Kentilla
Adventure Game: Text/Illustrated · ZX-Spectrum 48K · 1 players · English
Micromega · 1984 · Pound sterling 6.95
Myths and Legends of Caraland, 2 of 2
Discussion
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Known Errors
The Mastertronic re-release has two bugs that prevent you from completing the game. The first problem is that when you come across the silver dagger in the desk and try to take it, you're told that you can't see the silver dagger. The other problem is that when you ask Eva to kill the Darg-Vool, she refuses to do it for you, despite the fact that this is the only way past that particular problem. A patch was provided by Chris Jones in Your Sinclair issue 22, <A HREF="/showmag.cgi?mag=YourSinclair/Issue22/Pages/YourSinclair2200084.jpg">page 84</A>, with further corrections provided by Battle Bunny (JimG) at <A HREF="http://www.the-tipshop.co.uk/cgi-bin/info.pl?wosid=0006527">The Tipshop</A>. The original release of the game is OK and doesn't have these bugs.
Releases
- 1984MicromegaPound sterling 6.95
- 1986Mastertronic LtdPound sterling 1.99
Play
- kentilla.rzxRZX playback file
- Kentilla.tzx.zipTape image English25 KB
- Kentilla(MastertronicLtd).tzx.zipTape image English24 KB
- Kentilla(MastertronicLtd).tap.zipTape image English27 KB
Documents
- Kentilla.txtInstructions English5 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
- Derek Brewstercredited
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Awards
- ZX Computing GlobellaZX Computing29 · 1986
- Crash SmashCrash10 · 1984
Scores
In the magazines
- Sinclair User #331984 · Gilbert Factor6/10
- Crash #101984 · Overall10/10
- Personal Computer News #831984 · Overall7/10
- Personal Computer Games #121984 · Overall8/10
- Sinclair Programs #271985 · Addiction Factor8/10
- C&VG (Computer & Video Games) #411985 · Personal Rating8/10
- Your Sinclair #101986 · Overall6/10
- ZX Computing #291986 · OverallGreat
Elsewhere on the web
- WorldOfSpectrum 33 votes7.55
In the magazines 115
Your Sinclair #10Oct 1986 · p.725/105/108/107/106/106/10
Graphics 5/10
Text 5/10
Value For Money 8/10
Personal Rating 7/10
Overall 6/10
Mike Gerrard 6/10
FAX BOX Game: Kentilla Publisher: Mastertronic Price: £1.99 Reviewer: Mike Gerrard An ever-popular title now a couple of years old, Kentilla still features regularly in my mail-bag of queries. So, if you haven't given it a go then at this budget price you should take the plunge - secure in the knowledge that there's plenty in there to fox you. The instructions are boldly headed 'The Aim Of The Game,' but they only list the commands and the like. For the aim itself you have to enter Ogeron's house, outside which you begin the adventure. Ogeron gives you a sword, saying it's the sword of the great warrior Ashka, then he tells you that someone named Grako is held out in the Black tower so off you go as the fate of the world lies in your hands and time is short. So too are the location descriptions, while the graphics are definitely from the minimalist school of art.
ZX Computing #29Sep 1986 · p.45ZX Computing GlobellaGreatGreat
ZX ComputingZX Computing Globella
Overall Great
Gordon Hamlett Great
Mastertronic £1.99 One of the nice things about budget software is that it gives you the chance to catch up on some full price games of yester year that for some reason or other you missed at the time. One such title is Kentilla, a little gem of an adventure that has just been re-released. On the face of it, the game does not appear to be anything special. There is the usual sort of quest of defeating the evil Grako with the magic sword Kentilla, but believe me, it is a quest that will take some attaining. To start with, you are given very little information about your task, but must find out as you go along. You will also need to backtrack considerably, re-visiting previously explored locations. Another feature of the game is that you will need to talk to a lot of characters. If they are friendly, they will help you wherever possible. If not, well it depends how they feel. The characters are many and varied. Urga-mauls are nasty in the extreme and the rattling quarg also seems to attack you without provocation although you should get considerably more joy out of the family of cavezats. These cavezats are a right homely bunch with descriptions such as fat, ugly, chief, thin and small. There is seemingly very little lying around and everything must be examined carefully. There are some small illustrations to accompany certain locations and location descriptions are by and large sparse but for all that, the game evokes considerable atmosphere. And at only £1.99, Kentilla has got to be one of the adventure bargains of the year.
