Thursday 6 April 2023

Blue Force – WON!

by Alex
Adventure games, as with any sort of storytelling, consist of a series of promises. In a narrative that at least attempts to be coherent, you have a setup, whereby you promise your readers/viewers/players that something will happen, and then you have a payoff, where you keep that promise. This is a reduction of storytelling into two broad parts, but the setup/payoff combination comes into play many times during the course of a given narrative.

Generally speaking, audiences are forgiving up to a point. Fool them once, okay that can slide. But anything more than that and you’re in dangerous territory where you will leave the player, as the case may be with Blue Force, with a serious case of blue balls expectations.

In the first comment to my last Blue Force post, which was published last year, esteemed adventure game designer and all-around cool guy Corey Cole began by stating “This is actually starting to sound like a complex, multi-layered story . . .”Imma stop you right there, Corey. No, it is not. Blue Force is all about setup with little to no payoff. A twist ending that you see coming a mile away. A fireworks display that fizzles out like so much flatus in the breeze. It is a story that promises something bigger but feels so small despite the attempt to make you feel the weight of the stakes at hand. Even the fact that you get to throw a live grenade in a dude’s face can’t generate any excitement.
Catch, ya filthy animal.
Instead of busting up international arms smuggling, the denouement consists of a villain telegraphed with the subtly of a sledgehammer to the forehead, a “mastermind” whose plans and motivations can be summed up as “reasons,” and a lot of time spent futzing around with extension cords and a fuse box.
I’m not kidding.
Romantic relationships go nowhere. Resolutions are absent. The final “assault” on the bad guys’ compound is memorable only for the fact that you get to throw a live grenade in somebody’s face (did I say that already?), and the ending is so unsatisfying that M. Night Shyamalan uses this game as an example of how not to end a story.
This entire romance subplot is never mentioned again.
I mean, the ATF is involved, and they don’t even shoot anybody’s dog . . . and there IS a dog in the endgame! Once again, the payoffs are subverted.
If you’re ATF, and you don’t shoot at least three dogs per year, they kick you off the force. True fact.
As an aside, Blue Force: The Movie, directed by M. Night Shyamalan would be awesome. Bet he’d have the ATF shoot a dog . . .

If it sounds like I’m spoiling this post before it even starts, it’s because I am. I want to manage expectations so you don’t go into this anticipating something really cool, novel, or unique out of Blue Force. That wouldn’t be fair. I’m trying to set you, dear reader, up for a payoff that won’t sound cheap or gratuitous. Because I think we can take a great lesson out of Blue Force we perhaps haven’t seen too often here on The Adventurers’ Guild: this game commits the cardinal sin of any art.

It is bland. Perhaps the most interesting, unexpected, and unique thing about Blue Force is a white guy named Tyrone.
I think this is Tyrone. Or maybe it’s Frank. They’re just so darn memorable, I can’t tell them apart.
You thought I was going to say the grenade thing again, didn’t you? More grenades would’ve helped, but even that scene has sort of a cursory, tossed-off quality to it. Not enough bang for your buck, you follow?
Even throwing that live grenade in that dude’s face is kind of “Eh, whatever, here ya go.”
I know I was enthusiastic about this game in my last few posts, but this end game really soured me. I think it was because the set up was generally well done that the pay off annoyed me to the point where I fear this post will sound bitter and resentful. Alas, like a spurned lover, I am compelled to carry on, giving my reasons why things were just not meant to be between Blue Force and me.

We last left off where Jake Ryan, fresh off of finding evidence that (yawn) his parents’ killer (boring) is involved in this case (zzzz), was about to head to Marble Head Island himself to figure out something about the armory robbery or whatever.
They should’ve called this game Marina Quest because like 75 percent of it takes place here.
Jake got a book of coupons for boat rentals from somewhere I don’t care to look up, so here we are, back at Carter’s Marina where a relatively interesting puzzle presents itself, albeit one that isn’t set up very well.

See, we found Jake’s dad’s nickel in the safe back at Grannie’s house, and we saw from our first trip to Mr. Carter’s that he’s into old coins. It seemed like a non sequitur at the time, but now, when we’re presented with a rack of keys and told to take only the rental key . . .
. . . but we also see the key to the Future Wave . . .
. . . we have to distract kindly old Mr. Carter somehow so we can snag both sets of keys.

