Kemshu
Puzzle Game: Problem-Solving · ZX-Spectrum 48K · 1 players · English
Cult Games · 1989 · Pound sterling 2.99
Discussion
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- Control Option
- Interface 2 (right), Kempston Joystick, Redefineable keys
Play
- kemshu.zipRZX playback file
- Kemshu.tzx.zipTape image English8 KB
- Kemshu.tap.zipTape image English9 KB
Documents
- Kemshu(EN).txtInstructions English1 KB
Other files
- Kemshu (1989)(Cult Games).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
- Nick Flemingcredited
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Scores
In the magazines
- Your Sinclair #331988 · Overall6/10
- Crash #551988 · Overall79%
- Sinclair User #1001990 · Overall60%
Elsewhere on the web
- WorldOfSpectrum 3 votes7.00
In the magazines 16
Sinclair User #100Jun 1990 · p.7650%NA79%78%60%60%
Graphics 50%
Sound NA
Playability 79%
Lastability 78%
Overall 60%
Chris Jenkins 60%
Label: Cult Price: £2.99 Reviewer: Chris Jenkins Normally when people claim that a game is very simple but maddeningly addictive, my response is that they must have been mad in the first place. But in the case of Kemshu, it's true! Nothing could be more simple, but nothing is more likely to reduce you to a driveling nervous wreck in record time. It like this. You remember the Rubik Cube, the plastic square from Hell? Kemshu works on a similar principle, but it's in two dimensions. The screen shows a grid of 100 coloured squares, and at the right hand side is a timer, a score indicator and a percentage remaining display. Percentage of what, you wisely ask. For each level you have a target colour (shown at the bottom right). Your task is to surround squares of that colour with squares of any other colour. The target square then changes colour, and you move on to the next target. To move the squares you control a flashing cursor using keyboard or joystick. When you have the cursor positioned, press the fire button and move the joystick, and the entire row or column of squares will jump along. Say your target colour is red; once you have placed a black square at the top, bottom left and right of it, it will change colour to black, and you can go on the chase the next red square. The similarity to Rubik's Cube, of course, is that any change you make affects not only the one row or column, but and number of other rows or columns; the trick is to plan ahead, shuffling the colours you want into position to zap the next target. A useful technique I figured out is to gather as many squares as you can in the middle of the screen, then move the target colours into the centre: this seems to be quicker than trying to surround the target squares wherever they lie. You don't have to surround the squares' diagonal edges, but you can't surround a square which is at the edge of the screen (not even by placing a colour square on the opposite side) - you have to move it away from the edge. There's only one problem with Kemshu - it wouldn't let me win. Every time I got the counter down to 3% remaining, it would announce that I had run out of time, wish me a nice day and go back to the start. Maybe it's just my copy which is wonky - the screenshots on the sleeve show later levels - but it would be a bit of a bottomer if you sploshed down your hard-earned wonga for a game you couldn't even beat.
Not much success so far. Keep those tiles a-slidin' and cover as much space with red tiles.
Watch out for the giant buffalo! Hit him with your laser cannon! (Are you sure about this caption? - Ed).
Your Sinclair #33Sep 1988 · p.516/106/10
Overall 6/10
Nat Pryce 6/10
BARGAIN BASEMENT Come on down! The Pryce is right! (Groan - Ed) Once again Nat Pryce single-handedly guides us through the treacherous world of the budget game. KEMSHU Cult Games £1.99 Reviewer: Nat Pryce Kemshu gave me a few problems at first: how could I start the review when there was no plot or even decent instructions to quote/make fun of!? Well, I've decided not to do any quoting but just to... explain the game! (Cripes, I sound like an early-evening gameshow host). You start off with a screen full of differently coloured tiles which you must surround with squares of a target colour. This is achieved by 'sliding' the columns and rows of tiles until an incorrectly coloured square is surrounded by squares of the target colour. This then turns into a correctly coloured square with a sort of 'crunch' noise. Turn the whole screen into the target colour within a time limit and you win: run out of time and you lose. A simple idea, but then simple ideas are usually the most successful: look at Split Personalities and Think. Kemshu would be a very addictive game but unfortunately it's too easy; I managed to beat it (yes. again!) on about my tenth game and on a black and white TV too! If you have a very small number of brain cells this could be the game for you but people with as many as me (four) may find it a bit of a walkover.
Crash #55Aug 1988 · p.10563%53%77%73%79%81%77%
Presentation 63%
Graphics 53%
Playability 77%
Addictive Qualities 73%
Overall 79%
Mark Caswell 81%
Phil King 77%
Producer: Cult Retail Price: £2.99 Author: Nick Fleming Kemshu is set on a square board that is split into 100 multi-coloured squares. The objective is to change all the colours on the board to a single target colour, indicated at the right of the screen. Using a cursor, squares can be moved across the board in rows. Four blocks of the target colour need to be placed around a differently coloured block to transform it. Changing the colour of all the squares within the given time limit gains access to the next level. A status box to the right of the screen shows the present score, the percentage of screen area covered, time limit and the target colour. COMMENTS Joysticks: Kempston, Sinclair Graphics: bright and functional Sound: none Options: definable keyboard
This may be a very attractive patchwork quilt, but it's not going to win any points.
Advert10
- Crash #71Dec 1989 · p.28
- Crash #70Nov 1989 · p.8
- Sinclair User #91Oct 1989 · p.95
- Crash #66Jul 1989 · p.44
- Sinclair User #86May 1989 · p.49
- Crash #64May 1989 · p.27
- Your Sinclair #40Apr 1989 · p.104
- Sinclair User #79Oct 1988 · p.81
- Your Sinclair #33Sep 1988 · p.100
- Crash #56Sep 1988 · p.56
Hack/Poke1
- Your Sinclair #57Sep 1990 · p.32
CoverGame1
- Crash #77Jun 1990 · p.5
News/Note1
- Popular Computing Weekly #26Jul 1988 · p.17
Related
- Compilations
- Crash issue 77: Presents 13
- Elsewhere
- MobyGamesRZX ArchiveThe TipshopUVL
- Same entry at
- Spectrum ComputingZXInfo
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