home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Secret Service 56b
/
SSERVCD_56B.bin
/
Sinclair
/
Games
/
information
/
SentinelThe.txt
< prev
next >
Wrap
Text File
|
1998-02-02
|
5KB
|
150 lines
THE SPECTRUM GAMES DATABASE
THE SENTINEL
PUBLISHER
Firebird
AUTHOR
Original by Geoff Crammond
YEAR
1987
CATEGORY
Strategy Puzzle
CONTROLS
Keyboard, Cursor, Kempston
KEYS : Pan left - S
Pan right - D
Pan up - K
Pan down - M
Create Tree - T
Create Boulder - B
Create Robot - R
Sights on/off - SPACE
Hyperspace - H
U-turn - U
Absorb - A
Transfer - Q
Quit - BREAK
Pause - P
Unpause - ENTER
Music on/off - Z
INISTRUCTION
The object of the game is to absorb the Sentinel and replace
him as ruler of the landscape. Once achieved, you may hyperspace
into a new world to begin the struggle afresh.
Once you have loaded the game, the title screen will be
displayed. Press any key and you will be asked to input a
landscape number from 0000 to 9999. After you have entered the
landscape number and hit return, you will be prompted for an
8-digit secret entry code, unless you choose landscape 0000,
which does not require an entry code.
After a short delay you will be shown an aerial view of the
selected landscape which shows the relative positions of the
Sentinel (standing on the tower - he may be a little difficult
to spot, owing to the monochrome graphics!) and the Sentries, if
any. Pressing any key will take you onto the landscape's surface.
The Sentinel and sentries will be inactive until you expend or
absorb energy. This allows you to have a look around and plan
your assault on the Sentinel.
Once activated, the Sentinel and Sentries slowly rotate, scanning
the landscape for squares which contain more than 1 unit of
energy. This means you! The various objects contain different
amounts of energy:
TREE - 1 unit - Will not be absorbed by Sentinel/Sentry
BOULDER - 2 units
ROBOT - 3 units (you!)
SENTINEL - 4 units } Will not be
SENTRY - 4 units } absorbed by
MEANIE - 1 unit } Sentinel/Sentry
If they can see a square with more than 1 unit of energy, the
Sentinel or Sentry will reduce the energy to 1 unit by absorbing
1 unit at a time and creating a Tree at some random point on the
landscape. Therefore a Robot will be reduced to a Boulder, and
a Boulder to a Tree.
The total amount of energy in a landscape remains constant, so
if a unit of your energy is absorbed, a Tree will be randomly
place on the landscape.
You can also absorb and create objects. You do this by turning
on your sights and centering them on the square surface below
the object to be absorbed or created. Boulders, however, act as
an extension of the square surface and the sights should thus be
aimed at the side of the Boulder. Boulders can be stacked and
have things placed on top of them. This means that you can gain
height by creating a stack of Boulders with a Robot on top, and
then transferring yourself to that Robot. (See moving, below).
From those high vantage points, you can absorb the Sentries and
maybe even the Sentinel himself.
The amount of energy you have is shown at the top left of the
screen in the form of Robot, Boulder and Tree icons. A coloured
(non-blue) Robot icon is worth 15 energy units.
To move around the landscape, you must create a Robot and then,
with the sights still on, press the transfer key. You will now
be in the new Robot, facing your old Robot, which you can now
absorb.
The indicator on the top right of the screen is the scan
warning. If a Sentinel or Sentry spots you, this indicator will
be filled with specks and you will hear a warning buzz. You have
about 5 seconds to move out of view before your energy is drained
1 point at a time. Once all of your energy has been drained, then
you have been absorbed and the game ends.
If the warning indicator is only half-filled with specks, this
means that the Sentinel or Sentry can see you but cannot see the
square that you are stading on, which means that it cannot absorb
your energy. In this situation, it looks for a Tree near you and
turns it into a Meanie.
The Meanies' job is to flush you out, which it does by forcing
you to Hyperspace. The Meanie rotates quickly, making a low
clicking sound, until it can see you. You will then Hyperspace
to a new location.
Hyperspacing effectively wastes 3 units of energy, so try to
avoid using it. It creates a new Robot in a random position and
automatically transfers you to it, leaving your old Robot behind.
You will end up at the same height or lower but never on your
original square. If you Hyperspace will less than 3 units of
energy, you are destroyed.
Once the Sentinel has been absorbed, you can no longer absorb
energy, although you can still create objects and transfer to
other Robots. When you Hyperspace while standing on the
Sentinel's tower, you will be given the 8-digit entry code for
a new landscape. Which one it is depends on the equation:
Landscape given = present landscape number + energy left
SCORES RECEIVED
"Highly playable and addictive, The Sentinel is one of those rare
games that makes owning a computer a delight." 97% (CRASH #40,
May 1987)
GENERAL FACT
NOTES