This is where the nickel comes into play. You give it to Mr. Carter and he heads in the back to find the price guide, leaving Jake free to snag the extra set of keys.
Wow! You could buy a better adventure game with that nickel!
However, this puzzle was not set up very well because the nickel could be found well in advance of being able to use it, making it seem disconnected from any sort of natural progression. Why would Jake carry the old nickel around if he didn’t know he’d need it? I understand this is an adventure game, but it’s a police procedural set in the modern times (1994 might as well be 2023, just minus cell phones). You expect a certain modicum of realism. It’s not King’s Quest where you buy some weirdo in a pointy feathered hat cramming clovers and chestnuts and buckets and cheese into his pockets because he just might need them someday. We give fantasy, and even sci-fi, a bit more leeway than we do games that try to hew closer to the real world; whether that’s fair or not I leave it up to you to decide, but this is just an observation I had while playing Blue Force. I mean, even the first two Police Quest games had much better puzzle setups than this (let’s not talk about Police Quest III; I’m still traumatized).

In any event, I do what any self-respecting private eye would do and I snoop around the Future Wave. Conveniently, nobody’s on board. I click everywhere and find a key in the soil of a potted plant.
A soiled key.
This doesn’t open anything anywhere on the boat, not even the locker on the outside (more on that later).
I’m gonna need some of what’s in this locker by the end of the post.
So off to Marble Head Island. The boat quickly takes Jake there, and we get another map screen where we can return to the Marina or go to shore.
As with land-based exploration, the cursor changes to an arrow when Jake can go somewhere, a feature that is appreciated. Going to shore takes us to an area where, similarly to finding the boat-hook in the storage locker near the Future Wave really early in the game (again, hold that thought), there’s a crate containing a fuel-soaked rag and a bottle of diesel fuel that looks to have no immediate purpose now. But it’s an adventure game, so into Jake’s pocket they go.
There’s also some lumber and an abandoned fire pit that don’t serve any discernable purpose. Up the hill and through a few screens of scrolling vegetation, we start to hear a dog barking. Clearly, the ATF has not been here already. At the end of the path, there is a nasty looking canine behind a locked gate guarding the entrance to a warehouse.
The key from the potted plant in the Future Wave opens the gate, but predicably the dog, not understanding English, doesn’t run in fear when I yell “Freeze! I’m with the ATF!” at my computer screen, so there goes Jake’s jugular.
The game doesn’t even let me pretend to be ATF and use Jake’s gun to shoot the dog, or at least scare it. Clearly, I need something else to get past this mutt.

You know what the solution is, huh? Well, do you? It’s a microscopically small fishing net on the little raft outside of Mr. Carter’s office. So this puzzle I figured out on my own, but not the next one.
You can kind of see Jake bending down to pick it up here.
You chuck the net on the dog and then open the gate and the door to the warehouse, both with the same key. Seems odd to me to have one key for both doors, and then to hide it in a potted plant, but then again, what do I know about the ways of illegal arms smuggling (as opposed to the legal kind, which me and Oliver North could tell you a thing or three about).
I’m showing my age here with this reference.
Inside the darkened warehouse we encounter a puzzle that is both pedestrian and annoying. First, you have to mosey on over to the fuse box in the upper-left corner and turn on the lights; otherwise, Jake can’t do much of anything.
Much better. Jake also discovers a secret panel with a hidden switch and by clicking around on the fuse-box. I flip a bunch of switches, but nothing happens, except when I turn the lights back off, I get some points. I file this away, as it means turning off the lights is something I’m supposed to do.

There’s a forklift you can’t do anything with, some insulation, a generator, and a can of paint atop a pile of lumber. On the wall hang a saw, a shovel, a yellow extension cord, and a hose. Against the far wall is a blue barrel of fuel, a generator, and some insulation. This has become Home Improvement: The Game, and I’m again showing my age with these super-timely references. What’s next? Name-checking Ralph Kramden?
“To the moon, Alex.”
I’ll tell you why this puzzle annoyed me. Here are the steps:
  • Pick up the yellow extension cord
  • Turn on the generator
  • Connect one end of the yellow extension cord to the generator
  • Connect the other end of the yellow extension cord to the fuse box
You can see the two outlets in the lower-right secret panel.
Nothing happens. I fart around for a while. I fantasize about playing a different game. I click every object on every other object. I do that classic adventure game thing and go back to the mainland to check all other locations only to come up empty.
I do learn that this lady has been leading me on the whole time.

