Sabre Wulf
Arcade Game: Adventure · ZX-Spectrum 48K · 2 players · English
Ultimate Play The Game · 1984 · Pound sterling 9.95
Sabreman, 1 of 5
Discussion
Nobody has started a thread about this yet.
Awards
Rank #31 - 1984 Sinclair User Top 50 Spectrum Software Classics
Music References
Includes the following music: J.S. Bach, Prelude and Fugue in C major BWV 846 (No. 1 of The Well-Tempered Clavier)
- Control Option
- Cursor, Interface 2 (right), Kempston Joystick
- Native Programming Language
- Assembly (unidentified assembling tool)
Releases
- 1984Ultimate Play The GamePound sterling 9.95
- 1985ABC Soft
- 1987Dro Soft
- 1984Erbe Software S.A.
- 1984Iveson Software S.A.
- 1984Microbyte [ES]Spanish peseta 2300.00
Play
- SabreWulf.rzx.zipwithheld by rights holder
- SabreWulf.tzx.zipwithheld by rights holder
Documents
- SabreWulf.txtInstructions English6 KB
- SabreWulf(DroSoft).txtInstructions Spanish2 KB
- SabreWulf(EN).pdfInstructions English547 KB
Music
- SabreWulf.ay.zipRipped in-game/theme music in AY format 1 KB
Other files
- SabreWulf_2.jpgAdvertisement 154 KB
- SabreWulf.jpgAdvertisement 216 KB
- SabreWulf.jpgGame map 388 KB
- SabreWulf_2.jpgGame map 443 KB
- SabreWulf_2Key.jpgGame map 45 KB
- SabreWulf_3.pngGame map 413 KB
- SabreWulf_4.pngGame map 735 KB
- SabreWulf_5.jpgGame map 2,240 KB
- SabreWulf_6.jpgGame map 2,413 KB
- SabreWulf_7.pngGame map 37 KB
- SabreWulf_Back.jpgInlay - Back 465 KB
- SabreWulf(Microbyte[ES])_Front.jpgInlay - Front 258 KB
- SabreWulf_Front.jpgInlay - Front 480 KB
- SabreWulf.jpgInlay - Front 323 KB
- SabreWulf(DroSoft).jpgInlay - Front 86 KB
- SabreWulf(ABCSoft).jpgInlay - Front 157 KB
- SabreWulf_2.jpgInlay - Front 75 KB
- SabreWulf.scrLoading screen 7 KB
- SabreWulf_Tape.jpgMedia scan 63 KB
- SabreWulf_Poster.jpgOfficial company shipped poster 1,145 KB
- Sabre Wulf (1984)(Ultimate Play The Game).pokPOK pokes file 1 KB
- SabreWulf(ABCSoft)_Poster.jpgPoster 463 KB
- sabrewulfRemote link English
- SabreWulf-RUN-1.scrRunning screen 7 KB
Files and rights
The rights holder has refused distribution. Files are listed because their existence is a catalogue fact, and none are served from here.
- DeniedUltimate Play The Game → WorldOfSpectrum
Credits
- Tim StamperInlay/Poster Art
- Chris Stampercredited
Sign in to credit somebody, or say what these people did.
Awards
- PCG HitPersonal Computer Games9 · 1984
- Crash SmashCrash6 · 1984
Scores
In the magazines
- Sinclair User #291984 · Gilbert Factor8/10
- Crash #61984 · OverallUnrateable
- Personal Computer Games #91984 · Overall10/10
- ZX Computing #161984 · Overall5/5
- Personal Computer News #721984 · Overall Value4/5
- Crash #151985 · Overall91%
- Sinclair User1985 · Gilbert Factor8/10
Elsewhere on the web
- WorldOfSpectrum 417 votes8.26
Awards and competitions
Big K - Readers Poll 1984
- 2Best Ad of the Year
- 3Game of the Year
C&VG Top Ten 1984
Crash Readers Awards 1984
- 1Best Looking Advert To Appear In A Magazine
- 1Best Maze Game
- 2State Of The Art Award
- 3Best (Overall) Arcade Game
In the magazines 196
Crash #15Apr 1985 · p.5490%92%91%88%95%83%91%
Use of Computer 90%
Graphics 92%
Playability 91%
Getting Started 88%
Addictive Qualities 95%
Value For Money 83%
Overall 91%
Ben Stone
Robin Candy
The review of Sabre Wulf only just managed to get into issue 6 because we got it so late in the schedule but it was timed just right so we were one of the first magazines to review it. Also due to popular demand a set of ratings will be published in this review as if the game had just come out today. Most people know how to play it, just find the four parts of the amulet and get out only to find you've got to travel on to the Underwurlde. The game is played in a 16 by 16 grid with various monsters materialising from the ground. These can be killed by using your trusty sabre while other creatures such as the hippos and warthogs are persuaded to change direction away from you by poking them with your sabre. Only the Wulf which patrols the bottom half of the maze and the guardian that blocks your way out (unless you have the four parts of the amulet of course) aren't affected by your sword, they kill on contact! Sabre Wulf it still one of the best games around. It has very good graphics and is still as playable and addictive as anything else on the market at the moment, I don't think it looks at all dated. When Sabre Wulf came out everyone said how much like Atic Atac it was but just with different graphics, personally I don't really see the resemblance. BS Sabre Wulf, at the time it was released, caused a bit of controversy because of the new price and some people said it was just Atic Atac over again. I agree about the price but comparing it to Atic Atac was unfair; if you say Sabre Wulf and Atic Atac are the same except for graphics, you could argue that all platform games are the same and therefore it doesn't matter which one you buy, but as everybody knows they aren't all alike and equally text adventures aren't the same just because they all have text. As to the game I think it's still pretty good and certainly addictive and playable. Still worth buying, though a little pricey. RC Well here's the moment you've all been waiting for - the ratings.
