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Twin Kingdom Valley

by Trevor Hall and P. M. Skinner


(based on 5 ratings)
2 reviews

About the Story

Twin Kingdom Valley is a complex adventure game using full-screen high resolution graphics for the BBC Micro, ZX Spectrum, and Commodore 64. There are over 179 different locations, each of which (except in the maze) is represented by a graphical illustration. Commands are entered in simple English.

The object of the game is to collect as much treasure as you can without being killed. To measure your progress you are given a score which will only increase as you collect items of treasure. The maximum score is 1K points (ie. 1024 points). To achieve this you must collect all items of value. As you play the game your path will be set with traps and puzzles, so mind where you go! The last puzzle is of course "What do you do when you have 1024 points?".

You start the game standing on a road, running from east to west. Nearby is a wooden cabin, which you have just rented from the innkeeper of "The Sword Inn".

Game Details

Language: English (en)
Current Version: Unknown
License: Freeware
Baf's Guide ID: 867
IFID: Unknown
TUID: 5k1k500xig1q0ryb


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Number of Reviews: 2
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4 of 8 people found the following review helpful:
Those were the days, July 11, 2010

The game's atmosphere lies in the large, sprawling map of the two valleys, and the underground. There are many NPCs that move and act independently. In fact, the first time I played I didn't find an important object because some NPC got it first. Some puzzles are quite arbitrary, and I remember poring over computer mags in search for hints.

I remember playing this game in the eighties on my C64... At the time I thought it was really cool. In retrospect, it was a good game, and it was fun to map it all out, but it would look naive for today's standards.

1 of 3 people found the following review helpful:
The poetry of nostalgia, June 30, 2012

I'm still enthralled by this game, but I think you might have to have played it in the early 1980s to appreciate it in the 21st century. Technically speaking, it's incredible to see what was achieved in just 32k of RAM (the Commodore 64 version was a port): a remarkably large map, an assortment of wandering NPCs with some degree of AI, and coloured pictures for most of the locations. But that's hardly the point - at least for those who were there at the time.

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This is version 6 of this page, edited by Anthony Hope on 1 August 2020 at 1:30pm. - View Update History - Edit This Page - Add a News Item