KIDNAPPED by armed raiders, robbed, beaten and finally dumped in a desolate wilderness - that was your reward for getting involved in a local forgery racket. You're struggling for your life and it looks as if you've got an hour before your wounds and the cold take their terminal toll. In normal countryside an hour would be more than adequate find help, but these are the treacherous Grim Marshes.
This adventure has an unusual storyboard. There are no quests to be undertaken, dragons to be slain, or damsels in distress. If you are successful, you simply escape with your life. This may seem something of an anti-climax but I think it makes a refreshing change.
On the technical side, the game is more of an exploration than problem solving adventure, though it does utilise standard commands like NORTH and TIME.
To map 25 rooms in an adventure this size requires a different programming technique to the routines featured in Stone fear Castle in the December 1987 issue. Here a grid is utilised with only two numbers per room: One denotes the type of location - marsh, wasteland and so on - the other gives the one direction in which the player cannot move.
Using this method makes the data more condensed and allows more rooms to be accommodated. Once you manage to finish and map out the adventure, why not add additional locations to the array / or different location types to the array I$?