Micro Adventurer #17Mar 1985 · p.30
Chris Jenkins
ARCADE ADVENTURES Chris Jenkins looks at some of the more adventurous examples of the marriage of Arcade and Adventure. The software of the future combines the best aspects of adventure games strategy, the requirement for mental agility and complexity of plot - with the best of arcade games - brilliant graphics, sophisticated programming techniques and exciting action. These arcade adventures, or Aardvarks as I insist on calling them to the disgust of my colleagues, are in my opinion a genre which will come to dominate the market, as pure adventurers become bored with repetitive text-only programs, and arcade players come to demand something more sophisticated than mindless shoot-'em-ups. So how do you go about conquering the world of Aardvarks? First, go out and buy a joystick. I know, the very thought will fill some of you with disgust, but grit your teeth and get a bog-standard stick (no need for optional laser sighting attachment and self-locking neutrino ranging circuits) plus the interface necessary for your Spectrum, BBC or whatever. Next, check out the market carefully. Not everything described as an "arcade adventure" turns out to fulfill the requirements I've outlined. Manic Miner, for instance, could be described as an arcade adventure, but in fact requires no more than infinite patience and precise reactions to play. The best games require more strategic thought, and reading the blurb on the pack should give you some idea of the content. For some reason true Aardvarks usually seem to come in mega-packages with 150-page full-colour leaflets, badges, a club magazine, a scarf, three posters and a plastic goldfish. I exaggerate of course. For Spectrum owners, an excellent starter is SabreWulf from Ultimate. Like many adventures, SabreWulf is supplied with the minimum of instructions. All you know is that you mug collect four amulets and combine them to be able to pass through a mystic portal. The play area is a jungle maze of enormous complexity. Several games magazines have published SabreWulf maps, which are very helpful. As in an adventure game, you'll find on your journey through the maze that you pass potentially useful objects such as treasure, food, weapons and potions. Your character will automatically pick these up on passing over them, but there are also dangers such as various monsters, poisonous orchids and the eponymous Wulf, which you must avoid. For a game requiring more in the way of pure strategy, you should look at KnightLore, again from Ultimate for the Spectrum. This one features an intrepid explorer afflicted by lycanthropy. You have forty days and nights to find the secret of the Wizard's magic potion before you become a werewulf forever... The transformation scenes, in which you involuntarily change shape, are brilliantly handled, as are the animated monsters and obstacles. Each of the 128 3-D screens is packed with details; moving stone blocks, treasures, potions, portcullises and the like. The trick here is to approach the mysteries of each chamber imaginatively - for instance, if you can't reach a desired object KnightLore by jumping, can you stand on one of the other objects to reach it, or move it to a new position? Split second timing is vital, as is attention to the clock. Should you transform into a werewulf in the middle of a difficult routine you'll meet a sticky end, either from guardian monsters or from automatic traps. At the risk of making it sound as if only Ultimate produces good Aardvarks for the Spectrum, another goodie is Underwurlde. This has nearly 600 screens on a grid 52 deep by 16 wide, representing a selection of furnished rooms and mysterious caverns. To win you must find four randomly-placed weapons and destroy the guardians of Underwurlde. You can run and jump around the caverns and ledges, but must beware of various monsters and natural hazards. Blue gems will make you invulnerable for a limited time. Underwurlde doesn't feature as many strategic elements as Knight Lore, and is perhaps more of a joystick basher. For a little variation, let's look at the CBM64. Virgin's Sorcerer is a fast-moving Aardvark which features a flying wizard, who has to collect various magic objects in order to reach a confrontation with the evil Necromancer without falling victim to ghosts and goblins. The game looked very impressive when it appeared, but the Commodore version pales into insignificance besides the magnificent Amstrad CPC 464 version. This implementation of Sorcerer features stunningly sharp, colourful graphics, and a truly infuriating and fascinating plot. Six good wizards are trapped in the game's forty screens. Your wizard must fly around the castles and dungeons of the magic land, picking up useful objects by passing over them, and fighting off the baddies to liberate the six captives. Only then can you progress to the show-down. The objects scattered around the screens each have a specific task. Swords and clubs are for killing land-based enemies. Shooting stars and spells kill the airborne Demons, and Sorcerer's Moons, Scrolls and Bottles open various doors. Any contact with the enemy depletes your energy, though you can refuel by landing on a cauldron. But beware! If you try to refuel while carrying certain objects, you will lose energy. The game starts randomly from one of five locations, and it's essential to make a map and keep notes of which objects open which doors. Altogether this is certainly the best game yet for the Amstrad, and possibly the greatest arcade adventure I've seen. In many ways it's similar to Hewson's Avalon for the Spectrum, which again features a flying mage. This time you are armed with a selection of spells, selected using the joystick controls, which allow you to move around the 200-room Kingdom of Avalon in your quest to destroy the Lord of Chaos. Some doors are locked until you find a key, some are invisible until you cast the right spell. Sprites can be enslaved using a SERVANT spell, and made to work for you. Avalon is so complex that like many adventures it has a SAVE facility. It's one of the most Aardvark-like of Aardvarks, combining adventure and arcade features remarkably well. For the BBC, you could do worse than investigate MicroPower's Castle Quest. The scenario is similar to that of many an adventure - finding the wizard's treasure which is hidden somewhere inside the castle. To do this you must determine the correct use of the many objects found on the platforms and corridors of the castle. To give you some idea of the adventure-like nature of the problems you're set, if you are captured by the guards at one stage you are thrown into jail. To escape you must pick up a stool, leap into the air and throw the stool at a torch, pick up the stool and place it near the door, pick up the torch and use it to set fire to the bed, leap onto the stool then onto a ledge over the door, wait for the guard to rush in and leap down behind him, then through the door! It makes getting out of the goblin's dungeon look like a piece of cake. Back to the CBM 64 for Impossible Mission, a disc game from CBS. Again this takes a good deal of co-ordination as you control the brilliantly-animated figure of a secret agent, leaping from level to level in a complex of underground rooms. The object is to examine the items of furniture and computer equipment in the complex in order to discover hidden computer codes. These let you log onto security terminals so that you can disable the lethal guard robots or reset the elevators in each screen. The password for the final control room is in several pieces, which have to be assembled correctly to gain access. You have a pocket computer to help you, and can also call up your HQ computer at the cost of a time penalty. Impossible Mission features bloodcurdling software-generated speech and excellent sound effects. It's perhaps more of a logic puzzle than a strategy game, but should interest many adventure fans with a quick trigger finger. Finally it's worth looking at some more Spectrum games, since the Spectrum is still the first machine many Aardvarks are designed for. Microgen's Wally series veers towards the arcade rather than the adventure side, but is good nonetheless. Automania, Pyjamarama and the forthcoming Life of Wally are described as "graphical adventures", in which the usual arcade jumping-and-ducking idea takes on a new depth. Automania is almost entirely an arcade game, Pyjamarama has more of a quest element in the saga of the sleeping Wally searching his house for an alarm clock to wake him from his nightmare, and Life of Wally reputedly features several characters any of which can be controlled at any time like a more conventional adventure such as Lords of Midnight. Ocean's Gift From The Gods also features a combination of animated graphics and a quest element, following the ordeal of Orestes in the labyrinth of Mycenae. Hidden in the chambers are sixteen geometric shapes which, when placed in the right order in the Guardian's chamber, reveal the exit. Various creatures sap your strength, which can be replenished with streams of water. Orestes' sister Electra will help him to choose the correct objects if she's around, but the evil Clytaemnestra will confuse the issue. Gargoyle's Tir Na Nog winds up this brief look at the wonderful world of Aardvarks. Described as a "computer movie", it features convincing animation set in a world of Celtic myth. The design of the scrolling backgrounds is very rich and detailed. The hero Cuchulainn must traverse a series of interlinked paths. As is traditional, the quest involves finding and assembling the parts of a broken artefact, in this case a seal, while fighting off the baddies which include the ape-like Sidhe. There are some 150 objects which can be picked up and used. This concludes our brief look at the private life of the Aardvark. Die-hard adventurers will I'm sure curl their lips with, contempt at the idea of it all, but try to be a little flexible. The most sophisticated programs now being produced fall into this category, and you'll soon be finding that skill with a joystick has become as indispensable to the adventure games player as a working knowledge of Elvish.
