★ AMSTRAD CPC ★ GAMESLIST ★ NOSFERATU THE VAMPYRE (c) CRL/PYRANHA/MACMILLAN ★ |
Amstrad Computer User | Amstrad Acción | Amstrad Action |
You've read the book, seen the film, now get bitten by the game. Following the tried and tested axiom of "Make yt mysteryous - myspell yt wyth a Y", 20th Century Fox, in association with Macmillan/Design Design/Piranha (who are especially good at teeth) bring you Nosferatu, the Vampyre. Count Dracula, the immortal neck nipper, is in town. The town of Wismar, to be precise. Ever mindful of rising house prices, he wishes to buy a small dente-a-terre from Renfield's estate agents, your employers. They send you, Jonathan Harker, to his castle to conclude the sale, but in so doing you inadvertently discover the Count's true identity, that of Bloodsucker and Lifedrainer. The ideal estate agent. Your sense of civic duty dispels any feelings of kinship you have at this discovery, and you realise that, should the Count move into town, it won't be long before he's a pain in the neck to everyone. And house prices will just plummet.
Quickly you go to the place where you left the deeds to the house. But Nosferatu has grabbed the papers and vanished. And there you stand, alone in the castle at night. You have to find the papers and escape during the day, but against you are the spiders, bats and similar nocturnal vampyrical emissions. There are a few bits around with which to combat the creepy crawlies, but too much ghostbashing will leave you too weak to escape. During the day, things aren't too bad, but at night the forces of evil are at their most powerful. Come daybreak the castle doors are unbolted. If you don't have the deeds, but still escape, the Count will have a toehold in town, and that's bound to lead to tears by bedtime. Much better to get the titles before making good your escape, but it's up to you. The scene changes. Now there's Jonathan, Lucy Harker (wife) and van Helsing (Lucy's brother-in-law) pitted against the Teeth of Terror. Lucy has that special something which is fatal to vampyres (and it's not garlic breath). Neither of the two males knows of this, and for the moment they are concerned with clearing the town of the vermin introduced by the arrival of Nosferatu. They must also keep the vampyre at bay long enough to drive him to attack Lucy, because only then will they be able to despatch him. They're out for the Count. Another thing on Nosferatu's mind is the title deeds of that house. If Jonathan managed to relieve him of them in the previous scene, then Draccy might try and get to Renfield, who's had a bad breakdown and is currently residing in the Wismar Laughing Academy. In his current state Renfield might well just hand the deeds over. To prevent this. Jonathan and Co. must keep the place surrounded by garlic cloves. A sort of stake out. At the end, Lucy must be safe in her house, and Nosferatu lured towards her. Lucy must trap the two men, who are still trying to protect her, and try and keep Nosferatu occupied until daybreak, when she can finally destroy him. It ain't gonna be easy. But nobody ever said that estate agents had it easy. Well, they did, but not in Wismar. ACU #8702 |
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Page créée en 119 millisecondes et consultée 6664 fois L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko. |