Paradox
Adventure Game: Text-Only · ZX-Spectrum 48K · 1 players · English
Runesoft · 1984 · Pound sterling 7.50
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Releases
- 1984RunesoftPound sterling 7.50
- UnknownACD Computer Services
Play
- Paradox.tzx.zipTape image English20 KB
- Paradox.tap.zipTape image English20 KB
Documents
- Paradox.txtInstructions English3 KB
Files and rights
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Credits
- Jon A. Slackcredited
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Scores
In the magazines
- Sinclair User #301984 · Gilbert Factor2/10
Elsewhere on the web
- WorldOfSpectrum 1 votes5.00
In the magazines 21
Personal Computer News #83Oct 1984 · p.31
Mike Gerrard
MERRIE ENGLAND Mike Gerrard takes a time trip back to 13th century England and becomes enmeshed in the world of Robyn Hode, Maid Marion and the evil Sheriff of Nottingham. Now read on... Adventures are becoming as well-researched as thrillers these days. After visiting the Holy Land in Jericho Road, you can now take a time trip to the 13th century of Robyn Hode, complete with 13th century spellings, but done courtesy of the very 20th century Quill adventure generating program, and the people at Runesoft deserve to be called scurvey knaves for not acknowledging the fact anywhere in the program or accompanying leaflet. Ye storye so farre is that the Sherryffe of Notyingham has imprisoned Maid Marion in Notyingham Castle and charged her with treason for aiding an enemy of King John... that's you, Robyn Hode himself, and very fetching you look in your suit of Lincoln green, which is all that you have when you start this adventure. If you find the authentic spellings a little off-putting, don't panic (to borrow a well-known 13th century expression) as they don't appear very much in the program itself, apart from the proper names. The spellings and geographical facts have been thoroughly researched, with thanks being given to everyone from the Robin Hood Society to the Doomsday Book. The adventure is text-only, though rumour has it that a graphics version of Quill is on the way. The historical accuracy of the descriptions adds to the game, and there is at least some attempt to give atmosphere to the text. But don't expect a screen full of purple, or even Linclon green prose, as there are about 200 locations in each part of this adventure: reach the end of the first part successfully and you will be given a code to enable you to commence part two, which is on the other side of the cassette. This allows you to enter the castle, through Nottingham's famous caves, find Maid Marion and escape. MARION'S ARREST First things first. You begin outside the inn where news of Marion's arrest has just been brought to you by Much, the Miller son: 'To the Southeast, the North road runs almost straight to Newerc. Bernesdale forest stretches to the South, towards Scherwode and Notyingham.' It won't be long before you meet a rich nobleman, and you don't need a degree in Medieval History to know what Robin Hood would do to him... or what he would do with the proceeds. The tasks do get a little harder, which is just as well, but the hundreds of locations aren't exactly littered with objects. It's difficult to strike a good balance in an adventure between having the player trip over axes, dwarfs and dragons every time they make a move, and travelling endlessly without ever finding anything. Robyn Hode is towards the travelling endlessly side of the scale. You spend a lot of time wandering round forests, and the traditional maze isn't exactly difficult. Nevertheless there are some perplexing problems. In several locations you are attacked by the SherryflBs soldiers, sometimes being mortally wounded (when Lytell John arrives to carry you to Kirkless Priory, where you the your last arrow to mark your burial place), and sometimes thrown into a damp, dark, smelly dungeon. You can sleep here in the comfortable straw, and the guard brings you a hearty breakfast regularly, but I haven't yet found a way of overcoming the guard and obtaining a key which will open the locked cell door. There are also plenty of natural hazards, with holes, wells and cliffs to fall down if you're not careful, and apart from being pounced on by the soldiers (you soon learn where this happens, as it isn't done randomly), I like the way you're usually given sufficient warning of any situation where your life may be at risk. It's not the kind of game where inexplicable holes appear in the middle of the street or rocks fall out of the sky. Robyn Hode's an enjoyable adventure, but hardly one you need to rush out and buy this very instant, particularly as it is rather highly priced at £9.95: although there are, in effect, two adventures, both written using Quill and only occupying one cassette. Spectrum software pricing is very competitive, and it has to be an adventure that's something special to justify charging almost twice the price. MAKING PROGRESS Runesoft is one of the smaller software houses, and I'd also like to quickly mention its adventure Paradox, which came out a few months ago. There's definitely a vivid imagination at work here. You don't even know what your quest is, apart from progress and survival. Progress is through four different but connected divisions of the realm of Dream, the first being The Tunnel. As you leave your comfortable cottage behind you and enter into the network of tunnels, you become thirsty. It transpires that you have just 17 moves in which to find a drink (shades of Dennis Through the Drinking Glass, though in this case water will be quite sufficient). You find a pool of water, but if you drink from it direct you are poisoned. Just beyond is a flask, but as you take this way back to the pool is cut off. Paradox is also Quill-generated, but shows how different you can make adventures using this system if you try. After The Tunnel comes The Gamesboard, made up of 56 squares which you have to cross to reach the Palace, each square having its own vivid description and many of them containing riddles that you have to solve in order to move on. Not that you've much idea which way you're moving, or which way you ought to be moving. Several hours of play later I'm still stuck there, and intrigued. Worth watching out for in the shops, or from Runesoft at [redacted].