C&VG (Computer & Video Games) #41Mar 1985 · p.258/108/10
Personal Rating 8/10
Simon Marsh 8/10
What was the most eagerly awaited sequel to the Adventure of 84, Lords of Midnight? Mike Singleton's Doomdark's Revenge that's what. Here Keith Campbell takes an in-depth look at Mike's latest epic while the rest of the KC team delve into the games we couldn't fit in the other review categories! Read on - you're bound to find something that inspires you. KENTILLA Kentilla, by Derek Brewster, is for the Spectrum and has multi-word input and graphics. But more thought has been put into this one than many and so it does not merely look pretty, it also plays well. The plot is that Grako has some grand designs on Caraland, your homeland, and will do anything to get it. As usual, it is you who must get rid of the threat and Grako is a big threat (why, for once, couldn't someone else do the dirty jobs and let me stay at home?!) As you enter Ogeron's humble abode, and before you have time for so much as a jug of beer, he is at you, telling you to take the great warrior Ashka's sword and go to the black tower to crack some heads! Well, he could have offered a small drink just to wet my lips. Instead I was thrown out with only a sword. Whilst travelling around Caraland I bumped into some rather nasty characters called Urgamauls whose main interest in life seemed to be cutting great chunks out of me. In the Urgamauls' cave there is a dungeon in which I always ended up. In there is a woman called Elva who decided to join me in my quest once I had figured how to get out. I still blush whenI think how simple the escape is and yet for ages I overlooked the obvious! I next came across the Cavezats who are a nice friendly bunch unless you steal from them. I was lucky and one of them joined me, too. By now I was building up quite a merry bunch of followers. Oh, by the way, a word of warning. The Cavezats' table manners and food requirements are really far out! I have not yet reached my objective but very soon, have no fear, I will kill the evil Grako or my name's not the Pink Fairy! Kentilla is, in my opinion, a very good game and has many problems to keep you coming back in the small hours to solve. The graphics add to the text descriptions very well and make everything more realistic. The puzzles are hard in places, but if a few weeks' hard work does not put you off a game, then you are in for a treat. Kentilla is steadily becoming one of my favourite pastimes - let it become one of yours!
Sinclair Programs #27Jan 1985 · p.588/108/10
Addiction Factor 8/10
June Mortimer 8/10
Kentilla has the misfortune to be in the same review as Hampstead. It is less compelling, but only just! The aim of the game seems to be to match twisted minds with the author. Maps have a tendency to work one way, if then. The topology of this world is quite something! I still have a preference for some sort of visual input to help me think - only in this does Kentilla rate more highly than Hampstead. One of my friends was not impressed by the SCREEN$ but the rest of us beg to differ! As you go through the game you find more and more that apart from the excellence of the loading screen in its own right, Image Systems have chosen a scene that brilliantly evokes Derek Brewster's world. The input routine is a little unusual and has some very useful features, especially the use of EDIT (CAPS SHIFT 1) to recall the previous command - other programmers please copy. Back in the Mists of Time Grako wrought his evil and was vanquished, and was returned to the flames of the Abyss. The world rejoiced... Too soon - for Velnor found the Tomes of Grako and, using these , brought evil again to the land. He, too. was consigned to the flames - but Grako escaped with the Moonstone of Algrath... the cassette insert carries on like this for quite some time. To continue the story ... For all the menace of his name, the first character met, Ogeron, is a nice guy, hung up on the thought that he has to trust your's truly to save the world! Maybe he has a point there! Apart from his gift of the sword, Ogeron offers some necessary background information: the evil Grako has moved into the Black Tower - shown in the distance, beyond the vile swamps of Caradoom on the loading screen - and is discovering the secrets of Velnor's power. Unless I can reach the Tower and stop Grako the world will enter eternal darkness! The order of events in the Cavezat cavern is crucial, since Cavezats dislike thieves and will not allow one to leave; benefactors, on the other hand, are extremely well treated (just find THE TORCH in that well-lit cavern and anything available is your's for the taking). The river can, and must, be crossed... there is no boat, so do the logical thing - swim! Again, careful attention to detail gets the desired results, much depends on the exact word used. Two interesting, if completely useless facts - the sword floats, and the rope catches up in an invisible tree. The rope you can regain, but the sword vanishes forever down the rapidly flowing river. In Carawood there is an Oracle which has a message for you. If you explore this strange wood and the adjacent swamps you will also find a castle and a maiden to save. You can avoid death at the hands of the Urga-maul in their caverns. In order to do this, the best idea is to arrange to be somewhere else as soon as they open the door. Avoid ambiguity and be as precise as possible - for instance, since you cannot be sure that your first blow will end the fight, "kill", though valid in so many adventures and in Role Playing Games similar to this, is not accepted here. No need to despair, though, "attack" serves quite well! As with The Hobbit, life goes on whether or not you do anything. The correct actions, if you can think fast enough, can change alignments, making enemies into friends, which can be more useful than hacking your way through with your trusty sword! This is not an adventure to complete in an evening - it could take weeks, or even months to plumb its depths, so Happy Adventuring, and Good Luck! More Adventures in Caraland please!
