[{"TitleName":"The Prince","Publisher":"CCS","Author":"John Sherry","YearOfRelease":"1984","ZxDbId":"0003877","Reviews":[{"Issue":{"Name":"Crash Issue 12, Jan 1985","Price":"£1.25","ReleaseDate":"1984-12-13","Editor":"Roger Kean","TotalPages":196,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nAssistant Editor: Kevin Foster\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nAdventure Editor: Derek Brewster\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey, Robin Candy\r\nClient Liaison: John Edwards\r\nSubscription Manager: Denise Roberts\r\n\r\n©1984 Newsfield Limited.\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nGeneral correspondence to: [redacted]\r\n\r\nTelephone numbers\r\nGeneral office [redacted]\r\nEditorial/studio [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\n\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nPhotosetting by SIOS [redacted]\r\nColour origination by Scan Studios, [redacted]\r\nPrinted in England by Carlisle Web Offset Ltd (Member of the BPCC Group), [redacted].\r\nDistribution by COMAG, [redacted]\r\n\r\nSubscriptions: 12 issues £10.50 (UK Mainland post free)\r\nEurope: 12 issues £17.50 (post free).\r\n\r\nWe cannot undertake to return any written or photographic material sent to CRASH Magazine unless accompanied by a stamped addressed envelope.\r\n\r\nCover by Oliver Frey"},"MainText":"THE PRINCE\r\n\r\nAuthor: John Sherry\r\nProducer: C.C.S.\r\nRetail Price: £7.95\r\n\r\nThe 1984 Cambridge Award Winner: This is a very complex program for four players which actually demands quite a lot of thought from the participants. It is reminiscent of the board game Diplomacy' in that it provides a vast amount of scope for inter-player negotiations. The game is based on Machiavelli's classic chronicle of Renaissance intrigue ('The Prince') and the task is to retrieve a secret object and word and present them to the Prince in order to become his thief adviser. Each of the players has a character on the screen who holds a certain measure of power; for example, Porcus the Merchant can lend money to other characters, while Brother Ambrose can dispense grace. The Prince will refuse to see anyone who has too many sins outstanding, and it's well nigh impossible to avoid committing the occasional sin along the way, such as sending out your henchman to 'hit' another player, or even stealing the objects themselves. Each player has a spy and a thug to help him collect information and hamper his rivals' efforts, but as there is only an initial selection of six of each two, the chances of your men being double agents is very high.\r\n\r\nThe other players are required to leave the room while you take your turn on the keyboard, and you can leave phony messages around the castle for them, steal their ladders as well as all sorts of other devious tricks. Also, the opportunities for off-screen disinformation are enormous. But one of the problems with the game is that I feel it's unreasonable to expect the players to maintain the pretence and secrecy for the amount of time it takes to play. One feature of the game, for instance, is being rendered 'incommunicado' at certain points, which means that you can't talk to the other players off-screen. I have my doubts as to whether this is particularly practical. Also, the command structure is only likely to be understood by hardened adventure freaks.\r\n\r\nBut these are only minor quibbles. The graphics and character set are very neat and very fast, and the basic strength of the game as a multi-player experience should not be missed. I haven't really had time to get to grips with The Prince as yet because of its great complexity, not to mention the difficulty of getting four players together at the same time. But saying that, I think this one should see me through most of the winter.","ReviewerComments":[],"OverallSummary":"Verdict: A real step forward in computer games. Makes Sabre Wulf look like Atic Atac.","Page":"158,159","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Angus Ryall","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 34, Jan 1985","Price":"£0.85","ReleaseDate":"1984-12-13","Editor":"Bill Scolding","TotalPages":212,"HasCoverTape":false,"FlannelPanel":"Editor: Bill Scolding\r\nDeputy Editor: John Gilbert\r\nConsultant Editor: Mike Johnston\r\nStaff Writer: Chris Bourne, Clare Edgeley\r\nIllustrator/Designer: Craig Kennedy\r\nAdvertisement Manager: Rob Cameron\r\nDeputy Advertisement Manager: Louise Fanthorpe\r\nAdvertisement Sales Executive: Kathy McLennan\r\nProduction Assistant: James McClure\r\nAdvertisement Secretary: Claudia Viertel\r\nEditorial Assistant: Colette McDermott\r\nSubscriptions Manager: Carl Dunne\r\nAssistant Publisher: Neil Wood\r\nPublisher: Gerry Murray\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\n96,271 Jan-June 1984\r\n\r\nTelephone\r\nEditorial and advertising departments\r\n[redacted]\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles:\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nOriginal programs should be on cassette and articles should be typed. We cannot undertake to return them unless a stamped-addressed envelope is included.