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In a nutshell: You can t deny that this has better graphics and rather more vanety than Ocean's original smash hit Robocop game, but it smacks uncomfortably of a programming-by-numbers job alt the same Occasionally twitchy controls and an oftputting lack of restart points make progress less of a joy than it should be - this Is, without a shadow of a doubt, a very tough game - and though presentation is good and slick, the highly relentless, samey nature sets wearing after a white Certain points in die game prove almost impossible to pass consistently and see most players tearing their hau out in a nasty sort of frustration, Great sound though, and a very professional polished look - Special F/X normally do a good programming job, and this is no exception Looking backwards: Cotm Gordon is project manager at Ocean, and worked on Robo 2. ’There were actually lots of versions of this game. A chap called Andrew Deakin here did the Speccy Amstrad game design. Painting By Numbers came up with a totally different platform game style that made it onto the Nintendo and CM, while Special F/X came up with a more clunky, robotic feel for the 1 fe-brts. The Amiga version is the most violent one, with the shoot-'em-up aspect much more prominent - it's hard to make any hard and fast rules about it, but different games designs often tend to work better on different machines. The sort of lighter, bouncy platform style that looks so good on the Nintendo doesn't seem quite appropriate to the Amiga
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DOUBLE-SIDED POSTER GUIDE
Simpsons versus Sim Earth...
The Godfather against , Captain Planet...
Playable level specially prepared for AMIGA POWER by Activision
...in the scrap of the year! .
i this exclusiv
PLUS! THREE GREAT PD GAMES
PHARAOH'S CURSE • Vintogo platform game !u MAZEMAN • Sounds familiar Damn right II does OAD • Brilliantly simple block-sliding brain teaser
Puzzles, conundrums, iMiniis. .1 caterpillar. mushrooms and .1 verv mad hatter tor v<mr IBM PC, Arnica Atari ST and Archimedes.
I ct’s make no hones about it Craltgold's R Al \is t<H»ks like being the jyme It* topple I\nverMonger as the greatest strati*gv game on home computers... it's H""ig to lx- a stunner!" C&VG Released in Autumn on IBM PC, Amiga and Atari ST.
I he smash hit coin op hacks and slashes. i s wav onto the small screen "Best in hit M,in op conversion - I‘Ml Gulden fovstick Awards Mailable on IBM PC, Amiga, Atari ST, CM, Spectrum and Amstrad.
the* most authentic space simulation ever. Released in llu* autumn on IBM PC, Amiga and Atari ST.
COMING SOON... 3D SNOOKER AND FLOOR 13
C SCROLLS COLLECTION VOLUME 1
Corruption, Guild of Thieves ,nui Fish - three classic adventures enhanced to rim under Wonderland's
new Magnetic Window, system. A\ailable on IBM PC, Amiga, Atari ST and Archimedes.
Battle vour way through four of the biggest selling games of ali lime - Double Dragon II, Shinobi, \inja Warriors and Dynamite Dus Available on Amiga, Atari ST, C64, Spectrum and Amslrad.
Play the part of Biffa, Buster or johnny in this romp through Fulchester. Not lor sde to minors. Available on Amiga, Atari ST, C64, Spectrum and Amstrad. Coming soon on the IBM PC.
"...the ultimate in strategy games. A classic" CU Amiga. Available on IBM PC, Amiga, Atari ST and C64
ADVENTURES, ARCADE, ARCADE ADVENTURES, BEAT 'EM UPS, COIN-OP CONVERSIONS, COMPILATIONS, FRP, PLATFORM, RPC, SHOOT 'EM UPS, SIMULATION STRATEGY. WHATEVER YOUR TASTE, THERE IS A VIRGIN GAME FOR YOU..
THIS IS AMIGA POWER
ISSUE FOUR AUO 1991
EDITOR Matt Bielby
DEPUTY EDITOR Colin Campbell PRODUCTION EDITOR Marie Ramshaw SWF WRITER Stuart Campbell CONSULTANT editor Gary Penn AST EDITOR Matthew Williams ADVERTISING MANAGER Alison Morton ADMRTtSlNG EXECUTNt Susanne Mansfield ADVERTISING PRODUCTION Deborah Cook PU8USi€R Greg Ingham PROMOTIONS MANAGER Michele Harris CBCULAT10N DIRECTOR Sue Hartley MANAGING DIRECTOR Chris Anderson
CONTRIBUTORS: Jonathan Davies. Simon Goggln, Paul Lyons. Sean Mastorson. Angola Neal, Julia O'Shaa, Rich Pelley. Lam Tang. Simon Windsor UNO & SCANNING: Simon Chittenden, Jerome Clough, Chris Stocker. Simon Windsor PHOTOGRAPHY: Ashton James. Stuart Whale
editorial a advertising
Future Publishmg Lid.
30 Monmouth Street.
Bath BA1 2BW Tel 0225 442244 Fa* 0225 446019
Lynn Bowler. The Old Barn. Somertw. Somerset TAJ 1 7PY Tel 0458 74011
Thanks this issue to: Cktl Ranshaw for work oo the cove* Maff Evans for tefeMng Mark out with (stand. Er»c Matthews for rhe Gods bps, Katrna Wndows Sew having such a great name and. tttn, that's about it
COMPETITION WINNER: Pj rtc jOvrpb ro Pirfc C* * AT* tor 4W Cl J Art l&y Ttescr i »it*n h*,* t*c, rrm. sncUm <1 -
*t Hr*«1 had jny h* thrtti h* couD pwwsfy ui+ jet. jt<! ',j be honcUi don f hold ivh hoe* hj» a tail nwrtt up at dec art owl eflw Beil v> far his been !h* newt Kids'
5orrflnopnre TV** vx**tf &*fir-nit* Two*i«u tancy toneo - l«ra ir*
decert walmokrtiCN t*tr+\ ram- *. h* t*u bar* a furt pch/t of Pejfc \ \t*r S nyri ren icn r b,« M*co*n Ff*w ef Uy*y r Sccdand TlwAj UakoTrT THIS MONTH S COMPO; T>n w* .j> Nrk kwf lu&rt, jxk nobody t map
a j*r jf yet. vj£ fV whil sort o* gene t «Md W. W vc us a bn*r ifcjryi The btstAcwesi mtnf feb a kre %oftwarc crif
AMGA POAfJf rcrri t> you Futu* Pyt*vr«*d. Tt* ihicFdy w:c«vU otbhiwi of %rtjr\ \ bta«t land s«f i '+W9 f erreutnt rvagifnes TTyre v Amga Form!,
Shocpw. ST Format Vow Scclac. Ctmyofi Format Arn.f*3 Actov New ConWfr Ei£»rv5. SegaPoccr. PC Pkrt. PC Ah***- «J 8000 Plus on (ft*Wr wdr, CUmc CP Needeciatl a d Uouatan UK on rv **ir, w ccmfutir wflf. and n** ones 10 be annoirced
mi d«y now iKnaWt
Whatever happened to the Amiga cartridge What the devil are The Blues Brothers doing in this magazine And what on earth are the Bitmaps doing next All the Amiga games news worth reading - plus Crib Sheets, Oh Dear..., Rock Hard Quiz. Essential Games and - yes! - the chance to win your own mini TV!
What's going up, what's coming down, and what's hanging about in the middle somewhere - that Gallup Chart rundown in full.
-> 7 COMPLETE Of CONTROL
11 CD pages of hints and tips, make Complete Control the biggest Amiga tips section of all! This month: massive Gods maps, a giant Prince Of Persia guide, finding your way around Monkey Is/and and more!
£ AlF WE’D KNOWN OZ THEN...
The Assembly Line have been responsible for some of the strangest -and most original - Amiga games ever written. But what do they think of their old games now
Good coin-op, great conversion. Activision show the way. Page 20
Activision's solid 3D multivehicle runaround finally gets the release it deserves... Page 28
JIMMY WHITE’S WHIRLWIND SNOOKER
Cue for a snooker pun... Page 24
If we were lo rale Ocean’s film licence, it would be well below ‘C* level... Page 34
THE ULTIMATE AUTUMN GAME GUIDE
Here's the cure to the summertime blues - 11 pages of special previews of this Autumn's biggest games. It's The Simpsons versus The Godfather, Hulk Hogan versus Robin Hood, and it all starts on page 49.
Get your copy of AMIGA POWER delivered straight to your door (and get to chose between Exile, Switchblade //and Armour Geddon FREE!!) Plus! Special offers! Those elusive back issues! AMIGA POWER binders! And more!
O Future Publlehlng 1991
GAMES RATED IN EVERY ISSUE!
RBI TWO BASEBALL
Sports sims are back! We join Domark at the plate... Page 26
LEARN TO FLY!
(Just don't blame us if you crash!) Page 89
£.£. ZEN AND THE ART Ov OF FILM CONVERSIONS
Just how do you go about converting a hit movie licence to the Amiga anyway AMIGA POWER investigates...
Q r THE BOTTOM LINE
T 9 Almost 300 of last year's top games rated to bring you a complete buyer's guide to what's worth splashing out for, what's worth considering, and what you should avoid like the plague.
IA4 DO THE WRITE
ELSPA explain all, you make your feeling felt, and the plot thickens as we ask the question: Who killed Gary Penn
10A SECOND OPINION
I W Yes another irregular bacx page series kicks into gear, this one allowing top industry ‘professionals' the chance to make their real feelings felt on recent games. This month, Neil Young of Probe Software.
REVIEWED THIS ISSUE
Brigade Commander-72 Cardinal Ol The
Challenge Golf——76 Champion Of The Raj-74 Chaos In Andromeda-75
Q oho rt —»»»»«««»■■«««*■ ■ i
Frenetic . 77
Halls Of Montezuma -76
Jimmy White’s Whirlwind Snooker—24 Manchester United
Europe — ..———77
RBI Two Baseball—26 Renegade Legion Interceptor -——79
Bionic Commando —62 Footballer Of The Year II—™——————*-82
I mpossa mo le---—83
John Lowes’ Ultimate
LED Storm —————82 Premier Collection —84
Rambo III ......—84
Run The Gauntlet —84
Lla matron —————86
Yri x »■«—
Zeus ■■■■■■■—» ..8 5
Welcome to our fourth AMIGA POWER Cover Disk, crammed with as varied a selection of games as you’re ever likely to find. We’ve got a fully playable demo of Activision’s ultra-violent coinop conversion Beast Busters, then there’re our two playable sections from Hawk's TftrusMike The Executioner, plus an inspired selection from the world of PD. The disk isn't our only covermount this month though. Full explanations below...
AND THIS IS DISK FOUR
Activision’s excellent conversion of SNK's smash hit coin-op adds real horror to the first person shoot-’em-up, putting you up against zombies, werewolves and a host of other fear movie refugees. It’s a bonkers gun-run through all manner of ghoulish bad guys - our guide to the gore-fest starts over the page...
Two complete sections of new label Hawk’s fiendishly addictive arcade adventure. The bits we have here are pure Thrust-inspired shoot-'em-up, but there’s a lot more to the finished game • than that - if you liked last month's playable section of Exile, you’re in for a treat.
PLUS! THE PICK OF PD!
MAZEMAN For many people PacMan is still the definitive 'video game'. With Mazeman you get to control a close relative ol the pill munching blob. It's more tun than you could possibly expect...
PHARAOH'S CURSE This original 8-bit style platformer is a big favourite in PD circles. Brace yourself for a dose of non-stop cavern-' jumping, mummy-mashing action)
DAD No. we don't know why it's called this either! it's just like one of those old plastic toys where you have to move the squares around to get them in the right order - but 10 times as difficult I
mi. TIM t
Not content with giving you Bombuzaland Kid Gloves on our firs! two Issues, we’re going to show you how to complete them too -and what way could be better than with a giant, double-sided poster, showing you everything you could possibly need to know to take Complete Control ol the two games Simply mount it on the wb!I near your computer and you need never be stuck again - the only problem Is deciding which side you're going to have staring down at you! (Why not buy two copies and get them both )
SIDE A BOMBUZAL
Even with a poster this big. there are Just too many levels in Bombuzal to take you through them all. That's why we've done the first 60, then concentrated on the 17 coded ones thereafter, to lead you right through the game. Gary Penn nearly killed himself doing all this, so you'd better appreciate the resultsl
SIDE B KID GLOVES
Our complete guide takes you through every last screen of Kid Gloves, showing you what you have to do (and where you have to do It) to complete the game. Stuart Campbell. Kids biggest fan, shows you how - you need never be stuck on that-particularly-tricky-bit-ln-the-psychedellc-section-where-all-the-lloors-are-deadly-to-the-touch again!
AMIGA POWER AUGUST 1991
START ME UP
Loading any ol the programs on this AMIGA POWER disk should be an easy and painless experience. Firstly, ensure that you've got a mouse plugged into Joystick Port One and a joystick plugged into Joystick Port Two. Switch your computer oft. insert the disk Into the internal drive, and switch the machine back on. After a short delay, you should be greeted with a menu screen. Choose which game or demo you want to play, then either press the appropriate Function Key, or move the mouse pointer onto the appropriate small box and click on it with the left mouse button. Your chosen game should now load and run, but. just to be on the sate side, don't remove the disk trom the internal drive during play.
Don't get all upset and hysterical it you have problems loading any ol the games on the disk. Simply follow these three easy steps to banish duff-disk misery forever.
1. First, try starting the whole loading process over again trom scratch, ensuring that you don't have any extra peripherals attached to your Amiga.
2. If the disk appears to be corrupt, you may be able to correct it using the Disk Doctor program from the Workbench disk that came with your Amiga. (Instructions for using Disk Doctor can be found in your Amiga user s manual.)
3. II all else fails, just send the disk back to us (including details of your equipment configuration would be handy), and we'tl rush a new one off to you as soon as possible. Please send the disk ONLY, not the whole magazine, to: AMIGA POWER Disk Four Returns. Future Publishing. 30 Monmouth Street Bath, Avon. BA f 2BW.
Publisher: Activision Authors: Henry Clarke, Ken Jarvis. Matthew Simmons
WHAT’S IT ALL ABOUT
To be perfectly frank, there’s not a great deal to explain about Beast Busters - you should be able lo figure most of it out within half a second of starting play. Arcade goers will already be familiar with this sideways-scrolling, first person perspective shoot-'em-up. distinguished from other machine gun-mounted coin-ops by it's non-military setting and sense of humour. Pnnciple baddies in this, the first section of Activision's SNK conversion, are our old fnends the waiving dead. Set inside a decaying city populated almost entirely with animated corpses, the game is obviously another variation on the
The intro screen un H *11...
shooting gallery theme populated by Operation Well, but it does some interesting things with the basic game style - particularly in the visuals department, where it gleefully reduces hostile zombies to. well, to iheir 'constituent parts,'
This AMIGA POWER preview is a generous snatch of the first level, lakmg place in and around a subway populated by zoms and rather aggressive werewolf-style dogs Were this the full game and not a demo it'd then move into a vertically scrolling elevator scene, followed by a 'walking into the screen' street scene. (But
Oh dear - we're Jusi a Ud too <al« to realty ruin there feller' day with a couple of accurately totted grenades. Armed Corptes arc hard to milt - alter all, they're blooming eloie to you, and there are an awful lot of the tucker*. A bullet In the middle of the head hat much the tame effect on the heddtcf at stuffing a mad cow full of Semica... and then feeding it match hcedl. (If you can imagine that).
lANE’S GUIDE TO ZOMBIE STREET SCUM AND OTHER HORRORS
The first and most dangerous bad guy. this rather revolting character pops up right m front of you. flashing a huge revolver. Smce he's so dose he's an immediate danger - got nd ol him right away1
Just as nasty, they do a great deal ol snarling and jumping around Wh ie the dogs carry no weapons (being dogs), they are hdkxiiousfy fast and can senously shorten your life expectancy ii they get their fangs info you. Best to biast them before they get up too dose, that's what we say,
Of less immediate importance are the Sneaky Scumbags who creep up on you white you're wasting the big guys. Just keep an eye out for these and make sure you waste them before they get
too dose - and don't start to fee) sorry for the ones that took like (suspiciously blue) fittle tods either! That sort ol mistake can be fatal. The best motto for players of Beast Busters is to KILL EVERYTHING.
PICKING UP TREATS
Once the action hots up you’ll see plenty of ammunition magazines and grenades flying about the screen. Forget about the bad guys (for a split second, mind1) and shoot these instead - in doing so you'll collect them and add them to your (fast depleting) weapon stock. For the purposes of this preview it’s merely a case of target practice, as you've plenty of bullets to play right through the demo from the offset. Having said that though, a few extra grenades wouldn’t go far amiss.
Also worth watching out for is a First Aid box which whizzes across the field of play. Collecting that will latch a few more grades onto your We-ometer.
Down in the tube station at nidnljhti child.like corpus change mint here, boot make the mistake of thinking these arc patting innocents - there ain’t no inch thing in this game.
since it isn’t, there seems like little reason to dwell on them any further).
KEEPING YOURSELF UNDER CONTROL
You can play in one or simultaneous two player mode using either two joysticks or a combination of mouse and 'stick- On the ntro screen you’ll be faced with a self explanatory options card, then it’s into the game where it’s simply a case ol moving the control tool and pressing fire to release bullets. Grenades are available by hitting the left or right Shift buttons on the keyboard.
There's no need to worry about running out of bullets in this demo, but you would be well advised to save your grenades for those special moments when large gangs of evil dead guys attack together.
Remember, keeping the angry corpses away from your character is a matter of absolute priority, because for each hit you take you’ll lose energy from your life-ometer. positioned at the top of the screen
AND IF YOU WANT SOME MORE...
...you’ll be able to pick up the complete game version of Beast Busters any time now for the standard sort of price of £25.99 from your local retailer.
D ivil bogs in abundance I Tkeu d iticiously illustrated mutant mongrels * out settle for a leer Panic Munchr Morsels, we're afraid.
Publisher: Hawk Authors: Andrew Prime. Stoo Cambridge. Doug Boari (sound)
IN THE BEGINNING...
Before we move onto this demo of new label Hawk's debut release, one thing has to be made clear. Although this playable preview features little in the way of strategy, the fuD game is by no means a straight shoot-'em-up - there's a story behind the action, and it involves lots of visiting planets and, erm, 'interviewing' the inhabitants The Executioner is actually an unusual son of arcade adventure, with your Thrusf-styte space craft skipping Ihrough cavern systems on various planets in search of the four keys that will eventually lead you fo some evil wizard guy. who (of course) has to be killed.
There are 120 planets to explore built up of six basic landscape types - Organic Worlds. Sandy Worlds, Medieval Worlds, ley Worlds, Rocky Worlds and Futuristic Worlds This demo features two Medieval sectors tor you to try out. In the demo your
only task is to fly around and kill the hostile solders and p»ck up a few of the goodies you'll find scattered around - all that taking-pnsoners -and-pumping-them-for-mformation-on-the-whereabouts-ol-the-keys business (not to mention the selling-them-at-trading-posts in order to buy some fuel) has been held over for the proper game.
SO HOW DO I ACTUALLY DO IT
Killing is but a simple matter of twiddling your space ship about, aiming it m the right direction and tiring your gun - or rather, a simple sounding matter of etc etc. As those familiar with Thrust-style games will know, it's actually rather difficult (and very frustrating1) in a nice sort of way Goodies like fuel pods and transporter modules can be picked up by backing into the object and turning on your purple tractor beam. There are also a few gaieways which can only be opened by
Objects (such as this transporter module) can be picked up by reversing your skip onto the object and turning on the tractor beam.
shooting at lhe control mechanism - these aren’t generally difficult to find.
The Executioner has been written by new programming team Hawk, and distributed by Impressions. Impressions boss David Lester explained: 'This isn’t just another version of Thrust. or a straight shoot-'em-up. It's actually an adventure played out In an arcade forma!.'
THE EXECUTIONER: I0YSTICK CONTROL
TURN THE CRAFT LEFT OR DOWN
TURN THE CRAFT RIGHT OR DOWN
Just one major thing to remember - easy does it. all the time. When we first received this demo we started haring around like Idiots, and soon paid the price. Remember - if you so much as lightly scrape against anything, your game is over and it's back to the square one. Your little TftrusMike craft goes much, much faster than il
needs to, so please be dainty. Whether you're blasting around in free space or edging your way though particularly perilous labyrinths, minimal joystick action is a must. In general, you’ll never need more than a half-second burst of thrust, followed by a quick reverse.
You'd also be well advised to keep the auto-lne off - if you go mad with bullets they'll soon run out, and they don’t come back unless you quit out of the game and start again, However, if you lake It easy, the arsenal will replenish itself.
TRACTOR REAM ON AND REVERSE
Little golden pots which add to your fuel dumps. Well worth collecting,
These guys lump up and down and wave their arms around like lunatics.
They are extremely useful in the full game, but not much cop in this demo -It's sate to Ignore them if you want.
The whole point of the exercise is to pick these up. There are only (our in the whole game though, and none in this demo, so there’s not much point about saying anything more about them really, is there
Grey boxes with fans at the top. Useful In the lull game - they would normally help you to get from one planet to
Yep, there are plenty ol these to be found about the place alright. Bear in mind, most ol these don’t have to be deslroyed, and just passing by those which don't form an immediate threat is sometimes advisable. Remember that certain objects are much more useful if you don't blast them but pick them up...
Usually to be found guarding the castle turrets or camped out in baskets attached the sides of walls, these will fire repeatedly in the same direction, which makes them sound fairly easily avoidable, and they would be too, if nof for the fact that they're usually placed in strategic positions Our suggestion; make it a priority to get nd of them.
Again, these chaps are conditioned to tire the same way. and won't bother you if you steer welt clear. However, their arrows are pretty huge, and are usually to be found zipping across the entrances to important locations, which could cause some problems.
Semi-coocealed in the brush, mosl ol these can simply be ignored. A good job too - they're small and difficult to get close to. so II you're going to eliminate them, do il carefully
Once inside the caverns it's worth watching out for dnps of goo failing down from the root They dnp regularly, so it's just a matter of timing things right to avoid them.
Just about everything you touch in this game will mean certain death - so don't! Some innocent looking objects, like shrubbery or woodwork, are especially difficult to negotiate.
These are tong and pop out of the ground at regular intervals - having said that though, they're shouldn't cause much trouble. The tips're always visible so it's easy to steer clear
Weird little charader who hides m the caverns, slinging bullets across the places where you're likely to be hanging ouL Best to eliminate these guys on sight - ItH save you some trouble later on.
Fires downwards from the roof of caverns and is extremely difficult to take out. Steer clear,
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
THE BEST OF PD
AMIGA POWER’S SELECTION FROM THE BEST OF THE CURRENT CROP OF PUBLIC DOMAIN GAMES
VK-M Dan *« here again (foe those ql you loo young lo remember, Ike VIC-SO wat Commodore'! big telling machine before the CW).
In this month's visit to Deja Vu Comer, we re proud to bnng you a real blast from the past in the shape of Pharaoh's Curse, a conversion of an original VIC-20 game from the same team who did last month's Frantic Freddie
Pharaoh's Curse is a platform arcade game in the style of Jet Set Witty (the Spectrum classic that's one of the biggest-selling computer games of all time), and involves your un-named little character on a quest to ransack the tombs of the Pharaohs for gold and treasure.
Attempting to stop him are a mummy and one of the Pharaoh's slaves, who run around either trying to collide with our hero or shoot him, and so deprive him ot one of his two lives. He can, of course, shoot back at them, but killing them is only a
temporary solution, and they'll soon return. The other inhabitant of the tombs is a small bird - harmless to the touch, but he can provide a helping hand for our little chap. It he holds his hands in the air when the bird is near, it will pick him up and carry him away through several screens, hopefully depositing him in a place of relative safety. .
Otherwise the game is completely straightforward - just run around the screens (don't worry about big drops, you can fail from any height without hurting yourself), climb up ropes, collect the flashing treasures, grab keys to open doors, avoid the tittle volcanoes, and generally try not to get killed by the bad guys.
BUT IS IT ANY GOOD
Do wnte and let us know it you'd (ike to see this son of thing on the cover disk, or if you'd prefer to see original Amiga games instead of 8-bit ports. Better stiH, write to Bignonia (the programming team
responsible) at the address on the Pharaoh’s Curse loading screen and get them to convert some real CW classics - then hopefully we'll be able to bring you a few more trips down Memory Lane (Or alternatrvety. you'd be able to see (ust whai it was you were missmg all those years.)
OYSTICK CONTROL FOR PHARAOH’S CURSE
MMV/tLIMt UP ROPt/HOlD UP HANDS FOB BIRD FTRI PISTOL
Following on from last month’s Amoeba Invaders, this month's piece ol arcade history is PacMan. One of the real legends of video-gaming, this was the first game that attracted significant numbers of female players into the arcades, and one of the first to have a serious spin-off effect into other areas of the media.
You should remember some of these, of course - there were PacMan cartoons. PacMan watches. PacMan records. PacMan board games. PacMan bubblegum, PacMan breakfast cereal, you name it. All of which wasn’t bad going for a character who was little more than a yellow circle with a wedge cut out ot it.
This version departs from the original by having some different maze layouts and a couple of minor extra features, but the gameptay remains essentially the same. Using the joystick, you guide the PacMan (sorry. Mazeman) around the maze, eating the small white dots and avoiding the ghosts (or in this version.
they pass over the ghost pen - knowledge which may prove useful in a tight spot. Oh, and this version
doesn’t have any sound, so you'll have to make the wocka wocka' noises yourself. Get munching!
senphr push UP/ DOWN/ Lin/ RIGHT on th* joystick 10 move the Maieman In the desired direction.
The classic, and rather essential, Maxeman.
Atari. Apple and IBM logos) which continuously chase you. If you eat any of the larger yellow dots found n the tour comers or the centre of the maze, the Mazeman will change colour to a chequered pattern for a time, during which period he can run over the ghosts for extra points. (Beware though - after you've oaten a ghost, it will reappear from the ghost pen at the centre of the screen, and be restored to its usual deadly self.)
When you've eaten all the white dots (you don't have to eat the yellow ones), you'll have completed the screen and will move onto the next one. which wilt either have a different maze or be the same as the previous one. but with all the walls made invisible.
The only other thing you need to know is that the ghosts slow down slightly when they go through the tunnels (centre left and centre right) and when
We've got another mind-stretching puzzler for you this month, in the shape of this funny little game of block-shunting. The idea is to move the large blue block from the top left comer of the screen to the top right comer by shifting all the other blocks around to make space beside it. Simply click on the leading edge of a block and, if possible, it will move into the adjacent space And that’s pretty much it. really.
HEY! IT’S A MINI. COMPETITION!
Dad is incredibly simple to play, but immensely difficult to beat (none of us have managed it yet), so if you have a solution, wnte in and tell us. The first person to find a solution will be receiving five free games in the post. Fuller game instructions (well, not very much fuller) can be found on the disk in the file entitled Dad Documentation'. Good luck'
Infuriating, Uliana, totally addictive. That's Dad.
us wU experience our last, and final, blinding flash In the arena, the game becomes a struggle to win, a tight lor Me. The noise from the screaming crowd Is drowned by the Incessant rear ot the mighty heart ol this mechanold beast, It's engine pushing out every ounce el power to beep me Just ahead, and delivering a heavy, sickening blow Into my back as It accelerates at my command. Taking am, I firm up every muscle ready lor the great burst, the deafening scream as I unleash my lethal messenger... and Its message GAME OVER!
But that's just halt the game story. Now YOU enter the arena...
■■k ENJOY THE SHOW!
My head Is and my heart
pumping the adrenalin around every vessel ol my hyper tense body - the 'driving unit', that will be shoe horned, wedged bke a Colt 45 biteITs holster, as l am placed Into the command seat ol my vehicle - ready to eater the arena ol play., and comhat.
"Wild Wheels'' they call us. Combatants who play a "game" - a game where there are two ways to lose... down on points or down on fuel - the fuel ol We! (hr "kit" lor action are the finely honed masterpieces ol engineering... machines that wM pole-axe the opposition, melt them, crush them, delonate them Into a million white-hot, speeding grains ol shrapnel. The lilt ol desth' in which many ol _
TELEPHONE: 061 832 6633 FAX: 061 834 0650
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
WILL CARTRIDGES NEVER HAPPEN
TAKE A TIP Arc we ever going to see the Amiga version of Anco’s Kick OH like basketball game Tip-Olfl Our spies tell us that Anco have the game complete and ready in their vaults* but have still not decided whether or not to release it because of console commitments. Anco's boss Anil Gupta was not in a chatty mood on the subject when we gave him a buzz. *1 haven't made my mind up yot,1 he said mysteriously.
DIZZY BUSY A compilation of old and new Dixxy games is to be released by Code Masters later this year. The Codies* who reckon full price games are 'a rip off, are rewriting some of the early Q*bit Oixxy games for the Amiga with 'some special extras'. There should also bo a brand now Dixxy game included in the five title pack. Expect an arrival some time in November with a price not unadjacent to C19.95.
Amiga owners looking forward fo playing huge games stored on instantly loadable cartridges are in for a disappointment. System 3 - who were at the forefront of this, with highly publicised plans to release games on cartridge format - have now decided against pushing ahead.
The Pinner-based software house were working towards releasing an enormous cartridge version of their forthcoming Silly Putty later this year, but found that the costs were far too high. After doing their sums. System 3 estimated that Puffy would have cost gamers a seriously prohibitive E60. The normal sized version of the game is to be launched on standard magnetic disk next month.
Supporters of the cartridge idea point out three main advantages over floppy disks:
• Larger games can be stored on cartridge. That means not just more levels or a greater playing area, but also the opportunity to pull in bigger and better graphics and sound.
• A cartridge would plug straight into the printer port at the back of your Amiga, so there would be no waiting for games to load, no messing around with multi-disk games and you wouldn't have to buy a cartridge drive. Also, with games involving many screens there is a far faster rate of accessibility between different areas of the game.
• Of more importance to the software publishers than the rest of us is the piracy question.
Cartridges are exceptionally difficult to copy, thus knocking out the perennial piracy problem at a stroke.
System 3 s Adrian Cale is still optimistic though.
It s far too
expensive a project for one company to undertake,’ he said but if a few of us get together we could make it work’.
Programming outfit Vivid Image were working on the technical side on behalf of System 3. Boss John Twiddy explained: ‘There weren't really any technical problems but it was all a matter of cost. People were interested, but they didn't like the amount of money involved. Interest has seriously subsided.'
Silly Puffy would have been twice as big on caftndgc, and impossible to pirate. Still, the floppy version should be worth a look when it Arrives next month...
...it s a SO level arcade fantasy affair centred around an amorphous blob of jelly-Therc's no hacking, slaying or kicking, it's more stretching, bouncing and oozing.
MicroProse are continuing their forays into the high powered world of arcade machines with a 30 combat extravaganza called BOTTS. An Amiga conversion has already been pencilled in for next year. Battle of the Solar System features lashings of implausibly large robots throwing hell and fire at one another. The so-called Warbots move around first-person-fienpective-3D-land junking anything they contact Graphics verge on the dazzling, and gameptay is even more accessible than MicroProse** last (and highly recommended) release, the excellent F-15 Strike Eagle 9 (AP 87 per cent). Robot fans are having it very easy at the moment - we've had the recent Metal Masters from tnfogrames.
Metal Mutant horn Palace, and games Tike Michael (Powerdrome) Powell's Cyberfight from EA to look forward to. (We think we can safely say it’s become something of a trend).
CINEMAWARE BACK FROM THE
When a dodgy software publisher responsible lor nothing bui dogs and disasters slides into the great abyss nobody realty cares a hoot, but it's a different matter when the same thing happens to a group ol top-notch Double Double tilt, tour creative types from Cincnuwxre (who
Warming news nearly never made it),
then, that innovative
American software developers Cmemawate have been rescued from disaster Bnt publisher Mirrorsolt. who've been handling Cinemaware "s kit over here lor the past ftve years, have splashed out on me Cinemaware name, thus allowing work on forthcoming releases like Rotlerbabes. TV Sports Boxing and TV Sports Baseball to continue
Cinemaware - who made a name tor themselves with nowTarrvkar games such as Detender of the Crown. Rocket Ranger and 7V Sports Football - were completely skint until Mirrorsolt stepped in Now a new company has been set up. catted Acme interactive, who wilt write games tor release on the Cmomaware label
Mirrorsott's boss Peter BiJlota boomed: Cinemaware was our most popular affiliate label I'm sure many entertainment software Ians will feet extremely satisfied that we will stilt be able to publish their games'
There's iittte mystery about the nature o! the two up-and-coming TV Sports games, but you may not know about Roiierbabes It's a fast, violent and futuristic team game (a La Speecfoalf) lor up to eight)'} players featuring teams like the Eraser Heads (a group ol school teachers), the Buzzcuts (a team ol hairdressers) and. ol course, the fabulous, alternate Roiierbabes Teams compete on a circular Roiierbaii-style track >n a game that combines racing, lighting and trap avoiding
WANTED: STOLEN AMIGA GAMES
Top programmer and graphics artist Kevin Buimet is m a loui mood, and who can blame him The author of such memorables as Gauntlet II and Corporation has recently suffered a burglary at tvs Wolverhampton home, the thieves responsible making away with his prized Amiga 3000. as well as disks containing tons of games code
'The machine is full of code, animation and graphics from projects I'm working on." he wailed "But to make things worse, the thieves also got away with my back-up disks There were hours of work there, and I'm really not looking forward to doing it a again The inspiration has gone
Kevin s working on Terminator II tor Ocean but luckily only a lew bits of code tor that game has gone missing, and the October release date sttfl stands However, he's appealed for anyone who comes across his goodies to gel m touch.
'The burglars took everything ol value, so they weren't just after the computer Somebody will buy that Amiga without knowing it's stolen I don't want them to trash the code, just to gel the games back to me I'm prepared to pay out a small reward' Anyone who can help should get in touch with the AMIGA POWER office at the usual address
With Ocean's upcoming Darkman Here we have 21 prizes up for grabs in another excessively simple competition.
WIN A MINI TV!
This time all you have to do is answer two stupidly easy questions to have a chance to get your hands on:
• A Casio hand held TV set.
• One of ten 'groovy' Ocean polo shirts.
• One of ten copies of Dark man. the Darkman oodici up rot grabs game of the movie.
Ocean scooped the Darkman games licence because they reckoned it was such a great movie, and who could disagree Funny, horrific, action-packed. it was packed with sequences that seemed tailor-made for converting into sub-games - as we'll be able to see soon, when the game hits the streets
But enough guff, here are the questions:
1) Why did Darkman turn into a crime fighter
2) What makes Darkman that much tougher than all the crooks
Just jot some answers onto a bit of paper and pop it into an envelope addressed to AMIGA POWER Darkman Competition, 29 Monmouth Street. Bath. Avon. BA1 2BW. Don’t delay!
