3 Weeks In Paradise GBA

From GameBrew
3 Weeks In Paradise
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General
AuthorBootlegger (Jason Bullough)
TypeAdventure
Version2003
LicenseMixed
Last Updated2003/09/13
Links
Download in itch.io
Website

3 Weeks In Paradise is an adventure puzzle game, based on the Classic ZX Spectrum game from the 80's.

User guide

This game requires some strange thinking to complete some of the puzzles.

The idea is to utilize the scattered objects in certain ways with other objects and/or with scenery.

As you complete parts of the puzzle, other items may appear or you may complete part of the puzzle.

You need to complete 100% of the puzzles to free your wife (Wilma) and son (Herbert) and escape the island.

FAQ

Q. Whats all this stuff on the screen?:

The top 2/3rds of the screen are dedicated to the game scenery and play area.

The bottom third is a panel that shows what 2 items you are carrying, the amount of lives you have left, the quantity of the puzzle complete, and the status of wilma and herbert.

The quantity of puzzle complete is identified by a raft - the more you complete the more of the raft is shown.

Upon freeing both wilma and herbert, the raft should be 100% complete and then you must make your way to the escape point to get off the island.

The very bottom of the screen is reserved for helpful text which is displayed on some screens.

Q. Is there a cheat mode as the game seems too difficult?

Yes there is a cheat mode however you will have to work out how to activate it - HINT - very similair to way the cheat mode was activated on the original spectrum version.

After a lot of practice it is possible to complete it without cheating.

Q. What is the solution to the game?

Without spoiling the fun - if you are finding it difficult or are just stumped at how to achieve something, simply do a search on the web for 3 weeks in paradise solution - you should find many solutions.

The game has been tested to ensure the puzzles can be solved properly.

Q. Screens seems very dark, can this be adjusted?

The screen is very dark, the best way to play is to use GBA SP or an Original GBA with backlight kit fitted and playing at night in a darkened room.

Q. Is there any way to turn off the music or turn on in game sounds?

No. The game was developed with the choice of either music or background sounds in mind, however due to the limitation of the dragon basic development sound system, this proved a little tricky to implement in a practical way.

Q. What was this written in?

The game was written in Dragon Basic.

This project took some time to develop and was started when Dragon Basic was still in its infancy. It was developed using V1.2.

Q. Why is the ROM so big?

The game uses the graphic from the PC version for ease of use, but all the screens from the PC version were individual 32bit images rather than sprites/graphics that were used to compile the screens. Lots of space could have been saved by doing it through the tiles functions of the GBA but this would have required lots of graphical work.

Q. It doesn't do {fill in own issue} like the original used to - why not?

It is difficult to get a game spot on perfect. The game uses the graphics from the PC version which was based on the ZX Spectrum 48K version, not the 128K version - this means there are a few less screens that you may remember (33 as oppossed to ~38).

Some simple graphics have been missed such as the blinking eyes and the bird that sits around on some objects. These are all little items and not as important as to getting the big issues out of the way.

Controls

D-Pad - Move

A - Jump

B - Use Item(s)/Fire

L - Pick up/Drop Inventory Item 1

R - Pick up/Drop Inventory Item 2

Start - Start game when on intro screen

Screenshots

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Compatibility

Can be played with a GBA emulator or burn to a flash cart to play on real hardware.

External links

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