Sinclair Library

Faerie

Adventure Game: Text-Only · ZX-Spectrum 48K · 1 players · English

8th Day Software · 1984 · Pound sterling 1.75

Faerie, 1 of 2

Faerie 2: The Buggon's Gold

Games Without Frontiers, 6 of 6

In Search of Angels

Inlay - Front 1 of 4
Inlay - Front
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ZXSR: Your Sinclair cover game (51 - Mar 1990)

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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.

  • Allowed8th Day Software → WorldOfSpectrum
  • AllowedG.I. Games → WorldOfSpectrum
  • AllowedZenobi Software → WorldOfSpectrum
  • AllowedZenobi Software → Spectrum ComputingDistribution allowed, provided it's made quite clear that the games may only be downloaded for personal usage, they are not to be offered to any third parties (freely or not), and they cannot be included on any commercial enterprise

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Scores

In the magazines

  • Sinclair User #351985 · Gilbert Factor6/10
  • C&VG (Computer & Video Games) #451985 · Personal Rating8/10
  • Big K #111985 · Overall3/3
  • The Games Machine #41988 · Overall53%

Elsewhere on the web

  • WorldOfSpectrum 2 votes5.00

In the magazines 13

The Games Machine #4Mar 1988 · p.7153%53%

The Games Machine

Overall 53%

Rob Steel 53%

Spectrum Cassette: £2.99 Culture can be a dangerous thing. In A Harvesting Moon the player and his parents are visiting Moreton Manor, an old country house situated in spacious grounds amid rolling woodlands, when an enthusiastic warden closes a portcullis too quickly and cuts you off from your family. Your task is to explore the house, find a way back to Mom and Dad and stop a strange psychic disturbance spreading. The first problem with A Harvesting Moon is that many objects in it can't be EXAMINEd. Things placed around the game suggest they should be looked at more closely - the pavilion in the middle of the maze, the litter bins and the scarecrow, for example - but no extra information is given (except that the scarecrow is made of straw) after an EXAMINE attempt. This means a lot of guesswork on the player's part as he tries to figure out what the writer wants him to do with these elements, and because the parser is so small it's no fun. The graphics are typical 'add nothing to the game' material, and the whole adventure is rather on the silly side. Life without my fictitious parents soon took precedence over finding them again as the screen went blank. On the reverse side of the cassette is a very old adventure called Faerie. This is full of magic, mystery and frustration and deserves to be given away free...

C&VG (Computer & Video Games) #45Jul 1985 · p.808/108/10

C&VG (Computer & Video Games)

Personal Rating 8/10

Keith Campbell 8/10

MORE GAMES WITHOUT FRONTIERS 8th Day Software is one of the new breed of "cottage" software houses that have grown since the advent of the Quill. What makes the company different from most of the rest is that their games, once priced at £1.75, still cost only £2.50 each. The co-directors of the company are Michael White and Gary Kelbrick, who also write all the games using the Quill. I asked them why their games cost so little compared with other Adventures, and their answer was quite controversial. Gary and Michael both think that 99 percent of Adventure games on the market are overpriced for what they contain and feel, to a certain extent, that many games are written badly, story-wise, with unoriginal problems. Naturally, they also feel that their games are always original and worth every penny. So I thought I'd take a look at this series, to see if it is all that its producers claim. FOUR MINUTES TO MIDNIGHT This game was written by Michael White and is concerned with events after a deadly virus is released into the atmosphere from a high security research station in America. The virus has killed most of the world's population and only a few, seemingly immune, have survived, including you. You must learn the skills of the old technology and recruit five members to form a team to travel across the States to disarm nuclear weapons which have been left unguarded and still threaten the remaining population. This game is well thought out, and quite difficult. At the start, you are standing at a petrol station. A few seconds later a car crashes into it and explodes. From inside the car you hear screams. If you manage to rescue the occupant, he will help you with your mission. The game continues along these lines and is quite fun to play. Personal Rating: 7 QUANN TULLA Without doubt, the best game of the series is Quann Tuna, and I think this should be picked up by a major company. The story is of an evil empire that has fought a long and bloody war with the Just Foundation. The Foundation is losing, and your mission is to destroy some top secret manuals, kill a traitor and destroy a crippled space ship. The game takes place aboard your flagship and progresses through space to a far distant alien world. This may prove too difficult for beginners, but the experienced Adventure nut will love it, especially its weird objects such as the lead ball and lighter-than-air docking badge! Great stuff! Personal Rating: 9 ICE STATION ZERO In this one, you are cast as a secret service agent who must defeat the evil genius Stirling. Stirling, it seems, has planted a nuclear bomb somewhere near the south pole. Setting off, you find yourself standing in the freezing snow, from where you move on to discover ice floes, yetis etc., which must be overcome before killing the maniacal Stirling. Personal Rating: 7 IN SEARCH OF ANGELS This is one of the easiest of the series and is based upon Ian Fleming's early novels. You are cast as a rather poor man's version of James Bond and you find a dead CIA agent floating face-down in the Thames. From there you progress around the world trying to stop an organisation known as "The Company" from taking over. Personal Rating: 5 FAERIE This has to be one of the most spine-chilling games available! It has nothing whatsoever to do with the notorious "Pink Fairy"! The plot is, to say the least, complicated with many sub-divisions. You are sent off into the underworld to find the three treasures of Isi-Tunn, and it's not easy! Personal Rating: 8 CUDDLES Finally, Keith had a look at Cuddles, another of the 8th Day series, and after being cut by a "broach" on his Nanny's dress and finding he had to refer to it as a "broach", and that all subsequent text referred to it as a "broach" he says he could not bear to bring himself to continue with the game, let alone review it! "Games Without Frontiers" are for the 48k Spectrum, priced £2.50, and available from 8th Day Software at [redacted].

