229 lines
13 KiB
Plaintext
229 lines
13 KiB
Plaintext
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TWILIGHT'S RANSOM
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If you're in the mood for a text adventure in which the map's the thing and a
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rose by any other name will _not_ be recognized (let alone smell as sweet), then
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TWILIGHT'S RANSOM may appeal to you. The game comes from Paragon Software (an
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affiliated label of Electronic Arts), a company attempting to demonstrate its
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versatility by releasing programs in a variety of genres. During the past few
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months, they've released WIZARD WARS, a dungeons-and-dragons computer
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role-playing game; ALIEN MINDS, a science-fiction CRPG/mystery; and now,
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TWILIGHT'S RANSOM, a text mystery with a contemporary setting. (This review is
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based on the IBM-PC version; Atari ST and Macintosh version notes follow.)
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In TWILIGHT, you play the part of Ronald J. Mulligan, a 30-year-old graphic
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artist and boyfriend to Maria Chavez. Maria works for restauranteur Raoul
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Melendez, who has a little business on the side: He's the drug kingpin of El
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Salvador. You both work in fictitious Liberty City -- you as a commercial artist
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for an ad agency, and Maria as a waitress.
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Tonight's your night out with Maria. You arrive at her apartment, but she's not
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there. Her apartment door hangs open, the place has been ransacked, and you
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haven't a clue as to who abducted Maria...or why. After all, what's to be gained
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from kidnapping a poor waitress -- unless Maria hasn't been honest with you? As
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you search her apartment for anything that might make the picture clearer, the
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phone rings. It's the kidnappers. They warn you that unless you deliver "the
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documents" within 12 hours, Maria will be collecting her tips for the last time.
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Obviously, since Maria lives alone, the captors know who you are...and they're
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watching you. Best not to get the police involved. You tak it upon yourself to
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rescue Maria, even though you have no idea what these documents are, or where
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they can be found.
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Unfortunately, Liberty City is a hostile, unpleasant town -- especially at
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night, when most of the stores are closed and the streets are not as brightly
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lit (a tip of the hat to "Tales from the Dark Side"). The alleys are rife with
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underworld lowlifes, and you're being tailed: The toughs don't like your looks.
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Since you're not the most physically-oriented person, you generally can't fight
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your way out of situations; you've got to use your head and whatever items you
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may have found along the way.
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The most complex element of TWILIGHT is the mapping. The map is _huge_ and
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sprawling. There are (as the manual warns) more locations than in the average
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text adventure (I stopped counting at 100); however, the vast majority of these
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locations doesn't figure into the plot at all. This quickly becomes obvious, and
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it's a bit disturbing, because the map is a _lot_ of work -- most of it for
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nothing. It's an interesting (read: frustrating) map to try to construct because
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it takes some unusual twists.
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What makes the game exceptionally tough for cartographers is the fact that the
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input vanishes from the screen as soon as the parser interprets it. Thus, if
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you're at the intersection of Bond Street and Tempest Avenue, and you type an
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"E" (for east), you then move to a location called "Bond St." and the "E"
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disappears. So, if by chance, in the course of making copious notes (which is of
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paramount importance in this game), you've forgotten whether you've gone east or
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west, there's no point in looking for that information on the screen. I'm not a
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forgetful type, but the mapping is _so_ complex that I often had to retrace my
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steps just to confirm my notes. Another peculiarity is that, with each move, you
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sometimes travel whole blocks and sometimes half-blocks.
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Provided you've mapped all of Liberty City and explored each location
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carefully, the puzzles can then be tackled systematically. Some aren't exactly
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logical or fair, but are simply matters of sufficient exploration. One of the
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vagaries of the game's programming makes exploration less complicated: Usually,
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any object which can be manipulated is mentioned in its own sentence at the end
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of a given location's description. So, if you're faced with two paragraphs of
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prose describing the front porch of a house, followed by a single offset
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sentence that reads "There is a yucca plant in a large flower pot here," you
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have a pretty good idea that something can be done with that plant (or the pot).
