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. | SPECTRUM ADVENTURES | . | |
Clive Gifford dialled the YS Adventure Helpline and came up trumps with Neil Mackintosh, Gary Smart and Peter Marment. Reviewing credits go to ace hacker, Dave Nicholls. | |||
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Most of the readers' calls were concerned with the old favourites like The Hobbit and Colossal Adventure. But there were a few newcomers, such as Snowball - with its nightingales and waldroids proving the major barriers to sanity. (By the way, if you're having trouble getting up the uni-slime ramp, go and nab the cat, drop it on the ramp and watch it clear the way for you by slurping up all the slime. Yuch!) There were also some calls from adventurers stumped in Planet of Death, Knight's Quest and Velnor's Lair. If any of you are trapped in the same locations, here's some tips. To pass the force field in Planet of Death, you must fire the laser twice into the field and then dance. In Knight's Quest, if you want to make your way through the 'almost impenetrable' forest, go (when you reach the edge of the lake) 'S', 'S', 'S', 'S', 'E', 'E', 'CLIMB TREE', 'S' and 'S'. Finally, to get through the Cave of Spores in Velnor's Lair, put the silk handkerchief around your face and progress as normal. Other specific problems came from Andrew Tennant and Andrew Nixon. Mr Nixon seemed to have trouble with the shadow guarding the hole in Golden Apple. You'll kick yourself, Andy! Just turn off the lamp and the shadow disappears. Mr Nixon's problem is solved in a much more obvious way. If you're trapped in Digital Fantasia's time machine ... try typing 'LEAVE MACHINE' - that's all there is to it! It's probably worth mentioning a few techniques for problem-solving at this stage. If a command doesn't seem to work, check your surroundings for any signs of change and have a look at your inventory - mysterious things can happen in adventures, few of which are actually announced on-screen! Also, if an obvious command doesn't seem to work, try using one like it - not all adventures have the vocabulary you yourself have. Finally, as we've seen from Messrs Nixon and Tennant, the answers to most of the problems are staring you right in the face ... you've just got to engage brain and start revving! To conclude, here's a few cryptic clues [The screenshots were printed under the wrong headings in the magazine.] | for all you buffs: Colossal Adventure - to get out of the flooding maze, it's initially easily done; Snowball - box clever to pass the waldroid; Lords of Time - to escape the blast, remember to 'leave' on time; and, of course, The Hobbit - waiting at |
the magic door has a
familiar ring to it. YS ADVENTURE HELPLINE England and Wales: Gary Smart (nnnn) nnnnn and Peter Marment (nnnn) nnnnn. Scotland: Neil Mackintosh nnn-nnn nnnn. | |
'VENTURING OUT | |||
VALKYRIE 17
Most adventures tell you somewhere near
the beginning of the game itself exactly
what you're expected to do - Valkyrie 17,
of course, has to be the exception! |
TIR NA NOG
Gargoyle Games' first release was the very
well received Ad Astra, a 3D 'shoot 'em
up' space game. But Tir Na Nog could
hardly be more different. It's an adventure
that combines the 'what you see is what's
there' graphic style of Valhalla with simple
no-text keyboard controls. (That comparison is rather unfair though because the
graphics in Tir Na Nog reflect all the advances in programming techniques that
have occurred since Valhalla appeared!) | ||
![]() It's laughter all the way in this James Bond spoof package - as long as you know what you're meant to do, that is! |
![]() Here we see Cucuc about to make a monkey of hImself! Great graphics go a long way to make this game a classic. |
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