Hail to thee mighty Balg! Despite the Dark One's attempts to take a well-deserved holiday this month, Warlock Lawton has summoned me from my retreat to provide thee with these pages of dazzling entertainment.
So put on thy sun-glasses, get out thy surf board and get thee stuck into this month's offering from the monster with the sun tan cream, the luminous shorts and an ADLAN ROM!

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News

Adventure Columns Galore!
So, you thought 'The Balrog' was the only Amstrad specific Adventure Column remaining? Well, you're wrong! The Balrog has uncovered not one, but two other Amstrad adventure columns in fanzines, both written by females. The first column is called 'Sally's Secrets' and is written by Sally Hickling. It features adventure reviews, a clue pot (sounds a bit familiar...) and a list of where old games can be bought. 'Sally's Secrets' appears in Review, 24 Chalcot Drive, Hechesford, Staffs, WS12 4SF. The second column, 'Come Adventuring', is in CPC User and is written by a Lady of Adventure, Debby Howard. For more information write to John Packham at 60 Hightown Towers, Warburton Road, Southampton, Hants. SO2 6HH. The Balg wishes both Debby and Sally good luck with their columns.

The Plus Machines
Amstrads new CPC plus console/computer range may herald some new adventures for the humble CPC. Although there will be no cartridge adventures in the foreseeable future, the increased number of CPC owners will just enlarge the market - hopefully making conversions of games such as Bards Tale II and the Ultima series, that were uneconomic before, possible! Who knows? We may even see some 16-bit adventures converted!... Only time will tell...

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Reviews

Do you want to get your adventure reviewed?

Every month the Balrog receives a number of reader's games that are crying out for review in these hallowed pages. Unfortunately, I am only allocated three pages each month so I can't possibly review them all - so how can you make YOUR game stand out from the crowd?

The majority of the games received are written using either the GAC or Quill utilities and are sometimes very badly presented - improving the presentation improves the chance that your game will be reviewed so try to follow these points -

1. Review copies should be sent on disc if possible.

2. Don't expect to get your game returned - reviewers like to keep the games for their own collection for mundane things such as screen shots, cover shots, tips and of course their own enjoyment! Discs may be expensive but if you are serious about selling the games then you should take into account the cost of free review copies.

3. Check compatibility - ie. does your game work on both 464 & 6128 (&664? - perhaps you should even check if they work on the 464+ and 6128+, although there should really be no problems). If possible also check that the colours chosen are readable on a green screen - there's nothing worse than playing a text adventure and not being able to read the text!

4. Don't forget to enclose an address where the game can be obtained and the price - it has been known for authors to forget to mention these salient points!

5. Send the game with all the packaging you intend to use - don't just send a Boots C15 cassette with 'Orca Quest' handwritten on it - is this how you are planning to sell your adventure? Therefore enclose the packaging you are giving away with the game (in most cases this will be a disc box, inlay and instructions). Do not enclose packaging that you do not intend to include with the final product (in the past I have received lovely extras, such as the worm from the Lurking Horror packaging or the case from the Hobbit).

6. The disc supplied should have a label bearing clear loading instructions, the name of the game, a copyright notice and your name and address (so I don't forget it!)

7. A hint sheet, map or solution always helps - try to impress on the reviewer the good points about your game. Let's face it - most adventure games are meant to take you months to solve and the poor Balg has to review them in a few days - even I get stuck sometimes and a hint sheet is a real bonus.

Most important of all - get your game play tested first! Play testing is used to find any bugs that reside in the program - a play tester should never be the author of the game (authors do not have a very objective view!) but should be fellow adventure players - preferably experienced adventurers (such as Joan Pancott, Graham Wheeler or another Lord or Lady of Adventure). Play testers not only check for bugs - they look out for poor spelling, grammatical mistakes, over-difficult puzzles, illogical solutions, bad parser - ie they are testing your game to see if it's any good - they'll tell you your mistakes and if you make the changes they suggest your game should improve. Many of the games I receive have obviously not been play tested - and suffer because of it.

If you do use play testers (and you should) then mention their names in the game - give them a bit of credit and publicity!
Then, IF your play testers feel your game is good enough, get your game reviewed in a fanzine (eg. Adventure Probe). Then, if you get a favourable review in the fanzine, send it in to the Balrog and it will more than likely be reviewed.

ADLAN
£29.95 disc only (ROM board needed to use as well)
Graduate Software, 14 Forrester Avenue, Weston on Trent, Derbyshire, DE7 2HX. Tel: (0332) 702993.

Due to a rather touchy problem with the Balg's monitor (I know I shouldn't have hit it with the flamin' sword) this ADLAN review is brought to you c/o The Amster himself - Mr Bob Adams... Thanks Bob!

