<!--
	Title: (Screening Room: The Rating Game) Seastalker
	Author: Charles Ardai
	Source: K-Power, v1(7)
	Date: Sep-Oct 1984
	Transcription by Steve Derby
-->

<div class="float-left-half">

*Reviewed on Apple, 48K (disk).
Also available for Atari, 48K
(disk); Commodore 64 (disk);
IBM PC/PCjr, 64K (disk); TRS-80
Models III/4, 48K (disk). Infocom,
Inc., 55 Wheeler St., Cambridge,
MA 02138; (617) 492-1031. $39.95*

<table class="small-caps"><tbody>
<tr><td>graphics:</td><td class="right">n/a</td></tr>
<tr><td>excitement:</td><td class="smaller right" style="background: var(--dark);">🟢🟢🟢</td></tr>
<tr><td>originality:</td><td class="smaller right" style="background: var(--dark);">🟢🟢🟢🟢🟢</td></tr>
<tr><td>ease of use:</td><td class="smaller right" style="background: var(--dark);">🟢🟢🟢🟢</td></tr>
<tr><td>challenge:</td><td class="smaller right" style="background: var(--dark);">🟢🟢🟢🟢</td></tr>
<tr><td>shelf life:</td><td class="smaller right" style="background: var(--dark);">🟢🟢🟢</td></tr>
</tbody></table>

</div>

Ever since the world was first thrilled by the exploits of
Captain Nemo in Jules Verne's *20,000 Leagues Under the Sea*,
the ocean depths have been the setting for many adventure
novels. It's only fitting then that the sea is the scene for Infocom's
latest text adventure.

Like all of Infocom's games, *Seastalker* has no graphics. The
computer describes all events and the results of your actions in
words. You type in commands in full sentences (as opposed to the
awkward two-word directions used in most adventures). You
can even carry out intelligent conversations with any of the
game's nine supporting characters.

*Seastalker*'s plot centers on a secret, underwater research
station called the Aquadome, and on the *Scimitar*, a powerful
miniature submarine packed to the gills with an assortment of
gadgets that would put James Bond to shame. The cast of characters
reads like an MIT honor roll. There's Sharon, a recent college
graduate; Marv, the sonar expert; Dr. Thorpe, a dedicated and
brilliant scientist; and six other unique, realistic characters.

As a member of the "Discovery Squad," you're in charge of making
sure everything runs smoothly for the project's christening
the following week. Of course, if things really were running
smoothly, *Seastalker* wouldn't be much of a game.

The trouble starts when you get a call from the Aquadome
over the videophone. There's trouble on the ocean floor and
only you can help. You must take the Scimitar to the Aquadome
right away.

Once you reach the Aquadome, your troubles really begin.
First, there's the matter of sabotage, a dastardly deed suggesting
treachery in the ranks. Then there's the mysterious sea creature
that shadows you through out the game.

You have to answer many questions and solve plenty of
puzzles before the end of your quest. Some puzzles are very
easy while others are stumpers. If you *do* get stumped, you can
look up one of the secret hints that come with the game.

<img class="float-right-narrow" src="/public/img/articles/k-power-seastalker-review/seastalker-screen-shot.jpg" alt="Seastalker screen shot">

*Seastalker* is billed as a "children's adventure." I think it
should be billed as a "beginner's adventure." Unlike Infocom's
other games, maps are given to you in the package, all of your
equipment is explained to you beforehand, and hints are
included with the game. These are a big help because making maps
is one of the novice adventurer's greatest difficulties. So is trying
to figure out the function of certain obscure appliances.

As for the hints, they only appear when you're completely in
the dark.

*Seastalker* is imaginative, original, and challenging. It may
not be as difficult as the rest of the Infocom line, but that's what
makes it ideal for the novice adventurer.

CHARLES ARDAI, *14 New York, New York*