Willy's Weirdy Nightmare
Amiga · WOR
Each room has its own hazards, such as spikes, guardians (ranging from demonic heads to giant penknives), and ropes which can be climbed and grasped in mid-air. Touching a monster or a stationary hazard, or falling a great distance, causes instant loss of a life and places Willy back at the room entrance. The route through the house must be navigated carefully, due to the multiple entrances to some rooms - this is perhaps the first action game where mapping is an advantage.
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