First
things first, Jinxter is not a classic. Before that statement
starts Pens scratching onto Paper in abject horror, let me
also say that it wasn't designed to be. Magnetic Scrolls have,
of course, in the short time they have been with us, built
a reputation for producing top quality adventures using state
of the art graphics and a revolutionary Parser that lets you
do just about anything you want to. Their scripts are always
witty, descriptive and above all original. But they do not
want just to make serious adventure software that takes months
and months to finish, they also want to entertain and if that
means releasing a fun game, that is easier and light hearted,
then so be it.
Jinxter
is fun. The puzzles, while not as hard as, say, in Infocom
advanced level or a Level Nine biggie, are nevertheless brain
teasing and still give a lot of satisfaction in cracking.
"The
trick is to find out the route through and then start again
to be able to finish."
The main
features of Jinxter are that killing is a no no. You cannot
be killed or injured for one thing, and if you do get stuck
there is help at hand in the shape of a curious character
called The Guardian, who pops up when you come to a halt and
gives you a bit of advice. One word of warning though, each
time you get this touch of wisdom, your luck percentage will
diminish. This may not sound too bad
until
you find out that the very last puzzle in the game requires
you to have all your luck, so be warned. The trick is to find
out the route through and then start again to be able to finish.
The story of Jinxter is set in the land of Aquitania (not
a million miles from Kerovnia) and describes events when Lady
Luck for some reason starts to desert everyone. The cause
of this is the Bracelet of Turani which up to
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now carried
its charms that kept the Green witches quiet and everything
orderly. The Witches, having run out of Patience being Peaceful,
concocted a plan to overthrow the power of the bracelet. They
promised members of the Public untold riches if they would
hide or conceal a charm from the bracelet. The result of all
this is that the Bracelet has had all its charms stripped
so its powers of luck and tranquility are fast running out.
Your task
as resident hero, is to locate all the missing charms, find
the bracelet, put it all back together and turn it against
the Witches. Finding the charms will give you certain magical
powers to use in the adventure, and they all have lovely names,
for instance: Doodah makes it rain, Thingy makes the sun shine,
Watchercallit makes things come back (remember the troll in
Collossal Caves?) and Oojimy freezes things.
The game
plays very easily, although I must start to criticise the
Scrolls Parser. There are silly things like opening gates
which unless they are locked should not have to be opened
first before entering. It is one area where Infocom have improved,
providing you are carrying the right key, the door if locked
will open. Why oh why should you have to input "open
door with rusty key" if you already have it? Do not expect
fabbo Pawn like graphics in Jinxter, yes, they are pretty,
but certainly not as effective as the great Pawn (could it
be that we are getting spoilt by too much of a good thing)
but great by anybody else's standards.
There
is no faulting the documentation in Jinxter, along with the
game disc, you get a newspaper, a Guardian memo suitably coffee
stained and scribbled on, and a beer mat competition. As far
as using the great Amiga to any new frontiers this release
just puts it in cruise mode, but as a Piece of entertainment
it is superb.
Personal
rating 7
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