Personal Computer News


Mined Out

Author: Mike Gerrard
Publisher: Quicksilva
Machine: Spectrum 48K

 
Published in Personal Computer News #006

Amazing Mazes

Oh, Blast!

Everyone is fond of saying what makes for a good game, but there are no real rules. Some are simple and boring, while others are endlessly complicated - and equally boring. Some though - and Mined Out is one of them - are simple in concept but maddeningly addictive.

Objectives

The screen becomes a minefield, and you have to move from bottom to top. In fact, you have to crawl across nine minefields if you are to achieve the game's apparent objective of rescuing Bill the Worm; you plot your way across one square at a time using the arrow keys.

First Impressions

Quicksilva's annual turnover is now fast approaching £10 million, and clearly the firm can now afford decent packaging for its games. This one is a first-class professional job and is well-designed and printed.

In Play

Mined Out

> As you make each step into the minefield, you are told how many mines are in the four squares adjacent to you, but now where they are.

The game becomes a process of deduction, and while there should be no logical reason why you should step on a mine and get blown to smithereens ... well, you just try it.

You're not playing against the clock, though you do get bonuses for speed, and also for rescuing damsels in distress in later levels.

Mined Out

> There are other complications, in that when you reach level 3 the game will be stopped from time to time if you're too slow, and a few extra mines scattered around. These new mines are at least visible, which helps, but what doesn't help in the least is the creature that appears at level 4 and which solemnly hops after you.

Verdict

I find it impossible to fault this game, simple as it seems. The instructions are clear, and are available after every round if you want them. The graphics are effective; the sound effects are as good as you can expect from the Spectrum, if that's not an insult; there is a high-score facility, with much rejoicing when a new high is reached; there is an action-replay to show you where you went wrong.

Can you praise any game higher than by saying it's one of those where you decide you'll have just one more go, then find yourself still playing half an hour later?

Mike Gerrard

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