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Where the game slows down is in recognizing words. Yes, it's time once again to
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play "find that noun." I thought this sort of problem had received enough bad
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press that game designers would be more conscientious; then again, Paragon is
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new at the text adventure game. It's unnerving to type "look at apartment" when
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you're in Maria's apartment and get the response "You can't see any apartment
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here." The vocabulary in this game is just plain crude. The game manual includes
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a short list of verbs, which makes verb usage a bit easier, but the noun
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recognition is poor. The parser, though, is far more capable than the vocabulary
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would suggest. It recognizes "it" as referring to the object of the previous
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command -- a pleasant surprise; I only wish (at times) that it would recognize
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"again" as a repeated command. It also allows the use of brief, normal, and
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verbose modes.
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Although TWILIGHT is text-driven, there are graphics available from time to
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time during the game. You can see them by giving the Picture command; however,
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they don't contain any clues or useful information, so you won't miss anything
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important if you don't display them. The pictures run hot and cold; some are
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dramatic and effective, others are poorly rendered and simplistic.
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The prose is adequate, but indulges in verbosity. There are long, long masses
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of descriptive text; although they sometimes move the plot along, more often,
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they're superfluous -- even more so when you consider that the program
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comprehends very little of what it's saying.
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Included in the package are a reference card for your specific computer; a game
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manual with the plot overview, sample verb list, guide to playing text
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adventures, special commands, and tips; a pen stolen from the restaurant where
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Maria works (a very cute detail); a small piece of paper with some cryptic
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writing; and a piece of Liberty City promotional material describing many of the
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locations and details about the city -- all in a humorously naive,
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chest-thumping, civic-pride style.
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The TWILIGHT'S RANSOM package contains both 3-1/2" and 5-1/4" versions (a
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single 3-1/2" disk and two 5-1/4" disks). The disks are copy protected, and
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although they may be copied, you'll need to insert the original disk to start
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the game.
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An interesting alternative to hard disk installation is a RAM-access option:
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Using a command line parameter, you can load the entire game (except for
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pictures) into memory upon booting. This saves quite a bit of time during lo
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game sessions when the program reads a lot from disk. You'll need 512K to take
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advantage of this option, and you'll still need to have the pictures available,
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either on a floppy disk or on your hard drive (the picture files are not copy
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protected). A utility or command line parameter to cancel the pictures
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altogether would have been nice: If you don't view the pictures, you'll keep
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getting reminders to look at them until you do. You can also toggle on
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AUTOPICTURE, which automatically displays pictures in their appropriate
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locations.
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The game will run in monochrome, CGA, and EGA modes, but it does not support
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EGA graphics (displaying 4-color CGA graphics instead), and it will not provide
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graphics at all in monochrome mode.
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The screen display is unusual, using several colors and constantly displaying
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the "title" of your location and the number of moves you've made. You're given a
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single line buffer in which to type your commands; the rest of the screen
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displays the game's responses to your commands.
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Another unusual feature is the support of the AICOM speech synthesis board. I
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don't have one of these, nor do I know of any other game which supports it, so I
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can't say how well the synthesis works. If you do own such a device, you can
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toggle the speech option.
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Saving and restoring is very simple and quick (although you cannot save to
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either of the game disks; you'll have to provide a formatted disk or use a hard
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disk). You save and restore with a similar command, and once you've established
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the pathname, you don't have to use it anymore. The game will also print a
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running transcript, if you desire.
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This last item is fairly serious: The IBM reference card and game manual omi
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some _very_ important details, such as how to communicate with other characters,
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enter numbers, and execute other crucial commands. This information is available
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in a README file on the picture disk. Print it out and keep it with your manual.
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I have mixed feelings about TWILIGHT. After a while, I became accustomed to the
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unpredictable vocabulary and began to anticipate the game's needs. Finishing the
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map gave me a real sense of triumph and exhaustion, as did finishing the game.
