|★ AMSTRAD CPC ★ GAMESLIST ★ GIANT KILLER (c) TOPOLOGIKA ★|
|The Amstrad User||Amstrad Computer User|
Glantkiller is the first mathematical adventure game for children, based loosely on the fair story "Jack and the Beanstalk", by PETER KILLWORTH, the author of the adventure games "Castle of Riddles", "Countdown to Doom", "Philosopher's Quest" and "Return to Doom".
The packaging is very simple consisting of a plain type-written information booklet and the disc inside a clear plastic folder. It is not something that would Immediately catch your attention, but then what educational package does, unless that is what you are particularly looking for.
The game is recommended for ages 10 and upwards particularly the 10-14 age group.
The booklet is very comprehensive covering such topics as "What is an Adventure Game", "Children and Giantkiller" and a full program guide with hints and maps of various locations. There is a letter to the player from Peter Killworth explaining what you have to do and listing the eleven treasures :hat have to be found, as well as a list of the main words that the computer understands. There is information about how Giantkiller car. be used in group work in the classroom as a great deal of satisfaction can be gained by children discussing ways of solving the various puzzles and can lead onto other mathematical work. Worksheets are provided for use in group or individual sessions and emphasis is put on the concept of mapping.
So what is Giantkiller all about? As previously slated it is based loosely on Jack and the Beanstalk, and you take the part of either Jack or Jackie and have to ro to market to buy a pig. Being an adventure game yon have to type in instructions for anything to happen, there is no mind-zapping, joystick-bashing in this game! The aims of the game are to explore every where, collect all the treasures and solve the problems to arrive a: the maximum score of 250 points.
How die this player go? With the help of an 11 year old and the book she scores 230 - nearly made it. This was after several attempts over m»ny days and much frustration, especially when she got as far as inside the castle and on discovering the mouse, realised that she should have found some cheese somewhere! In the early part of the game the puzzles involve calculator work, simple spatial investigations and co-ordinates. As you progress through the game the puzzle3 become more complex and involve such topics as tessellations, topology, map work and time/space puzzles.
Once the Giant's castle is reached there are more objects to pick up and even some action eg the cat chases you; the giant throws you out of the window and you can't now re-enter as you do not have any more cheese to throw at the mouse! This is where the option to SAVE is a bonus, as long as it is done at the right time. If done at the wrong time, for instance, if the cat or trie giant are chasing you, it can cost you a life'
You are able to cheat by following the suggestions in the book. Possible routes and solutions to puzzles are given, although due to the random nature of the game the puzzles are not always exactly the same.
There are password letters to collect and rules of the game to write down to be used at a later stage. As in all fairy stories, help is on hand in the form of a Fairy Godperson and three magic words.
There are a tremendous number of mathematical concepts to be learn: with this game if you have the time and the patience to persevere with it. A child not used to adventure games may become frustrated and find it boring to begin with, but if they persevere, will get more out of it as they progress. Certainly it is a game to he played with other children and/or a paren:/ teacher as there is much to discuss and solutions to be thought out.
An intriguing game and one that can keep you typing away at the keyboard for lours in an endeavour to find your way around the various locations, solve the puzzles, pick up treasures and thus progress to the next section and gain those maximum 250 points.
N. Davies, TAU
L'alinéa 8 de l'article L122-5 du Code de la propriété intellectuelle explique que « Lorsque l'œuvre a été divulguée, l'auteur ne peut interdire la reproduction d'une œuvre et sa représentation effectuées à des fins de conservation ou destinées à préserver les conditions de sa consultation à des fins de recherche ou détudes privées par des particuliers, dans les locaux de l'établissement et sur des terminaux dédiés par des bibliothèques accessibles au public, par des musées ou par des services d'archives, sous réserve que ceux-ci ne recherchent aucun avantage économique ou commercial ». Pas de problème donc pour nous!
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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.