HOW TO BE A HERO
M.A.D. 1987

CONTROLS : Keyboard, Kempston
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AIM : Forget Indiana Jones or James Bond - real heroes must first try
to complete this game to qualify as a hero. There's a choice of three
areas and a predicament in each - how will you shape up?

GAMEPLAY : There are three separate locations which you must
complete:

1. EGYPT - deep in the desert lies an ancient, long-forgotten tomb.
You have managed to get yourself locked in! Escaping would be a good
idea, but within the tomb are seven doors, each requiring its own key,
which you must first find. To complicate things still further, the
museum you work for wants 24 pieces of an ancient tablet collected
from the tomb. The gameplay is much like Atic Atac - wander around,
avoid the creatures (and shoot them if necessary) and collect the food
you find to boost your flagging strength (shown by the two pineapples
on the right of the screen).

2. SPACE - you are the sole survivor of a space accident which has
resulted in your ship going uncontrollably off course. Finding and
using the correct security passes opens locked doors to reach the
escape pod. However, you must also prove your heroism by finding the
24 pieces of circuit board required to fix the ship and bring it
under control. Gameplay is pretty much the same as part 1 (see above).

3. MUTANT CITY - transported into a mutant city, you must search for
a vital document which has been torn up and hidden in 24 locations
(surprise!). Lying around the city are keys, which allow passage
between buildings in search of an escape route. As for gameplay - see
1 and 2 above...

COMMENTS : "A simple, addictive game."
RATING : 70% (CRASH #40, May 1987)

NOW : Distinctly unimpressive - a five-minute game.
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KEYS : Redefinable