\r\n\r\nWe pay £20 for the copyright of each program published and £50 for star programs.\r\n\r\nAll subscription enquiries to\r\nMagazine Services,\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\n©Copyright 1985\r\nSinclair User\r\nISSN NO. 0262-5458\r\n\r\nPrinted and typeset by Cradley Print PLC, [redacted]\r\n\r\nDistributed by EMAP Publications Ltd."},"MainText":"AN AUDIENCE WITH MACHIAVELLI'S PRINCE\r\n\r\nMemory: 48K\r\nPrice: £7.95\r\n\r\nDuplicity, cunning and self-interest are the keynotes of the 1984 Cambridge Award winner, The Prince, written by John Sherry and published by CCS. The title is consciously derived from Machiavelli's handbook of politics and is designed for four players.\r\n\r\nSet in a gloomy renaissance fortress the game is a combination of strategy and adventure formats. The aim is to become Loremaster and chief counsellor to the Prince, ruler of this land, and each character must get to the top by any means possible - whether it be theft, kidnap or mayhem.\r\n\r\nAfter engaging the services of henchmen - who can 'hit' other castle servants and characters - and spies who can report on the actions of other people, each player moves around the fortress giving instructions to his staff and trying to secure the tokens which will ensure advancement. Goods can be bought and sold from the castle trader and a banker will arrange transfers of cash. Each player has a passcode which will allow him to take his turn - other players are not supposed to observe this but are sure to try.\r\n\r\nLife is not simple since any of the spies and henches recruited may well be working for other player-characters and information may be bought and sold.\r\n\r\nThe computer keeps track of your money and possessions and informs you of your current position at the beginning of each turn. Input is in standard verb/noun combinations and there is a hidden vocabulary besides the predefined commands for controlling your gang.\r\n\r\nThe Prince will involve you in much bargaining and chicanery with the three other human players. Alliances may be formed and broken, lying and deceit will be the most normal interactions. An audience with the Prince himself is possible but he is temperamental and will brook no impertinence.\r\n\r\nTen inputs are allowed for each turn so you must plan your strategy carefully. Pictures of the people you are talking to are shown on- screen and the character set is a mock-gothic script.\r\n\r\nThe game is well-constructed and, since you only ever have a partial view of the goings on, is full of the unexpected. Diplomacy addicts will feel quite at home here as the web of treachery spreads through the palace and it is easy to become utterly absorbed in your character.","ReviewerComments":[],"OverallSummary":"","Page":"44","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Richard Price","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Gilbert Factor","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 40, Feb 1985","Price":"£0.95","ReleaseDate":"1985-01-16","Editor":"Tim Metcalfe","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Tim Metcalfe\r\nDeputy Editor: Wendie Pearson\r\nEditorial Assistant: Lesley Walker\r\nStaff Writer/Reader Services: Seamus St. John\r\nArt Editor: Linda Freeman\r\nDesigner: Ian Noble\r\nProduction Editor: Mary Morton\r\nAdvertisement Manager: Louise Matthews\r\nAdvertising Executives: Bernard Dugdale, Sean Brennan, Phil Godsell\r\nProduction Assistant: Melanie Paulo\r\nPublisher: Rita Lewis\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nCOMPUTER AND VIDEO GAMES POSTAL SUBSCRIPTION SERVICE. By using the special Postal Subscription Service, copies of COMPUTER AND VIDEO GAMES can be mailed direct from our offices each month to any address throughout the world. All subscription applications should be sent for processing to COMPUTER AND VIDEO GAMES (Subscription Department), [redacted]. All orders should include the appropriate remittance made payable to COMPUTER AND VIDEO GAMES. Annual subscription rates (12 issues): UK and Eire: £15. Additional service information including individual overseas airmail rates available upon request. Circulation Department: EMAP National Publications. Published and distributed by EMAP National Publications Ltd.\r\n\r\nPrinted by Severn Valley Press. Typeset by In-Step Ltd.\r\n\r\nCover: Bob Wakelin"},"MainText":"A PRICE FOR THE SPECTRUM!\r\n\r\nAdventurers often gather together to pit their wits against a common enemy - the programmer! However, in The Prince, you will find a game in which such a group are mutual enemies.\r\n\r\nThis is a four-player game with a very original approach. The objective of each player is to get hold of four tokens, then gain an audience with the Prince to claim the title of Lore Master. In order to do this, he may call upon the help of a personal Hench and Spy. A Hench, in case you didn't know, is a thieving mugger!