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199 lines
12 KiB
Plaintext
199 lines
12 KiB
Plaintext
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TIMEQUEST
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From time to time, folks have posted messages right here in The Gamers' Forum
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lamenting over the demise of Infocom and the kind of text adventures it used
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to publish. If you were one of those who loved the Infocom adventures or a new
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fan who just wanted to see what all the hoopla was about, wait no more!
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TIMEQUEST, published by Legend Entertainment Company, has arrived!
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TIMEQUEST is the second offering from Legend, following the footsteps of the
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wild and wacky Spellcasting 101 by Steve Meretzky. Like Steve, TIMEQUEST's
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author Bob Bates was a card carrying memeber of the Infocom gang, with the
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games Sherlock and Arthur to his credit. This review is based on the MS-DOS
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version.
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As the title suggests, TIMEQUEST's storyline is about time travel. As the
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game begins, you are a private in Temporal Corps in the year 2090. (How come
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the hero in every game always starts out as a private? For once I'd like to
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start out as a general and work my way _down_!) Temporal Corps is an
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organization formed specifically to investigate time travel. Temporal Corps
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officers have been using time machines called interkrons to travel to the
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future.
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It has just been determined that Lieutenant Zeke Vettenmyer used his
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interkron to travel back into the past and altered ten critical historical
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events over a time span of 3000 years, from 1361 B.C. to 1940 A.D. If any of
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these events were allowed to run their courses, the present as you know it
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will cease to exist. Vettenmyer has sent back his interkron as a challenge to
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anyone to try to track him down.
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Using Vettenmyer's interkron, a person can travel to all the locations that
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Vettenmyer visited and arrive at those locations one second after Vettenmyer's
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departure. Of course the entire world depends on someone who is brave enough
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to use the machine to travel back in time and clever enough to undo the
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damages that Vettenmyer has inflicted on the time continuum. You have already
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guessed who the chosen one was, haven't you? Yes, it's you! Another mission to
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save the entire world, past, present and future.
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This game is huge! It turns out that Vettenmyer visited 6 geographical
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locations: Rome, Dover, Mexico, Peking, Cairo and Baghdad over 9 different
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time periods. To complete the game, the player must visit a total of 49
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time-place locales, some more than once. At each locale, there are typically 4
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to 5 places that the player can travel to. It will take several hours of your
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playing time just to visit each time zone and examine the various puzzles in
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store for you. Don't expect to complete this game in less than 10 hours. Plan
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on spending 20 to 30 hours instead.
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In order to preserve the time continuum, the player's main objective is to
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undo the changes that Vettenmyer tried to influence in 10 historical events. A
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"mission briefing papers" booklet is included which explains each event as
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well as _what_ the player must accomplish. It does not, however, contain any
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hint as to _how_. Besides the main objective, the player must also discover 19
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messages left behind by Vettenmyer in various times and places. Only then, can
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the endgame of tracking down the villain begin.
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The underlying story has to be the weakest element in the game. Its only
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function is to provide a reasonable backdrop for the puzzles. As the player
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progresses in the game, there is no further development in the plot. Why
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Vettenmyer would want to destroy the world was never satisfactorily explained.
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There was not the slightest effort to justify giving the awesome task of
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saving the world to a private of the corps. And that Vettenmyer sent back his
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interkron because he subconsciously wanted to be caught was a rather
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overworked and less than believable premise.
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I must hasten to point out, however, that the ten historical events that make
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up the ten missions in the game are most interesting and thought provoking.
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Most of these ten events are well recorded anomalies in our history books. It
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is great fun to play the game, solve the puzzles and let the game author
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convince us that these anomalies could be due to the meddlings of a couple of
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time travellers.
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It is apparent that the author was counting on the puzzles and not the story
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to lure the player further and further into the game. And what _wonderful_
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puzzles these are! While some are rather simple and can be solved without
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items from other time zones, others are complex and devious and require the
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player to do quite a bit of time-hopping.
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Above all, it is clear that the puzzles were all constructed with tender
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loving care. Everyone is fair and logical with abundantly well placed clues.
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Yet the solution is never too obvious. The sense of accomplishment and
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satisfaction the player gets after solving a few puzzles can only be
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duplicated by playing one of the original Infocom adventures.
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If you were like me, you were probably a little perturbed to see the word
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"historical". Be assured that though quite a few puzzles require talking to
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and otherwise interacting with famous characters in history such as Napoleon,
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Cleopatra and Churchill, no historical knowledge is assumed or needed to
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complete the game.
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The game time is displayed throughout the game and advances only when the
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player makes a move. It is important to keep track of it, however, because
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certain puzzles can only be solved in some particular points in time. I should
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point out that although the game is quite successful in using time as a
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suspense builder, the player always has ample time to investigate and solve
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the puzzles. Knowing what to do but not having enough time to do it is never a
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problem in this game.
