Originalna navodila
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INSTRUCTIONS:
You're a private detective who's been hired to recover an audio tape from a
gangster's HQ. First however, you have to find a girl, who will lead you to the
Mob's base. This isn't as simple as it sounds, though, since she has an
identical twin sister who is a member of the Mob. You'll have to find the right
girl and protect her from harm on the way to the HQ...
The game is viewed in an Ultimate-style isometric 3D perspective (although
rather oddly, all the characters appear to be cardboard cutouts...). Along
the bottom of the screen is a row of ten icons. From left to right, they are:
1) Cursor control - allows you to point the blue inventory arrow
(above this icon) at an object you're holding
before you make use of it.
2) Pick up - allows you to pick up an object that's at
your feet.
3) Put down - allows you to drop an object, selected with
the blue inventory arrow.
4) Gun - provided you're carrying a gun, this allows
you to fire. The little white dots above the
box indicate the number of bullets.
5) Movement - swiches you into movement mode.
6) Speech - inflates a speech bubble next to your
character. Type your words and press Enter
to say them.
7) Punch - self-explanatory, really...
8) Throw - allows you to throw an object, selected with
the blue inventory arrow.
9) Halt - pauses the game.
10) Abort - quits the current game.
Pressing the fire button allows you to move the icon selection cursor in
order to select the relevant icons. At the start of the game, movement mode is
selected as the default, allowing you to move around the room in four
directions. Some of the objects (such as chairs and tables) can be moved
around, while the smaller ones can be picked up, dropped or thrown. The gun, if
you find it, can be fired up to five times before its ammo runs out,
in which case you'll have to find a new gun.
The playing area is a rather seedy area of the city in which several mobsters
are lurking. Some will try to punch you (and you can punch back) but others
carry guns and will try to shoot you. There are other, friendlier characters
too. You can talk to them using the Speech icon; although they won't accept
direct orders, they can be friendly and give you some useful help. Some doors
are guarded, and you'll need to speak the appropriate password to enter them -
using your detective skills you should be able to get the passwords.
As you collect useful items, they'll appear in the space above the icons. A
small blue arrow points at your latest acquisition and, if you want to make use
of an object, use the Cursor Control icon to highlight the object. Sometimes
you'll need to throw items; look out for the bomb!
CONTROLS:
- Keyboard, Kempston, Cursor
- KEYS : Up - Q to P
Down - A to Enter
Left - X, V, N
Right - Z, C, B, M, Space
Fire - 1 to 0
POKE
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Opis Naslov Vred.
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Neskončno življenj 64905 41
+ 64906 248
Rešitev
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Movie Complete Walkthrough (by Badbeard)
Right, Right, Pick up Gun, Down, Right,
Say "Open" No need to say SESAME!
Take note here and all subsequent places that feature a suit of armour, that
the armour will reappear in the same position as it was when you left the room.
Use that knowledge to your advantage.
Right, Pick up the Money and Bomb, Left, Left, Up Right, Right, Right, Down,
Down, Down, Down, Down, Down, Down, Down, Repeat saying "Do you Know password"
until good guy replies "Password is Puzzle" This may take a while! Also, ignore
requests for the money.
Left, Down, Drop The Bomb and Use it to push the Suit of Armour away, Down,
Down, Down, Left, Down, Left, Left, Left, Up, Left, Up, Up, Left, Left, Left,
Left, Left, Say "Puzzle", Left, Left,
Whilst in the room with the dancing dogs, say "Tell me password" as the last
thing you do in this room.
Down the good guy will tell you the password. Also kill the baddy here, Right,
kill the baddy, say "Shifra", Drop the money and push the armour out of harms
way, Down, kill the baddy. Stand at LHS of desk and pick up the cassette.
Now simply retrace your steps back to the start!
Up, Left, Up, Right, Right, Right, Right, Right, Right, Right, Down, Down,
Right, Down, Right, Right, Right, Up, Right, Up, Up, Up, Up, Right, Up, Up, Up,
Up, Up, Up, Up, Up, Left, Left, Left, Left, Left, Drop the Cassette!
