Pyjamarama box art

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Pyjamarama

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Pyjamarama

Dec 31, 1984

Main game

3.00 average rating based on 6 ratings

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Pyjamarama is an arcade adventure set across several interconnecting rooms. The player takes the role of Wally, who has gone to bed for the night and has to wake up early in the morning for work. Unfortunately, his alarm clock has not been wound, and thus he will sleep late in the morning, and his boss will fire him. However, in his sleep, Wally's consciousness travels around his home, and other places, wearing his pyjamas, in search for the key to rewind the alarm clock and wake himself up.
Developers
Mikro-Gen Ltd
Publishers
Mikro-Gen Ltd
Series
Wally Week
Platforms
Amstrad CPC, Commodore C64/128/MAX, ZX Spectrum
Genres
Platform, Puzzle
Themes
Action
Release Dates
1984 Full Release (Europe)
Amstrad CPC, Commodore C64/128/MAX, ZX Spectrum
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User Stats
23
In Collection
0
Wish Listed
0
Playing
7
Backlogged
How Long Is Pyjamarama?
No playthrough data yet
scoopings
scoopings gave Dec 1, 2022
scoopings gave Dec 1, 2022
Quality Action-Adventure Platformer With A Classic Speccy Concept and Look
This review is for the ZX Spectrum version

Preliminary: Ooooo what a concept, what a legacy, and Speccy-era Manic Miner-esque platformer?! with action-adventure elements and a set ending? Okay! Sounds like a straight up text adventure come to life in an action-adventure platformer gameplay, because you're basically collecting different items in a borderline Zelda-type item-retrieval-then-exchange puzzle. (Btw, I chose to play the second version since it had original music, rather than the usual "Popcorn" heh)

Look: 8/10 Classic Speccy look, reminding me of Atic Atac and Manic Miner.. and kinda of Henry's House. I always enjoy the playful type settings, i.e. the concept of this is you're trying to wake yourself up from a nightmare in a nightmare version of your house. There are bathrooms, plants, etc. but it's all Speccy-y and surreal. Dig it. I really like the UI on top, cute Snooze Energy looking like a glass of milk, and the Inventory look is top-notch. Just to give a general idea of the vibe: enter image description here

Sound: 6/10 Catchy enough jingle, nothing phenomenal though.

Play: 7/10 Action-adventure with platformer jumping and a Manic Miner mentality with the playful concept, surreal nature, and Speccy platformer gameplay. Kinda annoying that any time you pass over an item you pick it …

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Preliminary: Ooooo what a concept, what a legacy, and Speccy-era Manic Miner-esque platformer?! with action-adventure elements and a set ending? Okay! Sounds like a straight up text adventure come to life in an action-adventure platformer gameplay, because you're basically collecting different items in a borderline Zelda-type item-retrieval-then-exchange puzzle. (Btw, I chose to play the second version since it had original music, rather than the usual "Popcorn" heh)

Look: 8/10 Classic Speccy look, reminding me of Atic Atac and Manic Miner.. and kinda of Henry's House. I always enjoy the playful type settings, i.e. the concept of this is you're trying to wake yourself up from a nightmare in a nightmare version of your house. There are bathrooms, plants, etc. but it's all Speccy-y and surreal. Dig it. I really like the UI on top, cute Snooze Energy looking like a glass of milk, and the Inventory look is top-notch. Just to give a general idea of the vibe: enter image description here

Sound: 6/10 Catchy enough jingle, nothing phenomenal though.

Play: 7/10 Action-adventure with platformer jumping and a Manic Miner mentality with the playful concept, surreal nature, and Speccy platformer gameplay. Kinda annoying that any time you pass over an item you pick it up/swap out your last item. You have to jump over items you don't want to collect at that time. No biggie but just added to the already tedious nature to the game (yet here I am, using just a map and a very vague solution to figure this game out). I'm sure I could have used a video walkthrough but I just don't enjoy those as much--a color printout of the map (cuz I'm old and struggle with it being on the screen haha) was perfect. I could write all over it mwahaha. Maybe I should take a photo of the final scribbled map. It was fun memorizing a few steps of navigation like "Right, left, left, right" etc., reminding me of the Resident Evil and Final Fantasy feel that I always love getting when following a printed guide. Tho sometimes with this game, like with Abe's Odyssey and other favorites, the navigation directions were quite odd lol, e.g., "Fall down gap, left bucket, right, doorknob, right" etc. Ha, it'd make sense if you play it. I almost want to give it a 6, since I didn't want to push through the lackluster jump mechanics to figure out the lift mechanic, but not only is it that nostalgic Manic Miner type jumping so I can't really complain, but also if I wasn't rushing myself, I'm sure I would enjoy just wandering around and seeing how much of the Adventure percentage I can complete and getting to know the quirks of the navigation. Kinda absurd that I teeter between an 8 for its addicting and expansive gameplay, or a 6 for its tedious and lackluster gameplay. Goofy I simultaneously feel those ways.

Feel: 7/10 Like in text adventures (and some of the other 1984 speccy action-adventures like the Sabreman series), it tells your percent of the adventure solved when you die, which I love. Very cool that it has the Space Invaders minigame, reminds me of how Humongous Entertainment adventure games would have little arcade machines you can play older games on. Funny death screen, heh enter image description here

Attachment: 7/10 In the end, though, despite the high quality of this game and addicting nature, I just couldn't figure out how to control the lift, and had already tired of the elaborate, complex navigation of the game. I still feel an urge to try again yet tonight, so we shall see if I return to it tonight or within the next few days. Otherwise, definitely worth a playtest, and a very good early action-adventure platformer. (I still have this urge to figure out the lift mechanic... maybe I'll return soon after all)

Completion: 25% Completion Playtime: ~1 hour

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