Commodore User


Sabre Wulf

Publisher: Firebird
Machine: Commodore 64

 
Published in Commodore User #24

Sabre Wulf

Sabre Wulf was Ultimate hit number four - a game that zoomed straight to the top of the charts when it was launched for the Spectrum last year. Two issues ago, Commodore User reported that Ultimate had sold the C64 rights to Firebird. The conversion is now in the shops and here's the first review.

Once the game is set up, early impressions are of a rather dated game design. Little man chases around multi-screen maze, dodging nasties, and collecting several parts of an object which will enable him to get into the final part of the game.

I expected to be bored stiff by yet another chase, dodge and collect game but I wasn't. Sabre Wulf is so playable that you forget that the game is basically the same as dozens of previous arcade adventures.

Sabre Wulf

Set deep in a tropical jungle resplendent with exotic plants and wildlife, there are also warlike natives and the mysterious Sabre Wulf, from which the game takes its name, is hiding among the dense foliage intent on stopping you from finding the four pieces of the Amulet.

As you move around the screens, certain flowers will appear in your path. It is useful to eat some of these as they convey special powers. But watch out for the poisonous ones.

Mapping is essential in Sabre Wulf as the play area is made up of no less than 256 screens.

When you have all four parts of the Amulet, they piece together to form a wolf's head. You can now escape through the secret gate in the Wulf's lair. If you get this far you will read a secret message which tells of Sabre Man's next adventure - Underwurlde. This, as you might imagine, can also be purchased from Firebird Software. An enjoyable arcade adventure - though not really in the super-game class.