Sinclair User #33Dec 1984 · p.396/106/10
Gilbert Factor 6/10
Richard Price 6/10
WIZARD SHENANIGANS Memory: 48K Price: £6.95 Most adventurers will find themselves at home in the world of Kentilla a new mixed text and graphics game from Micromega. Caraland is a place of magic, strange beings and heroes. A vile wizard, Grako by name, rules from his dark tower and spreads evil and destruction abroad. He possesses a moonstone, the source of his power and unless he can be defeated he will become undisputed ruler of Caraland. Your role is, naturally, that of the budding hero and you must explore the scorched wastelands, caves and forests to find the means to defeat Grako. Urga-mauls, the local orc equivalents, will treat you with scorn and violence and you may be able to get help from Elva, a creature or person who will follow you rather like Thorin does in The Hobbit. The overall plot is familiar and takes bits and pieces from many adventure sources. Indeed, Velnor himself - remember Velnor? - gets a mention in the credits. The insert tells you straight away that the game is devious and gives little clues as to how best to progress in Caraland. The game is described as interactive and the varied beings will react to you in quite understandable ways. The amiable cavezats - rather ponderous cavern dwellers - will treat you amiably until you attack and will then go all out to slay you. Speaking to characters may get results but they do not appear to be overly responsive. The graphics are clear and colourful and almost instantaneous, whilst the interpreter will accept a wide range of input. There are a number of useful features - such as recall of the last command - and the cursor can be moved through an entry enabling swift correction. Despite those features the game seems slow moving and it is all too easy to spend time getting hardly anywhere at all. That is an obvious disadvantage and may well mean the program is just too devious for the average adventurer. Time will tell.
Your Spectrum #10Dec 1984 · p.612/5 MISS4/5 HIT2/5 MISS
Dave Nicholls 2/5 MISS
Roger Willis 4/5 HIT
Ross Holman 2/5 MISS
JOYSTICK JURY What's on your software shopping list for Christmas? Let Ross Holman, Dave Nicholls and Roger Willis help you make your mind up! This month, our motley crew of Joystick Jurors include Dave Nicholls, a self-confessed adventure fanatic and seasoned hacker; Ross Holman, ace games player and winner of the Jet Set Willy prize; and, last but by no means least, Roger Willis, a relative newcomer to the Spectrum scene. Dave and Ross you'll already know from our monthly major games reviews. Roger Willis, on the other hand, is probably more at home in the saddle of a massive motorbike... but that was before he discovered the thrills and spills of the Spectrum. Check out what they thought of the latest in games software... KENTILLA Micromega £6.95 Dave: Kentilla is a text and graphics adventure by Derek Brewster, and a follow-up to his very successful Velnor's Lair. The story follows on from the previous adventure with 'baddie' Grako taking over from Velnor; he's hungry for the Moonstone of Algrath the source of Velnor's power. Mr Brewster writes an adventure column for a certain Spectrum games review magazine, where he gives each adventure a rating under five different headings. It seems fair, therefore, to rate his own adventure in the same way. Atmosphere:The graphics are good but, as Derek has himself said, most graphics are no substitute for good text; his are no exception. Vocabulary: Kentilla has a very good input editor which behaves rather like the Basic line editor. Logic: After some three hours of play I was still stuck within a 10-location section, while trying everything I could think of to progress. I must have missed something but either it's too obvious to notice (if so, then apologise to Mr Brewster) or it's completely illogical. Debugging: Very good. Overall: I'd have expected something better from someone who tells people what's wrong with their adventures.