FLAMES OF FREEDOM - IT'S PRETTY BLOODY HUGE
Maelstrom are currently polishing oH the eagerly (and long) awaited follow-up to Midwinter Eagerly awaited because a) the first game was so popular and b) because >t was actually pretty blooming good (if flawed in a number ot ways), long awaited because, well, because we've been looking to review it since before we began AMIGA POWER and it Still Isn't finished yet!
Flames ol Freedom, like its predecessor, is a strategy epic' which is as simple as it is (ahem) confusing. Here's the scene: it's first person 3D time again as you make your way through dozens of islands (tropical this time, as opposed to ice-covered) in an atlempt to rid the archipelagos ol an evil dictator type. You can choose your own character profile (sex. looks, physical attributes and psychology) before setting ofl across 500,000 square miles ot fractal landscapes. There s enough hardware here to fill a Chuck Norris movie, but don't get carried away with the firepower - the best part of the game should be the interacting with 4.000 or so characters who Inhabit this world. Some are enemies, some are friends, and with some you can't tell. (Just tike real life, basically).
t. flames ol freedom coven * 500,000 square mile area, but you can speed up travel times on the control panel (otherwise you'd be hanging around between islands for donkey's yean).
8. you can make up your own appearance (you can be man ot woman, but not both) - though whoever wanted to look like this guy mutt have been pretty damn ugty in real lifct
3. Alt modes of transport use the same control system, to avoid total and utter confusion. This one's a Jeep, and it is possible to leap from your vehicle, Timothy Dalton like, onto anything that happens to pass by.
4. Into the and under the waves. Maelstrom's Mike Singleton says drawing the waves was ‘a real accomplishment - they act as you’d eipcct them to.’
S. All those tittle brown circles on this island are people with whom you can have a chat. It's worth clicking on each icon to find out II they're going to help you or blow your head off.
6. Looks like this Chap Isn't one of the good guys, but there are plenty of useful folk hanging around. They may ask you to complete assignments for them before they risk anything though.
There are 13 weapons to MicroProse are to be believed
choose from, and any one of 22 (and who are we to argue ), the
modes of transport to utilise. And - game wlil be with us by late
biggest news ol Ihe lot! - if September. (Hurrah!)
Continuing our series ot quick guides to people, publishers, and programmers in the news. This
No 4 MILLENNIUM
Contact; St John s Innovation Centre. Co*- ,
Road Cambridge. Camus
History: Ongnaky be tttsurg wing oik larger pubkshor caked Logoiron Top employees Michael Hayward and tan Saunter bought the games sector out n March 1990 and almost enmodtatery scored a E-g hi with Kd Cloves Since ben tney have released ion games ol ddermg quality People: Apart Item :ne be !»o managerial people mere are lota programmers games designers and too grapnc artrtts One ol the smakest ndepondont puWsfwrs n the country they also rely on treeMnco programmers
Creates! successes: Over to r.,e. ,
development manager tan Saunter last Christmas we launched James Pend when was a huge tut It had ak Pie halmarks ol a good game, lots ol piayataMy. was graptucaky among without being overty cute, and had a great soundkack h was a spool tcence k> combat ai the rea*r bq kcences lhas were comrig out althekme Wo wanted to poke some km Biggest cock-up: iVe released foianda at a Sr* when people were asking lor 16-bit versons of B-bl games It was an updated verson of a C6J game caked Hercules We wanted to wnte a games player's game, a chakengng plsBarm game in the end J was probabty too difem - perhaps be most dflcult game ever’ - and e sir* without a trace Typical Millennium game: i» t>:-: i a W
haphazard so tar We've done racing sports arcade puzzles shoot- em-ups. we've played with vector grapbes and heavy spree-based gomes The only ttwig we haven't mapy tned d tdventuvs. and that's doming nest'
Typical industry comment: Wet they make the most oi United resources A tote model tor smai software puMshers And do you spetnhev name wdi one or r*o VsT
Things tv come: A JO vametnc adventure cased flebrt Hood (September) wench a gating a kk of coverage at the moment. Robcccd (November) be toaow up to James Pond ( whch o bound to be worth trying out) and Owho's Revenge (November), a canoony beal- em up
Roboeod - the forthcoming sequel to Millennium's smash spool fames Pond,
Final word: Maenrxm rales on be much larger pubksher US Gold to actualy sak and dsirtuie as games, but a a not merely a USG connoted label We write be games, whets e *hal we copy and we keep ora own autonomy and -senary we pst nr US Gold do ak bo hard setng
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
It i thou tret arty end oh-to-moody Bitmap people.
Overhead-view multi-level quelling time in the lint pert of The (htot Engine.
JUST WHAT IS A CHAOS ENGINE
The Bitmap Brothers have broken cover with the announcement ot their new project - a Victonan-style shoot- 'om-up-with-knobs-on called The Chaos Engine. Taking ihe famous Gauntlet overhead-view perspective, il throws you and up to two chums into a giant (our world, multilevel quest, with the survival o) the world at stake’
But what, pray ten, is a 'Chaos Engine''' Wen. inspiration lor the Bitmaps came from Charles Babbage's Analytical Engine, a never-built Victorian
design for an adding machine currently being put together at the Science Museum in London - though (ot course) this computer game version is a much more complex and dangerous proposition
The place is Victorian England after some major global catastrophe, and the incredible brainchild of mad genius Baron Fortesque has gone hornbly out of control, ripping apart me very fabric of time and space1 Six adventurers - you get to pick which three you play - prepare to slorm the Baron's country house and shui down the Engine, little knowing that they'll have to cross forests, great industrial workshops and other hostile zones thrown up by the machine before they reach it
Even worse, the Engine's chaotic emissions have thrown up a vast range of hostile monsters to encounter, many of which exhibit a semblance ol intelligent behaviour much like that seen m previous Bitmap release Gods
in faci. much ot the feet of the game would seem to be simitar to that ot Gods, the biggest difference (beyond the obvious gameplay variations given by the overhead viewpoint) being the multi-player option. Even in single player mode, a squad of three - controlled simultaneously - is employed, the behaviour ot the characters determined to some extent by their vanous personalities and attributes. This, it is said, will give even a smgle player the feeling of being involved in a multi-player game A lot of our incentive was to try and provide an interactive, mutii-ptayor experience tor one person,' says game designer Phil Wilcock. We ve used the behaviour modelling techniques (rom Gods to give all the characters personalities - at any one time you'll be cootroliing one character with the other two following along, occasionally wandering oft slightly if bonus items or enemies distract mem. The player wMI be able to swap between lead characters as he sees fit - some will be better at knocking down doors, say, while others will be skilled in combat - and, indeed, swap his whole squad around, choosing completely new characters horn the overall party, at regular points m the game.'
'Obviously, we wanted something where we could use the Vtcronan sorting - 311 those nice brass diats and rivets and so on - without bemg totally limited by reality. This game design allows us to put in pretty much anything we like, though we re not going to go too overboard The idea is to create a sort ot dark, lutunstic version of Industrial Revolution England, a sort of Victorian holocaust It'll certainly be ready for Christmas - mat's unless they get the thmgy at the Science Museum finished before then of course, and it happens to go out ot control and start ripping the tabnc ot time and space in real Itle! Then we might have to start thinking about putting the release date back a bit. Ha ha
Compiled by Gary Penn
Jean-Ctaude Van Damme Jean-Shrimpton Van Driver more like. Chuck Norris
Chuck No-Writft more appropriate.
Steven Segal Steven's A Gal I think you might find. None of these so-called tuft guys is hard enough to have a go at this quiz and win. But are you There are no prizes on offer. The acknowledgement ot being tougher than they come should be reward enough, especially if you can identity the link between the five answers, t) The home computer-grown sequel to the coin-operated racing simulation which was almost used to test driving skills.
2) The Assembly Line's platform prank, released twice at fuH price.
3) Peter Cooke's Old Testament tribute.
4) A Talto puzzler. One lor Guy Fewkes
9) A cartographer’s dream from the coder qualified to produce missile warheads, would you believe
WE'LL SAY THIS ONLY ONCE...
Alternative have found themselves a «ce little ruche with budget TV spm offs, but 'Ailo 'Alto will represent something of a departure. In the past, they've rebed ipor. the fancies of youngsters with simple affairs such as Postman Pat ard Edd the Duck. 'Alo 'Aio, which should amve m September, may be puerile but it's surety not aimed at lenyears-elds. so we’re a bit unsure about who's meant to actually buy 1 StJ, expect a basic, Simple, safe platform game, packed with bad jokes and -despite the naftness - quite possibly worth eight qud ot anybody's money
AMIGA POWER RECOMMENDS
Looking for the cream of the crop Then here are our fave raves from the past few months...
The closest thing yet to a perfect arcade conversion (or is it • see R-Type II this issue). Toki brings the Amiga some of its loveliest graphics ever, tied up with a game that's enormously slick and playable in the best coin-op traditions It's a shame that there's so little of it. but even so you're getting a big chunk of game for your money, and quality rather than quantity is the over-riding concern
Looking nothing whatsoever like any other board game in the history of mankind. Spot is such a cracker that it manages to transcend some ot terrible presentation . and the most obnoxious central character since Nathan the Brat. In true classic style, it's easy to leant, yet frighteningly difficult to become really good at. and a wide range ot options makes it suitable for all the family.
Something ol a minority interest, but for fans of Millennium 2.2. Supremacy and the like it’s exactly what they've been waiting for At First you don't really know what you're supposed to be doing, but as the game develops everything becomes clear, and you get sucked in further with every passing minute, until time begins to have no meaning. One ot the games ot the year.
Very possibly the best Amiga (light sim so far (Gary still prefers FA/I8 Interceptor), and certainly one of the most playable. F-I5 II combines just the right amount of realism and blasting action with some excellent 3D The hefty £35 price tag may put a tot of people off. but those who lighten their wallets for it will feel it was worth every penny.
This gorgeous game has been the subject of some debate in our mailbag, with letters both for and against Stuart s glowing appraisal of it in Issue Two, The fact of the matter is. though, that this is just about the most enjoyable arcade game to have appeared in the office since AMIGA POWER began, and that alone makes it something that every Amiga games player should own.
THE SECRET OF MONKEY ISLAND
Still our highest-over marked game, this gets loaded up in the office whenever there's a spare moment Loved as much (or the humour as for the adventure itself, there's still a lot of game lurking underneath all the witty barbs and bad puns, and Guybrush Threepwood looks set to be Amiga owners' favourite hero for quite some time.
A non-stop, action-packed arcade style thriller based on the heroic missions of the world's most elite, superbly trained commando unit... the U.S. NAVY SEALS.
You have a number of perilous
AMERICA’S TOP SECRET WEAPON
Super-charged super-fighters who risk all defending America ogainst the world's deadliest forces.
A combat unit of indomitable strength and courage.
A rescue team of unparalleled skill and daring.
THE BEST OF THE BEST
monoeuver the enemy destroy hostile missile sites and rescue the hostages.
You begin with the briefing you may end with a victory., it's the middle ground that hurts!
OCEAN SOFTWARE LIMITED 6 CENTRAL STREET MANCHESTER M2 5NS TEL: 061 832 6633 FAX: 061 834 0650
AMIGA POWER AUGUST 1991
An extravaganza of the very best Amiga action from the premi producers of quality
entertainment software...... ... Cinemaware.
TV Sports Football: Strap on your helmet and get ready for an American Football Simulation that looks exactly like the real thing!
Lords of the Rising Sun : Welcome to twelth century Japan! Become Shogun in an epic quest to redeem your family honour.
Wings : Relive the action, glory and seat of the jams excitement of a WWl Allied Fighter piloth IV Sport Basketball: Lace up your hi -tops and get psyched for a fast breaking. '
in your face, full court 5on-5 pro
Cinemaware is a brand name of Mirrorsoft Ltd.
'ON A MISSION FROM GOD': THE BLUES BROTHERS HIT THE AMIGA
Sometimes a licensed product comes along and you get to thinking. Yes. of course - why didn’i anybody think ot making a game ot that beloreT The Original Blues Brothers Game trom Thus is just like that - the characters are right, the game (tram what we‘ve seen of rt) seems to be right, the music (potentially, at any rate) is spot on, and - hey! - there's a two player mode automatically built in and just begging to be used
First thing you should know is dial it's not based, not in any real sense, on the cult hit titm True, ihe nominal plot sees Jake and'or Etwood making hisriheu rather chaolic way towards a big concert opportunity - as In the movie - picking up amps, guitars, microphones and the like on route but that's really as far as it goes. The six gigantic levels, set m locations like prisons, sewers and under-conslruction skyscrapers, seem based more on the likes ot Mano games or The New Zealand Story than anything - cute, crisp graphics, secret rooms, mystery bonuses, and gameplay that includes every platform tnck in the book, from floating on balloons to running along conveyor belts to lumping from lift to lift and so on 50 frames of animation to the two mam characters and a wide range of baddies add real personality to the proceedings too, and the music ('We've ust got to get this bit right,' admit Titus) should be the icmg on the cake - live songs are planned, with 'Everybody Meeds Somebody, and Peter Gunn' pencilled in for sure To us this looks like it could easily be the best Titus release to date - we can t wait until a finished version comes into the office The game is scheduled for a late September release.
Plenty o* animation framei add character...
The neat cartoon look of the Bluet Brothers
tpntci bodes well for the finlihed game.
...even If you can't alwayi tell what't happening'
In which some truly awful games continue to get what’s been coming to them for a very long time.
ilfL HUMAN KILLING \iikJ MACHINE (US Gold)
You'd think they'd learn, wouldn't you After the unmitigated disaster that was Street Fighter (see the budget section this issue for more info), USG brought out this pseudosequel that was in several ways - incredibly - even worse than its completely appalling predecessor.
Mind you. it's hard to put your finger on just what it is that's so bad about it It's not the animation, certainly. Both frames of it are very nice. It wasn't any lack of lastability. having to knock out every single opponent three times saw to that. Having said that, it wasn't so difficult that it became frustrating either - the fact that you could kill everyone just by repeatodly kicking them in the ankles ensured that this was a game all the family could get rewarding enjoyment from. And it can't have been any lack of cuteness and character, the lovable tickle doggie in Level Two that jumped up at you and licked your face (well, that's what it looked like, anyway) gave Rainbow Islands et a) a real run for their money and no mistake Even the music was useful - just leave the
representation of a female from HKM
windows open and turn the volume up and you could scare the birds away from your garden for days at a time.
Mope, on second thoughts. Human Killing Machine is one of the great unsung classics of our time, sadly under-rated by all and sundry and due lor a major critical reappraisal any day now.
And Ihe Poll Tax was a really good idea. And I'm tho Archbishop Of Canterbury.
ROCK-HARD QUIZ THE ANSWERS
1) Hard Drivin' II: Drive Harder
2) Heitor Skelter
3) Tower Of Babel
5) Spindleiy Worlds
And the missing link is ... a bit crap, really.
Each title features a built-in construction kit.
RACE APACE We hear that Storm's big Christmas release Big Run is coming on apace. Based on a fairly obscure Jaleco racing coln-op, it's an into.the screen OutRun style driving game tied loosely into the Paris/Dakar rally. The maps are the same as in the original game and many of the graphics have been ported over directly - only one player, but the game Is looking fast and fun. Indeed, Storm seem so keen on it they're working on another racing game for next year, based on tho coinop Indy Heal, Imagine Ivan ‘Iron Man'
Stewart's Supor Off Road Racer with little Formula One style cart instead of trucks and you'll be moro than half way there. Licensed from Leland/Trade West (the Iron Man people) it's out due some time next year.
ALL TOGETHER NOW Domark are launching a couple of thematic compilations, based on sports and three dimensionalness.
Grandstand costs thirty quid and features the excellent Pro Tennis Tour and World Class Leaderboard, and the not so excellent Gazza's Super Soccer and Continental Circus. Virtual Worlds is a compendium of four Incentive games -Castle Master, Driller, Total Eclipse and the previously unreleased sequel to Castle Master, The Crypt. That also costs C30, which the mathematically gifted will realise, works out at C7.50 per game.
Yes, we’re afraid the game that everyone is still talking about has no intention of going away. You see. a Lemmings Construction Kit is being planned for release later this year which will allow you to design and build a series ot fiendish labyrinths. According to Psygnosis it* going to be ‘as big as 3D Construction Krf (ie enormous).
Lemmings nuts can also look forward to a Lemmings Data Disk which will be making an appearance in September, and then there's Lemmings II which we expect to see early next year.
And if that's not enough, there's also going to bo a Lemmings coin-op. Discussions are 'going ahead' between Psygnosis and a number of throbbish coin-op people, and presuming an agreement is reached the Lemmings should be all over your local arcade by late autumn.
lemmings: Deep breath...lemmings Construction Kit, Lemmings Data Disk, Lemmings II, Lemmings coln-op..
Electronic Arts have scooped a bunch ot Three Sixty games from the US which are to be launched here over the next few months.
Vou may remember Three Sixty from the likes of Harpoon and Das Boot and you've probably heard of the up and coming Megafortress, all of which reach these shores courtesy of Mindscape. Now EA is taking over their UK distribution and plans are afoot to bring us a World War II North African tank simulation called Sands of Fire almost immediately, closely followed by a multi-player action strategy game called Armor [sic) Valley.
Also, keep your eyes peeled for a game called Patriot, which will be a land based version of the frighteningly realistic World War Three strategy epic Harpoon.
Plus, first signs of Olympics Fever are showing themselves with Three Sixty's announcement of J 992 Olympics Simulation [the release date of which is not yet decided).
We expect quite a few developers to be working on athletics types games over the next year. Be ready for them...
AMIGA POWER AUGUST 1991
POWER AUGUST 1991
EYE OF THE BEHOLDER &
THE SECRET OF MONKEY ISLAND Storming through)
No ioon«r had theta two clambered to the top of the chart than publisher US Gold wtr* releasing details of »o<)u«li. From SSI coma* Eye of the Beholder II, which the San Francisco strategy specialists reckon will be ready before the end of tide year, SSI have their work cut out for them -we're waiting for two other major project* to be completed, namely Suck Roger* and Gateway to fhe Savage Frontier.
According to US Gold. Beholder ha* sold twice as many a* had been predicted figure* of 20.000 have been touted although that's for the PC a* well a* on the Amiga).
Monkey fs/and, which last month made an appearance at number ten, I* to be followed by Le*Chuck'a Revenge Lo-Chuck being the ghostly adversary from the first game). That won't be her* until February at the earliest because, in fairness, Lucasfilm are up to their ears In the like* of Indiana done■ IV (that's the gam* of the movie that never was) and something called OarJr Norse, which Is apparently based on a number of American comic book heroes.
CYBERCON III (Surprisingly slow)
US Gold's bumper month was spoiled slightly by Cybercan lift absolute refusal to make it anywhere near the top twenty. An entry placing of 53 Is pretty dismal for a game that's scooped just about every accolade magatin* reviewers can splash
Cybarcon III *■ poor performance
out. The fact that It had only been out tor half of the time covered by the survey goes some way to explaining it's poor performance, but you'd have expected more life from this 3D extravagama (which w* gave 86 per cent). Maybe 3D has fallen out of vogue.
Meanwhile, programming team The Assembly Line, are busying themselves with a huge project for Disney (no less). We understand that the game Involves aeroplanes, but beyond that it*s all a bit of a mystery...
3D CONSTRUCTION KIT
(Dismal showing, but why is it here )
Do mark's game* creation program illustrates the danger of shoving a piece of software which isn't strictly, or even loosely, a game into a games chart. Dealers report sales tar higher than the chart position suggests, and Do mark claim It Is outperforming even their biggest selling game to dale, MiG 29. AMIGA POWER praised the program with an 60 per cent rating, and buyers seem to agree. Domark'i Claire Edgeley explainer 'It’s not something that will be
AMIGA POWER GALLUP CHARTS
AMIGA TOP lOO
l.tmiMl.....Hull, lb» .... Vrry .M. ... ».« K. MMM. .. Fl.w*. . Din
1 (12) EYE OF THE BEHOLDER US Gold £30.99 .....
2 (10) THE SECRET OF MONKEY ISLAND US Gold £29.99 .....
3 (4) FANTASY WORLD DIZZY Code Masters £6.99 ****
4 (NE) KICK OFF - WINNING TACTICS Anco £12.99
5 (6) PGA TOUR GOLF Electronic Arts £25.99 .....
6 (NE) LOMBARD RAC RALLY Hit Squad £7.99 *"
7 (NE) F15 STRIKE EAGLE II MicroProse £29.99 .....
8 (NE) 3D POOL Mirror Image £9.99 ""
9 (13) NORTH AND SOUTH Action Sixteen £7.99 10 (21) HERO QUEST Gremlin **"
11 (3 DEFENDER OF THE CROWN
Mttror image C9 99 * "
12 (8) LEMMINGS
13 (NE) XENON II
Mftof Image £9 99
1* (20) TREASURE ISLAND DIZZY
CoO Mailers £4 99 **"
15 (NE) T0KI Ocoen £24 99.....
16 (7) MIAMI CHASE Code Master, £7 99
17 (11) LITTLE PUFF IN 0RAG0NLAN0
Cooo Masters £6 99 "
18 (NE) FULL CONTACT foam 17 £999 19(1) ARMOUR-GEODON
PsygnoW £25 99
20 (9) NINJA RABBITS :f0 Value £6 99
21 (37 CARRIER COMMAND
M»n>f Image £9 99.....
22 (NE) RAILROAD TYCOON
M«roPrt»«C34 99 —
23 (18) SPEEDBALL 2 .tge Works £24 93
24 (2) gods pdeC2S.S3—
25 (NE) SWITCH BLADE 2 ..... n £25 99 ""
28 (NE) CENTURION Electron,: AH* £24 99 “*
27 (NE) CRICKET SIMULATOR Soonrjwato £24 99
28 (23) FINAL WHISTLE Anco £12 99””
29 (22 STEVE OAVIS WOHLO SNOOKER
COS £9 99 "
30 125) INTERNATIONAL KARATE ♦
Hit Squad £7.99.....
31 (16) SHERMAN M4 Act on 16 £29 99 •••
32 (40) CJ S ELEPHANT ANTICS
Cooa Master* £6 99 ••
33 (33) KICK OFF . EXTRA TIME
Anco £7 99 .....
34 (14) ROCKET RANGER Mirror Image £9 99
35 (NE) LIFE AND DEATH Mrridscape £25 53 *"*
36 (25) KICK OFF 2 Anco £24 99 .....
37(19) WORLD CLASS LEADERBOARO Kim £7 99.....
38 133] EUROPEAN SUPERLEAGUE
39 (24) SWIV Storm £24 99.....
40 (5) CHUCK ROCK
Cor* Ong! £25 54 .....
41 (26) MEGA TRAVELLER 1
Empire £29 99.....
42(33) SPEEDBALL Mirror Image £9 99.....
43 142) PANZA KICK BOXING US Gold £24 99 '
44 (46) FORGOTTEN WORLDS
Km £7 99*"
45(47) FAST FOOD Code Mailer* £6 99
46 (28) CALIFORNIA GAMES
Kiu £7 99"
47 (29) SUPER MONACO CRAND PRIX
USGoid £25 53 ”*
48 (NE) PREDATOR Mil S-quad £7 99 **
49 (53) THE RUNNING MAN Grand*l»m £7 99 "
50 (NE) THE THREE STOOGES Mmol Image £9 99 "
51(39) VIZ Vrrg*n £24 99 *
52 (NE) GOLD OF THE AZTECS US Gold £29 99""
53 (NE) CYBERCON 3
US Gold £ S 99.....
54 (36) F19 STEALTH FIGHTER MoroProsa £29 99 *"*
55 (NE) SIM CITY/ POPULOUS
Wograme* £29 99.....
56 (43) SUPER SCRAMBLE SIMULATOR
Km £9 99**
57 (45) SUPER HANG-ON
The H.r Squad £7 99 ****
56 (NE) BUDOK AN Electron Ar:c £25 99 ***
59 (NE) SPIRIT OF EXCALIBUR
Virgin £29 99 "
60 (57) CLASSIC FOUR Energje £6 99 '* 61(50) OPERATION WOLF
The Hi Squad £7 99 *"*
62(35) R-TYPE ' e Hit Sauad £7.99 **•
63 67) POWERMONGER
Electronic An* £29 99.....
64 (34 DALEY THOMPSON S OLYMPICS The H.1 Squad £7 99 **
65 (NE) SUPERCARS II Gremfcn £19 99 ***
66 (NE) A10 TANK KILLER Sietra On-Uno £34 99 "*
67 (76) VIGILANTE Knot £7 99 *
68 (72) SUPER GRAND PRIX Code Matitor*£9 99 "
69 (NE) PREDATOR II 1 £25 99 **
70 <NE VIOLATOR Code UJSKm £7 99 ***
71 (63) SWITCHBLADE Ku» £7 99 *"•
72 (44) GAUNTLET tl K.« £7 99 **“
73 (90) AXEL S MAGIC HAMMER i- tixx £9 99 "
74 (68) TEENAGE MUTANT HERO TURTLES Image WorK* £24 99 *
75 (27) WONDERLAND V £30 64 *"
76 (NE ENGLAND CHAMP SPECIAL
Grand Slam £25 99
77 (30) MOONWALKER tax £7 99 *
76 (29) BRAT i .< WqiXi £25 99 ***
79(56} AFTERBURNER . M-1 Sq. ,id£7 99*
80 (31) POWER UP Ocean £29 99 **"
81 (NE) STRIKE FORCE HARRIER Mirror imago £999 **
82 (HE) BLUE MAX Minoscace C29 99'*
83 (NE) WAR ZONE Puyn Lem .-0 £2 99
84 (NE) WIZBALL he Hit Squad £7 99 * —
85 (58) TOP CAT H-Tec £6 99"
86 (40) LAST NINJA 2 * H.t Squad £7 99 "
87 (86) HOTSHOT tax £7 99 *"
88 (69) 30 CONSTRUCTION KIT DomarV £49 99 ****
89 (91) TRACK SUIT MANAGER Alternative £7 99 **
90 (NE) ESWAT US God £24 99 *
91 (NE) STRIP POKER AND DATA DISK
Anco £19 99
92 (NE) CRICKET CAPTAIN
D1H Game* £24 99
93 (66) THE BARD S TALE 3
Electrons Art* £25 99 *'
94 (NE) INTERCEPTOR
Ciainc Co'ect-on £10 99
95 (82) YOOI AND THE GREED MONSTER
Hi.Tee £7 99 **
96 (79) OUT RUN Ki i ,K-k £7.99 **
97 (89) PRO TENNIS TOUR 2
UCSdlt £24 99”"
98 (73) FC MANAGER
Enorgi/e £6 99
99 (71) MOONSHINE RACERS
f.ntennium £29 99 "
100 (96) POWER PACK
Beau Jolly £24 99
JO Construction Kit - chanablc extremely popular over a two
week period, and then everyone lorgelx all about H. Wa expect Ihl* to atlll be popular In a year', lima. You hava lo remembor that IIH, I* more ot a utility than a flame.' She pointed out that It la oftan belnfl bought In etore, not audited by Callup.
Since the chart la not roprexentlnfl the program In e fair light, ona wonder, II II ahould be ropreionted at all
You’re probebly getting reel sick of hearing about how much the summer sucks for gomes, but when titles such as the top two ere cleaning up, the argument doesn't really hold water. This month's chart Is split almost exactly 40,50 between full price and budget games, with most of the cheapo* languishing In the less fashionable regions at the bottom. Gallup reckons the budgeteers will be making more of an Impression a* the weather improves and names like Code Masters, Kixx and The Hit Squad could feature even more prominently next month.
THE AMIGA POWER CHARTS: HOW THEY’RE WORKED OUT
• The Amiga Power charts are put together for us by Gallup (the folk who do the BBC pop charts among many others) based on a continuing survey of sales In a wide cross section of shops up and down the country - both independent computer stores and larga chains like WH Smith As such they’re the most comprehensive charts ifs possible to bring you Doing thing's to comprehensively takes time, though - the chart above relates to sales during the May/June period
• There's no dividing the charts into Budget and FuR Price' sections for u« - we’re sure you're perfectly capable of doing that for yourselves if you want to - so the list you see here includes games at every price point This way. you can see just how important budget sales are to the overall market - at this time of year, with tew big name odes being released, very important indeed
• Each game is rated out of five stars (five red stars for the realty, realty excellent ones) using the same system as m The Bottom Line, to give you some idea of how good the things that are selling realty are Games which don't get any stars aren't necessarily total rubbish - they just happen to be the ones we've never realy played, so cant properly comment on. Having said chat though, there has to be a reason why nobody m the office has ever found it within themselves to sit down with them, hasnt there
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AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 199T
WARMING TSS* COPYRIGHT ACT WAUHIHC
A2000 VEW\ AVAILABLE
'it ah hi YOU HA > f r. w n
)N REPLAY SIMPLYf .™GS INTO THE EXpSRsiQN RC YOU THE POWER FREEZE MOST ANY PROGRAM
JUST LOOK AT THE UNMATCHED RANGE OF FEATURES
'owin’ A how I all I ho Information you could «W need to work on aero ana. No other product comes close la offering such dynamic screen handling of fro Yen programs!!
MUSIC SOUND TRACKER
With Sound Tracker you can find the complete music in program* , demos,ole. and save them to disk. Save* In format suitable for most track player programs. Works with loads of programs!!
r AUTOFIRE MANAGER
From the Action Replay II preference screen you can now sot up autofire from 0 to 1004*. Just imagine continuous fire power Joystick 1 and 2 are set separately for (hat extra advantage!
With the new 'Diskcoder' option you can now tag' your disks with a unique coda that will prevent the disk from being loaded by anyone else. Tagged' disks will only reload when you enter the code. Very useful tor security.
Action Replay II now has screen colour preferences wHh menu setup. Customise your screen* to suit your taste. Very simple to us*.
Invaluable disk monitor • display* disk Information In easy to understand format. Full modify/save options.
r DOS COMMANDS
Now you have a selection of DOS commands available at ell times * OIR, FORMAT. COPY, DEVICE, etc. r DISK COPY
Disk Copy at the press of a button - faster than Dos Copy. No need to load Workbench ■ available at all times. r BOOT SELECTOR
Either DFO or DFt can be selected as the boot drive when working with Amiga Dos disks. Vary useful to bo able to boot from your external drive.
SAVE THE ENTIRE PROGRAM IN MEMORY TO OiSX Special compacting techniques enable up to 3 programs to fit on on* disk. Now saves directly to disk as Amiga Dos - reloads independently of the cartridge - even transfer to hard drive! Works with up to 2 Mags of Ram -oven 1 Meg Chip Mem (Fatter Agnus).
r UNIQUE INFINITE LtFE/TRAtNER MODE • NOW MORE POWERFUL Allows you lo generate more and even infinite lives, fuel. ammo. etc. Perfect as a trainer mode to get you past that ’Impossible* level. Very easy to use.
r IMPROVED SPRITE EDITOR
The full Sprit* Editor allows you to v law/modify the whole sprtl* set including any ’attached' sprttas. RANGE OF IMPROVED FEATURES.
r VIRUS DETECTION
Comprehensive virus detection and removal feature* to protect your software investment. Works with all presently known viruses.
r SAVE PICTURES AND MUSIC TO DISK
Pictures and sound samples can be saved to disk. Files are saved directly IFF format suitabIs for use with all the major graphic and music packages. Samples era displayed as screen waveform.
r SLOW MOTION MODE
Now you can slow down I he action to your own pace. Easily adjustable from full speed to 20% speed. Ideal to help you through the tricky parts! r RESTART THE PROGRAM
Simply press a key and the program will continue where you left off. r FULL STATUS REPORTING
At the press of a key now you can view ths Machine Status, Including Fast Ram, Chip Ram, RamDisk, Drive Status, etc. r POWERFUL PICTURE EDITOR
Now you can manipulate and search for screens throughout memory.
Over SO commands to edit the picture plus unique on screen status
PLUS A MACHINE CODE FREEZER MONITOR WITH EVEN MORE POWER!!
nvmmm rnmirnu: rr >vitr,vr,rr. 1 r.Kr-;/v wrr wapsurw!
f Fu» Mt1000 AitemblatlOttauamMar r FuE tenon adito, r Load Sava Mock r Write Siring to memory r ju, Horen picture f Play mM sample r Shew and ethl ad CPU regular* and tlag r Calculator r Halp command aMowm you lo aaa and modify all chip regtsiare • even write only reglatare ' Notapad r One DandPng -show actual treed. 01 »k Syne, pattern ale r Dynamic Breakpoint handling r Show mamory *1 HE X.
ASCII. Auambiar, Daclmal r Coppar Attempt* Diussambla • now with suttli namas fBS&SBit
GHKOfflfti / i f [l TIKK6 IS /PI: HT0-l*M/T<tS TKI: PRIMP/K P» ITT; TJ-lSTHr ST/ TT HqIM;
vwn< /t t urn w/nr. rrAT.rr.r-r rn/r.r ■ nm r u/r:i r ra run nn.rwrir.nn r, n jus t tit
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JUST WHO DO WE THINK WE ARE
Matt $ been spefxVmj most of fhts month m a senes of one day meetings of Oot on the road visaing game developers, loavmg Mite time tor reviewing He has. however, toond space to get tvs mind around a few ot the simpler things we've meowed lately -It's all my (yarn can cope wi r at the moment, he confesses His laves are platformers and unusual, otl the wall tlwgs'
Matt's been playing: ‘R-Type II, and Exile from last issue.'
Gary's not had much time tor games this month - or anything else really He's been too busy pulling togethor this issue's giant cover-mounted Complete Control tips poster (in particular struggling away wiin overy screen ot Bombura!) I bloody hate ihe Moody thing1' he told us. leaving little room tor argument
Gary's been playing: ‘ Jimmy White's Whirlwind Snooker.'
Conn Campbell - deputy editor and Jcan-Ctaude Van Damme tan - has fallen over True Stones and comping the disk trom this month on - tasks everybody else hated wtveh seem ideally suited to tvs talents Outside work he's been wafcmg his new dog and tawng oil his love!/ Vespa scooter. He fees sports games, platformers and crerythmg-must-d* games'
Colin's been playing: 'Manchester United Europe and Tokl.'
Mark Ramshaw « AMIGA POWER'S tong sultenng production c<Mor. though that doesn't seem to stop hen spendng a fair amount of time playing games fes parents run a Sunderland-based computer shop, so his games knowledge goes way back, though it s adventurey arcade things, uset-tnendly FRPs and Mira violent Williams corn-ops lhat mamly (ahem) iighi tvs tire
Mark's been playing: 'Llamatron and Monkey Island.'
Stuan. the software industry's tavounte (hem hem) reviewer started Me m fanzines, m particular me rather odd Between Planets In his spare lime he's taken Over the weekly Gary Penn Games week slot m New Computer Express Hts tavounte games are ones where you battle agaxvst Ihe enenves. not me control system or incompetence of me programmers' (Btmey'l
Stuart's been playing: ’R-Type II- it's seriously excellent.'