I’m glad one of us is having fun here, Jimbo.
Here’s where I got antsy to just finish this game and consulted a walkthrough. It turns out you have to pick up the black extension cord from the forklift—something I did not find despite clicking the “Eye” icon all over this place—because you have to be in a really particular spot.
Oh okay
This cord also plugs into the generator and the fuse box, opening up a secret wall in the upper-right of the warehouse.
I click around like mad until I find the one crate—indeed, the one object—I can interact with, and find a bevvy of automatic weapons.
All the better to shoot dogs with!

Remember that?

Honestly, the dog was enough.

The bit about covering tracks is a clue, and this is honestly a pretty good puzzle, unlike the other one, which is just a click-fest with little-to-no actual thinking required. After taking a gun as evidence, I made sure to put everything back as it was—cover the crate, close the wall, turn off the generator, return the extension cords, turn the lights back off, close the secret panel, close the fuse box, lock the warehouse door, lock the gate, shoot the dog use the fish hook to get the net off the dog—

Wait, what? That’s right—the fish hook that any savvy player would find on day one of this game finally gets used. I guess having it right near the Future Wave allows players to get it now if they missed it then so they can cover their tracks before going back to Lyle with the gun, but it just seems a little ridiculous that the means of getting the net off the dog couldn’t be found later on in the game, or elsewhere.

Not having any desire to really explore this game further, I didn’t bother to see what happened if Jake doesn’t cover his tracks. And I’m glad I didn’t, because you can put the game in an unwinnable state if you save your games carelessly. See, if you don’t put everything back just so, when Lyle and Jake return the next day, the place has been cleared out.

Instead, I head back to Lyle’s office and let him know we’ve got what the ATF is looking for.

“Just tell them there’s a dog there, Lyle!”

Nah, just kidding. The automatic weapon is enough.
Lyle tells Jake to meet him at the Marina the next day for a final assault on the island. Marina Quest continues. Maybe this should’ve been called Boat Simulator since so much action takes place in the nautical realm. It’s like Miami Vice minus the cool. And no Frank Zappa as a villain either.
PROTIP: You can make whatever it is you’re doing exponentially cooler by adding Frank Zappa to it.
Back at the Marina, Jake once again gets keys to the rental boat again with his seemingly endless supply of rental vouchers, and then Lyle appears. I can’t get the Future Wave keys even though I’d like to check out the boat again, because the nickel is inexplicably removed from Jake’s inventory—I guess he put it back overnight? I didn’t take a screenshot to confirm if the boat is there now or not, but as you’ll see it doesn’t matter.

“They said they were practicing for a major operation, Jake.”
I would like to take this time to point out that I have no bone to pick with the ATF; it’s just that their presence in this game made me go looking for ATF jokes, and for some reason I find these “ATF dog memes” funny. Your mileage may vary.

When Jake and Lyle take the boat for a spin, uh-oh . . . it’s the Future Wave! I smell danger! And annoying puzzles!
On the boat, our old friend Bradford Green is holed up inside, and he won’t come out. I figure out that Jake can climb a ladder to the exhaust pipe—something I don’t recall being able to do in my 43 other excursions to this stupid boat—and I shove the diesel-soaked rag and the bottle of fuel down there, hoping to smoke Green out.
The thing is, I can’t ignite the stuff, and shooting doesn’t work. I also can’t open the aforementioned locker on the side of the boat. So I go back to the island to see if there’s anything helpful there. You know, like a lighter . . . matches . . . a different game . . .

The fact that you can go back to the island at this point is actually good puzzle design, because if for whatever reason you didn’t pick up the rag and the fuel, now’s your chance. But if you try going further up the path, you end up in a shootout you just can’t win.

Nice try, Jake, but you’re fighting a man, not a dog.
You can empty both clips and you’ll never hit this clown. I am very annoyed at this point, so I shamefully consult a walkthrough and figure out that, yes, my solution does lie inside of the locker on the Future Wave. Once again, my instincts were right, but the solution is obnoxious.
My guitar wants to kill this game.
Y’see that pouch on the back of the seat? See it? That’s where you were supposed to click. This is lazy puzzle design. It’s not Roberta Williams-level insane; it’s just “we’re sick of trying.” Which is fair, because at this point I got sick of playing this game.
I know which one I want more at this point.
In goes the flare. Here comes the smoke. Out comes Green, with a live grenade in his hand. Whoa baby, things escalated quickly!