Crash #10Nov 1984 · p.113Crash Smash8/109/109/109/1010/10
Atmosphere 8/10
Vocabulary 9/10
Logic 9/10
Debugging 9/10
Overall 10/10
Robin Candy
Roger Kean
Producer: Micromega Memory Required: 48K Retail Price: £6.95 Language: Machine code Author: Derek Brewster Kentilla is Micromega's first step out (from the realms of 3D) into lands shrouded with mists where things rumble in the night. They have apparently done so with due care and consideration of the market and with an author who, though fortuitously adept at high quality arcade games, holds text adventures as his first love. Ideally, Kentilla should have been included in the Adventure Trail, but that would obviously have been very unethical of us since the authors are the same! Micromega describes Kentilla as a richly devious adventure and it is very much so. The setting is Caraland (the mythical home of Derek Brewster). Grako has returned from the flames of the Abyss after a corridor was opened for a few short seconds as Velnor's soul was hurled through the void to the flames. Grako has taken residence in the Black Tower and now has within his grasp the Moonstone of Aigrath, the source of Velnor's power. The scene is nicely set on the Inlay card and links neatly to Derek's earlier adventure Velnor's lair (Quicksilva). The story starts off for real in front of Ogeron's house with exits North, West, East and South through a door. What now? As a reviewer of adventures Derek Brewster has been apparently working out a universal means of making adventures more accessible and friendly to use, and in Kentilla we can see much of this at work. There are good location descriptions throughout and they generally tell you what you need to know but, as one might expect, EXAMINE is widely used to reveal much more than is instantly apparent within a location. This is most richly used in conjunction with the graphics which are not just pretty adjuncts to brighten up the page, but contain real clues. So, for instance, on entering a hall, and in need of a torch (these aren't to be found left lying on forest paths) it is worth taking the graphic which shows the walls dotted with burning torches quite seriously. EXAMINE WALL results in a piece of vitally interesting information - the text verifies what you see, and TAKE TORCH reveals that you are now carrying same. The graphics throughout carry this idea on and it adds a new dimension to the classic style adventure where the first thing to do, presuming there are no savage creatures about, is to start asking questions about what you see as well as read. In themselves, the graphics are small but neat and to the point, avoiding useless wastage of memory. Kentilla is an interactive game. Life carries on with or without you and in moments of indecision the WAIT command can be useful. The interaction also allows conversations with other characters, all of whom have a life of their own and may choose to be helpful or not. At the start it is comforting to discover that Ogeron (despite the dubious name) is quite friendly and indeed hands you the sword Kentilla which you so desperately need. Another pleasant creature is Elva, who, with her ability to carry so many things, is all too easily treated like a packhorse after a few locations. These characters may be spoken to by using quotes as in SAY TO OGERON "GIVE ME SWORD". Another element which is unusual is the text editor which is there to aid input. Using CAPS SHIFT with some of the numeric keys allows the player to delete character to the left of the cursor, insert a space, move cursor left or right and recall the last command. As the insert points out, this last command can be conveniently used in lengthy battle sequences where KILL URGA may rapidly be changed without retyping everything into EXAM URGA. So much for the techniques, what about the game. The object is to return Grako to the place from whence he came, the flames of the Abyss, and it is your task together with the sword Kentilla. It is packed with devious problems and will take the experienced adventurer a long time to get right through it. Lateral - even on occasion some unpleasant - thinking is required to overcome a number of thorny problems. Right actions can make friends of enemies who may then do things for you that you are unable to do. One thing you are able to do in Kentilla is LOOK. This useful command can have a similar function as EXAMINE, for example, LOOK IN CHEST but it may also be employed for seeing ahead before making a move as in LOOK EAST. Just LOOK on its own will redescribe the location. It may seem a small point but the direction LOOK command adds an element of immediate strategy to Kentilla and spotting some dreadful Urgamaul before leaping into its location can leave you prepared for fight or flight. Kentilla is a very good adventure which offers the right level of difficulty so that you can wander around for a while without attempting to solve the quest thus acquainting yourself with Caraland and its inhabitants and learning how to interact with them. This