The Sentinel (video game)

Last updated
The Sentinel
Sentinel-cover.jpg
Cover art by David John Rowe [1]
Developer(s) Geoff Crammond
Publisher(s) Firebird
Platform(s) BBC Micro, Commodore 64, Amstrad CPC, ZX Spectrum, Atari ST, Amiga, DOS
Release1986, 1987
Genre(s) Puzzle
Mode(s) Single-player

The Sentinel, released in the United States as The Sentry, is a puzzle video game created by Geoff Crammond, published by Firebird in 1986 for the BBC Micro and converted to the Commodore 64 (by Crammond himself), Amstrad CPC (with a cross-compiler written by Crammond), ZX Spectrum (by Mike Follin), Atari ST, Amiga (both by Steve Bak) and IBM PC compatibles (by Mark Roll). The Sentinel was among the first games to use solid-filled 3D graphics on home computers. It won numerous awards upon release and has since appeared on several "best video games of all time" lists.

Contents

The IBM PC port supports VGA graphics, with an additional lighting effect: objects and terrain become darker the farther away they are from the point of view. The Amiga port has a sampled soundtrack by David Whittaker.

Gameplay

Atari ST screenshot The Sentinel (video game) Atari ST screenshot.png
Atari ST screenshot

In The Sentinel, the player takes the role of a Synthoid (called just "robot" in the US version), a telepathic robot who has to take control of a number of surreal, checkered landscapes of hills and valleys, by climbing from the lowest spot, where the hunt begins, to the highest platform, over which the Sentinel looms. [2]

The Synthoid itself cannot move across the level; instead it can look around, accumulate energy by absorbing the objects that are scattered across the landscape, create stacks of boulders, generate inert Synthoid shells and transfer its consciousness from one of these clones to another.

List of executable actions:

Controlling Synthoids that are standing at a higher level is fundamental to the game, because only the objects which occupy a visible square can be interacted with (the player may absorb or create objects on a boulder if the sides can be seen). While doing so, the player must watch for the rotation of the Sentinel and be careful not to stand in an area which the Sentinel can see, or else it will start absorbing energy from the Synthoid, and when the energy is gone, the game is over.

Height is gained by placing a boulder on any visible square, and putting a Synthoid on the boulder. The player may then transfer consciousness to the new Synthoid, and absorb the old one. Stacks of boulders of any height may be created, if the player has enough energy. In order to absorb the Sentinel, the player must create a stack of boulders of sufficient height that the Synthoid on top can look down on the Sentinel's platform. When the Sentinel has been absorbed, the player may no longer absorb any energy from the landscape, although objects may be created as normal.

In later levels, the Sentinel is assisted by a number of Sentries. They behave exactly like the Sentinel, but absorbing them is not necessary to complete the level. Unlike the Sentinel, the Sentries do not stand on a platform, but on ordinary squares. If the Sentinel or Sentry cannot see the square the Synthoid is standing on, but its head is visible and there are trees in the vicinity, it may transform one of them into a Meanie, that will force the Synthoid to hyperspace and lose 3 units of energy. If the Meanie cannot see the player's square after a full rotation, it will turn back into a tree and the Sentinel or Sentry will resume rotation.

The rotation of the Sentinel and the Sentries is slow and predictable. However, if there are many Sentries, there will be few safe locations anywhere on the landscape. If either the Sentinel or the Sentries come across a source of energy (boulders or a synthoid), their rotation stops while they absorb the energy, one unit at a time. To keep the total energy constant, a tree is created randomly on the landscape for each absorbed unit of energy.

A level is won by absorbing the Sentinel off its platform, creating a new Synthoid in the place of the Sentinel, transferring the consciousness to it and hyperspacing to a new level. Progress is saved via a password system.

The more energy the player has accumulated when he jumps into hyperspace, the more levels he will skip. Sometimes (depending on the individual skill of the player), it is necessary to replay a level in order to beat it with less energy than the last time, since the difficulty is not incremental.

Development

The Sentinel has no ending sequence; upon completion of the last level, the player is looped back to level 1. When questioned about this, Crammond said he never thought anyone would go so far as to finish the game. [3]

Reception

Computer Gaming World called the Commodore 64 version of The Sentinel "outstanding and addictive ... I highly recommend it for many absorbing hours". [5] It received a Gold Medal award by Zzap!64 magazine, [6] describing it as an exceptional piece of software in a class of its own, and refusing to give it a numbered rating as a result.

