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||The main creative ideas in the game and how well they're executed
||How sophisticated the text parser is, how appropriate its responses are, etc.
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As you might expect, it's a tough game.
Expect to be wandering around inside this adventure longer than you might have in previous Infocom games— but at least you'll have some excellent prose on-screen to read along the way. And the hieroglyphics and sparse graphics add a
new dimension to the gameplay.
It stands to reason that Infocom --the pioneers in text adventures, years ahead of their competition-- would inevitably release the first bad text adventure game of all time. Why? A truly horrid finale; this game's conclusion is on my list of Worst Game Endings Of All Time! The idea was that you're an "Infidel" for entering an ancient tomb, even though Indiana Jones has gotten away with far worse than this. The only sales pitch of the game was an amusing puzzle idea, of decoding ancient runes, "drawn" on the screen using standard ASCII text. Big Whoop; with an ending that horrid, what exactly is the point? Even the official hint manual said that the only way to have a happy ending is to not play the game to the very end! Sad.