"It is the year 450. You and your family are Thanes
from the Saxon tribe travelling from Europe, where
you have heard that the land is good. You have to
conquer the Britons already there, but you are strong
and you have many good things that you can contribute
to British life.
Your task, simply, is to survive. The action starts
as you land on the coast of England. Where will you
settle?"
The program, which starts somewhere between the
years 450 and 630 A.D., is intended primarily for
use by chiildren from 8-12 years, working in small
groups, who take the part of the head of an
imaginary family - the Thane (an important landlord)
or a Churl (a less important land owner) - and will
from time to time be called upon to make decisions
which will affect the life of the family and the
village during the period of 5 to 20 years (users'
choice). The disc menu offers three choices: 1)
setting up home in England in the first year; 2)
events that occur during the remainder of your
stay; and 3) how well did you survive?
1. At the beginning of the program, a map is displayed
with the settlements marked on in according to the
tribe of origin (Saxon, Jute, Angle). This is random,
and controls the settlements the users have to
choose from - if they'd rather be a Jute than a Saxon,
they can always press Escape until a suitable character is described! The users then have to plan the settlement on a screen plan, and may have to
return to it several times during the simulation to
build additional huts to accommodate the increase
in population or rebuild some which may have been
flooded because of poor positioning. The younger
users might have found a grid on the plan useful -
it's not difficult to build a hut over the river
and there's no way to delete it! - and it would have
been helpful if the program designer had kept to the
conventional co-ordinate system, i.e. bottom left hand
corner as the 'base position'.
At the end of Part 1, the group is given a number to
identify data, which is saved to a file named by the
group. This is locked automatically to prevent
accidental overwriting - one of several very friendly
touches to be found throughout.
It is only possible to start Part 2 if the group can
give a filename and identifying number from Part 1.
As the users have to stipulate the number of years,
the simulation is to last in the first part, I
couldn't understand why the same question had to be
answered again. During this part of the program the
group has to deal with realistic problems that occur
yearly - location flooding, fire, attacks, following
a craft, e.g. pottery, planting crops, problems of
village people and organisation - and these stimulate
some very interesting discussion. Naturally, the
onger the simulation runs, the group has to contend
with a greater variety of events.
The third part allows a summary of the final position
to the displayed. If an Epson or another compatible
printer is available, a printout can be obtained,
which is another useful feature.
I have a pre-production version of the notes, which
contained brief quotes and background information,
details of running the program and a short booklist.
They were accompanied by three well produced
worksheets to go with the programs. Perfectly
adequate, but perhaps one tends to look for just that
little extra these days!
The scene is set clearly and well. It requires good
preparation lessons, but will stimulate plenty of
art/craft work, drama and creative writing, and offer
many opportunities for research. The author has been
kept to point out that only a "thin structure for the
project" has been provided - "it is from their own
enthusiasm and imagination that the children will be
able to create an adventure in which they play a
part."