There has long been a feeling in the software press that adventure games have tended to be very repetitive in their choice of material. The Sandman Cometh is a major departure in the kind of thinking behind games writing. The adventure represents a series of dream sequences, each with its own set of logical problems in an otherwise illogical scenario. In this unusual adventure your mission is to find the Hourglass of Infinity and by so doing to conquer your dreams. It is said that dreams are as important as reality, for there is but one reality and there are many myriads of dreams. Solve the puzzles in your dreams and you may solve the problems of life itself.
Notes
The game was originally going to be called Dreamworld until a Keith Campbell (of C&VG) pointed out that he'd already written an adventure by that name... Strangely, Keith had found himself at Mike Turner's house (getting an unplanned preview of the game) because he was buying a second hand car off him, not realising that Mike ran Star Dreams.
Despite the nonstandard vocabulary and approach, it is fair and logical, and maybe too easy to be of any lasting interest. Depends on pictures for situational clues (a misfeature in my book, but YMMV). Too limited by its BASIC construction in the end. Seems to use a modified version of the Trevor Toms Adventure System used in the Phipps Associates adventures for ZX Spectrum.
Despite the nonstandard vocabulary and approach, it is fair and logical, and maybe too easy to be of any lasting interest. Depends on pictures for situational clues (a misfeature in my book, but YMMV). Too limited by its BASIC construction in the end. Seems to use a modified version of the Trevor Toms Adventure System used in the Phipps Associates adventures for ZX Spectrum.