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                         Lewis 
                          Carroll was an odd sort of a chap. For a start he wasn't 
                          called Lewis at all, or even Carroll - his real name 
                          was Charles Dodgson. He also liked writing maths boos 
                          and taking photographs of little girls. Blimey! So it 
                          isn't hard to see why Magnetic Scrolls decided not to 
                          give him much of a billing on the packaging of their 
                          computer adaptation of Alice's Adventures in Wonderland. 
                          Or, indeed, call it Alice's Adventures in Wonderland 
                          at all. 
                        What 
                          they have done, though, is attempted to revolutionise 
                          adventure games as we know them, taking the unfashionable 
                          'N, E, GET LAMP' concept and turning it into a force 
                          to be reckoned with in the Nineties etc. Quite a tall 
                          order, eh, readers? 
                        But 
                          before we go any further, let's take a look at the plot. 
                          It's Alice in Wonderland, basically, so if you've read 
                          the book you'll know what to expect. Alice gets a bit 
                          bored of sitting on the riverbank, so when she sees 
                          a rabbit running past looking at its watch and going 
                          'Oh dear, I shall be late' she gives chase and follows 
                          it down its burrow. Having done so she finds herself 
                          in a spooky world of talking playing cards, Cheshire 
                          cats, Mad Hatters and giant sherbet-smoking caterpillars. 
                          (What she doesn't find, mind you, are the Lion and the 
                          Unicorn or Tweedledum and Tweedledee. They're all characters 
                          in Alice Through the Looking Glass.) It goes without 
                          saying that you're Alice, and you've got to solve a 
                          whole load of puzzles and get out of Wonderland intact. 
                        At 
                          the heart of Wonderland is a fairly straightforward 
                          adventure game parser. Text descriptions of your surroundings 
                          appear as you move from location to location, and you 
                          tell the game what you want it to do by typing in ordinary(ish) 
                          English commands. As parsers go this is a fairly standard 
                          (if sophisticated) one, no different really to the sort 
                          of thing that's been around for the last four or five 
                          years. It'll understand everything from basic 'E' (to 
                          go east) to huge, unwieldy sentences like 'PUT EVERYTHING 
                          WHICH IS IN THE CUPBOARD EXCEPT THE POTION IN THE CRATE 
                          THEN GET THE POTION AND PUT EVERYTHING  
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                         FROM 
                          THE CRATE IN THE CUPBOARD' (don't ask me - I copied 
                          it out of the manual). But what makes Wonderland different 
                          is the amount of clobber Magnetic Scrolls have tacked 
                          onto this basic framework. Say, for example, you wanted 
                          to pick up a bottle. You could be boring and type 'GET 
                          BOTTLE', I suppose. But there are at least 300 more 
                          convenient ways of doing it. You could scroll back to 
                          a previous 'GET BOTTLE' command and copy it, saving 
                          a few keystrokes. No? Right, how about going up to the 
                          Verbs menu, selecting Get and then picking Bottle from 
                          the sub-menu that appears? Alternatively you could open 
                          up the Items in Room window and the Inventory window 
                          and drag the bottle icon between the two. Failing that 
                          you could even go to the Graphics window, click on the 
                          bottle in the picture and choose Get from there. (I 
                          make that four ways. Ed) Whether you actually find yourself 
                          using any of these extra facilities is another matter. 
                          Most of the time it seemed to me to be quicker just 
                          to type things in. 
                        Once 
                          you've got to grips with all of that you can start solving 
                          puzzles. It starts off easily enough - just follow the 
                          rabbit down its hole (not forgetting to take a pear/lamp) 
                          and case the joint. You'll notice that almost every 
                          location has a picture of some sort to go with it (often 
                          animated) and possibly some music too. Pretty soon, 
                          though, you'll have picked up everything you can lay 
                          your hands on and  
                        will 
                          be 
                          wondering how to enter Wonderland proper. Two fairly 
                          serious puzzles need to be solved, neither of which 
                          have much bearing on the book (most of the later ones 
                          do, though) and, although some pretty heavy hints are 
                          dropped in the text and the Help facility, these initial 
                          hurdles could be enough to put many punters off adventure 
                          gaming for evermore. 
                        While 
                          Wonderland has a very professional feel to it, it could 
                          be argued that if you strip away all the extra bits 
                          and pieces (which, let's face it, serve only to make 
                          things a bit more accessible without actually altering 
                          what's underneath) you're really just left with a text 
                          adventure, a  
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                         genre 
                          which probably evolved as far as it's likely to go several 
                          years ago. The other side, however, would jump to its 
                          feet and claim that an adventure packs in far more depth 
                          and is likely to require a lot more skill than most 
                          arcade games, and besides, Wonderland is rather a nice 
                          one and to dismiss it for being an adventure would be 
                          terribly closed minded. 
                        But 
                          what do I think? While admitting that the extra menus 
                          and windows (with the possible exception of the map) 
                          don't really add much, I did enjoy playing Wonderland 
                          enormously. It's a good rendition of the book, capturing 
                          its storyline perfectly while tweaking it enough to 
                          present a challenge even to those who know the plot 
                          inside out. 
                        The 
                          pictures are nice too. I reckon that if you've had a 
                          good crack at adventures before and they've left you 
                          cold, Wonderland isn't likely to convert you. But if 
                          you like them, and are looking for something to sing 
                          your teeth into, it'll be more than enough to light 
                          your torch. 
                        
                           
                             
                              
                                 
                                  | Uppers 
                                    Decent disks to dosh ratio. Slickly put together, 
                                    with a very Lewis Carroll feel to it, and 
                                    some corking graphics to boot. The Mac-style 
                                    presentation manages to grab the attention 
                                    of those who would normally avoid adventures. | 
                                 
                               
                              
                                 
                                  | Downers 
                                    Underneath all the flashy add-ons is a fairly 
                                    ordinary adventure game, the graphics take 
                                    ages to load, and of course it's another 1 
                                    Meg only game. And, when will programmers 
                                    realise how much of a pain multi-disk access 
                                    can be? | 
                                 
                               
                              
                              
                                 
                                  | An 
                                    atmospheric and cerebrum-bashing adventure 
                                    game that isn't quite as innovative as it 
                                    might lead you to believe. | 
                                   
                                     81 
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