Game History - Arctic Adventure - 1991
Six months after the events of Pharaoh's Tomb, the young assistant-turned-treasure
hunter Nevada Smith yearns for another discovery. Not willing to take his previous
exploits as "beginner's luck" as accused by so called experts, Nevada has been
determined to find another great prize to find.
One night while scouring old tomes in the university's library, Nevada finds
mention of a band of Vikings who, after a large looting raid, had hidden their
ship-full of ancient treasures somewhere in an Arctic cave. Being distrustful of each
other, the band of Vikings, tore up the map that lead to the cave into four pieces and
hid them as well. Only by putting the map together again would they be able to return
to their treasure but as fate would have it after hiding their loot and map pieces the
Vikings hit a powerful storm on their venture back and were lost at sea taking with
them their secrets.
Deciding that he must go in search of this treasure our determined hero asks his
old professor Dr. Jones to assist him on his quest. Dr. Jones, though flattered,
turns down Nevada due to his large workload but not before tossing Nevada a little
parting gift to help him on his quest. There, inside a wrap of cloth if Dr. Jones'
trusty old .38 caliber revolver. After running back to his apartment and quickly
packing Nevada hitches a ride on an Arctic bound freighter to start his Arctic
Adventure.
In this sequel to Pharaoh's Tomb, players again control Nevada Smith. As opposed
to the first game the player this time around starts out on a map of caves. Some
caves need keys to unlock them while others are accessible only by finding a boat
first. In this way the player has some choice over which level they'd like to tackle
first. Control-wise Nevada can walk side to side, jump and shoot a gun, for which
ammo must be collected on levels. Pick-axes must also be collected to break blocks
of ice in your path. Along your journey the player will run into multitudes of
enemies from, Yeti to penguins which can be either avoided since they are restricted
to moving in strict patterns or dispatched with your revolver. There are of course
traps abound in the caves and most will be found too late by players. Natural hazards
and obstacles such as spike pits, rolling boulders, and piercing icicles are another
thing to be on the watch for. Lastly another introduction in this sequel is the
presence of icy cave floors. Players must judge their movements carefully to control
themselves and predict the predicament they may find themselves in by stepping on to
the ice covered platforms.
The entire game is split into four volumes comprised of twenty levels each with
the first volume being the shareware version of the game. The volumes are simply
titled Vol.1, Vol.2, Vol.3 and Vol.4. Keys and special items must be collected before
advancing on to locked levels. The players have five lives but a save mode is
available allowing the players to prolong their adventure. Saves can be made on the
map screen and cannot be made while part-way through a level. A high-score table is
available from the main menu displaying the top five scores.
Game history from Moby Games
Game created by Apogee Software, Ltd. in 1991
File Download - Artic-Adventure-1-1991.zip