Rollaround
Arcade Game: Action · ZX-Spectrum 48K · 1 players · English
Mastertronic Ltd · 1988 · Pound sterling 1.99
Discussion
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- Control Option
- Kempston Joystick
Releases
- 1988Mastertronic LtdPound sterling 1.99
- 1988Dro Soft
Play
- Rollaround.tzx.zipTape image English15 KB
- Rollaround.tap.zipTape image English15 KB
- Rollaround(DroSoft).tzx.zipTape image English15 KB
Documents
- Rollaround.txtInstructions English3 KB
- Rollaround(DroSoft).pdfInstructions Spanish8 KB
Other files
- Rollaround (1988)(Mastertronic).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
- Tony KellyGame Design/Concept
- Steve ParysCode
- Andrew MorrisIn-game Graphics
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Scores
In the magazines
- Sinclair User #731988 · Overall7/10
- Your Sinclair #281988 · Overall6/10
- Crash #501988 · Overall61%
Elsewhere on the web
- WorldOfSpectrum 13 votes6.23
In the magazines 7
Sinclair User #73Apr 1988 · p.377/107/10
Overall 7/10
Chris Jenkins 7/10
Label: Mastertronic Author: Mr Chip Price: £1.99 Memory: 48K/128K Joystick: Kempston Reviewer: Chris Jenkins Three of the words I most hate are 'simple but maddeningly addictive'. FOUR of the words I most hate are 'graphically simple but maddeningly addictive'. FIVE of the words... Let's start again. Rollaround is one of those games where graphics ain't worth a spit, but the gameplay is so much fun that you don't care. It's a sort of cross between Painter, Marble Madness and Bobby Bearing, in that you control a sphere rolling around a number of complex networks of squares. Your aim is to collect the correct number of symbols from each level, indicated at the top of the screen. Each of the levels includes nine screens laid out as a three by three grid. Some of the screens consist simply of right-angled pathways, where the worst thing that can happen is that you lose a life by plummeting off the edge. But on the more complex screens, where there can be up to 100 squares, aliens appear and make your life hell. Some will chase after you and turn the square beneath you into a hole, some actually leap over obstacles to get at you, and some sit guarding the squares you want to collect. There are also several types of square. Some change the nature of all the other squares on the level, some turn plain squares into holes (which can be useful for killing aliens), and some stop the clock for a limited time. (Oh yes, forgot to tell you; there's a time limit for each level, and in some cases you'll find the squares collapsing under you). After each level there's a fruit-machine style bonus game where you hit the fire button as a series of tokens light up. You can get yourself an extra life, extra points, or a big fat zero here. You can abort a level at the loss of a life if you get stuck, and there are decent sound effects and music to complete a neat little package. If leaping over the fast-moving aliens, collecting squares and avoiding big holes are things you don't do well in real life, then you won't get far with Rollaround. For most of us, though, it will provide far more entertainment than anything this simple has any right to do.
Your Sinclair #28Apr 1988 · p.497/108/107/107/106/106/10
Graphics 7/10
Playability 8/10
Value For Money 7/10
Addictiveness 7/10
Overall 6/10
Gwyn Hughes 6/10
Mastertronic £1.99 Reviewer: Gwyn Hughes At first glance you'd be forgiven for expecting a Marble Madness clone, but anyone wanting frantic action should try elsewhere, because this is a more lethargic form of lunacy. No, that not quite true, because there is an arcade element to the game, but it's not the wild course of dodging and swerving you might expect. Steering isn't exactly nerve shattering - you can stop on a sixpence (or you could if we still had sixpences). But there is a far stronger problem solving element than you'll find in most marble manoeuvering gemes. You have to steer your sphere over various squares, collecting the shapes which adorn them as you go. Don't get greedy though, because you mustn't hog more than your fair share of each type. To add to the fun there are aliens to avoid, a welcome test of your timing. But while they stand in your way for a while, the main attraction is strategic. From the second level onwards there are switch squares, which change the landscape, and you'll need to know how they work or you could find yourself stranded when all the plain squares vanish! in fact, most of the fun comes from working out the only route which will allow you to collect your quota of shapes. Later levels introduce clock squares, which stop the time limit ticking away for a limited period, and mystery squares, which may offer a bonus, or may just kill you. What with holes to avoid and the straight and narrow paths to stick to as you map them, there's a fair bit to do, even if it won't require split-second reactions. Though your sphere can jump over gaps or aliens, Rollaround is still more a test of mental rather than manual dexterity. But as a variation on an old theme, it's a sound budget offering, especially for puzzlers.
Crash #50Mar 1988 · p.9561%55%64%62%61%70%52%
Presentation 61%
Graphics 55%
Playability 64%
Addictive Qualities 62%
Overall 61%
Gordon Houghton 70%
Mike Dunn 52%
Producer: Mastertronic Retail Price: £1.99 Author: Stephen Parys A platform world of squares and grids is the environment for a rolling ball. And the ball must move and jump from square to square, collecting the right number of crosses that he finds upon his trundling travels through Rollaround's 20 levels. The platforms do not consist entirely of identical squares: some are plain or contain collectible crosses, others alter all squares upon a level or just some. Clock squares slow down speedy aliens, and mystery squares either hide a packet of points or lead to death; unmarked exit squares when touched reveal the paths that lead to other platforms. But things are not going to be all that easy for the ball - some platforms are patrolled by aliens. These entities can make life for a travelling sphere such a misery, as they turn otherwise solid squares into holes or push a poor ball from a platform. Others can leap over holes or mirror movements of our ball, whilst bombs can direct themselves to the squares upon which our friendly orb sits. A jump button allows the ball to skip between platforms, avoiding these annoying creatures and collecting squares as it goes. For every one of the squares touched, points are awarded, but for fall from a platform or through a hate means that one of ball's eight lives is plucked away. The number of types of square that need to be gathered before progress can be made to the next level is shown at the top of the screen. There is also a time countdown within which the level must be completed. When a level has been completed, there is a chance to use good timing to win a bonus score or an extra life from a random display. COMMENTS Joysticks: Kempston Graphics: isometric view of monochrome surfaces - very simple Sound: simple sound effects
4th Dimension carries this game and has 4 references of its own.
Hack/Poke3
- Your Sinclair #36Dec 1988 · p.34
- Your Sinclair #32Aug 1988 · p.54
- Crash #52May 1988 · p.64
Review1
- MicroHobby #172Jun 1988 · p.32
Related
- Compilations
- Sinclair Game Compilation, 4th Dimension
- Ports
- (Amstrad CPC), (Commodore 64)
- Same entry at
- Spectrum ComputingZXInfo
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