Commodore 64 Longplay [114] Sceptre of Baghdad Uncut (EU)

Commodore 64 Longplay [114] Sceptre of Baghdad Uncut (EU)

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Published on ● Video Link: https://www.youtube.com/watch?v=IHClBlZ-ZsU



Game:
Category:
Let's Play
Duration: 30:07
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193


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Played by: MadMatty

Sceptre of Baghdad Uncut. A conversion of Sceptre of Bagdad on the Spectrum published by Atlantis software in 1987. This special uncut edition was developed by Jon Wells and published by Psytronik in 1996 as part of the Software Supportware Pack 3 collection published on the cover of Commodore Zone issue 3. Just to add to the confusion though, this version also resembles the version reviewed in Commodore Force March 1993. I can only presume this was the original version due to be published by Atlantis Software before they left the market.

The official game was finally published by Psytronik in 1993 which you could buy via mail order on tape or disk. The disk version came with extras such as an intro and ending. All I know of the tape release is the Commodore Format Tape 55 version which does not have the intro or ending. Psytronik would later re-release the game in 2008 as a special anniversary edition with proper packaging.

“CYCLOPS - the one eyes giant. MEDUSA - who will turn ya to stone with just a glance. A burning desert, a shark infested river. All these things and more must be passed before the Caliph of Baghdad can recover the sacred sceptre and prove his right to rule his beloved country”

A budget priced collectathon adventure in much the same vein as the Dizzy games. That's not to put anything against it as it is certainly comparable to some of the full price commercial games of the time. Smooth gameplay, well drawn graphics, multiple and lengthy soundtracks all help to make this a great game.

In this special edition, the main player sprite of the Spectrum original is restored. The objects have been moved around making for a different game if you already had the original release. You also only get three lives which will disappear very quickly if you don't take care to avoid enemies which can not be shot down.. You can only hold two items at once which makes for some running back and forth.

The only real issue I have playing this is that you don't always need to use an object on an object for it to interact. The screen can change the moment you walk on it if you have the right object. This made it tricky to show the interaction of the object and their use to solve the puzzles. For instance, if I take the fly into the spider room, the spider will be gone and you would never know it was there. I show that room right at the start just to be sure we get to see it. I visit the bedroom at the start to avoid being blocked later on being told I need to tidy the palace before I can enter. I'm not sure what the requirement of that is here as it’s the feather duster in the released version that doesn't seem to be in this game. It can't be the Miners Hat that solves that room ….can it?

00:00:00 - Introduction
00:03:40 - Title Screen
00:05:57 - Game starts here!!! -
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