Commodore User


The Archers

Categories: Review: Software
Author: Keith Campbell
Publisher: Level 9 Computing
Machine: Commodore 64/128

 
Published in Commodore User #39

The Archers

The Archers, written in the style of Adrian Mole, is better described as 'Interactive Fiction' than adventure. Consisting mainly of narrative text, with occasional player interaction. There is, however, a definite objective. As an Archers scriptwriter, your aim is to increase the radio audience figure for this, the longest running of all soap-operas.

The way the game is presented is to screen chunks of the script synopsis as you are 'writing' it, and every now and then to offer you the choice of three plot options. Your decision on which way to take the plot will affect some of the subsequent script, the interest shown by the listening public, and the effect on the Controller of Radio 4.

Every now and then, scriptwriting is suspended while you receive a memo from him. Likely, he will be commenting on the ratings, and be giving you a 'Pull your socks up' rocket if they are dropping. However, he also has a few observations to make about the way you are taking the script, for he it is who gets the hassle from parties with an interest in the way you handle some of the subjects. These comments may be adverse even when the ratings are soaring!

The Archers

After a rather thin rendering of the signature tune, you start off by playing the part of Jack Woolley, self-made man and owner of Grey Gables. Various sub-plots are introduced throughout the session, and by manipulating them, you must raise the audience figures from 2,000,000 to at least 3,000,000 to be able to continue in the next part.

Shall you sack Higgs for drunken behaviour, and then have him seek revenge by cavorting in the swimming pool with the chambermaids? Or will you merely give him a severe reprimand? Could make good listening, that!

Will you try to sell the ailing shop, or sack Martha unless she returns a profit? And how will you handle your ambitions to join the Conservative Party? Is your lack of success in that direction because they think you are a peasant, or are you not giving them enough money?

The Archers

All these, and more, are among the choices you have in your attempt to make the script more interesting, realistic, and maintain a high standard. The trouble is, you can achieve a high standard but run the risk of upsetting the controller - he doesn't want Central Office on his back complaining the programme has left-wing bias - does he? So you must be careful to steer a middle course, and avoid the sack in mid-script!

It is not easy to achieve the required listening figures and stay in the script-writing business, but trying to do so becomes quite addictive! Each time through, which takes about fifteen minutes, new twists in the story appear, maintaining the interest. If you're successful, you get to write storylines around Elizabeth Archer, Eddie Grundy and Nelson Gabriel, as well as Jack Woolley, each loadable from a separate part of the tape.

The game was scripted by real Archers scriptwriters in collaboration with Level 9. The now-familiar multi-tasking Level 9 system is used, with graphics at the top of the screen. This time, they are real pictures as opposed to the rather abstract drawings hitherto seen from Level 9.

If you're an Archers fan, this game is a must! If not (and I'm not!) you'll still find it entertaining. In fact, I'm thinking of tuning in every night myself, now.

Keith Campbell

Other Reviews Of The Archers For The Commodore 64/128


The Archers (Mosaic/Level 9)
A review by The White Wizard (Zzap)

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