The Sentinel (computer Game)
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''The Sentinel'', released in the United States as ''The Sentry'', is a
puzzle A puzzle is a game, Problem solving, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together (Disentanglement puzzle, or take them apart) in a logical way, in order to arrive at th ...
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
created by
Geoff Crammond Geoff Crammond is a computer game designer and programmer who specialises in motor racing games. A former defence industry systems engineer, he claims to have had little interest in motor racing before programming his first racing game (Revs) ba ...
, published by
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in 1986 for the
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and converted to the
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness ...
(by Crammond himself),
Amstrad CPC The Amstrad CPC (short for ''Colour Personal Computer'') is a series of 8-bit home computers produced by Amstrad between 1984 and 1990. It was designed to compete in the mid-1980s home computer market dominated by the Commodore 64 and the Sin ...
(with a cross-compiler written by Crammond),
ZX Spectrum The ZX Spectrum () is an 8-bit computing, 8-bit home computer that was developed by Sinclair Research. It was released in the United Kingdom on 23 April 1982, and became Britain's best-selling microcomputer. Referred to during development as t ...
(by
Mike Follin The Revd. Michael Stuart Follin is a former Video game, computer game game programmer, programmer, working until the late 1990s. Among other companies, he worked at Software Creations (UK), Software Creations and, while there, worked on ZX Spectru ...
),
Atari ST The Atari ST is a line of personal computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the Atari 520ST, had limited release in April–June 1985 and was widely available in July. It was the first pers ...
,
Amiga Amiga is a family of personal computers introduced by Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphi ...
(both by Steve Bak) and
IBM PC compatible IBM PC compatible computers are similar to the original IBM PC, XT, and AT, all from computer giant IBM, that are able to use the same software and expansion cards. Such computers were referred to as PC clones, IBM clones or IBM PC clones. ...
s (by Mark Roll). ''The Sentinel'' was among the first games to use solid-filled 3D graphics on home computers. It won numerous awards upon release and has since appeared on several "best video games of all time" lists. The IBM PC port supports
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graphics, with an additional lighting effect: objects and terrain become darker the farther away they are from the point of view. The Amiga port has a sampled soundtrack by David Whittaker.


Gameplay

In ''The Sentinel'', the player takes the role of a ''Synthoid'' (called just "robot" in the US version), a
telepathic Telepathy () is the purported vicarious transmission of information from one person's mind to another's without using any known human sensory channels or physical interaction. The term was first coined in 1882 by the classical scholar Frederic ...
robot who has to take control of a number of surreal, checkered landscapes of hills and valleys, by climbing from the lowest spot, where the hunt begins, to the highest platform, over which the Sentinel looms. The Synthoid itself cannot move across the level; instead it can look around, accumulate energy by absorbing the objects that are scattered across the landscape, create stacks of
boulder In geology, a boulder (or rarely bowlder) is a rock fragment with size greater than in diameter. Smaller pieces are called cobbles and pebbles. While a boulder may be small enough to move or roll manually, others are extremely massive. In c ...
s, generate inert Synthoid shells and transfer its
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from one of these clones to another. List of executable actions: * Looking around by moving the pointer on the screen (press S=Left, D=Right, L=Up, <=Down) * Toggle cursor on/off, turning faster with it off (press SPACE) * Absorbing an object to gain its energy (point a square where an object is present and press A) * Creating trees in empty squares (point the desired square and press T) * Creating one or more boulders in empty squares (point the desired square and press B) * Absorbing one or more boulders (point the boulder on the bottom of the stack and press A) * Creating a new Synthoid shell in an empty square or on a boulder (point the desired place and press R) * Transferring consciousness to another Synthoid (point the Synthoid and press Q) * Hyperspace to a random part of the level at the expense of 3 units of energy (press H) (note that the player may not hyperspace to a higher square; only one of equal or lower height). It is also used to hyperspace to the next level when the player has reached the Sentinel's height. * Rotating 180 degrees (press U) Controlling Synthoids that are standing at a higher level is fundamental to the game, because only the objects which occupy a visible square can be interacted with (the player may absorb or create objects on a boulder if the sides can be seen). While doing so, the player must watch for the rotation of the Sentinel and be careful not to stand in an area which the Sentinel can see, or else it will start absorbing energy from the Synthoid, and when the energy is gone, the game is over. Height is gained by placing a boulder on any visible square, and putting a Synthoid on the boulder. The player may then transfer consciousness to the new Synthoid, and absorb the old one. Stacks of boulders of any height may be created, if the player has enough energy. In order to absorb the Sentinel, the player must create a stack of boulders of sufficient height that the Synthoid on top can look down on the Sentinel's platform. When the Sentinel has been absorbed, the player may no longer absorb any energy from the landscape, although objects may be created as normal. In later levels, the Sentinel is assisted by a number of ''Sentries''. They behave exactly like the Sentinel, but absorbing them is not necessary to complete the level. Unlike the Sentinel, the Sentries do not stand on a platform but on ordinary squares. If the Sentinel or Sentry cannot see the square the Synthoid is standing on, but its head is visible and there are trees in the vicinity, it may transform one of them into a ''Meanie'', which will force the Synthoid to hyperspace and lose 3 units of energy. If the Meanie cannot see the player's square after a full rotation, it will turn back into a tree and the Sentinel or Sentry will resume rotation. The rotation of the Sentinel and the Sentries is slow and predictable. However, if there are many Sentries, there will be few safe locations anywhere on the landscape. If either the Sentinel or the Sentries come across a source of energy (boulders or a synthoid), their rotation stops while they absorb the energy, one unit at a time. To keep the total energy of the landscape constant, a tree is created randomly on the landscape for each absorbed unit of energy. A level is won by absorbing the Sentinel off its platform, creating a new Synthoid in the place of the Sentinel, transferring the consciousness to it and hyperspacing to a new level. Progress is saved via a password system. The more energy the player has accumulated when he jumps into hyperspace, the more levels he will skip. Sometimes (depending on the individual skill of the player) it is necessary to replay a level in order to win it with ''less'' energy than the last time, because the difficulty of the levels is not incremental.


