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- AGT Reviews
-
- @~This issue, James Judge reviews Cliff Diver:Crime to the Ninth
- @~Power, Grimwold reviews the PD version of Helvera:Mistress of
- @~the Park and James Jillians reviews The Test.
- ------------------------------------------------------------------
- Cliff Diver - Crime To The Ninth Power - Pat Farley
- (for PC, on PD 229)
-
- Reviewed By James Judge
-
- Cliff Diver is a PI (private investigator) who is getting too
- close to a certain corporations dark secrets. One night, after
- opening the file on the case Cliff looked up and saw a man who
- introduced something hard to Cliff's head, it hurt. After the
- darkness subsided Cliff found himself in a nondescript corridor
- leading to the east and west with a door to the south.
-
- This is how this above average AGT game starts. The narration is
- done in the first person so it is as if you are telling Cliff to
- do something. When he does it he tells you he has done it (ie >GET
- TAPE "OK. I bend over and pick up the tape"). There are also many
- personal comments in the text, giving the game more character and
- feeling.
-
- After a brief exploration of your surroundings you find you are
- stranded on a floor of a tall building. You've got two options
- now, either jump out the window (where you are caught, oh, and
- then killed by a thug) or find a way down.
-
- There are only a few items in this level and so it is just a
- matter of putting what you've got to use. After about 45 moves the
- power in the building goes out. For some reason the game then
- resets you to the starting position but this doesn't matter.
-
- All the puzzles are logical (in their own way) from taping
- together two electrical wires so the lift can work (make sure you
- do it while there is no power in the cables or 'kablooie,
- frizzle') to drugging a piranha and using it to fend off a
- doberman to allow you to continue on your merry way.
-
- Along with the game came a set of pop-hints which are OK with a
- few things being just space fillers and of no real use, but still
- the hints are a help.
-
- The game doesn't suffer from the usual bugs, spelling and
- grammatical mistakes and other 'downers' and, on the whole, it is
- presented very well.
-
- The puzzles are a mixture of easy and hard (God knows how long I
- spent looking for a pair of rubber gloves on the ninth level), but
- after a bit of careful thought, the answer should be clear (if
- not, press alternate-H for the pop-hints).
-
- It's nice to see a serious game but with a sense of humour. You
- are never given something in the game which doesn't have a serious
- twist to it (most of them when you die), but instead of the game
- being a stiff, dead-serious approach to a detective game (such as
- Corruption was, in a way), everything is given a light-hearted
- attitude by the way the author has portrayed Cliff, a
- happy-go-lucky, sarcastic, stereo-typical (trench coat etc.) type
- detective who hates going into the women's toilets.
-
- Another good aspect to this game is that all the standard AGT
- system commands (orange and green smoke etc.) have been replaced
- with a sensible response - when have you ever seen a doberman
- disappear in a puff of orange smoke?
-
- I find very little to moan about this game, the biggest being the
- way you're sent back to the start room when the lights go out as
- if you had been re-incarnated and the way you get thrown back to
- DOS when you die, meaning you have to re-load from scratch (highly
- annoying on a floppy system).
-
- A very good game and I look forward to getting the latest in the
- series which won the 1992 Softworks AGT Game Of The Year contest.
-
-
-
-
- REVIEW FOR HELVERA - MISTRESS OF THE PARK
- PD Demo Version By Bob Adams
- Available for PC (552), ST (551) and Amiga (586)
- Dwarfed by Grimwold
-
- It seemed such an ordinary afternoon, spending a pleasant few
- hours in the park. It's a bit of a pity that you got caught by
- some particularly unwholesome creatures and dragged before the
- park-keeper, Helvera, a particularly nice bit of totty but with a
- well-defined dark side to her nature. Seems she wants a hand to
- find "seven magic spheres and place them on the Golden Altar".
- Well, I wouldn't be much of a gentleman if I refused, now would I?
-
- This second adventure by Mr Adams was originally released on the
- Amstrad CPC, which I also had the pleasure of reviewing all those
- moons ago. Although the 16-bit versions have been around for a
- while, a PC demo of the game has just been released into the
- Public Domain. This review will deal with this version, as other
- people have reviewed the full version already.
