Crusoe
Adventure Game: Graphic · ZX-Spectrum 48K · 1 players · English
Automata UK Ltd · 1984 · Pound sterling 6.00
Also known as The Life and Adventures of Crusoe (English)
Discussion
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Known Errors
Bugfix provided by Battle Bunny: <UL><LI> The game crashes frequently. Most of the errors are due to JPs being one or two bytes off their correct destination. The most significant error was the machine stack overflow, caused by indirect recursive sub-routine calls, which would cause the program to crash if Crusoe did a lot of moving back & forth between map sections and had to use his "Elyxr" frequently. There were some minor errors in the keyboard checking, command handler search and message display. Also the LLL option to load a saved game messed up the stack and the QQQ/TIUQ option to restart didn't work properly (although that was due to the stack being messed up by other things). Fixed using the following patch: <PRE> org $6A9C ; patch indicator: stone head as prompt terminator DEFB $A2 ; 6A9C A2 org $6BEC ; jump correction JP $6A2D ; 6BEC C3 2D 6A org $71DE ; typo correction DEFM "A ladder " ; 71DE 41 20 6C 61 64 64 65 72 20 20 20 20 org $7AE8 ; jump correction DJNZ $7AE7 ; 7AE8 10 FD org $80E5 ; jump correction JR $8149 ; 80E5 18 62 org $82BB ; jump correction JP NZ, $82E2 ; 82BB C2 E2 82 org $8401 ; jump correction JP NZ, $82CD ; 8401 C2 CD 82 org $8736 ; jump correction JR $8706 ; 8736 18 CE org $8F86 ; jump correction JP $87CC ; 8F86 C3 CC 87 org $970C ; jump correction JP NZ, $87CC ; 970C C2 CC 87 org $B6F8 ; jump correction JR Z, $B71D ; B6F8 28 23 org $B705 ; jump correction JR Z, $B71D ; B705 28 16 org $B70B ; jump correction JR Z, $B71D ; B70B 28 10 org $A84D ; message address correction LD A, $5D ; A84D 3E 5D org $84F2 ; check RET address before JP back JP PATCH ; 84F2 C3 F6 B8 org $B498 JP PATCH ; B498 C3 F6 B8 org $CA86 JP PATCH ; CA86 C3 F6 B8 org $B8F6 ; drop all except RET to BASIC PATCH: POP BC ; B8F6 C1 LD HL, $2D2B ; B8F7 21 2B 2D AND A ; B8FA A7 SBC HL, BC ; B8FB ED 42 JR NZ, PATCH ; B8FD 20 F7 PUSH BC ; B8FF C5 JP $61AE ; B900 C3 AE 61</PRE></UL> Modified "BUGFIX" file provided by Einar Saukas.
Play
- Crusoe(BUGFIX).tzx.zipBUGFIX tape image English25 KB
- crusoe.rzxRZX playback file
- Crusoe.tzx.zipTape image English24 KB
- Crusoe_2.tzx.zipTape image English25 KB
- Crusoe.tap.zipTape image English24 KB
Documents
- Crusoe.txtInstructions English5 KB
Music
- DeseertIsalndFloppies(DanDefoe&TheCastaways).mp3.zipBonus soundtrack(s) in MP3 format 4,752 KB
Files and rights
Distribution permission is on record, granted to another archive rather than to this one. Screens and pictures are copied here; everything else links to the archive that holds it.
