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  Review by
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(The White Wizard)

 

 
Welcome to Game of the Week! Each week there will be a new featured game on this page. The game may be good, average or diabolically bad, it really doesn't matter! Just look at the pics, read the text and enjoy the nostalgia! :-) Game of the Week! is open to contributions so if you would like to contribute a game article for this page you're more than welcome to! Every article we receive will be considered!

Stifflip & Co.
1987 Palace Software
By Paul Norris

 
Most text of the present article comes from the review published in the twenty eighth issue of the British C64 magazine ZZAP!64 (street date: July 9th, 1987).
 

 

STIFFLIP AND CO
Palace Software, £9.99 cass, £12.99 disk

 

hat contemptible bounder, Count Chameleon, master of disguise and enemy of the establishment, has developed the dastardly Rubbertronic Ray, in his latest attack on the moral fibre of the Empire. The ray drastically alters the characteristics of rubber and worst of all, causes cricket balls to behave in an uncontrollable way. The bounder must be stopped at all costs . . .


Cue Viscount Sebastian Stifflip and his cronies; Professor Braindeath, Colonel R G Bargie and Miss Palmyra Primbottom.

Armed only with a stiff upper lip, the fearless four set forth to the darkest corners of South America to deal with the Count.

Stifflip and Co comes courtesy of Palace Software, and has been programmed by the same team that brought you Zoids and the superb icon-driven game The Fourth Protocol.

The fight sequence, in which Viscount Sebastian
Stifflip indulges in a bout of fisticuffs with one
of Count Chameleon's henchmen

Stifflip follows the trials of each member of the party individually, switching from one character to another as required, the new character appearing on screen in the lower of the two comic-strip like boxes.

All commands are again icon/menu driven and although convenient, the long lists of selections tend to be slightly confusing and laborious to use. There are six main icons, covering Movement, Conversation, Combat, Actions and Manipulation of Objects. This does in fact tend to limit the choice of action and some of the solutions to problems are hinted at by the commands available. A word of warning though . . . these should never be taken for granted.

Colonel R G Bargie (GNT and bar) about to move
West -- as indicated by the window at the top of
the screen. Meanwhile, Professor Braindeath and
Miss Palmyra Primbottom are incapacitated . . .

Moving from one location to another results in a new suitably South American scene appearing in the lower of the two panels, and the previous scene is shunted to the top. The graphics are of a very high standard, helping to capture an atmosphere that could otherwise only be text created.

Defeating the Count involves solving a multitude of rather obscure puzzles, using the four characters in conjunction with one another. It also involves some arcade action in controlling the combat between our heroes and the filthy Peruvian wallahs.

The Good Colonel keeps strange company . . .

Stifflip certainly doesn't proffer any clues to the final solution and more or less leaves the player to his own devices. This may appeal more to the seasoned adventurer; I found it to be quite a feat to solve some of the later puzzles.

The game comes in two parts, loaded separately from either side of the cassette. Completing the first releases a code which is then entered on request, allowing the second stage to be played.

 
Atmosphere 68%
Interaction 55%
Lasting Interest 72%

Value For Money

88%

Overall

70%
 


If you want a walkthrough, visit
Jacob Gunness
' Classic Adventures Solution Archive or
Martin Brunner's C64 Adventure Game Solutions Site

Htmlized by Dimitris Kiminas (26 Jun 2005)

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