Amstrad Action


Pyjamarama

Publisher: Amsoft
Machine: Amstrad CPC464

 
Published in Amstrad Action #1

This game broke new ground in arcade adventures and heralded the rise to stardom of Wally Week. The tubby hero has fallen asleep and is having a nightmare so you have to wake him up by getting the key to wind up the alarm clock.

To get the key you have to explore Wally's house and the hordes of giant-size objects and nasties that frequent the beautifully-depicted, colourful rooms, each of which is a separate screen (there are about 30 in all). To get between rooms Wally has to jump at door handles that can be at either end of the room or at the back of it.

He can carry just two objects at a time and every time he walks over another it is swapped for one he already has. To get into certain locations and pick up certain objects he needs to have other objects already so that a progression is built up leading to the key. It is working out precisely which objects are needed to do what that gives this game its special appeal. However quite a few objects are red herrings.

Pyjamarama

There are lots of nasties in the rooms and contact with them will drain your snooze energy which is represented by a glass of milk. Some nasties can be neutralised by objects you are carrying while others follow movement patterns and have to be avoided by timing.

There are plenty of humorous touches like a space invaders game, a rocket taking off, a slide down some bannisters and a handy lift to get you about. Two special dangers are a hand that grabs at you from through the floorboards and a boxing glove that pops out of doors at you.

Good News

1. Good animation, colourful graphics. 2. Excellent combination of arcade action and true adventuring. 3. Plenty of humorous touches. 4. Solving the puzzles is extremely satisfying.

Bad News

1. There's a lot of red herrings. 2. Once you've completed the game there's not too much to go back to.