Adventure A: Planet of Death
Adventure Game: Text-Only · ZX-Spectrum 16K · 1 players · English
Artic Computing Ltd · 1982 · Pound sterling 6.95
Also known as Planet of Death (English)
Adventure, 1 of 8
Discussion
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Remarks
A fan remake of this game was made in PAW in 2009: {Aventura A: Planet of Death|Mastodon|0023480}.
Releases
- 1982Artic Computing Ltd Sold as Planet of DeathPound sterling 6.95
- 1982Profisoft [1]
- 1982Sinclair Research Ltd
Play
- adaplanetofdeath.rzxRZX playback file
- AdventureA-PlanetOfDeath.tzx.zipTape image English6 KB
- AdventureA-PlanetOfDeath.tap.zipTape image English6 KB
- AdventureA-PlanetOfDeath(Profisoft1).tzx.zipTape image English6 KB
- AdventureA-PlanetOfDeath(SinclairResearchLtd).tzx.zipTape image English6 KB
Documents
- AdventureA-PlanetOfDeath.txtInstructions English2 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.
- AllowedSinclair Research Ltd → WorldOfSpectrum
Credits
- Richard Turnercredited
- Chris A. Thorntoncredited
- Tony RobertsInlay/Poster Art
- Stuart HughesInlay/Poster Art
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Scores
In the magazines
- Sinclair User #121983 · Gilbert Factor6/10
Elsewhere on the web
- WorldOfSpectrum 15 votes5.40
In the magazines 95
Crash #4May 1984 · p.76
Producer: Artic, 16K £6.95 Adventure 'A' finds you stranded on an alien planet and you must find your space ship. That's a pretty straightforward quest for once, but the route is far from straightforward. Atmospheric and chilling to play, you get drawn in by the words. Plenty of hazards to overcome. Good value.
Crash #2Mar 1984 · p.67
Producer: Artic, 16K £6.95 Adventure 'A' finds you stranded on an alien planet and you must find your space ship. That's a pretty straightforward quest for once, but the route is far from straightforward. Atmospheric and chilling to play, you get drawn in by the words. Plenty of hazards to overcome. Good value.
Crash #1Feb 1984 · p.64
Producer: Artic, 16K £6.95 Adventure 'A' finds you stranded on an alien planet and you must find your space ship. That's a pretty straightforward quest for once, but the route is far from straightforward. Atmospheric and chilling to play, you get drawn in by the words. Plenty of hazards to overcome. Good value.
Sinclair User #12Mar 1983 · p.626/106/10
Gilbert Factor 6/10
John Gilbert 6/10
SINCLAIR ACTS TO IMPROVE THE STANDARD OF ITS NAMED SOFTWARE John Gilbert looks at the latest group of cassettes issued by Sinclair and finds that it is now setting the standards. A new batch of Sinclair Research software for the ZX-81 and Spectrum shows a marked improvement in the quality of programs and a continuation of fine artwork on the cassette inserts. The reason is that the company is selling programs from other independent companies, such as Melbourne House and Artic, instead of continuing to rely on Psion, Mikro-Gen and ICL. The Hobbit which takes first place in the new releases for quality and value for money. This adventure game, which the makers claim uses artificial intelligence, is discussed in Mind Games on page 93. VU-3D, for the 48K Spectrum, is another good offering from Psion. It allows the user to create a three-dimensional representation of an object on the television screen. The object can then be rotated and viewed from any angle. The objects can be displayed as wirework figures or can be shaded. They can also be magnified and reduced. It is possible to store the figure on tape in a data file and re-load it to view again. The program costs £9.95 but even though it has some good features it still seems over-priced. Games feature strongly in the new tapes. Sinclair is selling the Artic range of adventures, A, C and D. Adventure A works on the 16K or 48K Spectrum and 16K ZX-81 and is called Planet of Death. You are stranded on a planet and must return to your spaceship. There is no guide to the keywords but with a little thought you can discover the help command. At times the suggestions can be very unhelpful and it is a good idea to construct a map, as some of the help suggestions may make you retrace your footsteps. The next adventure so far released is C, called Ship of Doom. It can be run on the 48K Spectrum and 16K ZX-81. Your ship is captured by aliens who are searching for humanoids to replace their brains with microchips. The object of the game is to escape from the alien craft by breaking the gravitational field. To do so you must find the control room of the alien ship. The help command is a little more useful in this game and it is easier to get further when playing the