Povezave:
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"Amstrad/Schneider CPC verzija\../../../CPC/Games/Html/Movie.php"
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Dodatno:
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Opisi:
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(Moj Mikro, Junij 1986, Janez Demšar, 10/9\../../WOS/MM86_06_62.jpg)
---------------------------------------------
Tip: arkadna pustolovščina
Računalnik: spectrum 48 K, amstrad
Format: kaseta
Cena: 7,95, 8,95 funta
Založnik: Imagine Software, 6 Central Street, Manchester M2 5NS
Povzetek: Spomnite se Philipa Marlovva!
Kaže, da je hiši Imagine mrzla prha ob skorajšnjem propadu koristila. Vse
nove igre tega podjetja imajo dober (čeprav ne vedno izviren) scenarij in
izredno grafiko. Movie (Film) pa je nasploh »ljubezen na prvi pogled«.
Igro sta izdelala ista programerja kot znana Bug Bvtova hita Kung Fu in No. 1
- Duke in Mario - torej je plod domačega znanja. Nič ne vihaj nosu! Edino, kar
lahko upravičeno grajamo, sta sicer izviren, a nepregleden menu, in počasnost.
Toda če primerjamo program z Alienom... Movie je dobil najvišjo oceno v
Sinclair Userju, znašel se je na naslovni strani in na prvem mestu Lestvice v
tej znani reviji.
Ko se igra naloži, je najbolje, da pritisneš O (options) in s tipko C določiš
tipke. Najlaže je igrati z opcijama CURSOR in DIRECT. Predvsem je to veliko
hitrejše kot ROTATE (obračanje v slogu Ultimata), čas pa ti bo v nekaterih
trenutkih veliko pomenil.
Igra sicer spominja na Knight Lore, ki pa Movieju po grafični plati ne seže
niti do kolen. Vse sobe so opremljene z mizicami, pisalnimi mizami, naslanjači,
stoli, televizorji, gramofoni, radiatorji, obešalniki... V spodnjem delu
zaslona je deset ikon, ki dajejo igri bolj avanturističen naglas. Poglejmo, kaj
pomenijo!
- Puščica desno: s to ikono premikamo puščico po predmetih in izbiramo, kateri
predmet bomo odvrgli ali spustili.
- Dlan s puščico: odloži ali vzemi predmet.
- Pištola: strel. Na voljo ti je le šest nabojev, potem moraš po drugo
pištolo. Tragično pri tem je, da ne moreš nositi dveh pištol hkrati.
- Stopinja: hoja. To opcijo prekineš, če znova pritisneš tipko za strel.
Poženeš pa jo lahko tudi, če pritisneš tipko za dol.
- Oblaček iz stripa: prosim za besedo.
- Pest: ko ti zmanjka nabojev, se lahko boksaš z nasprotniki.
- Puščica: za metanje predmeta, ki je označen s puščico. Uporabiš jo predvsem,
če te popade bes, kadar nimaš ne boksarskih sposobnosti ne municije, imaš pa
razstrelivo.
- H in A: HOLD in ABORT.
Svojo vlogo boš verjetno sprevidel že po videzu svojih sovražnikov, pa tudi
samega sebe. Si detektiv, ki mora spraviti za zapahe nevarnega gangsterja. To
lahko storiš le z dokazi - dokumenti, ki so zaklenjeni v enem od mnogih šefov,
raztresenih po prostorih. Pri tem ti pomaga ena od dveh žensk (mikrošovinizem:
moških je gotovo petdeset), druga ženska pa je hudobna. Ženski sta po vsej
verjetnosti v bližini sob, označenih s križcem. Ena od njiju ti bo ukazala, naj
ji kaj prineseš (BRING ME SOME MONEY). Stori, kar ti veli (jaz še nisem), in ti
bo odprla sef z dokumenti. Vendar pazi! Nihče ni nesmrten, ne sovražniki ne
prijatelji, še najmanj pa ti. »Večni« so le psi, žoge, oklepi in podobna
navlaka, pri kateri ti je takoj jasno, čemu je namenjena.
