Sinclair Library

Diamond Quest

Adventure Game: Dungeon Crawl · ZX-Spectrum 48K · 1 players · English

CCS · 1984 · Pound sterling 6.00

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"Games for Girls"

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In the magazines

  • Sinclair User #261984 · Gilbert Factor4/10
  • Crash #61984 · Overall Value4/10

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  • WorldOfSpectrum 5 votes4.40

In the magazines 19

C&VG (Computer & Video Games) #33Jul 1984 · p.130

C&VG (Computer & Video Games)

Simon Marsh

GAMES FOR GIRLS Hold on while I change out of my garter belt to write this review, readers! Two games, Jungle Adventure and Diamond Quest come under the collective title of Games for Girls and were written by M. Sherlock and B. Bartis who could be male or female for all I know. Keith passed on these games to me to review at a party he held to celebrate the launch of his book. Feeling rather upset at such a slur on my masculinity, I trotted round to my friend Julian Crouch, to have a look at them. I have to mention Julian because he it is who has a Spectrum, on which they run, but more importantly, because I have recently discovered he is related to the Editor and I want to keep this job! From reading the cassette inlays, I had an idea that these games might be bad. "We think (Diamond Quest) will particularly appeal to girls because the graphics are bright and colourful, and monsters do not appear!" Ten out of ten for the most patronising blurb and worst looking inlay - who wants to look at a pink inlay with animals in pastel colours? The first game we tried was Jungle Adventure. You are cast as an African girl who must make her way home from school. Home is in the middle of the jungle. Words fail me at this point! It is the most boring Spectrum game I have ever played. It isn't an Adventure, it isn't an arcade game - what it is I'll never know! The second tape was Diamond Quest, which is much better and seems to have been well thought out. Even so, the game has a vocabulary of precisely 14 words! Watch out, Infocom! The idea behind this game is to try to find the diamond treasure which is hidden in a palace. The graphics are quite good, but again, to call this an Adventure is a gross over-statement. It is merely a maze game. So, I think I'll stick to my knitting! Games for Girls come from Laser Computer Simulations Ltd, for the 48k Spectrum, and cost £5.95 and £4.95 respectively.