Avalon - the Wizard beset by Undead
KnightLore
Sorceror - the Magus attacked by the Evil Eye
Tir Na Nog
Sinclair User1985 · p.468/108/10
Gilbert Factor 8/10
John Gilbert 8/10
SOFTWARE SCENE While some software houses are taking the Spectrum to its limits and beyond others doggedly continue to churn out ever more diabolical pieces of programmed junk. John Gilbert present a personal pick of the bunch, and Chris Bourne take an irreverent look at the dwindling ZX-81 software scene. Their talents are combinedd in listing the Top Ten Turkeys of 1984. Let the reader be warned. SPECTRUM SOFTWARE A cynic may argue that development within the software market in 1984 was non-existent. The same type of game appeared as those which took the lead in 1983, the most popular being of the arcade variety. The programs were written in the same style and to please the same type of customers. That is only a superficial view, however, and if you look at the games market as a whole, dividing it up into sectors such as strategy, arcade and adventure, you will see that substantial and sophisticated changes have taken place. Despite what some pundits have said you will find that the world of computer games is still buzzing with life. SABRE WULF £9.95 Ultimate Another cult game to appear on the shelves was Sabre Wulf. Produced by Ultimate it closely followed the format of the company's last best seller, Atic Atac. The concept is similar to the earlier game. You must seek four parts of a hidden amulet to escape from the jungle maze; on the way you must battle a dazzling variety of foes, some weak and others seemingly invincible. There are numerous treasures to inflate your score, some of which may prove of use in the game. The game is played over an enormous maze of jungle paths and clearings. One major feature is the various coloured orchids which, when eaten, have strange temporary effects on your abilities. The disorientation orchid, which reverses all joystick controls, is particularly infuriating. While the graphics are not entirely flicker-free, with the usual problems when figures pass over each other, they are up the high Ultimate standards and the action is fast.
ZX Computing #16Dec 1984 · p.15395%100%5/55/5
Presentation 95%
Zapability 100%
Overall 5/5
Jim Watson 5/5
Ultimate, Play the Game [redacted] £9.95 This has GOT to be the program of the issue, wow what graphics! OK, so it's the same sort of theme to Atic Atac but with 256 locations instead of around 150 and it's set in a jungle instead of a house. Some of those beasties are really something! I loved the Hippos and the De-orientation Orchids really freaked me out, I could almost forgive them for charging £9.95 for it. Joystick options for Kempston, Interface II or cursor keys are provided as well as using the keyboard. Keys QWERT control left, right, down, up and fight. A bit close together and a strange combination but fairly easy to get used to, although I reckon a joystick is a must for this game. So what's it all about? You, an intrepid explorer, have to wander the forest in search of the four parts of an amulet before escaping from the a-mazing jungle. Many other items such as a chalice, gems and magic rings are littered about the place and these are collected by passing over them. The forest teems with wildlife which rush around the screen. Frequently other members of the animal kingdom materialise to add to your problame. To defend yourself you have a sabre, which gives you your nickname "Sabre Man", and your most potent enemies are the Wulves. Sound is used sparingly but effectively - I liked the intro tune, but it only plays once each time you get back to the menu screen. Scoring is in two forms, the standard numerical score and also a percentage of the game completed. A high score chart is not used, only the highest score of the session is kept, and no name either! This high score is initially set at 102275, so it takes a few plays to establish your own. An option for one player or two players playing alternately is also provided. Animation (or should I say animalation?) is superb. Watch how you are thrown across the screen when a beastie gets you! Not a game for those who give up easily. So go get it, load up and be ready to run, dodge, fight and generally have a frantically great time!
Sinclair User #32Nov 1984 · p.33
A successor to Atic Atac rather than a direct sequel, Sabre Wulf is a gigantic maze game set in a strange jungle full of riotous life, most of it hostile. You must collect four parts of an amulet to escape, while fending off abundant attacks from a wide range of beasts. Magic orchids bloom suddenly in your path, and a host of objects can be found which may aid you on the way. The graphics are extremely rich and varied, although not as well disciplined as earlier Ultimate games. The playing area is enormous and it is a maze game of great distinction. Position 31/50
Big K #6Sep 1984 · p.19
Richard Burton
WATCH YOUR STEP IT'S A REAL JUNGLE OUT THERE! Ultimate Play-the-Game's newest and lushest hit to date is Sabre Wulf, a mean, fast, brilliantly coloured jungle frenzy with all the puzzles and super-smooth coding now expected from its authors. Or is it nothing more than an over-priced retread of Atic Atac? Richard Burton plays the game... "In the jungle, the mighty jungle, the lion sleeps tonight..." So sang Tight Fit in 1982 (and so did Karl Denver, for those of us with longer memories). In a strange way the song seems more than appropriate to Ultimate's newest offering, Sabre Wulf, because the lion is about the only beast that does sleep - every other creature in this jungle is nauseatingly active and out to make life hell for you! With just six games Ultimate have carved themselves out a heavy rep with the games punters to the extent that each new release is as eagerly anticipated as the next Michael Jackson Album. So far they have only once gone back to a previous game theme for a new release, Lunar Jetman was a souped-up version of JetPac. With Sabre Wulf they have returned, justifiably, to many of the arcade-adventure elements that made Atic Atac such a chart success. The word 'enigmatic' almost sums up the game. It comes in a plain black box with simple title stickers front and back. Inside a six-page fold-out leaflet contains cryptic comments in purple prose that are little or no help. Basically, you're on your own in discovering exactly what this game holds. The scenario, as said, is a vast jungle maze, glossily rendered in colourful hi-res graphics, (See map opposite for crib.) You have control of a tiny, sword-wielding (?) explorer in search of four parts of an amulet. Obstacles are constantly appearing in his path in the form of snakes, bugs, lizards, wart hogs, gorillas, hippos, rhinos, etc. There's a list of 14 of the critters in the instructions. A quick thrust with the sword will finish off most of these or, in the case of the larger beasts, at least scare them off. Also the local plant life can aid or endanger any of your three lives. Many items appear in your path which can be picked up simply by crossing them. Unfortunately, Sabre Wulf doesn't feature Atic Atac's on-screen display of what you're carrying. Again, it's up to you to find out what these items are and how they can benefit you. Sabre Wulf is a safari of discovery, a Big Game hunt where you are the prey. It's the nearest yet that Ultimate have come to an adventure game (note the Hobbit-style 'percentage complete' indicator) and is sure to fuel the letters pages of the computer press for some time. It's another high quality Ultimate product and value for money (just about), even at £9.95, a figure that Ultimate claim reflects "higher development and packaging costs". Luckily it's not the sort of game that will lose its appeal quickly.
HOW WE GOT OUR SABRE WULF MAP Sabre Wulf had been out a couple of weeks when BIG K's office phone range. "Would you like to see a complete map of Sabre Wulf?" asked a voice. We gulped an amazed "Sure" and the caller rang off. No more than two minutes later the phone rang again. "Interested in a map of Sabre Wulf?" said another voice. An even more surprised affirmative from our end and, a few days later, two brilliant maps were in our hands. They were both so good that we decided to combine them into one - the one you see here. So take a bow Alex Crabtree of Newcastle and John Cheal of Reigate - Sabre Wulf Champions both. Got any tips about Sabre Wulf? Found out any sneaky tricks to beat the jungle? Send them to Letterbase. We'll use the best and bin the rest!