Najprej se odpravi dol. V tretji sobi je tik ob vratih skrinja in na njej
pištola. Poberi jo, prišla ti bo prav. V sobi levo je prijatelj. Vse osebe se
namreč delijo na prijatelje in sovražnike. Kdo je kdo, boš spoznal takoj, ko
boš stopil v kakšno sobo. Prvi bodo mirno hodili naokoli, drugi pa bodo hoteli
biti za vsako ceno obrnjeni k tebi, hodili bodo proti tebi in vsake toliko
vzeli roke iz žepov, da bi boksali v zrak ali streljali (navadno v prazno).
Začni se torej pogovarjati s prijateljem. Včasih ti bo povedal kaj pametnega,
npr: »You'll need a password. It's part of big puzzle. (Potreboval boš šifro.
To je del velike sestavljanke.)« Večinoma pa bo ponavljal ene in iste odgovore:
»I don't know because I'm maried...« (Ne vem, ker sem poročen.)« V sobi niže je
papiga. Ta bo vedno ponovila vse. kar ji boš rekel. Če boš omenil HELP, ti bo
povedala, da potrebuješ šifro. Te ne poznam, vem pa za šifro za oklep nekoliko
desno od starta (pot je sicer malo daljša): IMAGINE. Kaj je z drugimi tremi
oklepi, ne vem. Če izgovoriš šifro, oklep ne bo več zapiral vrat, pač pa se bo
začel premikati po sobi.
V igri se pojavlja pet različnih predmetov: pištola, torba, razstrelivo,
denar in steklenica. Z razstrelivom lahko uničiš vse razen oklepov, žog in
psov. Aktiviraš ga tako, da ga vržeš, toda pozor! Razstrelivo eksplodira tam,
kjer se ustavi, ne pa tam, kjer se prvič zaleti. Zatorej je pred kakim večjim
minira ijem dobro trenirati met pištola, da dobiš občutek.
Za lažji začetek pa še nekaj nasvetov. Ko prideš v sobo s psi oz. žogami, je
najbolje, da se zapelješ na HOLD in pretuhtaš gibanje predmetov. Za začetnika
to ni tako enostavno, posebno ker žoge in psi poskakujejo, nimajo pa sence.
HOLD namreč zamrzne le živa bitja, neživa pa se gibljejo dalje, a ti seveda ne
storijo nič zalega.
Včasih boš v najožjih hodnikih naletel na oklep, ki te ne bo pustil mimo.
Vrzi vanj kak predmet! Oklep bo spremenil smer, namesto levo-desno se bo
premikal gor-dol. Če ne želiš opazovati njegovega sadizma, se poberi ven. ko bo
na nasprotnem koncu sobe. Če sedaj pokukaš noter, se bo spet premikal levo
-desno, a na koncu sobe, tako da lahko greš skozi druga vrata.
Sovražnikov se ne boj preveč, pazi le, da ne boš nikoli na isti liniji z
njim. Tako te ne bo mogel ustreliti. Lahko se zaletavaš vanj, pa ti ne bo
storil nič zalega. Še najbolj so podobni Trashmanovemu biku - če pa si se držal
njegovega repa, ti je dal mir. Prav tako ni težko sprovocirati sovražnikov (če
jih je več v eni sobi), da se streljajo med seboj.
Igra ima baje 255 sob. Če pogledaš zemljevid, je to čisto verjetno. V
zgornjem levem delu zemljevid ni končan, ker ne poznam šifer za oklepe.
Če kaj izumiš ali če potrebuješ dodatne informacije, poskusi kak večer na
tel. (xxx) xx-xxx, Janez.
(Crash, #26, Marec 1986, 93% - Crash Smash!\../../WOS/Crash2600020.jpg)
----------------------------------------------
Early in 1985, Dusko Dimitrijevic invested in a one way plane ticket from
Yugoslavia to this country. Confident that he could sell two computer games he
had written to Bug Byte and thus fund his trip home, he arrived in Liverpool to
discover that Bug Byte were no more. Dusko had a problem.
Fortunately, he managed to track down one of the directors of Bug Byte, who
advised him to see Ocean. Ocean bought the games from Dusko, and used them as
promotional freebies. Before he went home, the Yugoslavian programmer spent a
little time with Ocean's programmers, picking up tips and hints on programming
and getting a feel for the type of games Ocean wanted.