-
- So what's left when the game's been "crippled"? Well, there's
- still enough of a game there to get a good feel of what the whole
- thing would be like, 50% of the full game. The demo has around 26
- locations, along with all the puzzles assigned to those locations
- that you'll find in the 'grown- up' adventure.
-
- Written with some degree of competence, this AGT game does waffle
- on a bit in places, especially in the introduction where I think
- that possibly the author has got a bit carried away with the extra
- memory available. In other places, notably the location
- descriptions, the text is decidedly terse, typically restricted to
- one line's worth. Some nice touches shine through which have been
- continued from the CPC version, such as using 'X' for examine, and
- giving a list of many of the available verbs when "HELP" is
- invoked. These features should, I feel, be utilised by more of
- the authors currently active on the computer scene.
-
- However, there are some examples of sloppy programming too,
- nothing major, but enough to draw attention to their existence.
- For example, when you examine an oven you are told "Just put in
- anything that you want to bake." Great! Except you can't put
- anything IN it, you have to "cook" it instead! Also, the "ALL"
- command hasn't been used; the familiar "Also visible:" appears at
- every location, even when there isn't anything there resulting in
- an unsightly blank line. And examining the floor in the first
- location as described in the location text brings the response:
- "What carpet? There is no carpet here." Who said anything about
- carpets? As I have said, none of these is a major problem and can
- be ignored with little effort. But having played the seamless and
- bug-free CPC version, it seems a pity that the professional finish
- I have previously expected from Bob appears to have been muted
- slightly in this version, though the quality is still much higher
- than many other games of this type.
-
- There is something about Bob's style of writing that never fails
- to amuse me, whether it's his adventures or short pieces in
- adventure magazines. He never avoids an awful pun, nor side-steps
- a shovelfull of slapstick if he thinks it will raise a grin and,
- more often than not, it does. The puzzles in his games are a
- mixture of the usual and individual, though, none that I can think
- of have been irrational, just unique. Perhaps my biggest gripe
- with Bob Adams is that he hasn't written a new game for quite a
- while, which is, to my mind, a big loss to the adventure
- fraternity.
-
- The full version is available from the author at a very reasonable
- £3.00 in the UK (£5.00 overseas) on 3.5" disk for ST/PC or Amiga:
- Bob Adams, 81 Uplands, Welwyn Garden City, HERTS. AL8 7E8
-
- The PD PC version is available from
- Round Corner Shareware: Hamlyn's Cottage, Old Exeter Road,
- Chudleigh, South Devon. TQ13 0DX
- On 3.5" disk for £1.50 (disk code ADV034)
- (Cheques etc payable to Simon Avery)
-
- Grimwold's ratings:
- Graphics - N/A
- Sound - N/A
- Puzzles - 7/10
- Atmosphere - 6/10
- 'Grabability' - 7/10
- VFM - 8/10
- Overall - 7/10
-
- A great game, perhaps let down by minor bugs that spoil the
- atmosphere.
- ------------------------------------------------------------------
- THE TEST - author Ken Bond / programmer Bob Adams
- (AGT adventure for ST, PC and Amiga)
-
- ST version reviewed by James Jillians
-
- When I first received this game I feared I would not enjoy it. As
- anybody who has read any of my other AGT reviews will know, my
- AGT-playing history hasn't been a great success! I've been faced
- with "classics" such as the terribly unplayable "TimeSquared", the
- fatally bugged "Mop and Murder" and the terribly unplayable AND
- fatally bugged "Deadly Labyrinth". As you can probably imagine,
- this genre of adventures has been something of a "bete noir" for
- me... until I played "The Test"...!
-
- You play the part of a restless soldier is tired of the regular
- army and wants to find something a little more challenging. Being
- a commando in the E.F.F. (the Elite Fighting Force) seemed like
- the perfect occupation and you applied as soon as you heard about
- it. You quickly discover that entry into this highly skilled
- organisation is no proverbial piece of cake - all new recruits
- have to undergo "The Test"!
-
- "The Test", as you are instructed in the letter from Central
- Command, involves being dropped by parachute into a hostile
- environment, with only your wits for company (okay, a pair of
- strong boots and a jumpsuit as well!) Your mission is simple - to
- escape... Actually, "simple" wasn't the right word! In order to
- have your much longed for job you'll have to venture across
- treacherous minefields, through perilous swamps, past electric
- fences and armed guards, negotiate mazes, ride on runaway steam
- engines... even face the exploding bulldozer... enough to make
- any iron- willed crack commando knock at the knees!
