Mordon's Quest (Melbourne House) Review | Home Computing Weekly - Everygamegoing

Home Computing Weekly


Mordon's Quest
By Melbourne House
Spectrum 48K/128K

 
Published in Home Computing Weekly #122

I'm almost embarassed to review this adventure as I haven't been able to make much of a dent in it at all —despite spending most of the weekend playing it. Even so, Mordon's Quest proved addictive enough for me to persevere with it, whereas I would have abandoned many other adventures in frustration by now.

A sequel, of sorts, to the earlier Classic Adventure (published in a number of versions by Melbourne House and others) this game begins with you waking in a familiar bedroom — a location carried over from the earlier adventure. From here, you must find your way into the presence of Mordon, The Ancient One. The trouble is, that I haven't reached that far yet. In fact, to tell the truth I'm still wandering around a mist-shrouded landscape, hopelessly lost of course, but enjoying every minute of it.

Where this adventure is so successful is that it presents you with some really trying problems. However, rather than simply being frustrating, the game always makes you feel that the solution you're looking for is just around the corner.

This is a text only adventure, but I didn't miss the graphics at all. The prose is fairly evocative and it's not the sort of game that allows you to run quickly from one locations to the next, so graphics aren't really necessary. Old fashioned maybe, but vintage stuff none-theless.

C.J.