Commodore Format
1st February 1992
Categories: Review: Software
Publisher: Enigma Variations
Machine: Commodore 64/128
Published in Commodore Format #17
All right then, hands up who likes The Famous Five. Mmmmm, just as we thought. Not exactly a forest of eager palms. But then, who'd admit to loving these disgracefully twee books. Our man with the jolly hockey stick went in with expectations of nauseating 'adventures', and came away shouting, 'Hurrah' for Aunt Fanny? Oh dear...
Five On A Treasure Island (Enigma Variations)
There are those cruel and heartless people who would say that Enid Blyton's Famous Five is a tad out of date. In fact, they're not completely wrong because the stories were written in the late seventeenth century or something, and contain a weird indecipherable language all their own. I mean, does anyone actually know what the phrases "whizzo" and "jolly super" actually mean? And as for "lashings of ginger beer", well it's just a joke, isn't it?
Anyway, putting the translations, and the historical importance of these ancient Famous Five parchments aside, it's time for a look at what the game is all about. It's about some children (Julian, Dick, George and Anne), who go on holiday with their dog Timmy. Hmm.
They go and stay with their Aunt Fanny (ho ho!) in the completely fictitious and rather unconvincing seaside village of Kirrin, where, by all accounts, there have been some weird, fictitious and rather unconvincing goings on involving treasure and dark dealings in the midde of the night. Instead of keeping out of trouble, as any sensible modern-day kids would do, these old-fashioned nutters wander off to find out what exactly is going on. And as they do, you're plunged into an adventure game of the sort you didn't think you'd ever see again.
You start off controlling Julian, the boss-man, big cheese and head honcho of the Famous Five. He's the oldest, bravest and cleverest (which doesn't say a lot for the rest of them, to be honest). You can change the character you control to any of the others (except the dog), but luckily you don't need to move them all separately. Unless you deliberately split up the team, they all go round together.
I'm not giving away vital parts of the thrilling plot if I let on that your first task is to find a treasure map (well, Kirrin is treasure island, remember). This map will give you further instructions. It sounds straightforward enough but there are others interested in that treasure too. So beware of any grizzled old blind, one-legged sailors for a start. (Well, actually you don't have to beware of them because, let's face it, they're not going to be all that much threat!)
Right. That's the plot. How is the game played? Well, it's the old type-your-instructions-in style. For example 'tell Dick to get the rope', 'light candle then open chest' or 'pull hand grenade pin and put grenade in mouth'. Simple enough, but you need to get used to the commands you can and cannot use pretty soon, else you start pulling your hair out in frustration, every time the computer says, 'You can't do that." Stress-inducing response, that.
Many, if not most, of the locations you can visit on Kirrin Island have got graphical screens attached. These have obviously been put together by people who know and love the Enid Blyton books, because they fit in excellently with the generally twee atmosphere of the game. Sweet little cottages appear, as do quaint railway stations, agreeable little sheltered bays and the odd nuclear reactor. All very nice (except for the nuclear reactor, which I made up to lend some realism to the proceedings).
Under the pictures there are descriptions of the locations. You'll need to read these carefully as they, rather than the screens, are what give you the clues and show you the objects you can get and use. If you're into adventure games, you'll be familiar with all the take item business you'll have to use.
Inventories tell you what you're carrying, and you can try and use or examine any of the objects you've found.
The game is littered with conundrums, which range from simple, like using the matches you've collected to light up darkened rooms, to tough stuff, like sorting out how to nick the treasure and hide it at your Aunt Fanny's house without her knowing.
It's a big game, is Five On A Treasure Island. You can wander around all the locations, mapping to your heart's content, and because you're actually playing an adventure on Earth, everthing makes more sense. It's quite refreshing to see humans, and shops where you can buy pop and peppermints rather than caves filled with creatures whose names are made up of Xs and Zs.
If you're an adventure fan and you're fed up with slaying trolls and rescuing helpless maidens, you can get away from all that during your sunny stay on Kirrin. But it won't be a quiet, relaxing holiday.
The commands take a fair bit of getting used to but it's more sophisticated than most and, with the graphics, it's good fun for hardened adventure nuts. If you happen to like the books, it'll help, but if you're into arcade action, there's very little chance that this will convert you.
Bad Points
- It's very twee. If you don't like Enid Blyton, it just might be too much for you to bear.
- Arcade-action free zone.
- Tricky control system.
- Old-fashioned style.
Good Points
- It's true to the jolly spiffing feel of the books, and won't disappoint Enid's "legions" of trusting fans.
- Good graphics for most of the locations.
- Easy to get into, but it gets tough for the good bits.
- Big playing area, with plenty to see and do.
- The Five have definite personalities (and they talk to each other).
- It's got a novel twist!
Other Reviews Of The Famous Five: Five On A Treasure Island For The Commodore 64/128
Five On A Treasure Island (Enigma Variations)
"I say," said Phil, "Wouldn't it be a spiffing wheeze if we reviewed Five On A Treasure Island?"
"Rather!" said Corky. "But I'm busy drinking ginger beer - can someone else do it?"
"I don't mind," said Ian Osborne. "And Phil, you're awfully grown up for your age."
"Woof!" said Lucy.