- AllowedAutomata UK Ltd → WorldOfSpectrum
Credits
- Jon Smithcredited
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Scores
In the magazines
- Sinclair User #321984 · Gilbert Factor5/10
- Your Computer #91984 · Overall3/5
- Crash #101984 · Overall Value5/10
- Personal Computer News #761984 · Overall Value4/5
- Big K #101985 · Overall2/3
Elsewhere on the web
- WorldOfSpectrum 7 votes5.57
In the magazines 26
Big K #10Jan 1985 · p.302/32/32/32/32/3
Graphics 2/3
Playability 2/3
Addictiveness 2/3
Overall 2/3
Steve Keaton 2/3
GOOD GRIEF - FOOTPRINTS! MAKER: Automata UK FORMAT: cassette PRICE: £6.00 Normally, my loudly voiced opinions are an unwavering edifice to the obstinate. I'm not one to hedge my bets. Crusoe however has caused much rewriting in the Keaton notepad. Initially I thought it an overly ambitious and largely inaccessible graphic adventure, noteworthy only for its ornate presentation. Then, while dispensing the usual barrage of expletives (a.k.a. the final option) I stumbled across MOST unexpected retorts. As you might imagine I warmed to the adventure immediately. in fact, this interchange become something of a game within a game. The prog's foul file is surprisingly large and a quite inordinate amount of time was spent plumbing its depths. Modesty forbids me from revealing more. Interest duly rekindled, I went on to further explore the island, and was eventually won over. The presentation is superb. The display is split between a representation of the island and a status log, which reveals, in archaic script, your current physical condition, the time and day and even the prevailing weather! As Crusoe, your objective is to escape from your sandy atoll and return to Blighty. On hand is much useful junk (violins, dead birds and doorknobs) and naturally enough Man Friday also lurks nearby. The action itself is played out in real-time via the map display. Standard Save Game facilities are available although I was rather miffed to discover that Quit only re-energises your supplies and doesn't return you to a start position. Get yourself in a pickle and you've no choice but to kill the power! An overly dramatic response option I'm sure you'll agree. Still, who ever said life on a desert island was a bunch of beefjerky? No I.
Sinclair User #32Nov 1984 · p.285/105/10
Gilbert Factor 5/10
Richard Price 5/10
CRUSOE CASTAWAY Memory: 48K Price: £6 No prizes for guessing the theme of Crusoe from Automata. A map of the island takes up half the screen, and includes objects which may be useful to Crusoe, who is shown as a small figure. Various status indicators are also shown. Crusoe's task is to assemble a decent set of living equipment without running into thorns or boulders and reducing his strength. If Automata's eccentric style appeals, you will enjoy the game, though the crabbed script and minute screen detail are likely to irritate even the most persistent.
Your Spectrum #9Nov 1984 · p.622/5 MISS4/5 HIT3/5 HIT
David Lester 2/5 MISS
Roger Willis 4/5 HIT
Ron Smith 3/5 HIT
JOYSTICK JURY Success in the charts doesn't always mean it's the best game around. Check out the thoughts of our jury this month - Ron Smith, Roger Willis and David Lester - and you'll see what we mean... CRUSOE Automata £6.00 Roger: Like most well-written adventure programs, Crusoe gives the impression of literacy and intelligence to the humble ZX Spcccy and, as someone who badly needs his severely flagging ego flattered by any means possible, I have to admit enjoying this desert island experience. Screen format includes both a parchment logbook and one of a number of maps charting the castaway's position. The action involves shuffling the poor old soul round the island, feeding and watering him when required, and looking for all the available 'finds' to assist his survival. Apart from not letting him starve to death, the player also has to steer him around a selection of static and mobile hazards, as well as correctly answering his questions; he even responds in a like manner to unprintable abuse! Gradually, his well-being improves and his lifestyle becomes more civilised - but how on earth do you get to find Man Friday? Well, he can stay in the undergrowth for all I care! The complications, vaguely intellectual demands on the player and wittily detailed graphics, are at the core of Crusoe's ability to amuse.