\r\n\r\nThe adventure window takes the form of a sheet of parchment, upon which words are displayed using a medieval character set. The game opens offering each player in turn, a choice of three different characters in each trade. These are displayed graphically and their ability is described in some detail. Right nasty looking characters some are, too!\r\n\r\nNext, each player may spend money on a selection of objects, then play commences. Input is in plain English, as in a normal Adventure, but there are some very unusual commands. You may call upon the services of your Spy and Hench to do your dirty work. Thus, you can steal objects carried by your opponents and do all sorts of other nasty things to hinder your opponents. In addition to all this, you may confer with any or all of your fellow players to decide a strategy. You can swap objects or perhaps gang up to plot the downfall of another!\r\n\r\nEach player is given his own pass code, so no player is allowed to watch the others during their turn at the keyboard.\r\n\r\nI have only two points to criticise. First, you must have four players for there is no option for less. Second, the instructions and rules, which are necessarily quite complex, are printed on an elongated extension of the inlay. These really warrant a small booklet in which they could be laid out in a more easily referenced form.\r\n\r\nThe Prince is for 48k Spectrum from Cases Computer Simulations Ltd.","ReviewerComments":[],"OverallSummary":"","Page":"68","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Keith Campbell","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Big K Issue 10, Jan 1985","Price":"£0.85","ReleaseDate":"1984-12-10","Editor":"Tony Tyler","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: Tony Tyler\r\nAssisted By: Richard Burton\r\nArt Editor: Ian Stead\r\nFeatures: Nicky Xikluna\r\nSoftware: Fin Fahey\r\nContributors: Kim Aldis (Features); Steve Keaton; John Conquest; Richard Taylor; Nigel Farrier, Gary Liddon; Tony Benyon; Steve Way; Sean Cox\r\nPublisher: Barry Leverett\r\nPublishing Director: John Purdie\r\nGroup Advertising Controller: Luis Bartlett\r\nAdvertisement Manager: Erica Vickers [redacted]\r\n\r\nEditorial Address: [redacted]\r\nTelephone: [redacted]\r\n\r\nPublished approximately on the 20th of each month by IPC Magazines Ltd. [redacted]. Monotone and colour origination by G.M. Litho Ltd [redacted]. Printed in England by Chase Web Offset, Cornwall. Sole Agents: Australia and New Zealand, Gordon& Gotch (A/sia) Ltd.; South Africa, Central News Agency Ltd. BIG K is sold subject to the following conditions, namely that it shall not, without the written consent of the Publishers first given, be lent, resold, hired out or otherwise disposed of by way of trade at more than the recommended selling price shown on the cover, and that it shall not be lent, resold or hired out or otherwise disposed of in a mutilated constitute or any unauthorised cover by way of trade or affixed to as part of any publication or advertising, literary or pictorial matter whatsoever. IPC MAGAZINES 1984."},"MainText":"THE SMYLER WITH THE KNIFE\r\n\r\nMAKER: CCS\r\nFORMAT: cassette\r\nPRICE: £7.95\r\n\r\nAny game that takes Machiavelli's famous treatise on gaining and keeping power is going to have to be pretty cunning and underhand, but this very well presented four-player adventure certainly does justice to old Niccolo. Each player runs a specific character, each with different attributes; the landowner can provide protection, the cleric grace, the merchant cash and the tipstaff justice. All four are looking to locate an object and a work that constitute the 'tokens' needed to gain the vacant post of Lore master.\r\n\r\nThe game takes place inside a castle, clearly as large, if not larger, than Gormenghast, which house 17 non-player characters, the Prince himself, a banker to handle cash transactions, a dealer in all kinds of useful odds and ends and an assortment of henchmen, who can assault and steal from other players, and spies. Each player can recruit a henchman and a spy.\r\n\r\nPlayers are given codes which are need to access their characters and have 10 input at a time. However, apart from grappling with the computer, finding out what you can do, where things are, what use they are and all the usual adventure problems, there's a whole other side to the game, the interaction between the players, away from the terminal. Here, as in Diplomacy, there are no rules at all - lies, deception, betrayal, threats, blackmail, bribery and the double-cross, anything goes. Oh, it's all good, clean fun in Castle Ravenscrag. The big problem of course is getting four people together for long enough, but this could be just the thing for those long winter evenings and miserable weekends. The owner of the game does have a hideous advantage in that playing solo will let you build up a map very quickly. Which is entirely within the spirit of the game.","ReviewerComments":[],"OverallSummary":"","Page":"20","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"John