Instructions for

How To Be A Hero

M.A.D., 1987

Written by Chris Owen, HTML'd by Arnt Gulbrandsen.

Controls

Keyboard, Kempston

Aim of the game

Forget Indiana Jones or James Bond - real heroes must first try to complete this game to qualify as a hero. There's a choice of three areas and a predicament in each - how will you shape up?

Game play

There are three separate locations which you must complete:
  1. EGYPT - deep in the desert lies an ancient, long-forgotten tomb. You have managed to get yourself locked in! Escaping would be a good idea, but within the tomb are seven doors, each requiring its own key, which you must first find. To complicate things still further, the museum you work for wants 24 pieces of an ancient tablet collected from the tomb. The gameplay is much like Atic Atac - wander around, avoid the creatures (and shoot them if necessary) and collect the food you find to boost your flagging strength (shown by the two pineapples on the right of the screen).
  2. SPACE - you are the sole survivor of a space accident which has resulted in your ship going uncontrollably off course. Finding and using the correct security passes opens locked doors to reach the escape pod. However, you must also prove your heroism by finding the 24 pieces of circuit board required to fix the ship and bring it under control. Gameplay is pretty much the same as part 1 (see above).
  3. MUTANT CITY - transported into a mutant city, you must search for a vital document which has been torn up and hidden in 24 locations (surprise!). Lying around the city are keys, which allow passage between buildings in search of an escape route. As for gameplay - see 1 and 2 above...

Comments

"A simple, addictive game."

Rating

70% (CRASH #40, May 1987)

Now

Distinctly unimpressive - a five-minute game.

Keys

Redefinable
Nettverksgruppa, 5/10-94, sinclair@nvg.ntnu.no