Pentagram (video game)

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Pentagram
Pentagram cover.jpg
Cover art
Developer(s) Disputed; see main article
Publisher(s) Ultimate Play the Game
Series Sabreman
Engine Filmation
Platform(s) MSX, ZX Spectrum
Release 1986
Genre(s) Arcade adventure; maze
Mode(s) Single-player

Pentagram is a ZX Spectrum and MSX video game released by Ultimate Play the Game in 1986. It is the fourth in the Sabreman series, following on from his adventures in Sabre Wulf , Underwurlde and Knight Lore . Similarly to Knight Lore it uses the isometric Filmation engine. The game was written by either Tim and Chris Stamper or a U.S. Gold programming team.

Contents

Introduction

Typically, for an Ultimate release, the inlay card provides little actual instruction for playing the game, but includes a cryptic short story as an introduction.

..."and silvery waters drawn forth from the well did quench the ravages of time. Decay dissolved, they point to the stars proud and sharp and new. Two you will find and thence, two more, all charmed with the magical dew. Across them you will find the PENTAGRAM. Its form will become as solid as rock for all to see. The runes must you learn and glean, their place in Magic and in this land will they find without aid and the PENTAGRAM will be yours".

Pentagram documentation, Ultimate Play the Game, 1986

This was Ultimate's way of describing the object of the game, which is to recover the lost Pentagram, an artifact of magical power. Firstly, Sabreman must locate one of the wells located in the maze of screens, shoot it several times with his spell and take the resultant bucket of water to one of the broken obelisks. When dropped on these, the water will "heal" the stone. This must be done with each of the four obelisks to make the titular Pentagram appear in one of the rooms. Once this is done, five magic runestones must be found and placed on the Pentagram itself.

Gameplay

The difficulty to reach "silvery waters" Pentagram 3.gif
The difficulty to reach "silvery waters"

Though the objective in Pentagram is more complex and obscure than the simple "find and fetch" gameplay of the two previous Filmation games Knight Lore and Alien 8 , the gameplay is similar to those two titles. The main differences in this final revision of the Filmation engine are the new ability to shoot enemies with a projectile magic spell, and the ability of the enemies to respawn. The "directional control" system of the previous games was also removed because the Spectrum's single joystick button was now needed to fire Sabreman's spell, so it could no longer be used to jump (instead, "down" on the joystick is used to jump).

The basic gameplay is the same as that of Sabreman's previous outing Knight Lore (without that game's day/night shapeshifting cycle), as he wanders a mazelike system of screens filled with enemies, pieces of movable scenery (often forming obstacles or puzzles), and exits on one or more walls, sometimes high up and difficult to reach.

Pentagram features larger numbers of enemies than either Knight Lore or Alien 8, due to Sabreman's newfound ability to kill them. These include some new flying creatures, such as ghosts and lice, that don't kill Sabreman but get in his way (an idea reprised from Sabreman's second adventure Underwurlde ), and may even be jumped onto. These harmless but frequently annoying foes will gravitate toward Sabreman and hover around him disrupting his movement (and sometimes even nudging him off platforms) until they are destroyed.

Others such as witches and zombies are lethal to touch but may be destroyed. These do not head straight for Sabreman, but wander in straight lines until meeting an obstruction, at which point they change direction. The same behaviour is true for the wood spiders, though these are more dangerous as they cannot be killed. The "Wulfsheads" are either static or move in a set pattern and also cannot be killed. When an enemy is destroyed by use of Sabreman's new magic fireball spell, another will drop in from the top of the screen to replace it after a short while, this happening much faster the further into the game the player progresses. There is a maximum of two enemies per screen at any one time, excluding any indestructible ones already in place when a room is entered. This is due to the limitations of the hardware which, as with the previous Filmation games, slows to a crawl when any more than four moving objects are on screen at once.

As with the previous two Filmation games, enemies may interact with scenery in a very basic way, shoving any movable objects (such as logs and tables) along when they bump into them. As before, Sabreman may also push one or more of these objects at once, though in Pentagram he may even move them from a distance with a blast of his magic.

Reception

In terms of gameplay and features Pentagram was the most advanced of the Filmation titles, but some sections of the gaming press were becoming tired of the concept and accused Ultimate of unoriginality. This was Ultimate's third Filmation title (fifth if the Filmation II games, Nightshade and Gunfright , are counted), and by that time other publishers were also releasing their own isometric Filmation-inspired games. Confusion was also a factor, with Your Sinclair lamenting that Pentagram's instructions were "shrouded in Ultimate's rather confusing 'poetry'", [4] and Sinclair User admitted that all they could work out of the objective was "it has something to do with the various wishing wells dotted about the game". [5] Even CRASH , who rated Pentagram very highly, hadn't quite worked out the game's objective at the time of review. [6]

Review scores ranged from the 3/5 awarded by Sinclair User, who described it as "lazy" and criticised a perceived lack of imagination in the setting and design, to the 93% "CRASH Smash" awarded by the ever Ultimate-friendly CRASH magazine, who cited the graphics, re-spawning enemies, and atmosphere as high points.