Jonathan has been struggling away at an extremely untnemVy assortment of obscure strategy games this month - games nobody else had the time or "delation to go anywhere near imagmohis surprise, men. when adecenl, big name product t*i this case Hunter) sapped through our Anb-Jonathan Hate Campaign net Hts tavounte games are really good 3D ones ’
Jonathan's been playing: 'Hunter, which is really good.’
Teenage health freak and cuts*e game Ian Rich Pckey disappeared oil the lace ot the earth this month, and lor ages we weren 1 sure whore he'd gone Had he found a new grim'5 Could ho bo hn*ng out trom somebody he owes money lo’ Or what1 Then tvs copy arrived, and with it a message i ve gone trter-raang - see you next month.' The mystery was solved*
Rich has been playing: ' Exile (\ remember the BBC version).’
Thrilled at Future Pubkstungs recent acqmsrtion of Moon lam Biking UK (Britain s - ahem - leading mountain bike mag). Paul has been spendng every spare moment ndng around on C3Q00 worth of borrowed btanum-framed Mam (a very posh Dike indeed) That doesn't mean Amiga Format's Assistant Edilor hasn't had tme to look auhe odd strategy product for us
Paul's been playing: *Eye Ot Beholder (still), and Atomino.'
FRP fan Sean's been a bit on the ratty side tr*s month, and we're not sure why Up and down fee a Woorrwig yo-yo he is -sometimes joBy. sometimes snappy, but most often m mat odd in-between mood where you're not qixto sure what he's thnkmg For safety's sake, then, we've steered we* clear of him for the past few weeks which is why we've got nothing to write (Sorry).
Sean's been playing: Dunno • none of us have seen him.
Hunter - pushing the boundaries ol 3D graphics even further.
Welcome to the AMIGA POWER game reviews, twenty five pages packed to bursting with, erm, game reviews. Summer’s still with us, and the number of releases
really deserving of the AMIGA POWER in-depth treatment remains fairly limited - thus we’ve got just five of those, starting over the page.
Then, on page 72, come the rest of the full prices - some good, some bad and some simply indifferent, but all given a true AMIGA POWER once-over - with the budget and compilation coverage following on behind at page 80. Our Public Domain reviews get boosted to two pages this issue, starting on 85, and then last (but by no means etc) there’s The Bottom Line - almost 300 mini reviews of every major full price Amiga release from the last year. The complete character assassination of the year’s worst - and praise of its best, of course -begins on page 95.
And there we have it -simply the most comprehensive, most flexible, most comprehensible and downright sexiest games review system ever devised. (Unless you think different of course, in which case you really should be writing in and telling us why).
Coin-op convenient* jml keep yctlmy better. Jt-rypc II thorn the way.
IN A NUTSHELL: THE AMIGA POWER SCORING SYSTEM (AND HOW IT WORKS)
Our reviewing ‘philosophy’ (for want of a better word) is fairly simple and self explanatory. Here's a brief breakdown on how it works:
1) We never forget you're being asked to fork out £25 or more for a full price game -ifi a lot of money, and we believe a product hat to be ready good to be worth it. Half baked ideal, cynical be-ins and plain sloppiness just don't cut It. which it why you'll find our reviews quite possibly the toughest around Compare the marks we give out to those ot just about any other magazine - we think you’ll find our wider spread of opinion tells you a lot more about the games.
2) We believe a rating system should be simple, logical and understandable - to the extent that a sentence like this is one. which Is setting out to try and explain it, should prove totally redundant. So well stop right here.
3 We'D nearly always broadly agree about whether a game is good or bad. but sometimes - just sometimes - opinions differ quite strongly. That’s when we run an ‘On the other hand...' box, allowing a second reviewer to voice his or her (not that we have any girlie reviewers as yet) opinions as appropriate.
4) Predictable we know, but there simply isn't a point number four.
AMIGA POWER AUGUST 1991
After the perfection of last month’s
Toki, Activision make their bid for the title of
The first level of R-Type II isn't too taxing. Beware level two though!
Game: R-Type II Publisher: Activision Price: £25.99 Author: Arc Developments Release: Late August / Early September
There was a bit of a scare when Activision UK packed their baps recently and disappeared into the realms of history -yes. it was sad to see such a famous and tong established name go down, but more to the point what would happen to the various projects they'd commissioned For a white it looked like many eagerly awaited games wouldn't see the light ol day at all, but slowly they started to crop up with various other publishers - Exile at Audiogenic, the upcoming Realms and 3D Snooker at Virgin - and the Activision name itself resurfaced under the protective wing of Pans-based The Disk Company.
And now the first releases from the new Activision are starting to come out -Beast Busters (see elsewhere this issue) and this one, R-Type II. It'll be coming your way in the lale summer, and it I were you I'd start saving my pennies up right now, because this is simply the best arcade game I've seen on the Amiga in my life. Not only that, it’s just about the best one I ever expect to see. because I can't imagine how a coin-op could be converted better than this. But back to the start.
R-Type II was the arcade segue! to one of the most popular scrolling shoot-'em-ups m the history oi video-gaming, and on first appearance was the subject of some disappointment. The look and feel of the game was very much that of the original with a few largely cosmetic tweaks - it seemed more tike extra levels to the first game than anything else - but on playing it it became clear that this was a
O superb game in itself It was nonetheless onty a minor success, and you won t see too many in arcades these days.
Hie B-* speeds through a tunnel on its won to level on*. Hilt is only an intro sequence. Don't worry about shooting.
At th« end of level three, you have to take out motherships. Space is at a premium, so be ready for some spot on manoeuvering.
Here's one of the third-level motherships in full. It's not quite as big as the original one, but it's every bit as mean.
ARC WELDING AND MAKING HIT CONVERSIONS
Fusing together all the disparate elements that go to make up a successful coin-op conversion isn’t a job for faint hearts. Programmers Arc Developments have a fairly low-profile history in the Amiga games world (they certainly aren't one of the big names like the Bitmaps or Bullfrog or Core or even Probe}, despite a record which already includes some pretty impressive arcade ports (Forgotten Wor/ds, Crack Down and Dragon Breed, to name three). Nonetheless, Activision handed them this tough job, so I had a word with Paul Walker (graphics and general direction) about how they coped with it.
AP: So. Just how did you go about tackling the conversion Old you have any help from Irem (the coln-op people] at all AD: What we got from Irem was laser-printed sheets of all the game's backdrops and single sprites of every character. This meant that we had to do all the character animations for ourselves (we'd have one basic sprite to work from, but It might have 64 further frames of animation and wa'd know nothing about them . We also had a coln-op from which we taped the tunes and FX (via a built-in sound test facility), and then sent it to Martin [Walker, sound and music) to turn Into Amiga sounds.
AP: Old you fit everything In We haven’t spotted anything much misting - it must have been a tight squeeze.
AD: You haven't and you won't! Absolutely everything from the arcade machine is in there, we didn't skip a single bit. Part of the reason the job took us so long (8 months Just for the Amiga version) was that we kept thinking about cheating on bits, missing out certain parallax sections and so on, but then we’d come up with a way of doing it properly and we'd have to scrap whole sections of code and start over again.
AP: Did you make any changes (For example. Ocean France actually improved on the parallax scrolling of the arcade version of Toki In their Amiga conversion).
AD: No. We took our job as being to replicate the coin-op as perfectly as we could, and that's what we've done,
AP: Is there anything about the finished article that you're unhappy with
AD: Honestly, no.
AP: And do you think this is the best arcade-to-Amiga translation there’s ever been
AD: Well, yes and no. I think our earlier conversion of Crack Down for US Gold was just as good, but it didn't get a very good reception because of complaints people made about the actual arcade game. The original might have been flawed, but our conversion of it was absolutely perfect, and the same goes for R-Type II. I don't think you'll ever find a copy more true to an original coin-op than either of those two - they just can't be bettered.
‘best arcade conversion’, with the most single-minded blast-’em-up of them all.
lull like in R Type, you sum off in
space with a few squadrons of cannon e
fodder aliens ipeedinf towards you. If And here's your chance to be rc united these give you any trbufek, give up. with the R-Typc (thf remote device that
attaches to your ship) itself. Zap the pod - ;J carrying ship, pick it up, and you're away
l.irgc numbtft of suicide ships, but ted on the front
What you need is some CMtra speed ™ And wouldn’t you know it, that’s elactfy what this friendly chap’s going to give you after you've shot him.
■ « «*•- 1 »• MU * ~*
m’j ■■ ''
r i} 1
What could be more fortunate, then, than the news that Activision were producing an Amiga verson for you to play m the comtort ot your own home Well, plenty ot things if it turned out like so many coin op conversions - a half-hearted attempt at a quick cash-in from the legions of arcade devotees who'll buy the name first and worry about the quality of the
game later. It hasn't of course, but why So just what is it that's so damn good about this one9
Ooh. pretty much everything, realty.
This might sound silly but I can t think of a single thing that's wrong with R-Type II, at least not if you take it for what it is. a coin-op conversion.
(Rather than moaning, say. about a lack o! depth or new ideas or any of that old guff. And anyway. Rainbow Islands was a coinop conversion, and it s the best Amiga game ever - official - so there just isn't a problem there.) Purely on those terms, you'd have to give it 100% because as far as 1 can see it’s flawless
Of course, since this is AMIGA POWER (and also seeing as this is the real world), it's not going to get 100%. so let s have a go at seemg where it does lose some marks.
NIT PICKING AND HAIR
001ITTIUR Okay, wen first off there s wrLI 11 InU f,e difficulty. R-Type Mis undeniably a tough old bast of a game, and it's a level of toughness that may well deter 50% of Amiga game players straight away Level one isn't too bad. but to get very far through level two you're going to have to be very good, very persistent, and very lucky, all at the same time. Personally I think the difficulty is judged just right (I'm sick of games that you can finish in a
*1 can’t think of a single thing that’s wrong with R-Typc IF
R-TYPE MEETS R-TYPE II - THOSE GAME SIMILARITIES IN FULL
What’s immediately obvious about R-Type II is that nearly all the levels are basically variations on the themes of the ones in the original R-Type. Not too sure what we're on about Then take a look below and you'll see exactly what we mean...
Level two it probably the least similar, but does feature a long tunnel with bad guys coming at you strongly from the top and bottom walls, not unlike R-Type's second level.
Whereas level three Is the most strongly reminiscent of the original, containing dirty great mother ships which you have to fty around and blow bits off, corresponding to same level in the first geme.
R-Type if s fourth level will strike a chord in anyone familiar with level six of R-Type. The big mazes with moving blocks and narrow manoeuvering spaces make timing of the essence in both games.
RIGHT: R-TYPE II
We get back into sequence now. with the fifth levei of R-Type it and the fourth level of R-Type also tying broadly together. Monster aliens shoot across the screen, leaving obstacles behind.
Wait a minute, what's happened to R-Type level 5 Reach the final level of R-Type If and you'll find it. complete with those armoured snakes that shatter into half-a-dozen pieces when you hit them.
A little further into the sixth level, though, and you may begin to think you're back in the original's level five, with that big wall built of little blocks for you to cut a swathe through.
RIGHT: R-TYPE II
AMIGA POWER AUGUST 1991
day. oc ones that give you infinite or hdiailoosiy high numbers of credits, so that completing it is a test o! endurance rather than skill), but some people won't tike it. so a couple of marks off there.
Next comes the equally undeniable familiarity with the first FI-Type. Again I personally like it. I think it gives a feel of continuity, but there are people who will feel it's simply unimaginative. One mark off for that.
‘This is simply the best arcade game I’ve seen on the Amiga in my life*
There's also the fact that - dose as it is - it isn't an exact physical representation of arcade R-Type II. The screen isn't quite as deep, limiting the play area (most noticeable on level three) and coupled with the fact that everything's slightly slower it actually makes certain sections of the game noticeably harder to complete. Two marks off there.
More worryingly, there seem to be a couple of minor bogs When playing the
And h*r«'» ih* ■-» looking poiishcd-up ond rttdy for batik.
The fifth end-of-kvd bois It protected by this incredibly sneaky and devious set-up. When you shoot the girders they rotate around and put a whole new complexion on your movement space, lasy on the fire button 1
game wish a hard drive plugged in, some ol the aliens can be caught right in the middle of a full-force explosion, yet when the dust clears they're still alive. This caused a bd ol a problem once with the end-ol-leve! two boss, and (although it happened only once) it would still be incredibly annoying if it happened to you, especially considering what a bitch level two is to get through anyway. On the very rare occasions when it does crops up, this is a serious flaw, so five marks down for that.
Lastly, there's, urn... Well, there's bound to be something 1 haven't thought of yet. so let's take a couple of extra percent off just to be on the sale side. And where does all that leave us It looks to me like it leaves us at the bottom of the review... • STUART CAMPBELL
® UPPERS Perfect conversion of a game that was pretty damn fab in the first place, and one ol a fairly rara bread, a shoot- em-up with real Instability.
DOWNERS Very minor bug problem, and lor some people the overall feeling ol dtj* vu.
THE BOTTOM LINE
Magnificent effort from Activision and Art. that puls other horltonlally-scrolllng blasters (and most other arcade games) well and truly In the shade.
-TYPE AND R-TYPE II - THOSE GAME DIFFERENCES IN FULL
There's no denying it, R-Type II is a very similar game to its predecessor, but - hey! - if s not a crime to look like R-Type, is it The question is, is R-TH just a lazy rehash of the first game (now available for £7.99 from The Hit Squad, bargain fans), or does it add and improve on it to the extent that ifs worthy of consideration on its own merits To find out, we ran the two games on a couple of Amigas side-by-side and put a series of comparisons into operation.
NUMBER OF LEVELS R-Type - 8 R-Type 11-6
So the original win* out on sheer quantity, and Indeed nearly all the level* In R-Type fl are based to a greater or lesser extent on level* from R-Type. All the same, the sequel packs more action into it* tmaller space, there's barely an inch of scenery that i*n't bristling with offensive enemy weaponry.
R-Typo - 5 R-Type II - 10
The original game made a few concessions when it was ported across to the 16-bits - a* well at toting the arcade’s lovely parallax backdrops, several of the aliens were significantly less formidable than their coin-op counterparts (particularly on level 6 , and the programmers fiddled around a bit with some of the movement patterns (particularly on level 3). R-Type If, by comparison, i* simply a flawless conversion. As far as I know there isn’t a tingle thing missing from K, right down to the attract sequence.
R-Type - 8 R-Type II - 9
The first R-Type had one of the most impressive arrays of bolt-on armaments ever seen In an arcade game, and the sequel doesn't mess around too much with the winning formula. The only additions are a couple of different types of missiles, and an extra double-powered-up beam weapon, but the original system was so good (a weapon for every occasion, and sometimes having the right device - which might have been next to useless two screens earlier - could make
all the difference between a glorious triumph and a horrible disaster) that to muck about with too much new stuff would have simply detracted from the classic simplicity and flexibility of what was already there.
R-Type - 8 R-Type II - 10
This mark refer* not just to how hard the games are, but to how thing* are made difficult for you (ie is successfully playing the game totally a function of skill, or is there a significant degree of luck involved ). R-Type does pretty well here, it's only real drawback being that If you lost your power-ups at certain stages of the game, you really didn't stand a snowball's chance of progressing any further armed only with your bog-standard laser. In R-Type II, though, the geme Is excruciatingly tough without ever making you feel that you've been cheated. Restart points after losing a life are nearly always situated very close to power-up opportunities, and H you're good enough you should never be hopelessly stuck. The level of challenge it just about the best-judged and most compulsive I’ve ever come across.
R-Type • S R-Type II • 10
As previously mentioned. R-Type sacrificed the backdrops in a quest for speed, but In doing so lost a lot of the feel of the coin-op. Also, sound was a choice between music and effects, which is always a disadvantage. R-Type II, on the other hand, manages to pull both off simultaneously, and also holds onto the background graphics for a truly realistic arcade experience.
R-Type • 0 R-Type II - 0
Neither game hat any trains in it whatsoever. .
So. adding up those marks In time-honoured fashion, we find the scores coming out at:
R-Type - 34 R-Type tl - 45
Or. H you prefer, 68% against 90%, which is in anyone's book a pretty damn significant Improvement. R-Type II isn't Just some extra levels tacked onto the first game, it's a monster arcade blasterama in a league all by Itself.
If something is wrong with your Amiga 500 or C64. who belter to turn to than The National Repair Centre.
For all repairs to your computer, one low payment covers diagnosis, repair (including parts and labour) and delivery back to you
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To schedule a repair, simply call Michelle or Audrey on 0733 391234.
Please be ready to give your name, address, computer type, serial number and the type of fault.
The cost is £57 45 for an Amiga 500 and £47.45 for a C64 Payment can be made by cheque, postal order or credit card.
NATIONAL REPAIR CENTRE
Newcombe Way. Orton Southgate Peterborough PE2 0SF
AMIGA POWER AUGUST 1991
JIMMV WHITE'S WHIRLWIND SNOOKER
A FRAME WITH TOM
Most people will have a much better time playing their pals, but there are four computer opponents to practice on. Jimmy (as in Whirlwind White) is one of the hardest, and it’s hardly worth taking him on until you've got this game sewn up. Tom is the monkey of the crew, but even he’s quite a nifty ball player.
Tom brxaki off and nudges the pack aside. Tha computer camera has swooped over the pack In order to show how it has been disturbed, although you can pick lust about any angle you fancy.
lehlrvd and above view of the early situation. Looks like 111 have to clip the pack, and play safe. Plenty of lop and a touch of right Is required by clicking on the cue-ball control icoas), and lashings of pace.
Oh dear, I've got mixed up ia the pack, and allowed yem to run amok among those reds. Like watching snooker on TV, tkis is not as easy as it looks. If you can make breaks of about len within the first hour of play you're doing well.
Tom has edged the red Into the top right pocket, and If moving onto the low-rent colours. He's using the bar along the top icon, but I preier the other option of icons bunched up at the side.
The white line Indicates the travel path ol the MIDDLE of the ball, but the edges could clip that red, and cost a four point penalty. It's always wise to look at the situation from as many angles as possible. This also helps to plan for the next shot.
•y holding onto the left mouse button when taking the shot the game camera follows the cucball. It looks like I'm quite safe with that brown after alt.
With only one red on the table It's time to get nasty, and play some snookers. This can be enormous fun against your friends' who'll soon be howling with rage. Cut ball control has always been pretty dismal In computer snooker. Here it's exactly es you would expect - bloody difficult.
Tom has left the while on the cushion (I’m playing the yellow). The cuebell control Icon will only let you play the lop of the ball so whack on loads of chalk, and hit It firmly (but not too hard, or It'll be a miscue).
I’m still chasing the blasted yellow, and now I've been (unluckily) snookered, ty clicking on the white line icon, and pressing the right hand mouse button, you can see the projected path of a ball after it has bounced. However, this won't show you the effects of giving the bail side spin.
I'm being beaten soundly, so it's time to get horrible. The general Idea here it to clip I he yellow into that pack of colours, and leave the white al the bottom of Actable.
From the creator of IK+ comes a simply astounding 3D snooker game. Could this
JIJVUVIY WHI WHIRLWIND
Game: Jimmy White's Whirlwind Snooker Publisher: Virgin Price: £24.99 Author: Archer Maciean Release: September
Al tour o'dock in (he morning, having played ten frames (and about 12 solid hours worth) of this game against a mate ol mine 1 finally came to the conclusion that this was by far the most impressive sports simulation I had ever seen. In fact, it's something that had been pretty obvious from the word go - I'd just refused to allow myself to really believe it up till then, scared that I'd turn out to be wrong.
Snooker, eh We ve all enjoyed a few frames of snooker in the past. I'll bet, and we ve all cabbaged in front of the telly watching some gangly youth make millions from potting baits, so we all know pretty what to expect from a snooker simulation.
OThere ve been plenty of them, on jus! about any machine you could mention, over the years too - the trouble Is. we've
never seen anything yet which even approached adequacy
Unlit now that is. It realty is hard to see how this could get much better. For snooker fans, it's about as dose as you H ever get to actually owning a 12 foot table of lead and baize and having it installed in your Irving room.
That's not atl it can do though - Jimmy While's Whirtmnd Snooker has many more theks up its sleeve too, though we'IJ get to them in a moment
But first, the real add test ol a snooker game - ball movement.
Often you !! see computer poo!, billiards and snooker games in which balls seem to fly around at silly speeds before eventually slowing down in uncomfortable jotters. Here the balls stow down languidly, and naturally. Untike a few early computer snooker attempts, they don’t quiver as they sit there without being touched either.
The control method is equally impressive with a subtlety of angle caScuSalion and stnke that is impossible to fault. You could play this for ever and never be able to claim that the program was lo blame for a dodgy shot,
Players work from a set of omscreen icons, or they can use the keyboard Lining up a shot is a simple matter of hitting the cucball icon (and therefore being transported to behind the white), and swinging the cue around in order to line up. Here, you can use the swing icon, or the arrow keys on your machine. Exactitude is achieved with the help of a white guiding line indicating the ball s expected path.
Then you can control the speed of cue action (to a remarkably fine degree), before adding side spin, top or stun. Then just press the central ball icon, and watch the results ol your calculations.
So whafs new Well, yes, these controls are lo be found in jusf about any snooker game you could care to mention, but the difference here is that this time it’s actually worth taking your time over shots, with the confidence that your actions will result in a something which, as far as the laws of physics go. is without fault.
That’s not alt there ts to it though, as we touched upon before - the game actually contains a whole host of other features too complex to 90 into here (and anyway. I don't want to spoil your fun -halt the joy is in finding out just what you can do with this baby), Fiddling around with the Tnck Shot screen is especially enlightening - you can (at least try) to get away with all manner of manoeuvres.
Anolher wildly impressive feature is the game-view option, which allows you to zoom around the table al will. You can do this simply by moving the mouse about on screen, or by using the icons, or even the keyboard Movement is. just possibly, the fastest thing yel seen in a 3D Amiga game - especially remarkable when you consider just how much hardcore numbercrunching is going on.
View the Labi* any way yen pktx, but putting balk in pockcti it no brtcit.
Hall b the standard shooting screen style. The line Indicates the protected path ol the middle of the cucball, so tight angles and clips are a matter of judgement. This middle shot is simplicity itself, but following through is always a danger -
Hmmm, I've muddled through, and luckily, the brown Is hovering over an inviting pochct. If you want to win with long shots you have to take your time. I got cocky with this one and missed completely.
Lining up another ambitious shot, this pot could pave the way to a tasty break—
ft's worth getting a close up of the ball just to check on your angles. Those funny faces appear randomly.
Tom is going to csrt that blue into the right hand pocket That shot would cause you problems because you can't tee the pocket while you're lining up the shot. A lot of swapping between view screens is required.
Slight angle shots are real nasty, mostly because they look relatively simple. At first even good snooker players will find their angles all over the place, but after a few frames you get used to the tabic...
Oh fiddlesticks (or something). That so-called snooker attempt has sat up the computer opponenl lor an easy pot. This is turning into a bit Of a nightmare.
Now he's played onto the And the brown, green
•ut he's blown it. Here’s my chance to play a skilled double into the middle pocket (otherwise known as a hit and hope shot).
Adjusting the view height can give you a good idea of how best lo strike tricky balls.
There must have been something wrong with my cue I Toni's sixty points ahead and on the block. I've been well and truly stuffed. At the end of the game there's a roar from the
be the best sports sim ever You betcha!
ARCHER MACLEAN SEEMS PRETTY PLEASED...
And who can blame him We asked the man behind Whirlwind Snooker (and, incidentally, the excellent IK+ amongst others) how he put the game together:
h took me about two and a half years, on and off. The story behind it is pretty weird. When I first bought an Atari back in 1981 or to I was really impressed after playing this space shoot-'em-up game. That night I had a vivid dream about flying around a snooker table. I think it was a mixture of the excitement of this new computer and there being a lot of snooker on the telly at the time.
‘Anyway, the way the game is now so much tike the dream, it's uncanny. I always tell that story. Ka ha.'
How did you manage to get the ball movement to be so accurate
‘it was a nightmare. The mathematics involved In getting bails to hit each other, with angles and so on taken into
account, are immense. I had to talk to friends who are more mathematically minded than myself. That's such a small part of the game, and it took me two and a half months to perfect, but it was worth it if you took a shot on a snooker table, and then the exact same shot on this game, the balls would react in exactly the same way.’
What pleases you especially about the game
'The speed of it. I don't think there is another game that moves so fast. Also, you’ll find there's so much you can do the more you play. Swerving the ball, for instance, is possible although not easy.'
So what*s next on the agenda
I'm going to transfer this to the PC first, which will be a bit of a headache. And I'm also working on a pool version for the Amiga. That should include a number of different versions of tho game - American, English and all sorts. With luck it'll be something realty special.'
crowd and applause aplenty. It's nice when you've beaten a friend, but extremely irritating when he has whipped you.
No, bui the good sides ot this are so good that it seems a bit (inckity to start going on about the faults. But. what the hell - this is a review after all For a start, the sound quality isn't quite there. Balts dropping into the pockets, for instance, sound far too ctanky to be realistic
I also had a real problem wrth the tack ot statistics. It you're going to transfer a game to computer you might just as well make use of the machine. It would have been splendid to see, say. a percentage-of-shots-potted' or average get-out-of-a-snooker' rate or, well, anything really. The stats they've actually provided are really quite inadequate.
There, that did sound finicky, didn't it To be honest. I don t ready want to knock the game at all For having a great knock about on at home this can hardly be > beaten. Not only is it a work ol admirable 2 craftsmanship trom programmer Maclean. q it's also one ol those games that makes > the Amiga worth buying in its own right. A gem • COLIN CAMPBELL
® UPPERS Possibly the most remarkable piece 01 games programming I've ever seen. Smooth, confident and. above all. lots and lots (and lots) of fun.
® DOWNERS Obviously, a
waste Ol time it you hale snooker. Could have been enhanced with the addition of some engrossing statistics.
THE BOTTOM LINE
An essential purchase lor anyone who enjoys snooker - or simply good games. In pounds per entertainment hour. It can t be I beaten. Not to be missed.
POWER AUGUST 1991
AMIGA POWER AUGUST 1991
Spearheading a bit of a revival in computer sports, Domark’s
Going for that elusive home run in RBI Two Baseball.
Whenever a hetman reaches a base, a little screen pops up, shovrin; his location. Here we see a runner Setting reads to go lor home.
This minaturc representation ol the scoreboard not only gives scores but also provides valuable information including the number of strikes, balls and men out. (The animated displays are thankfully not present).
In addition to the statistics of the pitcher, this handy little information box alto lets you know the velocity ol the approaching ball.
This is the current batsman. He’s not .what you'd call brilliant, with only one home run to his credit.
And this cute little box shows the runner currently kicking the sand at first base. He's fust itching to make a run lor it.
The guy in black Is the umpire. Yeah, like the computer it really going to let me cheat. (Still, I guess it's nice to know he’s there).
When batting, wait until the ball .reaches this point before swinging the club. With a bit ol practice (and a lot of luck) youll be hitting home runs in no time (hem hem).
Game: RBI Two Baseball Publisher:
Tengen/Domark Price: £29.99 Author: The Kremlin Release: Out now
Once upon a time, Alan (or Tergen as they like to be known these days) produced a baseball game exclusively for the Nintendo console, and as is the wont of software people, they subsequently got round lo producing a sequel Now their friends at Domark have produced a version of said sequel for the Amiga. Thus we have something a irttie strange - a sequel wrthout a predecessor (on this format anyway) Mmd you, considering the limited scope of basebail, I don’t expect we've missed out on much - I mean, just how different could they have been
Once upon a time (part two). I loathed sports al school, but at least when the summer came round, and the old baseball equipment was dragged out it, I could savour a welcome respite from football and bloody rugby. Ah. happy days.
But enough of this - you want to know about the game It's noi exactly simple, but I'll give it my best shot,
BASEBALL IN THE MAjOR
Cl PIIC Leafing through the bns and LCAOUL pieces bunged into the RBI Two box, the first thing to hit me was the amount of background stuff included. Not only ts there a baseball cap (though it did actually look more like a cycling cap, but it's cool anyway) to get you in the mood, but the manual goes so far as to give fourteen pages of player statistics (that's ihe actual player rosters on twenty eighi teams') and even includes a lowdown on what task each guy (Ihe batter, the pitcher, the baseman etc) actually performs in the favourite sport of our American fnends. Very handy for heathens like me.
These aren't dodgy trinkets designed to disguise a dismal game - they help the game shine even more. From the Back To The Future' inspired theme music and the presenter, with fus cheesy grin fixed for the camera, to the m-game sequences wilh gruff speech samples, RBI Two Baseball oozes class. The game offers Ihe usual one player against computer option, but rt really comes mio its own when there are two players, making it much more of a social affair.
The standard 3D view from behind the catcher is used tor Ihe main
pilchingbatting sequence (with some pretty nifty animation), but once the bail is actually whacked. Ihe view changes to an aerial one. panning over Ihe pitch to follow its progress
Should this leave Ihe main diamond pitch thing (or whatever the technical term is) ool of view, the game helpfully superimposes a tittle scanner which charts Ihe progress of the runners as they head for that home run. Although the characters
‘Okay, I admit it — it’s very good.’
Oh no. Another computer bitinun knock* it for milei. Iff all join) horribly wron).
are smail m this view, they're stilt move in a surpnsmgiy fluid manner, sliding into home base and such like
For practically every occurrence (home runs, being caught oul. reaching a base safely, and so on), there s a cute scoreboard display, just to give that stadium feel. Thankfully these can be skipped by a swift press of the tire button (handy after you've witnessed them for the zillionth lime) or turned off completely (much more preferable).
tn play, the success or failure of RBI Two Baseball kind of hangs on the various control systems used (as indeed most of these team control simulations do). Batting
Th* icorcbojrd The icoiti arc displayed •I the bottom, while above titbits such es stadium attendance arc shown.
The fielder throws the ball back lo firs I base, but the batsman manajes to slide to safety just in time. Edge of the scat stuff.
A 'quiet' game. First strike , two batters out, and no home runs for either team.
is simply a matter of moving the guy, then pressing (he fire button when the ball is thrown. This leaves it all down to timing, which works quite effectively (after about fifteen mmutes practice) Still, the chance of some extra directional control would have been nice, and the hit rate ts unrealistically low (for human players anyway) Prtching is a little more interactive, allowing for curve balls, fast balls, slow bails, and combination pitches. Then there's the fielding and running (which is where I really begin to have problems) but more of lhal in a minute. AH fielders run corresponding to joystick movemeni. so the trick is to work oul just which fielder you should be directing If it turns oul that he's not going to reach the ball tn time, then chances are you’ve moved any other fielders several miles away So. until a kind of latent instinct surfaces, actually getting hold of the ball in a reasonable amount of lime proves a maddeningly tricky task.
Running between bases is another fairly automated affair (rather inevitably really). Olher than gening the chance to force runners back lo the previous base, or onwards to the next, things pretty much take care of themselves.
RBI TWO BRSEBRLL
baseball sim hits hard and almost makes it a home run.
It's ihMIAs the ball joci onwards and upwards, the litldtrs stand around helplessly, while the batsman and runners 30 hell for leather.
Contact! Ball hits wood with a satisfying thud. Hey, maybe this baseball lark isn't really to hard after all!
Mark s correct in saying that RBI Two it a game for baseball fans, but there ere enough of us to make this a huge Ml, end consequently I would have marked 11 some five to 10 percent higher. I too found the controls tricky to begin with, but mastering them Is halt the fun. Even then. RBI Two is one hell of a challenge, and It's teeming with (hose little art rat which make you want lo continue playing into the small hour*. The only downside I can see Is the excessive subtlety ol control with the batsman, which takes some
. and not s tew zero score innings. Still, ling deep tor £30, you don't want lo be lord and master ol every North American baseball team overnight. I would urge all wilh a penchant for Centiefiekf glory to check Inis out Pius, H i especially good as ■ two playsr game...
- Colin Campbell
‘It has that
Say dt«ti«! Options Abound in RBI Two Bsttboll.
LET S CALL A TIME OUT.
pnyc Time m iact for some gripes, the □UI u biggest of which has to be the lack of mtuitrveness in the control system, particularly the fielding, Working out where the bieedin baft is going to land is bad enough, but it's once you've actually got the thing m your milts and try passing it to a base that the real nightmare begins. Frustrating The concept of playing baseball with the disk was very tempting
Oops. This $ uy doesn't seem to pleased that 1 forfeited the game.
for a few fleeting moments This may be down to personal taste, but a choice between this and a more normal (to my mind anyway) poinHn-the-general-direction-of-the-base and throw system would have been a boon
My second gripe concerns the actual game time (though I admit defeat on finding a better alternative which adheres to the proper rules). With each game lasting a marathon nine innings each, and an even more daunting seven games per
series, it would probably be less exhaust ng and time consuming to find a field and play (he damn game for real. Seasons come and go. but the senes still goes on (yeah. I'm exaggerating just a little bit), Now to me, these gripes seem fairly important, and they've coloured my overall opinion of the game somewhat, but I'll be ihe first to admit that they are things which aren't simply defined in terms of good or bad. but are perhaps more down to Ihe tastes of the individual.
PITCHED AT THE SPORTS
FAN ,',ucn as Hike the idea of playing I «n out sports on a computer, there seem to be precious few which not only capture the flavour and underlying concepts behind a sport, but which are also very playable. Sure. RBI Two is stick, and it has that basebai) feel' to it. but as a game In itself >t (usl didn't quite click with me. particularly in one player mode. That's not to say I didn't enjoy it. And that's not to
HIPS ARE D
H - LIGHTEN UP
Let’s take a closer look at some of those scoreboard sequences. Cute, slick but just that little bit repetitive, at least they can be skipped or disabled completely when you get bored. It’s just as well.
Foul (or fowl*) ball (*•*» H * that corny).
baseball ‘feel’ to it, but as a game in itself it just didn’t say that It quite
really excel f
in some me.’
areas But it comes
across as more of one of those luxury games (you know, the ones you ask your Granny for at Christmas) than one on which you'd be ecstatic about forking oul £29 99,1 freely admit that it could well down to me rather than RBI Two (t know several people who think that it achieves what it sets out to do perfectly), but for £29.991 expect to get a game which will not only be fun to play for an hour or two. Put one which Hi come back to for weeks, maybe months to come. One which I'll run around telling my friends about You know the kind I mean
tt's good. Okay I admit it - it's very good But it could never be mistaken for a classic. Me. I think I'll find myself a nice ahoot-'em-up to while away those hot Summer nights • MARK RAMSHAW
( AT UPPERS A nicely balanced learning curve, near perfect presentation, and (airly successful interpretation ol the mechanics ol baseball make RBI Two Basebai a winner.