The ZX Spectrum version received a CRASH Smash award, [7] the magazine praising its originality, atmosphere and tension. It was also placed at number 7 in the Your Sinclair official top 100. It was also voted Best Original Game of the Year at the Golden Joystick Awards. [8]

The Amiga version was ranked the 20th best game of all time by Amiga Power ; [9] one of the 50 best computer games ever by PC Format , who called it "straight out of left field" and "inspired"; [10] and the 53rd best game of all time by Next Generation , who cited the "Absolute, paranoid, scrambling tension" experienced by the players as they try to avoid the sentinel's gaze. [11]

Reviews

Legacy

A preview of a nonexistent sequel called Monolith appeared in 1995 in Italian magazine The Games Machine as an April Fool's Day prank. In 1998, the real sequel called Sentinel Returns was released for Windows and PlayStation. In December 2020, [14] a freeware game named Monolith, based on that hoax, actually came out [15] and was reviewed in issue 1/86 of Zzap! published by the Airons association in Vigevano. [16] [17]

Archipelagos (1989) has different gameplay, but a similar surreal environment.

A number of unofficial remakes and variants of The Sentinel have been written, such as Sentry (1989, MS-DOS), Zenith (2005, Windows freeware), Augmentinel (2019, Windows freeware) and Pinnacle (2023, Linux, Mac and Windows freeware). [18] [19] [20] [21] [22]

Annwn: The Otherworld [23] (2019) has similar gameplay with a Celtic motif and several changes to user interface and level structure.

Related Research Articles

<i>Bloodwych</i> 1989 RPG video game

Bloodwych is a dungeon role-playing video game, a dungeon crawler, developed for the Amiga, Atari ST, MS-DOS, Amstrad CPC, Commodore 64, and ZX Spectrum. Its box featured artwork by Chris Achilleos. The plotline identifies the player as a champion of Trazere who, after recruiting up to three fellow champions, travels through dungeons and mazes fighting creatures along the way to find and destroy the evil Zendick, and banish the Lord of Entropy.

Geoff Crammond is a computer game designer and programmer who specialises in motor racing games. A former defence industry systems engineer, he claims to have had little interest in motor racing before programming his first racing game (Revs) back in 1984, but he holds a physics degree, which may explain the realism of some of his programming. As a consequence of that project he became a big fan of Formula One motor racing. At the end of the 80s, this interest, plus the ever improving capabilities of home computers, inspired him to specialise in programming Formula One racing simulations.

<i>Captain Blood</i> (video game) 1988 video game

Captain Blood is a French video game made by ERE Informatique and released by Infogrames in 1988. It was later re-released in the UK by Players Premier Software.

<i>Stunt Car Racer</i> 1989 video game

Stunt Car Racer is a racing video game developed by Geoff Crammond. It was published in 1989 by MicroProse, under their MicroStyle and MicroPlay labels in the United Kingdom and in the United States, respectively. The game pits two racers on an elevated track on which they race in a head-to-head competition, with ramps they must correctly drive off as the main obstacle.

<i>Tower of Babel</i> (1989 video game) 1989 video game

Tower of Babel is a computer game for the Amiga, Atari ST and Acorn Archimedes systems programmed by Pete Cooke, developed by Rainbird Software and released by Microprose Software in 1989. It is a puzzle video game played on a three-dimensional tower-like grid viewed in vector graphics with filled polygons.

<i>Sentinel Returns</i> 1998 video game

Sentinel Returns is a video game developed by Hookstone, produced by No-Name Games and published by Sony in 1998, for Microsoft Windows and PlayStation. It is the sequel to The Sentinel by Geoff Crammond and features 651 levels, a multiplayer mode and a soundtrack composed by John Carpenter and arranged by Gary McKill.

<i>Hillsfar</i> 1989 video game

Hillsfar is a role-playing video game for MS-DOS compatible operating systems, Amiga, Atari ST, and Commodore 64. It was developed by Westwood Associates and published by Strategic Simulations in 1989. It combines real-time action with randomly generated quests and includes elements of the Advanced Dungeons & Dragons fantasy role-playing game. A port to the Nintendo Entertainment System was released in 1993. Hillsfar received mixed reviews from critics.

<i>Awesome</i> (video game) 1990 video game

Awesome is a science fiction action video game released by Psygnosis for the Amiga in 1990. It features a variety of gameplay styles, from overhead shooting to Asteroids-esque sequences, and a pre-rendered ray-traced intro. The objective is to traverse the galaxy despite not having the funds or fuel to do it.

<i>Zombi</i> (1986 video game) 1986 video game

Zombi is an icon-driven action-adventure video game. It was Ubisoft's first publication, released in 1986. It was programmed by Yannick Cadin and S. L. Coemelck, with graphics by Patrick Daher and music by Philippe Marchiset.

<i>War in Middle Earth</i> 1988 video game

War in Middle Earth is a real-time strategy game released for the ZX Spectrum, MSX, Commodore 64, Amstrad CPC, MS-DOS, Amiga, Apple IIGS, and Atari ST in 1988 by Virgin Mastertronic on the Melbourne House label.