Development

''The Sentinel'' has no ending sequence; upon completion of the last level, the player is looped back to level 1. When questioned about this, Crammond said he never thought anyone would go so far as to finish the game.


Reception

''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through ...
'' called the Commodore 64 version of ''The Sentinel'' "outstanding and addictive ... I highly recommend it for many absorbing hours". It received a Gold Medal award by ''
Zzap!64 ''Zzap!64'' was a computer games magazine covering games on the Commodore International series of computers, especially the Commodore 64 (C64). It was published in the UK by Newsfield Publications Ltd and later by Europress Impact. The magazine ...
'' magazine, describing it as an exceptional piece of software in a class of its own, and refusing to give it a numbered rating as a result. The ZX Spectrum version received a ''
CRASH Crash or CRASH may refer to: Common meanings * Collision, an impact between two or more objects * Crash (computing), a condition where a program ceases to respond * Cardiac arrest, a medical condition in which the heart stops beating * Couch su ...
'' Smash award, the magazine praising its originality, atmosphere and tension. It was also placed at number 7 in the ''
Your Sinclair ''Your Sinclair'', or ''YS'' as it was commonly abbreviated, was a commercially published and printed British computer magazine for the Sinclair range of computers, mainly the ZX Spectrum. It was in circulation between 1984 and 1993. History The ...
'' official top 100. It was also voted Best Original Game of the Year at the
Golden Joystick Awards The Golden Joystick Awards, also known as the People's Gaming Awards, is a video game award ceremony; it awards the best video games of the year, as voted for originally by the British general public, but is now a global event that can be vote ...
. The Amiga version was ranked the 20th best game of all time by '' Amiga Power''; one of the 50 best computer games ever by ''
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'', who called it "straight out of left field" and "inspired"; and the 53rd best game of all time by '' Next Generation'', who cited the "Absolute, paranoid, scrambling tension" experienced by the players as they try to avoid the sentinel's gaze.


Legacy

A preview of a nonexistent sequel called ''Monolith'' appeared in 1995 in Italian magazine ''
The Games Machine ''The Games Machine'' is a video game magazine that was published from 1987 until 1990 in the United Kingdom by Newsfield, which also published ''CRASH'', ''Zzap!64'', ''Amtix!'' and other magazines. History The magazine ran head to head with ...
'' as an
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prank. In 1998, the real sequel called '' Sentinel Returns'' was released for Windows and
PlayStation is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a divisi ...
. In December 2020, a freeware game named ''Monolith'', based on that hoax, actually came out and was reviewed in issue 1/86 of
Zzap! ''Zzap!64'' was a computer games magazine covering games on the Commodore International series of computers, especially the Commodore 64 (C64). It was published in the UK by Newsfield Publications Ltd and later by Europress Impact. The magazine ...
published by the Airons association in Vigevano. ''
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'' (1989) has different gameplay but a similar surreal environment. A number of unofficial remakes and variants of ''The Sentinel'' have been written, such as ''Sentry'' (1989, MS-DOS), ''Zenith'' (2005, Windows freeware), and ''Augmentinel'' (2019, Windows freeware). Annwn: The Otherworld (2019) has similar gameplay with a Celtic motif and several changes to user interface and level structure.


References


External links


''The Sentinel''
at BBC Micro Games Archive * *

at Atari Mania
''Zenith''
at johnvalentine.co.uk
'' Augmentinel''
at Simon Owen homepage {{DEFAULTSORT:Sentinel, The 1986 video games Amiga games Amstrad CPC games Atari ST games BBC Micro and Acorn Electron games Commodore 64 games DOS games Golden Joystick Award winners Puzzle video games Telecomsoft games Video games about robots Video games scored by David Whittaker Video games scored by Tim Follin Video games developed in the United Kingdom Video games using procedural generation ZX Spectrum games