® DOWNERS The controls (the heart ol any sports simulation) just aren t intuitive enough. And that’s what lets the side down (for me anyway). I m also slightly dubious about the longevity ol the game
THE BOTTOM LINE
Only you know if this is your particular thang. II you need something
nicety frivolous to play T Q ~
between muHi-disk epics, then I X " RBI Two fits Ihe Mil nicely. f U-
AMIGA POWER AUGUST 1991
Game: Hunter Publisher: Activision Price: £25.99 Authors: Paul Holmes, Martin Walker (sound) Release: September
I've always kepi myself to myself Hardly any chums at school (no-one seemed particularly interested in my collection of washing machine bearings 1955-75) and my best triend s a getbl. They even abolished telephone chatimes shortly atier I started ringing them up. That made me an idea) candidate to join the secret service. I'd be able to sneak behind enemy lines
Somcbodr sccmt to have left this nk«, shiny Hurrah! Another enemy installation bite* the dust Back to the
helicopter all alone. I better take care of K. copter for another spot of isLind'hopping.
The excellent titles just keep on coming from the resurrected Activision, this time
‘There’s masses to do and heaps of things to discover*
completely unchallenged, and I wouldn't be missed at home for months on end.
My first mission was a bit of a failure, though The beautiful blonde spy I was supposed to be seducing didn't take too kindly to meeting Conan (my gerbil. who'd gone along tor the nde) and dd a runner. They didn't ask me back.
; HE’S A MAN WITH A
moemu Hunter g.ves you the w nIOOlUn chance to slip into the 3 shoes of a man with a mission And that
0 mission is to make We as tough as d possible tor the enemy who. for
< unspecified reasons, have taken control of most of the map.
1 A quick perusal of the screen shots S will reveal that the chap in question (he's ' the one in green) is a blocky. 30 sod of ® character As well as walking about he
can also swim, although his talents as an
< all-round, secret agent sod of guy aren't 5 realised until he comes across some
5 ‘wheels (or. indeed, rotors') (or a huT).
< The place is littered with cars, lorries, tanks, boats, helicopters and atl sods of
Cottier forms of transpod. all of which he's pedectly capable of driving. Handy, that, when you consider the distances
Once you've explored Hunter's possibilities a little, and found out what's what, it's time to start earning your keep. There are three broad categories of job to be done, each with its own map:
Vou‘re given an objective end a deadline. You’ve got to reach the objective, lake H out and make it back to bate within the allotted time, you’re then given a new target, Uightty harder to read), and a new deadline, slightly tighter. Oft you go again - with the dock still running from last tone I It’s like an episode of Treasure Hunt, only without Annabel Croft (more's the pity).
The question on evert gamcplnyci's lips is, of course, can you blow up rour own headquarters And the answer Indeed you cap, but it takes loads of firepower. Several carefully-aimed baioofca shells would do the trick.
Pretty much the same sort of thing, only you're given a long list of targets, scattered around the map, and a couple of hours to wipe them all oat. you'll need to get a route planned, and It might be worth playing a quick practice game beforehand to work out where all the fuel dumps are bidden and the vehicles parked.
This is the game proper, and you’ve got a single objective: ’■ring bads oae general's head.1 That presumably means ‘Kill the chief beddle1 and could also be taken to Indude ‘Oh, and blow up as maay baddies as you can while yoa'rc at it-' So off you go on a sort of adventure-style mission, collecting chics aad trying to track down the general.
Inuring buildings is likely to turn up a range of useful bits and pieces - equipment, vehicles and even the occasional dviUea who might nil be able to Impart a useful titbit of information.
THINGS TO DO
Iff about thif tint* of day, that I like 10 go for a nice, refreshing swim. (It bat easyr belli] a one-man army).
Today's shopping Ibt: sin fuel dumps, lour radars, four forts and one HQ lo go (up in lmoke).
Ufb Oh look, a helicopter. Let's dump those wheels and take to the skies.
Bight: On second thoughts, I think the walk might do me good.
in the form of an epic multi-vehicle arcade adventure.
concerned and that tact that the map consists ot tots ot tittle islands with water between them.
So we've got some tairty corking 3D graphics, a huge map and plenty ot ways ol exploring it. What next Well, there's a selection ol missions available to be tackled, so the best thing to do is pick one and go on it.
The exact nature ol the mission depends, really. There's the main one. which is an all-singing, all-dancing action adventure in which you'll have to apply your brain cells as well as your trigger finger, and then there are a senes ol subsidiary ones (practice missions, if you tike) which will be ol more appeal to military minds.
Whichever you choose, taking the right equipment is a must. Happily, at! the essentials, kke a map. a radar unit, a clock and a range ot weaponry, can be found (airly dose to the HQ where you start, while your supply ol ammo can be topped up from the stores before you
‘■Hunter*s a game that’s hard to fault’
AND HERE'S A QUICK TIP (YES, ALREADY!)
Well, I juil thought )’d dip on* hi. H you're in a tank or tom*thing and you find yourtnlf getting chased by enemy tanks, the bed thing to do b stop the engine, jump out and attack them with a batooka or gun. They'll only attack you when you're actually In your tank, to the second you get out rhey'H stop firing and drive off or start going round in circles.
leave. You've a formidable range of kit at your disposal, including a hand gun, grenades, a bazooka and some timed explosives (which you can fix to things and run away). If all that's not enough, climbing aboard a tank or helicopter will give you access to even more.
B * A
is — 5
H you're stranded In die middle of nowhere with the enemy closing in from all sides, an aerial observation unit can be launched to give a bird's eye view of your surroundings. Various features can then be highlighted.
Why bother collecting weapons, ammo and equipment when yon can just stroll in here for them Because there’s oaly one Stores, and ITS tight next lo your base, somewhere you won't be visiting terribly often.
The map's indigenous population tends lo make its And If all else fails...
presence felt vultures hover expectantly overhead, seagulls tend to get crashed undertrack, bulls are easily provoked and rabbits and ducks make a tasty treat.
MAKING (NOT SO) SOCIAL
nil to if you begin to run low on uALLj anything you'd better start Sticking your head round a lew doorways. The landscape is packed with buildings ot all descriptions: houses, power stations, lighthouses, hangers, you name it. tf you're lucky you might hit upon a stash of enemy equipment, or perhaps someone with something useful lo tell you (although you might have to bnbe them first).
Opposition comes in the form of everything horn loot-soldiers (who are best squashed) to tanks and helicopters, backed up by anti aircraft guns and missiles Some pretty heated battles can ensue with, for example, you taking out a fuel dump with a helicopter, getting shot down, crash landing, leaping into a nearby armoured car and nipping off with a couple ot tanks in hot pursuit
And then there's the puzzle sotving'strategy side of things. For starters there are puzzles of the information-collecting type. Then there are other things - wearing an enemy uniform will let you sneak about much more safely. And transport is always a concern. For example, your boat is running low on fuel, and you haven't got any spare. Do you risk going in search of more, or abandon the boat in favour ->
AMIGA POWER AUGUST 1991
Hunter’s piece de resistance is the huge range of vehicles available to be commandeered. Forget walking - travel in style!
Th«rc*s a ranf« of can, trucks and 4WDs available. They're okay for knocking about in, but donl pack much of a punch.
tat up those miles in a helicopter gunthip. They're a bast to ffy, though, even worse to land, and tend to get shot down a lot, so take a parachute.
Now werc’re talking. Armoured cart are fast and nippy, but tanks arc a bit more happening in the firepower department, and better for running over people.
And, crm... oh dear. Still, at least the, don't use much petrel, nikinj them environmental friendly (and handy it you haven't jot any).
The best ol both worlds, and surely the ultimate in ground-based transport, the hovercraft is at home on land or water. If you can find one, that it. They don't exactly grow on trees, you know.
Should you find yourself needing to lake to Ihe water, there's no shortage of boats lying around, from slow, cumbersome ships to fast, manoeuvrable gunboats.
At the bottom of the scale is the humble bike. Slow, crap, and best abandoned as Ouickly at possible. (Get yourself a nice mountain bike instead. And a copy of Mountain Biking UK.)
ol a helicopter The trouble then is that you might get shot down and stranded somewhere, facing the very daunting prospect of a long and stow swim home.
And all this time the clock's ticking away. There's a tea) sense of urgency to some of the missions, and they might take quite a few (nes to complete within the deadline, possibly with only seconds to spare. Another thing to watch out for is nightfall. Once the sun's set it's a lot harder to find your way around, unless you J either launch flares, which provide a few m seconds'respite, or turn the brightness on *■ the telly up a bit.
o DOING IKK NAPOLEON
< Cflin • know this has been a bit of a
factual review, but Hunter's a £ game that's hard to fault (And, believe lu me. I've tried.) It's not quite top notch, but 5 has no serious failings The only O pinpointable thmg t noticed (and even this
a. is a bit vague) is that it has a weird sort of 4 tonefy' feel to it. especially considering the O battlefield conditions the action's — supposed to be taking piace under. You're * almost grateful to see a bull charging
< towards you out of the distance at times, and verbal interaction with other
O characters is limited to them saying
something and you. weti, (usl listening.
‘There’s a real sense of urgency to some of the missions’
After 14king out i rocket launching a particularly menacing shed, it'* time to park that tank, and go back to HQ. Minion complete, if* ail in a day's work.
Left: Wheels, wheels everywhere. And not a drop ot petrol. Oct me a bike!
Apart from that everything is just as it appears, rendered in fast, smooth 30 graphics. There’s masses to do and heaps of things to discover. Be prepared for a sight feeling of ants-climax when you've explored everywhere and tried everything out. but things should pick up again once you start tackling the puzzles. In case you're in any doubt, then, it gets a thumbs up from me Well worth buying • JONATHAN DAVIES
® UPPERS Quite good 30
graphics. Lots to discover, lots ot challenging missions to go on. lots ol everything, really. A cunning blend ol shooting, adventuring and stralegying. And, when you think about it. most ol it hasn't been done before.
® DOWNERS The occasional graphical glitch, and things don't appear on the screen until they're pretty dose lo you. There's a sightly strange atmosphere lo the whole thing, too (or perhaps that's jusl me).
THE BOTTOM LINE
Hunlet Is a real all-rounder. There’s something tor everyone in there, all wrapped up In a believable 30 world you can get lost in for hours.
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The Nintendo Super Famicom is probably the most eagerly awaited new console to hit the streets ever! We've got our hands on one, and as much as we’d like to keep it ourselves we'll be giving it away along with a Commodore monitor and the brilliant game "Super MarioWorld"! So if you'd like this lot heading in your direction sometime soon, give the number below a call right away!!
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If you fancy being the ace pool player on your block, what better way to do it than by winning this Thurston League Pool Table We'll deliver it to you, and it comes wilh everything you'll need!!
Phone 0898 299287
Who could say no to winning an Amiga 500 with a colour monitor, a colour printer and 12 fantastic free game J Nobody.
'1 So what are you waiting for !!
Calls cost 34p (cheap rate) and 45p (al all other times) per minute including VAT. Popukjxe, PO Box 2065, London, W12 9JH
Call 0898 299233 Now!
For details ol winners please send a SAE marked "Winners List" to the address shown. It you do not pay the bill please ask permission belore you call as ihe average length of call is 5.5 minutes.
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AMIGA POWER AUGUST 1991
Game: Navy Seals Publisher: Ocean Price: £25.39 Author: John Meegan. Bobby Earl Release: Out now
N o. it can't be.. . Can it After a wait longer than Kylie Mmogue s for a decent song, we ve finally got a complete finished copy of Navy Seals The question is. will it be worth the wait in the same way as Kylte's Better The Devil You Know' or, urn. not. (Predictable Opening Gambit Follow-Ups No. 2).
Pretty (end pretty dark) intro screens pop up before - but not after - the levels.
Use your cunning and stealth to set bombs on all missile crates, then its on to the next level. Watch out for terrorists though, and that all-important time limit*
The terrorists only shoot at you whan they actually see you. So I've no idea what he's duirtg.
Here you arc at the start. I don't know what you're funding around for - the time limit's a real bitch.
This is just about the nastiest bit of i he level. The only way in is to drop down from above, and that's likcty to cost you a chunk of energy.
After the high standard set by last month’s remarkable coin-op conversion of
THE SAME OLD SONG AND
IIA W P F 1 <ton 1 know *oud ,hink afler
U AliLC taking such a long time over it. Ocean would have made sure that this was a damn good product, but it hasn't happened Navy Seals is the kind of game that software houses used to chum out by the barrow-load a couple ot years ago - a runny-jumpy-shooly platform thing with no real innovations but lots ol straightforward
action to keep the punters happy ust long enough tor the next one to come out. (Cynical Old sod. am I not )
It was all very well at the time, but most ot us saw through this rather obvious ploy a couple of years back, forcing game's companies to come up more original releases every now and again. Now though, and rather worryingly. Ocean seem to have decided that the market is ready lor an encore performance. First
Often you'll find tpocc at a premium 10 you'll have to crawl to reach your goal.
Level three is strongly reminiscent of the venerable ereader Orrtn Brrct, but without the subtlety.
came RoboCop 2, then Total Recall, and now this, the latest in a disturbing line ot remarkably similar games, all movie licenses with little resemblance to (or leet for) the respective films.
Whal really bothers me. though, is that they seem (o be getting slowly worse. There was a time, very recently, when Ocean was a company that could be relied on for classy, polished products Sadly, the days of Pang. Puzznic, Plotting, Micfnight Resistance. Battle Command. Batman and (of course) Rainbow Islands - all excellent games and. indeed, nearty all of them fixtures in our Alt-Time Top 100- seem behind us now and the standard has slipped alarmingly.
But before l get oft the subject entirely, what about Navy Seals
Well, it's not that bad Which is to say that it's pretty bad, just not altogether
Being able lo thin up the Ump-poxU it a nice touch - and can come in hendT for foiling ambushes.
terrible. In its favour it's got some very nice animation and a decent level ol challenge, but drawbacks include a lack of depth and some o! the worst juddery scrolling seen on an Amiga for years. And that's it Except that I've got another page to fill up yet, so I suppose I d belter expand on things a bil.
First off. ail of you out there with runaway testosterone levels will lap up the scenario. The Wavy Seals are the US equivalent of the SAS. so there's plenty of scope for square-jawed, muscle-flexing, homo-erotic antics to thnll spotty madequaies everywhere. The plot, such as it is. involves massacring large numbers of unspecified terrorists' (although they all look suspiciously Arabic), rescuing weak and helpless hostages (a captured helicopter crew in this case), and then slaughtering your way
NRLIV SHII S
Cnwlinj along thij upper level lent the quicken way to progress, but u the bullets tip over your head you'll find it's definitely the safest.
Here's a prime spot lor those nasty energysapping falls.
Those crates with 'weapon stamped cryptically on them are where you’ll find those useful power-up devices.
Pont try to make this jump from the left-hand platform - it will all end in tears.
This chap shouldnt give you any difficulties - just give him a nasty surprise from down below.
This section is a real bind to trek through (you have to keep climbing the crates and crawling along the top), but at least you get a power-up for your trouble.
Most of these pcaceful-iooking areas arc actually choc-a-bloc with baddies for much of the time, so don't get too cocky!
Watch out for bullets in the face at you clamber across this bit.
Toki, Ocean surprisingly fail to deliver the goods with their
Navy Seals licence.
‘Wavy Seats is the kind of game that software houses used to churn out by the barrow-load*
Subtly through downtown Beirui to destroy a stockpile ot captured Stinger rockets. (Actually, that subtly' bit was a lie.I Alternatively, ot course, you could simply pretend that Beirut was Baghdad, the Stingers were Scuds, and the Arabs were Iraqis (no great leap of imagination called for there}, and recreate Operation Desert Storm in the comfort of your own home. If you're sad enough.
BIG. HARD. CLEVER AND
imiATir So that's enough scenario, HljUHlItf How about the actual gameptay Well, as it happens, It's pretty much Navy Seals' strongest point. The ptattorms-and-ladders- and-shooling-thmgs style isn't anything new. but here it's at least been fairly well executed, with lots ot acrobatic moves both possible and
'kilt go straight down the street, take the first left at the traffic lights, and shoot everybody you can sec.'
necessary. Your performing Seals can cenainty leap around with no little aplomb, although for the hardest men the US armed services have to otter they're surprisingly weedy when it comes to tailing distances greater than about six feet. It's not perfect though - certain irritating bad guys shoot at you before they have the nerve to show their faces on screen, killing you nine times out of ten (of course) and making it necessary to team where they are so you can be ready tor them nexi time, As regular readers will know, this Is one of my least favourite gameptay devices, and it's particularly untorlunale and lazy in a fast-reacltons arcade game like this one Also indicative ot lazy design is the extremely tight time limit on every level -
You cent heng under putfarmi like thii for too long, or your Scot will gel tired end drop off.
something which usually (eels artificial and intrusive, though in this case it actually works quite well in keeping the excitement going. (I'm not sure why. possibly because it distances the thing from its completely lame movie tie-in aspect and makes it feet more like a pure game).
Presentation7 Well, yes, it's got some. Ahem. There's a strange kind of schizophrenia displayed here (well, no stranger than your everyday run-ot-the-mtil schizophrenia, but you know what I mean) - each level is preceded by a pretty little cameo screen, but on completing it there's nothing, nothing at all You get a few bonus points and that's It. nol even a well done' message. The ending is also utterly, utterly feeble,
Sound No it isn't. The music is useless and the FX are perfunctory, to say the least. And that's all I can bnng myself to tell you about them
And finally, the graphics are...alright. The anrmation is lovely in some parts (climbing up crates, swinging along under platforms) and dire in others (running.
climbing ladders, swinging up onto platlorms). while the backdrops are fairly atmospheric but maybe a little on the formulaic side.
When it all comes down to il though. Navy Seals' biggest Haw is a lack of variety. The eight levels are all as near as makes no difference to being completely identical. The difficulty only increases in numerical terms (either more baddies or more rockels 10 destroy) and. while adckclive in the short term, this rapidly leads to the onset of boredom Technically the game looks like an ST port (1 thought we'd seen the last ot those) and generally the feeling is one ot overwhelming indifference, • STUART CAMPBELL
® UPPERS No-nonsense arcade platform rapper that you can just pick up the joystick and dive straight Into.
® DOWNERS There $
practically nothing to It, and what there is looks like it's been cobbled together In a bit ol a hurry.
THE BOTTOM LINE
A long-awaited game (presumably because It's been held over to He In with the release ol the by-all-sccounts-awtul movie), but now it's finally out you tend to wonder why they bothered.
Playable, but extremely average In most respects.
AMIGA POWER AUGUST T99T
5 r' /
THE HIT SQUAD • P.O. BOX 350 • MANCHESTER M60 2LX
Complete Control is at its biggest ever this month - a massive 11 pages - making it the largest tips section in any Amiga mag. We need them this month too - not only do we have a complete solution to the first half of Prince Of Persia, there's the Bitmaps' massive guide to Gods, a whole bundle of codes and hints for Logical, and then this, the solution (and map!) to the first part of the highest scoring AMIGA POWER game ever...
THE SECRET ISLAND
Shiver me timbers and roll out the cliches. For your delight and delectation, our resident rogue Mark Ramshaw has lashed together the complete AMIGA POWER guide to piracy (not of the software nature, of course). If The Secret Of Monkey Island eludes you, then read on - contained within is the complete guide to attaining piratehood, gaining a crew, and getting your hands on a ship. In other words, the solution to Mel6e Island, the first section of Lucasfilm’s Monkey Island adventure romp. It’s as easy as falling off the plank.
(But try and use as little of the guide as possible - you’ll find the game a lot more fun if you do it on your own!)
Your adveniure will begin at the lookout point (1) Start a conversation with the lookout man. as he will tell you where lo begin your quest. (Anyway, he's worth a laugh or three).
Walk along the docks (2), and enter the Scumm Bar (3). Once inside, walk to the right ol the bar. to the long table with three (important looking) pirates seated there. Talk to them, explaining that you want to be a pirate. Continuing talking until they tell you about the three trials which must be passed In order to attain piratehood. Then go to the door at the far righ, and open it. The cook will shout at you to go away. Wait for him to walk olt the left of the screen, then quickly walk through the door. You will now be in the kitchen. Pick up the pot and the hunk of meat, then open the door to the right, and walk through It. Walk to the end of the jetty, causing the seagull to fly away, then quickly pick up the fish before it comes back again. Walk left into the kitchen, left again into the bar. then back onto the docks,
Go back up the dilfside, past the lookoul and round the comer. This will take you to the main island map. Then go to the circus lent as indicated on the main map (11). Once you are in the forest (23i. walk left until you see the circus tent, then go inside (22). Here the Fetuccini Brothers will be busy arguing. Interrupt them, and ask them how much they pay you to do the human cannonball stunt.
Agree to the offer, and tell them that you do have a helmet. Use the pot as a helmet, the stunt will then lake place, and you will be paid in full. Exit the tent, go back up the path (23). You will return to the main map screen (11). Go back to the lookout point (1), down to the docks (2) and continue right, until you reach the main street Si.
Here a citizen of Melee will attempt to sell you a map. He will do this in code (as tradition dictates of course). When he asks you about Sven, tell him that you know someone called Dominique. Then tell him that you'll take the map. and walk left and up. to the Voodoo Shop (6). Walk inside, go to the trunk, and gel the chicken. Then walk back oul into the main street (S).
Walk up the screen under the arch and you will enter the second area of the village (7). Enter the right-most building (the store) (8). Once inside pick up Ihe sword and the shovel. Then talk to the storekeeper. Buy the sword and the shovel, then exit the shop. Wait lor a 'Pssssf message to appear, then walk to the alley (9) Here the sheriff will introduce himself (boo, hiss eic). Walk ten. then back to the main street (5). left along the docks (2). past the lookout (1), and onto the main map screen (11).
Head for the house lo the far right ol the map Belore you get there you will encounter the bridge (4), and the troll
(shnekl). The troll will Initially refuse to let you past. Give him the fish though and he will. Continue along the road, to the house.
Once at the house (12). attempt to open the door The swordftghter will answer.
Ask him to train you, insisting that you have what it lakes to become a swordsman. Let the swordsman have 30 pieces of eight, and when show him your sword when he asks to see it. The (raining will then commence (13).
In order to gain enough experience to tight the swordmaster, go near to the lork in the road (17) (don't actually aim directly for it)and wait for a pirate to cross your path. You will then have to duel with him, in both swordplay and wordplay. By getting pirates to insult you. you can team that insult and then use if yourself. Then, if the pirate is dever enough and knows the reply, you can also learn that.
Continue to fight pirates here until you build up as many ol the twenty possible insults (and associated replies) as possible. To get an idea of just what you need, check out the insults box. Listed are the insults, and their counier replies (though you can t use any until you actually learn them).
Some replies are surtabie lor more than one insutl. This technique is needed when you actually face the swordmaster, who will use insults which you haven't previously encountered. If you've collected enough InsuHs (gamed the replies) already, you should have a suitable reply to counter-insult her with.
Once on the main map screen (11), walk to the fork in the road (17), then go back into (ie up) the screen. Here you will see a yellow plant. Pick up the yellow petals, then go to the chasm with the signpost. Push this sign, and a bridge will appear You will then be tree to walk right, until you reach the swordmasler’s house.
Once at the swordmasler’s house (24). walk over to her and start talking to her (ie tell her that you've come to kill her). The light will then start. Use your Insulting skills, as learned from the various pirates along the way. and you should have little trouble defeating her. She will then give you a T-Shirt which should ensure that everybody believes in your swordsmanship.
The next step is to recover the treasure. Go back to the entrance to the woods and look at the map (which you purchased from the citizen of M6lde In the main street (S)). The dance steps are actually drrections. Back means move back into the screen, and right and left simply mean led and right off the current screen. Once these moves have been carried out, you should find yourself at a dean ng (25). Walk to the right and use the shovel on the bit of ground marked at X. The treasure is actually a T-shirt Read the message on the T-shirl, then walk back lett„and out ol the forest onto the main map (11).
It's then time to pay a visit to the governor's mansion. Go back to the village, right along the docks (2). left through village, until you reach the house at the tar left (18) Here you will encounter the deadly piranha poodles Use the yeflow petals on the hunk of meat, then give the meat to the poodles. You will be able to open the main door and enter the mansion (19) Once inside an ever-so-sfightty bizarre sequence of events win take place (you won't be able to control any of this). Once this sequence is over, go back out ol the mansion, right back along the path into the village (7) and into the jail (10).
Once inside, talk to the prisoner, go back out and into the store (8) Talk to the storekeeper and ask him for a breath mint. Then go back to ttie jail (10) and give the breath mints to the prisoner. Ask him if he has a file, then give him the gopher repellent He will then give you a cake. Open the cake, and inside you will find a file.
Leave Ihe jail, and go back to the governor’s mansion (18). Once Inside (19). walk over to the gaping hole. Once again a bizarre sequence of events will unfold, leaving you in possession of the fabulous idol. The sheriff will stop you before you gel a chance to leave. The governor will then appear and send the sheriff away. Once you’ve finished talking lo the governor, walk left to the tront door, and open the door. The sheriff wilt appear, and whatever you say to him. he will throw you off the dock. ->
AMIGA POWER AUGUST 1991
INSULTING YOUR WAY TO THE PINNACLE OF PIRACY
I've got a long, sharp lesson (or you to learn today.
Oft This is the END (or you, you gutter crawling cur!
- And I've got a little TIP (or you. Get the POINT
Hy tongue ts sharper than any sword.
Oft Soon youH be wearing my sword kke a slush kebab.
- First you’d better stop waving it like a feather duster.
My name is (eared in every dirty corner of this island
- So you got that job as janitor, after all.
Now 1 know what fifth and Stupidity really are.
Oft I’ve spoken with apes more important than you,
- I’m gtad to hear you attended your family reunion.
My wisest enemies run away at the (irst sight ol me!
OR People tall at my feet when they see me coming.
OR EVEN I usually see people kke you passed out on tavern floors.
- Even BEFORE they smell your breath
Only once have I met such a coward1
- He must have taught you everything you know.
K your brother s kke you. better to marry a pig.
Oft You make me want to puke
- You make me think somebody already did.
My sword is famous all over the Caribbean!
OR I’Ve heard you are a comtemptibie sneak.
- Too bad no one’s heard of YOU at all.
No one wil ever catch ME fighting as badly as you do Oft Nobod/s drawn blood from me and nobody ever will,
~ You run THAT Iasi
I wiK mdk every drop ol blood from your body!
- How appropriate. You fight like a cow.
My last fight ended with my hands covered with blood.
Oft I got this scar on my face during a mighly struggle.
- I hope now you've learned to step picking your nose.
I hope you have a boat ready lor a quick escape Oft Have you stopped wearing diapers yet.
- Why, did you want to borrow one
I've got the courage and skill ol a master swordsman!
OR You’re no match for my brains you poor loot.
- I'd be in real trouble if you over used them.
Every word you say to me is Stupid.
Oft You have the manners ol a beggar.
- I wanted to make sure you'd feet comfortable with me.
I’m not going to take your insolence sitting down.
Oft You are a pain in the backside, sir!
- Your hemorrhoids are flaring up again, eh
There are no clever moves that can help you now.
OR There are no words for how rksgusbng you are.
- Yes there are. You just never learned them.
Melee Island - from
The Secret Of Monkey Island
Once underwater (20}. you must pick up the idol You will then collect your belongings, and dimb back onto the dock. The lookoul will then arrive, telling you thai the Governor has been kidnapped. Ask him about it. and you will be given a note from Le-Chuck.
Go back to the dock (2) and into Scumm bar (3). Coiled an the mugs from tables, then ask the cook what is wrong, and ask him where you can get hold ol a ship. Then go right, into the kitchen, and walk over to the barrel
Use a mug on the barrel, and make your way to the jail (10) as quickly as possible. The grog from the barrel will eat its way through the mug very quickly. By pouring the grog from one mug to another (use melting mug on an empty mug) as you make your way to the jail it is posable to keep it contained. Once inside, use the mug on the lock. This will free the prisoner Talk to him, and try to get him to join your crew. He will run away, whatever you say.
The next step is to go back to the main island screen (11). and bead northwards to Hook (stand (15) Walk to the cable, and use the chicken to get across to the other side. Once there, open the door, and enter the house
Here you will meet Meathook (16), who will tetl you that he doesn't like visitors. Inform him of the kidnapping, and your intention to get a crew together. He will then set you a test. Once he has opened all the doors to the unspeakable horror he will run away. Open the little door, and tickle the murderous winged devil. Mealhook will then agree to be in your crew (who could refuse anybody so brave ).
Go back onto the main island screen (11) and return to the swordmaster's house (24». Tell her that the governor has been kidnapped, and she will offer to join your crew. Walk back to the path, out onto the main map screen, and go east to Stan's Ship Emporium.
Once you've entered Stan's Ship Emporium (21), Stan will immediately attempt to sell you everything. Tell him
that you don't have much money to spend, and that you want credit. Stan wilt turn you down, so tell him that you want to think about it some more, and leave Before you go. Stan will give you his card and a compass (which always points lo Stan's Emporium - how useful).
Go back inio the village (7) (via ihe usual dock side route) and go back into the shop (8) Talk the shopkeeper and ask him for a credit note. When he asks whether you are employed, say yes. and he will gel ihe note irom the sale. Make a note of the combination when he does this! The storekeeper will then ask you about your employment, and will decide that you are tying. He will then put the note back into the sate (double check the combination), Ask him to go see Ihe swordmaster one more lime. Once he's out ot the door, walk to the safe, then use
the PUSH and PULL commands lo open the safe PUSH will turn the lever to the right by 90 degrees, and PULL will turn it left by 90 degrees. Once the sate is open, get the credit note, then go back into the main street (7). back to the mam island map (11) and back to the Ship Emporium (21).
Stan will stilt be there. Ask to see the cheapest ship again, and let! him that you have a credit nole. Ask Stan to talk about the extras. Whenever he tells you about one. tell him thai you can live without that particular piece of junk, and go onto the next one. Once you've discussed an the extras (there are quite a few. so be patient) ask Stan just how much he thinks that the ship is worth. Tell him that you don't want it, and start to leave He'll call you back, then tell him that he's nghl, and make him an offer of 5000 pieces of eight
(or the cheap ship He'll agree (o this.
Walk left out of the yard, back onto the main map screen (11). and back to the docks (2) at the south-west of the island. Here Sian will greet you. giving you some literature, and after a tearful moment, your crew wilf join you. ready (or the adventure ahead.
Okay, that's the hard bit out the way. All that's left now is lo sel out on ihe high seas, in a heroic bid lo rescue the governess and defeat Ihe evil LeChuck. No problem for an accomplished pirate. (And no. we re ol gomg lo (ell you how lo do it - not yet. anyway. You don't want us to spoil ak the fun, surely )
Thanks to Matt Evans for his help (and refusal lo spoil things by giving direct answers) when i was desperately stuck in Ihe mysteries of Monkey Island.
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
A pair of I loot*
three J hit J
A pair of loose a
A loose t tile (mind m the 1 switch y to tho ' loft)
A pair I Ulea
Here it is! Brought to you by our very own Gary Penn, the first instalment of the Prince Of Perisa Playing Guide. With full level maps, and helpful hints on key areas, you can while away night after Arabian night on this absolute corker of a game. Here we go...
SMALL RED POT Restores one unit ol energy.
SMALL BLUE POT 5 Removes one unit of energy.
LARGE RED POT Restores energy to full and adds one unit lor good measure
W GREEN POT
Magic pot tons. These are few and tar between. The effects vary and are detailed in lull where appropriate.
, twitch t for I th*
A guard with \ I hr hit Tpolnli
Opens ns corresponding gate.
Closes its corresponding gate.
gMS LOOSE TILES
Some tiles collapse on touch To find out which tiles win fall, jump straight up (ensure that you won't push a loose tile above). Any loose tiles on the same level or that immediately above writ wobble To saleiy remove loose tiles from below, without incurring an injury, simply use careful steps to position yoursett to face the nghl-hand edge. Jump up then hotd down the hrebutton, ready to take a careful step to the right when you land. These loose tiles invariably lead to secret passages, and more often than not to a lovely hidden poton or two.
The guards have acute hearing. They turn to face in the direction of suspicious sounds - such as heroes running However, the guards cannot hear careful steps, so put them to good use when you’d rather not alert a guard on a platform above or below you.
Simply careful step through them.
I Take careful steps right up to the edge of the gate until you can walk no more. As soon as the gate has shut, take a careful step through it.
To perform a long jump you need a run-up of a! least three tiles. Beware that you cannot tall more than si* blocks in depth without dying. To help you guage those tricky steps and jumps, here are the distances involved
STANDARD STEP Approximately one-and-a-hatf tiles.
CAREFUL STEPS Approximately half a tile.
D STANDING JUMP
Approximately two-and-a-half tiles.
RUNNING JUMP Approximately three tiles.
Approximately one footstep.
Most o! the guards are aggressive BkSLAS opponents who can't wait to skewer you As soon as one moves towards you. thrust. Practice parrying then immediately thrusting with the first guard You need to master this as some of the later guards don’t move until you do.
Here's a challenge of sorts from Prince Of Persists author. Jordan Mechner: Try completing Prince 01 Persia without actually killing any guards. H's difficult, but not impossible to parry their blows and pass them before running away
The invincible l skeleton rises I after you activate 1 the switch to the / exit
Tiff if if
A loose tile from which you have to propel yourself towards the gate following a tiling run-up from the switch to the far right - H e close but possible!
A small red V pot - save A it until the fl *k He ton * been
/ knocked down
Knock the skeleton y down to this r level then I force It back V onto this ' loose tile
A pair of loose tiles a - beware! M
' A large red pot
A loose tito
A loose tile
A guard with . three hH K points
A smell rod
A small , red pot
A looftt til*
ii'ii‘i ii7 V itV V'il7 'l TfFFR .Li' I 111 ,<-(■
A largo rod pol
Next month: Our giant Prince Of Persia guide continues, with levels five to twelve - if we can fit them all in, that is!
If you’re stuck in Rainbow Arts' marble-shunting puzzler, or if you’re just fed up with playing the same old screens, then wave goodbye to snoozeaway misery with AMIGA POWER! Courtesy of Lesley and Andy Haywood of Selby, here are the level codes for each of the game’s 100 levels, including the password which lets you access the screen editor, so you can design your own levels to your heart’s content. (NB Not all of these passwords worked on our pre-production version of the game, but they should be okay for the real thing).