Sinclair User #29Aug 1984 · p.398/10
Gilbert Factor 8/10
JUNGLE ATAC Memory: 48K Price: £9.95 Joystick: Kempston, Cursor, Sinclair Haing thrilled gamers with the dusty attics and caverns of Atic-Atac, Ultimate has transported you to steaming jungles in its latest Arcade-Adventure, Sabre Wulf. The concept is similar to the earlier Atic-Atac. You must seek four parts of a hidden amulet to escape from the jungle maze; on the way you must battle a dzIing variety of foes, some weak and others seemingly invincible. There are numerous treasures to inflate your score, some of which may prove of use in the game. The game is played over an enormous maze of jungle paths and clearings. Of the monsters, against which your only weapon is a sabre, we particularly liked the hippos, which charge down the corridors and must usually be dodged rather than skewered. A major feature of Sabre Wulf are the various coloured orchids which, when eaten, have strange temporary effects on your abilities. The disorientation orchid, which reverses all joystick controls, is particularly infuriating. While the graphics are not entirely flicker-free, with the usual problems when figures pass over each other, they are up to the high Ultimate standards and the action is fast. The main criticism of the game is price. Ultimate claims that is because of an increase in development time but the price still seems high. If the game is anything like as successful as previous releases, and it should be, we fail to see how Ultimate could avoid making a big profit even at the old figure of £5.50.
Sinclair Programs #22Aug 1984 · p.36
June Mortimer
We look at the best and the worst releases in a month which offers new games from top software houses Fantasy and Ultimate. DUEL TO DEATH AS KILLER PARROT ATTACKS MAN Sabre Wulf sends the player rushing round a lusciously-flowered maze-like forest in search of the four portions of an amulet which will allow escape. On the way are superbly-animated creatures to be killed or avoided and an assortment of objects and treasure to be collected. As with Atic Atac from the same company, a joystick is almost essential to any progress in the maze. Each location is packed with lethal creatures and as fast as one set is killed, another set appears. Stay in any place for any length of time and the lethal, indestructible voodoo flame will get you. There is a choice of objectives. A percentage at the end of each game indicate how much of the maze you have covered; a score at the top of the screen registers most events, including monster, killed and, of course, there is the ultimate goal-escape. Apart from the obvious problems posed by an intricate maze and deadly creatures, there are tactics to be learned which can help the player to success. Each object collected has a use, although they are difficult to deduce, and even working-out which of the several objects collected has provided an extra life can be difficult. There are the orchids which bloom occasionally. One sends your movements haywire, another moves you super-fast, a third transforms you into a zombie. Some are essential to progress, others should be avoided completely. Then there are the pieces of amulet. They move round, so have to be rediscovered in each game. Next there are the knights in armour, and the fruit bats, and the wart hogs, the tarantulas, the killer parrots - and so it goes on. If you like Atic Atac, you will love Sabre Wulf. If you missed Atic Atac, rush and buy both games now. Produced by Ultimate Play the Game, [redacted], Sabre Wulf costs £9.95.
Micro Adventurer #10Aug 1984 · p.24
Noel Williams
ULTIMATE ORCHIDS - BEWARE MICRO: Spectrum 48K PRICE: £9.95 FORMAT: Cassette SUPPLIER: Ultimate Play the Game, Ashby Computers and Graphics Ltd, [redacted] If it is not top of the Spectrum charts now, it will be in two weeks. The only game currently around of the same standard and type is Jet Set Willy. This is Ultimate's game in the same genre, a multi-screen graphic adventure with superb graphics, instant response, and a whole host of varied monsters ranging from hippos to parrots to orchids. As usual there are objects to collect as you wander through the maze. Collecting them is instantaneous as you pass over them. Your ultimate aim is to collect all four pieces of an amulet, but you tend to pay little attention to this as most time is taken exploring the jungle setting and coping with the monsters. The orchids act something like potions in a more conventional game. Each one of the five has a different effect, but you need not pause to sniff them, because they act the moment you pass over and turn you an appropriate colour. Purple orchids reverse the effect of the joystick or keyboard, which is a mean trick; yellow orchids delay you (unless you have previously visited a white orchid); red orchids turn you into an unkillable zombie; and blue double your speed. Unfortunately orchids only flower for a short while, so you have to be quick on your feet (or rather your fingers) to suffer the effect. There is not enough space to describe all the game's features, but I don't think the blurb exaggerates by claiming fifty. Control is by the QWERT keys (for left, right, down, up and fight) or joystick. The fighting animation is the best I've seen, with our hero flourishing his sword in the best swashbuckling tradition. In fact all the graphics are first class and even the transition from screen to screen (apparently instantaneous) only, disturbs you the first time you play until you are accustomed to the flash. My reviews are generally rather jaded - software by and large is very much the same. But Sabre Wulf has me wanting to use phrases like 'the best graphic game for the Spectrum I've ever seen' or 'this makes the Spectrum seem like a new machine'. One word of advice - if you do not have a joystick, buy one. It is not essential, but it improves the game no end. There is not much puzzle or intellectual struggle in this game but it will be difficult to find a better action adventure. Excuse me, my wife has just left the Spectrum untended...