Sinclair User #35Feb 1985 · p.386/106/10

Sinclair User

Gilbert Factor 6/10

Richard Price 6/10

FAERIE 8th Day Memory: 48K Price: £1.75 ICE STATION ZERO 8th Day Memory: 48K Price: £1.75 By anyone's reckoning £1.75 is a good price to pay for a text adventure provided there has been no skimping on quality. 8th Day Software have introduced a suite of six games at that price, all written with the Quill. The programs are graded from beginners standard to advanced difficulty and cover a range of subjects from science fiction to thrillers. It would have been useful to be able to look at the full set but regrettably only two of the games would load and only then after persistent attempts. The two that loaded are quite adequate adventures. Faerie is set in a magical world of demons, eccentric wizards and changeling children. The game is of the advanced type and progress can only be made after a solid bout of clear lateral thinking. Both the setting and the puzzles are imaginative and intricate and you can expect long hours of perplexed entertainment from it. Ice Station Zero, a beginner's adventure, is loosely based on the plot of a film with a similar title. A mad terrorist has taken over a polar research station and you must cross the lethal ice-pack to reach the installation before the maniac destroys New York. It may well be for beginners but it certainly is not a doddle by any means.

Read it at Sinclair User Magazine Online

Big K #11Feb 1985 · p.30N/A3/33/33/33/3

Big K

Graphics N/A

Playability 3/3

Addictiveness 3/3

Overall 3/3

Fin Fahey 3/3

MAKER: 8th Day Software FORMAT: cassette PRICE: £1.99 each Pure text adventures seem to be becoming a threatened species of late. There seems to be a general feeling that to sell, a program has to contain graphics. Doesn't matter how tacky, how irrelevant to the plot line, how much memory is wasted, we gotta have them pictures. A good counter to what I, for one, see as a pernicious trend is this collection of six pocket-money programs from 8th Day, a new Merseyside outfit. The packaging is understandably minimal, a plain black wrapper in every case, although you do get a natty plastic rack if you purchase all six. There's nothing cut-price about the quality however. as far as I could see, each of these is a well-thought out, properly plotted adventure. Better still, every one is on a different theme. The nearest to the hackneyed old Sword-and-Sorcery schlock is Faerie, but this rests more on Celtic whimsy than conquering barbarians. The vital thing is to keep the fairies happy, one way being to swap a human baby for their changeling, a bit naughty this. Four Minutes to Midnight seems to be the most advanced program, and pits you against a post-catastrophe world. The object is to rebuild civilisation from the ruins by assembling a team of capable and technically-skilled people. To my mind this goes one better than The Hobbit in terms of human interaction, and displays genuine originality. Cuddles is a bit on the cute side - you are a bored toddler and you have to escape from your cot and get past nanny to sample the delights of the outside world. Ice Station Zero owes something to the dreadful Alistair Maclean story - for Zero read Zebra - it's a thriller set on the Arctic Icepack. The obligatory space adventure is represented in the form of Quann Tulla in which you have to get a crippled starship working again. In Search of Angels is a Fleming-style spy story full of the obligatory souped-up sportsters full of gadgetry. A lot of ground has been covered here, all six packages taken together cost the same as two normally-priced Spectrum programs, but represent months of playing time. This is the first time I've encountered software at a reasonable price which sacrifices nothing in the way of quality. Surely this, and not peculiar security devices, is the answer to piracy?