1 - WELCOME
Ipjj-uJLj _uo :jhi„
2 - THE OTHER SIDE
3 -QUADRI QUADRA
-Jfti i m m
4 - STONE ROAD
5 - NICE COLORS
5 6 - MORE COLORS
< SEfeL: ,-SSB 2 .lUnUjIJJJjy
7 • REAL FUN 0-PINK AND PINK
9 - GREEN PATH
10 ■ BAD DIRECTION
11 -DONT PANIC
12 - COLORMANIA
14 - FULL MOON
15' RUNNING BALLS
16- GREEN RIVER
17- TWO ISLANDS
18- MORE ISLANDS
20 - OTHER THINGS
21 • BE HONEST
22 ■ BLUE N VIOLET
23 - THREE PATHS 24•DANGEROUS
25 - THE WANDERER
26 - SECRET CHAMBER
27 ■ FALCONS FLIGHT 26 - BLUE ANGEL
30 • A SIMPLE ONE
31 - BLUE VELVET
32 - PARADISE I
33 ■ CLASSIC ART 34-VENI VIDIVICI
35 - WE LIKE IT
36 - FOREVER HERE
37 • WONDERLAND
38 - THE SNARE
40 - SUN IS SHINING
41 - A RAINBOW
42 - ARROW ROAD
43 • TURNING WHEELS
44 - ACCELERATION
45 ■ THE PRESIDENT
46 - HE IS MISSING
48- WHO IS CALLING
49- ANCIENT ART
SO • SHE IS GONE
51 - LOGISTIC
52 - TURNING COLORS
53 ■ PARAMOUNT
54 - THE LADDER
56 - TREASURE ROOM
57 - DONT WANT THAT
58 - THE FREE FALL
59 • CORRADO BEACH
60 - MORE POPCORN
61 ■ WILD AT HEART
62 - THE DARK AGE
63 ■ DIMLIGHTS
64 - THE FIFTIES
65 • PICTURE OF HER
66 - GORDIAN KNOT
67 - HIGH SPEED
68 - ALEXANDRIA
69 • RUNNING TEARS 70-HER RAINBOW 71 - WALK IN CREAM
72-TOUCH HER 73 - SHADOWLAND
74 - JACK IN BAG
75 - VITAMIN C
76 • STUNT BALL
79 - BOA BOA BOA
80 - DA DA DA
81 ■ HAUNTED HOUSE
82 - THE SECRETS
83 - SMILING JOKE
84 - CHILDREN GO
85 - IT IS ATLANTIS
86 - ON THE ROAD 87-BLUE IS FIRST 88 - WOLFS MOON
89-WILD CHINA 90 ■ ITS LOGICAL
91 - SHE COMPARES
92 - BIG MOUNTAINS
93 - TOMORROW
94 - TELEPORTER JAM
95 • LEVER SUNLIGHT
96 - NEW EXODUS
97 - THE PEACEPIPE
98 - FINAL SURPRISE
99 - WHITE MIAMI
100-THE FINAL CUT (CONSTRUCTION KIT)
55 - BACK IN RED
AMIGA POWER AUGUST 1991
Who better to bring you the AMIGA POWER guide to the Bitmaps’ Gods than Bitmap Brother Eric Matthews This month, level one. Take it away, Eric...
Gods is spirt into four levels with each level containing three 'worlds’.
There is more than one way to complete each world and no world needs to oe fully completed to finish the game. There are many hidden puzzles and sections which do not need to be solved but which can provide rewards
The difficulty level should gradually increase from level one to level lour. II you come across a section in the game which seems particularly difficult lo complete this may be an indication that there is no need to complete the section lo finish the game. Such difficult areas are generally bonus’ sections which il completed will reward you with treasure, Some worlds have ‘short cuts* which enable the level to be completed quickly but you may lose out on treasure and other bonuses by talcing them It Is up to you to experiment with the game to find out what is best to do.
In Gods, all monsters have attributes thal deline their strengths, weakness and behaviour. The attribute which sets how many times a monster must be hit betore it dies is called the aliens ‘hit point’ attribute. A weak (low hit pomi) monster would have perhaps ten hit points where a stronger monster could have two hundred and fifty or more,
As you progress through the game you will notice that the monsters become
Omore intelligent. This means that they wtll be more effective at carrying out their objectives, to either kill you, avoid you or
steal treasure. In general it is not wise to attack thieves as they are usually helpful
Weapons also have attributes which define their behaviour and effectiveness The weapons hit pomt' score determines how powerful it Is For example, to kill a monster with twenty hit points would require twenty throws ol a one hit point weapon (such as a knife) or lour throws ol a five hit point weapon (such as a fireball). Obviously, with weapons, the higher the ’hit point’ rating the better.
A weapon can either stop when it hits a monster or travel through it. Weapons which can travel through monsters are more effective as the weapon might do even more damage to another monsier behind the first. Also weapons which go through monsters cause more damage to each monstor This ability of weapons should be taken into account when choosing the nght weapon. For example, m a situation where you are finng at three monsters in a fine, a throwing star (two hit points) will be much more effective than a mace (three hit points). This is because the throwing star will do at least two hit pomts damage to each alien (a total ol six plus) where the mace will only achieve three hii points damage in total
The third characteristic which should be taken into account whan selecting weapons is whether or not the weapon collides with waits when it is thrown, Weapons which go past walls are more effective. The value ol the weapon reflects rts usefulness
Correct use of potions can be heiptu! in completing many sections of the game Because you can usually only carry three items in the inventory it is not always wise to buy too many potions in the shop as there will ihen be no room for carrying other objects that may be necessary for solving the puzzles.
If you are familiar with the section ol the game alter the shop, try and think ahead and plan which potions would be most useful and where you would be most likely to use them Then you can decide how many potions it is safe to buy without risking having to drop a potion when you don’t want to.
Power potions are used to increase the effectiveness ol weapons. Buying or picking up a power potion increases the damage done by ALL of your weapons.
A weapon thal is powered up once will have one extra hit point and lire in two directions. A weapon that is powered up twice will have two extra hit points and fire m three directions. After being powered up twice, weapons continue increasing in hit points each time you get another power potion.
SmaH power potions power up weapons once. Large power potions power up weapons twice. The same effect can be achieved by picking up or buying multiples of the same weapon For example, buying an axe and a large power potion is the equivalent of buying three axes.
Considering lhal power potions affect all the weapons, they are a far more economical way of increasing weapon hit points than buying multiples ol the same weapon, (See separate potions panel).
In level two, three and four the power-ups increase in value to 17,500 lor a small and 32.000 a large
Extra lives are plentiful in Gods. They can be found In treasure rooms but they can also be awarded for ctever pfay and for scoring points It’s simply a mailer of experimentation. Extra lives can also be given to help a player who happens to be doing badly (they’ll just show up it things are getting real nasty). And there are special tasks with exira lives as reward
Extra lives are awarded for points at the following milestones: 50,000 points,
160.000 points. 300,000 points. 500,000 points, and then over/ 200,000 points.
Eire Chrystals (sic) are also awarded for scoring points, These are given at the following scores: 100.000 points, 250.000 points. 400.000 points. 600.000 points, and then every 200.000 points. These bonuses only apply when playing from the start of the game (level one).
H you use a password to start from another level then bonuses will be missed equivalent to the number ot levels skipped For instance, starting at level three, your first extra life will be at
300.000 points and your first fire chrystal will be awarded at 400,000 points.
Pile of coins 00002
Small bag of gold 00200
Large bag of gold 00400
Gold plate 00400
Gold mask 00800
Water chrystal 01,000
Fire chrystal 01.500
Iron treasure chest 01.000
Steel treasure chest 02.000
Gold treasure chest 03,000
As is often the case, the first work) of the game is used to enable the player to get used to the control method and to solve some pretty simple puzzles - nothing overfly challenging to worry about.
The first key the player will need is the treasure key to open the treasure room. The world key ts m the the treasure room and opens the door to the end of this particular world.
Reset the levers (t) & (2) to move block (A). This will reveal a water chrystal and power-up and teleport the player to (B)
2. Special bonus.
The second puzzle is progressive, in Ihe sense that the by finding one hidden puzzle Ihe player will then be able to find the next There are four parts to the puzzle
a. Blow up the trap with lever (4) an then pull lever (3) to reveal an iron treasure chest.
b. Reset lever (4) and pull lever (5) to get a tire chrystal
c Pull lever (7) within 2 mins, from game start to make platform (C) move, d. Press hidden switch (D) to get ihe fire chrystal
e Finding these four puzzles will mean that you can find the final part ot the puzzle in World Two.
Get the trap door key on the left of the screen to open the trap door on the right. Make sure that you go over the top platforms as the bottom route is more difficult bul will give you bonus chrystal. Coned the vase and take it to the stores at the bottom ot the map. making sure that you collect the room key on the way. Get the world key from stores to exit on the right.
To get to the treasure room.
1 Kill the monsters on the ledge to the right of lever (3) to receive a trap door key. This will let you close the trap door above lever (9) by pulling lever (4). You will then be able to jump down and open
the treasure room door.
2. Push all 4 hidden switches (E). (F). (G) and (H) to open the (4) trap doors which form the base of the treasure room. All treasure will then fall through onto the floor beneath the room.
Buy shunkens and normal arc.
Pull switch (2) to close the trap doors and blow up the spike in the pit.
Get the giant jump and jump up the trap doors (alternatively you can wail for two minutes and a teleport chrystal will appear to move you up. although you win not get the special bonus).
Get the trapdoor key on the top left platform to open the trap door to the right. Go up the ladder which lead up to the towers
Go up the ladders to the bodge and jump across the platforms to the left to collect the trap door key.
Go right and collect the teleport key.
Open the door by pulling lever (11) and this will teleport you to the platform on the tar left ol the map.
Collect the door key.
Go nght and pull lever (7) and drop down through the trap door Pull lever (8) to teleport you to the top door on the right.
Pull lever (9) to enter the treasure room and collect the lightning bolt.
Pulling lever (10) will open the door and take you back.
Collect the world key and go down the iadder and when you reach the bottom platform you wilt receive a trap door key. Puli lever (12) and go down to defeat the centurion protecting the temple.
Go up the ladder to the temple and enter the door to exit the level.
1. To enter the treasure room.
Kill the wave ol monsters which appear to the left of lever (3) They will give you a trap key. Reset lever (3) and which wsj then give you a shield when you pull lever (4) to protect you when you drop through the trap door to the treasure room.
2. To move block (1)
You have to get to this point with more than 2 lives, and more than 80.000 points and within 140 secs, from the start ol this world.
3. Special bonus.
Kill the Centunon without collecting the lightning boh You will then receive a gold treasure chest.
The Centurion Boss guy
Watch the Centurion as he throws out fireballs and note the point where they bounce the highest. This ts the place you should stand to kill the Boss without getting hit. Move backwards and forwards at the same lime as the Centunon
In the shop you should buy the Magic Axe and spend the rest of your money on Power Potions.
Stop on Walls
Stop On Aliens
AMIGA POWER AUGUST 1991
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AMIGA POWER PRESENTS
As everyone knows, summer's a dead time for games. That’s why the big software houses are releasing pitifully few A-grade products over the June-August period - games players are meant to be out playing football and chasing girls rather than sitting hunched over their computers. No, the big. exciting releases are all being saved for autumn, 1991’s peak release period. Come September we’ll have big name licences, original concepts and top creative teams coming out of our ears, so what better time to settle back, put your feet up, and dream about things to come It all starts right here...
So how does the AMIGA POWER Ultimate Autumn Preview work Well, quite simply, we've selected around 60 full-price titles that'll be making the news over the coming weeks. This little lot represents the bulk ot the major league games on otter during the months of September. October and November, each one scrabbling lor its slice of the market. All the big names are here, plus a tew unlikely selections (and a fair smatlenng of games originally intended tor spring release now held over for the autumn boom), so there should be something (or every taste, ft you're thinking ot splashing out for all the games on otter though, take a deep breath. Your total bill lor the software leatured over the next 10 pages would be in the region ot C1.800!
Programmers: Arc Developments, perhaps best known lor arcade and film conversions like Predator tl and Forgotten Worlds.
Briefly: No surprise that cartoon phenomenon The Simpsons should appear sn their own computer game, Little shock that it's Ocean who've got the licence eilher -after all. much of their success is based on similar clever deals. Make no mistake - lots of cash and legal wrangling have gone towards bnnging you Itws game.
Plot-wise things are fairly vague. Top Simpson Bart has come over all queer and turned himself into a conscientious member of the Springfield community -he's deoded to protect his long suttenng neighbours
from the perils of the modem world, the most obvious of
which are (uh-oh1) aliens who've dropped in for a spot of human munching' The problem is. nobody else has the faintest clue what's going on because (and here's ihe special bit) Bart's the only one with a pair of X-Ray specs allowing him to spot Ihe aliens through their human disguises. Or at least, so he damns...
Ocean have done enough sideways scrolling blasters (for that's what >1 all boils down to) to know what they're doing here, and you can rely on other members ol the infamous Simpson family to make suitable appearances. There's even
a topical environmental message - Bart says 'Save the world, man'.
On (he upside: Cynics may tear The Simpsons will turn out to be a load ot old hogwash slopped together in an entirely unpleasant attempt to extract dollars from dtmbos (remember the Turtles ), but there's something they've forgotten, You see. Simpsons creator Matt Groening desgned hie ongma! Nintendo console version, and has insisted on a veto on the Ocean game himself - after all. he's not going lo want public interest in Bari and Co to be cheapened by shoddy merchandising
So, If Groening likes it. there's a fair chance we will And wiih Ocean's track record in this held, and the fact that the game designers have actually thought ol giving an objective and a story to the thing (they've been forgotten before), hopes are currently held quite high
On the downside: Given the high profile of the character, and the fact that this is THE licence tie-in ot tho season, it’s easy to be tempted into expecting loo much. Remember, it'll be a sideways scrolling romp, it'll be lots ol fun. but it won't bo winning any awards for origmatily The other, mote serious problem, is one of liming. Ocean haven't had their normally efficient act together this year, and product after product has been inexcusably late. The question has to be asked, will we really see the Simpsons this aulumn - or even this year - at all
What 're Its chances We are prepared to take bets at extremely generous odds that presuming Groening is impressed — (his baby is going straight to Number One.
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
Publisher: Ocean Programmers: Twylighl (also doing 8-bit versions of Dark man).
Briefly: Anyone who has recently found themselves welded to a Sky receiving kit will know all about the antics of these American wrestling chumps. Here's your chance to become - if that's the right word - Hulk Hogan. Ultimate Warrior or British Bulldog.
On the upside: It actually has a lot going for it - it's a cult sport with a huge following, it's packed with colourful characters, and It has the requisite violence quotient fitted as standard.
AM in all, ideal materal for a computer game.
On the downside:
Some people find all that grunting, groaning and man-handling Just a liny tad ridiculous.
What’re its chances We're In real meat-head territory here. A winner.
Publisher: Ocean Programmers: Probe ETA: November
Briefly: Long awaited coin-op conversion based on vicious game show of the future. Essentially, you're stuck in close combat with lancy high-tech weaponry on both sides. We're being told that this makes 'War of the Worlds look like carnival day in Notty Ash' and arc warned to expect total carnage'.
Yeah, tike we’re really quivering with fear...
On the upside; Prime conversion material, with grandiose intro sequences.
SO different arenas, loads of guns, hunky graphics, sampled arcade speech and optional game-view variables - basically, the whole caboodle. This conversion is actually being handled by ZZKJ, previously responsible Super Hang-On and Super Monaco GP. which hopefully eliminate any problems with the fact that...
On the downside: ...there’s a hell of a lot happening in the original, and that’s not going to be too easy to duplicate.
What're its chances
It Probe fouls up there really will be trouble. Still, we don't expect them to.
Publisher: Ocean Programmers: Sensible Software, authors of Ihe famous W</i>a» (of course). ETA: October
WitkM Totally surreal icqucl to lh« hujc cult hil Wittull.
Briefly: Sequel to ihe phenomenally successful Wfet>af/of a few years ago Coniroi a bouncing head through a surreal and colourful muiti-platlorm world picking up mad treasures, solving infuriating puzzles and generally making progress This time the ball' can grow arms and legs for extra challenging levels
On ihe upside: We're talking 12 levels each with over 100 screens. Sensible can normally be relied upon io come up with a lew ott-ihe-watl effects On the downside: Sequel-mania goes on. bui who's complaining
What're its chances If the quality matches that of its predecessor, then it coukl be massive Major innovations on the original could make this a real treat
Publisher: Audiogenic Programmers: Denton Design, regular Audiogenic programming team last responsible for Wreckers ETA: October
Briefly: Yes, it's a rugby game, featuring both action and strategy bits Tire first ol a new TV Sports-style senes from Audiogenic.
On the upside: There aren't many rugby games about
On the downside: but that's because they're usually so bad. Rugby cenain'y isn't the sexiest sport (or conversion.
Whal're its chances Spcns Action Rugby will be launched to comode wiih the Rugby World Cup fin which the home countries are expected to perform well) which should help boost its profile We're hoping it'll be the first rugby game that's actually worth playing but keep an eye out for Domaik's World Class Rugby too which, the lirm claims, will be like Kick OH' when it arrives this October
Hype «nd gory: Rugger s World Cup fun kicked off an Amiga games chase.
Publisher: US Gold Programmers: Tiertex ETA: November
May for laugh *: Boiumui Broi (Sega version)
Briefly: Sideways view arcade adventure featuring two amusing brothers from the school of absolute villainy. Our lads have deeded to break into famous people's houses and steal back all the dodgy kit that's been deposited over the years. Naturally, this isn't to the taste ol innumerable security guards and homeowners. Prepare to be chased by men with big slicks.
On the upside: Your chance to mck every television set tn Beverty Hills. The coir-op's unusual computer-generaied graphics syslern looks distinctive...
On the downside: but how well witi it translate onto the Amiga US Gold are using the word comical' lo hype this, which is atways a bad sign.
What're its chances Any game which doesn't involve saving the earth from pollution/ rescuing some lush chick gets our vote.
the ACTION GAME & THE ADVENTURE GAME
Programmers: Maxis, the creators ot Sim City, did the PC original, but the Amiga version's down to Protoe.
Briefly: Remember controlling an urban sprawl in Sim dtp You certainly should - the gamo's an all-time Amiga classic for its charm, its usability, it’s cleverness and - yes' - its originality. Now designers Maxis, with the help of Probe, have gone one bigger - welt, actually a whole lot bigger - with an evolution simulation of the world.
You control emerging lifeforms from outrageously witless amoebas to just plain common-or-garden witless humans. It's a huge point and click journey through countless problems and puzzles testing both common sense and higher
forms of intellectual prowess. If your lifeforms are crap, they'll die of one of dozens of causes (self destruction, disease, that kind ol thing), and even if they're happening organisms, you're in for a rough nde Games certainty don't get much bigger than this.
On the upside: It's probably one of the most ambitious projects yet to be undertaken on the Amiga and we have to take a tip-top programming job as read if the game's to succeed The PC version has been around for six months and has enjoyed success among the sort of games players who had hitherto been satisfied with computer chess, war strategy and flight sims National newspapers even got their hooks into Sim Earth, with many stories appearing along the lines of games finally growing up' It's not the son of thing Ocean
specialise in publishing, and it has to be seen as some sort of high-end flagship for them.
On the downside: We've played the PC version and. it must be said, it's far from perfect. It's difficult to get into and it has a tendency to come across as a lot of dull environmental sermonising Fun is most certainly not the keyword here - it's unlikely to be anywhere near as accessible as the excellent Sim City.
What're its chances It looks good simply to have on your shelves, even if you never quite get round to playing it. For that reason alone it will do well, and while it’s unlikely to reach the top end ol the charts, we're witling to bet that copies of Sim Earth wilt stilt be passing over the counter a( your local computer store at the end of 92
Publisher: US Gold
Programmers: Creative Materials (action game) and Deiphme (adventure version)
Briefly: Take 10 hours worth of Godfather movies and you should've copped plenty of opportunities for arcade-style action sequences (Quite how they can be linked together into a pleasing game is another matter, however) Expect plenty of severed heads, gratuitous murder and massive scale back-street slaughter Tne adventure version is perhaps a more obvious bet - linking Mafia intrigue with Oetphine's successful Cinematique system could be a winner.
On the upside: The nch. swirling and incident-filled Godfather backdrop should add a good deal of depth to the action game, while the adventure has almost limitless potential - it just depends how on well they manage to tap it.
On the downside:
They're big projects but wo ve heard very Irttie about progress The adventure game is a particular mystery - just how will ii make sense of such a complex plot tt'H take some clever game design work, that's for sure.
What’re its chances
The notion ol Godfather games is an excellent one. but we'tl reserve judgement untit we know more
Men tv of Kopc for a crocking game in The Godfather.
Publisher: US Gold Programmers: Creative Materials ETA: October
final fight Formuinrittd fight scenej with extra moves to your advantage
Briefly: Classic inner erty CapCom coin-op beat-'em-up starring a motley crew of street gangs and psychopaths. Two player simultaneous option. 32 colours, huge sprites. Japanese style graphics -what more could you ask fori*
On the upside: The arcade original is probably one of the best in this still popular genre.
On the downside: But the whole ultra-violence martial arts thing has been done zillions ol times before
What’re its chances Creative Materials seem to be doing good things with the project - hopes have to be high (or an Autumn smash
SUPER SPACE INVADERS
Publisher: Domark Programmers: In-house ETA: November
Briefly: The nastiest (and lirstest) bad guys in the galaxy are back, bleeping and blooping their way earthwards. Your job Simply enjoy the death-fest.
On the upside: Simple unpretentious fun is always a winner and this should capture an appealing B-Movie tongue-in-cheek feel. The coin-op original featured all sorts of weird stuff -including invaders on a mission to steal earth cowsl -so expect more than a straight and humourless waste-em-all.
On the downside: A nice Idea as a one-off. but let's hope the release schedules don't start getting clogged up with nostalgic updates of prehistoric game styles. Hopefully the basic gameplay won't simply feel too thin to warrant serious consideration in 1991.
What’re its chances Super Space Invaders made a respectable impression in the arcades, and most expect a similar performance on the Amiga.
Publisher: Domark Programmers: Walking Circles
Briefly: First there was Hard Drivin'(which was sort of OK), then there was Hard Drivin' //(which wasn't so OK). Now there's Race Drivin', apparently the official sequel to Hard Drivin ’ as opposed to the unofficial sequel. Oh dear, it's all very confusing. Anyway, this one features three different tracks containing loads of loops, hoops and corkscrews to zoom around. One of the tracks is the same as in Hard Drivin', one's ridiculously challenging, and the third Is just plain tough.
On the upside: Good programmers In charge of converting a good coin-op.
On the downside: Neither previous home game captured the thrills of the coin-op sufficiently, mainly due to shaky updates and a lack of speed, and there's a danger that the same will apply here. The new game's got to feel different to the other two also - what's
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
the point in buying the same thing three times
What'rc its chances The whole Hard Drivin' concept ran out ol steam some while ago - it's going to take quite some game to rekindle a decent-sized level of interest.
MiG-29M SUPER FULCRUM
Publisher: Domark Programmers: Simis. last responsible for (spook!) the original MiG-29.
Briefly: Follow up to the highly successful MiG simulation of earlier this year using much of the same code. This is based on a completely new piece of kit which is due to be unveiled at the Paris Air Show.
On the upside: Expect plenty of variety in gameplay - this isn’t just a list of standard missions to complete. You’ll be playing in a global scenario, so actions over which you have no control will drastically alter battle plans. The plane’s different too - most noticeably the full 360 view bubble canopy.
On the downside:
Might be disappointing for strict flight sim enthusiasts who expect absolute parity with the real aircraft.
Nobody's going to believe Domark have full tech specs on a Soviet fighter which has yet to be launched - they’ll have had to take even more artistic licence than is usual with flight sims.
What’re its chances Polished and professional flight sims always do well, and (judging by Simis’ past performance) this should be worth a look. Not likely to chart top though, as the game will be sold as both a mission disk for existing MiG-29 owners and a stand-alone product so sales will be split.
Publisher: Domark Programmers: The London branch of Teque, the conversion specialists.
Briefly; Pure brutality whisked this straight to the pinnacle of coin-op coolness last year (it was Atari's fastest selling arcade machine ever). No plot as such, just a rabid scrap between chunky
©characters who get down to wrestling, kickboxing
CRUISE FOR A CORPSE
Publisher: Deiphino (US Go'd) Programmers: Delphine's advonlure games team, who of course had previous success with the similar Furore Wars and Operation Stealtn ETA: September
Snotty: It's time to don silly
Implausible continental accent and go looking fora
murderer >n this Sunday night, Agatha Chnsiie TV-movie of an adventure. You. as a Hercule Poirot-type character, slrul around a luxury cruiser (area 1920) being charming yel enigmatic until your host (a Greek shipping magnate) takes a trip to that great tax dodge in the sky Is there a world famous detective onboard’ As luck would have it.,.
upside: Delphine uses a trade-marked operating system lor its point and click graphical adventures called Cmemalique. and it’s actually rather good Future Wars and Operation Stealth were neat (and both Top 100 games) and Corpse promises to be an improvement on both, provrdmg plenty ol characters to interview and a iabynnthme plot 10 Ml those long, urn, aulumn evenings.
tl'i mi alt pkin uilinj in Cruise tor A Corpse.
Sharp detective work and plenty of snooping is required in Delphinc's Cruise for A Corpse.
Character interaction mar be an iMcgral part of Cruise for A Corpse, blit it's the graphics which realty impress.
On the downside:
Cmemalique rmghl be good, but let's lace it -nothing done on It so far comes dose to being as funny or user friendly as Lucasfiim's current adventure system The game will be undeniably good, but the improvement will have la be large lor il to truly compete with the likes ol Monkey island Also, wo ve been wailing a long time lor this one, it should have been oul last year Delphine have something of a reputation lor being late What're its chances
Definitely a no go area lor anyone who likes then action thick and fast, but ._, _ . .
bound to do havc bten hl downfaM o(
wen with the ma„T a ,jm<. wj, Crvitc Older gamer (arc dity better’
Wild Wheels: High hopes for something out of the ordinary.
Programmers: Red Rat. the Manchester-based team behind games like Lombard RAC Rally and MicroProse International Soccer Challenge.
Briefly: it's soccer on wheels in multidirectional 3D land There are 10 different vehicles to choose from and plenty of opportunity to bang them into one another. Red Rat reckon they've come up with an original idea and are keen to dispel any (ears that this will come across as just another football game but without the legs Some elements of strategy are being thrown m. so teams are made up of customised cars suited to diffenng tasks
On the upside: A smart combination ot beat-'em-up. stralegy, racing, sports and standard shoot-’em up Sprites are huge and move easily. Red Rat's track record suggests they know exactly where their strengths lie.
On the downside: Football games with strange angles are invariably useless which is why Red Rat are desperate to play (Sown this label A spokesman commented it's not just a football game with cars - it's a wild, crazy, lun game which looks great.'
What're its chances Red Rat have been around lor eight years banging out bright, though not sparkling games Hopes must be high that this'll be the one to really put Ihem on the map
Publisher: US Gold Programmers: Tiertex ETA: September
You know what to expert from Alitn Storm (S«]a icrtouhot). rtucdo ID Bjttltiont at its bast
Briefly: Oops1 Some chap has lei loose a million and one man eating alien slime suckers, and they're taking the overnight shuttle straight to thetr favourite takeaway spot. Planet Earth! What's the solution'’ Well, why not dust down some uncommonly large GhosfPosfers-styie guns and give these fellas a good seeing to’ Men Storm was an exceptional coinop which proved virtually impossible to leave alone
On the upside: Hornble aliens and lots and lots of shooting
On the downside: It's about as intelligent as a Pit Bull that’s ust guzzled fifteen pints ol Special Brew, through a straw
What're its chances Said qualities ensure massive success.
TURTLES 2 -THE ARCADE GAME
Publisher: image Works Programmers: Probe, who did the (actually rather good) B-bit versions ot Teenage Mutant Hero Turtles.
Briefly: II was a smash-hit as a coinop and tor good reason There are plenty of the thcks and effects which made the Turtles popular m the first place Image Works are already proclaiming that the Amiga version ol this all-action beat-’em-up will be identical’ to the co<n-op.
On the upside: A wonderful com-op Probe will be working Hat out to (urn this into the definitive conversion
On the downside: 16-brt versions ot the first Turtles game have left a bad taste in the mouth Youngsters around the country think the Turtles are passe already...
What's its chances ...although we reckon quality of gameptay will be the essential ngredient this time around Another potential Number One
Turtle power DonT milt el thii brutal beai-'cm-up.
Efft NlrvifUi't bottom-oMh*-q*r<ton (tofrut hat Attracted onormoui interest.
Publisher: Ocean Programmers: Nirvana Systems, a new programming team making their professional 16-bit debut.
Briefly: A colourful and gardenesque platform arcade adventure with plenty ol bad guys, a cute mixture ol useful obiects to collect, and an assortment ol harmless characters to make use of. Shades of Ocean's hri corn-op conversion Rainbow islands in the look and feel, with plenty of platforms and teasing puzzles plus a host of delightful graphical tricks not yet exploited in similar games'.
On the upside: Good arcade adventures are always fun, and ingenious, unusual ones (as this
promises to be) more welcome than most Ell certainly looks attractive and has gamed much favourable pre-pub! ierty.
On the downside: EH is
Nirvana Systems' first effort (they're all straight out of unrversily) so while we can expect something different, it's highly likely that m-slakes will be made. The gamo was to have been ready last month but has since been pul back to September, and Ihe quality of Ell's sound is said lo be somewhat short of ideal.
What're its chances
Remarkably good The Nirvana kids are admrttadly an unknown quantity, but the fact that it’s Ocean who have signed these guys (and the tact that Ell isn't a licence be-in of any sort) would seem to bode wen
Ocean get beck to the cute end of the merket with an original product. Elt I* certainly easy on the eye*. How it pleyi re mein* to he *een.
and karate, not to mention using shurlkens, knives, barstools and even motorcycles as weapons!
On the upside:
Absolute royalty as far as coin-ops go. Teque London have been instructed to recapture the fore and aft dimension of the impressive digitised coin-op fighters in the Amiga version. Big sprites, nice noises, and there’s a damn good buzz about the project.
On tho downside: Gameplay In the arcade version wouldn't have held up well without the distraction of tho flashy visuals. Lacking the coin-op’s gorgeousness, this could cause a serious problem tor the home versions of the game.
What’re its chances Should be one of the big coinop based hits of the second half of the year.
Publisher. US Gold Programmers: Probe, who have more conversions than we've room to mention under their various belts, though Turbo OutRun, Golden Axe and (eek!) the surprisingly good 8-blt versions of Turtles spring to mind.
Briefly: Seven stage race across Europe In everything from jet skis to lush Porsche 911s to 170 mph Yamaha GP motorbikes. Not a coin-op conversion, but US Gold's own, slightly ofl-lhe-wall, spin-off Interpretation of the original game, it offers plenty of scrapes with such lovelies as unfriendly policemen, secret agents and international terrorists.
On the upside; Lots of potential for a more varied race game than most. This version ot Outrun Europa Is very different to the one put together by Probe in 1989, featured in many magazines, but never released.
On the downside: The original OutRun coin-op was so good it set itself as the de facto standard in racing games, but although home versions hit number one spots the conversions left a great deal to be desired. What're its chances It Probe gets this right it will be a winner. It should at the very least be amusing, at best lots of fun and a big htt. (It no MP decides it encourages racing on public roads, that Is).
AMIGA POWER AUGUST 1991
Publisher: Millennium Programmer: Chris Sorrell (James Pond)
Briefly: Another cutesy platform game with an environmental message, and the follow up to the surprise hit James Pond. This time it's out of the deep putrid sea and onto the earth to chase a dirty old scientist with designs on world domination.
On the upside:
Perfectly reasonable of Millennium to milk some more from the remarkable James Pond success. Expect plenty of new ideas superimposed on an old game-style.
On the downside: Yes. it's that ago-old sequel grumble again.
What're its chances Probably won't repeat James Ponds advances.
Publisher: Krisalis Programmers: In-house ETA: October
Briefly: Standard football management affair featuring all four English leagues and the Vauxhall Conference. Some 1,300 players are packed In, plus the likelihood of an endorsement from a senior football league manager. Smart money is currently on George Graham, Terry Venables or Alex Ferguson.
On the upside: Krisalis made a hugely impressive job of its Manchester United game, so wo can hope lor something of quality. The firm says this wilt be a management game for 'the quality end' of the market.
On the downside:
There are far too many of these games as it is, and most of them are dire.
What're its chances There are so many sports management games out there each new one will succeed or fail on its own merits.
(Fingers crossed that this'll be worlh booting up...)
LOTUS TURBO CHALLENGE 2
Publisher: Gremlin Programmers; Magnetic Fields, who seem to have become real driving game specialists following Supercars and the first Lotus. ETA: October
Publisher: Gremlin Programmers: Ian Karting (Ihe man behind Ocean's Lost Patrol) and Simon Cook ETA: November
Briefly: II you imagine a ralher cartoonish distant nephew of Populous you've got the general idea. We're looking at another isomeinc 3D landscape here.
the main feature of which is a couple of villages separated by a nver and linked by a single bridge. II all looks fairly happy and peaceful, bui there’s a catch - a wizard's curse means that every 21 years the two settlements must lake arms against one another and try to capture the other's Hag. The winning village wins peace and quiet lor a couple ol decades, while the losers are forced to serve a malicious wizard and generally have a grim time of it. Players make use of various local characters
including magicians, spies, warriors, viHams. builders and even dragons.
On the upside: Novel twist on what is essentially an old story...
On the downside: ..but these 3D iso-thingy power games are beginning to get just a tiny bit tiresome
What’re its chances Fair - but 3D isometnc things are flavour ot the month at the moment and Flag will have to be pretty special to stand out. The lan Karimg connection promises some gorgeous visuals though
Programmers: Graham Ing and Robert Crack, the crew of the BSS Jane Seymour ETA: September
Briefly: It's back into isometnc 3D iand agam for another bout ot omnipotent meddling m the altairs of lesser beings. This lime you're given a whole pianet to play with, The idea is to build the ideal civilisation lull of peace and flowers and people without alt that many clolhes on. But we ail know how attempts at building utopia usually turn out - with a nasty kickback, this time in the form of attacks by 10 greedy and aggressive alien races...
On the upside: You control the social, economic and military development ot your colony, so there's plenty of juggling with menus to be done for those with a strategic bent Add the invasion difficulties and you've got something that’s guaranteed to eat into your spare hours, while the siighiiy cartoony graphics appeal. Pedigree programmers too.
On the downside: Those crusty old Populou&'Sim City compansons are sure to make an appearance.
What're its chances The idea of taking total control over a virgin pianet has plenty ol appeal It's going to be an isometric autumn and winter, but Utopia looks like it'll hokf its own
30 war and peace in Utopia.
Publisher: System 3 Programmers: in-house ETA: September
Briefly: It's taken two years but the 8-bit classic has finally made it to the place it realty belongs - on the Amiga. According to System 3, this is 'the most challenging action adventure ever created-, which shows confidence a! least
On the upside: There are lour huge levels of full multidirectional scrolling landscapes, sweetly animated characters and a smattering ol strategy lo contuse all you flesh fiends Puzzles were neat In
Captain Maine Tony Crowther li hoping to repent the success of Captive.
