Three Weeks in Paradise, ZX Spectrum

The fifth and final Wally Week game, Three Weeks in Paradise was published by Mikro-Gen in 1986, for the ZX Spectrum and Amstrad CPC.

As the title suggests: this time there are three members of the Week family on this particular graphic adventure – specifically: Wally, Wilma and Herbert, trapped on a tropical island inhabited by cannibals.

Unfortunately Chris Hinsley – the guy who wrote this (and all the previous Wally Week games – except Herbert’s Dummy Run) – decided that only Wally would be playable. Wilma and Herbert remain only as motivation – you don’t get to play as them.

Three Weeks in Paradise plays similarly to Pyjamarama in that you can only carry two items at once, and that certain items do specific things (the bow and arrows let you fire an arrow, for example), which means having to think quite hard about what to carry and to where.

The tune that plays during the main game is quite jolly – a blatant rip-off of the theme from The Addams Family. And when the game slows down (which is quite often) the tune also slows down, which makes it sound unintentionally funny. Thankfully it can be switched on/off with a press of the ‘5’ key.

Something else that can be switched on or off is Wally’s infamous colour clash. The yellow attribute box that used to follow him around can now be switched off by pressing ‘3’. Funny that this feature would come at the end of the series. Oh well.

There were 48K and 128K versions of Three Weeks in Paradise made available. The 128K version had a small number of extra screens and an extra AY chip tune on the title screen. These grabs are from the 128K version.

The Wally Week series:
Automania (1984)
Pyjamarama (1984)
Everyone’s A Wally (1985)
Herbert’s Dummy Run (1985)
Three Weeks in Paradise (1986)

More: Three Weeks in Paradise on Wikipedia

Herbert’s Dummy Run, ZX Spectrum

Herbert’s Dummy Run is the fourth game in the Wally Week series and was published by Mikro-Gen in 1985. It was written by Dave Perry and features Herbert Week – Wally’s baby son.

Gameplay-wise, Herbert’s Dummy Run is similar to Pyjamarama, although it is bigger and more refined than its predecessor. In this, though, you are Herbert – lost inside a department store – and must find the “Lost Children Office” where Wally and Wilma Week are waiting for you.

The graphics are colourful and appealing, although they also have the same colour clash problems of earlier Wally Week games. There are some interesting shoot ’em up sections where you have to blast away to a timer, and survive until it reaches the end (otherwise you get kicked out and have to try again from scratch). Complete a wave and you are usually awarded an important item. There’s also a Bomber type minigame, where you drop bombs on buildings until you’ve levelled them all and can land, and a Breakout-style minigame in there too. These little games at least add variety and are better executed than those seen in Pyjamarama.

Frustration can set in, though, as you juggle items in your limited (two slot) inventory, but that’s what these games are all about: finding out what the key items are, and using them appropriately.

Wally’s only appearance in the game is at the very end, but Herbert’s Dummy Run does still count as a Wally Week game. It’s not a bad game at all, although it’s not really what I would call a classic.

The Wally Week series:
Automania (1984)
Pyjamarama (1984)
Everyone’s A Wally (1985)
Herbert’s Dummy Run (1985)
Three Weeks in Paradise (1986)

More: Herbert’s Dummy Run on World of Spectrum