...I leant back against the hard lamp-post, surveying the busy rush of traffic along Sherwood Boulevard. It had been a hard day at the forest and not one to reflect on. First, there had been the Dorothy kid... bushwacked on her way to visit the Wizard of Huddersfield, her dog held to ransom. Then there was the anonymous tip-off about the convent and its link with Godfather Smurph. When his name crawled out of the files it always meant some sort of racket. I smelled a rat, and one using Brut 33!
Jerking myself away from the cold security of the streetlight, I went down a dim alley to where I knew I could get a cab and it wasn't long before Al pulled up. Al had always been a good cabbie but that night I couldn't help noticing something odd about him, or rather his cab. It had been stolen! Yet another mystery in one day! Something had to be going down and I figured I had better go and check out Marian and see if she was okay. It looked like being a tough week!!
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Very, *very* niche, but stands on its own as the first "mainstream" effort of the irrepressible McNeill (for some definition of mainstream). I actually enjoyed it, but you have to get into his style of humour, otherwise the game feels ridiculous; and even then it does to an extent, but this is deliberate. Full of original touches, from the ingenious way to bypass the Quill's limitations to talk to NPCs, to the fact that you have to go back and forth between parts: a side annoyance of the tape medium, but at the time this was unheard of. Plenty of parody references, mainly to Brian Howarth's quasi-homonymous game and the Beam Software adventures. Don't expect a lot, as this is not for everyone.