- The Pawn
- The Guild Of Thieves
- The Magnetic Scrolls
Collection Vol. One
- The Legacy - Realm
The Message Board
About The Website
is the "Text" section of "Jinxter". Here you will
find articles, previews and reviews of "Jinxter" I gathered
Review (Commodore Amiga/Atari ST) from "The Games Machine" magazine 02/1988
written by Rob Steel
Bywater wrote Jinxter. He's the gentleman responsible for
Punch magazine's wild invecitve', so if you are a reader
of this mildly amusing mag you will know what style of humour
to expect from the game. The award-winning team Magnetic Scrolls
also had quite a lot to do with the program, you remember
them, they're the bods (except for Anita Sinclair who is definitely
un-bod-like) who brought us The Pawn - winner of twelve international
awards - and Guild of Thieves - winner of the British Microcomputing
Federation's Game Of The Year award 1987.
opens with the player on the local bus on his way home. What
could be more innocent? The only worrying thoughts on the
player's mind at present concern the general level of good
fortune within his country which has been decreasing rapidly
bridge not far enough - don't dally, staring at the beautiful
landscape, there's much to be done. (All three pictures are
from the Amiga)
a red rag to a bull - take nothing at face value because
this is the first Magnetic Scrolls adventure where objects
in the pictures that don't appear in the text may be EXAMINEd
on both ST and Amiga versions are very attractive and
seem to get better as the game progresses. The prose
is exquisite, full of ambience and often very amusing
I particularly enjoyed the path joke, but won't ruin
potential players' enjoyment by revealing it. What else
can I say?
is Magnetic Scrolls' best adventure to date and with
a record like theirs, how can you resist . . . go and
pale, sunlit hues, the conservatory where may a table-cloth
for this is somewhat abstruse to say the least. It appears
that a secret masonic society of Green Magicians (here we
go!) has been working behind the scenes subverting society
and changing the land's fortunes and that of its inhabitants.
To counter these nefarious dealings, a Guardian from beyond
the realms of time has chosen the player to undertake the
great quest and save civilization as he knows it. (Stop yawning!).
However, this particular Guardian is not what one might expect,
he wears a herring-bone overcoat, tends to forget words and
his main aim in life appears to be avoiding his wife and kids
(not as daft as he looks perhaps).
cast of supporting characters include a megalomaniac gardener,
a postmistress who thinks she's Calamity Jane and a dim-witted
postman who goes by the name of Poor Bloody Lebling (nothing
to do with Infocom's David I trust?).
being crushed at the last PCW show, Anita Sinclair took me
on whirlwind tour of an unfinished Jinxter; she demonstrated
the pretty graphics and the general feel of the game.
She also told me that the player cannot actually die
within Jinxter. This was music to my ears as it meant
I could be as careless in the game as I am in real life
and no harm would come to me. It appears to be true,
as oncoming buses, rampaging bulls and the like do their
very best to end your enjoyment without success.
approach may at first seem a trifle wimpish, but within
the game's context it works very well and allows the
player to get full enjoyment from playing without fear
of death. And what are you doing in this deathless existence?
The basic aim is to find a number of charms and a bracelet
(that needs reassembling) with which the evil wizards/witches
can be defeated, and peace and harmony restored be to
has everything that its predecessors had and more. The
system used to create Magnetic Scrolls adventures has
obviously been tightened up, and works extremely well
in this game.