game. Adventure D, called Espionage island, can be used on the 48K Spectrum or 16K ZX-81. You must escape from an aircraft which is about to crash into the Atlantic. You must the reach the island safely, avoid capture, and try to discover the secret of the island. The game is more difficult than the others and many people have not managed to get out of the aircraft, even though there is a parachute. All the adventures cost £6.95. Leaving adventure games, Reversi, or Othello as it is sometimes called, can be played on the 16K Spectrum or 16K ZX-81. The game has nine levels, from novice to expert, and the computer is difficult to beat. The makers claim that Reversi reflects the strict contemporary morality of Victorian society but we believe that it can traced to Arabic origins. Reversi costs £7.95. An interesting addition to the range of software is the Artic 1K Chess. It takes some technical wizardry to squeeze this kind of game into the unexpanded ZX-81. The game can be played using one of two opening moves. Because of the lack of memory, castling, pawn promotion and capturing en passant are not allowed. The game loads in approximately 40 seconds and that is ideal for someone who wants a quick game of chess without having to load from a tape which takes several minutes. The computer also makes its moves very fast for the amount of memory available to it. 1K Chess costs £4.95. Super Glooper is an amusing game of Pac-man on the 16K ZX-81. Glooper must paint the maze before the aliens kill him. Unfortunately it is difficult to evade those aliens using the standard ZX-81 keyboard but it is not impossible. Glooper can also pick up one of the shields at the corners of the maze to protect himself and chase the aliens. On the other side of the tape is Frogs, a game of Frogger. You must get the frogs over the river via the moving boats to the jetties on the other bank. If froggie falls into the river, it drowns. You score points for each frog you get across the river and you can have eight frogs to send to their deaths. Super Glooper and Frogs cost £4.95. Another game with a familiar-sounding theme is Through the Wall. It is based on Breakout and is available for the 16K ZX-81. On the other side of the cassette is Scramble, also a familiar theme. Both games on one cassette represent good value at £4.95. A package for the 1K ZX-81, called 1K Games, has also been released. The games include Jackpot, in which you must try to win the 25 pence jackpot from a one-armed bandit; Etch and Sketch, where you can draw pictures on the screen; and Maze Game, where you must find your way out of the conventional maze. The release of this cassette, costing £4.95, is a good idea at a time when so many people are buying ZX-81s. A basic Toolkit is available for the 16K ZX-81. It provides a series of machine code routines to make the job of programming easier. It includes a re-number routine, a search and replace routine, a merge routine to put together two separate Basic programs, and a routine to put a Basic program above RAMTOP and out of the way of the NEW command. The Toolkit costs £5.95. Two database programs are available in the range for the 48K Spectrum. They are called Collector's Pack and Club Record Controller. Collector's Pack can be used to store information about coins, stamps or even records. The Club Record Controller will store information about people such as addresses and telephone numbers. It would be useful to schools or even someone who runs a private club. Both packages are easy to use and cost £9.95. Adventure B, Inca Curse, for the 48K Spectrum is an upgrade of an adventure which Artic wrote for the 16K ZX-81. The adventurer is exploring in the jungle when he finds an Incan Temple. The aim is to go in and drag out all the treasure, or as much a you can carry. It all seems so easy until you enter the game and step into the temple. The authors have managed to cram a good deal into this adventure and the Artic top score of 3,200 points will take some beating. We must admit that it is not one of the adventures in which we have made much progress. Adventure B costs £6.95. The latest release of tapes is certainly better than the previous one. The games, utility, and business areas have been covered well but there is still a lack of good educational software. The only tapes available tend to be multi-choice and question-and-answer sessions. The Psion tapes seem to be the best for quality at the moment and the ones with the most interesting concepts. None of the cassettes reviewed was bad but The Hobbit, Vu-3D, 1K Chess, and Super Glooper seem best.
