What a piece of work is a graphic adventure on the Beeb. Not simply how
infinite its facilities but how colourful its artwork, how endearing its playability, how easy its concept and how taxing its puzzles. These are the questions asked ever since CITADEL-style gaming was born and it is what might be termed the "inadequacies" of each particular graphic adventure that determine their own appropriate subcategories. There are quite a range of titles to choose from; successive releases all attempting to offer improvements or "differences" which may improve upon the elements shared by all.
The classic graphic adventure, to my mind, is PALACE OF MAGIC. One of
the earliest (and most hyped) Superior releases, there we find all the
elements that can be used as "building blocks". There are typically two
levels on a screen viewed from the side and they are connected by
ladders, patrolled by nasties moving in set patterns, littered with keys
and power capsules and the way out left or right of each screen leads to
another - hence the player will quickly find himself making a map to get
from A to B in the fastest possible time. All foes - baddies, spikes,
etc - must be negotiated by jumping and any contact with them drains an
energy bar. Its graphics are fantastic, its execution perfect, its
puzzles intriguing and, best of all, if you are losing energy very
quickly, saviour code whips you back to the point at which you entered!
The latest platformer to hit the PD circuit is MOONBASE BETA, a 100%
machine code arcade expedition in space written in 1992 (some six years
after POM) in which the palace is switched to a moonbase but which
otherwise tries to stick close to the tried, tested and loved elements
of the groundbreakers. Of course, applauding a product for being like
something else isn't always an accolade. However, in the realm of
graphic adventures, authors diverging from the classical elements des-
cribed above fall to be described very disadvantageously. For example,
despite excellent graphics, SPYCAT ruined a promising scenario with an
overcomplicated pick up/use/drop object routine. Peter Scott's games
where nasties collide with one another, the hero can fire a gun and the
action speeds along like greased lightning never keep me at the key-
board long enough to solve the puzzles. Likewise, games missing the
energy-saving procedure (THE GOLDEN FIGURINE), allowing you to be
stranded indefinitely in a pit on account of one lapse of concentration
(CITADEL) or just being too darn slow executing (BARON) have fallen
under the "too fiddly" filer.
Having said that, the latest pretender to the graphic adventure crown
appears to owe more than a passing nod to some of those which precede
it. Done in Mode 5, but utilising the extra colours of the BBC via
machine code, its spacesuited Agent uses the same taylor as the hero of
ASL's THUNDERSTRUCK and the scrolling door entrances are faintly reminiscent of SPYCAT, while being slightly better. The code has no problem plotting Special Agent Sid in front of a "garage style" door (decorated with computer terminals and arrows) and raising it portcullis-style as per SPYCAT - but it then goes on to lower it in front of Sid so he, in effect, disappears behind it. Nice touch.
The rendering of the graphics is quite superb, with a multitude of
sprites packed into the BBC's memory and laid out in very well-ordered
rooms which are displayed slideshow-style during the title sequence
before you begin. This too is a familiar element in all of the best (and
some of the worst) graphic adventures. As the game is disc-based, there
is even room for on-screen instructions in the form of a scrolly message
plus customised font and loading screen featuring a planetrise plus
foreground sprites. The effect is belittled a bit by the odd spelling
and grammatical mistake but not seriously.
Movement is via the standardised key layout of ZX*? with the extra keys P for pick up, U for use and, oddly, C for switch between the two objects carried. These extra keys can be a tad confusing if you're used to the type of jaunt where you simply cycle through objects while standing on 'bases' (always dropping one and keeping hold of two) and they 'use' themselves if they are in the right location. You first need to search for a spring in this game to be able to jump but just picking it up is not enough. You must select it with C and use it with U. Although it's nowhere near as 'fiddly' as that of SPYCAT, it is awkward and it would be much simpler if such an item immediately became 'part' of the suit on being touched.
From this excrutiatingly simple combination of keypresses (hinted at
in the opening scroller), the puzzles move upwards in complexity - but
all are perfectly solvable with thought. As in OMEGA ORB and NETWORK, you can also log into computer terminals (after you've brought the mainframe on line) to progress in the game. The instructions also mention some doors are disguised as walls.
The only real drawback with this title is that it is all too easy to
make a mistake and see your energy bar drain all the way to zero. On the
electrified floors, live wires and safe wires look identical and the
impressively-designed aliens rebound off one another and zip toward Sid
to zap precious energy away in record time, particularly on that first
game. As in many of those graphic adventures in the fiddly file, the
lack of saviour code renders the death (disintegration) far too frustrating for the player to want to continue playing for long.
The bottom line is that MOONBASE BETA feels fashionable and plays
professionally but, like many others, cannot sustain interest. If you
like the genre of the graphic adventure, this is one of the best titles
in it and it IS possible to get quite far into it with perseverance. The
energy bar (as opposed to a lives' system, see JET SET WILLY) and some ingenious inclusions make it one of the most exceptional PD efforts
around. Unfortunately, the tragedy is that the little omission of
saviour code takes away such a lot of playability. Stick this in and it
could almost have been another RICOCHET!