Sherlock: The Riddle Of The Crown Jewels
The crown jewels have been stolen - and the Queen is to lead a procession through the streets of olde London towne in two days time! Without her glittering finery the news of the theft would spread, and the British Government fall into international disgrace. Scotland Yard have tried everything to track down the criminal and failed, so it's time to instigate the aid of the world's finest detective - Sherlock Holmes.
This is a tried and tested scenario which has been covered by many facets of the media, and adventurers have had at least three games to play based on the super sleuth. However, Infocom are giving the player a slightly different slant on the story by allowing him to take the role of Watson. Holmes is to be present for most of the game, but it is the good doctor who eventually cracks the case.
As the early Saturday morning pea souper drifts eerily around the gas lit cobbled streets of London, the story of the jewel theft opens...
Watson arrives at 221b Baker Street to see his good friend Holmes. As Mrs Hudson the housekeeper opens the door she reveals that Mr Holmes has been in his room for the last three days suffering from one of his deep depressions. He hasn't eaten or ventured out in that time, and she's very worried.
The first problem is how do you get Holmes out of his dark mood. This shouldn't present too much of a problem, and the meeting with the PM - complete with clue sheet and threat to Holmes's life - should swiftly follow.
Once outside Holmes's home, the great detective informs you tha Moriarty is at the bottom of the theft, and it is because the arch-criminal knows how Holmes thinks that he delegates the sleuthing to you. This tactic should also hinder the criminal's attempt to kill our pipe-smoking hero.
Movement around London is achieved by either walking or taking a cab. The former takes up a lot of time - you have only until nine o'clock Monday morning to bring Moriarty to justice - and the cabs can be unreliable if you don't know what you're doing.
Exploring the many famous and the not so well known places in the town is interesting and some research has obviously gone into the game background. Unfortunately it's not as thorough as it might have been. The Tower of London is closed - as are most of the places of interest - and it bears a sign to this effect... a sign which concludes with 'HAVE A NICE DAY'. Was this Americanism in existence in this time period?
Also, make sure you're not sitting in a Growler cab when trying to converse with anyone, or you may find yourself being misunderstood by the cabbie who will proceed to take you to a random location miles from your desired position. This small bug can prove very annoying when in the middle of a deep and meaningful conversation with a local.
The page layout is standard Infocom style with a status bar at the top of the screen and the more than adequate text descriptions smoothly scrolling beneath. The disk supplied includes both C64 and C128 versions, although an 80-column monitor is required to play the latter.
The overall feel of Sherlock: The Riddle Of The Crown Jewels is one of interest. The locations, most of the conversing and the puzzle solving are straight forward and suitably periodic. Unfortunately, once in a while there is a slip and you find yourself back in the present day sitting in front of your computer. The pigeon puzzle, the notices placed on certain buildings and the slightly feeble reason why you may not go in some directions - 'A CROWD OF TOURISTS PUSHES YOU BACK' - all help to kill the atmosphere that the previous few pages of text had so lovingly created. However, the initial ease with which the game allows you to play and the overall inclination it builds up to make you want to crack the case helps to compensate for these minor glitches.
Infocom have once again produced an above average adventure... even if it's not as high as some of their previous offerings.
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