C&VG (Computer & Video Games) #17Mar 1983 · p.410/106/103/10
Getting Started 10/10
Value 6/10
Playability 3/10
Keith Campbell
This series of adventures displayed as plain scrolling black text on a pale yellow background, the conversation scrolling continuously up the screen. In itself this is acceptable. But is spoiled by the fact that when a lot of conversation has been held at one place and the location details have long since disappeared, there seems to be no way of recalling them. The lack of a cursor can also be confusing. Planet of Death, for the l6K Spectrum, sets you down on an alien planet where your space ship has been captured and disabled. You must find it and escape. The environment here seemed just like earth to me - very mundane. Most things I tried to do proved impossible or went unrecognised. A weak theme and frustrating game. Inca Curse, for the 48K Spectrum, places you in a South American jungle outside an Inca temple. This you must explore and return with as much treasure as possible. Quite a good game with plenty of exploring to do, and points to score, but a disaster from an educational point of view. Spelling is obviously not the author's strong point! I came across "vandels", an "armory", and "hyroglithics"! The publishers claim 3200 to be the maximum number of points to have been scored to date. Could this be the total number of spelling errors in the game? In Ship of Doom which runs on the 48K Spectrum you are in a space ship which has been drawn into an alien cruiser by a Gravitron beam. The aliens are rounding-up humans to turn them into androids. Your mission - to press the main computer control button to free your ship. There are endless corridors and rooms to roam about. with some strange devices whose purposes are not obvious. The control button is easily found, but covered by seemingly unbreakable glass! Quite an interesting adventure, if SF is for you! Espionage Island, again for the 48K Spectrum, puts you under pressure from the start. You are in an aircraft which has been shot at, and you can see a parachute and lever. Your mission is to find the secret of the island on which you were spying from above, but first you must get there. The island is populated by natives - and hides a guarded camp. Are the things you find in the wreckage of your aircraft a clue? Can you penetrate the camp? And will you be able to return to your aircraft carrier base? Quite an exciting Adventure. This series of adventures from Artic Computing of Hull, seems to improve alphabetically! I can hardly wait for Adventure 'E'. The Adventures cost £6.95 each.
CHILDHOOD FANTASY Adventure is what all small boys - and most bigger ones - long for. Remember all those childhood books that took you into a world at excitement and fantasy? Didn't you, like me, wish you were one of the Famous Five? Adventure gaming will take you one step nearer to your dreams. In the comfort at your own home. Originally written tor large mainframe computers, these games have now been brought to the masses via the micro. Adventures are being published in ever increasing numbers for every popular machine. An Adventure game makes you the would-be here. You move about from one location to another, examine things, pick up and manipulate objects, and solve puzzles. But all the time danger lurks and hidden enemies may strike at anytime. Your goal may be anything from collecting priceless treasures to saving the world from disaster. You become part of the story, the computer working to calculate what your actions will achieve within the plot devised by the author. Don't expect fancy graphics in an Adventure - although there are graphic Adventures. Expect words. Your imagination will provide the pictures - just like it does when you read a good book. And like a good book, you will find it just as difficult to put down. When buying an Adventure first discover if the scenario and degree of complexity suit your tastes. Games reviews will help here. Find out if the speed of the game is right for you as there is a great deal of variation. From my experience a minimum of 16K of memory is required for a decent adventure and from there on up the bigger the better. A "save game" feature is useful as it enables you to return to a game where you left it at a later stage without having to leave the machine running all night. If your computer has sound and colour these will enhance game. But for the purist a good plot is enough. Keith Campbell
GAMES GLOSSARY If you can tell a Pacman from a Defender and a Galaxian from a Space Invader you probably know your way around computer games. But if some of the game terms we have used in this supplement, or in the issue itself, are new to you, then this page should supply the answers. In it we take some of the best known types of computer game and describe how they are played and what features these games normally incorporate. So, if we claim that Penetrator is a "Scramble-type game" and that leaves you just as much in the dark about what to expect, then below there is a full description of Scramble to put you in the picture. ASTEROIDS The Asteroids came into the arcades courtesy of Atari. It features a small dart-shaped craft controlled by the player which can rotate left or right and thrust or fire in the direction it is facing. There is one further control, the panic button (hyperspace) which lets you travel to another part of the screen chosen by the computer. The enemy is mainly made up of large asteroids which sweep across the screen in large deadly groups of rock. When blown up these break into smaller fragments worth extra points. There is extra danger supplied by two UFOs. The first larger creature you'll meet fairly early on. It tends to spray shots in all directions and often crashes into an asteroid. The smaller variety is far more deadly in its own shooting and also more difficult to hit. Each cleared screen means you start again with extra asteroids. DEFENDER You can't expect to keep a finger on every control button in Defender or you'd end up in knots. The action, which takes place above an alien landscape, involves some seven control buttons and takes patience to gain proper mastery of your lone craft. That patience can be rewarded though, as Defender is challenging from the word "Go". The Defender craft can go: up, down, thrust forward, reverse direction, fire, smart bomb and hyperspace. Ten humanoids wander on the landscape and these may fall prey to raiding alien creatures known as Landers. Landers pick up the humanoids and take them to the top of the screen. If they succeed in getting there the Landers turn into fearsome mutants hellbent on your destruction. In all there are six alien opponents. On top of Landers and Mutants, these are: Pods are quite harmless but contain the small and persistent Swarmers; Bombers seed space with white bombs and Baiters only