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Thanks to the quick save/restore features, once the game was mapped, it wasn't
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difficult to complete. If you can accept the limitations I've outlined,
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TWILIGHT'S RANSOM might not be a bad choice for you. With Infocom branching out
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into graphics-dependent games, there aren't many new text adventures released.
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Although TWILIGHT isn't a gem, it's certainly an encouraging entry from a
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promising software developer.
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ATARI ST VERSION NOTES
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Ordinary people caught in extraordinary situations is the stuff of good Cornell
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Woolrich books and good Alfred Hitchcock movies. In TWILIGHT'S RANSOM, we're
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presented with just such a premise. While the story is fine, its implementation
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on the Atari ST suffers from some problems.
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The ST screen display consists of (from top to bottom), a menu bar for File,
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Text, and Picture selections; a large text description area; and a command line
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that accepts your input and displays the number of moves you've made.
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RANSOM operates in low-res color mode; the text is large and readable. The disk
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is accessed after nearly every command, but even worse is the automatic
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scrolling that occurs during text display: New lines appear in languid bursts as
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each line appears, the text of the entire screen is washed out for a moment by
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red highlights. The vertical slider bar for scrolling the text backward would
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have been a more useful feature if it hadn't been included.
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There are 175 Liberty City locations to explore; there are pictures of 20 of
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these locations. No picture appears until you've reached a particular place;
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when you do reach one, the picture loads quickly. At this point, you can either
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look at it or press a key to return to the game: You can't do both. T picture on
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the title screen is gritty and atmospheric, and it disappears in a nifty
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dissolve when you press a key to start the game.
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RANSOM supports a second disk drive. Games can be saved and reloaded under a
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default filename or a filename of your choosing. A blank, formatted disk is
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optional but recommended. Text displays can be Brief, Normal, or Verbose. The
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display of the pictures can be toggled by way of Autopic; View will display the
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current picture.
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The command parser works well, and offers editing features: Function keys rerun
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and re-display the previous command line for editing; the arrow keys move the
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cursor around the current command line.
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This adult story wasn't written by James Ellroy, but it's adequate, especially
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once you've entered the flow of it.
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Since I'm a sucker for an all-text mystery (the pictures of RANSOM, though
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well-done, are truly optional), I was able to overcome the constant disk access,
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the horrible scrolling, and the blinking red highlights. Paragon's command
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processor -- though not up to the level of Infocom's or Magnetic Scrolls' --
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gets the job done with, at worst, little trouble; it definitely makes the
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aforementioned problems much less annoying.
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If you can get past this stuff, you'll find a good Atari ST mystery thriller in
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TWILIGHT'S RANSOM.
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MACINTOSH VERSION NOTES
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TWILIGHT'S RANSOM for the Macintosh does just about everything you'd expect
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from a port, but adds little else. In the above review, the game appears to be a
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text-only game, so when I read the packaging blurb and saw "graphic-text"
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adventure label, I thought, "Great! They've added graphics to the Mac version!"
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I started up the game and saw what appeared to be a digitized rendering of a man
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with a gun, a lovely woman by his arm, and the game's title. "Wow," I thought,
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"terrific graphics!" However, as I entered the play mode, I got a plain, old
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text screen. Still hopeful, I searched for a "graphics enable" option under one
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of the menus. No such luck! In fact, there are graphics depicting various
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scenes, but they number about 25 for the entire game. Most of the time, you
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wander around in an all-text mode. Now, as Infocom has shown, this is not all
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bad; unfortunately, as noted above, TWILIGHT'S RANSOM's parser has a limited
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vocabulary, and commands must be fairly simple.
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The graphics the game _does_ offer are well done; my only regret is that
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Paragon didn't see fit to incorporate more of these illustrations into the
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Macintosh version.
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TWILIGHT'S RANSOM requires a Macintosh 512KE, System 3.2 or higher, and one
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800K drive.
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TWILIGHT'S RANSOM is published by Paragon Software Corporation and distributed
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by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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