Commodore User


Rasputin

Author: Ken McMahon
Publisher: Firebird
Machine: Commodore 64

 
Published in Commodore User #31

Rasputin

Rasputin, or PACNOTNH as they say in Russia, is very much in the mould of Knight Lore. No surprise then to discover that it is in fact a conversion from the 48K Spectrum. But don't let that put you off. It's an excellent game which has been improved by the addition of manic music courtesy of maestro Ron Hubbard.

You are cast as crusader Ivan Kosmovichski on an epic quest to discover the Jewel of the Seven Planets, source of the evil spirit of Rasputin.

Armed with your trusty sword and magic shield, you begin the quest on the opening screen. Actually, planets, in the sense of spherical bodies which orbit the heavens do not appear in the game. Instead, the scenario consists of a maze of 3D rooms resembling the interior of a stone fortress.

Rasputin

On leaving the title screen in a southerly direction, you pass through a gate which brings you to the first of eight antechambers. The other seven can be reached by travelling either East or West and there is a 'wraparound' which means if you go far enough in one direction you arrive back where you started.

Each of the antechambers is patrolled by medieval looking guards similarly armed with sword and shield. Usually they don't bother you, but if they become a pain a quick thrust with the old sword turns them into an instant burial mound complete with cross.

Above each gate is one of eight letters which form the word PACNOTNH (sorry, our typesetters don't possess any Cyrillic script). This may have some deeper significance, but I found it a useful mapping aid.

Rasputin

Passing through the gate you come to an inner chamber. Life here is very much more difficult due to the presence of evil beasties out for your blood, and contraptions which make progress nigh on impossible. It is in these chambers that you will find the stones bearing the mark of Rasputin. Simply jump on them to top up your energy reserves. The inner chambers also feature special stones which will transport you to other locations.

The game becomes a struggle to maintain your energy reserves. Each time you are run through by a guard, grizzled by a ghoulie, or simply stupid enough to fall off a wall, you lose energy. Whenever you jump on a Rasputin stone you gain it back.

In practice, you can suffer many deaths before your energy runs out and you can make it last much longer by judicious use of sword and shield. Be careful not to overdo it though and keep and eye on the two-ended candle which burns away with each use of your weapon.

When the inevitable happens and you finally run out of energy, you are awarded a hero credibility rating. After a couple of hours play I managed just over five percent, plenty of scope for improvement there. I grew to like this game more as I played it.

Ken McMahon

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