{fh200AA00Quickie PD Game Reviews
{fb1000000
by Mike Williams


{fb1FF5555                  BUGGY
{sgb9
{fb10000FFAuthor{fb1000000 Andrew Ayre

{fb10000FFPlot{fb1000000 A very minimalist race game. It doesn't run on the icon bar, but the game window is small enough so that it could fit there.

{fb10000FFPlayability{fb1000000 Even with cache off, it runs a bit too fast. There's not a lot to it.

{fb10000FFGraphics{fb1000000 Minimalist

{fb10000FFFeatures{fb1000000 None

{fb10000FFTypical Duration{fb1000000 10 seconds


{fb1FF5555             BUNGLE

{fb10000FFAuthor{fb1000000 James Farmer

{fb10000FFPlot{fb1000000 A small text adventure set in the present (about 30 locations)

{fb10000FFPlayability{fb1000000 Not too bad, just a bit small. The puzzles (at least the ones that I solved) are reasonable, and there are logical clues to some of them if you read everything.

{fb10000FFGraphics{fb1000000 None

{fb10000FFFeatures{fb1000000 Save game

{fb10000FFTypical Duration{fb1000000 10 minutes

{n2
{fb1FF5555             BURSTPIPE

{fb10000FFAuthor{fb1000000 Mark Johnson

{fb10000FFPlot{fb1000000 Connect the pipes before the water reaches the end and floods out.

{fb10000FFPlayability{fb1000000 Reasonable, but not much happens in the game.

{fb10000FFGraphics{fb1000000 The level screen is impressive, a fully animated cartoon man walks along and into one of the seven entrance doors. 

{fb10000FFFeatures{fb1000000 Seven difficulty levels, which can be tackled in any order.

{fb10000FFTypical Duration{fb1000000 5 minutes.


{fb1FF5555             CDUNGEON

{fb10000FFArc Conversion by{fb1000000 Andrew Mell

{fb10000FFPlot{fb1000000 (Also known as 'Dungeon' or 'Zork') This is the second ever text adventure game of any note (see _Adventure_"PD.Games.ogames1" for the first). Originally written in MDL by some guys at MIT. It introduced the following concepts to the world of text adventures:-

* More sophisticated parser (GIVE THE RED CAR TO THE DEMON) 

* Combat

* Containers of various sizes

* Vehicles that you can ride in

* Actions that affect remote locations

* Clusters of themed locations

{fb10000FFPlayability{fb1000000 Pretty good. The dungeon is huge and the puzzles are difficult. HINT - it's a good idea to have a little obey file to invoke it, maybe something like

*BASIC
MODE 0
*SPOOL <Obey$Dir>.outfile
*<Obey$Dir>.dungeon
*SPOOL

so that (1) it uses the full screen (2) you can study the spooled output later.

{fb10000FFGraphics{fb1000000 None

{fb10000FFFeatures{fb1000000 Save Game

{fb10000FFTypical Duration{fb1000000 Several months


{fb1FF5555             CHAIN

{fb10000FFAuthor{fb1000000 Steve Bosman

{fb10000FFPlot{fb1000000 Players move alternately to place dots in a square array. When a square has as many dots as it has adjacent squares it explodes, scattering the dots into the adjacent squares. This may cause the adjacent squares to then explode, causing a chain reaction.

{fb10000FFPlayability{fb1000000 Pretty good, but I would have preferred a stronger computer algorithm to play against.

{fb10000FFGraphics{fb1000000 Mediocre

{fb10000FFFeatures{fb1000000 Two to four players, any of whom can be human or various computer algorithms.

{fb10000FFTypical Duration{fb1000000 2 minutes.

