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. |
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