Anfractuos
Arcade Game: Adventure · ZX-Spectrum 48K · 1 players · English
Players Software · 1987 · Pound sterling 1.99
Discussion
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- Control Option
- Kempston Joystick
Releases
- 1987Players SoftwarePound sterling 1.99
- 1987Compulogical S.A.
Play
- Anfractuos.tzx.zipTape image English25 KB
- Anfractuos.tap.zipTape image English27 KB
- Anfractuos(CompulogicalS.A.).tzx.zipTape image English25 KB
Documents
- Anfractuos.txtInstructions English1 KB
Music
- Anfractuos.ay.zipRipped in-game/theme music in AY format 1 KB
Other files
- Anfractuos (1987)(Players Software).pokPOK pokes file 0 KB
Files and rights
No permission is on record either way. Screens and pictures are copied here on a take-down basis: if you hold the rights and want something removed, say so and it goes.
Credits
- Andy SevernCode
- Martin SevernIn-game Graphics
- Martin SevernLevel Design
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Scores
In the magazines
- Sinclair User #611987 · Overall3/5
- Your Sinclair #171987 · Overall7/10
- Crash #391987 · Overall46%
Elsewhere on the web
- WorldOfSpectrum 16 votes6.81
In the magazines 10
Your Sinclair #17May 1987 · p.766/107/108/107/107/107/10
Graphics 6/10
Playability 7/10
Value For Money 8/10
Addictiveness 7/10
Overall 7/10
Marcus Berkmann 7/10
Players £1.99 Reviewer: Marcus Berkmann Players has chosen to saddle its latest game with this unpronouncable and rather forgettable name. It's a pity, because the game is anything but forgettable. Anfractuos is an old-fashioned arcade-adventure in the Dynamite Dan mould. With your little robot, you float about the screen, avoiding the meanies moving through a surprisingly tricky maze of tunnels. You're stuck in an abandoned mine on the planetoid Anfractuos, and to escape you must collect eight fuel cans which'll enable your shuttle to blast to safety. The cans are hidden randomly, and usually in the most inaccessible little crannies. Confusing the issue are various one-way lifts which often lead to dead ends, leaving you with no choice but to abort. You have four lives, but there are power points around the place to pep you up, although naturally they too seem to be in the most awkward of places. Still, that's part of the challenge of the arcade-adventure - sorting out where to go, and remembering once you've worked it out. Once you've found your eight fuel cans, you must disable four switches scattered about the place, and then it's a race against time to get back to your shuttle and lift off to safety. It's a good little game, even if some of the coding seems a little rushed at times. But I like it, and if you remember 1984, you might like it too!
Sinclair User #61Apr 1987 · p.523/53/5
Overall 3/5
John Gilbert 3/5
Label: Players Author: Andy and Martin Severn Price: £1.99 Joystick: Kempston Memory: 48K/128K Reviewer: John Gilbert Deep space destruction on a budget scale. Sounds promising if you're a fan of maze games but if you're also a big budget buyer be warned, Anfractuous is a mish-mash of plot ideas, maze graphic techniques and uninspiring alien blobs. You are a robot with very short legs - and a very small brain - who's run out of fuel and had to dump his space ship on an unexploded planet called Anfractuous. The spaceship, an Apollo lunar lander no doubt taken from the NASA scrap yard, needs eight cans of fuel, which you've got to find before the aliens take your four lives. There's a big problem. You get to some of the game's screen's through one-way suction tunnels. Once you're through you can't escape. So, even if you go right and enter the spaceship screen you will be unable to escape, unless you've got the fuel cannisters to launch the craft. There's more. You're a danger to yourself because your laser shoots out through your back. If the blasts don't hit an alien they'll bounce back at you off the maze walls and blast some of your life energy away. You have just over 25 minutes to find the eight energy cannisters but the aliens' strength usually ensures that you'll never survive that long. Luckily the Severn brothers - the programmers - have included a couple of energy energising machines. They're few and far between so map the game and take note of each machine's position. Sound's tedious, and indeed it is. Anfractuous resembles the NASA lander which is at its core. It's a piece of space dross with pretensions to originality. There's a bundle of them out there already and this one's not going to make my advances.
Crash #39Apr 1987 · p.11669%53%42%36%46%46%
Presentation 69%
Graphics 53%
Playability 42%
Addictiveness 36%
Value For Money 46%
Overall 46%
Ben Stone
Mike Dunn
Paul Sumner
Producer: Players Retail Price: £1.99 Author: Andrew and Martin Severn In a far distant solar system there lies a small planet, with a death entente hanging high above it in the skies. Once a thriving mining community, Anfractuos now orbits an unstable sun that is soon to explode. All humans have been evacuated, and the mines left to decay and fill with water. In the mad race to leave this doomed world, a mining droid called Tobor has been left behind to fend for itself. If it's ever to escape, the droid must board the planet's last remaining shuttle and blast off into space. The main problem is that the shuttle is without rocket fuel, and therefore eight cans of that precious liquid must be found and collected before he can leave. So, with the instinct for survival flowing strongly through his circuitry, the droid sets off into the depths of the mining world to begin his search. Anfractuos mining base is made up of a series of multi-level tunnels connected by lifts and shafts. The droid jets up or floats down shafts, but must take care when using lifts - some are unreliable due to lack of maintenance, whilst others have no lower exit. Tobor may be without human companionship, but he is certainly not alone. Creatures made up of negative energy particles live on Anfractuos, and they are as unfriendly as they are unusual. Contact with these causes Tobor's limited energy reserves to be drained. To protect itself Tobor can attempt to avoid them, or shoot and kill the creatures, but as they are a protected species points are deducted for their destruction. Should Tobor's energy levels fall low, he becomes unable to jet upwards, and one of his four lives is lost if they fall to zero. Whilst the droid can lose energy he can also replenish it. There are energy cubicles dotted about the planet, and by entering one Tabor's energy is rejuvenated. Points are awarded for the number of remaining droids and the extent of energy reserves at the end of the game. Even if Tobor manages to collect the eight fuel cans, maintain his energy level and make his way to the shuttle launch zone, his task is still not complete. When the shuttle has been re-fuelled it is almost ready for blast-off, but first the four switches that retain it must be found and put out of commission. The shuttle's countdown then commences, and there is now limited time for the droid to enter the shuttle and blast off. If Tobor is not fast enough the shuttle takes off without him, leaving the poor little droid to end his days in the heat and horror of a supernova. COMMENTS Control keys: Q/W left/right, D for jet, I for fire Joystick: Kempston, Interface 2 Use of colour: lots of background colours Graphics: particularly attractive characters, although fairly small Sound: lots of spot effects Skill levels: one Screens: one vast map
Tired out by his furious search, our hero takes a breather alongside the landing craft.
Hack/Poke3
- Sinclair User #109Mar 1991 · p.20
- YS Smash TipsAug 1988 · p.3
- Crash #40May 1987 · p.85
Preview1
- Your Sinclair #16Apr 1987 · p.14
Related
- Same entry at
- Spectrum ComputingZXInfo
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