Galloping over the hills to the sound of thundering hooves and trumpeters err, trumpeting comes the Cavalry, arriving just in time to rescue the poor adventure columnist with a broken computer. To wild cheers of delight from the gathered readers, the hero descends from his white stallion, blows on his smoking guns to cool them down, lazily slides the brim of his stetson off his face and... (get on with it Bob! - Balg)

ADLAN ROM REVIEW by Bob Adams.

ADLAN arrived in a jiffy bag that also contained the manual and a disc. Being a well trained computer user who has self taught himself to master Protext and Masterfile by reading the manuals, what was the first thing I did when faced with using this new un-tried program? That's right, I bunged the rom into a vacant slot, powered up and waited for it to show me what it could do. Well it just sat there, refusing to do anything. So I then sat down and read the manual!

But to begin at the beginning, what is ADLAN? ADLAN is an ADventure LANguage, a ROM based adventure writing program like the PAW or GAC. For anybody that feels they have an adventure inside them (like a novel) but feel they could never write it because of not being able to understand the complicated syntax of adventure writers such as GAC, Quill or similar, Graduate Software have some good news for you. The whole adventure is written on a word processor (like the PAW - Balg). Now what could be easier than that? Any word pro that saves files in ASCII format can be used but Protext users are particularly well catered for. For those of you who still don't own a word pro and prefer a masochistic approach, then you can write the adventure in Basic, then save it as an ASCII file before compiling.

So what does ADLAN do then, I hear you ask? Well the ADLAN rom compiles the whole lot into machine code, ASCII and Basic alike, which makes it run a lot faster and also compresses text and graphics and so takes up a lot less space on disc. It can also "Load" files from disc during the playing of an adventure, so there is no limit to the size of the adventure you wish to create, subject to memory available. If you are a fan of graphics (I'm not) then a typical screen file of 17K is compressed down to between 2K and 6K, depending on the complexity. The graphics are loaded separately off the disc and so use up no memory.

The manual is nicely made with a glossy cover and a sturdy binding that won't fall apart the second time you use it - it's a good job as well, as you will need to constantly refer to the manual. Strong it may be, but well written it isn't! It is a typical computer program manual, written to the usual low standard. I can hear the gasps of horror emanating from Derby as I type this but sorry lads, it seems to me that the manual is only a list of commands, rather than a tutorial on how to use and how to get the most from the program. ADLAN has it's own special set of commands. To make the program "use" these commands, they have to be inserted between what I call, the curly brackets ie:- { and } .

**********************************************************************

Example ADLAN code

A typical command in an adventure would be - "Take the object." To program ADLAN to look for this being typed, you would insert the following into your Protext file:-

{
If typed [get/take/pick up]
{
if find item 1 at carry
{
print <You've already got that.> done
}
if not find item 1 at here
{
print <I can't see that here.> done
}
if status item 1 is L
{
print <You can't take that!> done
}
move item 1 from here to carry
print "OK" done
}

Now that isn't in the least bit confusing is it? Did you notice all those little curly brackets and which way they were facing plus those square brackets [ and ] and the less than < and greater than > symbols. Item 1 refers to the object and of course the manual is fully documented on every command, so what's the problem? The problem is, that the manual has been written by the programmer, Richard Brooksby and he has fallen into the trap of thinking that we know as much about his program as he does. If there were little notes explaining "the reason for setting out this list of commands in this exact fashion is because..." etc, it would be so much easier to follow. I suppose what I am really suggesting is a thorough key-press by key-press tutorial. The information is mostly all in there somewhere, but it takes an awful lot of searching out. Occasionally though, you are expected to figure it out for yourself.

True, there is an example mini - adventure to type in (and it does compile and run Ok) but it doesn't explain "what and why" you are typing in. Also, it doesn't use any of the more "advanced" features, so no clues there.

**********************************************************************

So not too impressed with the manual but what about the program itself?

It's a little gem! I had typed in and successfully run the example adventure, played around with the "Bartrek" adventure (a spoof on Startrek) supplied on the disc and I wanted to try something more challenging. I had an un-completed adventure which I had written using the GAC. The reason it was not complete was two-fold. 1) I had been unable to program certain events that needed to happen due to the limitations of GAC and 2) I had got bored with it. The arrival of ADLAN changed everything but would I have enough time to convert my master-piece from GAC to ADLAN, before The Balrog was on the 'phone demanding his review? Better 'phone him and ask, I thought. "Hello," said his Mum, "sorry Balrog isn't here. He's just gone out to eat an Indian." Right, that settles it I thought, convert and be quick before he eats me!

