The Time Machine
Adventure Game: Text/Illustrated · ZX-Spectrum 48K · 1 players · English
Digital Fantasia · 1983 · Pound sterling 9.95
Mysterious Adventures, 6 of 11
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Releases
- 1983Digital FantasiaPound sterling 9.95
- 1983Channel 8 Software
- UnknownPaxman Promotions
- 1983Tynesoft
Play
- TimeMachineThe.tzx.zipTape image English21 KB
- TimeMachineThe(different).tzx.zipTape image English21 KB
- TimeMachineThe(Channel8Software).tzx.zipTape image English21 KB
- TimeMachineThe(different)(Channel8Software).tzx.zipTape image English21 KB
- TimeMachineThe(Channel8Software).tap.zipTape image English23 KB
- TimeMachineThe(Tynesoft).tzx.zipTape image English21 KB
Files and rights
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Credits
- Brian Howarthcredited
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Scores
In the magazines
- Crash #41984 · Overall75%
- Crash #41984 · Overall65%
Elsewhere on the web
- WorldOfSpectrum 9 votes7.67
In the magazines 45
Crash #4May 1984 · p.7865%
Overall 65%
Producer: Digital Fantasia, 48K £9.95 Author: Brian Howarth In an adventure that could have been written by H.G. Wells, you take the part of a local news reporter for the Tulkingham & Dunsby Gazette - hardly a thrilling job until strange goings-on are reported around the old house on the moors which belongs to an eccentric scientist by the name of Potter. The game starts in a dense foggy moor as you search for the old house itself. It is easy to die in a bog before finally finding the house where the real adventure gets under way. You may eventually get to several destinations in time and space to locate prisms and rescue the time machine's owner. Objects collected in one dimension may well be needed in another, so it all takes a lot of working out. Bad language results in admonishment to wash your mouth out! Excellent, atmospheric descriptions and a graphics on/off facility. Overall CRASH rating 65%
Crash #4May 1984 · p.2880%68%90%60%90%60%75%
Use of Computer 80%
Graphics 68%
Playability 90%
Getting Started 60%
Addictive Qualities 90%
Value For Money 60%
Overall 75%
Unknown
Unknown
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Producer: Digital Fantasia Memory Required: 48K Retail Price: £9.95 Language: Author: Brian Howarth The Time Machine is one of Digital Fantasia's series of adventures which use text and graphics to neat effect. You are a local reporter in this one, finally getting to grips with a truly challenging assignment - strange goings on have been reported from the fog-shrouded moors. A Dr Potter has recently purchased a lonely house out there, and since then strange lights and sights have been seen by locals round the eccentric scientist's abode. All this causes a lot of concern, and you are sent to explore the situation for the local gazette. The quest starts with you stumbling around in the fog. If you manage to come across the house in question, you are led into an intricate search through a handful of time layers to find the missing - but that would give the game away. COMMENTS Response: fast Graphics: optional, but well drawn and reasonably detailed
Micro Adventurer #3Jan 1984 · p.25
MW
MYSTERY OF THE MACHINE MICRO: BBC B, Spectrum 48K PRICE: £9.95 FORMAT: Cassette SUPPLIER: Digital Fantasia, [redacted] Time Machine is one of a series of Mysterious Adventures, all currently available. The cassette case came in a huge cardboard box with the publisher's name all over it. (I suspect most people would throw this away). There is also a booklet enclosed, which is a general guide to mysterious adventuring. The program is text only, written in machine code, so screen updates are near instantaneous. The screen is divided in two. In the top half is a brief room description and list of objects, while the rest of the screen is a text window for commands. These follow the usual GET LAMP format, and if the program cannot understand it gives some indication why. There are no specific instructions given in the packaging so you have to find out for yourself, by playing the game or reading Digital Fantasia's advertising, that the object is to rescue a professor by finding the three missing prisms which control his time machine. The machine is the integral part of the adventure, and using it you must travel (somewhat erratically) through time to eventually find all three prisms. The machine's behaviour is perhaps the most infuriating part of the whole game, as to get anywhere you must ENTER MACH, PUSH one of the two controls, and LEAVE MACH to see where you are. As far as I can see there is no logic to the machine's travel. Time Machine could be described as a passive adventure, that is there are no dwarves to axe, or dragons to slice up. This is a puzzle-solving game, sometimes easy, sometimes hard. All of the puzzles are logical, which is the one criticism I have of this adventure. Everything is there for a purpose. I like this in itself, but would welcome a few red herrings along the way, and so far I have found none. After two days I had found two of the prisms and was on the way to the third. You will find no dreaded spelling mistakes, or bugs in the adventure. It is very playable, including SAVE of position. There is nothing really wrong with any of it but at nearly £10 I believe that it is slightly overpriced.