I chose violence, and sadly violence wasn’t the proper solution to this problem.

Nope. You just . . . click your handcuffs on him.
Once again, you just talk the clearly unbalanced and highly violent Green off the ledge and he acquiesces with a shrug. You know, somehow this game just feels small. Small stakes. Small danger. Every time I really want it to lean into its cheesy cop-movie tropes, it pulls back in an unsatisfying way. There’s a dirty joke in there somewhere I am not going to make because this is a family blog and I’m classy like that.

Jake takes the live grenade and then cuffs Green to the boat. Remember this for the game’s final puzzle.
Off to the island we go, ready to throw some grenades and take names.
And I’m outta grenades!
Somehow, the gunman isn’t turned into hamburger. Searching his body produces . . . a dog whistle. What happened to the net? Knowing that he’d be coming back to the island, wouldn’t Jake have kept the net that let him get past the vicious, man-eating dog? Or was he banking on the ATF having already gotten there first? The world may never know.
Lyle takes care of a bad guy off screen, you click the whistle on the dog to get it to go away, unlock the gate and the door, etc. and so on . . .
Here we are! The final showdown! There’s a shadow of someone moving visible in the back room, and if you try to go there, you get your brains blown out. I shut the lights, but that also gets my brains blown out.
What you have to do is go back to the fuse box, click on the switch in the secret panel to close the secret door, and then kill the lights and open the door again. This lets Lyle get the jump on the mystery guy when he comes to check out the disturbance.
In a twist that surprises no one, it’s Nico, aka Mean Mr. Mullet from the game’s intro, the guy who (yawn) shot Jake’s parents.
He’s also grown a sweet ‘stache since then. Are we sure he’s the villain and not just the bass player in a Lynyrd Skynyrd tribute band?

And this bigger fish is, drumroll please, Mr. Stuart (or was it Stewart?) Cox, the corrupt District Attorney. I’m blindsided by the epic reveals going on here.
Me neither, Nico.
Cox, aka U.S. Senator Lindsey Graham, is very confident he’ll get away with his scheme.
Oh really? So do I, and they’re called bullets!
Yes, I blew them both away and you’ll be shocked to discover that’s not the solution. No, the real solution is much more exciting: you talk to both guys until they have nothing else to say, you close the door and take the yellow extension cord to tie them up—not the black one, which doesn’t work, silly—because you used your only pair of handcuffs to secure Green (hey, why the hell doesn’t Lyle have any handcuffs), and then make sure you search Nico to find his gun before the ATF comes to save the day.
“I mean, you didn’t shoot any dogs, but good work, I I . . .”
And that’s a wrap. That’s it. Grenade-tossing shenanigans aside, what a weak, anticlimactic, and disappointing ending. No assault on the Demon Wizard’s tower a la Quest for Glory III. No dramatic showdown a la Freddie Pharkas. No grand rescue/epic denouement a la Conquests of the Longbow. Not even a shootout like the first two Police Quest games. In fact, this reminds me of Police Quest III’s end game, where silly stuff happens with silly solutions to silly puzzles until the game is over and you go “Wha . . .?”

There’s an ending where our three baddies get sent to Federal prison. Their sentences are given and then it’s game over, roll credits over that weird close up of a dude’s head. I don’t get it.



This guy.
My enduring memories of Blue Force are boats and extension cords.

Final rating next post.

Session Time: 1 hour and 30 minutes
Total Time: 3 hours and 30 minutes

Score: I don’t know.

Inventory: Boat coupons and extension cords, probably. Who cares?
Arrests: I lost count because I didn’t care.


  1. 3.5 hours? Man, this is a SHORT game. Great post, Alex! Looking forward to the final rating.

    1. Will,

      Glad you liked the post. I haven’t been commenting here, or writing much, because of life but I still read everything and play when I can.

      You’re right: this game is very short. It’s also not very difficult. Of course, it still took me, what, half a year to play through so maybe it’s a me problem and not a Blue Force problem.

      I’m still thinking about my ratings for this one. I do want to be as fair and objective as possible. Yes, even to Jim Walls.

    2. I was thinking as well that one of the parts of Police Quest 1 that works well for me is that you have an early "normal" day in the life of a police officer, before the major plot stuff moves all that out of the way, and perhaps a bit more police procedural stuff at the start would have been a good way to make the game feel a bit more substantial?