Six months passed, and then M.O.V.I.E. arrived in Ocean's offices. The game
was snapped up, and appears on the Imagine label. Dusko Dimitrijevic should be
able to afford return tickets in future...
M.O.V.I.E. is based on a New York gangster theme,and puts you in the shoes of
a Philip Marlowe character. You're a private detective who's been hired to
recover an audio tape from a gangster's HQ. First, you have to find a girl, who
will lead you to the mob's base - but to make life that bit more difficult she
has a dead ringer, a twin sister no less. The bad sister spells trouble, with a
capital T. The first major task in the game is to find the right girl, then
it's a matter of following her and protecting her arm on the way to the Boss's
hideout.
Set in New York, the game begins with your character in an office in the Big
Apple. Suddenly, business becomes brisk. It's time to leave, and take a closer
look at the neighbourhood. Along the bottom of the screen there's a row of
icons used to control the trenchcoated private dick. Pressing the fire button
puts the icon selecting cursor under the control of joystick and keyboard
- another press on fire selects an icon. At the start of the game the cursor
rests over the Move icon - a footprint - and it's possible to move in four
directions around the room you're in. All the locations are monochromatic,
presented in the three dimensional view that has become familiar with
Ultimate's releases, and games such as Fairlight and Sweevo.
Some of the objects found in locations can be shoved around - like chairs and
tables. Others can be picked up and dropped using the appropriate icon, or even
thrown. As you follow the girl, she'll ask you do things for her, or fetch
things, like a whisky. Bottles and bags come in handy when your guide needs
bribing!
High on the list of priorities for any self respecting gumshoe is a gun. Once
you've found one, the Gun icon comes into play, and a row of bullets appears
above it. Each time a shot is fired a bullet disappears from the display. At
last - you can waste people - but once the ammo runs out, all you can do is
hurl the weapon at a baddie's head. It's time to find another gun.
The playing area encompasses several buildings,interlinked by streets in which
dustbins and packing cases as well as the odd telephone booth can be found. The
mob realise what you are up to, and heavies lurk in some locations waiting to
give you a bad time. Some just punch - and using the Punch icon, you can fight
back - while others pack a mean shooter. Getting too close to a bullet spells
curtains, and your trenchcoated figure dissolves before the game returns to the
start screen.
As an aid to communication,the Speech icon allows conversation by inflating a
speech bubble above the figure of the Private Investigator. Type in what you
have to say, and consider it said. The other characters in the game won't
accept direct orders but can be friendly and sometimes downright helpful after
a bit of verbal. (Don't be tempted to make improper suggestions to the mini
-skirted girls - they reject your advances.) Some of the doors are guarded, and
you'll need to pop the password into a speech bubble to get through. It's
possible to guess some of the passwords, but persuading the girl or other
characters to let you have passwords is an important part of the game.
As you collect useful items, they appear in an area of the screen above the
icons. A cursor points at your latest acquisition and if you want to throw
something, make sure the cursor (controlled by its own icon) is pointing at the
right missile. Sometimes you need to lob objects at things in a room so they
can be moved within reach. The zigzag Throw icon sends missiles bouncing round
the room, and a little practice is needed before throwing becomes accurate.
Lobbing a bomb is very satisfying - when it comes to rest it explodes into the
words "Bom" and wastes anyone in the vicinity!
At the end of the game (or after quitting with the A icon), two scores are
presented. One score indicates the number of rooms visited as a percentage of
the total number of locations in the game. The other, on a scale from 0.00 to
0.99, indicates how many tasks you have completed during play. It ain't easy
being a shamus, Mac...
CRITICISM
"There's lots of fun to be had exploring the locations in M.O.V.I.E. - nearly
two hundred in all - and the detail in some rooms is very pleasing. Clocks tick
and tape recorder spools whirl. The animation on the girls is really neat: they
wiggle along enticing you to follow very convincingly. The icon control system
is straightforward enough, but it can get a bit tricky at times when you need
to enter a location which contains a gun-toting baddie - you have to flip from
Move to Gun icon very quickly to get a shot in. The girls begin in a random
location, so each time you play the game is a little different. Overall a great
game, with lots of atmosphere. It's a shame there's not more sound, though.