Crash #10Nov 1984 · p.1085/104/105/107/105/105/10
Atmosphere 5/10
Vocabulary 4/10
Logic 5/10
Debugging 7/10
Overall Value 5/10
Derek Brewster 5/10
DEREK BREWSTER'S ADVENTURE TRAIL BACK TO BASICS There has been for some time a body of opinion which puts forward the view that machine code is superior to Basic, per se. Arcade games, where speed is the deciding factor, may well lend themselves to this argument but some strategy, and all adventure games can be better served by some Basic routines. The reason for this apparent anomaly is clear to anyone who has taken the time and effort needed to master machine code. Although machine code is ideally more malleable in any given situation, coding in reality proves to be certainly slower and often less flexible, and crucially, the program is less easily altered. After playing and reviewing many adventures this contradiction has made itself plain. The complexities of machine code lead to stilted adventures unless the author allows much development time. The economic vagaries of the games market alas, would make it far more worthwhile for such a successful author to produce two or even three arcade games in such a space of time with the certainty of a far higher income. The Quill, as is often plaudited on cassette inlays results in an all machine code program but the structure of each Quilled game is necessarily the same. What is less apparent is the use of similar devices by other software houses in order to reduce the development time of adventures. Herein lies the paradox. Even though machine code should be the more flexible, due to its time-consuming coding it is rarely so in effect and it would seem the case that it is the adventure which makes some use of Basic which shows the originality both in display, theme and plot. So the next time you examine a cassette inlay don't fall into the trap of making judgements based upon the divisive argument - Basic vs. machine code. Where the documentation tells of an all machine-coded program this in itself gives no indication of the quality of the game as an adventure. Basic is devalued by its simplicity and it familiarity but adventure is a more sophisticated market than arcade since at a time when the Spectrum has been pushed to its limits, imagination, theme and plot are now the decisive factors. CRUSOE Producer: Automata Retail Price: £6.00 Author: Jon Smith Automata made their name with an unusual adventure, Pimania, and with the first serial cartoon advertisements exhibiting their own unique good humour and lightheartedness - a refreshing interlude from the unremitting commercial onslaught emanating from other software houses. Pimania has achieved notoriety, and lately, newsworthiness over the extreme lengths many will take to recover the Golden Sundial of Pi from its depository deep within a long forgotten oceanic nuclear bunker. I've even known some to go so far as to play the adventure. Crusoe is based upon the novel by Daniel Defoe and features free music on the flip side by Dan Defoe and the Castaways but turns out to be a desert island discs spoof with passable musical adverts for Automata products. The star of the show has a high pitched voice with an enchanting Scottish lilt. Crusoe is stranded on a remote island in Yorkshire (Hull?) in the year 1684, with nothing but an empty stomach, a bottle of granny's patent elixir and the shorts he stands up in. The aim is to return home and steer the litigation against your travel agent through court. The game, following an attractive loading screen, is very colourful and is dominated by the playing area on the left which depicts the palms, islands, fruit trees, cacti, monsters and treasures that will help or hinder you in your quest. To the right is The Logg with Day, Time, Weather, Wind, Food & Drink, Vigour, Elixir and Items down one side opposite which is first, the letter which must not run too far up the alphabet for safety's sake, and then a comment like 'and I feel fine'. This seventeenth century notation adds an authentic flavour to the proceedings and no doubt conceals any propensity towards misspelling. Prepare yourself for the culture shock by learning these few words - fitte, wether, foode, rekt, werie. Along the bottom goes your input and the comment it elicits above. The cassette cover amusingly keeps the tenuous links with the mainstream adventure by calling I (for Inventory) 'What have I got?', SCORE 'Will I survive?' and D, Describe. You move around by pressing the N, S, E, and W keys, waiting for the response each time but surely cursor key movement would have been much better and have removed a major irritation from the game. To be fair movement is facilitated by holding down ENTER which allows you continuous movement in the direction previously specified. When negotiating obstacles the manoeuvres of the monsters about the screen can be a distraction as you cannot progress further until the monster has moved. The delay can disrupt the rhythm of your input resulting in a load of nonsense e.g., EEN when you thought you had separately moved east twice, then north. This shortcoming is compounded by the absence of DELETE and so whatever gibberish you end up with must be entered. As is more typical of a Yorkshire island than one in the desert, rain stops play. If you can dodge the assorted monsters, crocodiles, spiders, serpents, etc., and find some fruit trees, and perhaps a pool of water, you will find yourself crossing into new maps where you might well find a dead end. Often the way out is to press the Blue key (1) and enter the sea where you can swim along merrily with only the serpents posing any threat. The sea washes against the bottom of the map and is useful for crossing map boundaries quickly until you meet a construction forcing you onto land or serpent-infested waters. Here lies a minor bug. If you tire of swimming, or if the serpent should get you, and you die, you continue with your next life where you left off. However, you set off again in the Red key (2) land mode. The solution is simple enough - press the Blue key once more. When you come to a sticky end all is not lost by any means. You have twenty or so lives left - there's that Automata humour again. Your rejuvenation is effected on imbibing the elixir. The next time you die you look forward 'to the musical accompaniment with the suitably sad end; a dud note. Crusoe is a very different type of adventure that will take a lot of playing before that which you are supposed to achieve becomes clear. It will appeal to that group of players who find text adventures too demanding and unexciting, and like their games served up with a sense of humour. Difficulty: How long is a piece of string? Graphics: Shows map of island on which your character Crusoe is moved from block to block Presentation: Very good Input Facility: No delete, irritating Response: Fast but replies often confusing Special Features: The game is difficult to categorize, not a traditional style adventure
It's Desert Island Discs for CRUSOE and Man Pi-day in ye olde Automata adventure.