is required quite frequently and first impressions of characters, aggressive or passive, can be, and are often intended - to be misleading. A word of warning - Kentilla is also a very, very long adventure to play through, not because it has thousands of locations but because you will need to retrack, deviate, return and revisit all the while - there is no straightforward linearity here. And this is not just a case of that old adventure problem, the amount of objects you can carry, since Elva, poor thing, is as strong as an ox. The only drawback we discovered was inputting. The computer seems to accept each letter typed in a little slowly with the result that you can trip up over letters when typing in commands, although the sophisticated text editor helps here - but perhaps it is the very sophistication that has slowed acceptance. It's a small point, however and to be borne in mind when typing fast in battles! Kentilla is a sure winner as an adventure with many devious problems which should keep any adventurer busy through the coming winter months and it's excellent value for money. Just one tip; your loyal sidekick can be very helpful when giving and taking things. Robin Candy & Roger Kean. Difficulty: difficult almost from the start, but presents an always attractive challenge Graphics: above average, small but important - a rare thing Presentation: good Input facility: a trifle slow but very user-friendly, full sentence Response: Fast Special Features: character interaction and conversation
Personal Computer Games #12Nov 1984 · p.1137/108/107/108/108/10
Atmosphere 7/10
Complexity 8/10
Interaction 7/10
Overall 8/10
Steve Cooke 8/10
SHERLOCK IS HERE! The White Wizard was rudely awoken the other morning by an ill-mannered dwarf clutching a small parcel, which contained - No! It cannot be! It is! The legendary Sherlock from Melbourne House has finally arrived. Drop wand, grab Spectrum, and here we go... You are in your sitting room. There is no graphic display because, to tell the truth, there aren't many graphics in the game - just the occasional 'illustration'. Watson is sitting in his armchair. You attempt to follow Watson's example, but the program tells you that it can't see a chair for you to sit in. You enter 'armchair', your entry is accepted, and you settle down bra nap. At this point, Watson usually pipes up with a story from the paper he's reading. It appears that a couple of ladies in Leatherhead have been rubbed out by a mysterious villain and the police are baffled. Sherlock Holmes to the rescue! Yes, it looks as if Melbourne House have done it again. Sherlock is an excellent adventure, bursting with atmosphere, challenge, and inventiveness. It's extremely difficult to solve, but the joy of it is that there is enough scope within the game for the player to enjoy failing in his quest almost as much as succeeding. Take getting to Leatherhead for example. To reach your destination you'll have to first get a cab, then a train - and make sure it's the right one! Otherwise you could end up at Aldersgate, Victoria, or even Paddington. And of course, you'll have to have enough money to pay your fare. What's more, everything in the game, including travelling, takes just as long to do as it would in real life - and in the case of travelling to Leatherhead that's quite a time, believe me. You can however speed up the passage of time by typing WAIT or WAIT UNTIL followed by a particular time. Because Sherlock is so complex, it takes some time to get used to. This is particularly the case with minor actions, like getting in and out of trains for example. The program won't understand 'Get into train' or 'Board train' - you have to 'Climb into train'. You also have to climb into your armchair (not your chair, please note) and be similarly energetic about getting into cabs. Once you've got the hang of it you can talk to other characters, but in a more comprehensive fashion than in any other game. Not only can you tell them to do things, but you can also ask them questions about what they know, and even tell them things about the case you're working on if you feel the information would be valuable to them. All the characters are entirely independent of you and play a much more active role in other games. It has to be said that this degree of complexity has its drawbacks. All too often you'll ask a character to 'Tell me about so-and-so' and the character will reply 'I'm afraid I can't help you with that'. Watson also has a strange habit of telling you how brilliant you are when you merely happen to be passing the time of day with him. One intriguing feature mentioned in earlier publicity by Melbourne House was the ability to send notes to other characters. This has unfortunately been left out of the finished program, but the new methods of communication outlined above are still very impressive. The game comes with a 20 page booklet of instructions and a train-timetable. The vocabulary is claimed to be in the region of 800 words and you can enter complex instructions