Should keep anyone busy for quite a while, solving the puzzles it contains."
"WOW! Great graphics, the same viewpoint as in Knight Lore, Alien 8 and
Fairlight, but with 'real' objects with which you can identify, like armchairs,
crates, TV's etc. They're not just fantasy objects. The game is quite original,
presenting a fair challenge. The graphics far surpass the other game elements.
I won't do the obvious thing, and say they are 'filmic', but excellent they
are. Sound is a bit sparse, little beyond footsteps, and maybe the use of
colour should have been a bit more adventurous. For me, M.O.V.I.E. keeps
Imagine, of Yie Ar Kung Fu and Mikie fame, well up at the Ultimate level."
"I decided to don my raincoat and CRASH hat for this one. 'Brilliant' was the
first word that came to mind as I entered a very posh American type tower-block
office, a quick look out of the window and I thought I'd better dash, so I ran
out of the room and promptly bumped into a very suspicious looking coffee
table. I proceeded and found an un-fingerprinted gun - might come in useful, I
thought. I was right... Imagine's first step into the monochromatic world is a
success - in my mind anyway. M.O.V.I.E. is the most enthralling game I've every
played. The scenario is a classic one, and one that I've never seen implemented
before in a proper arcade/adventure game. (Mugsy was strategy, before Ed starts
getting letters.) Everything's fabulous - the graphics are amazingly detailed
and realistic, the game goes at a very sinister pace, a cursor with inertia and
a parrot that repeats everything that you say. Stop watching those old gangster
movies and jump in to one via your Spectrum and a copy of M.O.V.I.E., game of
the year so far, for me. Now leave me alone and let me get back to finding this
twin sister."
COMMENTS
Control keys: 1 to 0 fire, Q to P up, A to ENTER down,
Caps X V N Symbol Shift left, Z C B M SPACE right
Joystick: Kempston, Cursor, Interface 2
Keyboard play: responsive, once you get the hang of it
Use of colour: monochromatic locations
Graphics: detailed, and well animated. No wait between screens for rooms to be
drawn
Sound: only footsteps as you stump around
Skill levels: one
Screens: 199 rooms
General rating: a neat development on the 3D theme with a very different
scenario
Use of computer 90%
Graphics 95%
Playability 93%
Getting started 91%
Addictive qualities 92%
Value for money 94%
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Overall 93%
(Sinclair User, #48, Marec 1986, John Gilbert, 5/5 SU Classic\../../WOS/SinclairUser04800058.jpg)
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MARLOWE stood and stared out of the dirty window. It was hot in the office and
his long raincoat and matching snap-brim brought out the sweat.
As if on cue he turned and walked to his desk. He found nothing there to give
him a clue to the location of the cassette tape which would lead to the biggest
gangster bust N.Y. had ever seen.
The girl must be somewhere, and her evil sister not far behind. If he picked
right the girl would take him to the cassette, if wrong her sister would lead
him to his death.
Hands in pockets, he walked out into the alleys and mean streets of gangster
city.
You're the director of this screen play but the executive producers at Imagine
dictate the script. Movie uses similar perspective graphics to those in Knight
Lore, from Ultimate, and Fairlight, from The Edge. The concept, however, has
not been tackled before in such an original manner and the graphics
successfully create a seedy, sleazy, atmosphere.
One departure from the traditional Ultimate approach to 3D arcade adventures is
the ability to converse with characters in the game. The detective in Movie can
talk to gangsters, parrots and mysterious women. Press the speak icon and a
balloon will appear at your detective's mouth. Type in a question, such as 'Do
you want the money?' and the listener will reply using the same type of speech
balloon.
The balloons extend the Ultimate technique and give the game a comic book feel.
Usually, only the good guys will talk to you, although the evil twin sister may
say a word or two.
You control your private eye through the icons at the bottom of the screen,
using a spy glass as a cursor. They are easy to understand and with them you
can manipulate objects, speak, shoot, and hold or abort the game.
