest to save the universe from destruction.
In the beginning, you find yourself in a curiously familiar house, looking for a way out. The exit leads you through a mist-filled jungle where you encounter quicksand and many other hazards. You finally stumble into the ruins of an ancient city which conceals many old relics beneath its dust, such as pieces of machinery, old coins, pottery and so on.
Your journey continues through caves, tunnels and jungles and seemingly thousands of years are passing with each step. Now you're in a fantastic future world with perspex domes, flashing lights and ambient music. It's all very mysterious.
After many other hair-raising adventures, you finally wake from your dream to find "Mordon", the Ancient One, appearing before you shroudred in light. He seeks your help in desperation, and your quest is to retrieve all the lost components of his precious immortality machine and bring them to him. Your failure means the destruction of the universe. Success brings rewards unlimited.
You set out from your house and soon the surroundings are oddly familiar. You find yourself in a misty jungle, surrounded by quicksand and many other hazards... Haven't we been here before?
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Mordon's Quest from Australian developers Melbourne House was co-written by John Jones-Steele of Level 9 authorship fame in 1985. I won't remind the Antipodeans that England won the Ashes back that year. Oh dear I just did.
Written in Assembler and released for a wide range of micros back in the filofax era this text only game will seem cruel and gigantic to modern tastes (it is possible to render the game unwinnable but these instances should be axiomatic at the time). It does however stand up as one of the best examples of its era. Spanning 161 well-written and evocative locations the two-pronged objectives are to assemble the seven parts of an Eternity Machine (bravery/heroism) and to amass twelve treasures (greed/acquisitiveness). It pays to read the descriptions very carefully as not all exits are mentioned outright. Make sure your map is carefully drawn too as it will be needed to solve one particular puzzle early in the game and there are several puzzles that are turn critical; some nice chaining conundrums also span several locations.
The display is nicely presented on the Fuse emulator at least, given some of the horrible fonts that were game defaults on the Spectrum for one. Responses are very fast due to the nature of the coding.
Your journey starts in a frustrating fog shrouded house with many locked doors that can't be opened and the opening puzzle (together with the last one) would seem to me to be the hardest - the latter in particular (in the Catacombs) requires the use of a verb that I have never utilised previously in a text adventure. The "king of the jungle" riddle is clever in its construction but somewhat of a non sequitur. A brace of puzzles also involve unclued hanging around; this is made more flagrant as the game will often chastise you for tarrying in most places. The EXAMINE command is present but I only managed to find one place where it produced anything other than "you see nothing special" which makes its existence pretty redundant. Inventory limits are seven and mercifully there are no timers involved.
Once through the mists your trip takes you from jungle to ruined city, from underwater gardens to ancient Rome and on to a future world full of cryogenics, unstable reactors and droids. Julius Caesar, a medieval jester and a nervous octopus as well as Spiderman make their guest appearances along the route.
The separate sections of the game are reachable via a time machine which is cleverly interwoven into the story and there is also a transport system for moving booty and machine parts around which saves a lot of leg work although it is possible to retrace your steps manually if you have missed anything along the route.
The game also has a wonderful sense of humour; just try smoking the cigar or examining the ashes. The adventure developer's room is also very funny.
A planned sequel putatively entitled Bostafer's Revenge was mooted but never came to fruition.
Games With Extended Underwater Sequences by Canalboy
That is games that have immersive (pun intended) sub aqua areas of more than, say ten locations.