using commas and full stops up to 128 characters long. Yes, the White Wizard can heartily recommend Sherlock. This is a complex adventure that will challenge you, frustrate you, and reward you for long after you've bought it. What's more, unlike The Hobbit, it doesn't matter a jot if you've read the Sherlock Holmes stories or not. For once, here's a game that was really worth waiting for. TKV Spectrum owners have been particularly fortunate this month, since in addition to Sherlock, Bug-Byte's Twin Kingdom Valley is now available for the Sinclair machine, Incredibly this new version is every bit as good as the Commodore original. The graphics are astounding - considering that there are over 150 full-screen illustrations (even MORE than on the 64). If you haven't had a crack at this game, then it's a must. Interactive characters (of Hobbit standard), tricky puzzles, good vocabulary and an assortment of varied challenges to keep you interested right through to the very end. The graphics draw extremely quickly, and there are a number of control options to select different location descriptions/illustrations. For those of you who don't know, TKV has you searching for treasure and, ultimately for the Secret of Life. Definitely not to be missed. KENTILLA Also this month for the Spectrum, a very impressive offering from Micromega of Code Name Mat and Full Throttle fame. This is their first adventure, called Kentilla, and it is well worth a place on anyone's shelf. Armed with the legendary sword Kentilla, you must destroy Grako and rid the land of evil. There are some very attractive (though rather small) graphics, and you will be accompanied by at least one other character on your travels. Kentilla has a reasonable vocabulary, simple input that nevertheless stretches occasionally to allow interaction with other characters, and a very good feel to the game. You'll meet some unusual creatures (well, their names are pretty unusual) and have to do quite a bit of sword-wielding to get anywhere. You'll also have to be very cautious because death is never very far away. It's good to see another company entering the adventure market, and Kentilla is a very worthwhile first attempt - come on, Micromega, let's have another. GATEWAY TO KAROS Meanwhile, Acornsoft have been busy on behalf of Beeb owners, and come up with Gateway to Karos. This is a traditional text-only treasure hunt in which you explore the legendary land of Karos hunting for the Talisman which you must then return to your starting point. As with Gisburne's Castle (reviewed last issue), the size of this game makes up for a lot of shortcomings. There are 250 locations to explore, not all of which are easily mappable, and visiting each one will take you quite a while. While you're roaming the countryside. however, you rapidly become aware of the program's deficiencies. First, the vocabulary is extremely limited. You can't even EXAMINE objects, let alone do anything like WAIT in a location. Furthermore the program does not tell you which word it doesn't understand when it rejects an input. For the most part this is a lonely adventure. The few other characters you'll come across can't leave their locations and have very limited roles. You can QUESTION a character or ASK simple questions and sometimes they'll answer you. In essence, the characters function as occasional HELP commands who will give you a hint if asked. The word HELP itself is not understood by the program. This isn't a bad game as Beeb adventures go. The puzzles aren't difficult but the game will keep you busy for a few hours and location descriptions are detailed enough to generate an atmosphere of exploration and discovery. QL GAMES The White Wizard was particularly intrigued to receive two adventures for the QL recently from talent Software. This machine is obviously a promising candidate for some impressive adventure software because of its memory and advanced processing capabilities, so I was interested to see whether these new arrivals lived up to my expectations. West is a conversion of Talent's existing game (reviewed in the September issue) and is made no more impressive by being on the QL. It's fast real-time action if you can keep up with it, but handy 128K blockbuster. Zkul is a much more promising program and while still in real time is much more a game for hardened adventurers. Your task is to find the Domed City of an ancient dwarf civilisation in which a wizard has hidden the last secret of its people. Along the way you explore the mountain domain of the dwarves picking up treasures and trying to find your ultimate goal. It is not just a matter of exploring, though. since there are problems to be solved and real-time battles with the occasional dwarf or adventurer who pops up. The game has obviously been some while in production and this is demonstrated by the size and complexity of both the locations and the vocabulary. There are, unfortunately, no graphics. One original touch is the ability to save a message when stopping the game so that