Conquest","Score":"3","ScoreSuffix":"/3"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"N/A","Text":""},{"Header":"Playability","Score":"3/3","Text":""},{"Header":"Addictiveness","Score":"3/3","Text":""},{"Header":"Overall","Score":"3/3","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer Games Issue 13, Dec 1984","Price":"£0.95","ReleaseDate":"1984-11-15","Editor":"Chris Anderson","TotalPages":172,"HasCoverTape":false,"FlannelPanel":"Editor: Chris Anderson\r\nDeputy Editor: Steve Cooke\r\nProduction Editor: Roderick George\r\nArt Editor: Ian Findlay\r\nStaff Writers: Peter Connor, Bob Wade\r\nEditorial Assistant: Samantha Hemens\r\nCartoons: Kipper Williams\r\nScreenshots: Chris Bell\r\nGame-of-the-month poster: Graham Humphreys\r\nArt Director: Jim Dansie\r\nGroup Publisher: John Cade\r\nPublisher: Tony Harris\r\nGroup Advertisement Manager: Peter Goldstein\r\nAdvertisement Manager: Sarah Barron\r\nAssistant Advertisement Manager: Phil Pratt\r\nSales Executives: Ian Cross, Marion O'Neill\r\nProduction Manager: Noel O'Sullivan\r\nAdvertisement Assistant: Susie Cooper\r\n\r\nPublished by VNU Business Publications, [redacted]. Typesetting by Spectrum Typesetting, [redacted] Origination by Fourmost Colour [redacted]. Printed and bound by Chase Web Offset [redacted]. © VNU Business Publications 1984."},"MainText":"SPOILT FOR CHOICE\r\n\r\nThe White Wizard investiagtes the latest releases.\r\n\r\nGAME: Return To Eden\r\nPRICE: £9.95\r\nMACHINE: Amstrad, Atari, BBC, CBM64, Nascom, Memotech, Spectrum\r\n\r\nGAME: Sorceror of Claymorgue Castle\r\nPRICE: N/A\r\nMACHINE: Apple, Atari, BBC, CBM64, Dragon, Electron, Tandy, Spectrum\r\n\r\nGAME: Fire on the Water\r\nPRICE: £6.95\r\nMACHINE: Spectrum\r\n\r\nGAME: The Prince\r\nPRICE: N/A\r\nMACHINE: Spectrum\r\n\r\nGAME: Macbeth\r\nPRICE: £14.95\r\nMACHINE: CBM 64\r\n\r\nAnyone know of a secluded retreat, with ample supplies of tinned owls livers and lettuce opium? So much software has flooded into the White Wizard's cave this month that he is at his wits' end and badly in need of a very long holiday.\r\n\r\nHowever, the good news is that there are some hot new releases out this month. Level 9's Return to Eden hits the streets and, of course, there's the Sorceror of Claymorgue Castle from Scott Adams. Not only that, but there are also one or two new games that offer the adventurer something quite different from any programs that have come before.\r\n\r\nFirst, however, let's Return to Eden with Level 9. This is the eagerly-awaited sequel to Snowball and will be available on the usual extensive Level 9 range of machines, from the Memotech right through to the Amstrad. You don't, by the way, need to have played Snowball to enjoy Return To Eden.\r\n\r\nThis game marks a radical departure from Level 9 tradition by including gasp - GRAPHICS. Have the die-hard, text-only gents from L9 taken leave of their senses?? No, mein wizardlings, zay haf zimply produced a better game, ja! (Yes, the White Wizard is proficient in all languages including Numenorean Provincial).\r\n\r\nFrankly, the White Wizard found Snowball a very trying game and wore out at least a dozen wands exploring its secrets. Return to Eden is rather easier in my opinion and certainly as enjoyable as its predecessor.\r\n\r\nThe only thing about the graphics, is that some of them are rather poor... Sacrilege, I know, to speak ill of a Level 9 game but really they aren't that hot with the pastels. Even the old Mysterious Adventure range comes out on top here.\r\n\r\nHowever, this game oozes with atmosphere as you explore a distant planet populated by some very strange creatures, including the invaluable See Bee, the very necessary Ouija bird, and the undesirable leviathan. You can jump off cliffs, fight squirrels (well, be attacked by squirrels), and die of radiation. This is the sort of thing Wizards enjoy and that's only the beginning.\r\n\r\nFrom the exotic forest you move on to the daunting task of penetrating the different zones surrounding a robot constructed city. Very hazardous this, and I guarantee you'll need to spend at least a week driving yourself round the bend before you reach the city - by which time you'll be only about halfway through the game!\r\n\r\n200 locations, the usual extensive vocabulary, and a great scenario make this every bit as good as previous Level 9 games. Don't expect the locations to be quite so fully described as other Level 9 games - after all you do get the graphics which take up a lot of memory.\r\n\r\nThere's a strong 'conservationist' slant to the story, centring on the moral questions surrounding the destruction of alien life forms. No, I'm not kidding, and the White Wizard very much approves of this sort of thing. The more adventures we have that reflect real-life problems like this the better in my view.\r\n\r\nThe only slight reservation I have about Return to Eden (and all other Level 9 games) is that it doesn't tell you which words it fails to understand. It simply replies with the famous 'Arfle Barfle Gloop?' which isn't much help when you are trying to unravel vocabulary problems. It has to be said, however, that one doesn't often have vocabulary problems in a Level 9 game.