-
- Of course, all this can be experienced by you in the comfort of
- your own sitting room - all you have to do is type in the usual
- VERB-NOUN inputs (or VERB-NOUN-PREPOSITION-OBJECT OF THE
- PREPOSITION inputs in some cases!)
-
- "The Test" is a very large adventure - in fact, there are 250
- rooms in all. Of course, many of these rooms are used purely a
- scenery and don't play too important a part in the completion of
- the game. Surprisingly, you never find yourself wandering bored
- through a labyrinth of empty rooms - they are evenly spread out,
- to make exploration enjoyable rather than annoying. The large
- number of rooms has a large number of puzzles to match!
- Unfortunately, many of the items mentioned in room descriptions
- can't be examined - it would have been a huge task for the author
- to give them all descriptions - so the fussy player might be a
- touch aggravated by the frequent "You see nothing unusual"
- messages.
-
- The puzzles themselves are varied and challenging. There are, of
- course, the standard use-what-object-where conundrums as well as
- multi-stage puzzles which involve a combination of several objects
- being used at once. There are also logical puzzles that do not
- involve objects at all. The puzzles are original, although
- occasionally to the extent that they verge on the ridiculous, for
- example, picking a padlock with the barrel of a machine gun! I
- have to admit that I did have to ask for help on two occasions,
- once from the author, Ken Bond and once from my good friend James
- Judge.
-
- Most of the problems are logical, but do involve quite a bit of
- thought - perfect for the average-ability adventurer who wants a
- game that is just easy enough to be fun, yet still taxing enough
- to be responsible for a couple of nights of sleep-loss.
-
- Dare I say it - there is a maze - but it's an easily mappable one,
- and won't cause too many problems.
-
- The game knows all the reasonable commands, and a few more
- besides. A few of the puzzles involve obscure verbs like "GROPE"
- (well, I hadn't come across it before!) so I suggest you refer to
- the convenient verb list which can be called up by pressing the
- "HELP" key.
-
- I was irritated on a few occasions - for instance, I spent half
- an hour trying to work out how to open an annoying shed's door. I
- tried "OPEN DOOR", "ENTER SHED", "GO EAST", PULL DOOR", "PUSH
- DOOR", "FORCE DOOR", "BREAK DOOR" and a few expletives for good
- measure, until I realised that the thing was a slide door and you
- needed to use the verb "SLIDE"! You often get stuck on a puzzle
- like that, and wonder why on earth it took you so long to work out
- something so easy when finally you do hit upon the solution!
-
- The game is excellently presented and has been thoroughly play-
- tested. I could not find any errors, apart from a disappearing
- bull, and that didn't impede my progress through the game to any
- great extent. The spelling is faultless as far as I can see.
- Overall, the text is descriptive, atmospheric and well written,
- making you feel involved in what you are doing. The text is not
- fundamentally humorous, but there are a couple of jokes.
-
- There are no graphics or sound effects. Clear instructions are
- given on how to play the game when you load up.
-
- Another thing - the game is not installable into the computer's
- memory with a RAM disk. I asked James Judge, SynTax's resident
- RAMer, why this was and he explained it to me. I understood very
- little, but the practical upshot was that there is no way to
- rectify the situation without going through a long and complicated
- process which I'm not about to describe. Speed fanatics will be
- disappointed especially since there is no "RAMSAVE" facility in
- the game either.
-
- ROUND-UP
-
- "The Test" is an adventure well worth buying for the original
- puzzles and lastability. The game has been presented very well
- indeed, and has none of those frustrating moments when you get
- sent to the GEM desktop right at the exciting bit! It is of about
- medium to high difficulty and presents the reasonably experienced
- adventurer with a fun challenge.
-
- RATINGS
-
- GRAPHICS : N/A. SOUND : N/A
- EASE OF USE : 8 out of 10 VALUE : 10 out of 10
- DIFFICULTY : 8 out of 10
- HUMOUR : 1 out of 10 * FUN FACTOR * : 9 out of 10
-
- Available from Bob Adams, 81 Uplands, Welwyn Garden City, Herts
- AL8 7EH - £3.00.
-
- Please state version (ST,Am,PC) required, 3.5" disk only.
-
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