you can remind yourself of where you had got to, and how, when you reload it, For QL owners starved of software it was a welcome relief to see such a good adventure to start the machines software career. Far from being a rushed-out conversion or an inferior game it is an excellent adventure likely to sell well and perhaps become a classic as the first great QL program. Sadly, the cost of microdrives is going to put a premium on QL software, so expect to pay between £15 and £20 for Zkul, although the exact price has yet to be announced. ZIM SALA BIM Finally a brief word about Zim Sala Bim for the Commodore 64. This unusual offering from Melbourne House is an arcade adventure where you use a joystick to control an animated figure on the screen as he wanders about a horizontally scrolling landscape. When I first saw Zim Sala Bim I was inclined to dismiss the program as a gimmick, but having played it more I'm not so sure. First, unlike most arcade adventures, there are some decent puzzles to he solved and the program generated a considerable atmosphere by the clever use of some excellent music. Playing the game you guide your figure from side to side and enter appropriate but limited instructions via the keyboard. Different locations have different tunes, all with a delicious oriental flavour, and although the graphics aren't exactly bursting at the seams with detail they are of a quite acceptable standard. My only complaint about ZSB was the way the pace of the game was dictated by the speed with which you could move the character about Moving from one place to another takes some time. However there are some very nice touches - enter LOOK for example and the figure looks all about him before the program tells you what he's seen. I doubt whether ZSB will appeal to hardened traditionalists, but I expect that newcomers to adventuring - and certainly younger children - will get a lot out of it. Melbourne House are planning another game along similar lines, so possibly the 'joy-stick adventure' is here to stay. Meanwhile it's worth noting that Kyle Hodgetts, the Australian author of Zim Sala Bim, is also bringing out games in conjunction with Interdisc (who produced the arcade hit Hercules). We'll be looking at one of these in the next issue. The next couple of months look like being a gold-mine for adventurers, so make sure you don't miss out on December's issue. In the meantime, the White Wizard wishes you a charmed life and keen blade in all your adventuring. GAME: Sherlock MACHINE: Spectrum 48K Atmosphere: 9/10 Complexity: 10/10 Interaction: 8/10 Overall: 9/10 GAME: Twin Kingdom Valley MACHINE: Spectrum 48K Atmosphere: 8/10 Complexity: 7/10 Interaction: 8/10 Overall: 8/10 GAME: Kentilla MACHINE: Spectrum 48K Atmosphere: 7/10 Complexity: 8/10 Interaction: 7/10 Overall: 8/10 GAME: Gateway To Karos MACHINE: BBC B Atmosphere: 6/10 Complexity: 7/10 Interaction: 5/10 Overall: 6/10 GAME: Zkul MACHINE: QL Atmosphere: 8/10 Complexity: 8/10 Interaction: 7/10 Overall: 8/10 GAME: Zim Sala Bim MACHINE: CBM 64 Atmosphere: 7/10 Complexity: 6/10 Interaction: 3/10 Overall: 6/10
Astounding graphics in Twin Kingdom Valley.
Sherlock to the rescue in this great, challenging adventure.
Zim Sala Bim: not just a gimmick.
Personal Computer News #83Oct 1984 · p.497/107/10
Overall 7/10
David Guest 7/10
PRICE: £6.95 PUBLISHER: Micromega, [redacted] In the footsteps of the great warrior Ashka you trudge round Caraland looking for the evil Grako. Ashka, sadly deceased (and foul play is suspected), is no help at all except that he has left you his sword. Nobody else is much help either; the main feature of the evil Grako's kingdom is frustration. You have to sort out friend from foe; at the same time you have to navigate through the and plains and dense forests by means of direction commands that don't always make sense. North and East are treated at one point as opposite directions, and there is more confusion when Ups and Downs come into play. Then there are the objects to be collected, but that's only half the story; finding out what to do with them is another matter. So far, so familiar. There are 29 commands at your disposal to help you grape around Caraland, and the game includes an editing feature to let you recall and overtype the last command. None of this is much help when the Urge-Mauls descend on you in strength. These, you'll find, are the worst of the early obstacles; the Cavezats fight only in self-defence but need to be bribed to part with any objects; the Battling Quarg is a run-of-the-mill adversary; and Ogeron, though friendly, is a man of few words. For example, he tells you that Grako is in the Black Tower but stays silent when asked where it is. Elva, a creature you'll meet again and again as the UrgaMauls overpower you, appears totally inert until you learn how to get on his right side. The text is sprinkled with pictures to cover most of the locations. As the frustration builds, so does the sense of satisfaction in making progress. It seems a perverse way of enjoying yourself.