C&VG (Computer & Video Games) #34Aug 1984 · p.409/109/109/109/10
Getting Started 9/10
Graphics 9/10
Value 9/10
Playability 9/10
MACHINE: Spectrum SUPPLIER: Ultimate PRICE: £9.95 Ultimate seems to have gained a unique reputation among Spectrum owners. Ever since the arrival of Jet Pac, Sinclair fans everywhere have rushed out to their computer shops to buy Ultimate games, turning them into top sellers. After Jet Pac, including conversion for the Vic, came Atic Atac and it's still selling well. However nothing had been heard from Ultimate's Ashby HQ since Atic Atac was launched a few months ago. Everyone knew that they were working on a new program, and all agreed that it would probably be better than anything they'd done before. Sabre Wulf is the result of all that waiting and was launched this month. It's a graphic arcade Adventure game, which is another way of saying that it's similar in style to Atic Atac. Sabre Wulf is one of those maze games where you move through an area, much bigger than the screen is capable of showing. So the display scrolls in four directions, a whole screen at a time. It you disappear off one side of the display, it will be redrawn instantly to show your new position. If you go off the right hand side, you will be on the left of the new display. Previous reviewers of Ultimate's software have usually ended their articles by saying that Ultimate have achieved as much detail in their graphics as the Spectrum is capable of, Sabre Wulf goes to prove just how mistaken those reviewers, including myself, really were. I have never seen graphics of such high quality on a Spectrum as presented by Sabre Wulf. When you load the game and have selected the initial options, you start on the first screen. This is remarkably similar to Atic Atac and I wondered at first whether this was just another version of an old game. I happened to mention this to the manager of my local computer shop and he agreed with me. If people see this game for the first time while they happen to be standing at the computer counter in W. H. Smith, he said, then they may see it load, think that it's nothing new and walk away without looking further. The game appears to be set in a jungle. I assume that it is, although the word jungle is never actually mentioned in the cryptic instructions which come with the cassette. Your task, it appears, is to free yourself from this strange place in which you have become lost. To do this, you must explore all the area around you. You can get some clues as to your ultimate (sorry!) goal by reading the strange rhyme on the instruction card. It goes like this: Thy path is long so tread with care. Beware the Wulf and pass his lair. Danger threatens all around So take ye from this hidden mound. To free thee from this sunken gate By way of cave or meet thy fate. An amulet to seek thy will. 'Twas split by quad and hidden still Pass the keeper wrought with hate To gain an entrance to the gate. The pieces lost must thee amass For if no charm then none shall pass. Hmmm. So the idea is to collect the four pieces of a charm (another word for amulet) which are hidden around the area of play. We managed to find one of them and my top score currently stands at around 17 per cent. By now, you're probably wondering why the game's so hard. Wandering round a maze isn't really that difficult. But you're not alone in your quest. There's a strange variety of other creatures in that there jungle. Some are helpful and will give you extra points or lives, while some will cause your instant death. Your character is that of a small explorer. You are initially coloured white, but certain events will have a drastic effect on your colour. If you turn red for a few moments, then you are immune to all enemies and you can wander to your heart's content without fear of being splatted. There's one thing better than being red, though, and that's being blue. When you're blue, not only are you immune to torture but you also travel at twice the speed of your red counterpart. Other animals which you'll encounter on your safari are tarantulas, scorpions, snakes, fruit bats and more. There's also a strange, vicious creature called the Sabre Wulf. Which is lucky, really, otherwise they wouldn't know what to call the game. Your weapon against the cruel world of nature is a sword. Pressing the fire button on the joystick will activate your sword and you have a high chance of surviving. You have to hit an animal straight on to be in with a chance of killing it, though, so timing those corners is crucial. But it's the graphics which make up the playing screen that really make the game worth every penny. The detail the animals themselves and in their movement continue to make Ultimate number one among the Spectrum software houses. If you feel that you must get hold of you own copy, then you should find one in your local computer shop somewhere. It's also available in W. H. Smith. Sabre Wulf costs £9.95 which is pricier than most games. Ultimate claims that this is necessary because of the vast amount of time it took to develop Sabre Wulf. I can believe it.
Personal Computer Games #9Aug 1984 · p.58PCG Hit10/109/108/1010/1010/1010/10
Personal Computer GamesPCG Hit
Graphics 10/10
Sound 9/10
Originality 8/10
Lasting Interest 10/10
Overall 10/10
Chris Anderson 10/10
MACHINE: Spectrum 48K CONTROL: Kemp, Crsr, Sinc FROM: Ultimate, £9.95 The weeks before the release of a new Ultimate game are always exciting. The company's previous two releases, Lunar Jetman and Atic Atac, were not only expertly programmed but brilliantly original - both pushed back the frontiers of what was possible on a Spectrum. So what would the next game be? Could Ultimate do it again? With hands sweating, you jam the cassette into your recorder and load up while feverishly trying to make sense of mysterious clues in the cassette inlay. It's loaded. You start playing and... disappointment. It's just a version of Atic Atac. Those are your first thoughts. But as you begin to get into the game, begin to understand those subtleties and those visions, your disappointment is replaced by mounting awe, mounting delight. Make no mistake, Sabre Wulf is Ultimate's best entertainment yet. As is Ultimate's custom the game's instructions do not spell out exactly what you're supposed to do, nor how the various game features work. Some things quickly become clear. Others don't. If you want to work it all out for yourself, don't bother reading on. You play the part of a new hero, Sabreman, who finds himself lost in the middle of a mysterious jungle. The jungle is in fact a vast maze which, after hours of work, we have mapped out for you on the next page. It's a size of no less than 256 screens, although this has been achieved by repeating many screens in different locations. Each individual screen shows pathways walled off by rows of extremely colourful plants and trees. When you move Sabreman along the path to the edge of the screen, the picture is replaced by the adjacent screen of the jungle. As in Atic Atac, no sooner has the explorer moved into a location than vicious creatures materialise all around him: from snakes, scorpions, frogs and parrots, to gorillas, fruit bats and lizards. They're colourful, nicely animated and lethal to touch. But our hero is not called Sabreman for nothing. His sabre chops into them, makes them disappear in a puff of smoke. Other animals such as rhinos and hippos are indestructible but are turned away by the sabre. The way Sabreman uses his sword is a delight. Just press the fire button, and he weaves, flashes and thrusts in fantastic style. Provided he is facing the attacker, he is safe. Another crucial aid is the use of orchids. These flowers will bloom for a couple of seconds, and if Sabreman is nearby he will be stained the colour of the flower and rendered invulnerable to attack so long as the intoxication lasts. There are five different types of orchid: one speeds him up, another slows him down and the purple orchids disorientate him so that you must operate the controls in reverse! Despite these complications it's imperative to make good use of the orchids, because under their protection Sabreman can cover a good deal of ground in safety. On his travels he will come across a large number of objects which he collects automatically by passing over them. Most of these are simply treasure or spoils to gain extra points. But the small red statues are invaluable as each one of these gives an extra life. What about the 'Wulf' itself? This impressive looking creature inhabits a strip at the bottom of the jungle and is invulnerable to Sabreman's sword. But apart from the occasional savage attack his part in the game is relatively minor. The task, apart from "staying alive, is to escape from the jungle through a cave. The cave is hidden inside a temple, which is two locations above the start. But to reach it you must travel through almost the entire maze. What's more, the cave is guarded by a keeper who will only be moved by an amulet which has been broken into four pieces and hidden around the maze. So you must find the pieces, which are hidden in different locations in each game. and then enter the temple. I can reveal that the only clue to the whereabouts of the amulet pieces is given by the natives. When they are directly in line with a piece horizontally and vertically, they turn slowly and a stern tune is played. That is just one of the many fine effects that show the incredible attention to detail in this program. Sabre Wulf will get even an expert game-player engrossed for many hours. I'll even stick my neck out and say it's more fun than Atic Atac.
ULTIMATE'S TEAM EFFORT For some time now Ultimate have been recognised as the most exciting software house around. The fact is, they have yet to release a game which is less than superb. Which is some record. All their programs are a team effort, the team consisting of brothers Tim and Chris Stamper with Carol Ward and John Latchbury. Chris and John program the structure of the game, while Tim and Carol concentrate on the graphics. 'We have been working on Sabre Wulf full-time and at weekends, ever since completing Atic Atac', said Tim. This six months development time was responsible for the decision to sell the game at almost double Ultimate's previous prices. Much rests on the success of this game, because (and this is supposed to be a secret) it's to be the first in a four-part series. But don't worry Ultimate - you've got another sure-fire hit.