\r\n\r\nAnother important recent release is Scott Adams' Sorceror of Claymorgue Castle. This is available for the Commodore, Spectrum, Apple, Atari, BBC, Dragon, Electron, and Tandy... phew! Quite a list.\r\n\r\nThe White Wizard has dabbled enjoyably in the Spectrum version, which features some very pretty graphics indeed. It's worth noting that the Spectrum conversion was done by Brian Howarth who writes the Mysterious Adventures, to which this program bears some superficial resemblance.\r\n\r\nWell, what can one say about Scott Adams' adventures? They've been around for a very long time now in one form or another, but the fact is that whenever a new one comes out it is always a good buy. Sorceror of Claymorgue Castle is no exception.\r\n\r\nAs in most Scott Adams' games, the object of the game is simple - you must collect a certain number of readily identifiable treasures and store them in a particular location. The challenge of the games is in overcoming the different puzzles, most of which are encountered when you try to move from location to location.\r\n\r\nNone of Scott's games have that many places to visit, but that doesn't mean they're a doddle by any means. Sorceror is definitely a case in point here. You start off behind a castle and I guarantee that you won't enter it inside ten minutes of cursing, howling, and (as it happens) holding your breath.\r\n\r\nOnce you get inside, you'll still have to try every trick in the book to explore more than about six locations. Just to tantalise you, one of the treasures is plonked almost right in front of your nose at the beginning - but try picking it up and you'll see that all is not as easy as it seems.\r\n\r\nSo that's two new games for your shelves - and both available on a wide range of machines. Now let's take a look at something quite different - three releases each of which offers something rather unusual.\r\n\r\nLONE WOLF\r\n\r\nThe first is the Lone Wolf series for the Spectrum, though I imagine that there will soon be similar offerings for other machines. There are two games in the series so far - Escape from the Dark and Fire on the Water. Both titles offer excellent animated graphics and a very unusual format.\r\n\r\nThe cassettes come either on then own or with an accompanying book that gives some idea of what to expect from the games themselves. The books are split up into numbered sections each of which contains a stage in the development of the plots. I say plots rather than plot, because the story changes as you read.\r\n\r\nThis is because whenever you come to a crucial point in the story, you have to make a decision. Depending on the decision you make you are then directed to another numbered section where you continue reading.\r\n\r\nThis, of course, is very much like playing an adventure game on a computer, so it's only natural that Arrow, the publishers, have decided to offer a game as well.\r\n\r\nThe format is as follows - there's a graphics screen surrounded by an attractive border and a scrolling text window below. You place a keyboard overlay on top of your Spectrum. The storyline scrolls on the screen, and whenever you have to make a decision you press the appropriate key and the program jumps to the next stage in the story.\r\n\r\nThere are also extensive fight routines, requiring diligent pressing of Parry, Thrust, Chop, and Swipe keys. Your fighting skill and energy are monitored on the screen, and when you run out of energy Lone Wolf (that's you) bites the dust.\r\n\r\nThe fight sequences are well-animated, and after a couple of hours playing I decided that there really was a tactical element which made them much more satisfying than the usual 'You-stab-the-Dire-Wolf' routines that other games tend to offer.\r\n\r\nEscape from the Dark and Fire on the Water are consecutive games, and a character developed in the first can be loaded into the second ready for action.\r\n\r\nSo what's different about these games? The first thing to notice is that the program itself dictates your movements. For instance, you can't type in 'Go West' unless that is presented to you as an option to be selected. In this respect the game is more limited than a traditional adventure.\r\n\r\nHowever, all the space saved by the absence of complex 'parsing' routines (the bits of the program in a normal adventure that scan your inputs and generate appropriate responses) means more room for graphics and animation. There is still a good deal of scope for the player to shape the game - you can sometimes run away rather than fight. You can choose your own routes to your destination, and investigate a number of dead-ends, some of which are more rewarding than others.\r\n\r\nThe White Wizard gives these games the thumbs-up and looks forward to more along the same lines. They are very different in feel to the traditional text/graphics games, but I think they have at value all of their own.\r\n\r\nIt is, incidentally, worth getting the books as well as the games - you can then use them as crib-sheets if you find the going too tough!