Publisher Mindscape Programmer: Tony Crowther. the man behind Bombuzal and Captive ETA: October
Briefly: Anti-pollution is the big message running through this season's line up of games, but none are as blatantly optimistic as Captain Planet Based on the ecologically sound superhero of the same name, the game is being crafted by Tony Captive' Crowther. which seems to suggest that it'll be really rather good Mr Planet is apparently a big name <n superhero circles and is deslmed to take the place of Turtles. Killer Tomatoes and Real Ghosttxjslers m (ho Saturday morning cartoon siot. Captain Planet is surrounded by sugary characters who are dedicated to cleaning up Earth's act - each has his or her own special powers (related to the basic elements)
and the game allows you to utilise all during different levels
On the upside: Mmdscape spent a hetl of a lot of money on this licence, even though the name has yet to realty make an impression outside computer games magazines. The decision to draft m Crowther seems to virtually guarantee a game that will appeal to all ages. Plenty ot atmosphere and colour.
On the downside: No problem if you can stomach the pseudish ecological sentiments.
What’re its chances Certainly one of the big releases of the year, and a healthy chart placing seems pretty much guaranteed. Possibly, just possibly, a Number One.
r7,1 Tfi o»rrwo
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AMIGA POWER AUGUST 1991
Briefly: Less of the extended racing track feel of the first Lotus, and more of an OutRun style road race across America, this second game has a very different feel. Up to four players can compete (linked computer capability is planned for some spectacular simultaneous action) but the split screen effect has gone in one player mode to allow a bigger, more detailed play area. You'll notice the word 'Esprit' missing from the title -that's because certain stages put you behind the wheel of the Elan, a slower but better handling sports car. instead.
On the upside: The first Lotus was one of the best Amiga into-the-screen drives, and early word has that this improves on it in various significant ways.
On the downside: Sequels aren’t necessarily an improvement - look at Gremlin's own Supercars 2. What’re its chances Gremlin is expected to make a big play of the extra capabilities of the new Lofus -things like the linked Amigas trick - and that, backed by the high reputation of the first game, should see it do well. Course editor disk to be released later should prolong its appeal too.
Publisher: System 3 Programmers: In-house ETA: October
Briefly: It's another high speed chase with you and flash Italian sports car pitied against more of those crazy drug dealers.
On the upside: It'll be fast and violent...
On the downside: ... ust like hundreds of other driving games.
What'rc its chances There's no reason to expect anything special.
DIE HARD II
Publisher: Grandslam Video Programmers: Tiertex, converters ol hundreds ot arcade licences including Strider and home-grown sequel Stricter II,
Briefly: Airport based cat-and-mouse actioner based on the high budget and the ultra-violent movie of the same name.
On the upside: Nonstop, roller-coaster ride of a
Oplot and high body count make it a natural for
Mrttr Set to repeat the >u«ns of the 6-bit original
the 8-t»t versions and they've been retained, though the central characler s no longer Mr Everyman but has turned into a squat barbarian type.
On the downside: This has taken a king time to come to fruition (it should have been out in May), but anyone who remembers the original will have ultra-high hopes ol an excellent arcade-style game We re not sure about the new central character either
What're its chances : If it lives up to expectations. Myth could bo one of the best Amiga platform games yet. and if it’s not, well, everyone will know about it soon enough
Publisher: Activision Programmers: in-house ETA: September
Briefly: Catchy oriental memory/ strategy game involving the pairing off of identical tites until none are left It's similar in concept to the onginal Shanghai bul Activision has thrown in a bag full ol new tile layouts, dizzy animation and sound
Tllei a talc: Shanghai II.
Programmers: Capstone, the people behind last issue's 'interesting' Bill & Ted's Excellent Adventure ETA: November
Briefly: Frolicsome arcade lun based on assorted sequences from the surprise hit movie (You know, it's the one about the little kid who has to defend his family's house from a couple of particularly stupid burglars).
On the upside: Capstone are a Miami-based gang who seem lo take delight in transiemng. etm, odd’ choices o! movie to silicon. Bill i Ted (the game) isn’t all that hot m its own right, but fans ol the movie got a kick out ol it. Homo Alone seems likely to repeat that
On the downside; We don't hold out much hope for the gameplay - it’s likely to be the sort ol thing that wouldn't get a look in withoul the movie licence What’re its chances While the video stomps its way to the top ol the charts, the game is likely to put in a mediocre performance. Not a cynical licence np-otl. but it's unlikely to be regarded as a classic.
Home Alone. Grtit movie, bat that doesn't guarantee a good jam*. Well reserve judjement until we sec the finished version.
effects. You play with nine different layers of tiles, and can only move certain ones al any particular time, so it all gets just a wee bit complicated
On the upside: Chinese puzzles are impossible lo leave alone, and we expeci this lo be clean and crisp. Little exlras like allowing players to create their own tile layouts make Shanghai II special.
On the downside: E35 99 (gulp)...
What're its chances Senously baffling price which could harm a good game's chances.
Publisher: MicroProse Programmers: The Though! Tram, a new learn of programmers m their professional debui ETA: September
Briefly: 3D Goths ahem, golf in three dimensions
On the upside: Up to four players.
10 computer opponents, the graphics look good and we re promised Sots of highly detailed gameplay.
On the downside: We reckon no-one needs more lhan one golf game, and smee PGA Tour Got1 (Elecironic Arts) is so brilliant, this might be in trouble.
What're its chances It should put in a solid performance m Britain's bustling software stores, although chan glory seems unlikely,
SILENT SERVICE II
Publisher: MicroProse Programmers: :n-house ETA: September
Briefly: Comprehensive World War II submarine simulation which attempts lo supplement the commendable successes ol its predecessor. This time there are better graphics, more scenanos and better sound You can battle alongside the Japanese in the Pacific, or attempt to sink Allied shipping in the Atlantic. Attention to detail and all manner ol missions add depih to the game.
On the upside: Bound to be atmospherically impressive and deep'
The original game ciocked up sales of
625.000 worldwide and won 'Simulation of the Year' awards in six countnes
On the downside: No matter how accurate and painstakingly put together, submanno games can be deadly boring
What's its chances Excellent. Not a chad topper, but a suitably MicroProse-likc attention to detail puls Silent Service II on a steady course for all-time-classic land- It's the kind of game you'd still be happy to buy in a couple ol years time
Siltni Service Ik in at the deep end.
In-house ETA: September
Briefly: Very Japanese cartoon adventure sporting slate ol the art graphics and animation. Guide the unfeasibly large sprite of Chinto into an evil castle, avoid all the traps, do away with all the guards, and save your sweetheart
On the upside: PictonaHy spectacular (it odd) journey featuring imaginative quirks and high emotions. Just what you'd expect from a game heavily influenced by Japanese comic culture .
On the downside: There's still a question mark over how successful they'll be with gameplay.
What re its chances Let's hope for something out ol Hie ordinary. There's still more that could be done with the Amiga’s graphics capabilities, and this could be a step m the right direction
The diitinctini Jepenex-lookins $ r*phki and overhead view ol Chinro's ffcvenct.
Story-lint playi a itron) pan in Chinto’f Rcvtngc, with well drawn characters on a linear adventure. But how well vrill It play
Here we sec the happy Chinto family, fucking Into a tasy Oriental dish fust before everything goes horribly worid-
Publisher: 21S1 Century Programmers: Infernal Bytes (debut) ETA: September
Briefly: Remember the original Nebulutf1 It involved working a Irog-like character up and through a series ot tower complexes, picking up useful bonuses and disposing of useless enemies. It was a smash hit. This version differs in thal you have to climb down lowers as well as up, Naturally, there are more bonuses, more baddies and prottier graphics.
On the upside: The original was sensational and rales highly among many people's all-time favounte games A sequel is tong overdue. 21st Century (themsleves a sequel to the now delunci Hewson) badly need a hit,so hopefully they'll puli all the stops out
On the downside: Though original programmer John Philips is helping out. he wasn't interested in re-workmg the game himsetl - a real shame The sequel will
lh *11 upt and downt with Nebulas Its tight lower*.
have to do interesting things with the basic concept to be wonh the effort.
What're its chances No hiding behind licences here - with a product like this it all comes down to how well they've done the game.
Publisher, Renegade Programmers: The Bitmap Brothers, responsible for,. But. ah You know the rest.
Briefly: Magic Pockets is the Bitmaps' first attempt at writing a cute platform game True to form, they haven't been able to resist the temptation to give the graphics the metallic look that’s become their trademark. Central character The Bitmap Kid. who bears an unnerving resemblance to Nathan, of Image Works' Btai tame (‘But we did it first!’ shout the Bitmaps), finds himsetl on a quest to retrieve some of his lost toys from the ~
Typically weird graphics from the Bitmaps In this cute platform jump-a-fong.
conversion. Tho strength of the film is likely to earn it a high profile.
On the downside: The
first Die Hard conversion was PC and C64 only and didn't make much of an impression. Faith in this revitalised Grandslam is low, particularly in the light of the old company's The Hunt For The Red October effort.
What're its chances Don't hold your breath.
LAST NINJA III
Publisher: Systom 3 Programmers: In-house ETA: September
Briefly: According to System 3, Ninja III 'takes you back to the very core of the Ninja’s spiritual power' with battles taking place across levels depicting the four elements. All very interesting, but just how violent is it
On tho upside: The 8-bit boys have already had their versions, and response has been close to orgasmic. One magazine got itself into a state of nirvana and handed out a 100 per cent rating (!) Fighting effects are said to be state of the art - certainly more has been made of them in this game than previous versions - while gameplay is basically a souped-up version of the same collect-object-to-use-on-puzzle-in-a-later-screen affair. Still, this promises to be much more of a console-style product than previous Lasf Ninja games.
On the downside: Despite healthy C64 roots. System 3 have yet to make any mark at all on the 16-bit machines. Certainly, Amiga versions of the previous Last Ninjas have been disappointing. The whole thing'd be a complete turn-off if fighting isn't your thing too.
What're Its chances
It all depends on whether a 16-bit audience can be persuaded to go for it, really. Still, System 3 deserve to make Ihelr big 16-bit breakthrough, and this could be tho game that will do it for them.
Publisher: Virgin Programmers: Steve Turner, Andrew Braybrook and the Grattgold learn.
Briefly: The look is obviously Populous/ Powormonger based, but Virgin are at pains to play
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
that down. This is tar more of a straight strategy game they say, in fact based on an uncompleted Idea Steve Turner had five years ago for a Spectrum game. You control one realm - a network of, say, five or six towns linked by trade routes sending taxes to the capital -and have to build up its strength (in terms of cash, armies, health of the people), defend it against attack and eventually defeat your opposing computer-controlled realm. It's all to do with controlling the lines of communication, apparently. One Of the most exciting ol the various projects that came up for grabs following the collapse of Activision UK.
On the upside: Programmers Graftgold rarely put a foot wrong, and have worked successfully with Virgin before (on Ivan Iron Man' Stewart's Super Oft Road Race/). They have to be seen as a major plus. The fractal map. battle sequences and general presentation are spot on too. and. of course, games using the Populous style viewpoint are hot at the moment.
On the downside: Though we've seen a number ' of demos, the gameplay has yet to be fully worked out yet - and that'll make or break the game. That the same basic idea could have worked on the Spectrum could prove either a strength or a weakness - a brief description of the basic cutting off of supply routes routine sounds suspiciously simple to us.
What're it's chances Could, and perhaps should, be one ot the big hits of the autumn - the talent is certainly there, and since the game was aclually started before Powermongerthere's been time to iron out all the glitches. It could get lost in the flood of similar product (Mega-Lo-Mania. Utopia, even Populous II itself when that eventually comes out) due towards the end of the year.
REACH FOR THE SKIES
Publisher; Mirrorsoft Programmers: PSS ETA: September
Briefly: Another chance to change the course of history in this recreation of the Baffle of Britain. Reach
Cfor the Skies could be PSS s most ambition
Publisher: Inlogrames Aleutrsz: Lett ol action to come.
Programmers: In-house but <*« briefing
Briefly: Now here's a novel concept - you have lo break INTO Alcatraz. Ihe infamous hell hole' prison and part-time aviary The plot has it that the island penitentiary has somehow become the ofl-shore base for a large and dangerous drug nng Written in the Style ol tnfogrames' previous hit Hostages, you control a troop of SAS-type commandos on a mission to go in there and, well, kick some ass...
On the upside: Nice graphics, loads ol enemies, loud music, eclectic gameplay. Hostages had its Ians On the downside: but we don t know alt that many ol (hem (excepl for Gary, anyway). Whether ii can make any significant improvement on the original concept is a moot point II not, expect
predictable, standardised thrills.
What're its chances Written for Ihe charts, and likely lo be one of Infogrames' biggest hits to dale.
All these prison rooms took the same.
explosive spill screen in Alcatrai.
usual crew o! hornd meames. with the aid of a whole variety ol weapons piucked Irom his Magic Packers (hence the title)
On Ihe upside: As you can see from the screenshots. Magic Pockets looks absolutely lovely (and this isn't even the finished version) The Bitmaps are continuing with the intelligent enemies tradition that featured so heavily in Iheir -GodS, and generally the buzz about the game is excellent.
On the downside: Well, it's not the mosl radical departure you could imagine, is it There's the danger ol overcomplicating matters - cute arcade platform games usually rely on rather simplistic gameplay for easy access and instant appeal - and the graphic stylo mighi prove inappropriate in the Imal analysis loo
What're its chances Very good ndeed. The Bitmaps havo yel lo program a turkey, either cnioily or commercially, and the huge exposure this one's already achieved (including much plugging on a Saturday morning TV show) should guarantee a monster success. The 90
percent completed version we've seen already looks like a winner
Programmers: Stephen Hooper and an m-house team al The Sates Curve.
Storm's parent company.
Briefly: Final Blow is a fairty straightforward arcade boxing game based on a Taitocom-op The Amiga version offers ten opponents - a few more than in the original - each ol which has his own particular charactenstics (a weak chin, a powerful oght cross etc), various fighting moves, a league system and. that's about it impressively big spntes though.
On Ihe upside: Boxing games are popular in the arcades, and this one perhaps more so than mosl. The large graphics make the game initially impressive, and the programmers havo made laudable attempts to wkfen the
Let's hop* final Blow is * better jant than some other boxinj conversions we've suffered.
scope of the game and improve its tong term interest by adding to the gameptay. rather than taking bits oul
On the downside: But have they added enough’ By its very nature, boxing doesn't offer atl that much scope lor variety, and that could be its downfall
What're its chances Likely to do reasonably well, but it won't set the house on fire - unless they manage to pull off a laity spectacular conversion, that is.
Programmers: Bonald Pieket Weesenk John Croudy and Neil Langman (graphics) at The Sales Curve ETA: September
Briefly: A ridiculously cute - you could say loo cute - Jaleco coin-op in the style of. say. Bubble Bobbie, converted to the Amiga. You play one ol two candyfloss haired My Utile Pony -esque girls, on a platform and (adders mission to rescue their nubile kidnapped Mom' Irom some terrible unseen baddy Each screen forms a single level, and gameptay consists ol climbing ladders (both fixed and created by yourself), collecting flowers and the like for points, and killing baddies by catching them with your mag«c wands and repeatedly beating them into the ground. It’s limited but lun.
On the upside: Gorgeous graphics ported from the com-op. simultaneous two player mode and a generally polished lee). Programmer Pieket Weesenk worked on StW, which bodes well, and he's managed lo include extra animated sequences not seen tn the arcade version The behaviour patterns of the various fluffy baddies has been made more sophisticated too. which helps matters
On the downside: At a reported 40 screens long, there doesn't seem to be much to it The action, white lun m ->
Hod land is no Bubble Bobble, but Its ample fun anyway
FATE OF ATLANTIS
Left: Indy loiiu globe trotting yet tgiln in tbil Intcit iicapadt.
Publisher Lucasftlm (US Gold)
Programmers: Ron Gilbert and a Lucasfilm in-house team ETA: November
Briefly: US Gold are releasing two new Indy games, the first time they've NOT been based on the hit films. The action game is being put together by Attention To Detail (the Night Shift people) in this country, features a 3D tsometnc viewpoint and introduces a female sidekick to our hero Meanwhile, the potentially even more interesting adventure is being worked on by Lucasfilm in the States Plot details are currently vague -Indy battles Nazis, goes to locations in North Africa and Monte Carlo amongst others, and at some point visits (you guessed it) Atlantis - but it is confirmed that the game uses an improved version of the Monkey Island style pomi-and-click system and draws heavily on the characters and situations featured in the three films.
Perhaps the most exciting thing though is a new ‘three ways to play’ idea -the game adapts itself to your preferred style of play, presenting
you with the tn March ot ihc laMtf dty of Atlanta-
same locations and basic plot but biasing things towards fighting, talking Of puzzling your way out of difficulties depending on which method you initially use.
On the upside; Fans of Ron Gilbert's previous excellent Indiana Jones And The Last Crusade adventure (not to mention his Monkey Island) will be waiting with bated brealh for this -and it's unlikely to disappoint.
On the downside: We can'tzeally think of one.
What’re its chances Absolutely excellent - if The Secret Of Monkey Island can get to the top end of the chart, how can a simitar quality adventure with such a strong licence as this attached to it
possibly laip lucaitilmi graphic* get better every lime.
The Jaws of Cerberus
Elvira: She won't 90 awey-
Programmers: Horrorsoft, Birmingham- based programmers of the first Elvira.
Briefly: Fantasy role-playing game located on the sets of three horror mowes. thereby allowing for plenty of typical horror film type characters and lots ol cheap gags Cerberus, the three-headed dog from Greek legend, appears at the end, although we re not quite sure why.
On the upside: We thought the original Elvira was pretty poor - too much disk access and not enough game. However. Accolade says it was their biggest seller m Europe thus far so they must be doing something nght.
On the downside: See above. Elvira's got potential as a licence, but if they can't gel it nght perhaps they'd be better pensioning her off.
What’re its chances Strong (if what Accolade say about the first game is to be believed).
project to date with heavy strategy content mixed with splashes ot action. We've certainty come a long way since Mirrorsoft brought out Spitfire 40.
On the upside: It's meticulously researched, and there are options to play on either side as a pilot or as a controller. Absolutely humming with summer of 1940 atmosphere, with most of the aircraft involved in the battle getting a look In. The missions given to pilots are the actual missions fought at the time.
On the downside:
Don’t expect a get-in-and-fly arcade game.
What’re its chances We all harbour a soft spot for Spitfires, tin legs and Sir John Mills. The war game ot the autumn.
Publisher Psygnosis Programmers: In-house ETA: October
• Briefly: You’re bound to be told a hundred and one times that this has nothing whatsoever to do with Palace's head chopping frenzy of the same name, so we promise not to mention it again. Anyway, this one's a scrolling arcade adventure in typical Psygnosis Style (with a capital S). Check out the 2,000 frames of sprite animation, 50 divergent enemies, and six levels of continuous action.
On the upside: Anyone's who is familiar with Psygnosis arcade-style games will have a rough idea of what to expect. Plenty of atmosphere, nice sound effects, and scrupulous attention to detail.
On the downside: Gameplay has suffered many times before In the pursuit of demo-like animation.
What're its chances It’s competing against a lot of coin-op conversions in the action stakes, but will almost certainly hold its own.
Publisher: Novagen Programmers: Paul Woakes ETA: October
Briefly: No prizes for figuring out that this is the third in the Mercenary series (which seems to have been going on for almost as long as Coronation Street). Fans of the previous two will be expecting plenty of
AMIGA POWER AUGUST 1991
exploration through grim three dimensional space colonies. This time though there are far more enemies to tackle.
On the upside: Pretty and involved with plenty of character Interaction and battle sequences.
On the downside:
Some may feel that it falls between the two stools of action and adventure.
What’re its chances
A shoot-'em-up game for brainy types.
JRR TOLKEIN’S RIDERS OF ROHAN
Publisher: PSS (Mirrorsoft) Programmers: Beam Software ETA: November
Briefly: Best described as a strategy war game with a twist. Riders of Rohan features all that you'd expecl from a Tolkein-csque adventure with the welcome addition of some arcade sequences and sub-games. Characters are a high priority.
On the upside: Will be involved and engrossing for Tolkein fans, and we're promised more from the Australian programmers.
On the downside: If you despise Tolkein s stuff (and there are a fair few of us), then you’re bound to hate this.
What’re its chances
Beam Software have been banging out Tolkein games for donkey's years, and they always find an audience.
Publisher: Millennium Programmers: In-house ETA: October
Briefly: The viewpoint is that of a 30 isometric thingy and features 36 familiar characters milling around Nottingham. It's up to you to influence these characters: your actions (and subsequently theirs) will define the outcome of this classic medieval encounter.
On the upside: We hear that Millennium have sunk heart and soul into this project, plus adventures are getting better all the time.
On the downside: Realtime character interaction is a pain to pull off.
What’re its chances Tales of Sherwood are very much in vogue, so perhaps they can attract enough nonadventure types.
Publisher: Accolade Programmers: Accolade US ETA: October
Briefly: it’s a weird one this A straight modern-day pictorial adventure based on Ihe mean’ streets ol New York City, the story is told entirely through text and static digitised pictures Accolade are calling it the first fully digitised adventure, giving us some 350 images to play with. As fits the title, the ptot-lme sounds tike something oft a railway cafe bookrack - CIA agent is killed in posh hotel and you are the prime suspect. Caught between the real murderers and a bunch of grey-suited agency boys, you've got 24 hours to pick up seven files located around the Big Apple and get to the bottom of it all
On the upside: Some tasty images from the big city wrapped around an easy to play, icon driven digital thriller makes for quite an
Man about town: New York Crty-haKd digitised adventure takes fou around the famous sights.
appealing project Action sequences too apparently, though we're no! sure exactly how these'H work. An interesting, brave game bound to find an audience
On the downside: though we couldn't say how large. Accolade reckons there are 40 hours of gameplay here, but that'll mean a good deal of going over old ground. The digital pictures are a good idea, but they could also be slow and hamper gameplay What're its chances These interactive novel things rarely deliver as much as they promise, but we're happy to be surprised
the short term, gets repetitive too - and (eels rather too easy. (In tact, it all plays not uotike a beautiful but slowed down version of last month's PD giveaway. Frantic Freddie) Despite appearances, this is no Bobble Bobbie
What're it's chances Its pretty and appealing nature will see ri through, but the gameplay is Simply nowhere near as deep or rewarding as that of the best platform cuties. Strictly short term fun
Programmers: David Eastman. Shahid Ahmad and (graphics) Carl Cropley.
ETA: Late October
In brief: A complicated, multi-plot strategy game presented m a keyboard controlled, pull-down windows adventure game style You are put in control ol a secret police force in the UK of the near future, serving the interests ot the
unspecified government of the day in any way you see fit. Balancing use of your Surveillance, pursuit, interrogation, search, removal, heavy assault, disinformation and infiltration departments, you must go about your business, removing clangers to your government in any way you see fit -without being caught doing :t.
It's no good simpty assassinating everyone, as you'll be found out. government connections will be made, and they'll be booted out of office - the opposite of what you're trying to achieve. Various tasks have to be accomplished -using whatever methods you see lit - to keep you m the game, while a sub-plot involving your loyalty to another, more shadowy, organisation complicates things.
On the upside: Conflict fans will want to see what David Eastman's been doing since then, and the product helps sell itself. The conspiracy theones it puls forward are intriguing, and the execution looks sound Without a doubt one oi the most interesting and original ot this season's reieases.
On the downside: Static, rather grey looking graphics and adventure game approach will put many off There's a strong chance it'll be one of those products with an exciting and interesting premise which never really manages to make anything interesting out ot if
Whaf re it's chances Providing it doesn't gel totally lost beneath flashier titles, very good indeed. Possibly something that'll be more ot a hit with PC game players than their generally more arcade-conscious Amiga cousins.
Publisher: Image Works Programmers: Sensible Software MicroProse Soccer. International 3D Tennis)
Briefly: Similar to Populous but smaller and potentially more of a g ggle. You are colonising an island and nurturing it through different time phases (Prehistoric, Roman, Medieval, Victorian and so on) while staving off rival nations. If they develop faster than you. you'll be fighting fire with clubs
On the upside: From what we've seen ihis has exceptional pace, so Ihere’s no chance of getting stuck in some deplorable time-zone. Digitised speech (real actors were used) and humorous asides are nice touches On the downside: Needs 1 Mb for the full compliment of effects.
What re its chances Appealing ideas and quality programming will push this straight into the big league Definitely worth sampkng.
The light-hearted approach to power-mongcring in Meja lo Nanu.
Floor 1J: A grim, amoral power control adventure with plenty of conipiracy theory appeal.
Don’t make the mistake of thinking this the definitive list of Autumn releases - there's far too much planned ' for this peak release period to possibly mention here, and we apologise in advance for any we've missed out. (Just check out this little lot from Ocean alone - Hudson Hawk, Terminator II, Space Gun, Billy the Kid, Epic and Darkman.) Phew! Happy shopping!
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AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
r IF WE'D KNOWN k THEN...
...what we know now, we’d have done it atl rather differently. Or something like that, anyway. Adrian Stephens, Andy Beveridge, Martin Day and Ricardo Pinto make up THE ASSEMBLY LINE, the usually innovative, always interesting and often quite weird force behind games such as Interphase, E-Motion and recent success Cybercon III. Just why, we asked them, have ail your games been so, well, odd
Adrian:) did all sods ol things Gorilla. Mr Ee. Crazy Painter.
Flip. Ping Pong, lots of old B8C games.,.
Marlin:,, while I did an j Arkanoid clone called M
Impact and something called Heller Skelter for Audiogenic, a brt of programming on Fernandez Must Die. and a rather nitty assembler
program,'development system called Snasm', which is used by the Bitmaps, Realtime. Vektor Grafm, The Sales Curve,
Ricardo: and I did Gyron on the Spectrum the 280 version o! Elite, and a good deal of the early game design for Carrier Command back when I worked at Raintxrd Andy: I was involved in that too -1 used to work for the programmers Realtime and did some little bits tor Carrier, as welt as the first version ol Battle Command.
It was nothing like the game they came out with in the end though.
Basically, what we’re trying to say is that alt the stuff we did before we formed The Assembly Lme was crap - except tor my ones ol course*
A FEW ODD LITTLE BITS ON
Martin: In between all the Assembly Line stuff,
I've been doing quile a few bits on the side -Ricardo doesn't want me to. but H helps to pay the rent, There was Exterminator for Audiogenic for one, a coin-op conversion that I think improved on the original - the arcade game had some beautiful 3D in it, but the collision detection was way out.
Then mere was Xenon 2. of course. This was great - rt was designed by the Bitmaps, and though I just dd the coding, for a game like that it’s actually quile a major thing.
Pipe Mania was the other one. John came up with the game design for thts. Its beauty was that once you'd got the idea, the rest was very easy to do People said rt was very original, but realty rt wasn't - it was inspired by a number ol other games, though I couldn't tell you what lhey were. Timing was perhaps the most important thing -rt came out aher Tetris, but before the flood of puzzle games, and made quite a name for itsefl.
'* A<*ri L,n®. Clockw**' j
n*°. And/ SoverliW*
Adrian: This one started back in 1988 when I went to Mirrorsoh with the ideas and 3D routines, knowing I wanted to write a game but not having the faintest idea about game design. For various reasons nobody there came up with a proper Iramework tor it either, so in the end I lound mysell in the ridiculous situation ol working on a project tor one and a half years with no clear idea about what it was I was actually working on l Eventually a chap called Dean Lester, now at Teque. thought something up and there it was, we had Interphase,
Looking back at it now. I’d say the game is alright, but it'd have been a lot better if I'd known what I was aiming at from the start. It was a bit abstract, perhaps -1 know Mirrorsoft are now a lot more wary of taking on games like Ihis It's a lot easier to sell something where anyone can easily grasp whal’s going on.
Now to find out how you can get Interphase cheap, flick to page 92!
Andy: This was initially designed by a chap called John Dale who used 10 wo* with us I think all that new age stuff that surrounded rt was basically due to the rather mellow graphics - we certainty didn't think ol it in those terms at aH. It was a very minimalist game, and while all the reviews said, yes, here s something that's completely different, nobody seemed to want to buy rt.
We tend to fit into that category a lot actually - ol programmers who everybody talks about but who never produce big hit games I think it's because we've often tended to out-weird even ourselves - we re aware of it and we re trying not to do rt any more. I think youll find that all our new stuff <s much more accessible.
Adrian: The reason it looks like it does is that I can't draw, and neither could John, so we ray traced all the graphics. It really started off as a demo we did to impress people - things like putting the bits of string in that fie the baits together we added because they looked nice, no! particularly because they ccntnbuted much to lire game,
Ricardo: l think the thing is that these guys are technically brilliant programmers, but having recently joined them I can see that they haven't always had the support in terms ol games development and style that they need - that’s hopefully something I can bnng to the team. We have a great belief in 3D games and will continue doing them - perhaps because the infinite number of views makes them so dose to reality - but hopefully we II be coming up with more accessible games using the same style
Ricardo: Well, it's a very fast game, but that s no! actually the important thing. Too many 3D games are realty little more than graphics demos with a plot tacked on - it's a trap we've fallen into ourselves - but here we've really concentrated on the game side ol things. Playing it is actually a very intense experience - after a brt you really get to feeling you're in this place, and it can get genuinely scary at times.
Andy: l think one thing we re proud of is that we've not cheated at all in Cybercon We've made a conscious effort to get it all down to earth and understandable, while at the same time give people real value for money. We're very aware of the fact that £25 is a lot and we really have to deliver at least £25 worth of entertainment.
I think the only thing we re disappointed about is that the front end is weak - we really wanted a highly polished Psygnosis-style intro sequence, and felt the game deserved it Having said that though, we haven't compromised at aft with the actual game This is the first product Ricardo has worked on with The Assembly Lire, and he's brought a lot of rote playing type ideas to it which has been a real help. He's also realty pushed for us to try and create feelings of tension and atmosphere. It's a very emotionally draining sort of a game - some sequences can give you a reaf feeling of vertigo, others, especially those featuring the Anmhitator. our movie-style monster-that-just-won't-die - are genuinely frightening.
Adrian: A lot of people had a tot of trouble with this -1 think I'm the only person I've ever met who can properly play rt1 What happened was I wrote this ray traced thing, deeded l wanted to generate sprites with it and ended up with something that looked tike Vaxme. 1 couldn't think of what to do with it atter that though, and rt was only after John came up with his idea for EMotion that it began to tum into a game. We put the strings in because they'd looked nice in E-Motion, but then we had to try and think of a purpose to the game play. 1 wouldn't realty recommend rt as a way of working - to come up with something that looks pretty and then add a game to it.
Ricardo: I think it's something thai did work as a shoot-'em-up, but people don't seem to want to play it that way It's often referred to as a puzzle game, but it's just Defender in 3D realty. Once people get their minds around that, they're often a tot happier with the game. Of course, rt doesn't make getting to grips with the ‘slightly unusual' control movement any easier.
Now hurry to page 92 for the bargain of the century!
Andy: We re doing a fight $ im with a big difference - which we can't tell you about yet' - for Disney Software, using Gouraud shading, a very sophisticated technique for making objects appear much more solid and rounded which has yet to appear in a game You don't get sharp Tines between planes on a shape anymore, and the results are just stunning.
Beyond that we ve got ideas for, ooh, maybe 12 other projects, though we normally only like lo have around three on the go at any one time. We’ve learned a tot from doing Cybercon as far as making the gamepfay work, but that's really only the beginning. And then, of course, Ricardo is threatening to take up programming again, and show us aH how it's realty done..!
AMIGA POWER AUGUST 1991
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AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
ZEN AND THE ART OF FILM CONVERSION
As a whole new crop of big name film conversions limber up for the chance to grab big wodges of your pocket money this Christmas, Matt Bielby asks some pertinent questions. Like how do you go about converting a film Why do people bother And why on earth do so many of them turn out to be completely crap
WHY CONVERT A FILM IN THE FIRST PLACE
The answer to this one's easy, it's money, isn't it With a strong film licence to tackle, not only do you get all the gigantic publicity of the film - not to mention that generated by the rest of the associated merchandise - boosting your game in the eyes ot the punters, you atso get a strongly identifiable image mums and grannies are far more likely to pick up as presents than any coin op based title (and certainly any original game) Provided Ihe film's a hit - and that's a big risk - this really can be a licence to print money. Movies have international appeal too -perhaps more than any other medium -which (as they say) can't hurt.
HOW LONG DO YOU GET TO DO IT
It alt depends on the film. If your software company has picked up the licence to an olcke - a movie that's been around tor a few years - you've got yourself a tut more flexibility. Domark tend to do one Bond game a year - every other one it’s a tie-in with the release of a new film (and so simply has to be finished in time to hit the shops when 007 'fever' is at Its peak) but for the other game there's less of a rush.
This lends to be a back catalogue product - The Spy Who Loved Me most recently - and because the release doesn't really have to be in with anything in particular the programmers get a lot fonger to concentrate on the actual game. (Hurrah!i Well go into how much time you gel for a current film in a moment
HOW DO YOU DECIDE WHICH BITS OF THE FILM TO PUT IN THE GAME
There are two basic schools of thought on this There's the let's-sbck-together-a-senes-of-sub-games-where-each-one-il ustraies-an-importantscene-from-the-movie idea - perhaps typified by Ocean's ultra-successful Batman- and then there's
approach, as seen in. say. Licence To Kill. Both have their upsides and of course their downsides.
With the Ocean approach, you certainly manage to give the impression the game player is getting a lot for his money - Look! It s almost ihe same as buying four different games! - and get a good chance to remain faithful to the plot ot the movie, However, these games can have a very disjointed feel, with none ot the individual sub-games providing a great deal ol challenge or satisfaction on their own. Something like Ghostbusters (Mails aparl totally on this from
The Domark-style approach has its problems too. While you do get the chance to property develop a single game style, attempts to link ii all In with whai actually happened In the movie can look increasingly desperate. Licence To Kill went for a vertically scrolling look which was fine at representing certain action scenes, but had no chance at all of coping with plenty of other important movie moments that Just refused to til into that tormat, The solution They were ignored
HOW IMPORTANT IS CHARACTER
Very important indeed, we'd say -probably a lot more important than any ot the actual events in the film per se. (If you don't believe us. jusl think about the upcoming Terminator II game for a moment - it's the idea of this big. unstoppable robot Arnie that sticks in your mind, not any of the actual plot twists, which you probably don'i know anything about anyway).
US Gold's Moonwalker is Ihe perteci example of where trying to stick with accurately representing a film can cause problems. Compare it - with its two characterless puzzle game-style overhead-view maze chase-arounds. acceptable Op Wolf sequence and giant robol ending - to the Sega arcade game (and Megadnve conversion) of the same name. The big problem - well, one bg problem - whh the US Gold game is that
Fergus McGovern ol Probe - arcade and film conveners tMtr+ordinatrt.
you hardly ever see ihe Mtchaei Jackson character. In one scene he's in the form ot a giant rabbit on a motorbike, in another he’s a car, in a third he's got his back to us and in the last he's a giant robot.
