REVIEWS COURTESY OF ZXSR

Diamond Trail
by Terry Greer, Tim Gilberts, Steve Harbron
Gilsoft International
1983
Sinclair User Issue 28, Jul 1984   page(s) 127

IMAGINATION UNLIMITED

Is Gilsoft weak Quilled? Quentin Heath thinks not.

The Quill, an adventure game generator from Gilsoft, has evoked a mixed reaction from critics. The technical excellence of the program is not disputed but its spawn, the games compiled using it, have been treated with suspicion by both seasoned adventure players and critics.

The critics have been quick to say that the plethora of games generated by The Quill, and released by Gilsoft and others, are almost identical in structure and, in many cases, futile and uninventive. The argument is that anything which has been cloned from another program will be inferior to a program which has been handwritten from beginning to end.

Rather than taking the well-worn path and examining The Quill again, I decided to look at the final products from that program which Gilsoft has called the Gold Collection.

The adventures in the Gold series are varied in content and complexity. The six titles are Spyplane, a story of espionage; Magic Castle and Barsak the Dwarf, which lie in the Dungeons and Dragons field; Mindbender, for science fiction enthusiasts, African Gardens, an adventure for lovers of mystery; and Diamond Trail, for the specialist in detection and whodunnits.

Most of the adventures are easy to play but in an irritating way. A case in point is Barsak the Dwarf. You play Barsak, who must search an ancient castle for nine treasures and a visitors' book which you must sign to leave alive. According to the critics the game would be simply a case of wandering round a maze of locations, built around a standard structure, but The Quill is so versatile that it allows a designer to build extra facilities into an adventure.

For instance, in Barsak the author has created a sttuat ion where the main character will die unless he can find food within 17 moves. Once food has been found, in a lar of pickles, a quest for water must begin.

Barsak contains a quest within a quest. The dwarf must look continually for food while searching for treasure. There is no end, except for the limitations of memory space, to the number of quests which can be built into one package.

One criticism of The Quill which can be sustained is that the program has to put some restrictions on the way in which an adventure runs so that it can operate. The Quill limits input to a compiled program to one line at a time. For most entries needing one verb and a noun, that would be sufficient but if, for instance, you want to pick up more than two objects you must select the first two and press 'ENTER', then the second two, and follow the same process until all the objects have been collected. That seems to be the only instance in which The Quill affects an adventure in an adverse way.

To show the types of adventure The Quill can produce I compared Barsak to another adventure from the Gold series, Spyplane. The plot is certainly different and concerns a search for submarines which you see from your aircraft. By comparing the HELP and INVENTORY functions with those of Barsak you can see the differences between the two programs instantly.

Spyplane is more developed as an adventure. The descriptions are lengthy and the INVENTORY has been used more as an additional HELP sheet than as a list of equipment. For instance, you are told about the state of the instruments on that page.

The author has also built in an instructions option which gives hints on how to play a particular part of the game. With HELP you must take pot luck on a reply but INSTRUCTIONS is more informative.

Spyplane is more difficult to play than Barsak as you find yourself in an aircraft and are told very little about what you have to do. By using the instruments you will learn more about your task but at the risk of alerting the enemy.

The descriptions of the terrain are evocative but not over-long. There are no spelling mistakes in the text, which is more than can be said for some handwritten textual adventures.

Spyplane is also supplied with a leaflet showing a map of the area in which your aircraft is flying. That is a necessity, as you cannot use graphics, a growing area in adventure games, with The Quill. No doubt some people would find the lack of graphics, where necessary, a fault with the program. It could, however, be argued that setting-up graphics occupies much space within memory which could be used for more text and locations. The lack of graphics facilities in The Quill is therefore, a benefit to users in the long run.

Looking at The Quill it may be possible to see the way in which an adventure is fitted over a pre-defined grid of locations each time a game is created but the games produced by it hide the mechanical creation process well. It is a case of not being able to see the seams of an adventure, because of the way the author has the imagination to create something different. It is, after all, the programmer and not the program which controls the way a game progresses.