\r\n\r\nTHE PRINCE\r\n\r\nIf you think Lone Wolf sounds different, wait 'till you get a LOAD of the next game an interactive program for four players from CCS called The Prince.\r\n\r\nThis game apparently won the Cambridge Award 1984, though I'm a hit hazy as to what exactly that means. However, it is a very interesting piece of software that should be carefully examined by adventurers and particularly those with a D&D background.\r\n\r\nThe scenario is as follows: in Castle Ravencrag the Lore-Master has disappeared and is believed dead. By law, succession to this desirable post is by 'presentation of the tokens' - a ritual ceremony in which the applicant begs an audience with the Prince of Ravencrag and hands over the tokens.\r\n\r\nYour task, and that of your three human opponents, is to find out what the 'tokens' are, get hold of them, and present them to the Prince. You then become Lore Master and win the game.\r\n\r\nEach player takes on one of four characters - Grasper, a landlord; Ambrose, a cleric; Porcus, the merchant; and Fernandon, the tipstaff (magistrate to you and me). Each player has certain advantages related to his profession - money, for example, in the case of Porcus.\r\n\r\nHaving chosen characters the players then take it in turns to recruit help from the Castle retinue and purchase items from Gump, the Castle trader. During this phase only one player at a time looks at the screen, so other players will not know who is working for you or what you possess. Occasionally, for example, a servant may serve two masters and knowledge of his double-dealings could benefit either player.\r\n\r\nEach player has a passcode which he must enter during the game in order to play. This stops other players from cheating when you pop out for a slice of toast and honey - or whatever you fancy.\r\n\r\nDuring your turn you find yourself inside the castle as in a traditional text adventure. You have only 10 inputs in each turn and must find out as much as possible. You can call your spies and ask them to report, or get your less desirable -helpers ('henches') to attack your opponents servants.\r\n\r\nDuring this phase you will find that the vocabulary of the game is rather limited but, of course, it's the same for all four players.\r\n\r\nWhat's special about The Prince, however, is that it is one of the first computer games I've come across that permits intelligent and enjoyable collaboration between the human players. As in D &D you will find yourself involved in complex negotiations with your opponents (or allies, depending on how you deal with them). Nothing is too fair or too foul to be considered - you could, for example, ally yourself with Fernando, find out who his spies are under pretence of helping him, then have your spies knock them all out! You unscrupulous devil you, of course you wouldn't do a thing like that, would you? Oh yes you would...\r\n\r\nLike the Lone Wolf games The Prince is very far from being a trad adventure. It is, however, a game that will appeal to adventurers who enjoy a get together and the chance to outwit each other. Again, the White Wizard, while granting this game a place on his now crowded shelf, would be pleased to hear from other adventurers as to what they think of this new breed.\r\n\r\nMACBETH\r\n\r\nFinally - in the 'New Trends' department - we have Macbeth from Creative Sparks for the Commodore 64. This is quite a handful, this one. Two tapes, four games, plus a copy of the Shakespeare play. Each of the four games is related to part of the play, and each is in a different style.\r\n\r\nAll four games feature graphics to a greater or lesser extent and the standard of these is extremely high. In each game you must achieve certain objectives that will allow you to achieve the goals of the character you are playing. In the first and last games you play Macbeth, in the second game you are Lady Macbeth, and in the third you are one of the Three Witches' assistants.\r\n\r\nWith the exception of game number 3, these are all text-games with graphics added in places. Unfortunately, they rely very heavily on your ability to phrase your inputs correctly. Although they will tell you which words are not understood (by highlighting them in red) they are not very hot on understanding the traditional vocabulary.\r\n\r\nThis is particularly true in game 3, which is almost entirely graphics based and doesn't understand words like 'North' or 'South', The display plays a very important role here and you must pick out items in the picture and use them as appropriate, although you may not have been told explicitly that they are there.\r\n\r\nI'm not sure that Macbeth will appeal to many adventurers unless you have a particular interest in Shakespeare or Scottish history. Some of the sequences are very good, but of 14.95 seems a lot to pay for them.\r\n\r\nThe other drawback with the game - and this applies to one or two other book-based adventures - is that you can't succeed without reading the play, and having read the play, you know what's going to happen. The whole program is rather lacking in the excitement of discovery that makes a good adventure.