appear if you take too long clearing a screen of the rest of the aliens. If all 10 humanoids are captured, the planet explodes and all remaining alien life attacks your craft at once. Defender games usually feature a small radar screen which shows what is going on at all parts of the planet surface. FROGGER Frogger has spawned a whole host of computer games with a similar theme. This game features a frog hero who must jump across a road and make his way across a river torrent to five frog-holes in the bank. The busy road usually features live streams of traffic travelling in both directions at varying speeds, between which the player must hop his frog without wrapping it around any fenders. Once across the road, the river can be crossed by leaping onto floating logs and onto the back of swimming turtles, until our frog can enter a vacant spot in the far bank. Turtles have a habit of diving though so don't let a frog dally too long on one. Being carried off the edge of the screen (by log or turtle) also results in a note in the funeral column of Amphibians' Weekly. When all five frog-holes have been filled, the game becomes more difficult with extra traffic being added to the road, snakes traversing the bank between road and river and alligators appearing instead of logs in the river. A timer running down on each frog also adds to the difficulties. The arcade original also featured a small lady frog who could be "picked up" on the logs and offered a lift home for a bonus. Other bonuses can be scored by entering a frog-hole in which a tasty fly meal has come to rest. DONKEY KONG Donkey Kong is the strange name for a climbing and jumping game which features a starlet-grabbing monster gorilla. Often referred to as Crazy Kong or Crazy Climber in the computer circles, it has only just found its way onto the home screen. The game features a gorilla holding a girl captive at the top of the screen and an intrepid hero (Mario the carpenter), who starts at the bottom of the screen. Between the two is a connecting network of platforms and ladders up which Mario must run to achieve his rescue. Kong hurls barrels down the screen and Mario makes use of his "jump" button to leap over them. He can also grab a hammer and smash the barrels as they approach him. Once at the top of the screen a new complex is built with Mario, again starting from the bottom with a view to rescue. This time the screen features a series of conveyor belts and deadly fires which travel around on the ladders and belts. GALAXIANS The Galaxians were the sons of Space Invaders. Instead of proceeding down the screen at a leisurely pace, they wavered at the top of the screen before swooping down in batches of two or three (or more often on a solo mission) firing bombs. The player has the usual left, right and fire controls on his laser base and must take care not to get trapped in a corner. He scores double points for a galaxian hit in mid-swoop and there are bonus points for taking out the red fleet commanders, who usually descend flanked by their generals, dispersing bombs at such a rate that the first instinct is to flee for cover. That is the essence of Galaxians but with each destroyed platoon, new waves appear at screen top and their attacks become more frequent, more accurate and, all too often, more deadly! PACMAN The ghostly world of Pacman is made up of a dot-filled maze, a hungry dot-eater and four pursuing spectres. Pacman variations can be found under a whole range of titles from Vic-men to Gobbleman, Snapper to Super Glooper and many others. Most dot-eating games are related to it. The main character is the dot-eater, which travels around the maze, eating every dot he touches. His objective is to clear the screen of dots. He is hampered in this by the four chasing ghosts whose touch is lethal. The Pacman's main defence against the ghosts, who usually number four, are energiser dots. These pulse in the four corners of the maze and, upon being eaten, reverse the roles for a short while. This means that Pacman can turn the tables on the ghosts and eat them for bonus points. He is allowed only a few seconds of dominance before the usual hunter and hunted rules come back into operation. It is also usual for fruits to appear on the screen occasionally and these too can be consumed by Pacman for bonus points. When Pacman has cleared the screen, it refills with dots and the game restarts except that this time the ghosts are a little livelier and a new fruit, worth extra points, appears at this level. SCRAMBLE Scramble should have a big one-way sign on its cabinet. The screen rolls from right to left, taking the player's craft along it into ever-increasing danger. Scramble variations often contain the word "Mission" or "Attack" but there are some weird and wonderful titles about. The player controls a craft heading right across the screen over hilly terrain His craft can never turn around and opt out of its mission but he does have some control over his destiny. His controls are up and down, fast and slow and he can both bomb and fire at his enemies. The Scrambler is not usually equipped with enough fuel to complete his task, but it is normal to obtain more fuel by bombing fuel tanks on the ground and so (mysteriously) replenish his own stocks. The enemies come in all shapes and sizes. Most common are missiles which fire up from the ground as your craft passes overhead and alien invader creatures which frequently inhabit caves and fly at the player's craft. The original Scramble game sent the player through a series of different terrains with new challenges in each section. And most computer Scrambles attempt to duplicate this with a number of different stages. Scramble requires a cool head which can find the right control in a crisis, but it makes an ideal computer game as success naturally leads to new and more difficult stages. INVADERS Space Invaders started the whole computer game craze back in 1977 and most gamers know the format backwards. Still, just a brief resume... The invaders come in waves above the ground and move in rows across the screen one step at a time, firing missiles earthwards. When one row of the aliens reach an edge of the screen, the whole platoon jump down a line and return back the way they came. When they achieve their slow progression to the bottom of the screen, the game ends. The player controls a laser base which moves left to right and fires directly up from its position. His aim is to blow up the entire fleet before it reaches the bottom of the screen. Flying saucers move across the top of the screen in both directions and can be hit for a mystery bonus score. In the arcade original, top saucer scores of 300 were achieved by firing 22 shots before shooting at the first saucer, then firing 14 shots in between each subsequent saucer. Some computer versions have copied this technique.
