Adventures on the Spectrum

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Adventures on the Spectrum ADVENTURES ON THE SPECTRUM by Mike Gerrard ADVENTURES ON THE SPECTRUM ADVENTURES ON THE SPECTRUM Mike Gerrard First published in 1989 by Mike Gerrard PO Box 7 Ramsey Huntingdon Cambs PE17 2UZ © 1989 by Mike Gerrard All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publisher ISBN 0 9515193 0 1 Printed by: Antony Rowe Ltd Bumper's Farm Chippenham Wiltshire SN14 6LH Contents Acknowledgements Chapter One – Newcomers 8 Chapter Two - The History of Adventure Games 13 Chapter Three - Buying Adventures 25 Chapter Four - Clubs and Magazines 29 Chapter Five - How to Do-it-Yourself 34 Chapter Six - The Solutions 45 Appendix - Useful Names and Addresses 169 ACKNOWLEDGEMENTS I would like to thank Sandra Sharkey very much indeed for the use of her photocopier and for her time. Also, the various editors of Your Sinclair over the past few years (Kevin, Teresa and Matt) for giving me a totally free hand with their adventure pages. And finally all the readers of the magazine who have sent me solutions, asked me questions, given me compliments and criticisms, and generally made writing the adventure section as much fun as it's been hard work. To John and Esther Ryan Good friends are hard to find (that's why I've had to settle for you) CHAPTER ONE NEW PLAYERS START HERE Tips for beginners... and others! The more you play adventure games, and the more you get used to them and their little quirks, the harder it is to remember that there are still lots of people who haven't a clue as to what they're about, or are just embarking on their first adventure ever. I'm always getting letters saying 'What games do you recommend for a beginner?' or from people saying they're finding their first adventure rather difficult - then you discover they've chosen a game that you yourself found not merely difficult but virtually impossible, and that's after several years experience of playing adventures! So for all those people who constantly ask me for more help for beginners in my adventure columns, here it is. One thing you have to remember is that some games are more difficult than others, so if you're finding your first adventure rather hard going it may well be that you've chosen a particularly tough game. Of course adventures aren't meant to be easy, but some are better for beginners than others. I wouldn't recommend The Pawn, for example, because that was written by people who'd already played a lot of adventures themselves, and they wrote the game as a reaction to those adventures. In some aspects it's a send-up of typical adventure conventions, so it helps if you know what those conventions are in the first place. No, I'd save The Pawn till you've managed to solve a handful of other games first. There is one game that is far from easy, but which I do often recommend for beginners, and that's the original Colossal Cave Adventure, available as Colossal Adventure from Level 9 in their Jewels of Darkness trilogy published by Rainbird. You could also try the budget title, The Serf's Tale, from Players - if you can get hold of it. This is a slightly different version of the game that was written by Smart Egg Software as a way of developing and testing their own adventure-writing system. When they'd finished the experiment they thought the game might even be good enough to release - and Players agreed. So did I, because although when it came out I'd seen umpteen versions of Colossal Cave, Smart Egg managed to introduce a few changes that made the game seem fresh and new. The game takes even an experienced player a long time to complete, but one reason it is worth trying as a beginner is that it was, after all, the first proper computer adventure game ever written. Almost everyone who played it originally was therefore, in a sense, a beginner to adventures - and they managed to cope with the game! It does introduce you slowly to what were later to become conventional aspects of many adventures. It begins with some straightforward exploring, encouraging you to enter a building and have a look around, encouraging you to make notes and make a map of your surroundings, and discouraging you from wandering into dangerous locations where you might die. There are a few objects lying around, which you can pick up and examine and have a think about whether they might be useful or not. One of them proves useful fairly quickly, as one of the first 'problems' you should encounter will be a locked grate. No prizes for realising that the bunch of keys might be used to UNLOCK THE GRATE and allow you to get into whatever lies behind it. In The Serf's Tale, incidentally, the keys are a little harder to find than in other versions. Once beyond the grate you'll find many more locations to map and explore, more objects to find, and a tricky problem in a snake that won't let you past. This is a good one for beginners, because the solution isn't immediately obvious, yet you know it has to be something to do with one of the several objects you should have picked up by the time you encounter the snake. Or perhaps there was an object that you couldn't get hold of - maybe the answer to the problem of the snake has something to do with that? By the time you reach the snake you should have a few things like a black rod, a sandwich or other food, a bottle, a bunch of keys, a lamp or torch, a bird and a gilded cage. These enable you to try various approaches to see what will deal with the snake: feed it the food, hit it with the bottle, attack it with the black rod? The beginner may well try all of these and hopefully will hit on the right answer after a little bit of thought. By this time, too, a few treasures might have been found - always a satisfying part of any adventure! (See also page 16 for a little more beginners help using this adventure as an example). The beginner should also have learned a very important part of successful adventure playing, which doesn't require very much brainpower, and that is that you must save your game regularly. Players of the original version of this adventure, playing on huge mainframe computers in the 1970s, didn't have the chance to save their game and had to begin again at the start every time they played. Yet the game was so good they were happy to do this. Micro versions of the adventure do thankfully include a SAVE feature so make use of it. Some do penalise you by taking one point from your score if you make use of the SAVE facility, the idea being that when you know the solutions to all the problems, and have worked out the best route to get through the game, you should try to play through it completely at one session, just like in the mainframe days. To save your game requires only a little bit of effort, and you should do this constantly. I usually make a note on my map of exactly where I've saved the game, so that if I need to go back I can see which saved position takes me back to the required place. It frequently happens that a later problem could be solved if only you still had with you that object you dropped a long time back. Take the original adventure again by way of example. The bunch of keys can be used to unlock the grate, and because you can only carry a certain number of objects many players would now automatically drop the keys assuming that they had served their purpose. But suppose that the keys are needed again later on in the game - and by this time you are unable to get back to reach them? Anything might happen. The caves might explode, someone might steal the keys: anything. To avoid having to go back all the way to the start, do have a series of well-labelled saved games at different stages of the game. I know this can be a real pain if you're saving to and reloading from tape, but try to make the effort: it'll be worth it. Many people neglect this due to the fact that most games nowadays enable you to save your position instantaneously to memory. If you come across a tricky situation then it's obviously wise to use this RAM SAVE in case you get killed, but this won't help you if you discover that the way to stop yourself getting killed is to go back and get a particular object - which you now can't get at because something in the game has changed to prevent you. So save to tape or disc regularly as well: save quickly, save often, that's the motto. It goes without saying (so I'll say it) that you should make a good map of the game as you go. Try and make it reasonably legible and logical, and don't stint on paper as it doesn't really cost that much.
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