In the beginning the detective has no clues or means of defence. He must find
them in the maze of rooms and streets. Initially you should not be looking for
the lady with the answers. Your first task should be to find weapons.
Because the background colours and the character colours are the same, weapons
blend into the scenery. Your gun, which is only two rooms from your office,
will probably go unnoticed the first few times you enter the location. Walk
through the blue reception and you will find it on a juke box in the yellow
room.
Picking up objects can be irritating. You may have to try several times before
you get the correct angle, either head-on or central to the object. Any
deviation in angle, even by millimeters, and the object will refuse to be
lifted.
On some occasions objects will be out of reach, on top of a sack of packing
cases or perched on an old wireless set. To get them down you must use one of
the objects you already have and use the throw option. Bags and guns can be
rescued in that way with no trouble, but if you aim to knock a bomb from the
top of four packing cases you will be in for an explosive time.
The weapons are not easy to use, as the gangsters which you come up against
shoot on sight. For that reason you should enter each room with extreme
caution. Move the detective to one side of the doorway before entering. The
gangsters tend to shoot towards the centre of We doorway and you get no second
chance if you're shot - it's back to the beginning and, with no Save option to
allow you to choose the place of your reincarnation, you'll have to start
collecting objects again.
Bombs are no more efficient than guns. They have a very localised effect and
you can be in the same room with victims when it explodes.
The problem is to get the victims directly over the bomb. To do that you should
wait for the gangsters to get near you, throw the bomb and then punch them.
They will back away into the path of the bomb.
Alternatively, you can lob the bomb indiscriminately when you enter a room. Be
wary, though, as the bomb only travels a short distance and most gangsters tend
to be in the middle, or far side of the room.
Once armed you must find a bag, a bomb and a wad of money. They can all be
found in the same places on each play of the game.
Although you are free to get the objects in any order the most sensible - and
shortest - way is to pick up the bag after the gun, then the money and then try
and find a bomb.
To find the bag you must first leave your off ice building, walk up or down a
back street to a dead end and enter a music hall. You can go into the
auditorium. The bag is somewhere in there, together with a nasty-looking
gangster and a harmless good guy.
On the way back from the manager's office take a peek into the white room. The
mystery girl may be in there.
Collecting the money is a more difficult affair and one in which you will
encounter a Mafia hit man who, if you are not quick on your reflexes, always
gets his man. To avoid him walk to the right of the doorway then, gritting your
teeth, enter and head straight towards the mobster. His fire will have no
effect and you'll be able to turn left into the next room.
The route to the money takes you through six narrow alleys, each a different
colour. Once through the alleys a quick jaunt through two offices, an empty
room and a small room will bring you to the spondula, lying on the floor of yet
another office.
The money is obviously for bribery and you don't have to look hard to find a
likely candidate. You may be wondering why some gangsters make no attempt to
kill you, but seem to want you to stay and talk.
In this way you might get some cryptic information, including a clue to help
you in your search for the cassette.
Bombs are found in bars and storerooms - balanced on tables or crates. Once you
have collected the money a bomb will be useful and you'll find one in the same
building as the bank notes - in a bar protected by two heavies.
Gangsters you can destroy with bombs and bullets, but there are other obstacles
which will get between you and the incriminating tope. When I first played the
game I thought it was a straight detective story faithful to the spirit of
Dashiell Hammet or Raymond Chandler. Soon, however, I walked into an audition
for Poltergeist with articles of furniture, suits of armour, balls and dogs
flying around rooms. Those are aimed - literally - at the arcade player.
They all have different methods of movement and timing. Knights move their
counterparts on a chessboard - at right angles - while dogs swoop from the
ceiling and balls roll up and down rooms horizontally, vertically but never
diagonally. Some rooms contain more than one type of obstacle and a few have
immovable crates to further complicate matters. All of the rooms have a
solution.
Unfortunately, the mystery girl is not so easy to locate or, dare I say it,
control. The program dumps the girl anywhere on the map when the program begins
but there are some places in which I would advise you to look first.
The white room in the music hall is a favourite haunt. I found her there
several times. She can also be found in an office in the building marked by
potted plants, down the alley leading from your building.