Crash #6Jul 1984 · p.753/103/103/106/109/104/104/10

Crash

Difficulty 3/10

Atmosphere 3/10

Vocabulary 3/10

Logic 6/10

Debugging 9/10

Overall Value 4/10

Derek Brewster 4/10

DEREK BREWSTER'S ADVENTURE TRAIL This month Derek Brewster takes a close look at a space adventure and some games for girls among others. But before that, he discusses some points on presentation... PRESENTING THE ADVENTURE The format an adventure uses for display is important since it shows you where you are, what items and monsters you see, and how you might leave a location. It is surprising when well-coded games involving many hours of concerted effort are let down by a cluttered display with all the information jumbled together in a confusing way. An untidy, scrolling list of mixed description and input barely separated from the last location's mess is hardly the manner in which to present a complex adventure. An improved format can make use of different colours for objects you come across, the monsters you meet, and especially when in a rush, the exits. Similarly, capital letters, BRIGHT and FLASH could be used more for emphasis. Temple of Vran has gone some way in tackling these problems with neatly boxed-in location descriptions presented upon a freshly cleared screen and your input bearing a different colour. These are simple changes indeed yet add much to your enjoyment of the game. The more complicated and involved the game the more important the input routine. Snowball has a very poor, sluggish input routine which hinders fast typing and has no audible confirmation of key depressions; this in an otherwise highly sophisticated game. Many adventures only use delete when it would be a simple matter to use the Spectrum input routine that allows full cursor control. A game with a broad and friendly language that goes beyond simple verb/noun couplings needs to make full use of the editing facilities of the Spectrum. It would be a useful feature, particularly with those games requiring long, intricate inputs, to enable the rescue of an incorrect input line so it can be brought back on to the screen and corrected. Fantasia Diamond and The Hobbit don't allow cursor movement through the input characters - only delete is used, in a more straightforward verb/noun adventure this would not be such a drawback but certainly is when dealing with the highly complex sentence analyses featured in these games. Long sentences are often used when communicating with other characters; it would be useful to recall the previous input were it not understood. Valhalla has complex syntax checking which commendably doesn't allow the entry of sentence structures It doesn't understand. Before leading you through the maze of this month's adventures let me just point out the simplest advance in presentation - white, or even better yellow, text on a black background which is much easier on the eyes around midnight! DIAMOND QUEST Producer: CCS Memory Required: 48K Retail Price: £4.95 Author: M. Sherlock CCS have produced a series of games aimed at the young female market. I must confess to being dubious of both the concept and the market that exists for such software. There again, remember Cabbage Patch dolls? You begin with a choice between three levels which is unusual for an adventure game - Impossible, Hard or Easy. I started out with the first option, Impossible, no sexism implied I hope. Your quest is to find four keys and make your way to the golden palace where the diamond treasure is to be found. You begin in the Desolate Lands and it comes as something of a surprise to find the wooden key in the first scene, and further, to be attacked by a hulk in a game one assumed to be at least only moderately violent. On going into battle with the hulk I was quickly and unceremoniously killed. Where it says impossible you'd be wise to take this literally. So much for the macho stance - let's try Easy. You find yourself this time in the wood where again we find the wooden key straight away but it is much easier to fight the foe at this level - in this case a pack of marauding lions is easily dealt with. Go north and you are at The Volcano, where you are attacked by some tribes - men, but what is this? - the golden key. This game seems incredibly easy: only two scenes and I have two of the four keys already! This is, I take, no comment on a girl's ability to play adventure games. The tribesmen are easily disposed of and travelling north we enter The Foothills, find some lunch and are attacked by some blood-thirsty bats. I eat the food and my energy goes up. Diamond Quest has a rather lurid pink cover with 'Games for Girls' firmly embossed on the front. The game seems to have little that might appeal to a girl and were it even aimed at a more general market it could be described as positively violent as hardly a scene goes by without an attack emanating from one quarter or another. The graphics are very simple chiefly as a result of the author limiting himself to the 21 user-defined graphics. The plot is unimaginative and uses no detailed descriptions; there is no sense of mystery to retain interest for any length of time. The level 3 option, Impossible, would seem superfluous as it is no misnomer. Every time you visit a location - even if one you've visited previously - you are confronted by a combatant whose fighting skills and initial energy points would seem to bear little relation to their expected prowess. Are fleas as deadly as lions? The game makes a poor adventure as there is a conspicuous lack of problems to solve and the fight sequences allow no room for thoughtful interaction. Did the male author of this software really design it for a feminine audience? It would seem likely CCS contrived to aim this program at its limited market for the simple reason that it is not of sufficiently high calibre to be judged on its own merits. As a marketing ploy it is more likely to alienate the boys.

Your Spectrum #4Jun 1984 · p.11

Your Spectrum

IT'S DIFFERENT FOR GIRLS The powers that be at CCS have, in their ultimate wisdom, decided that girls don't want to play the same sort of games as boys; and based on this presumably unresearched piece of observation, the company's launched (as far as the feminist movement would be concerned) a highly dubious range of games for the fairer sex. Hicksted/Mathsted is a showjumping simulation of that well-known event of the same name - but here the maths version involves getting over the jumps only when the answers given are correct; could this one be for all budding Princess Annes? Jungle Adventure involves the player taking the part of a young jungle girl making her way home through the trees, while Diamond Quest is quite simply an adventure game full of colour and diamonds - which are, as we all know, a girl's best friend. CCS describes the games as being less involved with killing monsters and more concerned with cither bribing or avoiding them - traits which everyone knows to be thoroughly feminine. Well... aren't they? Just to make sure we asked a fully paid up member of the female sex (a staffer) exactly what she thought of CCS's gender-orientated efforts. She said, "They were boring with no monsters; I didn't play any of them for long". She also admitted that what put her off most was the words on the packaging. Anyway, if this seems to be your cup of idealogically unsound tea, Hicksted and Jungle Adventure retail at £6.00 each. Diamond Quest is £5.00. Further details from Case Computer Simulations Ltd, [redacted].