Personal Computer Games #11Oct 1984 · p.1006/106/103/105/10
Complexity 6/10
Atmosphere 6/10
Interaction 3/10
Value 5/10
Steve Cooke
MACHINE: Spectrum 48K PRICE: £6.00 ATTRACTIVE After this double dose of Robin Hood, the White Wizard found himself once more confronted by another 'arcade adventure', this time from Automata of Pi-man fame. Automata's latest offering, called Crusoe, has a very attractive display as you move a little figure round a desert island avoiding spiders and sea-serpents. The right half of the screen is a status display giving you the day, time, weather details, inventory, and your state of health. The character set has been attractively redefined to imitate the scrawling handwriting of Robinson Crusoe. On the left of the screen is a bird's eye view of the portion of the island you happen to be on at the time, complete with all manner of objects and a number of very amusing spiders. The spiders nip from tree to tree and hide in wait for you their bite is deadly so you have to watch your step. At the bottom of the screen is a scrolling text window for your commands and the computer's responses. Unfortunately the pre-release version I was sent of Crusoe contained a number of bugs which made it difficult for me to get very far. However the White Wizard has to admit that the presentation of the game was extremely attractive and unlike some 'arcade adventures' there was a considerable atmosphere generated as you wander about exploring lagoons and eating 'frute'. TRADITIONAL Crusoe is much nearer to the traditional adventure format than, say, Gisburne's Castle. You can enter proper textual commands rather than just pressing buttons and your commands get a verbal as well as a graphic response from the computer. For once the White Wizard was prepared to grant an 'arcade adventure' a place on his shelf.
Crusoe cassette cover.
Personal Computer News #76Sep 1984 · p.384/53/55/54/54/5
Playability 4/5
Lasting Appeal 3/5
Use Of Machine 5/5
Overall Value 4/5
Bryan Skinner 4/5
NAME: Crusoe PRICE: £6 SYSTEM: Spectrum 48K PUBLISHER: Automata, [redacted] FORMAT: Cassette OTHER VERSIONS: None OUTLETS: Retail/mail order ISLAND CASTAWAY This minestrone of game types has a strong adventure element, but all the action is seen on screen and there are some real-time hazards. OBJECTIVES Crusoe wishes to return home, preferably richer, but the main battle is simply to survive. IN PLAY At top left is a square map of the current area of the desert island. The castaway is shown as a tiny user defined graphic, together with barriers such as thorny ground and dense vegetation. Fruit trees appear as tiny purple umbrellas and cacti look like spiky mauve spiders. Sometimes animals appear to career about briefly. Where the sea can be seen, a clever interrupt sequence makes the waves ripple, but the sound is limited. Crusoe's status appears to the right of the screen and you need to keep a beady eye on this to check he's adequately fed and watered. Also shown are Crusoe's vigour, which decreases as he gets hungry or thirsty, and the prevailing weather conditions. The lower part of the screen is reserved for command input and smart answers from Mr Lonely-heart. The keyboard handling is distinctly odd and takes some getting used to. Worse still is that Crusoe himself moves slowly, so making a journey can be tedious. Sometimes the only way to get where you want to go is to take to the water, which involves getting Crusoe into his swimming costume, and then back to land mode. Moving to an edge of the current map forces the next one to be drawn quickly. Other commands are available, and necessary. You will learn to spot, fruit trees and water so you can tell Crusoe to eat and drink at opportune moments and it's as well to keep his strength up. Vigour decreases according to factors like the weight of items carried. There are some 75 objects on the island, shown as red spots on the map. Moving Crusoe towards them makes him tell you what they are and you can ask him to give details. There are scraps of paper littered about and these may have cryptic clues written on them. Other items include a violin, bones and carved stones. Even Man Friday lurks somewhere. VERDICT Although it's difficult to get very far at first, overall it's an enjoyable and difficult adventure. Recommended.