Your Spectrum #6Aug 1984 · p.36
Ross Holman
CRY OF THE WULF Those howls aren't coming from the night - it's Ross Holman (winner of Software Projects' JSW competition) pitting his animal wits against Ultimate's mighty Sabre Wulf. Read on... we dare you! Thrust deep into a steamy tropical jungle, your trusty sword and your wits are the only defence against the myriad creatures lurking in the foliage. Yes, you are the pith-helmeted explorer who has to collect four parts of an amulet that have been carelessly left around the jungle - and then get out safely. By now, many should be familiar with the scenario of Ultimate's latest 48K adventure Sabre Wulf - perhaps they've even had enough time to recover from the £10 price tag. For the extra cash you get a large Hobbit-like box which holds one tape and an enlarged glossy version of the cassette sleeve - containing the usual silly storyline, loading instructions and control key info. STEP INTO DANGER Loading completed, you're met with an options screen attractively bordered by dense tropical plant life. That may look pleasant, but what's less obvious is that the keyboard controls are very poorly selected - left, right, up, down and fight are configured on the 'Q', 'W', 'E', 'R', 'T' keys. This may be a nice easy way to do things from the programmer's viewpoint, but it doesn't help the player without a joystick; incidentally, most joystick protocols are catered for. Press the '0' key and the action begins. Our hero, Sabre Man, is standing in a quiet clearing and soon various unsavoury jungle inhabitants are bursting through the ground (literally!) to attack him. You might at this point spot something of an Atic Atac influence in the way you have to move about within one 'room' at a time, fighting off nasties, then shifting off to the next in a logical way. However, in Sabre Wulf each room contains strips of foliage (to give it that 'outside' feel) and these are all linked by pathways; so overall, the playing area is an intricate maze, with you looking down on just a small part of it at any one time. There's a total of 256 screens that link up to create (surprise, surprise) a 16 by 16 maze bordered by threatening mountainous scenery. The jungle creatures bent on your destruction can be split generally into two groups - those you can kill (which cannot exit your present screen) and those you can only fight off (which have a nasty habit of following you around from screen to screen). In your favour you have a trusty sabre for bumping off the smaller creatures - gaining points in the process - or causing the larger animals and tribesmen to turn tail and run. FLOWER POWER The graphics are what we have come to expect of Ultimate - large, bright and frequently with a sort of cute cartoon-like quality (take, for example, the sleeping hippos). Most of them appear to have two stages of animation as they move pixel-wise around the screen. The exception, however, is the wulf, for he/she is a good example of what Ultimate excels at - giving characters intelligence. The wulf only inhabits a small but vital part of the maze and is extremely vicious; the other characters (though rather less virulent) can still be awkward. Other than your trusty sword, the most helpful items in the jungle are the orchids; they grow in five different colours, blossoming and withering very quickly. If you can run over an orchid while it's in full bloom, then you'll find yourself affected by its strange powers. Ultimate has designed these to be a help rather than a hindrance. But there are two you don't want to run over - the yellow and the white: the first induces sleep for a few seconds, allowing any graphics to pass straight through you; while the other will 'cure' you of the effects of the other orchids - which is not as useful as it sounds! Of the other orchids, red allows you to run through any nasties without any harm coming to you (or it), cyan gives you the ability to run much faster, and the purple bloom reverses the controls (so that left becomes right, up becomes down, and so on). TROPICAL TACTICS One important thing to realise about Sabre Wulf is that jungle inhabitants appear in the current 'room' some short while after you've entered. The delay is often enough to manoeuvre Sabre Man to another exit - or at least to a strategic position (remembering that he runs faster when not in fight mode). The technique I employed was to run fast through a room, only pressing the fight key at the sound of the bleep that accompanies the materialisation of either animal or non-killable graphics. But it's advisable to be in fight mode when actually entering a room, because a rhino or similar beast may at that moment be charging across the screen. Even when using a sword, you can be killed by attack from behind - and sometimes from above or below (when in the vertical positions). It pays, therefore, to study how the different characters behave; some go straight for you while others will wait for you to move first. If you learn where they tend to appear, and how to lure them on to the end of your blade, then you're halfway to beating the game. Another useful trick involves gaining the ability to fight off the larger animals and get past them without dying. You do it by backing them into a corner, keeping your finger on the fight key and moving closer until you can squeeze past onto a vertical path. The same approach can also get you past the tribesmen, although their greater intelligence makes it more risky; aggressive fights often result in loss of life. The other (and sometimes the only) way to get past awkward situations is to wait by a nearby orchid until it blossoms into something useful - then run straight through the blockage. Remember when doing this though, that staying in one room for too long causes an indestructible flame to start licking at your boots; you can avoid that by exiting and re-entering the room every so often. The biggest problem you'll encounter is the wulf itself; getting past it involves either 'flower power' or trickery. The wulf patrols a long horizontal passage at the bottom of the maze which has vertical passages leading up from it. Wait under one of these until it appears on your screen, then leap down, pressing and holding down the fight key; this makes the wulf crouch until you release - at which point it'll pounce. Now move into the room above and wait until you think he'll have just gone past, then move back down and run for your life. Don't leave it too long to come back down, or the wulf will have turned around and got you for sure. SPOT THE AMULET Once you've mastered techniques like these you'll be able to happily explore a far larger area of the maze; in fact, you'll probably now be thinking that it's very intricate, although this is partly illusion - many of the passages don't lead anywhere at all (not even on to the next logical screen). My experience with Atic Atac suggested that pieces of the amulet might perhaps lie in the same rooms each time you load the game. To test the theory. I numbered all the open rooms (the ones the pieces seem to appear in) and started playing a series of five games - finding the pieces and then re-loading. I saw no obvious way of discovering from loading where the pieces would be, but after a while I did find a pattern of sorts. As it turns out, there are a number of set patterns and now, by checking a few rooms, I can predict what pieces are going to be in which rooms. Cutting down your risks in this sort of way makes the game easier to beat - and in many ways, more satisfying. Finally, for all those whose adrenaline needs a little boost, find all the parts of the amulet and you'll be let in on a riveting secret about Sabre Man. Say no more! CONCLUSION The real attraction of Sabre Wulf is the combination of simplicity and complexity; a straightforward maze game but with elements such as the orchids to raise it to a far higher level. The graphics and animation make it fun to play on one level... the sheer size of the playing area and all it entails means it's quite a challenge on another.
Another dead end... and there's a no sign of an amulet piece. Dispatching the spiders and scorpion will be no problem, but the native - there's nothing for it but to wave my sword around and rush through.
If I can manage to fight my way past those spiders, I could grab that gem and boost my score.
It's a shame I can't swim - as is is, I'm going to have to fight my way past those nasties.
Join Sabre Man as he takes you on a guided tour of the jungle paths; the area exploded here for your delectation is the four by four section of the bottom left-hand corner of the maze (a mere one-sixteenth of the entire map!). The 'baddies' are roughly split into two groups - those you can kill and those you can't - all depicted in glorious cartoon-type animated graphics.
Losing another battle, you'll find yourself being hurled back against the nearest tree-trunk. The only advantage is that your combatant disappears for a while.
Not all the creatures in this jungle are intelligent - I mean, take this giant frog, its looking the wrong way while I make my escape.
Nothing much happening in this place - I'll just grab this knife to boost my score and naff off.
Oh gawd. It looks like curtains. The Wulf has already begun to pounce and my sword is useless against it. See you next game.
Over there, in amongst this ghastly crowd of nasties is one of the pieces of the amulet - now how do I get to it and survive.
Seems pretty safe down here. Once you've been on-screen for a while this flame erupts arounds your heels. But luckily it can't get me... not this time anyway.