Sinclair User #26May 1984 · p.344/10

Sinclair User

Gilbert Factor 4/10

GAMES FOR GIRLS - SLOW, SIMPLE AND PATRONISING HICKSTED/MATHSTED Memory: 48K Price: £5 Joystick: Kempston DIAMOND QUEST Memory: 48K Price: £5 JUNGLE ADVENTURE Memory: 48K Price: £6 The first three in a series of Games for Girls promised by CCS do not augur well for the rest of the line. Apart from a tenuous link with show jumping in one game, and a heroine rather than a hero in another, it is difficult to see where the special appeal for the female half of the cassette-buying public lies, unless simplicity and slowness are intended to be the main selling-point. The intentions of CCS in producing the series may have been well-meaning but the overall quality of the games and the patronising tone of the inserts could lay the company open to charges of sexism. Hicksted is designed as a simulation of a show jumping event but neither the graphics nor the laborious question-and-answer process which has to take place before the game can start convey any sense of excitement. The control keys are placed awkwardly and a great deal of practice is needed before the path of the horse loses its resemblance to a bull on the rampage rather than a well-trained steed. The second side of the Tape offers a mathematical version which is a good deal more entertaining than the original, since the primitive graphics and movement do not matter so much. The object is to take the jumps by answering mathematics questions correctly; you can choose to be tested on multiplication, division, addition and subtraction, with several levels of difficulty for each. A time factor adds a challenge and the game provides an effective form of maths drill. The insert for Diamond Quest makes the dubious claim that the colourful graphics and absence of monsters make it specially suitable for girls. In fact it is a straightforward graphics adventure, in which the object is to collect four keys and find your way to a Golden Palace where a treasure is to be found. On your way you encounter unpleasant creatures such as a hulk, some bloodthirsty bats, wild lions and swarming mosquitoes, and you can replenish your strength by eating food or booking into a hotel. The game features simple one-character commands, a variety of locations which have little to distinguish them from each other apart from their names, and a series of battles which take the form of your enemy's energy level and your own ticking away numerically before your eyes. There are several levels of difficulty and if you have never played an adventure game previously, the ease of movement from one scenario to another might prove an attractive introduction to the genre. In other respects the game does not have the sophistication or mind-taxing qualities of many other adventures on the market. Jungle Adventure features Bobo, a young African girl making her way from school to her home in the jungle. The game starts at school, where Bobo must try to win prizes such as an egg, a hamburger, a coconut or a book with which she will later bribe the creatures she meets in the jungle. The prizes are won by a Mastermind-style guessing game which, although scarcely original, is entertaining. The second stage of the game, in which Bobo must make her way past a variety of creatures which become visible only when she bumps into them, is less successful, especially as the placing of the keys makes it extremely difficult to complete the journey. An unfortunate slip by which Bobo is referred to as he rather than she when she falls into the lake is in this context a serious fault.