How am I doing? Well, so far, I'm very impressed. ADLAN requires a different structure to GAC, so it's not just a case of importing your database. However, by being forced to re-write the whole thing again has allowed me to make improvements to the original and also take advantage of some of the short-cuts allowed by ADLAN. Once I got beyond the frustration caused by the manual, I really started to enjoy using this program. The flexibility of being able to compile directly from the command mode in Protext, the file held in memory, "Run" the adventure, spot a bug and to be able to return immediately to Protext to fix it, is terrific. By the way, the bug I referred to would be a mistake in spelling in the "text". If it was a mistake in any of the commands (syntax, wrong order, missing message, etc) then the ADLAN rom spots this and refuses to compile the file. More importantly, it tells you which line the mistake is on, so it is a simple matter to correct it and then compile it again.

**********************************************************************

Specifications:

This rom will work with all CPC's but really a disc drive is essential and of course, so is a rom board. The completed adventure is a totally stand alone binary program and can be loaded from tape or disc. However because the graphic screens are "saved" as individual files eg, "cave.csc" time would be wasted waiting for the tape player to find the file and then load it. For that reason I would suggest that only text-only games are suitable for tape driven 464 owners. No doubt, cleverer people than I will sort out a solution, if they want to use graphics as well.

**********************************************************************

ADLAN allows for 6,630 Locations, 32,767 Messages, 8 Status letters and unlimited Words, Objects and up to 65535 Attributes, right up until you run out of memory! Now that is BIG. If you consider that Level 9 used to get very excited about a game that had 200 locations, perhaps you can visualize how big 6,630 might be? I can't.

Programs can be stored in Mode 1 or 2 (40 or 80 column screen), according to your preference. Special character sets are supplied or you can load your own from Basic. ADLAN comes with it's own graphic drawing program or you can load your masterpieces drawn on another art package and let the ADLAN rom compress them for you. The screen can be divided into windows for special layouts and each window can have it's own colour and ink.

The disc also contains numerous "framework" files. These are useful as a quick start to writing, as they contain the basic elements to setting up your database.

All things considered, I heartily recommend this program to you. Congratulations to Graduate Software for releasing ADLAN. Now if every reader bought this and each one released an adventure, not only would Graduate get very rich but you would keep Amstrad adventure players, very happy for years to come.

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The Balrog's Post

Adventure game cover tape?
'I have noticed some Spectrum magazines have been giving away old adventures such as Jewels of Babylon and Apache Gold on cover tapes. Why not torture (!?) Rod Lawton into putting something similar on the B-side of an AA tape? It would be an excellent way for home brew authors to get the attention they deserve.'
Simon Netherwood, Huddersfield
'Why can't budding adventure fans have an adventure on the cover tape once in a while instead of shoot 'em ups?'
Jonathon Burton, Hale

An interesting idea about the cover tape... Any other adventurers interested in having a free adventure - if the response is large enough I will have a 'talk' with Rod...!

Bards Tale II
Brian Thornton of Stirlingshire and a few other readers have written suggesting that readers should petition Electronic Arts to release Bards Tale II&III for the Amstrad. I agree with you all whole-heartedly. In fact, read the letters page in AA52 - I would also like people to write to Electronic Arts. If enough people do write, then Bards Tale II will be converted. So, fellow Balgs, please voice your complaint by writing to EA at 11-49 Station Road, Langley, Berkshire SL3 8YN and say the Balrog sent you!

Ye Olde Titles Wanted
'Do you know where I could get copies of some older and less known adventures such as Boggit, Bored of the Rings etc.?'
Simon Avery, South Devon.
Getting hold of old adventures is often difficult but the first place to look is the advertisements in AA - a company might still be offering the game you want for sale. If that doesn't help then check out the small ads. If you are still having no luck then try writing to the company that makes the game! Some companies (such as Level 9) keep stocks of all their games, even their first, so writing to the publisher is always worth a try. If none of the above works, then you will have to try and buy the game second hand - look around in the adventure clubs mentioned recently - members often sell off their old adventures at very reasonable prices. I hope you find the games you are looking for Simon!

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Clue-Sniffing

Okay Balgs, here be ye Furry Fiend's regular dose of problem solvent. Don't forget that all contributions to the Clue Pot are most welcome, so if you're bursting with helpful advice, jot it down and send it off to the Balrog's Clue Pot c/o Amstrad Action, at the address at the front of the mag.

This month's snort of clues was brought to you by Antcrusher, Tim Bell, Hazis Dolgizas, Adrian Forbes, Debby Howard, Ian Howlett, Simon Netherwood, Brian O'Donoghue, Paul & Timothy Stitt, Howard Swains, Aron Watson, Wendy Watters, Peter White, Stuart Whyte and David Wilbourne.

Bored of the Rings - Part 1

Use pepper to blast hole in door.
Hide in bushes to avoid horse.

Corruption

If you want to listen to some very interesting phone conversations then GET Theresa's and Margaret's PHONE when they're off and WAIT...