    3. although as soon as I post that I do think that some of the early sierra games can be finished super quickly when you know the puzzles, so perhaps it's more down to a lack of challenge?

    4. Andy,

      Incisive comment. You're in the same headspace I am about this game and you'll see that reflected in the "final rating" post. The pacing of Blue Force is wild . . .

  2. "As an aside, Blue Force: The Movie, directed by M. Night Shyamalan would be awesome. Bet he’d have the ATF shoot a dog . . ."

    The twist would be that the main character was the dog all along.

  3. for some reason, given that you mention that it centres so much of the plot on the marina and the boat, all I can think of is that this should have been a Baywatch or Baywatch Nights tie-in game.

    1. If they changed the main character for someone, ahem, a little more Baywatch-y, this would've not only made Blue Force more fun, but it would've given the player something to do at the Bikini Hut.

    2. add in a cameo from david hasselhoff and you've got yourself a sure-fire hit!

  4. Only 3.30 hours of total playing? Boy, this is a short one

    1. Ouch, i made this comment before refreshing the page, when there were no comments

    2. It's a short game, or I'm REALLY good at adventure games . . .

      . . . nah, it's just really short.

  5. As I mentioned in the last post, I get a sense Blue Force was meant to be much bigger than it ended up being. I can't believe a game involving Jim Walls would underutilise a Police Station to the degree it did (there was just too much unnecessary police procedure left on the table) and the arc with Hayley was surely meant to be an an extended will they, won't they a-la Sonny and Marie (the husband thing was such an, ahem, cop-out). My bet is they ran out of money, time, talent, patience or a combination of all four.

    3 and a half hours seems about right, but I reckon my own playtime was in the region of 4 hours because I hit a couple of bugs Alex didn't seem to encounter. In my first visit to the warehouse - the lights didn't turn off after flicking the breaker, nor did they turn off when I removed the extension cord. Now, they were either running some kind of super capacitor, or the game was borked (spoiler: it was the latter). Figuring I'd done the right thing anyway, I left, but after telling Lyle about the guns and heading home for the night, the game ended saying I hadn't properly covered my tracks and the criminals had evacuated the warehouse overnight. I guess that answers Alex's question as to what happens if you don't undo what was done.

    The second game-breaking glitch was during the shootout scene on the island. As I was crouching behind the tree I clicked the walk icon on the right hand edge of the screen and proceeded to float in the crouched position over to next screen to the right where I met Lyle who "heard an explosion". Such was my assessment of the quality of this game that I wasn't sure if I had actually discovered the correct way to get past this scene and this was simply the laziest crawling-through-the-bushes animation ever OR I just did something the programmers didn't expect. I got my answer shortly after though... I couldn't get into the warehouse so guessed I needed something from the guy in the shootout (dog whistle as it turned out) and despite being able to return to the screen on the left, I couldn't cuff, attack or search him and it was clear he still thought I was behind the tree.

    In general, the back end of this game felt really rushed and sudden - but given I just wanted it to stop, it was somewhat of a mercy killing. Jake had a face I wanted to punch, the story was as cliched as a monkey in a negligee and the bugs and logical inconsistencies were so rampart that at no point was I able to suspend disbelief.

    Luckily for Blue Force, I've since played Oseung gwa Haneum so I have a reference for how bad things can actually be. If I payed $19 for this back in the day as a budget title, I reckon I would have been pretty satisfied. It's not atrocious. It's just bad. But as a full priced game genuinely trying to battle in the rarefied pantheon of Lucasarts and Sierra? Eek.

    1. Interesting! I did not encounter any bugs with this game. It seemed too linear to have anything truly game-breaking, going to the marina too early in the game and getting blown away by Green with no explanation notwithstanding.

      The back end did feel rushed. And I can't disagree about Jake's face.

      One question though: a monkey in a negligee is cliche? I guess I don't pay enough attention to the sartorial habits of primates to know this . . .

    2. Well, here not so much, but in the waters around Plunder Island...

      Sorry - (possibly overly) obscure Curse of Monkey Island reference. I must have had swashbuckling on the brain though, as I wrote "payed" when I meant "paid" in my earlier post :)

    3. I think you're mixing your insults. "Revolting as a monkey in a negligee" "I look that much like your fiancee?" vs "Your mother wears a toupee!" "Oh, that is SO cliched."