On the other hand, Sega's com-op puls a nicely represented Mtchaei Jackson on screen the whole time, yelling and whooping and kicking his way through some Rolling Thunder styfe beat-'em-up action. The game may not be so closely tied to actual events in the film, but it says Michael Jackson' much more successfully - and incidentally creates a much more coherent game too
It's a problem Oomark's Bond games suffer 1rom to perhaps an even greater degree, the most recent of which have put 007 in cars and boats and things so we can hardly see him at all1 (Even m the bnet scenes in Licence To Kill where he does appear in person it s in a very distancing overhead view). It's an unfortunate situation where a conversion of an average coin-op like Sly Spy Secret Agent can say 007' to us tar more loudly lhan Ihe real Bond, simply by virtue ol the tact that the character's visible on screen all the time.
Oomark's John Kavanagh conceeds the pomt Yes. I noticed it when my little nephews were playing Cteean's Robocop -because he's there in the middle otthe
screen all the time, you can shout at him. talk to him and it all becomes much more personal. It's something I've been very aware ol with a new (currently untitled) Bond game we re working on. initially for the Sega Master System, though it might come over to Ihe Amiga, It's not based on any particular film, but is more a generic James Bond game - it's a sideways viewed shoot'em-up a bit like Rolling Thunder, animated in the Prince Ol Persia style. In fact, imagine 007 meets Prince Ot Persia and you're half way there.'
Ah yes. that sounds much more promising.
HOW DO YOU DO A FILM CONVERSION IF THE FILM YOU'RE TRYING TO CONVERT DOESN'T EVEN EXIST YET
Wall, you've goi problems, haven't you You've got to live with them though -this is exactly the situation that happens wilh most of the film-based games. Remember,
Hr . ■ _
release dates for both him and game have to be near-as-possible the same, and that means both mediums have to be developed side by side For a brief rundown ot the processes you have to go through, here's Fergus McGovern ol Probe - the example we re using is current top-secret project Men III.
What usually happens first - and this is certainty the way it’s worked with the new Men game - is that wo get sent a him script. That s all - no pictures, no illustrations, nothing else at atl. This will arrive a minimum ol six months and a maximum of. say, a year before the game is meant to be released - it's got to be finished so if can be tied in with the big publicity that surrounds the onema release of a film, after atl'
Wo take five photocopies of the basic script. I keep one. and copies go to Jo Bcnar and Ned Young (the two producers
here), to the potential programmer and or graphic artist and - perhaps most importantly - to an independent Storyboard reader The chap we use is actually a local English teacher, and he does a lot ol the donkey work breaking down the scnpt for us.
First he produces a fOOO word summary of the film, including all the key elements, so we can all easily see what the movie's about at a glance - film scripts are long Ihtngs. you know, and take some wading through' Then he'll do us a separate sheet detailing all the characters - hell descnbe them (in as much as he's able to Irom the script}, pick out all their visible character traits and personalities. He's very good at this - when we eventually get to see the film (which may not be until after the game comes out!) you can tell that he’s been getting it right mne times out of 10.
The third sheet he does for us describes all the locations found m the Mm so we know what to aim for as far as settings are concerned, and then lasi he
describes the technology used. Do people use guns or knives What’s the transport hke This sort of thing - he may make suggestions that we look at other films or comics or whatever to gei an idea about what he's on aboui. For this project we ve been looking at the two existing Alien films and the Aliens spin-off comics for ideas and simply a sense ol atmosphere '
We II then use ail this information to come up with a basic draft of the games design, which we ll send to the publisher - in this case Mirrorsoft. With Alien ///the person we're dealing with is Tony Beckwith, and he’ll add his own ideas to the ones we've thought of.
'Because we re doing two versions of Alien III. things split pretty naturally here. Jo is more into action games, so he seemed a natural to fake charge of that version, while Neil is much more into adventures-style products. The two ot them come up -»
12 FAMOUS FILM CONVERSIONS -
WHAT WENT RIGHT (AND WHERE THEY WENT WRONG)
The Spr Who Loved Mr. you hardly ever jet to tec (hit chap at all in the game!
Publisher: Ocean Programmers: Special F X Released: Christmas 1990
ffo&ocop £ relentless horiiontally scrolling action.
(n a nutshell: You can t deny that this has better graphics and rather more vanety than Ocean's original smash hit Robocop game, but it smacks uncomfortably of a programming-by-numbers job alt the same Occasionally twitchy controls and an oftputting lack of restart points make progress less of a joy than it should be - this Is, without a shadow of a doubt, a very tough game - and though presentation is good and slick, the highly relentless, samey nature sets wearing after a white Certain points in die game prove almost impossible to pass consistently and see most players tearing their hau out in a nasty sort of frustration, Great sound though, and a very professional polished look - Special F/X normally do a good programming job, and this is no exception Looking backwards: Cotm Gordon is project manager at Ocean, and worked on Robo 2. ’There were actually lots of versions of this game. A chap called Andrew Deakin here did the Speccy Amstrad game design. Painting By Numbers came up with a totally different platform game style that made it onto the Nintendo and CM, while Special F/X came up with a more clunky, robotic feel for the 1 fe-brts. The Amiga version is the most violent one, with the shoot-'em-up aspect much more prominent - it's hard to make any hard and fast rules about it, but different games designs often tend to work better on different machines. The sort of lighter, bouncy platform style that looks so good on the Nintendo doesn't seem quite appropriate to the Amiga '
Publisher: Image Works Programmers: Arc Developments Released: May 1991
In a nutshell: Very disappointingly, you can describe this "film conversion'm two words - Operation Wolf. Taking its cue from the near future gang-war background to the film, this four level shoot-'em-up sees you as a wire-frame Danny Glover character blasting street gangs and drug barons for much of the game lots Of baddies alright, but they as look and act much the same - and the Pred himself doesn't turn up until very late m the game Simply very average, very seen-rt-atl-before, and sharing the movie's disturbing tendency to make atl the bad guys black (still, the hero is too, so that's okay)
Looking backwards: Paul Walker is director at Arc Developments 'The Operation Wolf-style game design was suggested by Mirrorsoft from the off, but we came up with the details of the game design The Predator himself
Predator S intro: would you believe it's next stop Op Wolf!
doesn't appear in the earfy stages of the game because that's the way it worked in the fam - we were trying to remain faithful to the source to some degree, but it turned out we were the only ones' 20th Century Fox actually started making some of their own suggestions for the game which included stuff that just doesn't appear in the film' At one stage they wanted fountains in the background which, when shot, splashed water on the Predator revealing where he was - goodness knows where they got that idea from. It certainty wasn't in the movie! Thinking about it now I'm not sure the Op Wo//-styte was such a good idea - it’s been done so many times before '
BACK TO THE FUTURE PART 3
Publisher: Image Works Programmers: °iobe Software Released; April 1991
In a nutshell: A bit limited and thin perhaps, but after the utter disaster of the first two Back To The future games this caused huge sighs of relief all round. Built up, in traditional film conversion style, out of a series of sub-games based on suitable action scenes from the movie, we get an < p Wolf style shooting gallery, an isometric 30 pie-plate throwing affair, two versions of a horse-back chase-shoot-'em-up at the beginning, and a running-atong-the-top-of-a-movmg-trem conclusion This last bit is particularly thrilling frustrating, but things keep to a consistent sitghtly-crap-but-good-fun-ali-the-same standard throughout -even the normalfy-tnckyto-animate horses from the first bit look good. Lightweight but amusing, just like the movie. Looking backwards: io Bonar of Probe was producer of the project: "We hadn't seen the film at the time, but we knew it was a western and had a copy of the scnpt, so we picked scenes from the film that sounded good and inlerpretated them with a good deal of artistic licence We added baddies to the opening sequence with the horses for instance - they're not in the film - and turned a very brief pie-plate throwing moment into an entire sub-game. I'm particularly pleased that our shooting gallery bit, which ended up much like the film sequence
t think maybe why this game worked better than the other Back To The futures is that it had a consistent theme - the Western one - which they lacked BTTf! was all over the place * like the film - and too confusing, while the first one just plain wasn't any good'
Oops! Creative use of artistic licence aids am Part III.
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
hcdaxor ft cltitk lhool- cm-up movie, tloiic shoot- cm-up game
with the ewe elements of (heir various games, phone Ihe programmers they decide they want tor the job. talk it through with them and see it the basic idea is feasible, and then the two games will start to evolve in different drections. They'll evolve a tot too - to be honest, it's very rare that an original spec for a game will tum out anything like the finished product at all1'
The thing most people find really odd is that we've often never seen the film we re trying to reproduce the whole time we're working on the game versions. With something like Alien III it s not quite as bad as it can be. because we've got the first two films to give us the general dea. and will get still photographs and perhaps a few sketches from the film company during production
One nice thing that sometimes happens is that you get to visit the film set and see how things are doing. About half way through Mens III we went to Pinewood where they're filming it. saw the technology and the sellings and what the characters look like - the Aliens themselves are really scary, until you
touch them and discover they're made of plastic! - and get a real feel for the film We actually got lo see a tot of the stuff we'd up until then only been visualising in our heads, and that helped out a great deal.
And then, of course, the game gels finished and the film comes out Of course, with Aliens ///we're only half way through Ihe project, and while they've finished the principle shooting on the film it's not been edited or anything yet. so we can t really tell yet how they compare - both are due around Easter next year, so it could be a long time before any of us car tell1'
HOW DO YOU MANAGE TO MAKE ONE GAME APPEAL TO PEOPLE ALL AROUND THE WORLD
You don’t - or rather, you have a tot of trouble doing it. Ouite often, different computer formats end up with totally different games, even (hough they're alt packaged and sold as the same. Check out Robocop II for instance (see Robocop
ft box) and it's going to be a similar situation with Robocop III- while Probe Software in Croydon are working on the 8-bil incarnations. Ocean have a very different (and by all accounts very impressive) solid 3D version be ng put together for the larger machines,
All this is a bd haphazard though -increasingly, software houses are aiming lo get at least two version of the same licence ready to be sold side by side. It worked for US Goto Lucasfilm with their two versions of Indiana Jones And The Last Crusade (see box), and a similar split is being used for both The Godfather games and Alien III
Here's Fergus McGovern of Probe again, commenting on his fwo versions of MirrorsofTs Alien III: It used to be that someone like Mirrorsoft would just get the licence to a film property in Europe, but now they tend to acquire Ihe world wide rights, so it s much more important to them that game design is right - there's even more money at stake than before* More specifically, they've got to make sure that the property performs lo the best of its abilities across all computer formats and all territories, and it's fairly dear that that's a pretty tough order tor any one game.
Publishers: Ocean Programmers: in house Released: Christmas 1989
tn a nutshell: By common consent, the best arcade-style movie conversion yet, and as good a representation as any of the (now perhaps over-familiar) Ocean way of doing film licences Batman starts and finishes with massive, eightway scrolling platform shoot-'em ups, the Bionic Commando-tike use of the bat-rope to swing around on adding a degree of character These form the meat of the game, but the middle section isn't to be sniffed at either -two into-the-screen driving sections separated by a brief puzzle screen Throughout graphics are suitable dark and moody, everything is executed well, and the timing was perfect - Batman (the game) rode in on the crest of the biggest buzz about a film in years, looking backwards: Colin Gordon of Ocean At Ocean the genera! feeling was that we couldn't go wrong with this one - for a start, the film was such a hit, but I think we knew we had a winner m the game too I think the reason it was so special is that people pereerved the game as being good value - it was like having four individual full price games all in the one box. Though you might think it quite an easy film to convert, we still found there was quite a tot of planning to do on it - there are all sorts of sequence; we toyed with but never included in the game. At one point we were even thinking about doing a vertically scrolling shoot-'em-up in the Xenon 1 mould - it would have involved the Batwing attacking the Joker at the parade - but I'm glad we dropped it The mto-the-screen Batwing sequence we went with in the end was far more distinctive'
INDIANA JONES AND THE LAST CRUSADE (ADVENTURE)
Publishers: Lucasfilm (US Gold)
Programmers: Ron Gilbert and Lucasfilm Games Released: Mid 1989
In a nutshell: There were two Indiana Jones And The Last Crusade games - a perfectly decent arcade-styte platform romp put together by Tiertex and well worth a look in its own nght, and then this, Lucasftim's point-and-ctick adventure extravaganza In many ways this points one way to the future for film licences - with single companies now starting to control the world rights to big films, at least two versions of the same film now look like being a Good Idea There's the more sophisticated, cerebral approach for PC and older f 6-bit owners, and the 8-bit console arcade style game for the rest of us. ft's a route a number of
Hmm. Graphics aren't the high point of Indy the adventure.
people are taking at the moment, not least US Gold with their forthcoming Godfather action adventure games.There's not much more to say here, realty - tody And The Last Crusade remains not onty one of the best film-based games, but one of the best games of any type A toy
looking backwards-. Mike Wilding is Prefect Manager at US Gold Well, obviously this was put together by Lucasfilm in the States, but unusually they'd send us demo versions and ask us to comment on it - particularly on the manual and some of the interactive stuff it was very good and open of them realty, and we were happy to help Quite how much it really helped the game I'm not sure - after all, Lucasfilm know what they're doing - but it was race to be asked'
Publishers: Ocean Programmers: In-house Released; Early 1991
Odd cartoon-like sprites in the disappointing Total Recall
In a nutshell: The point where the Ocean hit machine suddenly starts to look a little brt shaky The cartoony, bigheaded graphics are unusual, the horizontally scrolling driving sequences are generally poor, and while tt all hangs together fairly well in a brainless platform shoot-'em-up sort of a way, it represents the non-stop-pace and constant pullmg-the-rug-out-from-under-your-feet plot twists of the movie not at all. Unfriendly controls too. Not so much poor as just very formulaic and very, very average Looking backwards: Colin Gordon at Ocean: This one had a bit of a troubled history. Active Minds, a Manchester-based programming group, submitted a good game design and they started work on the project, but as things progressed it became clear that they were slipping quite a long way from the original concept, not to mention going late in the end the project was finished in-house, and ended up rather more of a compromise than we would have liked - it wasn't bad, but the game could have been an awful lot better. Originally it was going to have rather more depth than we ended up with - one nice idea we never implemented was having the action freeze and then retreat from you until it was revealed that someone was watching the whole proceedings on a monitor Then the picture would expand again, un-freeze itself, and you'd be back m the action - it helped create the feeling of paranoia and that nothing was what it seemed that permeated the film 1
Swingalonga&ats: distinctive platforming from Ocean hit-
Because o! That, we decided with this new Men that we needed to do two sorts of game - an arcade-style action game, and a more sophisticated 3D arcade adventure strategy product. The second one >s looking very exciting. While I can't tell you much about it, but the atmosphere is much more like the first film than the second, so there's going to be lots of that very tense walking around corridors stufl. never knowing quite what you're going to find around the next comer - or above you or behind you for that matter1 The idea that you can come up with a 3D game of the same sort of quality as. say. Cybercon III-but with Aliens in! - is very exciting indeed!’
WHAT HAPPENS IF THE FILM PEOPLE CHANGE THE STORY AND DON’T TELL YOU
This can be a real problem when you're trying to make a game out of a film that doesn't even exist yet! One classic example is with Ocean's Nightbreed. Cofin Gordon of Ocean explains: Despite the fact that we h3d quite close ties wnh the director Clive Barker and the movie In
general, this proved a difficult project It was quite a risk for Ocean to take it on at all - the whole idea sounded great on paper, but it was never very clear how much the finished product was meant to be a horror film, how much it was an action adventure, and how much weight all this mystic and or psychological stuff should have.
'In many ways Ihe ideas behind it were a bit too complicated and involved to transfer to the action game format at all -1 actually think the less welt known interactive movie version was more ol a success, since it could reflect events of the film more ciearty and put you nght into the main character s shoes.
The real problem, though, was not onty did we have a very complicated story, with a number of drfferent elements, we aiso had a plot that kept changing. The goalposts seemed to be moving ail the time. For instance, in the script the local sheriff and his men were made out to be a bunch of neo-Nazis called The Sons Of The Free or something - and that's how we depicted them - while in the film they just come across as a bunch of rednecks (see Nightbreed box) Worse, we have chief baddy Doctor Decker-The Mask die
at the end. but the film put in a son ol twist ending where he comes back to We agam right at Ihe end which we knew nothing about* Thus the game and the film have totally different endings, which isn't exactly an ideal situation.'
HOW MUCH ARTISTIC LICENCE CAN YOU TAKE
Now this is a tricky one - as a game developer you're obviously caught between two stools. On the one hand, you're doing your best to make a good, playable, satisfying game of the thing, white on the other you ve got to represent the film properly (not to mention get everything approved by the powers that be at the software house that's going to publish the game, the film company who own the original property, and even -increasingly - the agents of the main actors who star in the film!)
When working on Back To The Future Pari III, Jo Bonar ol Probe played fast and loose with the actual plot of the him. We found we could make atl sorts of minor changes to the storyline in Back To The Future Part III,' he explained, and
nobody would mind. They certainly helped add to the game.
‘On a subtle - well, fairly subtle! -level we made the two train drivers Marty
and Doc encounter in the speeding loco
sequence much more aggressrve than the two rather passive blokes who appear in the film, simpfy to add drama.
That was the least of it though -more ->
Publishers: Ocean Programmers: In-house Released: Christmas 1989
War*home ihoot- em up from tarty in The UnleiKhsbUt.
In a nutshell: The episodic nature of the film makes it iess of an obvious candidate for computerisation than some of Ocean's efforts, resulting in a rather different style of 3ame Built up from six very different stages (though all could broadly be descnbed as shoot-'em-ups in one way or another) and lacking distinctive comic book-style characters (set in ’30s Chicago, it’s populated by tots of men in raincoats and trilbies), it's perhaps not very well focused, but it does make a brave attempt at representing all the action scenes from the film, incorporating some sideways scrollers, some Operation WW-styfe scenes, and an interesting overhead viewed bit Looking backwards; Cotin Gordon of Ocean 'This was at! done m house, with an awful tot of people working on it in a very structured way When you watch the film certain scenes stick in your mind, and we tried to recreate alt of those, which is why there arc so many different sections One of the advantages of doing an older film like this is that there's less of a risk that your game is going to come out nothing like the film - we had videos of the movie around that everybody could watch. I think we did a successful job on this one, considering the constraints -1 don't think you'll ever get what you could realty call innovative software out of him conversions, but you can still get good, characterful action games. You've always got to have a good guy and a bad buy and stick to a pre-set look and events, but within those constraints there's a lot you can do'
Publisher: US Gold
Programmers: Emerald Software, now defunct Release: Christmas 1989
In a nutshell: Oh - as they say - dear. It's hard to know where to begin with this one ready - the dreadful fantasy film-cum-Michael Jackson promotional vehicle that it's based on doesn't do the programmers any favours, it's true, but they've decided to try and stay true to the movie, rather than junk much of the plot and concentrate on building a good game around the Michael Jackson character, and that has to be a mistake. Two very sparse looking overhead scrolling chase things, an odd Op Wolf lookailke and, erm, another thing don't a great game make In retrospect, they'd have been better junking faithfulness to the film and gotng for a straight action game (a ta the excellent Sega Megadrive Moonwaiker version).
tarty chair sequence from Moenwslkcr. where’s Michael
Looking backward- Mike Wilding of US Gold ’If you take the songs away, the film breaks down into a number of simple sequences, and we just took what we fell were the strongest of these and converted them over. One problem we encountered was that the film people were very keen we didn't portray Michael Jackson m a more violent light than he is in the film, so he wasn't allowed to kill anyone in the early levels - that's why they took on that overhead view puzzle aspect- Only when they got to the Club 30s sequence - when he does kill one person in the film -were we allowed to introduce a shoot-’em up element. Of course, by the end of the movie he's blasting people down left, right and centre, so no problem'
Publishers: Ocean ,
Programmers: Painting By Numbers Released: Late 1990
In a nutshell: Despite Ocean's unusually close ties to the film - a heavily made-up Gary Bracey actually appears in a crowd scene as a monster’ - the action game, like the film, tended towards the poor side of, erm, 'poof. Abandoning Ocean's usual lots-of-different-ievets approach, the odd runningaround-a-map-and-trying-to-dealwith-the-creatures-you-find design fails to work because a) as in the film, you're not quite sure whether you're meant to think of the monsters as good guys or bad guys, confusing matters, and b) it's a bit intrinsicatly crap anyway.
Looking backwards: Colin Gordon of Ocean: "There were originally meant to be three versions of this - the action game, a sort of Cinema ware-style interactive movie and the role playing game, though in the end onty the first two came out I think some of the flaws of the action game certainly are the flaws of the mowe - in the senpt, the Chief Of Police and his men were described as a bunch of neo-Nazis, and that's how we portrayed them, but in the film they just came across as a bunch of stupid rednecks who had some mysterious supply of military-style guns. The whole thing about whether the monsters were good guys Of bad guys sounds very intriguing on paper, but when you actually get down to making a game of the idea it doesn't quite work - in the end, the monsters and the rednecks both appeared as baddies for Boone, the hero, to get past, and it all got rather confusing.
"Thafs why I think many people prefer the interactive movie version - it‘s easier to portray a complicated movie, or one that works on a number of levels, In this way1
Mm, nice haircut: Ntfhtbrccd - the interactive movie-
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
outrageously we utterly made up a whole host of baddies who attack the Doc in the first part of the game1 None of them appear at all in the film - goodness knows where they came from! To be honest, that runaway bockboard sequence sounded very exciting in the film script when we first planned the game, so we were a bit surprised to see the movie and find it hardly lasted any time at all
The nice thing was that the him company were suggesting things we could do with the game ail the time - making such a big deaf of the pie-plate throwing sequences was their idea, for instance, and it worked
computer games terms with Marty McFty is that he's a totally non-vio*ent character, so you can't have him shooting anybody. The pie plates were ideal - violent, yet not violent at the same time. Nobody at Lucasfilm seemed to mind atl the jokes we incorporated into the shooting gallery sequence either, though I was stightty disappointed when Steven Spielberg rejected one of my ideas. I wanted to have a little ET nde past the moon on a bicycle at one point, but I guess he though) it was too silly1'
On the other hand, you can't muck around with something so much thal you lose the integrity ot the product.
People have to believe in it Still.' explains John Kavanagh of The Kremlin. 'In The Spy Who LovedMewe could get away with quite a tot - we added a speed boat chase lhai doesn't really appear in the liim. (or instance, and
rurtks unrelated name and film
turned the underwater sequence into a sort of Xenon III - but that worked because it's acceptable wrthin the concept of Bond Much as we might have liked to, we couldn't have had a giant squid or something come down and attack 007's Lotus - people would have just thought it was silly1’
SO WHERE DOES THAT LEAVE US
Well, to be honest. I'm not really sure. It's certainty clear thal there'll always be good or bad film conversions, jusl as there will always be good or bad o( any sort of game. What does seem increasingly obvious though is that as more and more UK companies find they’re competing on the much less forgiving world stage (noi just in cosy old Europe) it becomes more important than ever that they get the game exactly right.
One thing that seems almost inevitable is lhat having two versions ol the same licence will become much more common - and wilt result in some very good games. The high end versions are perhaps the most exciting - the potential profits to be made horn an Indy Jones
adventure as good as Monkey Island, or an Aliens III game as good as Cybercon III, are incredible, which makes it well worth publisher's while lo provide the right programmers with the time and support to do it - something which has to be good news for the games player
As far as the action games are concerned it seems clear (or at least, it seems clear to us) that a) you've really got to have the main character from the film in the centre of the screen ihe whole time for identification s sake alone, no! hide him in cars or rabbit suits and b) that one consistent game mechanic provides a far more pleasing and cohesive game, one that! work on its own terms without the film link being necessary at all (After all, film makers play last and loose with novels when they transfer them to their medium, and il makes sense for games creators lo do exactly the same in turn).
The challenge - this making something lhafs a success in one medium really work in another business - is a tot older than computer games, and at last it seems like publishers and developers are tackling it head on. Let s settle back and see what they come up with, eh
Programmers: Fourslield. who more recently completed Brat (or Image Works Released: Christmas 1989
In a nutshell: Absolutely dire, and as clear an example as you could possibly hope lor of the potential dangers you're up against doing film conversions. Quite clearly, the putung-together-a-series-of-iimited-sub-games approach Just doesn't work - or at least, it doesn't when the subgames are as thin and limited as they are here. Sadly, this fails to work as either a representation of the film (despite the nice digitised pics 'explanation' pics that appear between levels, if you hadn't seen the movie you wouldn't have had the faintest idea what was going on) or as a game in its own right - the scene the first sub-game was based on (swinging on a rope down into a ghost infested sewer) was all but cut from the film, while the rampaging Statue Of Liberty from later on is spectacular, but gives you too little to do. The last bit - an all out assault on the chief ghost - involves some tricky climbing slowly down ropes stuff (your weedy little Ghostbusters are apparentfy kitted by any drop of more than about three feet), meaning nine times out of ten you're never going to get to the climax at all Lots (and tots) of disk swapping too make it not only dun experience, but a frustrating one too. The current groundswell of opinion in the AMIGA POWER office has it that the game in fact provides a perfect reflection of the movie - that was utterly crap too!
Looking backwards: Activision no longer exists in the form it did then, leaving only programming team Fourslield to provide any insight into the development of this game. Unfortunatety they refused to comment at all
THE SPY WHO LOVED ME
Publisher: Domark Programmers: The Kremlin Released: Christmas 1990
In a nutshell: licence To Kill aside, the only halfway decent Bond game Taking the Lotus-cum-submanne that was the star of the film, arid building a Spy Hunter style vertically scrolling shoot-’em-up around it, this game gets away from the combination-of-thin-5ub-3arTies-adding-up-to-nothin$ -very-much-at-all problem that bugs so many film conversions Occasional puzzle and Op Wolf-style sequences spoil the continuity a bit, and the far-away-from-the-action viewpoint prevents the Bond character really coming through, but generally a successful game - if one that that doesn't realty try and reflects the bulk of the movie at all
Looking backwards: John Kavanagh heads up The Kremlin, Domark's in-house programming team This was a very successful game - the Bond stuff always does well, and
flit Spy Who loved Me. Spy Hunter cornu full circle.
tends lo translate well onto compilations too I quite like the fact we came full circle with this one. Everyone commented that the game was influenced by the Spy Hunter coin-op, and yes, it was - what they didn't say was that Spy Hunter was loosefy based on the film The Spy Who Loved Me in the first place, so it was sort of poetic justice.
"When doing a film licence we like to concentrate on just the one game mechanic - In this case a vertically scrolling driving game - and base the game around it I'm not convinced by this lots-of-totaliy-different-sub-games approach at all - you tend to get lots of little crap segments as opposed to a proper game '
LICENCE TO KILL
Publisher: Domark Programmers: The Kremlin Released: Aulumn 1989
Uttntt To Kilt Neal game, but where'! Send
In a nutshell: James Bond hasn't been treated well by computer games In fact, they've generally been crap, failing to capture the character, the outrageous action sequences and the general feel of what have to be the most eminently convertible senes of films ol all time. This one, cut up into six distinct vertically-scrolling parts reflecting sequences from the film, plays well in a limited sort of a way, but the viewpoint allows little Bond character to come across, and the general 'down to earth' feel of the film makes the whole proceedings seem very ordinary. Not bad by any stretch of the imagination, but one that fails to realty capture the spirit of Bond Looking backwards: John Kavanagh of The Kremlin: 'The Bond people are very security conscious -1 was allowed to read a copy of the script, but I wasn't allowed to take one with me I guess that’s so that if I decided to sell the story to the papers I'd have no evidence to back it up! We did gel lots of still photos of all the scenes though, and we studied them in some depth -1 think we got the look of the movie spot on Again, we decided on a single game mechanic - another overhead view scroller - which seemed to work for ail the scenes we wanted to use At one point we toyed with doing a horizontal scroller instead, but Ocean have done so many of those I’m a bit sick of them, and anyway, at the time the Speccy and Amstrad were a lot more important than they are now and since they don't work too well at horizontal scrolling that had to be a consideration. If we tackled the game again it might be different'
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AMIGA POWER AUGUST 1991
Welcome the AMIGA POWER games review section (Part Two). Budget games reviews start on page 80, and our PD coverage on page 85, but first let’s get on with the rest of this month’s full price releases...
urgency lo whai is undoubtedly the most boring sod ot game o! ail
In fact, the whole thrust (it you will) ol this game is one of streamlining and simplifying. Most of the game's operations have been cut down to reduce the amount of time you have to spend faffing about with lists of numbers. Clicking on a hex -the map is built up Irom these - bongs up a list of the friendly units on it. along with a list of of the actions they can perform, if you want to move some of them, for example, click on the relevant units, select Move and then trace out the path you'd like them to follow. Attacking is similarly straightforward Underneath this apparent simplicity, however, are enough complex strategies and options to keep the most hardened of pros happy AH the usual types ol unit are catered for (and you can. of course, design your own) aiong with such obscurities as mine-laying and cargo-carrying.
It's nice to see so much thought being put into a wargame - they're usually just endless rehashes of existing games. The result is something which deserves a
much wider audience than it's likely to get Can it blasphemy, but t reckon if they put a bit more work into the presentation they might even sell a few copies.
(Now please - don't make me review any more o< the blooming things.) • JONATHAN DAVIES
THE BOTTOM LINE
On the surface just another wargame. but its approachatritity makes for a refreshing change. One meg only though, end the graphics are (as ever) crap.
Publisher: Hi Soft Author: Nick Brown Price: £39.95 Release: Out now
As even it's manual points out. ProFtighl is hardly the most innovative game ever: it's a flight sim. and in all
Publisher: Electronic Zoo Authors: TTR Development Price: £25.99 Release: Out now
Bngade Commander is billed as a new concept in computer wargaming', with the following justification: it's played in real time. It also comes with a built-in editor, as seems to be the fashion these days, and a whole range of different scenarios- Half of these are supplied on the accompanying Operation Desert Storm data disk and are based on the events of earlier this year, in which four of the game's authors apparently saw service.
imtrtrliiij hn-nup dirpU,.
So what's all this about real time' Wei), traoitionatty. wargames are more or less direct transcriptions of their paper-based counterparts. meaning that each side has to take it in turns to move and attack. White you're doing that the computer sits back and Sets you get on with it, and once you've finished you do the same for the computer.
Brigade Commander does away with such courtesies. ft‘s every man for himsetf. so white you're sitting there wondering whether to hide your tank division in the forest or make a break for the coast, the computer's units have very hkely
O outflanked it and wiped it off the face ot the earth. (The basts.) It's a system that works very wet), and adds an element ot
Unusual, atmospheric and just a little bit
Publisher: Lankhor Price: £25.99
Authors: D Sabfons, Sylvian (script), A Bescond (sound) Release: Out now
Uh-oh, it’s a graphical
adventure Irom some people who have absolutely nothing to do with Lucaslilm! The temptation fs to kick off with lots of unfavourable comparisons with a certain The Secret of Monkey Island, but I'll try and resist it. Better not to get bogged down in a compare and contrast syndrome, but give this French yam a fair hearing in its own right.
As with all point and click ‘thrillers’ the plot Is nigh Impossible lo avoid, so I may as well start with that. You play a leisurely seefarer skipping around the Indian Ocean In the early 1950s. All’s going swimmingly until you stop off at (surprise, surprise!) Maupiti Island for
a cool shandy and gel yoursell embroiled (surprise, even-more-surprlse!) In all sorts of Intrigue.
The first thing you discover is that some poor glri's been kidnapped. Naturally, being the adventurous type, you get straight down to a spot of detective work, exploring the locality and interviewing the dozen or so inhabitants of the Island. You discover the usual group of suspects - mad communists, raving homosexuals, gorgeous housemaids.
disillusioned young men from Europe and, of course, the obligatory mysterious old fisherman.
There's not too much searching to be done, since at least one of these bonkers characters shows up at every turn. Interaction is good though - you can talk to them by picking any one ot about twenty questions, you can follow them, you can bribe them, you can even indulge yourself and give them a good old fashioned beating. We wouldn’t recommend it though -the latter option might be a lot ol fun, bul you're running a huge risk of ending up with the contents ol your head plastered all over some barroom wall. As you might expect. Maupiti Island falls short of a five star rating In the hospitality stakes.
It all sounds suitably Intriguing, doesn’t il, bul how well does it actually work as a game Well, you first thing you have to say is that it's illustrated deliciously, punctuated with some charming sound etfects and music which give the whole affair a leisurely, almost holiday-like feel. It certainly rates highly in the atmosphere stakes.
Gameplay-wlse it works quite well too. I usually have a big problem with graphical adventures - they rarely let you do just what you want, and I tend to gel frustrated. Here, however. II you want to look al something (even the most humdrum object) you
Owe Ok pier for soma inoopiny around. It's not nrtM to hrn, around though - the locals don't toko kindly to nosy bcjjnn.
Publisher: Micro Illusions
Coins in far a strafing run through a (rather spacious) village. The church on the left ii a nice touch.
fairness there are tons ol flight sims already available tor virtually every known breed ot home computer ever invented (Even the BBC)
Actually tons' ol flight sims is quite an appropriate eottective noun to use because, as someone once said, you can tell how good a Hight srni Is by how much it weighs. ProFbght comes in at a slightly disappointing t 1.2 lbs (700 grammes) though, so (as the theory concfudes). it looks like it's little to get excited about
The author explains m ihe blurb that his reason tor writing such a game was that he wanted 10 create a flight sim that isn't stilted by the simplicity of others. And you must admil. he has succeeded Here you get to pretend that you're piloting a Panavia Tornado, one ot the fastest aircraft in the world, and yes. I can'l deny it. it all seems extremely realistic in tact, far. far too realistic.
Okay, let's play the game. First you select your way through a few menus (tweaking absolutely everything envisageable). give your plane the once over and a number of one-key presses later you're airborne. Now you can select the map. set a destination, flick on the auto pilot, and sit back and retax The graphics are fast, but not outstandingly stunning (you can have different around-plane views, though), so how about a glance at the manual to find out exactly what can be accomplished7
Here you'll Imd over 160 pages ot information explaining everything from how to F>ull oft various complicated manoeuvres (barrel rolls or stall turns.
anybody7) to to graphs illustrating the drag co-efficient' (whatever that is). The snag is, you see. that as pointed at before. ProFiight is so accurate down to the very last detail that it has become more like a serious simulator real tighter pilots would use, and far less of an enjoyable computer game. More evidence backing this up is the combat option - it sounds pretty good but. unless you've had considerable flying praclee, it's a joke.
