The Magic Sword
Adventure Game: Text/Illustrated · ZX-Spectrum 48K · 1 players · English
Database Publications Ltd · 1984 · Pound sterling 8.95
Also known as The Magic Sword: The Micro Adventures of Princess Poppy & The Frog Prince (English)
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Remarks
Kristin and Martin Hollis wrote the original BBC version. It is currently unknown who ported the game to the Spectrum.
SPOT: 6-8 year olds; incl.48-page book
Play
- MagicSwordThe.rzx.zipRZX playback file 85 KB
- MagicSwordThe.tzx.zipTape image English13 KB
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Credits
- Kristin Holliscredited
- Martin Holliscredited
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Scores
In the magazines
- Sinclair User #361985 · Gilbert Factor5/10
Elsewhere on the web
- WorldOfSpectrum 2 votes6.00
In the magazines 7
Sinclair User #36Mar 1985 · p.425/105/10
Gilbert Factor 5/10
Richard Price 5/10
THE MAGIC SWORD Database Publications Memory: 48K Price: £8.95 The world of fairy tale is married with text adventure in The Magic Sword, a book ware package with a format calculated to appeal to the six to eight year-old child. The story pits Princess Poppy and Prince Fred against Bad Bertha the wicked witch and is attractively illustrated without being desperately original in content. The tale ends with the imprisonment of the princess by Bertha. At that point you load up your program and take on the part of Fred in his quest for the sword. Naturally, he must rescue pretty Poppy from her ordeal. The adventure uses bright, blocky graphics and enlarged text to help the young reader. Movement and a few basic actions are carried out by single key presses. A compass flashes out the directions in which it is possible to move - a useful and sensible idea given that children of this age will have little concept of cardinal points. It is the kind of game which will probably be best played with an adult to help, at least at the beginning. Although the package is well produced the press blurb suggests that the game is suitable for toddlers. This is definitely not the case as the reading and reasoning skills required are well beyond tinies. More sophisticated juniors might also find the story a little old hat. Nevertheless, this is a creditable attempt to reach an age group who are rarely catered for in games computing.
Personal Computer News #100Feb 1985 · p.26
Mike Gerrard
SLURRY TALE Some adventures will never win the championship cup, but they still stand to reach the top of the second division. Mike Gerrard trains the spotlight on a few. In the couple of months prior to Christmas there seemed to be one excellent adventure released every week - try not to solve them too quickly, as we're probably in for a quiet few weeks with just the occasional gem standing out. Commodore 64 fans could try Country Quest, in one location of which you'll actually find a C64 and a TV set, though whether you later find a copy of Country Quest to play on it, I didn't discover. From Wye Valley Software ([redacted]) at £6.95, it is a text-based adventure that takes place while you're on holiday in a country cottage somewhere in Herefordshire. Being an adventurer, you've naturally chosen a cottage with a story attached to it - the owner of the nearby farm died leaving plenty of money but no relatives, and the money's never been found. Nosing around the first few rooms uncovers a suit, some food and the aforementioned computer and TV, though as there seems to be no power they're not much good to you. Out in the farmyard you have to be careful when approaching the slurry pit of rather revolting colour (a slurry with a tinge on top), and your milking skills might be put to the test, too. The responses in this game are incredibly quick and the atmosphere convincing, although I didn't care for the many sudden deaths that occur without giving you a chance to save your position. An above-average adventure, but only just. SANDY SHORE The Sandman Cometh, a two-part Spectrum adventure at £10.95 from Star Dreams ([redacted]) rates about the same. I didn't get off to the best start, reading drivel such as 'Welcome to probably the most unusual adventure you'll ever embark on. Your mission is to find the Hourglass of Infinity and by so doing to conquer your dreams. It is said that dreams are as important as reality, for there is but one reality and there are many myriads of dreams.' As a myriad means a vast number, I'm not sure about many myriads, and there are spelling mistakes galore, such as when you go 'passed doors' instead of past them, and the authors can't even get the name of one of their inspirations correct: 'Apologies to Herman Hess,' they say. As his name is spelt Hesse, they ought to be apologising. Still, the game itself proved intriguing, and there's a weekend in Paris up for grabs as a prize. All locations have graphics, and you must pay close attention to these as they sometimes depict things you're not told are there. Your initial task, for example, which takes you out of the first two self-enclosed locations, requires you to spot a particular object and do something with it. That leads you through to an endless corridor of doors, any one of which you can go through. The first leads to a fairground, with a shooting gallery and a ride on the Ghost Train to Transylvania. Here my progress was halted by a wall of water. I found a lifejacket beyond the second door, but it disappeared in a puff of smoke when I touched it. The third door conceals a gunslinger (the gun at the shooting gallery is unfortunately chained up), while the fourth is a locked cell where you have only a few moves before expiring - or rather, before waking up, which is how it ends. MAGIC TOUCH I've only just scratched the surface of this adventure in an initial couple of sessions, and I'd like it more if it weren't for the pathetic attempts at humour. Best adventure this week is undoubtedly The Magic Sword, though, despite the fact that it only took me half an hour to solve it. That's no great boast as it is intended for very young children, who should get great pleasure from the enjoyable fairy story of the Princess, and the Prince who gets turned into a frog by the wicked witch. The cassette comes with a full-colour storybook that sets up the adventure before asking you to solve it. Commands are entered by single key presses such as S for South, G for Get, R for Record, and so on, and this Record (save) feature even reminds you to unplug the EAR connection on the Spectrum version. The Spectrum tape has a Commodore 64 version on the other side, and the BBC/Electron versions also come on the same tape, all available from Database Publications at [redacted]. Graphics are rather crudely done, but I'd recommend this for children at the learning-to-read stage. SHRINKING FEELING Finally this week there's even something for Dragon owners, so they won't feel left out, although there are versions for most machines of The Shrunken Scientist (£5.95 from Quickbeam Software, [redacted]). You know what it's about from the title, but how to overcome the problem of being only one inch high? You got yourself into the mess, and to get out you must somehow reach the lab table and eat the crystals that you know are there. This involves carting about bits of walnut shell, darning needles, rusty screws and any other debris you can find lying around your filthy laboratory. At the same time you must do battle with ants, spiders, frogs and larger enemies: my first death was at the hands, or rather the beak, of a raven, and I'm currently trying to cross a busy main road. A nice teasing adventure, where you have to try to figure out if the tree you come across is actually a chair leg, in the hope that this gives you some inspiration as to what to do next. No outstanding titles this time round, but good second division stuff, if you want a change from the likes of Sherlock and Scott Adams.
Your Spectrum #10Dec 1984 · p.10
CHILD'S PLAY Described in the blurb as a 'totally new experience for the very young'. The Magic Sword is an adventure program that domes complete with a 48-page booklet to help set the fairytale scene. Priced at £8.95, the action sets the micro toddler in 'the magical world of a handsome prince, a beautiful princess and a castle...' The idea of the game is to pick up lumps of magic until you've enough to finish the story. Childish information can be obtained from Database Communications on [redacted].
The Magic Sword - read all about it!
News/Note2
- Your Spectrum #10Dec 1984 · p.10
- Home Computing Weekly #84Oct 1984 · p.6
Review1
- Home Computing Weekly #95Jan 1985 · p.20
Advert1
- Sinclair User #33Dec 1984 · p.218
Related
- Ports
- (Amstrad CPC), (BBC Micro), (Commodore 64)
- Elsewhere
- CASAThe TipshopUVL
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- Spectrum ComputingZXInfo
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