Adventure C: The Ship of Doom (1982)

Artic

Amstrad CPC · Commodore C64/128/MAX · Sinclair ZX81 · ZX Spectrum

2.00 from 4 ratings

9 members have it in their collection · 3 backlogged · 2 wish listed

How long? · 100% 1h (from 1 logged playthrough)

Drawn by a gravitational beam you have to find a way to the main control room in order to free your space ship.
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Details

Developers
Artic
Publishers
Artic
Genres
Adventure
Themes
Science fiction
Series
Artic Adventures

Release dates

  • 1982 (Full Release) (Europe) Sinclair ZX81, ZX Spectrum
  • 1984 (Full Release) (Europe) Commodore C64/128/MAX
  • 1985 (Full Release) (Europe) Amstrad CPC
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Rating distribution

5 stars
1
4 stars
0
3 stars
0
2 stars
0
1 star
3
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Community All Reviews Statuses

scoopings

Status scoopings Feb 26, 2022

Turns out this was part of a much more extensive series. This one may be overrated since it was my first taste of these very sparse, cold-hearted Artic Adventure games (I hear Ground Zero is particularly bleak: I'm excited ha). Hopefully I still enjoy the other Adventures as much!

scoopings

Review scoopings 5/5 · Feb 20, 2022

Surprisingly Good, Unique Text Adventure

Play: 9/10 (Mind you, I played the Artic, original, text-only version.) Never a huge fan of randomness in text adventures, but imo, this one does it right. Anyway, verrrrry bare-bone, raw, sci-fi text adventure. To-the-point, exciting, and somehow still classic. I mean, the alien (dwarf) concept is certainly classic. The race to the exit gave me ending-of-Abe's-Odyssey vibes. Intense stuff …

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Play: 9/10 (Mind you, I played the Artic, original, text-only version.) Never a huge fan of randomness in text adventures, but imo, this one does it right. Anyway, verrrrry bare-bone, raw, sci-fi text adventure. To-the-point, exciting, and somehow still classic. I mean, the alien (dwarf) concept is certainly classic. The race to the exit gave me ending-of-Abe's-Odyssey vibes. Intense stuff :-p especially with a turn limit. Dig it. I prefer that over petty rng tactics. I usually go for the graphic text adventures for '81 and on, but dang, when a text adventure is clever or fun/straightforward enough, it still manages to shine in '82!

Feel: 9/10 Despite its terse nature, it actually conveys more than the typical long-winded adventure I've been coming across in '81/'82. This game feels... truly... cold enter image description here

I feel like a heartless blade runner.. enter image description here

And.. uh.. I'm here for it :-X Unique, exciting, different. And the first Spectrum or C64 game I haven't gotten ticked at ha. Surely says something! I dunno why, but I've always loved concepts like the galactic bar, from Putt Putt Goes to the Moon's café to What the **** Do We Know, it always felt like a fun way to embody space culture heh. enter image description here

If only there were a treasure element for that 100/100 feel (ugh, that just gave me feels of GTA 3 hidden packages can't wait to get to that game and colelct them all! this project/backlog is gonna take me a lifetime...) , tho I still liked the ending

Attachment: 8/10 Gotta love a well-executed Help function like this. Imagine if the first 2 Zeldas had that, especially if only after exhaustively exploring a town or area, or otherwise earning it. My kind of length and solv-a-bility for an early text adventure, wow, I feel like I've been overrating a bunch of games since yesterday but I honestly could see this as a Favorite Favorite! N O W :-p enter image description here

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