By Gary McGath
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Additional info for Compute!'s guide to adventure games
This means that every danger should be preceded by signs that, at least in hindsight, can be recognized as a warn ing. " Some adventures give the character a limited number of resurrections; this makes it more likely that he will learn from fatal mistakes. However, such an approach makes sense only in a capricious world like that of Adventure or Zork, or in one in which science, magic, or mythology permits a return to life, such as Lords of Karma. Adventures with more natural environ ments don't have this recourse.
The package comes with a sealed folder containing a let ter describing your assignment, along with various memos and items of evidence. These show the same attention to detail as the game itself. 33 Infocom Adventures Starcross Starcross, by Dave Lebling, casts you as a space miner whose luck is running low until your mass detector reports a pre viously uncharted asteroid in the area. But when you go to in vestigate it, your delight changes to astonishment—the object is not an asteroid, but a gigantic alien spaceship!
Don't be shy about taking things 39 Infocom Adventures that belong to your fellow Enchanters; under the circum stances, they'll understand. You then transport yourself to an entirely different area to search for Belboz. There is no going back to the Hall once you've done this, so make sure you take everything you might need. You have a large area to explore, including wilderness, caverns, and an assortment of manufactured structures, before you can find him. As in Enchanter, spells are the key to success.
Compute!'s guide to adventure games by Gary McGath