<i>Hostages</i> (video game) 1988 video game

Hostages is a 1988 tactical shooter video game developed and published by Infogrames for the Acorn Electron, Archimedes, Atari ST, Amiga, Apple IIGS, Amstrad CPC, BBC Micro, Commodore 64, MS-DOS, MSX, Nintendo Entertainment System, and ZX Spectrum. The game depicts a terrorist attack and hostage crisis at an embassy in Paris, with the player controlling a six-man GIGN counterterrorist team as they are deployed to defeat the terrorists and free their hostages.

<i>F29 Retaliator</i> 1989 video game

F29 Retaliator is a combat flight simulator video game developed by Digital Image Design and published by Ocean Software in 1989 for the Amiga and Atari ST, 1991 for the PC, and for the FM Towns and NEC PC-9801 in 1992-1993. Its working title was just Retaliator. The game was developed during the end of the Cold War, based mostly on speculations on then-future aircraft that were expected to be in use by the year 2002, in particular based on the design of the Lockheed Martin F-22 and the Grumman X-29A.

<i>Never Mind</i> (video game) 1989 video game

Never Mind is a puzzle video game developed by MC Lothlorien and published by Psygnosis under its Psyclapse label in 1989.

<i>Archipelagos</i> (video game) 1989 video game

Archipelagos is a 1989 first person action and strategy video game developed by Astral Software and playable on Amiga, Atari ST, and MS-DOS.

<i>Interphase</i> (video game) 1989 video game

Interphase is a 1989 combination first-person shooter and puzzle video game developed by The Assembly Line and published by Image Works for multiple platforms.

<i>Balance of Power: The 1990 Edition</i> 1990 computer strategy game

Balance of Power: The 1990 Edition is a sequel to the computer strategy game Balance of Power.

<i>Peter Beardsleys International Football</i> 1988 video game by Grandslam

Peter Beardsley's International Football is a football video game developed in 1988 by Grandslam and endorsed by Peter Beardsley.

<i>Hex</i> (video game) 1985 video game

Hex is a turn-based strategy game developed by Mark of the Unicorn and published in 1985 for the then-new Atari ST and later for the Amiga. The player controls a unicorn that is trying to turn all the hexes on the game board to the same colour. Opponents attempt to turn them to a different colour and thus defeat the unicorn. As the unicorn levels up, new spells are added to its repertoire, but only 5 can be used at any given time.

<i>Apollo 18: Mission to the Moon</i> 1987 simulation video game

Apollo 18: Mission to the Moon is a 1987 video game published by Accolade and developed by Canadian studio Artech.

<i>SkyChase</i> 1988 video game

SkyChase is a combat flight simulator designed by Ralph Russell in 1988. It is the first game developed by Maxis.

References

  1. "David John Rowe's artist page". Box Equals Art. Retrieved 25 December 2017.
  2. "Commodore C64 Manual: Sentinel, the (1984)(Firebird Software)". 1984.
  3. "NG Alphas: Sentinel Returns". Next Generation . No. 36. Imagine Media. December 1997. p. 121.
  4. Game review, Crash magazine, Newsfield Publications, issue 40, May 1987
  5. Wagner, Roy (Aug–Sep 1987). "Aboard the Ten Thousand Sentries Limited". Computer Gaming World. p. 42.
  6. The Sentinel review by Zzap!64
  7. The Sentinel review by CRASH
  8. "Computer & Video Games".
  9. Amiga Power magazine issue 0, Future Publishing, May 1991
  10. Staff (October 1991). "The 50 best games EVER!". PC Format (1): 109–111.
  11. "Top 100 Games of All Time". Next Generation . No. 21. Imagine Media. September 1996. p. 52.
  12. "Jeux & stratégie 44". April 1987.
  13. "Jeux & stratégie 45". June 1987.
  14. "Monolith Windows game". 18 December 2020.
  15. "Monolith".
  16. "Monolith". Zzap! . No. 1/86. Associazione Airons di Vigevano. May 2021. p. 41.
  17. "Zzap! Numero 1/86".
  18. Rumblefish (2023-12-24). "Zenith – The Sentinel Remake". Nexus23. Retrieved 2024-07-20.
  19. Dubois, Fabrice (2017-09-04). "The Sentinel is an extraordinary game". Medium . Retrieved 2024-07-20.
  20. Owen, Simon. "Augmentinel — Internals" . Retrieved 2024-07-20.
  21. "Augmentinel by Simon Owen, a remake of The Sentinel for windows with VR support". Genesis8. 2019-04-21. Retrieved 2024-07-20.
  22. "Pinnacle". Viper Fish Games. Retrieved 2024-07-20.
  23. Tarason, Dominic (2019-04-15). "Annwn: The Otherworld is The Sentinel with Celtic ghosts and a demo". Rock, Paper, Shotgun. Retrieved 2022-12-23.