Cutthroats

At the shanty buy water not grog as water is free.

Dungeon Adventure

Keep the miner's helmet.
Eat a psychedelic mushroom.
Wear gauntlet to get ring.
Throw ring to find a ruby where you see a hand!

Guild of Thieves boxGuild Of Thieves

Look in the swag bag at the start.
Examine the rats before the race, then bet on the grey rat. Use the prize to buy the lute.
Make sure, when you buy the lute from the miller, that you put it into the sack when you leave the windmill.

Hitchhiker's Guide

Keep going aft to get to the engine room in the Heart of Gold.
Get all the fluff and put it all in the flower pot then go to the sauna.

Imagination

Pinch arm to return to the main menu.
Put coal bucket down on snow (only works in one location!)
Feed grass to cow, then milk it.

Mindshadow

To finish part 1, go on the gangplank and go east.

Stationfall boxStationfall

If you're foiled remember Alice when she wasn't in Wonderland.

 

 

Witness boxWitness

After interrogating all the suspects, go to the office before Monica arrives home and hide behind the lounge.

 

Wizbiz

Vault wall using long rod.

Jinxter

Whoops! Seems like a duff tip was printed in AA56 but Peter White comes to the rescue with the correct clue...

The wire fence: You must get and wear the gloves before trying to cut the fence - otherwise you will be slashed and your luck reduced.

David Wilbourne and Brian O'Donoghue have come to Adrian Forbes's aid in Jinxter... First use the Pelican charm (found in the Bakery) to bring the unicorn and fire engine on the carousel to life. To enter clockmaker's shop knock on the door. Throw an object at the oil lamp which sets the workshop on flames. At this point the clockmaker will run out allowing you to enter. To take the unicorn's saddle with you, put it in the sack. The fire engine will leave behind its ladder which can be used in the clockmaker's shop to climb onto the girder in the tower. Before you take the stool you must freeze it with the Walrus charm.

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Just for laughs

Simon Netherwood, Harry Lingard, Howard Swains and Ian Howlett can be thanked for this month's selection of amusing responses in adventure games...

Big Sleaze

Examine the toilet in Joe's diner.
Try kissing men!
Examine the window.
Try talking to Velma.

Bored of the Rings

Fart!

Hitchhiker's Guide

Try waving the towel.

Moonmist

Examine motor in your car.
Try praying.

Quest for the Golden Egg-cup

Swear, search in sand, get out, swear again, search in sand again.

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Lords & Ladies

Welcome once again to the Lords and Ladies of Adventure - some of the kindest, most helpful people you could ever meet. However, if you should have any cause for complaint about anyone in the Lords and Ladies column, let me know. There have been terrible tales of Lords who have boasted of their accomplishments but haven't actually finished the games! If discovered, this terrible crime will not go unpunished!
And make sure you don't give the Lords and Ladies themselves any cause for complaint. Always enclose a self-addressed stamped envelope and always phone them between the times stated. Thank you!

Guild of Thieves, Lurking Horror & Pawn.
Adrian Forbes, 37 Victoria Road, Gourock, Scotland, PA19 1DF. Tel: (0475) 33633 Mon-Fri 5pm-10pm, Sat & Sun 1pm-10pm.

Dungeons Amethysts Alchemists n Everything, Forest at the Worlds End, Jewels of Babylon and Scary Tales.
Simon Avery, 'Marden Farm', Old Exeter Road, Chudleigh, South Devon, TQ13 0DR.

Hitch Hikers Guide to the Galaxy, Leather Goddesses of Phobos, Lurking Horror and Moonmist.
Ken Dean, 63 Elmhurst Avenue, Oulton Broad, Lowestoft, Suffolk, NR32 3AR

Aftershock, Brawn Free, Case of the Mixed Up Shymer, DAA, Espionage Island, Experience, Fantasia Diamond, Forest at Worlds End, Frankenstein, Grange Hill, Haunted House, Heroes of Karn, Imagination, Kobyashi Naru, Lancelot, Lords of Time, Message from Andromeda, Mindshadow, Pirates, Quest for the Golden Egg-cup, Rigel's Revenge, Seabase Delta, Spytrek, Subsunk, Terrormolinos, Three Weeks in Paradise, Trial of Arnold Blackwood and Warlord.
Debby Howard, 10 Overton Road, Abbey Wood, London, SE2 9SD

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Contacting the Balg!

The Balg is particularly interested in hearing from all you Wandering Souls out there and will do his best to include your correspondence in these columns whenever space permits. Contributions to the Clue Pot and Just for Laughs are especially welcome, particularly for lesser-known games which may not be getting the coverage they deserve. I'm contactable c/o Amstrad Action, Future Publishing Ltd, Beauford Court, 30 Monmouth Street, Bath, Avon BA1 2AP.