Sinclair Library

Beyond the Ice Palace

Arcade Game: Adventure · ZX-Spectrum 48K/128K · 1 players · English

Elite Systems Ltd · 1988 · Pound sterling 7.99 · Pound sterling 12.99 disk

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Remarks

ZXSR: An unofficial sequel to Ghosts 'N Goblins named after the Ice Palace stage of that game.

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Scores

In the magazines

  • Sinclair User #751988 · Overall7/10
  • Your Sinclair #311988 · Overall8/10
  • Crash #531988 · Overall83%
  • The Games Machine #81988 · Overall75%
  • Your Sinclair #441989 · Beyond the Ice Palace85%
  • Sinclair User #981990 · Overall35%
  • Your Sinclair #531990 · Overall79%
  • C&VG (Computer & Video Games) #1011990 · Overall69%

Elsewhere on the web

  • WorldOfSpectrum 50 votes7.80

In the magazines 25

Your Sinclair #53May 1990 · p.4279%79%

Your Sinclair

Overall 79%

Marcus Berkmann 79%

BARGAIN BASEMENT Another delve into the recesses of Speccy softstuff with Dr Marcus "stand very still and try not to scream" Berkmann. BEYOND THE ICE PALACE Encore £2.99 Reviewer: Marcus Berkmann Here's a chasy little runabout that Elite first released 18 months or so ago to great approval (Dun gave it 8/10 back in July '88). It's a big-spirited arcade adventure, with the emphasis on 'arcade', as it's fearsomely hard. "Beyond the ice palace and to the north." it says here, " legend tells of a mystical land where strange creatures dwell. " Well, it would, wouldn't it? "It is a land of fantasy and magic, of goblins and ghosts, of good and evil, of long-forgotten tiny pieces of Blu-tac." So Dunc found anyway, and it is indeed a ripsnorter of a game, set in underground caverns where every yard you manage to cover is an achievement. There are flying bats to kill (easy), axe-throwing ogres (less easy) and occasionally giant moths (unbelievably tricky). If you can get past this section, the cave opens up into a giant platform-and-ladders format, which is where the fun really starts. Anyone who likes a really challenging bit of action will lap this up. Oh, and look out for the little head-shaped icons - they're the spirits of the woods, and jolly useful they are too.

C&VG (Computer & Video Games) #101Apr 1990 · p.6569%

C&VG (Computer & Video Games)

Overall 69%

Encore Spectrum, C64, Amstrad £2.99 There's a land to the north just beyond the Ice Palace, and its really nice and everyone lives in peace and harmony. Ahhh. Unfortunately, between here and there dwell some of the nastiest, most horrible creatures ever to walk the Earth. Oooh. The only way of bringing some sort of balance between the two is to send someone out to give the monsters a good seeing-to. And with the help of your magic weapon and a friendly silvan smart-bomb spirit, that's what you have to do. Beyond the ice Palace is honest-to-goodness arcade adventuring fare, with appealing graphics (although colour-clash rears its ugly head), so-so sound and mildly addictive bounce-and-blast gameplay. There's a fair amount of death-dealing to do, and some of the baddies are well hard so even though you get nine lives, you should find the going sufficiently tough.

Shoot down that barrier for maximum thrill-points!

Yow! Watch out for those batlike reptiles!

AMSTRAD SCORES Overall: 69% The same game as the others, with more colour than the 64 version but with slightly blockier graphics.

C64 SCORES Overall: 70% More colourful than the Spectrum version, and better sound, but basically the same mildly challenging romp through the woods.

Sinclair User #98Apr 1990 · p.4740%50%30%30%35%35%

Sinclair User

Graphics 40%

Sound 50%

Playability 30%

Lastability 30%

Overall 35%

Chris Jenkins 35%

Label: Encore Author: in house Price: £2.99 Memory: 48K/128K Joystick: various Reviewer: Chris Jenkins I've seen some poor games in my time, but Ice Palace must surely take the crusty cup. Although the plot has been used so many times it's due for its 600,000 mile service, and the graphics have been surpassed a hundred times already, these aren't the major problems with the game. It's simply a dull as dull can be. Imagine Myth - all scrolling and mysterious with lots of places to explore and tasks to solve and then take all the good stuff out and you've got Ice Palace. Your poorly animated alter-ego flickers across impossibly dull screens in search of the a key which will restore the balance between good and evil (Zzz). Attacked from all directions by flying green sweet wrappers (alright, demonic fiends if you like) and obstructed by menacing and exciting PILES OF ROCKS which you must SHOOT.... REPEATEDLY! There are also huge trolls which drain your energy. In fact, the whole game is a big drain on your energy, sapping your enthusiasm glands and filling you with utter apathy. When Ice Palace first came out at full price, a couple of years ago it was generally thought of as a reasonable run/jump/explore larf but now, in the light of Myth and similar exploratory outings it really looks as sick as a dog.