Related Research Articles

Ashby Computers and Graphics Limited, trading as Ultimate Play the Game, was a British video game developer and publisher, founded in 1982, by ex-arcade video game developers Tim and Chris Stamper. Ultimate released a series of successful games for the ZX Spectrum, Amstrad CPC, BBC Micro, MSX and Commodore 64 computers from 1983 until 1987. Ultimate are perhaps best remembered for the big-selling titles Jetpac and Sabre Wulf, each of which sold over 300,000 copies in 1983 and 1984 respectively, and their groundbreaking series of isometric arcade adventures using a technique termed Filmation. Knight Lore, the first of the Filmation games, has been retrospectively described in the press as "seminal ... revolutionary" (GamesTM), "one of the most successful and influential games of all time" (X360), and "probably ... the greatest single advance in the history of computer games" (Edge).

The Sabreman series of games was released by Ultimate Play the Game for the ZX Spectrum in the 1980s. Some of the instalments were also released on other popular home microcomputers, namely the Amstrad CPC, BBC Micro, Commodore 64, and MSX. The series stars Sabreman, who is depicted wearing khakis and a pith helmet.

<i>Sabre Wulf</i> 1984 video game

Sabre Wulf is an action-adventure game released by British video game developer Ultimate Play the Game for the ZX Spectrum home computer in 1984. The player navigates the pith-helmeted Sabreman through a 2D jungle maze while collecting amulet pieces to bypass the guardian at its exit. The player does not receive explicit guidance on how to play and is left to decipher the game's objectives through trial and error. Sabreman moves between the maze's 256 connected screens by touching the border where one screen ends and another begins. Each screen is filled with colourful flora, enemies that spawn at random, and occasional collectibles.

<i>Jetpac</i> 1983 arcade-style shooter video game

Jetpac is a shooter video game developed and published by Ultimate Play the Game and released for the ZX Spectrum and VIC-20 in 1983 and the BBC Micro in 1984. It is the first game to be released by Ultimate Play the Game, the company which later became Rare. The game follows Jetman as he must rebuild his rocket in order to explore different planets, while simultaneously defending against hostile aliens. It was written by Ultimate co-founder Chris Stamper with graphics designed by his brother, Tim Stamper. Reviewers praised Jetpac's presentation and gameplay, and it won "Game of the Year" at the Golden Joystick Awards in 1983.

<i>Alien 8</i> 1985 video game

Alien 8 is an action-adventure video game developed and published by Ultimate Play the Game. It was released for the ZX Spectrum, BBC Micro, Amstrad CPC and MSX in 1985. The game is a spiritual successor to the best-selling Knight Lore, which was lauded by critics for its isometric graphics. In the game, the player takes control of a robot, Alien 8, whose job is to ensure that all of the cryogenically frozen passengers on board a starship remain viable during the ship's voyage.

<i>Knight Lore</i> 1984 video game

Knight Lore is a 1984 action-adventure game developed and published by Ultimate Play the Game, and written by company founders Chris and Tim Stamper. The game is known for its use of isometric graphics, which it further popularized in video games. In Knight Lore, the player character Sabreman has forty days to collect objects throughout a castle and brew a cure to his werewolf curse. Each castle room is depicted in monochrome on its own screen and consists of blocks to climb, obstacles to avoid, and puzzles to solve.

<i>Underwurlde</i> 1984 video game

Underwurlde is a 1984 action-adventure platform video game in the Sabreman series by Ultimate Play the Game for the ZX Spectrum and Commodore 64. The player controls the adventurer Sabreman as he jumps between platforms in a castle and its caverns to find an escape past the exit guardians. Underwurlde features about 600 flip screen areas. Unlike other games of its time, Sabreman is not injured when touched by enemies and is instead knocked backwards. Underwurlde is the second game in the series, between Sabre Wulf and Knight Lore, and released shortly before the latter for the ZX Spectrum in late 1984. Another developer, Firebird, ported the game to the Commodore 64 the next year.

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References

  1. "Pentagram review". CRASH . No. 29. Newsfield Publications. June 1986. p. 134.
  2. "Pentagram - Review", C+VG (57), Future Publishing: 24, July 1986
  3. "Pentagram review", Sinclair User (52), EMAP: 43, July 1986
  4. 1 2 "Pentagram review", Your Sinclair (8), Dennis Publishing: 34, August 1986, archived from the original on 26 June 2015, retrieved 25 January 2015
  5. Sinclair User , issue 52, page 43. EMAP, July 1986
  6. CRASH , issue 29, page 134. Newsfield Publications, June 1986