Micro Adventurer #15Jan 1985 · p.37

Micro Adventurer

John Fraser

FEY ADVENTURE MICRO: Spectrum 48K PRICE: £1.75 FORMAT: Cassette SUPPLIER: 8th Day Software, [redacted] At last we have a real adventure at a bargain price. Faerie is a surrealistic fantasy written with The Quill. You are hiking along a country lane one fine midsummer's day when you see a wand lying in a field. When you wave it the familiar landscape is transformed into one which harbours sufficient magic and wonder to rival Alice's own adventures in wonderland. It's inhabited by a host of creatures ranging from faeries to ogres, animated chessmen and even a talking fish. The object of the game is to collect some 30 treasures and score as many points as you can. This entails solving quite complex problems, and to solve one problem you have to solve a number of lesser ones first. To cross the bridge you need to read a sign which is on the other side; to read the sign you need a water glass; to get the water glass you need to cross the bridge, or almost, but if I was any more specific I would be telling. Other clues are also hidden in the game. Eating a dead fish, for example, produces a riddle of a sort more usually associated with that tv quiz show 3-2-1: 'magic in cave will help score while a books' advice will help you more.' At least this is more forthcoming than typing Help, which merely replies with 'You must be joking.' Should you be really desperate 8th Day will send you fairly comprehensive hints sheets on receipt of a sae. Although problem-orientated and with no specific plot, the situations you encounter are sufficiently varied to sustain your interest. The atmosphere is also evocatively conveyed: 'The smell of freshly mown hay is heavy in the air, as if after a heavy shower. A bee flies by...' It's quite idyllic really, roaming through these enchanted forests with lights dancing among the trees; at least, until the sandman comes and wraps you in his cloak. But fortunately, you are given opportunities to escape, even if you are restricted to a limited number of moves. There are several modes of transport in this land: magic wand (one way only), spells and teleportation (which requires the correct two-word input before you can be whisked away to the giant mushroom and other exotic locations). This must be the first adventure to disprove the old saying 'you get what you pay for'. On side Two is a description of the scenario, with general advice for playing adventures, so you're actually getting very much more.

