Pentagram
Ultimate, 1986
Written by Chris Owen, HTML'd by Arnt Gulbrandsen.
Controls
Keyboard, Kempston, Cursor
Aim of the game
Having escaped from the curse of the werewulf in Knight Lore, Sabreman is back to his old
exploring habits again. Disguised as a wizard, he must search the
haunted forest for the long-lost Pentagram...
Game play
Probably best thought of as being like SABRE WULF but in
isometric 3D. Sabreman must track down the missing parts of the magic
Pentagram, which must then be united and bathed in the waters from a
well that lurks behind a wall of mantraps - runes must be found too,
and then the Pentagram finally becomes Sabreman's personal property.
The actual gameplay is very similar to Knight Lore, except that this
time Sabreman can defend himself by hurling magical fireballs at the
various enemies. Puzzles are frequent and deadly - objects, such as
tables, logs and blocks of stone, can be moved by pushing them or by
blasting them with magic, in order to access difficult-to-reach
locations.
The items to be collected aren't always in the same locations - the
placement seems to be semi-random. As they are gathered up, they
appear in the left-hand status area, under the lives remaining icon.
Comments
"Sabreman fans can't afford to miss this one!"
Rating
93% (CRASH #29, June 1986)
Now
Not bad at all, even if it is a little too similar to KNIGHT
LORE...
Keys
Left - Z, C, B, M
Right - X, V, N
Forward - A to L
Jump - Q, E. T, U, O
Fire - W, R, Y, I, P
Pick up/drop - 1 to 0
Pause - SPACE
Nettverksgruppa, 5/10-94, sinclair@nvg.ntnu.no