Run Away! Heading down into the depths of the underworld pursued by the menacing pixie of doom.

Your Sinclair #31Jul 1988 · p.408/109/108/108/108/108/10

Your Sinclair

Graphics 8/10

Playability 9/10

Value For Money 8/10

Addictiveness 8/10

Overall 8/10

Duncan MacDonald 8/10

Elite £7.99 cass/£12.99 disk Reviewer: Duncan MacDonald Beyond The Ice Palace lies a mystical land where strange creatures dwell. 'Tis is a land of fantasy, of magic, of goblins and ghosts, of good, evil and long forgotten tiny pieces of blue-tac. That's the basic inlay blurb (erm, except the bit about the blue-tac), and it seems that idea is to journey into these lands and restore the balance by ridding them of evil. Crikey. Yes, I know the storyline is a bit staid, but luckily the game isn't. It's a corker by cracky. What we have, to put it in a pigeon-hole, is a platforms and ladders game. A big one, with large sprites and four way scrolling. You (a wing-helmeted Viking type), begin on top of a large cavern next to a vertical tunnel shaft. At your feet are three weapons; two different knives and a sort of 'mini second-world war sea mine with spikes on.' They all work in different ways, but you can take one, so decide on which, pick it up (by standing on it), and jump down the shaft. The quest has begun and there's no going back - unless you press the break key. Running through the cavern you'll encounter and have to kill Ogres (easy), flying bats (annoying) and, occasionally, giant moth-things (very tricky). The cavern soon opens up into trusty ladders and platforms format in which you'll still be plagued by the bats and also (oh no), more of the giant moth things. There are, as you might have guessed, things to collect - orbs (which give you points), different weapons, and (very occasionally) little head-shaped icons. These are 'the spirits of the woods,' and jolly useful they can be too!! if things are getting decidely squiffy, just press a pre-defined key and ber-zoing, down the screen drifts a spirit, killing or injuring any 'nasties' it touches before disappearing at bottom. Anyway, next you move on to a gigantic verticly scrolling elevator shaft. getting to the top of this is no mean feat, but there's worse to come - the mega-nasty, a SpaceHarrier-ish dragon snaking around in a most unpleasant and deadly fashion. "Quick, release a spirit. Oh no, I've used them all, and I've only got one life left. Aaaaarrgghh!!" You can have triffic fights with the dragon, as the lift shaft part of the program hasn't been 'switched off.' "Run away, jump, down, down, down, up, leap, down, down, yaaaargh it's following, dodge, dodge, leap, up, fire fire fire, bleeeaarrgh - dead again!" If you do ever manage to kill the dragon, a ladder descends from level two. More platforms, more ladders and more deadly and different nasties. Cripes. Now, one of my pet hates is games lacking in substance being 'boosted' by making progress so hard that you find yourself continually re-starting only to be killed again in roughly the same place. Beyond The Ice Palace doesn't lack substance, but I did find the difficulty level pitched too high. There's a sort of progress - the further you get, the harder it is to improve. Even with ten lives, I never got much further than the middle of level two. Addictive frustration eventually gave way to annoyed frustration. That's my only complaint - I enjoyed the game tremendously while I was actually improving my scores. Still, maybe I'm just inept. We'll have to wait and see. Time for a quick glossary. The graphics are big, bold and quite nicely animated. There's a fair amount of colour with hardly any attribute clash. Oh, and the scrolling's fine. On the sound front, things are good on the 48K and great on 128K (super sound-effects and two tunes by David 'Amaurote' Whittaker). The playability's great except for the excess difficulty probs i mentioned, and there's a good front end with continually accessible joystick/keyboard options for those with dodgy interfaces (oo-er) and fickle keyboard tastes. All in all a rather super little game. Oh, for a POKE (double oo-er).