The limitations of The Quill are only those of formatting the screen and the way responses are put into the computer. The Quill is adaptable enough to cope with new ideas of the programmer, such as an instruction function in Spylane or the continual quests for food and drink in Barsak the Dwarf. Neither are there restrictions on the storyline. Games could be set in fictional or realistic surroundings - the program does not differentiate.

Essentially The Quill offers the programmer a new high-level language rather like Basic. Although Basic has only a set number of statements, the number of applications to which you can apply the language are endless and restricted only imagination.

In the proper hands, The Quill produces programs on a par with handwritten commercial programs and it is that qualification which has to be made clear. The Quill is a tool, just as is Basic. With skilled use it can do wonders.


REVIEW BY: Quentin Heath

Gilbert Factor7/10
Transcript by Chris Bourne

Big K Issue 5, Aug 1984   page(s) 44

MAKER: Gilsoft
MACHINE: 48K Spectrum
PRICE: £5.95

Another elder relative is Diamond Trail, in which you hunt down the missing Sinclive diamond. Like Castle it's a little quirky and only really distinguished by a puritanical swear routine. All in all overtly zany and unremarkable.


REVIEW BY: Steve Keaton

Overall1/3
Transcript by Chris Bourne

Sinclair Programs Issue 23, Sep 1984   page(s) 33

Gilsoft has demonstrated its faith in its adventure designer program, The Quill, by producing a series of adventures which have been written with its help. Each adventure is excellent and there is great variety in the series.

Africa Gardens is set in a haunted hotel, where voices can be heard in the next room but people can never be seen. Each unnerving location is described in depth and certain sections are illustrated. It is largely an adventure of exploration in which objects found help with movement to other locations.

Mindbender runs along very different lines. The player begins in an office notable only for its lack of interest. One movement, though, sends the bemused player into an intricate Welsh adventure.

Barsak the Dwarf demonstrates the ability of The Quill to set a time limit on an action. Soon after the game begins the player becomes hungry and must find a jar of pickles before starving. Once that problem has been overcome, thirst rears its ugly bead. Again, it is a good adventure but it does not reach the standard of Castle Blackstar, to which it is remarkably similar.

Diamond Trail is possibly the tightest-written adventure on the market. Every object has a use and every location must be visited at least once. Once again, hunger sets in early and there is also a homicidal maniac chasing you with a gun.

Another problem is that taking certain objects results in your being arrested. Can you survive to eat the hamburger, let alone solve the quest? One difficulty occurs late in the game. The author has been unfairly sneaky inside the railway station and once you are there you have almost finished the adventure. Save the game before presenting your ticker or you may find yourself having to repeat the entire adventure.

All in all, an excellent series of very different adventures, produced by Gilsoft, 30 Hawthorn Road, Barry, South Glamorgan, price £5.95 each.


Transcript by Chris Bourne

Sinclair User Issue 24, Mar 1984   page(s) 44

HAZARDOUS QUEST FOR SINCLIVE DIAMOND

Memory: 48K
Price: £5.95

Just before its long-awaited premiere, the Sinclive diamond was stolen from the jewel room of Microdrivia. It is the player's task to find and replace the diamond as soon as possible and then to bring back the fake diamond to the Secret Police headquarters.

The game follows a conventional adventure format, with descriptions rather than pictures of locations. Hazards abound. You are likely to be found and killed by the police, run over on a busy road, shot down by a man with a gun, or die of starvation, all before the first series of locations has been left. The threat of dying of starvation effectively puts a time limit on the game. The player has a maximum of 29 turns in which to deal with the problem before dying.

Playing the game raises some questions. Why is the key where it is? Why are the police trying to kill the player? Who is the strange man with the gun who shoots you whenever you attempt to buy a train ticket? Some players may find the questions simple to answer - or there may be no answers.

The level of difficulty is well-thought-out. There are sufficient accessible locations, clues and red herrings to keep the player involved in the game for a long time, before finding the diamond even becomes a possibility remote on the horizon.

Diamond Trail is produced by Gilsoft, 30 Hawthorn Road, Barry, South Glamorgan CF6 8LE.


Gilbert Factor7/10
Transcript by Chris Bourne

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