C&VG (Computer & Video Games) #27Jan 1984 · p.205/55/54/5
Logic/Difficulty 5/5
Vocabulary 5/5
Plot/Theme 4/5
Simon Clarke
The fourth dimension is opened up through an H. G. Wells-type time machine which can explore the past and the future. But before the mysteries of time travel are revealed to you in Time Machine you must find the marvellous piece of equipment which gives the game its title. The adventure starts with you lost in a swamp and you must tread very carefully to get to the old manor house. Getting in isn't too difficult, providing you have a slightly criminal mind. Once inside, it is up to you to gather all the necessary clues for you to begin your task. It would spoil the game if I told you exactly what you have to do, but suffice to say that you must use the somewhat unreliable Time Machine to flit back and forth in order to complete your task. I spent many enjoyable hours playing this game, and found it quite easy to get on with - once I'd got the hang of that damn machine. But I do have to make a confession: that I couldn't quite finish this game. There is one point in the program where I have just drawn a complete blank. So Digital Fantasia, for the sake of my sanity, how do you break the generator? Although I didn't finish the game, I think that I got far enough through it to say that it is excellent. Time Machine From Digital Fantasia for BBC, Commodore 64, Spectrum Atari and Dragon 32. Various prices depending on micro.
Advert33
- Micro Adventurer #7May 1984 · p.38
- Personal Computer Games #5Apr 1984 · p.84
- Big K #1Apr 1984 · p.80
- Personal Computer Games #4Mar 1984 · p.127
- Micro Adventurer #5Mar 1984 · p.4
- Games ComputingMar 1984 · p.44
- Home Computing Weekly #51Feb 1984 · p.45
- Micro Adventurer #4Feb 1984 · p.30
- Personal Computer Games #3Feb 1984 · p.12
- Home Computing Weekly #50Feb 1984 · p.32
- C&VG (Computer & Video Games) #27Jan 1984 · p.90
- Micro Adventurer #3Jan 1984 · p.4
- Home Computing Weekly #41Dec 1983 · p.30
- Micro Adventurer #2Dec 1983 · p.6
- Home Computing Weekly #39Nov 1983 · p.8
- Home Computing Weekly #37Nov 1983 · p.17
- Home Computing Weekly #36Nov 1983 · p.42
- Home Computing Weekly #35Nov 1983 · p.40
- Micro Adventurer #1Nov 1983 · p.6
- Personal Computing Today #4Nov 1983 · p.124
- Home Computing Weekly #32Oct 1983 · p.28
- C&VG (Computer & Video Games) #24Oct 1983 · p.114
- Home Computing Weekly #27Sep 1983 · p.2
- Home Computing Weekly #28Sep 1983 · p.33
- Home Computing Weekly #29Sep 1983 · p.43
Tips8
- Your Sinclair #33Sep 1988 · p.106
- Your Sinclair #23Nov 1987 · p.79
- Your Sinclair #11Nov 1986 · p.69
- Popular Computing Weekly #42Oct 1985 · p.18
- Your Spectrum #11Feb 1985 · p.40
- Personal Computer News #90Dec 1984 · p.25
- Micro Adventurer #14Dec 1984 · p.32
- Personal Computer Games #8Jul 1984 · p.91
Related
- Versions
- Currah MicroSpeech (Supports)
- Ports
- (Atari 8-bit), (BBC Micro), (Commodore 64), (Commodore Plus/4), (Acorn), Time Machine, The (VIC-20)
- Same entry at
- Spectrum ComputingZXInfo
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