Read it at Your Sinclair Rock'n'Roll Years

C&VG (Computer & Video Games) #81Jul 1988 · p.477/107/108/108/10

C&VG (Computer & Video Games)

Graphics 7/10

Sound 7/10

Value 8/10

Playability 8/10

Paul Boughton

MACHINES: Spectrum/Amstrad/CBM 64/Atari ST SUPPLIER: Elite PRICE: £7.99 (Spectrum/£9.99) £14.99 Amstrad (cass and disk) VERSIONS TESTED: Spectrum/Amstrad Take a healthy helping of Ghost 'n' Goblins, add the essence of Rastan Saga and Thundercats, stir vigorously, add a dollop of programming talent and simmer for a few months before serving frozen. The result - Beyond The Ice Palace. Is this a royal dish to set before the public? Is it mouth-wateringly tempting, juice-loosing and saliva-stimulating? Will it leave you asking: "More, please." Well, first impressions are that this is a tough old dish, fiendishly tough on the Amstrad, less so on the Spectrum. And Elite have catered for this by giving you nine lives. The plot is pure clap-trap, all about goblins and ghosts, and evil creatures. The evil forces have been burning down the forests, destroying homes and generally making life very miserable for all concerned. A single person has been chosen to put everything back in order, banish evil and make sure everything is hunky-dory. So it's off to explore the Roston Sagaish screens, slay the Ghost 'n' Goblins type creatures. And you control the heroine or hero - !think it's heroine but you never can be really sure these days - with the long, flowing blonde hair, cut in the very best Thundercats style. There are weapons to choose from all the route, stones and gems to collect. If things are getting tough you can twice summon the Spirit of the Woods to wipe out the screen baddies. The weapons you can pick from are knives, sword and something which appears not to have a name but is very effective. You start off by leaping down a hole, facing left. And here's where your problems start. When you hit the bottom you're attacked from the right. It's very difficult to turn round in time to fend them off. So it's one life gone very quickly. And from then it's hard slog. The creatures come at you thick and fast, flying bat - like things, axe-throwing zombies and other nasties that materialise from nowhere to wreak havoc. One of the problems in coping with the onslaught is that when moving right you're almost at the edge of the screen. Creatures appear singly or in clusters so suddenly that it's hard to cope.

Grab the gem but watch out below.

Standby for an axe attack.

Wipe Out! Spirit of the Wood to the rescue.

AMSTRAD SCORES Graphics: 8/10 Sound: 7/10 Value: 7/10 Playability: 7/10

UPDATE... The Amstrad and the Spectrum Beyond the Ice Palace should be on sale now. The Atari ST version has been completed but, at the time of writing, we haven't seen it yet. Work on the Commdore version is nearing completion.

The Games Machine #8Jul 1988 · p.8075%

The Games Machine

Overall 75%

Spectrum 48/128 Cassette: £8.99, Diskette: £12.99 The wise old spirits have thoughtfully shot a sacred arrow into the air and decreed that the person finding it will be the one chosen to destroy the evil presence that now engulfs the land beyond the ice Palace. The game was fully reviewed in TGM007. Bold and colourful sprites, a snaz title tune and neat sound effects make this an enjoyable seek-and-destroy game. The layout of the various obstacles, as well as the ferocity of the denizens, will challenge all but the most skilled of joystick wielders - practice is recommended. Overall a very playable addition to the Ghosts Goblins genre.

Finding the sacred arrow is enough to send you all of a quiver.