Read it at Sinclair User Magazine Online

Sinclair Programs #18Apr 1984 · p.9

Sinclair Programs

June Mortimer

WELL-WORN THEMES RE-APPEAR The trend in software production appears to be to take stock, build on successful ideas and await new developments. New games tend to be new variations on well-worn themes rather than startlingly original concepts. The number of games based on the premise that all computer owners love shooting as many things as possible is decreasing and giving way to games which need thought and strategy as well as fast reactions. Unfortunately for ZX-81 owners, although their computer has remained consistently among the top five bestselling computers, new software for the ZX-81 is almost non-existent and W H Smith is not intending to accept any new ZX-81 software for sale in its shops. Due to the shortage of new software, no ZX-81 programs have been received for review this month. THE SNOWMAN The Snowman - Quicksilva, 48K Spectrum - is based loosely on the book of the same name by Raymond Briggs. The aim is to collect snow and build a snowman. The wandering flames must be avoided, as they melt your snow and turn it to water. Falling off the ice structure of pathways and ladders will result in the player being sent back to bed, as will running out of energy. On the higher levels, sleep monsters must also be avoided or confronted with alarm clocks. The Snowman combines the best of many games already on the market and should become a best-seller. The latest sequel to Pimania, Pi-Eyed and other Automata productions is Pi-Balled - 48K Spectrum. Once again the Pi-man is the hero of the game, this time accompanied by two bouncing balls and Sid the Snake. It is a fairly straightforward arcade game. The mystical pyramid of Pi must be changed in colour by jumping from square to square. Sid the Snake must be avoided, as must the bouncing balls, which can also change the colour of the pyramid but not necessarily in a way which is helpful. Pi-balled has lively graphics; the bouncing balls and spinning discs are particularly convincing and the degree of difficulty is well-judged to suit beginners and experienced players. Shades of Manic Miner are apparent in Loony Zoo - Phipps Associates, 48K Spectrum. The storyline is that, while surveying another planet, you have been captured by its vastly superior inhabitants and placed in one of their zoos, together with various other alien specimens. It is possible to escape by jumping from ledge to ledge to reach the door pressure-pad at the top of the screen. Needless to say, you escape only into other cages from which it is more difficult to escape. Despite its simple graphics and slow pace, Loony Zoo is a difficult and addictive game. Killer Knight - Phipps Associates, 48K Spectrum - thinly disguises a Kong-type game with medieval trappings. The player must climb from platform to platform, using ladders and avoiding rolling objects. Beginners will find it difficult to progress very far, while experienced players will soon realise that a high score can be obtained simply by running back and forth along the bottom level. MONKEY BIZNESS In a very similar vein is Monkey Bizness - Artic, 48K Spectrum. The monkey mentioned in the title is King Kong and the object is to rush up the scaffolding, dodging or destroying the barrels which Kong rolls at you, to rescue the woman at the top of the scaffolding. Monkey Bizness is an amusing and colourful game, although many Spectrum owners will find they already possess similar games. Like Donkey Kong, Pac-man is a game which spawned a multitude of imitations. Dinky Digger - Postern, 48K Spectrum - has a distinctly Pac-man-like air to it. The object is to clear the screen of cherries and grab the cake in the middle, while avoiding the monsters which are trying to eat you. One monster is followed quickly by another and the game is so difficult that it should be attempted only by the experienced or very nimble-fingered user. 3D Star Wars - Addon Electronics, 48K Spectrum - is one of the less worthwhile pieces of software on the market. The graphics are lifeless and confusing, the three-dimensional effect is jumbled, and the number of keys to be used complicates the game still further. THE GUARDIAN The Guardian - PSS, 48K Spectrum - is the first version of the arcade game The Tempest to appear for the Spectrum. The site is a spaceship on the edge of a vortex to another universe. Aliens appear through the doorway and must be destroyed by the use of laser bolt gun or star smasher weapons. The game has had to be simplified for micro-computer use but it is easy and fun to play. CCS has begun its Games for Girls series with three games for the 48K Spectrum. Hicksted, a simulation of a show jumping event; Diamond Quest, which is a straightforward adventure; and Jungle Maze, in which prizes are won with a Mastermind-style guessing game which is fun, although unoriginal. Apart from a tenuous link with show jumping in one game and a heroine rather than a hero in another, it is difficult to see in what way CCS has changed its strategy to aim it at females rather than males. Computers are bound to affect everyone's future in some way, so encouraging more people to use and understand them is a worthwhile project. To attempt to increase a software company's market vastly by selling to women is unlikely to succeed unless the software market is changed substantially.

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