\r\n\r\nHowever, there is one very interesting innovation that is worth a mention.\r\n\r\nAt the end of each game the program gives you the opportunity to load a program called 'Psycho'. This is a very novel routine in which the computer poses as a psychiatrist and questions you in your role as the character you have just been playing.\r\n\r\n'Remember that session we had years ago when we got rid of your meat phobia?' enquires the computer of Lady Macbeth (i.e. you) and then goes on to find out just why you behaved as you did in the play - or the program.\r\n\r\nComputer buffs will no doubt realise a similarity here between Psycho and Eliza - a program that simulated a psychiatrist and gave apparently intelligent replies to the questions put to it. Psycho isn't nearly as complex, but it's still good fun.\r\n\r\nBut why does the White Wizard mention this curiosity, I hear you cry. Well, I reckon it's only a matter of time before we see more variations on the traditional adventure theme. Using a routine like 'Psycho', for example, you could carry on an enjoyable - even if perfectly meaningless - conversation with Thorin in The Hobbit, for example... and just look at Sherlock, where you can 'Tell...' a character things you think they ought to know.\r\n\r\nWell, that's all for this month my friends. Next month's issue will be absolutely packed to the brim, and will include a couple of goodies that I've had to leave out in this issue because of lack of space.\r\n\r\nIn the meantime, I have a special favour to ask of you all, in recent months we've had a number of new games that one can't really call adventures, but still seem to have some sort of claim to a mention on these pages. I'm thinking particularly of so-called 'arcade adventures' like Gisburne's Castle, or novelties like the Lone Wolf games I've mentioned above.\r\n\r\nWell, what do YOU think? Are these games worthy of our attention? What do you think is the definition of an 'adventure game'? Shall we stick to the straight and narrow path of the traditional adventure, my fellow explorers of the unknown lands, or shall we allow ourselves to sally forth into new realms?\r\n\r\nThe White Wizard humbly awaits your reply, and will how to your judgement.","ReviewerComments":[],"OverallSummary":"","Page":"110","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Steve Cooke","Score":"7","ScoreSuffix":"/10"}],"ScreenshotText":[{"Text":"Superbly animated fight sequences make Fire on the Water a cut (and thrust!) above the ordinary."},{"Text":"D&D-style interaction for four players in The Prince from CCS."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Atmosphere","Score":"8/10","Text":""},{"Header":"Complexity","Score":"7/10","Text":""},{"Header":"Interaction","Score":"5/10","Text":""},{"Header":"Overall","Score":"7/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Micro Adventurer Issue 16, Feb 1985","Price":"£0.75","ReleaseDate":"1985-01-17","Editor":"Brendon Gore","TotalPages":44,"HasCoverTape":false,"FlannelPanel":"Editor: Brendon Gore\r\nAssistant Editor: Martin Croft\r\nSoftware Editor: Graham Taylor\r\nMaster Adventurers: Tony Bridge, Mike Grace, Ken Matthews\r\nEditorial Secretary: Geraldine Smyth\r\nGroup Advertisement Manager: David Lake\r\nAdvertisement Executive: Simon Langston\r\nAdministration: Theresa Lacy\r\nManaging Editor: Brendon Gore\r\nPublishing Director: Jenny Ireland\r\nTelephone number (all departments): [redacted]\r\nUK Address: [redacted]\r\nUS Address: [redacted]\r\nSubscriptions: UK £10.00 for 12 issues, overseas surface (excluding US and Canada) £16 for 12 issues, US and Canada air-lifted US$33.95 for 12 issues.\r\n\r\nMicro Adventurer is published monthly by Sunshine Books, Scot Press Ltd. Typesetting by In-Step Ltd, [redacted]. Printed by Eden Fisher (Southend) Ltd, [redacted]. Distributed by SM Distribution, [redacted].\r\n\r\nISSN 0265-4156. Registered at the Post Office as a newspaper.\r\n\r\n© Sunshine Books 1984"},"MainText":"BACK STABS\r\n\r\nMICRO: Spectrum 48K\r\nPRICE: £7.95\r\nFORMAT: Cassette\r\nSUPPLIER: Cases Computer Simulations, [redacted]\r\n\r\nThis should be what all groups of computer adventure game players have been waiting for; but hang on to your cheque books, it's far from perfect.\r\n\r\nGiven that 90 per cent of the fun in multi-player games is interaction and the remaining 10 per cent is a neat game system that's challenging and interesting, I'm afraid The Prince falls rather short.\r\n\r\nThe action takes place in Castle Ravenscrag; the Lore Master is missing, presumed dead. Succession to the exalted post, second only to that of the Prince, is decided by tradition with the \"presentation of the tokens\". Each of the players must vie to create a power base at court and thus guarantee their ascension to the post. The players may chose to be a Landowner, cleric, merchant or court official. The winner is the player to secure the most tokens and thus the post.