Advert48
- Micro Adventurer #14Dec 1984 · p.48
- C&VG (Computer & Video Games) #37Nov 1984 · p.148
- Your Spectrum #8Oct 1984 · p.90
- Crash #4May 1984 · p.88
- Micro Adventurer #6Apr 1984 · p.33
- Micro Adventurer #5Mar 1984 · p.37
- Computer ChoiceFeb 1984 · p.18
- Your Computer #12Dec 1983 · p.239
- Your Computer #11Nov 1983 · p.196
- Sinclair User #20Nov 1983 · p.74
- Sinclair User #19Oct 1983 · p.7
- Sinclair User #18Sep 1983 · p.23
- Your Computer #9Sep 1983 · p.166
- Personal Computer News #23Aug 1983 · p.46
- Sinclair User #17Aug 1983 · p.20
- Your Computer #8Aug 1983 · p.32
- ZX Computing #8Aug 1983 · p.36
- Sinclair Projects #5Aug 1983 · p.52
- Your Computer #7Jul 1983 · p.22
- Sinclair Programs #9Jul 1983 · p.60
- Your Computer #6Jun 1983 · p.18
- Sinclair User #15Jun 1983 · p.75
- ZX Computing #7Jun 1983 · p.81
- Sinclair Projects #4Jun 1983 · p.52
- Your Computer #5May 1983 · p.123
Tips34
- Your Sinclair #57Sep 1990 · p.55
- Your Sinclair #49Jan 1990 · p.74
- Your Sinclair #44Aug 1989 · p.56
- Your Sinclair #31Jul 1988 · p.90
- Crash #41Jun 1987 · p.69
- ZX Computing #35Mar 1987 · p.77
- Sinclair User #57Dec 1986 · p.100
- ZX Computing #30Oct 1986 · p.87
- Sinclair User #51Jun 1986 · p.58
- Crash #24Jan 1986 · p.169
- Sinclair User1986 · p.38
- Popular Computing Weekly #42Oct 1985 · p.19
- Sinclair User #41Aug 1985 · p.89
- Sinclair User #36Mar 1985 · p.72
- C&VG (Computer & Video Games) #41Mar 1985 · p.29
- Crash #13Feb 1985 · p.109
- Your Spectrum #11Feb 1985 · p.40
- Popular Computing Weekly #3Jan 1985 · p.39
- Sinclair User #33Dec 1984 · p.161
- Crash #10Nov 1984 · p.117
- Popular Computing Weekly #47Nov 1984 · p.55
- Crash #8Sep 1984 · p.75
- Popular Computing Weekly #33Aug 1984 · p.39
- Popular Computing Weekly #21May 1984 · p.43
- Micro Adventurer #6Apr 1984 · p.49
Offer4
- Sinclair Programs #19May 1984 · p.46
- Sinclair User #26May 1984 · p.101
- Sinclair Programs #17Mar 1984 · p.38
- Sinclair User #24Mar 1984 · p.129
Feature1
- MicroHobby #197Mar 1990 · p.42
Solution1
- Sinclair User #64Jul 1987 · p.74
Letters1
- C&VG (Computer & Video Games) #20Jun 1983 · p.8
Review1
- Popular Computing Weekly #9Mar 1983 · p.13
Related
- Versions
- Adventure A (Another platform for)
- Compilations
- ZX-Spectrum Vega
- Ports
- (Amstrad CPC), The Adventure A: Planet of Death (Commodore 64)
- Elsewhere
- WikipediaGitHubCASACentre for Computing HistoryMobyGamesRZX ArchiveThe TipshopUVLRZX Archive - YouTubeSpectrum Computing RZX - YouTube
- Same entry at
- Spectrum ComputingZXInfo
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