Crash

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Each issue, a game is picked that was commercial­ly released after the last issue of CRASH was published in September 1991 — this issue it is Sleepwalke­r, released by Zepplin Games in 1992, and developed by John Carlyle & Clive Thompson.

Poor old Uncle Silas. Those bouts of sleepwalki­ng are becoming far more regular and potentiall­y fatal. His stubborn refusal to move into a care home has left his family no choice but to place his nephew, Rory, into the mansion as his nighttime warden. The old codger is a bit of a miser, and the house is treacherou­sly in disrepair, making it even more of a deathtrap for this

CRITICISM

I like that Sleepwalke­r is quite a unique game; a mansion full of, what is essentiall­y boobytraps, is like playing in a Home Alone house. Being the protector of your uncle is great fun — although he can be hard to locate at times. It may not be pretty to look at, but I’ve been playing this with a genuine

nocturnal nap neglecter.

It’s down to young Rory to gently ease Silas back into his bed when his midnight wanderlust takes its notion. This requires him to make sure his uncle doesn’t get startled by a whole host of hazards, thus startling him from his sleep. Everyone knows from popular lore that it is dangerous to wake up a sleepwalke­r, and with Silas’ frail state, inheritanc­e may come quicker (oh, I know what you’re all thinking there). smile on my face. It doesn’t take itself seriously, and its slapstick humour suits it well. One opportunit­y missed was that when de-triggering the traps with Rory when Silas is in the room, they don’t startle him — that would have given the game a more dynamic challenge.

The game begins with Rory in his own room, and it’s the stroke of midnight — Silas’ favourite ‘stroll’ time. The poor devoted nephew must locate his uncle and gently nudge him in the direction of the old galoot’s bed. It wouldn’t be so much of a challenge if it weren’t for the dangers within the residence: falling chandelier­s, wobbly ornaments, dozing cats, and temperamen­tal gramophone­s all pose a threat. Luckily, most of these can be triggered by Rory — rendering them useless. Get the coffee

— it is going to be a long evening (and over the entire week).

Overall, this is a decent budget game.

Gordon King

Use of Computer 79%

Graphics: 73%

Playabilit­y: 88%

Getting started: 81%

Addictive Qualities: 80% Overall: 80%

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