At the beginning of April 2016 Peter Verdi's Magnetic Scrolls Chronicles website went offline. So far all my attempts to contact Peter failed. His site carried some invaluable interviews with former Magnetic Scrolls people. To preserve the work I temporarily uploaded a dump of his site taken in summer of 2015. All you can see below is 100% Peter's work! Hopefully his site will reappear soon! Peter, if you read this, can you contact me?


Remember how it's like to ride on a cloud? How it feels to be squashed by a bus, or how to get that damned gold disc from Micky? Well, here's your chance to relive all these situations.

Have a chat with the devil in THE PAWN, ransack an entire island in THE GUILD OF THIEVES, restore luck itself to a whole country in JINXTER, uncover a conspiracy in CORRUPTION, become an inter-dimensional secret agent in FISH!, an ancient god in MYTH, walk in the footsteps of Alice in WONDERLAND and inherit a haunted mansion in THE LEGACY.
Become a part of the fantasy of Magnetic Scrolls - you certainly won't regret it . . .

 

 

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This is the "Text" section of "Corruption". Here you will find articles, previews and reviews of "Corruption" I gathered over time.

Review (Atari ST) from "ST Format" magazine August 1988
Review written by Andy Storer

It's an immense pleasure to come across an adventure that bears no resemblance to the mass of Tolkienesque scenarios that abound. Just how many Orcs and Hobbits are there left alive anyway?

Magnetic Scrolls' work has always been peculiarly English - witness Guild of Thieves and Jinxter - and eccentricity is possibly the last world market in which we have a real lead. But this release does more than merely confirm their leading position as adventurers par excellence. Corruption marks the emergence of a form of fiction just dying to embrace a mainstream audience. If you've ever dreamed of owning a BMW that just blasts the opposition out of sight here's your chance.

Interface

Since the gameplay of any interactive adventure is determined by its parser, even the best scenarios can fall out of inadequate systems. Fortunately, good ol' Mag Scrolls know enough about interaction to make the often tedious precess of look-examine-take-enact routines interesting and absorbing. This is not to say they get everything right - you can ask the most logical questions and still get a dumb reply.

Many current systems seem to assume you never ask questions beginning with who, what, why, when or how, so direct questioning can be harrowing. Here this is partially overcome by the provision of two key commands - 'Ask' and 'Tell' - whereby you can enquire of or inform someone of something and receive pertinent information in return. Another useful command is 'Follow' which allows you to navigate the diversity of locations without having to enter directional inputs - it's also a valuable means of gaining access to rooms which would otherwise be denied to you.

In short, it's a parser which can accommodate a diverse range of inputs, and as a consequence you don't get the feeling that you're somehow caught in an inflexible system to which you must slavishly conform. The effect is very refreshing.

Theresa takes it easy - should you take her for lunch or take her keys? No wonder you can never find the boss.

Looks like you should have that turbo-charger checked... your company car gets heated up over nothing.

Gameplay

Your task as the central character in this contemporary crime thriller is to seek out the evidence required to clear yourself of implication in serious fraud. After pulling off a major share deal, you have been poached by a City firm and offered a partnership, replete with a company BMW.

However, shares is not the only form of dealing in which you're embroiled. Cocaine also happens to be one of the leading commodities of the moment and guess who's going to take the fall if there's a major crash on that market? In fact it seems you were only taken on as a fall guy.

At 9 a.m. on the first day you are shown your new office. You wander around the office chased by messages from your distinctly un-feminine secretary, and if you look as though you're busy you can drop in on your boss's secretary (who's altogether more delectable), the company lawyer, the brokers and even the cleaner for vital gossip.

There are phones, ledgers and files to be found. There's even your car to go out in. The first sign that all is not what it seems is when you overhear a conversation between your boss and the company lawyer which suggests that your successful deal was rigged. Since you must listen at a door to glean this information it soon becomes apparent that the only way to proceed is by devious methods.

Before long you have worked out a way to steal a cassette from your boss's office, which reveals a subtly doctored recording of your interview. Something is definitely amiss, and it ain't just your secretary.

So, the principal objective is to extract information and manipulate other characters in an attempt to clear yourself of impending fraud charges. Once amassed, you must get your evidence to the local police station, avoiding the menaces of drug barons, corrupt police, homicidal doctors and all manner of baddies.

The locations and characterisations are expertly described, and the sense of struggle-against-all-odds is lightened by the outrageous circumstances befalling you. If you've ever seen Scorcese's After Hours you'll know what's in store for you. (Smartass - Ed). Let's put it this way - things do get a little out of hand.

Can you stomach this incisive sequence or are you just a drip? Either way it'll have you in stitches.

Graphics and Goodies

There are 28 pull down pictures which illustrate various locations in the narrative. As with all Magnetic Scrolls' recent works, the graphics are photographs copied using an art package; the result is a much higher quality than a mere digitised image. Once the pictures have conveyed the atmosphere of your surroundings you can just put them away out of sight. Since they are of such high quality it's surprising they serve no other function than dressing; they don't appear to contain clues and in fact include objects which have no presence in the accompanying text descriptions.

Above the text and graphics are pull down menus (perforated in true Filofax-style) controlling files, text size and descriptive detail, graphics style and 'goodies' such as printed transcripts and hints. Also up top is a clock by which you can turn up on time for appointments, and wait until a specified time before doing something.

Also included in the packaging are a number of extras. There's the cassette you steal from your boss's office, complete with dialogue and music, and Filofax pages featuring diary/address book, gambler's guide and business entertainment list. There's also a cypheric help section; you type 'Hint' at the keyboard and enter strings of encoded letters. Very useful for those hair-pulling bouts of frustration.

Want a ticket for the band, mate? Could this be your salvation?

Conclusion

Corruption is certainly Magnetic Scrolls' best adventure to date and more than any other, Infocom aside, serves to underline the growing sophistication of interactive fiction. There's enough here to keep you puzzled for months, so it's just as well that you can save positions and have a break.

Perhaps Corruption's most endearing quality is its capacity to manage your mistakes and oversights humourously rather than take a patronising attitude. Here's a game which will give you hours of pleasure in a way no arcade release could maintain. The keyboard is indeed mightier than the laser.

You duck responsibilities and search for crumbs of evidence in the local park.

Do you have enough chips for the stake? Don't lay your cards on the table until you have more up your sleeve.

After taking the BMW for a spin you decide roulette is the best bet. There's blackjack on other tables - strictly for the Over 21s, mind you.

And now here is a Police Warning. "Look out, it's the fuzz!" The Fraud Squad wonder how you manage to come back from the dead time after time.