On first impressions her character is animated smoothly and well. Imagine
probably blames her high-heeled shoes for the strut with which she walks,
though after a time it seems mechanical and irritating to watch.
Is she supposed to lead you to the cassette tape? That's hard to believe when
she can't even negotiate a plant pot standing in a doorway. She kept getting
stuck in the leaves and even with help couldn't unravel herself.
Her evil sister puts in the odd appearance but there is no physical way of
telling them apart. You could try talking to her - if nothing else it might get
her moving.
If you ask her the right question she might also betray herself. When she says
'I hate you' you will get the feeling that all is not quite right. If, however,
you insist on following her she will waste your time and then lead you into the
arms of the Boss's hit men.
Success in Movie is measured by two ratings. The first is a percentage score
based on the number of locations you have visited. Moving around from location
to location is easy and you are likely to end up with a hefty number of points.
The other score which ranges from 0.00 to 0.99 is calculated on the number of
special objects you have, the number of clues you have taken advantage of, and
the puzzles solved.
If your score is 0.15 and you have the gun, bomb, money and password - which
amongst other things will help you get into some guarded rooms - you'll be
doing well. It took me several hours of play to get that far.
Movie's graphics may not be better than Ultimate's and, compared to Fairlight,
they're a little creaky, but the novel plot makes it a winner.
The seedy atmosphere, together with the innovative bubble speech makes the long
hours which you'll have to put in to crack the puzzle well worthwhile. It's a
story worthy of the movies.
{Start, Goran Pavletić\../../WOS/Start01.jpg}
--------
{Your Sinclair, #3, Marec 1986, Gwyn Hughes, 9/10 - YS Megagame\../../WOS/YourSinclair0300072.jpg}
---------------
{Your Sinclair, #37, January 1989, Cover Game\../../WOS/YourSinclair3700020.jpg}
----------------
{ZX Computing, April 1986\../../WOS/ZXComputing860400053.jpg}
---------------
{ASM, April 1986, Manfred Kleimann\../../WOS/ASM_4_86.jpg}
----------------
Pomoč:
--------
(Crash, #28, Maj 1986, Playing Tips, Paul Collins\../../WOS/Crash2800065.jpg)
-------------------------------------------
Go and pick up the briefcase, gun, money. Remember to use the bullets
carefully because you only have a limited supply of these. Then go and find a
woman. Say to her "Friend or Foe". If she replies "Kill, kill, kill" then she
is the baddy. If she repeats "Friend or Foe" then she is the goody. Follow her
and do as she says but make sure she doesn't get killed. If she does then
you're on your own.
(Crash, #29, Junij 1986, Playing Tips, Toby Doig\../../WOS/Crash2900065.jpg)
-------------------------------------
If you find Vanya, kill her.
If you find Tanya, do whatever she says.
Near the start of the game there is a room with a parrot in it and a knight
guarding the door. Get rid of the knight by saying "Open". This makes the
knight move out of the way. In one of the alleys there is a knight who blocks
the way to approximately 70 rooms. To get past him, drop a bottle between you
and the knight and walk forwards pushing the bottle. When you are next to the
door, grab the bottle and go through the door. You may have come across a
password puzzle. This is used in one of the rooms which has a knight guarding
a door and two rolling balls. Say "Puzzle" and the knight moves out of the way.
When throwing a bomb, it is highly advisable to move out of its path, or you'll
get blown to smithereens with it. When you meet a goody, keep saying "God bless
you". This extracts information from them quite successfully.
(Sinclair User, #51, Junij 1986, Zap Chat, Peter J Francais\../../WOS/SinclairUser05100019.jpg)
----------------------------------------------------
To get the bomb and money go to the room with the parrot which is near your
office. Say "Open Sesame" and the suit of armour will move. To get the gun go
to the yellow sitting room near your office; it is on top of the radiogram.
(Sinclair User, #51, Junij 1986, Zap Chat, Daryl Cope\../../WOS/SinclairUser05100019.jpg)
----------------------------------------------
Here is a way to distinguish the bad girl from the good girl. When the bad
girl goes into a room with hoodlums in it she does not get killed, but when a
good girl enters a room filled with bad guys, they shoot and try to kill her.