Sorry to turn my back to you - but, you see, there's this spider on my tail.
Spiders I don't mind, I'll even take on the odd tribesman. But I definitely don't like the look of this charging hippo. Time for evasive action.
The natives are restless tonight... and if you're not careful you'll be left without a leg to stand on.
The plant is just about to sprout - to gain its full benefits(?) you have to run over it while it's in full bloom.
The playing area comprises 256 screens that link up to form an intricate 16 by 16 maze; there are, in fact, only 48 different types of 'room' though when joined together they all look unique. The four pieces of the amulet are hidden in various places in the maze and, once you've found them all, you'll have to battle your way back to the home of the unfriendly statue. Watch out for the jungle path - two paths up from the bottom of the playing area - that's the lair of the Wulf!
Time to draw my trusty sword - the nasties are erupting from the ground.
Uh-oh. Take a tip and watch out when you come across the native huts - that's where the tribesmen hang out.
Yet another dead end - I shall have to work out a map of this area before I attempt it again... especially as I've heard that this is where the Wulf hangs out.
HACKING AT THE WULF Hacker Dave Nicholls cracks Ultimate's latest wide open - but in the end, was it worth it? The thing that really made Ultimate's previous games stand out from the crowd for games players like me was that they gave you the opportunity to be killed off by loads of different meanies; Sabre Wulf certainly carries on this tradition. Before playing, I practised my swordplay to a level that would have done credit to one of the Three Musketeers - and yet entering the jungle I was immediately killed by a little red Zulu. The encounters that followed had me being trampled by hippos, rhinos, and other lesser beasts (including several frogs - probably revenge for what I did to them in Frogger!) and only once did I see the Wulf himself as he flattened me from behind. This finally persuaded me that immortality would be a very desirable commodity. I postponed my quest for the Amulet and instead, with a cry of 'Hacking Away', leapt headlong into the machine code jungle in search of the fabled 'infinite lives' POKE. BREAKING POINT The first obstacle I had to get past was the fact that Ultimate doesn't like hackers like me and so it implements 'clever' things to the code to try and stop us. In fact, the things that it does seem pretty pointless; the method used (which I won't reveal, and is different for each game in any case) provides no protection against piracy and only takes about 15 minutes to get round. It also actually increases the loading time by about 20 seconds. Having done the necessary, I resumed my search for the POKE, and in the course of finding it (in fact, I found two but one of them is not strictly necessary) I discovered that (due to the way the number of lives that you have left is printed out) you are limited to a maximum of nine lives at a time and any extra lives you gain above this number are ignored. However, having found the POKE for infinite lives I decided to have a quick gander at the rest of it. The program, as in most other games, is mostly data - but the data in Sabre Wulf is spread throughout the code instead of all being tucked away in one place, as is more usual. This seems to point to the supposition that Ultimate use teams of programmers each working on a separate aspect of the game. This would also explain why there are several small subroutines that use different methods to achieve the same thing. Sabre Wulf also fails the 'Developed on a Spectrum' test because it uses its own routines to print characters on screen for menus and so on - instead of calling the ones in ROM. Apart from the data structure for the rooms (which I'll return to later) the program is not really outstanding... just a very professional piece of coding, even if it does occasionally use self-modifying code. (For non-hackers, this is where a program changes its own instructions as it's running - something that's generally considered bad programming practice.) THE JUNGLE POKE I discovered that the maze is 16 by 16 rooms in size and that there are 48 different room types within it. Each of these rooms is constructed by using separate 'data blocks' that are stuck together in different forms to produce each room; one example of such a data block is the lake that appears at various places in the jungle. I didn't count how many blocks are used in total, but I'd guess there are over a hundred - perhaps even a couple of hundred; someone at Ultimate must have very sore typing fingers from entering all that lot! The outcome of this is that with just a few POKEs I managed to move and remove large chunks of foliage; given time (and a good keyboard) it should be possible to re-design the whole thing and have your own personalised jungle to run about in. I also considered finding a POKE that would allow me to stay cyan all the time - thus speeding up the game (as well as making me indestructible!). However, on reflection I decided that it probably wasn't really worth it. The decision later proved to be right. After about three hours searching, I finally managed to find all the bits of the Amulet and escape, making Sabre Wulf the first Ultimate game that I have been able to beat - even if I did have to cheat slightly.
Personal Computer News #72Aug 1984 · p.385/55/55/54/54/5
Lasting Appeal 5/5
Playability 5/5
Use Of Machine 5/5
Overall Value 4/5
Mike Gerrard 4/5
NAME: Sabre Wulf SYSTEM: 48K Spectrum PRICE: £9.95 PUBLISHER: Ultimate Play The Game, [redacted] FORMAT: Cassette LANGUAGE: Machine code OTHER VERSIONS: None OUTLETS: Mail order/Retail SABRE TRUTHS With each new release we wonder if Ultimate can pull it off yet again - and each time the answer is yes, they can. Though it shares similarities with Atic Atac, Sabre Wulf is original and difficult enough to warrant a place in anyone's software collection. OBJECTIVES You're in charge of Sabre Man and must manoeuvre him through the network of jungle paths and clearings to gather four pieces of a medallion. At least, I think that's the objective - the instructions are fulsome but unclear. IN PLAY Sabre Man is armed with, amazingly enough, a sabre, and you are armed with an Interface II, a Kempston or any cursor controlled interface, or a set of nimble fingers. Why does he need a sabre? To protect him from the nasties that patrol the jungle paths, and a malicious, hilarious bunch of creatures they are, ranging from little lizards to parrots with punk hair-styles and charging rhinos. The bigger they are, the harder you fall. Not even your sabre can deal with a charging rhino or hippo, while the natives are also distinctly restless and apt to clobber you in a clearing. The maze seems enormous, and with much of it made up of narrow paths a great deal of running away as well as fighting has to go on. Also scattered around are various trinkets and treasures, which add to your score, though they're really incidental to the main purpose of exploring the maze and finding the medallion. Planted around the place are several different-coloured orchids: yellow ones make you rather sick, purple ones make your movement controls work back-to-front for a time, while blue ones give you temporary protection against all the jungle creatures. But it's the graphics that make this game a treat. The cartoon-like way the little man moves is a joy to watch, as is the way he's catapulted across the screen to land on the seat of his pants, and later flat on his back when the last of his five lives is gone. The sound, too, is impressive, and the sheer scale of the jungle map is a challenge to anyone - even after many plays I hadn't explored more than ten per cent of it. You're told what percentage you've scored at the end of each game. VERDICT Once again, Ultimate Play the Game is definitely the name of the game.
Crash #6Jul 1984 · p.62Crash SmashUnrateable
Overall Unrateable
Unknown
Unknown
Unknown
Producer: Ultimate Memory Required: 48K Retail Price: £9.95 Language: Machine code In most respects this is probably the most redundant review in this issue! By the time you read it, it would be surprising if you aren't already an expert at playing Sabre Wulf, the latest game from Ultimate. Due to the inevitability of the natural law which states: Ultimate will always release a new game at the last possible moment before CRASH goes to press - we have had to do this one backwards in order to get any colour pictures fitted in! So below you will find the criticisms, and on the opposite page the general bits and pieces with the pictures. COMMENTS Control keys: Ultimate's famous QWERT combination Joystick: Kempston, Sinclair 2, Protek, AGF Keyboard play: very responsive Use of colour: excellent Graphics: excellent Sound: excellent Features: one or two-player games Originality: top marks Ratings: At short notice it has been difficult to give an actual rating for Sabre Wulf that would make sense, and it's probably redundant anyway. Let's just say 'unrateable!' and leave it to you to decide.