The Derek Brewster Collection carries this game and has 1 reference of its own.
Tips75
- Sinclair User #112Jun 1991 · p.30
- ACE (Advanced Computer Entertainment) #26Nov 1989 · p.126
- Crash #58Nov 1988 · p.41
- Crash #56Sep 1988 · p.60
- Crash #55Aug 1988 · p.60
- C&VG (Computer & Video Games) #82Aug 1988 · p.54
- Your Sinclair #31Jul 1988 · p.90
- Crash #54Jul 1988 · p.53
- Crash #53Jun 1988 · p.50
- C&VG (Computer & Video Games) #79May 1988 · p.81
- ACE (Advanced Computer Entertainment) #8May 1988 · p.96
- Crash #51Apr 1988 · p.44
- Sinclair User #71Feb 1988 · p.86
- Sinclair User #68Nov 1987 · p.76
- ACE (Advanced Computer Entertainment) #2Nov 1987 · p.92
- Sinclair User #67Oct 1987 · p.79
- C&VG (Computer & Video Games) #72Oct 1987 · p.107
- Sinclair User #64Jul 1987 · p.71
- Crash #41Jun 1987 · p.69
- C&VG (Computer & Video Games) #68Jun 1987 · p.87
- Your Sinclair #16Apr 1987 · p.82
- Crash #39Apr 1987 · p.55
- C&VG (Computer & Video Games) #66Apr 1987 · p.63
- C&VG (Computer & Video Games) #65Mar 1987 · p.63
- Crash #37Feb 1987 · p.56
Advert13
- Crash #12Jan 1985 · p.153
- Big K #10Jan 1985 · p.2
- Your Spectrum #10Dec 1984 · p.45
- Crash #11Dec 1984 · p.121
- Sinclair User #32Nov 1984 · p.144
- Crash #10Nov 1984 · p.85
- Popular Computing Weekly #47Nov 1984 · p.19
- Sinclair User #31Oct 1984 · p.26
- Crash #9Oct 1984 · p.2
- C&VG (Computer & Video Games) #36Oct 1984 · p.147
- Personal Computer Games #11Oct 1984 · p.32
- Popular Computing Weekly #41Oct 1984 · p.17
- Popular Computing Weekly #38Sep 1984 · p.47
News/Note6
- Your Sinclair #27Mar 1988 · p.85
- Your Sinclair #26Feb 1988 · p.81
- Popular Computing Weekly #51Dec 1987 · p.6
- ZX Computing #17Feb 1985 · p.81
- Personal Computer Games #12Nov 1984 · p.114
- Personal Computer Games #10Sep 1984 · p.69
Review5
- Home Computing Weekly #98Feb 1985 · p.35
- Sinclair Answers #2Jan 1985 · p.30
- Home Computing Weekly #87Nov 1984 · p.20
- Popular Computing Weekly #40Oct 1984 · p.69
- Popular Computing Weekly #42Oct 1984 · p.25
Full-page ad4
- Micro Adventurer #13Nov 1984 · p.11
- Crash #9Oct 1984 · p.79
- Micro Adventurer #12Oct 1984 · p.5
- Popular Computing Weekly #39Sep 1984 · p.47
Solution1
- Die Speccy CDJan 1996
Hack/Poke1
- Your Sinclair #22Oct 1987 · p.84
Preview1
- Crash #9Oct 1984 · p.91
Related
- Compilations
- Sinclair Game Compilation, Mastertronic Collection 6, The Derek Brewster Collection, Mastertronic Compilation 4
- Ports
- (Amstrad CPC), (Commodore 64)
- Elsewhere
- WikipediaCASAMobyGamesRZX ArchiveThe TipshopUVLModern ZX-Retro GamingRZX Archive - YouTubeSpectrum Computing RZX - YouTube
- Same entry at
- Spectrum ComputingZXInfo
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