    4. I can't believe a game involving Jim Walls would underutilise a Police Station to the degree it did (there was just too much unnecessary police procedure left on the table)

      Or, maybe, after two and a half games (he left mid-3), he finally started to pay attention to some of the criticisms of the gameplay?


      Sorry. I couldn't say that with a straight face.

    5. I think you're mixing your insults - hah, you're right! I always answer this one incorrectly... something in my mind says if there is any universe where a monkey in a negligee is so commonplace that it reaches the point of cliche, it should be the Monkey Island one.

      @Michael - :D

  6. Just once again pointing out that Tyrone used to be an old English name. A lot of the more old-fashioned, English names changed into predominately black names changed around the '60s, as black people tried to pick out names that were more white, only to have the opposite effect on those names.

    The ATF thing is because the ATF has a reputation for being, depending on your opinion, extremely overeager to do their job, or a bunch of corrupt, triggerhappy bureaucrats. The big thing that triggered this opinion is Waco, but it's hardly the first thing, because if there's a crime you could accuse the police of, chances are someone at the ATF probably did that.

    Back to the actual game, I suspect we're going to see quite a few more games like this as time wears on, where they just didn't have the budget to finish what they started. I wonder if the second half would have been good if the game had that budget...

    1. Morpheus,

      You are, of course 100% correct about the name Tyrone. it's an interesting phenomenon.

      Also, yeah, I see where you're coming from about the ATF. This theme was too good seeing how this part of the game included a dog, the ATF, and guns. I couldn't resist. I have a tendency to find one joke and pound it into the ground.

      As to your last point, I think the game could have been better if a little more attention was paid to the ending sequence and there was a little more room to breathe throughout. For example, the romance subplot, the set-up of Cox as the mastermind, and an ending that wrapped up more loose ends than just explaining the sentences given to the game's main antagonists.

  7. Well, I just want to say... that I called it in the last post comments. B-) After the accident the game takes a nosedive and it never recovers.
    Unfortunately, differently from other games where the ending also feels rushed and disappointing ("Broken Sword" anyone?) there is not much story before that, so the whole game ends up being an awful mess.
    On the plus side, very hopeful for my rating guess right now!

    1. After the accident the game takes a nosedive and it never recovers.

      Which, on reflection, gives me an idea: maybe the whole last part of the game is just a fever dream of Jake laying in a coma after the accident, and none of that actually happened.
      What about this for a plot twist, eh?

    2. Great minds... read my December 18 post on the last entry in the Blue Force series ;)

    3. Ooh... I didn't remember you already had that theory in rot13 before!

    4. All good... it put a smile on my face when I saw you were thinking the same! A twist like that would have completely redeemed the storyline (or, at least salvaged a train wreck). As it stands, I still don't know where it's going to score, but in running my own PISSED numbers, well, let's just say if I were running the review, you'd be getting the CAPs!

  8. At least you have the option to shoot a nazi in this game.

    1. Somehow, not as satisfying as Wolfenstein 3D.

  9. ThatSpanishAnonymousWhoLovesCoktelVision11 April 2023 at 18:13

    Hey guys... I just realized some other page is blatantly stealing your blog content:


      If you go there to an article's page and click on the plus icon near the top left, it expands to provide more info including the original URL.

      Not necessarily proving anything, but I think these are things people should know while discussing this.

    2. They've made their own RSS feed to subscribe to... although I don't know why they'd bother when the website already puts out one of its own. Maybe they just didn't realize.

  10. Alex, I love your write ups. They never fail to make me laugh out loud.

    Anyway, I played Blue Force over the last couple of days and... liked it. Let me be clear, it's not a great game, but I think the worst crime its guilty of is just being a bit bland. Certainly the early parts are the best and the whole thing falls apart in the second half, but I still couldn't help be charmed by it's delightfully colourful graphics and that beautifully cheesy MIDI score.

    I feel sure I played it a decade or so ago, but the only familiar parts to me were the early stuff, so maybe I never progressed far back then.

    The overall writing lets it down too. The characters are as useful as chocolate teapots. But I certainly don't share the negativity that a lot of comments have shown for it. It's FINE, and kind of charming. I'm actually sad that there are no more Jim Walls games to come on this blog.

    I've also dug out all my old copies of PC Format magazine from 1993 and found a review of the game in there. If I can find an easy way to scan/take a picture then I'll upload it here.

  11. I've managed upload the review from my old copy of PC Format (issue 24, September 1993).