It is, perhaps, almost redundant making an Ultimate game a CRASH SMASH. From the moment the first ad for Sabre Wulf appeared, the question we have heard most is, 'Is it out yet?' Those rumours which suggested that Sabre Wulf would be like Atic Atac are, in many ways, correct. What we have here is another Ultimate mystery with a glossy, cryptic scenario, a long cast list of the horrors to be encountered, and very little else. As in Atic Atac, the player is expected to explore, discover and die endlessly until things begin to slot into place. Also as in Atic Atac, the game plays in a massive maze where at any moment you will be able to see a place you would like to reach and no obvious way of getting there. Unlike Atic Atac there is no pickup/drop key, and consequently no info box to tell you what you are carrying or how strong you are. This deepens the mystery. How are you to know whether you are on the right track? (Forgive the maze-like pun.) The only starting point is the dire WARNING etched deep into lifeless stone and reprinted on the insert. Put together the four sundered pieces of what must be an ACG Amulet so you can pass the keeper wrought with hate and gain an entrance to the gate. Any review of Sabre Wulf at this point could only scratch the surface of the game's complexity. But it's safe to say that, like Atic Atac, it will endure. What we do have immediately is a glowing screen full of colour, intricately drawn graphics, constant animation and action and a desperate desire to get on with it and find out what's going on in this tangled jungle world. Ultimate are very good at designing games without explanation or hint, but at providing enough clues in the action itself for you to try out things. In this sense both Atic Atac and Sabre Wulf are really like graphic adventures. It is up to you, the player, to find solutions to the problems. The very fact that the problems exist is a guarantee that there will be a solution - if only you can discover the right combination of events.
They Sold a Million carries this game and has 24 references of its own.
Ultimate Play The Game: The Collected Works carries this game and has 14 references of its own.
Unbelievable! Ultimate 2 carries this game and has 7 references of its own.
MicroHobby issue 198: Tape 21 carries this game and has 2 references of its own.
Full-page ad61
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Advert38
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Hack/Poke20
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- Crash #12Jan 1985 · p.146
- Sinclair Programs #26Dec 1984 · p.7
- Crash #11Dec 1984 · p.133
- Sinclair User #32Nov 1984 · p.15
- Your Spectrum #9Nov 1984 · p.10
- Crash #10Nov 1984 · p.77
- Personal Computer Games #12Nov 1984 · p.107
- Your Computer #10Oct 1984 · p.36
- Home Computing Weekly #79Sep 1984 · p.26
- Your Spectrum #6Aug 1984 · p.38
Feature16
- MicroHobby Especial #1Nov 1985 · p.29
- Micro Adventurer #17Mar 1985 · p.30
- Crash #12Jan 1985 · p.70
- Crash #12Jan 1985 · p.95
- Crash #12Jan 1985 · p.105
- Personal Computer Games #14Jan 1985 · p.121
- Sinclair User1985 · p.46
- C&VG (Computer & Video Games)1985 · p.88
- ZX Computing #16Dec 1984 · p.153
- Crash #11Dec 1984 · p.73
- Crash #10Nov 1984 · p.56
- Personal Computer Games #12Nov 1984 · p.121
- Your Computer #10Oct 1984 · p.62
- Personal Computer Games #10Sep 1984 · p.100
- Your Spectrum #6Aug 1984 · p.36
- Fusion #10 · p.18
News/Note11
- New Computer Express #1Nov 1988 · p.2
- Crash #12Jan 1985 · p.8
- C&VG (Computer & Video Games) #38Dec 1984 · p.24
- C&VG (Computer & Video Games) #37Nov 1984 · p.79
- Popular Computing Weekly #48Nov 1984 · p.43
- Personal Computer Games #10Sep 1984 · p.19
- C&VG (Computer & Video Games) #33Jul 1984 · p.32
- Popular Computing Weekly #30Jul 1984 · p.35
- Computer ChoiceJun 1984 · p.8
- Personal Computer News #65Jun 1984 · p.36
- Popular Computing Weekly #23Jun 1984 · p.5
Tips10
- Computer Gamer #7Oct 1985 · p.46
- Crash #11Dec 1984 · p.131
- Your Spectrum #9Nov 1984 · p.10
- Big K #8Nov 1984 · p.113
- Crash #9Oct 1984 · p.87
- Personal Computer Games #11Oct 1984 · p.95
- C&VG (Computer & Video Games) #35Sep 1984 · p.69
- Personal Computer Games #10Sep 1984 · p.108
- Crash #7Aug 1984 · p.80
- Popular Computing Weekly #34Aug 1984 · p.34
Map7
- Die Speccy CDJan 1996
- FIFO #101991 · p.35
- Crash #16May 1985 · p.78
- Big K #6Sep 1984 · p.18
- C&VG (Computer & Video Games) #35Sep 1984 · p.70
- Your Spectrum #6Aug 1984 · p.38
- Personal Computer Games #9Aug 1984 · p.60
Letters7
- C&VG (Computer & Video Games) #40Feb 1985 · p.13
- Big K #8Nov 1984 · p.113
- Home Computing Weekly #83Oct 1984 · p.10
- Sinclair Programs #23Sep 1984 · p.27
- Crash #8Sep 1984 · p.30
- Crash #7Aug 1984 · p.27
- Popular Computing Weekly #25Jun 1984 · p.7
Review6
- ZX MagazínFeb 1994 · p.9
- Sinclair Answers #2Jan 1985 · p.27
- MicroHobby #2Nov 1984 · p.13
- Sinclair Answers #1Sep 1984 · p.32
- Home Computing Weekly #69Jul 1984 · p.16
- Popular Computing Weekly #25Jun 1984 · p.56
Information1
- SSD-IISep 1999
Solution1
- Personal Computer Games #12Nov 1984 · p.107
CompoEntry1
- Crash #7Aug 1984 · p.18
Remakes
- Sabre Wulf2002GBA
Rare Software
Related
- Compilations
- They Sold a Million, Ultimate Play The Game: The Collected Works, Unbelievable! Ultimate 2, MicroHobby issue 198: Tape 21, Stars Spectrum issue 02 - Juegos, They Sold a Million (alternative), Load 'n' Run issue 14, ZX-Spectrum Vega
- Ports
- (Amstrad CPC), (BBC Micro), (Commodore 64), (Commodore Plus/4)
- Tags
- Alternating
- Elsewhere
- Speccy Screenshot MapsWikipediaFRGCBMobyGamesRZX ArchiveThe TipshopUVLModern ZX-Retro GamingRZX Archive - YouTubeModern ZX-Retro Gaming
- Same entry at
- Spectrum ComputingZXInfo
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