|★ AMSTRAD CPC ★ GAMESLIST ★ THE FOUR SYMBOLS (c) THE GRUE/THE ADVENTURE WORKSHOP ★|
When I loaded the game, I had no Idea what to expect, nor Indeed, at what level the game had been aimed. Before attempting to solve (he game, I walked around the various locations, noting objects and making mental notes as to what (if any) their applications might be.
Eventually, a black cat found me and rubbed itself against my legs, as felines are known to do, when I noticed people looking at me strangely. Sensing danger, I moved away from the location with the cat, but It was too late. A crowd chased me, and before long I was accused of using Magik...
There was, I deduced, more to this game than was at first apparent. I was right.
The scenario Is quite simple. You were seen with a black cat, and as everyone knows, only a wizard would own such a pet. Surrounded by the villagers, unable to get away, a villager asks you directly, is this cat yours?
At that point I said “Yes", just to see what would happen. I was quickly put to death. Obviously, the villagers didn't share my somewhat quirky sense of humour.
So, having ramloaded, I said "No”. Just then, the cat reappeared and ran to me. It was all the proof the villagers needed. The next thing I knew, I was being ducked in the village pond, having been tied into the ducking-stool. It wasn't until the second or third ducking that another Elder ran up, loudly proclaiming that the Four Symbols had been stolen from the altar of the Church. It seemed that they protected the village and ensured relative prosperity. Without their protection the village was doomed!
Now, they needed a volunteer to go out Into the big, horrible, wide world and recover these sacred objects. None of the villagers seemed too keen to try their luck, so I volunteered. At least it save being murdered by these paranoid villagers
Reluctantly, since no one else would take on the job, the village Elder conceded that he had to trust me, and I was released form the ducking-stool and was ready to undertake the quest proper.
At this point, let me inject a hint or two. Get all the objects that you're likely to need before you go to the location where the cat is. Otherwise, when you're released from the ducking-stool, you are taken to the outskirts of the village and cannot re-enter it. It's a case of solve all the problems that have been set In the village before allowing yourself to be caught and ducked.
As for the rest of the game, the problems are quite cleverly programmed, and in one or two places rather awkward to solve if you don't think along the right lines.
You will have to obtain something (indirectly) from a band of robbers (I confess I had to use the solution to solve that problem), and manage to explore a cemetery (assuming you can get there), before moving on to a Toll Bridge and beyond that to a castle and Part Two.
The game, in two parts, was converted using the PAW and so Is disk-only. When you get killed off, you are offered a resurrection at your last SAVEd (or RAMSAVEd) position. Obviously, the game supports RAMLOAD and RAMSAVE (RL and RS).
The game seems to be bug-free and should keep Intermediate adventurers Interested for however long they need to complete it. Novice adventurers might find the game to be difficult.
I enjoyed playing the game and would recommend it to adventurers as a worthwhile addition to their adventure library. There is a very nice twist at the end which I enjoyed so much that I had to re-load and play again.
Reviewed by Phill Ramsay, played on the Amstrad CPC
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.