Your Computer #9Sep 1984 · p.453/5
Overall 3/5
48K Spectrum Adventure £6.00 Automata In this graphics adventure you take the part of the well-known castaway trudging round a desert island with 75 items to track down. The program is nicely presented with several screens for you to explore. William Bones has left plenty of clues strewn around the place for you to solve. The text appears in Treasure Island script, with suitably rustic messages.
Micro Adventurer #10Aug 1984 · p.29
Noel Williams
CRUSOE MAROONED MICRO: Spectrum 48K PRICE: (not supplied) FORMAT: Cassette SUPPLIER: Automata UK Ltd, [redacted] As Robinson Crusoe on an island which is not all that deserted, you must find seventy five treasures. Commands include single letter, single word and two word. Two things make Crusoe a little different from many adventures. Firstly it uses a split screen with three windows to display Crusoe's current status and the input/output messages and the current graphic screen. The island is divided into a number of such screens and by moving off the edge of one, you enter the next. Each screen occupies about a third of the Spectrum's total screen and is covered with graphics representing objects, creatures, and locations. Unfortunately no guidance is given as to what each means, until you get there, so your exploration is something like Crusoe's - a voyage of discovery. The graphics are too cluttered to interpret easily, but they do give a very attractive map. This leads me to the second aspect of the game - the 'feel' of it. Automata have something of a reputation for quirky games, and Crusoe has its own distinctive atmosphere. No expense has been spared (well, some might have) to give a program which looks, feels and even spells like a seventeenth or eighteenth century document. Of course it is difficult to know what a two hundred year old computer program would look like (historians have not done much research in this area) so Crusoe settles for a historical atmosphere rather than accuracy, but the overall impression is very favourable. The combination of puzzle adventure and graphic adventure, together with this eighteenth century flavour, make this an interesting game. It plays well, though I found it very easy to get killed (funnily enough, this seems to happen in a number of games I play). If you are looking for something a bit beyond the conventional adventure, though based on the traditional structure, this is one to try.
Automata 10 Pack Volume One carries this game and has 17 references of its own.
Advert11
- Your Spectrum #9Nov 1984 · p.25
- Sinclair Programs #25Nov 1984 · p.46
- Big K #8Nov 1984 · p.13
- C&VG (Computer & Video Games) #37Nov 1984 · p.36
- Sinclair Programs #24Oct 1984 · p.34
- Your Spectrum #8Oct 1984 · p.84
- Big K #7Oct 1984 · p.13
- Popular Computing Weekly #32Aug 1984 · p.52
- Personal Computer Games #8Jul 1984 · p.27
- C&VG (Computer & Video Games) #33Jul 1984 · p.77
- Big K #4Jul 1984 · p.32
Review3
- TV GamerNov 1984 · p.53
- Popular Computing Weekly #32Aug 1984 · p.49
- Popular Computing Weekly #34Aug 1984 · p.18
Full-page ad2
- Micro Adventurer #12Oct 1984 · p.22
- Popular Computing Weekly #30Jul 1984 · p.52
Feature1
- Sinclair Programs #24Oct 1984 · p.32
News/Note1
- Your Spectrum #6Aug 1984 · p.34
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- Robinson CrusoeBookunofficialDaniel Defoe
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