(Your Sinclair, #10, Oktober 1986, Hack Free Zone, Supa Cool Sudi\../../WOS/YourSinclair1000018.jpg)
----------------------------------------------------
Firstly, go to the Parrot Room. All you have to do to move the knight
guarding the door is say "OPEN" and it moves. Quickly walk in and take the
money and the bomb.
Now go to a good guy and say "TELL ME PASSWORD FOR MONEY", and if you're
lucky he will say "PUZZLE". If he does, give him the money. The word "PUZZLE"
is used in a room with a knight guarding the door and two rolling balls. Say
"PUZZLE" and the knight will move. Now go into the room with the moving jukebox
and go behind the bar. Here there is a bottle. Look for one of the girls. When
you find her say "FRIEND OR FOE". If she repeats it she is a goody. If she says
"KILL KILL KILL" she's a baddy, and you must kill her quickly. (Whatever you do
don't ask her for a kiss - she will stop helping you for a while!) When you
find the gun, use your bullets very wisely, 'cos you might not have many. You
may need them some other time, so fire sparingly.
When using the bomb, throw it in the longest direction, as this gives you
more time to get away. As soon as you throw it, leg it! If you get hit by it,
you will die. In one of the alleys there is a knight guarding a door which
blocks about 70 rooms! To open it, drop a bottle between you and the knight and
walk forward, pushing the bottle ahead of you. When you get to the next door,
take the bottle and go through the door.
When you meet a good guy keep saying "GOD BLESS YOU" and because they are so
stupid they will give you some important info. Although you might know most of
what they tell you already, you get some points for doing this. Finally it is
highly advisable to use the Movie map printed in the May issue.
(Your Sinclair, #44, Avgust 1989, Hints'n'Tips, Stephen Baker & Chris Banahan\../../WOS/YourSinclair4400032.jpg)
------------------------------------------------------------------
When you're in a room with more than one bad guy, always keep moving but
don't try to attack or kill him. Always keep to the walls and arrive at your
destination quickly. When in a room with a bad guy, shoot him if he shoots at
you, and punch him if he punches you. When in a room with a lady, talk to her
politely and she may give you information. When she leaves the room, follow
her. If she keeps leading you into danger, then make a note of where she began
and avoid her. You can't carry two guns, so if one is empty you must throw it
away before you can pick up the new one. Knights are deadly. Don't touch them
for any reason. When a knight is blocking a door, say things like "open" and
"move". If nothing works, try a different route.
(Your Sinclair, #56, August 1990, Hints'n'Tips\../../WOS/YourSinclair5600030.jpg)
-----------------------------------
Letters galore after the Ellesmere Port Elf, in one of his megamissives,
dared to suggest that there was nothing useful you could ever say to the parrot
in this strangely silly isometric game. "Wrong!" cried Clinicians as one. "Try
typing OPEN SESAME."
{Your Sinclair, #48, December 1989 Hints'n'Tips, Richard Swann\../../WOS/YourSinclair4800038.jpg}
----------------
{Sinclair User, #52, July 1986, Zap Chat, Stewart Davies\../../WOS/SinclairUser05200019.jpg}
----------------
Dodatne mape:
---------------
{Svet Kompjutera, April 1986, Igre Spectrum, Aleksandar Petrović\../../WOS/SK8604-50.jpg}
------------------
{Your Sinclair, #5, May 1986\../../WOS/YourSinclair0500044.jpg}
----------------
{Crash, #30, July 1986, Playing Tips\../../WOS/Crash3000068.jpg}
---------
{Micro Hobby, #73, April 1986\../../WOS/MicroHobby07300016.jpg}
---------
{Sinclair User, Junij 1986, Zap Chat\../../WOS/SinclairUser05100019.jpg}
----------------
Reklame:
----------
{Your Sinclair, #4, April 1986\../../WOS/YourSinclair0400034.jpg}
----------------
{Your Sinclair, #8, August 1986\../../WOS/YourSinclair0800008.jpg}
----------------
{Your Sinclair, #9, September 1986\../../WOS/YourSinclair0900096.jpg}
----------------