Your Computer #9Sep 1984 · p.47
Hugo North
48K Spectrum £7.50 Runesoft There has been a surge in the number of Spectrum adventures, due mainly to the availability of Gilsoft's "The Quill" adventure generator. Paradox is such a Quill produced program, and a pretty interesting one it is too. The environment you are invited to roam is divided up into four main areas: the Tunnel - where you start - the Gamesboard, the Crystal Palace, and the Magicians' Rooms. One feature of this adventure is that it only tells you of exits other than the one that leads back to whee you have just come from - and even then, you can't always guarantee that you'll be able to return the way you came. The Tunnel is what you would anticipate - various interconnected chambers where you'll find useful objects or sudden death. You can't afford to fiddle around too long - a raging thirst drives you to find water. The Gamesboard will provide clues and riddles - unless you solve them, you won't gain access to the Crystal Palace. With 150 different locations and puzzles and paradoxes a'plenty, this text adventure may well keep you occupied until Christmas.
Sinclair User #30Sep 1984 · p.92/102/10
Gilbert Factor 2/10
Richard Price 2/10
Memory: 48K Price: £5.95 Most adventure players will begin their travels by exploring and then constructing a consistent location map. If the locations are variable, appearing first in one spot then another, it may well cause considerable irritation at any point in the game. Paradox from Runesoft seems to make a virtue of that problem. The insert claims that the magical world created in the program is full of nightmare and hallucination. Realities, and locations, change constantly. How this has been achieved on the Quill interpreter is difficult to see but it certainly militates against the urge to explore. The reviewer after perishing miserably, quickly, on more than 50 occasions, soon lost his patience with the world of Paradox. The program is a pure text adventure divided, we are told, into four main sections. They are the Tunnel, where death may well be the happiest way out, since quitting is not allowed; the Gamesboard, the Crystal Palace and the Rooms of the Magician. The Lords of Chaos have chosen you to guide their disorientated hero. Chaos certainly rules the program and you will need persistency and clairvoyance to get anywhere.
Advert13
- Your Computer #1Jan 1985 · p.10
- Micro Adventurer #13Nov 1984 · p.57
- Micro Adventurer #12Oct 1984 · p.42
- Sinclair Answers #1Sep 1984 · p.30
- C&VG (Computer & Video Games) #34Aug 1984 · p.131
- Crash #7Aug 1984 · p.22
- Home Computing Weekly #70Jul 1984 · p.27
- Personal Computer News #63Jun 1984 · p.41
- Home Computing Weekly #67Jun 1984 · p.12
- Popular Computing Weekly #23Jun 1984 · p.13
- Popular Computing Weekly #20May 1984 · p.37
- Popular Computing Weekly #21May 1984 · p.36
- Popular Computing Weekly #22May 1984 · p.28
Classified3
- Your Sinclair #8Aug 1986 · p.94
- Popular Computing Weekly #27Jul 1986 · p.38
- Your Sinclair #4Apr 1986 · p.92
Review2
- Home Computing Weekly #78Sep 1984 · p.9
- Popular Computing Weekly #11Mar 1984 · p.57
Related
- Versions
- The Quill Adventure System (Authored with)
- Elsewhere
- CASAThe TipshopUVL
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- Spectrum ComputingZXInfo
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