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There is no red herring. Every object has at least one use and you must visit
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every one of the 49 locales to complete the game. Two of these locales do seem
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to arbitrarily require that you be at the right place at the right time to be
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successful. Here is a hint: there is something to be accomplished at each of
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the 49 locales. If you don't find anything of interest in a particular locale,
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be especially wary.
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The graphics are mostly still pictures depicting the secenery of the
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surroundings and covering approximately one quarter of the screen. There are
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some animations in parts of the game achieved mainly by color cycling.
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Although all the important objects are depicted in the pictures, all the clues
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are given in the descriptive text. It is not necessary to scrutinize the
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pictures in order to solve the puzzles.
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TIMEQUEST uses high resolution EGA mode to display its graphics. It employs a
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very pleasant 16-color palette. In general, the style is very similar to
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Spellcasting 101. Some effort was made to reflect the arts and trends of the
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locales being depicted. For example, the graphics have strong Oriental flavors
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when depicting the various Peking sceneries. Overall I think it is fair to say
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that the graphics _enhance_ the game, but by no means are they the main
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attractions. (Note: TIMEQUEST will play on Tandy machines, but apparently only
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black and white graphics will be displayed.)
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I do have a slight complaint over the graphics. Legend chose to use the same
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picture to represent the same scenery over different time zones. For example,
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the tavern in Dover looked exactly the same in 1940 A.D. as it did in 1361
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B.C., even down to the innkeeper and the clothes he wore. I am quite sure that
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this was done mainly to keep the game size under control, but it did put extra
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burden on my common sense.
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TIMEQUEST supports Adlib, Soundblaster and Roland sound boards. Music is not
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abundant throughout the game, but where it is used, it is used very
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effectively. RealSound (TM) technology is employed to play digitized sound
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effects either through the PC speaker or through a sound card. Most of these
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effects are nicely done and add to the atmosphere the game creates. I
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especially like the sounds of children giggling in the King Tut scene. Note
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that you can only get RealSound if you play from a hard disk and that you no
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longer need to load SOUND.COM yourself in order for your Adlib or Soundblaster
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to work.
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The game has a mapping feature that displays all the places the player can
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visit in a given locale in an overhead view. This would be a very useful
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feature in future games. In this game, because of the small number of places
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in each time zone, mapping is really unnecessary.
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The game interface used in TIMEQUEST is very flexible and very well thought
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out. There are two long columns on the left side of the screen which contain
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all the verbs, prepositions and nouns that the program recognizes at each game
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location. A compass rose at the top of the screen shows all the availabale
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exits. All the words, compass rose and the objects in the pictures are mouse
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sensitive. In fact you can rather effortlessly play the entire game with the
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mouse if you choose to do so.
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On the other hand, you can configure the game to eliminate the graphics, the
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words columns and the menus entirely and play it as a text only adventure
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game. Although the purists may be tempted to do just that, I would recommend
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that you play it at least once with the graphics on. A lot of effort has been
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put into the paintings and the attention to details is excellent.
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Playing the game with the menus on also makes the game slightly easier. When
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you talk to the characters in the game, after choosing "ask" character's name
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and "about", you will be presented with all the topics that you can ask. This
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is especially helpful to those who feel overwhelmed by the sheer size of the
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game.
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I played the entire game by typing out commands. The parser was excellent and
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could understand and handle complete sentences. Although the game vocabulary
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did not seem as big as a typical Infocom game, it was quite painless to
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communicate my wishes and I didn't feel the frustration of having to _guess_
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the right words.
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The save and restore features are also worth mentioning. Not only were they
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extrememly easy to use, but you can have up to 128(!) saved games without
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having to change directory.
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The game comes in either the 5.25" (360K) or 3.5" (720K) formats. It can be
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easily installed on a hard disk but does require 4.7 meg of storage. Floppy
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play is supported but the RealSound (TM) digitized sound effects are not
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available in that mode. Surprisingly, this game only requires a 512K machine.
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Copy protection scheme is off-disk. It involves 3 passwords from a single
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card. The scheme is worked into the storyline and is only needed the first
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time you step into the time machine after each reboot. Very unobtrusive and
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very painless!
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The game documentation includes a password/code card, a mission briefing
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booklet which describes the 10 historical events that make up the 10 missions,
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and an instruction booklet on how to install and play the game. This also
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includes a brief discussion by the author on the accuracy of the historical
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events depicted in the game as well as liberties that he had taken. Very
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interesting reading.
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In summary, this is a large and difficult game when compared to other
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adventure games published this year. I would compare it to Hollywood Hijinx
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and Ballyhoo in terms of size of difficulty. (Note: Hollywood and Ballyhoo are
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both Infocom text adventure games.) Its puzzles are logical and deliciously
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devious. It has nice but not splashy graphics and sounds. This game is _not_
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for everyone. If you cherish fond memories of playing through Infocom
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adventures or if you find the current batch of games a bit too easy and eager
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for a tougher but fair mental challenge, then you won't want to miss this one!
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I, for one, am looking forward to the next project that Bob Bates undertakes.
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