ARTHUR ARTHUR is one of Infocom's latest (and perhaps final) additions to the text-oriented adventure game market. As one of the best Infocom products ever, it distinctly declares the genre by no means dead: Text-oriented games can be just as exciting as those featuring graphics interfaces. Its story obviously relies on careful research of the Arthurian legends, but this isn't just a retelling of old tales. Engaging his own impressive story-telling powers, author Bob Bates writes an adventure that for the first time may be as rich and complex as any you'll find in a good novel. Although graphics are available (if you want them), you won't need them to envision the world ARTHUR creates. (I turned them off in order to display the on-screen map at all times.) The originality of this adventure doesn't stop with a good story, however. The way you move from place to place makes the game as excitingly different as SUSPENDED seemed when first released. In brief, you have to visit Merlin to learn to become a shape-shifter -- a being who's capable of transforming itself into a variety of types. (Self-transformation, a fascinating element in most mythologies, is utilized quite effectively in ARTHUR.) Once you master this skill, your relationship to your world is no longer restricted by the usual north, south, east, west, up, and down; as the standard adventurer-protagonist, you can fly, swim, crawl, and move in ways previously unimaginable. This gives the game a twist in more than just movement: You now have to decide whether your current being is the most effective for the task at hand. In some shapes, you can get into places that would otherwise be inaccessible. Occasionally, you'll need to carry items that a different being couldn't handle. (Yes, the game is realistic enough to insure that you're not, say, a mouse loaded down with a lantern, sword, and bag of gold.) Your ability to communicate with other beings also depends on your current shape. (Note: I'm using the words "being" and "shape" because I don't want to give away the kinds of beings or shapes you may become). All of this makes for a far richer gaming environment than most; the shape-shifting aspect imparts a truly magical feel. But what really makes ARTHUR a great game is Bob Bates's talent. Like his predecessors in the genre, Bates writes with a creativity and elegance that far surpasses the prose (and even plot twists) of other companies' best products. His eloquent text adds a dimension that no amount of whiz-bang technology or flashy graphics will ever reproduce. And although ARTHUR might easily have fallen into the (by now, banal) category of Sword & Sorcery, your encounters with its Arthurian characters are rarely repetitions of the comic-book cliches common to so many other "fantasy" games. On to the gameplay. The parser is as sophisticated as ZORK ZERO's, but includes some capabilities found in JOURNEY (the first Infocom game whose text interface even a parser-hater can live with). There are separate Graphics, Mapping, Text, and Inventory windows. You may display Mapping or Graphics, but not both simultaneously; switching isn't difficult. A function key brings up room description without wasting a turn. You can use a mouse for movement on either a compass rose or the map display. The parser itself is quite dynamic, responding much more amusingly than earlier parsers; every now and then, it interjects editorial comments about actions you're considering. You'll find it very easy to think of the parser as Merlin's voice in the background, almost a character itself. Finally, you don't merely explore areas, solve puzzles, and pick up items; as in an RPG, you gain experience, wisdom, and chivalry points -- all of which contribute to your final success in the game. The quality and development of your character is at stake here, as well as your involvement in the Arthurian world. But long-time Infocom fans, take heart! You'd think with all this variety, the actual size of the game would be reduced accordingly (as JOURNEY seemed to be); this just isn't so. The data file for the game is only about 20K smaller than ZORK ZERO's, and I can assure you that ARTHUR is one of the most extensive games ever to come out of Infocom. At the same time, the difficulty level has been adjusted almost perfectly: You're not spending _all_ of your time fixating on those three horrendous puzzles, or simply reading a story and breezing through each area without challenge. The initial stages of the game are relatively easier, and they reward small successes with lots of great text, which helps you get into the game. Once there, you'll run into a series of increasingly difficult situations (and they _are_ situations, not just puzzles) whose solutions require the best of your imagination. Although I've not yet reached the ending, from what I've seen, i would surprise me if it were anything short of spectacular. On-screen hints are cleverly designed not to reveal topic heads until you've reached certain points in the game; even so, I recommend erasing the hints from your play disk as soon as possible. You can turn the hints off for each session (without losing them from the disk), but I assure you that unless you have the patience of Buddha, you'll relent at some point and take a peek -- something I always regret doing. Figuring things out yourself is what these games are all about, and using hints tends to diminish the excitement of gameplay. These provisos notwithstanding, the hints are well done, and also offer some great historical and bibliographical background that you should read. There are weaknesses in ARTHUR, as in every game. I think the graphics are marginal at best (especially compared to the mental visions inspired by the text), although they sometimes offer a clue you might not deduce as easily without them. Which brings up an important point: Graphics are really supplemental, rather than integrated, elements of the game; you can play ARTHUR completely without the graphics. I'd have preferred a few instances, at least, in which the solution required information not available from the text alone (and I'm a real fan of the pure text adventure). I also wish the beginning of the game had provided a bit more of a challenge, although I realize this could discourage novices. I played ARTHUR on an Amiga 500 with 1MB of RAM (although 1MB isn't required); the disks are not copy-protected. On this machine, at least, the graphics are small: They take up only about 25% of the screen. They're not bad, as far as they go, but they're not nearly as spectacular SHOGUN's. In fact, as computer art, they're comparatively amateurish. However, these are all relatively minor flaws. If you're a text adventure fan, you'll be very happy to find ARTHUR on your local dealer's shelf. Even if you've given up on text adventures (or never played them), I think you'll still be delighted by the experience this game has to offer. Let's only hope that recent changes at Infocom/Mediagenic don't preclude the possibility of future games as excellent as this one! ARTHUR is published by Infocom and distributed by Mediagenic. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253