\r\n\r\nThe nature of the game is almost identical to a solo adventure game, with some 17 non-player characters to interact with, manipulate and worry about on top of the three other player characters.\r\n\r\nOptions are there for blackmail, buying, selling, haggling, in addition to examine, look, take and so on, that we are all used to. The individual player characters are distinctly different, each having abilities and weaknesses.\r\n\r\nHaving decided which of the characters each of the four will play (I should point out only four, no less) and a pass code given to each player, the competitors will privately hire henchmen, and spies and make purchases from Gamp the purveyor of the almost useless! When each has been through this the game will start. Play is as I have said not dissimilar to a standard adventure game, only you know that there are other players moving about in the scenes thwarting you. All the other player characters are inactive during the game turn of another player. Deals may be made off screen, but the instructions given by each player are secret. The effects will be made clear in the fullness of time when something terrible or sneaky happens.\r\n\r\nThe main criticism is that the player contact is minimal. Obviously in the presentation and limitation of the four player-one keyboard set up, only one player can be active at one time. This game would have been better suited to be saved until Spectrum networking is sorted out and accepted as the medium of multi-player games.\r\n\r\nI won't give anything away about the plot any further but suffice to say there are some characteristically mind boggling head benders of problems in it, as with a lot of games. Ploys only work if the computer understands you, so subtlety may not be the best approach - that's up to the players.\r\n\r\nIf you want to see what network adventure games will look like in the near future try it. In the present form, accept lots of thumb twiddling while you're waiting to play, and put aside quite a few hours - and for heavens sake write down your pass code.","ReviewerComments":[],"OverallSummary":"","Page":"27,28","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Cath Bilgora","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair Programs Issue 26, Dec 1984","Price":"£0.95","ReleaseDate":"1984-11-15","Editor":"Rebecca Ferguson","TotalPages":68,"HasCoverTape":false,"FlannelPanel":"Editor: Rebecca Ferguson\r\nConsultant Editor: John Campbell\r\nStaff Writer: June Mortimer\r\nDesign/Illustration: Elaine Bishop\r\nAdvertisement Manager: Howard Rosen\r\nProduction Assistant: Jim McClure\r\nEditorial Assistant: Colette McDermott\r\nSubscription Manager: Carl Dunne\r\nAssistant Publisher: Neil Wood\r\nPublisher: Gerry Murray\r\n\r\nSinclair Programs is published monthly by EMAP Business and Computer Publications.\r\n\r\nTelephone [redacted]\r\n\r\nIf you would like your original programs to be published in Sinclair Programs, please send your contributions, which must not have appeared elsewhere, to:\r\nSinclair Programs\r\nEEC Publications\r\n[redacted]\r\n\r\nPrograms should be on cassette. We cannot undertake to return them unless a stamped-addressed envelope is included. We pay £25 for the copyright of listings published and £10 for the copyright of listings published in the Beginners' section.\r\n\r\n©Copyright 1984 Sinclair Programs\r\nISSN No. 0263-0265\r\n\r\nPrinted and typeset by: Cradley Print PLC, [redacted]\r\n\r\nDistributed by EMAP National Publications Ltd.\r\n\r\nAll subscription enquiries:\r\nMagazine Services,\r\nEMAP Business and Computer Publications\r\n[redcated]\r\n\r\nCover Design: Ivan Hissey"},"MainText":"PRICE: £7.95\r\nGAME TYPE: Strategy\r\n\r\nWinner of the 1984 Cambridge Awards, sponsored by CCS an Sinclair User magazine, was The Prince, a four player game of strategy and tactics.\r\n\r\nThe game is based on Machiavelli's book of the same name, which details unscrupulous practices for political survival in the court of a powerful prince. These practices must be carried out carefully by you as you try to collect the secret word and secret object which are necessary to persuade the prince to appoint you as his lore master.\r\n\r\nThe game necessitates interrelation with the other players, as well as with the spies and henchmen controlled by the computer. Without the help of the computerised characters you are unable to obtain the information you need or the things you want while, without the help of the other players you are unlikely to survive the machinations of life in court.\r\n\r\nOf course, none of the computer's characters are 100% reliable, so it is not advisable to take their word in every situation. The other players, on the other hand, are your rivals for the prince's favour, so are likely to double-cross you whenever they feel they can do so safely.\r\n\r\nThe Prince is produced for the 48K Spectrum by CCS Ltd, [redacted].","ReviewerComments":[],"OverallSummary":"","Page":"17","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"June Mortimer","Score":"80","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Rating","Score":"80%","Text":""}],"CompilationReviewScores":[]}]}]