Personal Computer News #92Dec 1984 · p.37

Personal Computer News

Mike Gerrard

It's been quite a day, let me tell you. Fortified by just a bowl of cornflakes I had to start by saving America which had been devastated by a bacteriological disaster. Then, after a short break for coffee, I was wrestling with Stirling, the international terrorist, who was threatening to wipe out New York if he didn't get his billion dollar ransom. As this exceeded my limit at the NatWest Service till I left him to it, only to find that one of Britain's early warning attack satellites had gone missing. Of course I had to step into the breach and deal with that before I felt I'd earned my lunch time pie and pint. The afternoon, if anything, was worse. I had to battle with the might of the evil corrupt Empire on behalf of the Federation, though this was as nothing compared to doing battle with the might of my nanny in order to break out of the playpen and find a new arm for tattered old teddy. Finally, I entered a magical world of fairies and grottoes in the traditional hunt for treasure, without which no adventurer's day is complete. The blame for my day of mayhem and monsters lies fair and square with 8th Day Software, which has just released the first six in its series called 'Games Without Frontiers', all written with The Quill for the 48K Spectrum and all selling at the incredible price of £1.75 (including postage, from 8th Day Software, [redacted]). CHEAP BUT GOOD As with the recent batch of cut-rate arcade software, cheap prices don't necessarily mean inferior quality. It was heartening to load these adventures up and discover that the general standard was very high indeed, catering for a range of preferences and ability levels. Don't expect glossy packaging for that price, though the cassette covers look smart with their uniform black background and silver lettering. Another standard feature is the inclusion on the B-side of each cassette of the storyline for the adventure you've bought, and of the others in the series, with a few pages on the playing of adventure games in general. Each adventure is graded as beginner's, moderate or advanced, and hint sheets or individual clues are available from 8th Day. This thorough and professional approach would be wasted, of course, if the adventures themselves were dismal efforts, but they're far from being that. Even the beginner's game proved pretty tough going in places. FLOE AND THE KIDS This is Ice Station Zero, whose loading screen for some reason shows a pterodactyl flying over an iceberg. I could understand a polar bear, huskies and even a Yeti in the icy wastes, but a pterodactyl? This is the one with mad Stirling and the billion dollar ransom, and you have to cross the Arctic ice-cap to get to him. You begin outside a small snow-covered tent on the western edge of an immense ice-field with a pack of wolves howling across the frozen plains. Though there are a few items in the tent, the means to defend yourself against the wolves (and their newly acquired striker) is carefully hidden away somewhere for you to find. Little graphics touches are possible when using The Quill, such as when you EXAMINE GUN which shows you the number of bullets remaining, while FIRE GUN produces a couple of bullet-holes either side of the screen. Can you escape the polar bear and the Yeti, what happens if you remove your clothing (known as losing your Kagool) and how do you make the air turn blue? The storyline of this one is full of healthy nonsense but the standard of the text is very high, as with most of this series. From Yeti to Nanny and the moderately difficult Cuddles, described as an adventure for big kids. Pack the nappies, examine the potty and plot your route for finding a new arm for teddy, who you thoughtlessly left up a tree. As you move round the nursery you find coloured building blocks, each with a different letter on it - and no, they don't spell out a rude word. But woe betide the player who searches the nappy cupboard without nasal protection. NUCLEAR 'N NAUGHTY From the nursery to nuclear war with Four Minutes to Midnight, which opens in dramatic style. 'You are on the forecourt of a small gas station beside several neglected gasoline pumps. There is a small road waning to the east while the garage fronting is west. You can also see a dusty mini-bus. A car is careering down the road towards the station.' Needless to say you don't have many turns before 'The car hits the pumps! With a massive explosion the station erupts in a ball of flames!' You too, of course. Unfortunately a slight lack of care over the inputs means that it's virtually impossible to get through the first few moves properly. You can step the car exploding but it still burns, and you have to respond to the driver's pleas for help by somehow rescuing him. You're told his name is Dave, but GET DAVE, CARRY DAVE, HELP DAVE and so on all fail to work. Eventually my patience ran out and I cheated to discover I should have typed RECRUIT DAVE. Hmmmm... bit naughty, that. Also naughty is a routine in in Search of Angels, an espionage thriller. You very soon find yourself at an airport where the girl on the desk asks you for your destination. Only by looking at the Hint Sheet can you discover your possible destinations of exotic locations - such as Rio, Casablanca, Berlin, Tokyo and London. Once you know where you can go, however, you can move around the world trying to piece together clues about the lost early warning satellite and the dead CIA agent floating in the River Thames. SPACE 'N FAERIS Naturally there had to be a sci-fi story in this batch. Quann Tulla is vaguely in the Snowball tradition of space ships, robots, security doors, secret manuals and so on. 'The fate of the Universe is in your hands!' My reaction to that was blunt and brief, and I was promptly told: 'Hygiene Clone II appears from nowhere with a bar of soap to clean out your mouth!' Finally Faeri, an advanced difficulty game whose plot twists and turns so much that it's hard to describe. You're in a fantasy world, looking for treasure, with the guardians of the Underworld and Overworld out to prevent you from doing that. There are 30 main treasures and an additional three Sacred Treasures. 8th Day reckons this one will keep you busy for the next six months.

In Ice Station you leave your tent to fight hungry wolves.

Your Spectrum #10Dec 1984 · p.12

Your Spectrum

AND ON THE 8TH DAY... Yet another Liverpudlian software house has just programmed itself into existence. Called 8th Day Software, the company's opening its range with six text adventures, ranging in difficulty from beginner's stuff to 'jolly difficult'. All have a low price of £1.75, but 8th Day is quick to disclaim the "you-get-what-you-pay-for' syndrome. The six new titles, all launched under the 'Games Without Frontiers' banner, are all Quilled adventures and your measly £1.75 even includes postage, packing and VAT. How they can do it at such a low price and still make a profit defeats us. Unwrapping the first six packages, we have Four Minutes to Midnight (an advanced strategy adventure), Cuddles (a moderately difficult adventure for 'big' kids), Quann Tulla (a science fiction adventure), Ice Station Zero (a beginner's crime solving adventure), In Search of Angels (another crime adventure) and Faerie (an advanced fantasy adventure). All the games can be ordered direct from 8th Day Software, so give them a ring on [redacted].

In Search of Angels - one of six packages priced at £1.75!

A Harvesting Moon + Faerie carries this game and has 3 references of its own.

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