Sinclair User #75Jun 1988 · p.667/107/10

Sinclair User

Overall 7/10

Chris Jenkins 7/10

Label: Elite Author: Paradise Software Price: £8.95 Memory: 48K/128K Joystick: various Reviewer: Chris Jenkins Why is it that girlie heroines have suddenly become popular? Could it be that the success of games like Barbarian, Vixen, Athena and Game Over has given everyone the idea that acres of female flesh on the artwork a helps a game to sell? Beats me. Still, Beyond the Ice Palace is good enough to succeed even if the hero was a fat, spotty male dwarf. Far to the north, goes the blurb, lies a land of mystery and enchantment, a land of magic, of goblins and dragons, where the forces of of good and evil struggle endlessly for supremacy. They must mean Walsall, home of Elite, though I've never of it as a stronghold of magical adventure. Due to some shift in the cosmic balance - mortgage rates going up, or something - the forces of evil have bonkers, burning the magic forests and forcing the peaceful woodcutters to flee. The spirits of the forest have put their heads together and come up with a magic arrow which has the ability to summon a guardian spirit. They shoot the arrow into the air, and guess who finds it - yes, muggins, it's you. Set in the endless caverns of pixie evil, Beyond the Ice Palace revolves around the shapely heroine (as far as a 16x32 pixel sprite can be shapely) seeking out the globes of power which will overcome the forces of nastiness... you get the idea. You can leap, duck, climb ladders, and fire three types of weapon. The knife has a long range, but isn't very powerful and only travels along the ground. The sword is similar but more powerful, while the mace whirls through the air (so it's better for knocking off airborne ghoulies). You can pick up your choice of weapon at the start before plunging into the caverns, and you'll find extra weapons along the way. Although you start with nine lives, you'll soon lose a few as you're attacked by brain-eating bats, axe-throwing ratmen, vampire moths and scuttling trolls. If you get in a really sticky corner, you can call up your secret weapon, the guardian spirit. This dopey-looking moon-faced weeble shoots around the screen, wiping it clean of your enemies. You start off with two spirits, and can pick up extra ones along the way, in order to keep you spirits up (joke!!!). The animation is pretty nice, although when some of the flying monsters move across the backgrounds there's a fair amount of colour clash (Ugh). Sound? It's OK. Gameplay? Fair enough. Lots of blasting through mounds of rubble, leaning across moving platforms, climbing ladders, and shooty shooty shooty at the nasties. Music? The usual impeccable David Whittaker performance. Not a classic in any sense, but certainly good enough to occupy you until the NBT (Next Big Thing) comes along.

Crash #53Jun 1988 · p.8480%87%80%83%83%82%81%85%

Crash

Presentation 80%

Graphics 87%

Playability 80%

Addictive Qualities 83%

Overall 83%

Kati Hamza 82%

Nick Roberts 81%

Paul Sumner 85%

Producer: Elite Retail Price: £7.99 cassette, £11.99 disk Author: Paradise Software Beyond the Ice Palace there lies a mystical land caught up in a bitter battle between good and evil. Dark spirits are setting alight the forests, destroying the homes and livelihood of simple woodcutters. In desperation the ancient and wise spirits of the woods shoot a sacred arrow into the air. Whoever finds it is bound to destroy the powers of darkness or die in the attempt... Running and jumping along a horizontally scrolling landscape of rocky caverns, moving platforms and precarious ladders, the chosen warrior attempts to penetrate the darker regions of his troubled land. Occasionally organic boulders block his path while walls raise themselves mysteriously behind him. Grotesquely shaped creatures emerge from the shadows: ghoulish monsters, gigantic caterpillars, zombies and butterflies bearing a deadly sting. Burly ogres hurl axesand fluttering insects belch out firebolts. Contact with any of these results in the immediate loss of one of nine lives. Weapons, varying in strength and ranging from knife to firebolt, can be collected on the way. They have individual effects on different aliens, some of which need to be shot several times. A ducking action gives the player extra mobility when dealing with particularly persistent enemies. Two Spirits of the Forest accompany the warrior on his journey. When activated via the keyboard they sacrifice themselves in order to reduce the power of the enemies currently on screen; some are weakened while others are completely destroyed. Extra spirits and bonus icons, which boost points, are scattered around the hostile land. A status display shows number of fives remaining, current score and number of spirits left. Should the hero succeed, the land to the north is saved; should he fail, there will be nothing but death, fire and destruction in the mystical kingdom beyond the legendary palace of ice. COMMENTS Joysticks: Cursor. Kempston, Sinclair Graphics: a clever mix of detailed characters and colour backgrounds Sound: jolly title tune with many varied and inventive effects Options: definable keys

Better put your woolly jumpers on for this one.

You meet the strangest people...

Your soul returns to heaven.

Thrill Time Platinum 1 carries this game and has 9 references of its own.

The Story So Far Vol 2 carries this game and has 8 references of its own.

Review4
Hack/Poke3
Advert2
Two-page ad2
Information1
Solution1
Feature1
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Preview1

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(Amstrad CPC), (Commodore 64), (Amiga), (Atari ST)

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