For serious flight sim buffs with excessive amounts of patience, ProFbght will no doubt be fufMmg their wildest dreams. But for everyone else A bit of a nightmare, realty. • RICH PELLEY
THE BOTTOM LINE
An overly complicated, visually unimpressive and off-puttlngty expensive flight sim which is tar more ol a sim thin a game, ft has a reasonable amount to otter, but only if you Stick at H. (And it's got horrible business program-like packaging too).
Price: £25.99 Authors: Sylvan Technical Arts Release: Out now
'An interactive, educational space adventure.' That's the only due I was given that this, the latest in AMIGA POWER'S hate campaign against me. is (ptease. no) a game for Ihe younger player. How much younger isn't specified, and neither is the exact nature of the education promised to Ihe lucky infant At the heart ot Discovery Is a walk-around-collecting-things game. The idea is that you're aboard a spaceship which has run into trouble, and you ve got to salvage It by collecting fuel crystals which are scattered around ns decks. And then there's the 'education' Every so often you'll come up against a secunly door To gel through it a question needs to be answered, the type of which is selected from a menu at the start ot the game There are questions cm spelling and maths
French, this is not your run>of-the-mill game.
usually can. Just bumbling around the locations in the game checking everything out can be nearly as much (un as unearthing deadly secrets or whatever.
Of course, there is a downside to all this. There's no way that Maupiti Island is going to give you more than (maybe) a dozen hours entertainment - it's simply too small. Still, lor mellow types who get their kicks watching Sunday afternoon movies or walking in parks, this
provides an excellent alternative to rabid death rushes or sugary platform games.
To sum up, here Is a small and almost perfectly formed game full ol lovely visuals, interesting characters, and providing a limited smattering ot action and suspense. Yes, I'm afraid it can be summed up by one ol the blandest words in the dictionary - It's nice. (And no, it's not as good as Monkey Island,}. • COLIN CAMPBELL
On our flnt me c tin, Bruce reveal* that he * sever 'been with' a sfrl. Oh dear!
H i the mysterious ftihcrman. He'* very religious (and a more than a bit ipeekr).
THE BOTTOM LINE
Charmingly quirky French adventure but loo tiny to be a classic, it's obviously been crafted with care, attention and a splash ot love - worth a took II you can afford a little luxury.
Arcade adventuring rub* shoulder* with education In Discovery - and jet* u» absolutely nowhere.
of varying degrees of difficulfy, and, erm. flags. Gel the answer nght and the door will open. Get ii wrong and you'll be given the answer and the chance to try again.
There are three main problems, as 1 see it. Firstly, although the process ot walking from left to right and going up and down ladders sounds simple enough. I couldn't get to grips wilh the control method and kept falling down holes and dropping olf ladders It I can't do it d's hard to see how this younger player' is going to tare much better,
Secondly, the program makes extensive use ol the Amiga's built m speech synthesiser That's right, the one supplied on your Workbench disk which you probably loaded up briefly on Day One and Immediately wroie off as a useless curiosity. The result is that our prospective student is likely to be asked such questions as 'Speeeli Wmphthstlmph'.
And thirdly, and perhaps most fundamentally, this whole business of asking questions and marking them nght or wrong hardiy marks the latest advance in educational techniques There's more to educational software than quiz show-style questions and answers *
THE BOTTOM LINE
Aa unimaginative crack at the tricky educational market.
Someone, somewhere must be coming up wilh better Ideas than nils.
<So about your butincit by selecting the menu* At the top. Ignore the message* at the bottom the screens - these are fast window dressings.
Publisher: Thalion Price: £25.53 Author; Thomas Behrends Release: Out now
Tangram is an Amiga version of an ancient Chinese puzzle game of the same name, one which more traditionally involves wooden blocks and various frames' The idea is to fill various patterns by placing your blocks in the frames (the shapes of which are always the same, though their numbers can charge), so that alt the frame is completely covered without overlapping It's a very simple cpncept. and has been converted for computer use without expand ng upon it. except for the rather crap addition of a time limit for each of the 200 screens supplied.
Control is very easy - the pieces are moved around with the mouse, rotated with a mouse button, and placed with the other button - and the Amiga puts its spare processor time to good use with some pleasantly onentai-type tunes Tne question is. are these enough to justify
buying the Amiga version instead of spending a few quid on a woodGn-block original And. let's be honest, it isn't. The Am ga is incredibly picky about having the block positioning pixel'perfect, but other than that gratuitous irritation it's practically invisible - you don't gam by playing it on a computer at ail.
Wrth most board game conversions, you at least get a computet opponent, but that isn't applicable here and it makes buying the game m software form
kicking up the pieces in Tangram - yel another board game which the Chinese have supposedly being playing tor hundreds of years.
something of a waste of time and money it s not that Tangram is a bad game - the wooden original has a lot to be said for it -but this computer variant is utterly po.nttess • STUART CAMPBELL
THE BOTTOM LINE
A perfectly competent programming job. but the wont idea for a board-to-computer translation yet. Tangram is great, but get the real thing.
CHAMPION OF THE RAJ
Publisher: Image Works Price: £25.99 Authors: Level 9 Release: Out now
A game set in my favourite Indian restaurant Apparently not, as soon became clear when i studied the box more closely. Its actually set in India in 1800. when Queen Victoria was a mere twinkle
Mix hordes of the undead with Operation Wolf, and the result is...
Publisher: Activision Price: £25.99
Authors: Henry S Clark. Ken Jarvis, Matthew Symmons. Andy Pang Release: Out now
And this month's Operation Wolf clone is...
I’ve never been a fan of the arcade gun games, but Beast Busters was one that I did pump a good deal of cash into. The three-player option, the touches of humour (watch out for the birdmen on the third level, that's all I'm saying) and the zombie gore factor (bits of bloodied corpses flying around like snow in a blizzard) made it much more fun than the usual hormone-substitute snoozerama. and a trip to the seaside was never complete without a quick slaughter of the undcad. (And then we used to go and play some video games, but that's another story).
Ninja io mbits’ Well, what did you expect Realism (Even George Romero never made things quite like this).
Bullets, mototov cocktails and ■ornbic limbs fly. Better collect that bullet belt before your ammo runs out!
Anyway, this long-awaited conversion has been rescued from the ashes of Activision UK. and boasts all the features ol the coin-op, except for the three-player capability (the maximum here Is two). The graphics have been very authentically reproduced, and all the original levels are included for that authentic full-scale massacre experience. This is one conversion that looks very like the original. That’s not normally the big problem with coin-op conversions, though -the real question is usually over the gameplay, so how well does Beast Busters hold up
Well. Amiga Beast Busters plays
Aim that green gumighi right In Hint tombin'! mouth, nnd get ready for a splattering of hying flesh. (Chnrming).
very much like arcade Beast Busters - or, at least, like arcade Beast Busters would if you used to bung two quid into the arcade machine at a time. In common with many Amiga conversions, you get several credits' to play with (five in this case), and with BB, by the time you've used them all up you've completed half of the game on your first go.
The difficulty level is very badly-judged. being extremely low until certain points where a particular enemy will leap out and kill you In two seconds flat (no exaggeration). In fact, it's not so much of a difficulty curve, more like one of those lines you get on heart monitoring machines in TV hospital programmes, where the little dot moves along quite sedately, then suddenly leaps up to a peak with a high-pitched ’ping1, and settles back down to a straight fine again. This makes the game very short on lastability, as most people will complete it on the first day or get bored trying. Beast Busters is another competent conversion job, and corlainly looks very nice, but even devotees of the original won't really gel their money's worth out of It, • STUART CAMPBELL
THE BOTTOM LINE
Technically flawed (It slows down when there's a lot happening) but basically sound translation that's just too easy to be a good way to spend £2$ .
m her mother's eye and the country was split into several warring kingdoms ruled by people tike the British East India Company, the Marathas, the Sikhs and a lew minor players tike the French.
So. we ve got a country divided into lots of territories, and they're all fighting each other What do you reckon you've got to do7 That's right, pick a s;de and try to conquer everyone else As a true patriot. I, of course, plumped for the British (erm, actually they're the easiest to win with), and it's possible to have up to five chums playing the rest The battle takes place on the rather titchy map in the middle of the screen, which can be scrolled up (painfully slowly, and with much disk accessing) to reveal a sel of icons underneath Attacking a neighbouring kingdom is a case of clicking on it and selecting the attack' icon Unless the computer decides otherwise you've then got lo lead your army into battle, which means clicking on more icons as the battle progresses to tell them when to charge, retreat and all the rest o! it.
As you might expect, there are the inevitable arcade sequences' which crop up every so often - sword tights, shoot-em-ups. elephant races. I'm sure you know the routine. And I hardly need tell you that you'll need to keep an eye on your cashflow in order to finance your operations, buying more troops when necessary. The real quest on is: how is it actually different from Detender of the Crown, which ri‘s obviously quite closely related to Well, it's set in India
With onhr lhf*e British flags pinned an the map, things aren't looking too hopeful.
(obviously), the graphics are a lot more gansh (sorry, full of ‘rich native colours') and the animated sequences tend to be a bit lumpen Oh. and the music's crap, (ft even stows down when a tot's happening on-screen.)
That said though, the similarities are strong, and sadly one of them is Delender of the Crown's rather unfortunate playability problem - neither game has a great deal The trouble is that buried underneath all the graphics and stuff (into which a tot of effort has obviously gone) is a very simple strategy game that doesn't really merrt more than a few minutes play. (Well, certainly not more than an hour or two, anyway.) Shame, that •
THE BOTTOM LINE
It has its moments, but (alls headlong into the old not enough to It' trap.
The arcadey bits are okay, but they're tike a silting room without a settee.
CHAOS IN ANDROMEDA
Publisher: On-Line Entertainment Price: £24.99 Authors: Kirk Marino Release: Out now
It'd be pretty worrying it, whilst munching your way through an earty morning bowl of Honey Nut Loops, you received a letter trom the fulure informing you that you are aboul to be transported through time and space, on a top-secret mission to rescue the important Mr Yai and save the planet ot Andromeda
In the real world as we know it this is very unlikely to happen, but in the made-up iantasy world of computer games it
The Iciilhan-lmprtjjivc main icrolllnj map icreen of Chios In Andromtd*.
could wen take place. In fact it just has. and m an icon-driven role-playtng adventure sort ot way At first glance you probably won't see much, as everything is extremely small, including your character and objects which are so tiny that they're not even shown. The scrolling really is an embarrassment too. 8ut graphics aren't what's important here - it's gamepfay.
And luckily the gameplay 1$ tar more complaint-free. The tnck, you see. is lo build up your powers, use objects and solve puzzles to negotiate your way through the huge playing area - without (naturally) doing something stupid, such as falling from a bridge or getting yourseit attacked by other characters. Partially you want to avoid being attacked because the tight sequences are so crap, and partially because, since you don't have lives' as such, a lot of save-gammg has to take place as Insurance m case you get hopelessly killed
However, let's not be too picky When all's said and done, I ralher enjoyed Chaos. There's tar more lo it than I've got room to mention here Take the robots, for example, which you move about as separate characters I haven't got room 10 mention them Nor can I squeeze in a word or two about the considerable interaction with other characters. I'd love to go on and on for ages (more money, you see) but I won't. I'll stop there, and think of something to pul in the Botlom bne box. • RICH PELLEY
THE BOTTOM LINE
An enjoyable adventure game, marred rather heavily by the slightly crap graphics, the lack of originality and the slightly thoughltess programming.
When even a whole city isn’t big enough, the sky’s the limit...
It looks like the Japanese ere going 10 become leaders In colonisation toot
Publisher: Mindscape Price: £35.99 Authors: Wesson International Release: Out now
You've built your own city in Sim City. You've gone on to run the world in Sim Earth (well, you have If you'vo got a PC) and countless other games. There's only one place left unoppressed. It's time to glance warily skywards, screw on your helmet and head for... the moon.
ft's cold, quiet and covered In craters, but In no time at all you'll have discovered the necessary combination of menus and icons you'll need to continue, started smoothing things out and shoved up buildings all over the place. These can be picked from a wide range of structures. Irom habitation modules and laboralories to recreation facilities and greenhouses (for growing food). What you put where is up to you, but there ought to be a method to your madness -everything'll grind to a halt unless it's plumbed Into a decent smattering
It Ju.l goes lo show, DOI all munogcmcnl gomes need to be about football.
ol power generators and heat extractors. Manpower Is important too. There needs to be enough people to run everything, and they've all got to be accommodated and fed. The other headache is finance. To start of with you receive an annual grant from NASA, but this soon dries up so you'll need to become selfsufficient as last as poss. Cash has to be gonerated by building mining ’ and manufacturing facilities, end these in turn need to be staffed and powered and... It’s a complete nightmare, it really is.
Sounds a bit boring, doesn’t It But it's not! As with all these 'build a world' games, Moonbase is deceptively addictive.
Once you’ve worked out what's going on (the manual's not terribly helpful here, mainly consisting ot a dire novella interspersed with tips and a short summary at the back) It's almost impossible to put it down.
There's an enormous amount of depth to it, and
everything's been finely balanced so you're constantly teetering on the brink of disaster. I've only got two major criticisms: a) as your creation gets bigger, the monthly update slows down horrendously, and b) having built a fully self-sufficient moonbase. and filled In the whole playing area with bits and pieces (which doesn't actually take very long), all the fun suddenly evaporates and you're left with a very basic trading game.
Moonbase is unfortunate in that it slips so neatly Into the Sim City category of games, and therefore has such high standards set for it before it even begins. Not that It's in with bad company or anything, it Just Isn’t anything new. I'd like to say 'it’s out of this world', but that would be a slight overstatement (and a crap joke to finish on). • JONATHAN DAVIES
THE BOTTOM LINE
A fairly run-of-the-mill sim game with a fruity lunar streak. Hardly even one small step’ lor computer games (more like running on the spot), but it's a maddeningly addictive all the Clj" same (at least in the short M " lerm). Ull-
Bulldlnj your Meeatas* certainty Isn't joins he
cheap. The prices lead to be (ahem) astronomical.
Publisher: Thalion Price: £25.53 Authors: Erwin Kloibhofer, Henk Nieborg Release: Out now
Ghosts'ri'Gobkns has been the inspiration lor some lembie crimes in the world of computer software, and I'm afraid this is anolher one Let's gel right down to the brass tacks straight away, shall we Good Points: nifty sound effects, a bit different from the usual bangs and zaps: pretty graphics; three difficulty levels, reasonably slick presentation Bad Points: utterly execrable animation, featuring the worst lumping and ladder-climbmg I’ve seen in a very long time; slow gameplay; baddies that seem to appear
Taklnj on the deadly fauna In Choir Battle. Pretty graphic*, pretty dire game.
out of the ether, even from somewhere that you've just visited which was quite definitely a baddie-ftee zone: hundreds ol unavoidable 'appearmg-from-nowhere' traps (my pet hate in arcade games): quite spectacular lack of imaginafion in all areas of plot and game design; huge amounts ol dull trekking around in what it later (much later) transpires was entirely the wrong
direclicn(s), not that there was any way ot guessing beforehand: enemies that need to be shoi a dozen times before they die -even the cannon-fodder ones; teeth-grindingly Infuriating smug message at game-over time: everything else,
Though superficially dassy-looking, Gbosf Battle is an utterly tedious game, and a real bind lo play more than twice in any given 24-hour period. The game's cover blurb says it all. really - 'Thalion Sometimes, il's frightening'. *
THE BOTTOM LINE
Soring, boring, boring, boring, boring. Everything that's wrong with full-price Amiga software in one handy package. (Except the sound). There isn't a person alive who coutdn'1 find a better use for E25 than this.
AMIGA POWER AUGUST 1991
HALLS OF MONTEZUMA + CARDINAL OF THE KREMLIN + CHALLENGE GOLF
HALLS OF MONTEZUMA
Publisher: Electronic Arts Price: £25.99 Authors: Strategic Simulations Group Release: Out now
As AMIGA POWER'S newly-appointed Really Complicated Strategy Games That No-one Else Wants To Review Because They Take Ages To Work Out And Then
Ttw rather off-ptming window ond Icon heavy display of Hills Of MonUsums.
Turn Out To Be Crap Editor, I was delighted to be presented with SSG's Halls of Montezuma. 'This is all I need' were the words furthest from my mind as I cast aside my finals revision, cancelled all! appointments and settled down beside the fire with the 824 page manual.
At first glance it looks overwhelmingly similar to every other wargame (lots of dashing squares, movement phases etc), the only major anomaly being the eight different scenarios to choose between. They all involve the US Marines, following their history through action in Mexico.
Tom Clancy’s thriller comes in from the cold and onto the Amiga.
THE CARDINAL OF THE KREMLIN
Publisher: Accolade Price: £24.99 Author: Capstone Release: Out now
When a new game based on one of Tom Clancy's techno-thriller novels landed on my desk I expected lo be thrown head first into a sea of three letter abbreviations, military Jargon and worrylngly plausible conspiracy theories. And - would you believe It -1 was right.
Not that any of that's a bad thing, however - it certainly helps build up the Cold War atmosphere a treat.
Here Is a game which - the assumed grovelling respect for all things military aside - successfully and excitingly allows us to (as Clancy puts It In the manual) ‘participate In events beyond our daily life'. In particular, events surrounding the development ol a working SOI system by the US military, with the help of the CIA, under the protection of the FBI, and in competition with the KGB. (With me so far ) Of course, this Is all milk and honey to Clancy fans, who love nothing better than to gorge themselves on politics, corruption and the secrets of the powerful.
As head of the Central Intelligence Agency (there's no messing about In this game!) and chief of the so-called Star Wars
If! up to the CIA to dlc*K potter on vafioui m«n«n - telling Iks Is nctaulff positivetj encouraged la the game!
‘Mr President, I'm afraid l'*c just Initiated World War Three.' ‘flood work, son. Carry on.'
Launching the Star Wan kh. Mote the reminders at the bottom of the screen.
project, you must control the development and defence ol your own missile-destroying satellite laser system while undermining the Soviets' project. At your disposal are scientists, soldiers, spies and satellites which you must deploy around the world.
Each area ol your Influence Is represented by a button on screen (there are ten) which you use to hire, lire and generally delegate. For example, lo start with you'll need to Choose your most trustworthy programmer to head your computer department, checking how smart, and how reliable, the candidates are on a series of easy-to-read meters. It's all fairly simple click and select strategy stuft, and though there are plenty ol tasks to undertake. It does have a tendancy to become rather tedious after a few hours - a bit like
attempting all your ironing In one go.
Of course, It's not as simple as that. For a start, you'll have to watch out for employees burning out (or getting themselves kidnapped!) and take steps to prevent it or correct things once It's happened, while at the same time keeping in touch with your spies and events further afield. Your main concern Is to gel some of your own lasers Into space before the Soviets can complete their development program - something you achieve by a) getting your stuff finished as fast as possible and b) doing your best to hamper the Soviet project by sending a commando operative against them.
Unfortunately, this potentially most exciting bit turns out to be something of a disaster - you're thrust from a reasonably captivating strategy game into a two dimensional seek out and destroy sequence of masterful banality, and It mucks things up a treat. It would not look amiss in an Infant school programming class. (It's amazing how much the programmers think they can get away with...)
It's a shame, because as strategy games go The Cardinal of the Kremlin is busy and believable without being overty complex. The manual is simple and direct, and it takes no time at all to get playing. For the most part It Is a graphically acceptable and smooth (if rather uninspiring) ride, but ultimately you're left with a feeling that the various tasks don't seem to connect awfully well.
Generally then, a weak attempt to transfer Clancy’s slightly dubious (but undeniably readable) works to silicon. For Ians the best bet must still be Grandslam's The Hunt for fled October, which succeeds where this game falls - In mixing good strategy with exciting action without hurting either. • COLIN CAMPBELL
THE BOTTOM LINE
Believable and reasonably captivating strategy affair spoiled completely by an inane arcade sequence, positioned ludicrously st the centre of _ — „ the game. Clancy tans, like LI C the rest of us. should expect L a good deal more. U I -
WW I, WWII, Korea and Vietnam, which some people will no doubt find interesting Closer examination of the manual reveals, however, that what we've got here is really more of a wargame designer. The Marines scenarios are actually just sophisticated demos, and you can alter them at will or even design your own wargames Irom scratch. Nitty, eh (Assuming you like this sort of thing, ol course, which, let's lace it, won't account for many people.)
At the heart of the package is the Battlelronf system, which encompasses just about everything a wargamer could hope for. Units can be ground-based, airborne and amphibious. There are the usual impenetrable lists of attributes for each one - more than I think I’ve ever seen before, in tact - which can all be set up from the editor. And you can even design your own maps with all sorts o! colourful icons and things. It s yet another case ol the only limit being your imagination. The Australian-based company which has come up with all this has apparently produced a range ol scenarios which you can purchase (probably a good idea, as even a minor skirmish would probably take years to set up by yourself) and a magazine full of hints and tips too.
So. um, it's up to you. realty. As wargames go this one's been professionally put together, and you can't fault it on value for money. But it is formidably complicated, as these things always are. and i! would take a braver man than most to stick at i! for very long • JONATHAN DAVIES
THE BOTTOM LINE
Quite possibly one ol the best things lo happen to wargaming since the Invention of the flashing square, but a wargame nonetheless.
Publisher: On-Line Entertainment
Authors: Jason Chown, Steey Scott
Price: £24.99 Release: Out now
Releasing a new Amiga goM game so soon after Electronic Arts' classic PGA Tour God might be seen by some people as rather unfortunate timing, but if the game's good enough, there s always room in the market tor one more. The problem with Challenge God is that, in a nutshell, it simply isn't good enough. The graphics may be a bit on the crude side, with lots ol right angles and sudden edges, and the sound is minimalist even by golf sim standards, but neither are terrible. It's the playability that’s really tacking here, the feel' is simply wrong. The ball never really seems to gel airborne half (he time, it almost never goes anywhere remotely close to where you aim the cursor, and when you reach the green you're confronted by a putting sequence that's
Handicapped by * Inch of jamcpl.r • Clulltnft Golf.
nothing short ol diabolical. For a start there's no indication ol what distance the strength bar represents (a fault tound all the way through the game), the supposed slope on the green bears only a slight resemblance to the one shown onscreen, and (most bizarrely of all) the hole itself appears to be made ol rubber, judging by the way the ball has a habit ol bouncing straight oil it and coming back at you.
The instructions are of no help whatsoever when i comes to deciphering all ol these quirks, and the end result is that you'll gel very led up ot this game very quickly. And it doesn't help, ol course, that there are plenty ol really rather stunningly good got! games oul there already, *
THE BOTTOM LINE
Pecked with options, but none ol them can help Challenge Coll overcome a basic lack ol playability. Nowhere near the level ol PGA Tour (not even as good as World Class Leaderboard. in lad).
Publisher: Core Design Authors: Bob Toone,
Jason Gee Price: £20.99 Release: Out now
Core seem to be suffering from a spot of creative block at the moment. After some top-notch product, first they release a straight Ikan Warriors clone (Wamone. 65% from us in issue 2), and now they've come up wrth this, a vertically-scrolling shoot-'em-up taken directly from the Xenon 2lextbook The problem tor me is frying fo find something new to say about it, so here goes.
No. I'm sorry. It's gone. Frenetic is a shoot-'em-up that more or less completely fails lo stand out from the crowd in any way. The levels (of which there are etght) all have that seen-it-before' look to them (for example, level one is from Battle Squadron, level two is from Xenon 2, and level three's from Battle Squadron again), and the gameplay doesn't do anything to dispel the feeling. The bolt-on power-ups are pure Xenon 2once more, and the most 'different' thing about the aliens is that you come across mutliple-hit baddies rather earlier than you do In most games (hardly a good point In my book). Action-wise there's plenty going on. though, and the taster-than-usual scrolling
'I didn't touch him, rrf.
Mid pitch action.
A nightmare moment.
Publisher: Krisalis Price: £25.99
Authors: Shaun Hollingworth, Peter Harrap. Mark Incley Release: Out now
Within five minutes of
booting this up I had Lee Sharpe emerging from an untidy midfield melee, skipping Ihrough the left wing and crossing over lor Mark Hughes lo make a subtle touch before rocketing the ball into the goal.
The little Sparky character rolled over towards the crowd and performed his victory salute before being mauled by tiny team mates.
Any student of the ways of Old Traftord will happily admil that this Is glorious realism.
I have to confess to a love of Manchester United football that verges on the obsessive so please lorglve this review's ridiculous enthusiasm. Bui honestly, this really Is a marvellous football game.
Man Utd Europe Is viewed in the familiar sideways view three dimensional fashion with the computer choosing which player the joystick dictates to at any time.
Unlike so many football games this is done exceptionally Intuitively, so there's none of that frustrating hanging around while the program finally decides to nominate a character to chase some rampaging centre forward.
There are bagfuls ot controls al your disposal but you won't need to wade through a manual lo learn them. Tackling, shooting, dribbling and so on come naturally and sweetly. Too many games are obsessed with making you work to attain skills which would be elementary to any halt-decent footballer - Manchester Utd lets you get on with trying to win games straight away.
Having said that though, we're not talking about a simple stroll
Seen the matches Now play the game.
MANCHESTER UNITED EUROPE
Hurrahl United in the Iced, thinks to oh In the comer ol the net from McClalr.
towards the European Cup Final In your lirst campaign - Manchester United Europe provides a learning curve which is sensible while challenging, and winning games Is no breeze. Still, at least when you're beaten there’s nobody at fault but yoursell - you can't blame the game's conlrols, which makes lor such a refreshing change (I’ve broken more Joysticks than I care to count after grappling with certain soccer simulations).
It won't appeal to everyone though. Strict football strategists should keep away because this Is first and foremost an action game. Strategy is (thankfully) limited to picking the team and sorting out formations, and even that is optional.
What else can I say Well, the game's fast, but not stupidly so, the sound is good, it sticks lo the rules ol the real game but - hey! - enough already. It soccer is your thing, Just go out and buy this, okay (Even If you hate Man United). •
THE BOTTOM LINE
Great, wonderful, superb (though not without Imperfections) ifl ~~
Beals the hell out ot ail Q -
tftosc terrible football 1 I ~
games you've tried before. Ml —
backgrounds create an effective illusion o< speed, although ihe game isn't actually any taster than the average. Oops, it's lhat 'A' word again,
Frenetic is a zappy enough little blaster, and very nicely pul together, bul If you compare if to somelhing like R-Type It (also m this issue), it very quickly starts to look decidedly second-rate. You can see what they've been aiming at, bul none ol the promises made lo us by the programmers when interviewed last issue really seem to have come oft. Even at the
Core l uninspiring kiH-'em-all Frenetic.
reduced' £21 price point, you're not getting an awlul lot tor your money here, and 1 can't recommend it with any great sense ot conviction at alt. •
THE BOTTOM LINE
I just couldn't get exerted about playing this lor the tile ol me. A bit ol a waste of some shell programming.
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
Accolade get ’Nam flashbacks in
Publisher: Accolade Price: £29.99
Authors:Tom Laughry. Roseann Mitchell (graphics)
Release: Out now
From the outset, Gunboat has more in common with F-19 Stealth Fighter or Aff Tank Platoon than it has with, say. Operation Wolf. It’s a simulation ol the uses to which American River Patrol Boals (PBRs) have been or could be used. Hence, in the scenario selection you can run on missions In Vietnam. Colombia and the Panama Canal. The scenarios form a loose plot. Your first missions are in Vietnam because ‘that's where It all began'. As you’re promoted lor successfully completing missions, you can move Into the Colombian operation zone. The very best will be put on assignment along the Panama Canal. Designer Tom Loughry claims there’s an earthquake-driven rockfall in one scenario which he put In there because he was working on the game through the aftershocks ol a fat 7.1.
But you don't have to go on a mission immediately. You can practise on either the bow or stern gun positions or try your hand at the helm. There are are a number of settings to take care of which fall into the category of pregame miscellany. These include setting the detail level to high or low (standard flight sim territory) and the slew rate for steering or firing weapons and choosing the firepower itself (.$ 0 calibre Brownings and M129 grenade
launchers being standard). PBRs recently sent to Panama mount the GEM 134 Mlnigun and these too are available from the arsenal.
Once you're at station you kick power into the weapon system (or tho boat itself) and begin your cruise down one more Vlet-sim creek. A gunnor can send Instructions to the pilot and vice versa. You can abdicate responsibility for the vessel as a whole while you're familiarising yourself with any one particular piece of equipment but you'll soon feei confident enough to control every aspect of a mission. (Anyway, it makes sense to tell the pilot to rotate the water jets left lo avoid an Incoming missile).
One thing you have to cope with right from the start however, is night combat. To this end both gun positions are fitted with powerful searchlights, the trade off being that they give away your PBR s position. Land your cone of light on the enemy and you've as good as got them In
this highly unusual simulation.
St lectin) your next assignment on the map screen (i« deciding exactly where it it you're going to get blown to bits).
Using the spotlight may make things easier to shoot when it's darh, but it equally gives the enemy something lo aim for.
your sights. Another habit you should get into is that ol asking for target ID in order to avoid problems with friendly fire', though frankly there didn't seem much call for it on the early missions. Perhaps it's something which complicates more confined and difficult combat situations later on.
My first mission, I contess, felt like something of a turkey shoot. I'd had a few hours at the various stations and the only thing I wasn't familiar with was the program's time compression routine. I was soon hot tailing it (well, trying to pull a 30mph turn in a river boat) away from a jetty choc-a-bloc with the reunion party ot an NVA armour unit. I actually got out of there with boat and crew intact but wasn't in a position to do anything constructive afterwards. You can meet the opposition In almost any manner of its choosing. There are riverside concrete bunkers. Hind helicopters, infantry, sampans, PT-76s - you name it. Gunboat has as much going lor it In terms ot detail as many a tank or Might sim, but it's not without Its problems. The graphics are a busy mix of fitted polygons and what look like expanded sprites but semi-animated is the best word for the sprites, which sometimes look too large. What really takes a bile out of the playability is the response speed which is too slow to be useful on many occasions. Much ot the sluggishness is deliberate and probably conveys some ol the difficulty of overcoming the Inertia of the PBR. Still, enjoyable and atmospheric fun • SEAN MASTERSON
Thai front tpoUlght Ukci another beating. (Better take out that guy on the chore pretty damned quickly!)
Gunboat*! combination of ID polygon graphics with blocky detail added over the top - It'* a strange but effective mix.
THE BOTTOM LINE
If you’ra into simulMtont, Gunboar delivers the goods with originality and style. II you haven't tried tim* yet, however, you'd be better off with a flight game - it'll hive far more in the way of immediate appeal.
One meg only too, which spoils It tor a lot ol you.
Publisher: Impressions Authors: Ken Wrighi/Andrew Prime
Price: £29.99 Release: Out now
With severe nsk of sounding suspiciously like every other person who has ever ventured to review a war game, l suppose I'd better get on with it. Afrika Korps is. as I just mentioned, a war game, simulating the campaign (ought m the western desert dunng World War II between Erwin Rommel's Afrika Korps (the baddies), and Montgomery's Eighth Army (the goodies) Traditionally, you choose which side to play, and men feverishly attempt to beat the other (laken by the computer), the game ending when one side is over-powered, or eilher side reaches a specific destination.
That’s the scenario set (always the first thing to do when reviewing a war game), so now onto the walfty opinion pari Alrika Korps is in fact the sequel to the inexplicably popular Blitzkrieg May 1940 - coded by the same author but with suitable improvements made over the original Indeed, the instruction booklet claims that it has taken years of development and testing to result in a program with such a highly sophisticated artificial intelligence system. However, this isn’t immediately obvious from the cute
Zooming In on the action wc can sac a conflict is in the offing.
little squares, cuddly scrollable brown map and lovable menus which greet you on loading As we all know, you can't review a-16 bit wargame without mentioning the Spectrum, and then contemplating whether the game in hand wouldn't seem more at home loaded into Mr Rubber Keys himsetf. so here goes - there’s actually nothing to initially distinguish this from, oh,
I don't know, a Spectrum game
Once you've go; past ihe initial impressions and get to do a bit of careful analysis of the instructions things get even more depressing - there seems to be nothing new on offer here in gameplay terms either Yet again. Mile has been done to exploit the potential of the Amiga (another customary wargame review phrase, there).
Of course, long lerm wargame extremals beyond help will be up in arms about my rather cynical view, shouting things such as 'They re not all the same'. Who cares about ihe graphics ’, ‘Well, I like them. Etc And if this highly sophisticated artificial intelligence system is the one redeeming factor which actually
COHORT + RENEGRDE LEGION INTERCEPTOR
Th« (relatively) outstanding graphics of Cohort. The wag ahead for wargames
sets Korps aside trom <is counterparts, then they'll no doubt be shouting about that too.
And unfortunately, there's no one who can stop them Ail but the most fanatical Strategy nut should keep away from tins unimpressive desert romp • RICH PELLEY
THE BOTTOM LINE
It's • war game, and It's on the Amiga. A slightly dubious combination, really. Dull.
Another one meg only game.
Publisher: Impressions Price: £29 99 Author: Edward Grabowski Release date: Out now
Anyone into battle Sims will probably remember Rorke's Dnlt Cohort uses an improved version ol the same gaming system, but takes a step back in time to the days of Imperial Rome Here two opposing armies face each other across one of four Fields Of Honour. There are
seven unit types lor you to muck around with - tight, medium and heavy infantry, tight, medium and heavy cavalry and archers - and you can choose to either use a preset selection or compose your own army of up to 16 units.
What sets Cohort (and Rorke's Drift) apart from the majority of wargames is the way that the game's been designed Cohorts characters are cute, lulty animated people who walk, run, charge and fight at your command. The combat arena is many times tugger than the screen and you can either scroti around under mouse control or jump to a specific location using the full-screen map.
White it was an interesting way of doing things, Rourke's Drift had some rough edges - it s nice to see that things have been improved upon here. The icon control system is much better for a start -things are clearer, and you can now move units as a single group and group them in formations However, it's slit! too complicated for it's own good - actions such as attempting to regroup a unit in battle often have hilarious rather than strategic effect, as the legionnaires jostle with each other lo get past And although the manual talks about the different tactics that the Roman legions used against
enemies such as barbarian. Macedonian and Carthaginian armies, you never get to see them - your computer opponents are always jus! another bunch of Romans.
Aithough the game has its flaws. Cohort has a lot of immediate appeal I was locked into it for a couple of days before its attraction started to fade. The control system is still not all its cracked up to be and silly anomalies (such as the
cavalry sound effects still working when there are no horses on the field) take their toll * PAUL LYONS
THE BOTTOM LINE
A fine off-beat battle sim. m
more accessible than most L
Not worth C29.9S though
One meg only too. It
From the makers of the great Eye Of The Beholder comes this. Oh dear, it's useless.
RENEGADE LEGION g INTERCEPTOR
Publisher: SSI (US Gold) Authors: Scott Bayless. Graeme Bayless. Todd Mitchell Price: £24.99 Availability: Out now
For fans of space based
military hardware of the 63rd Century this is a little gem. No detail ol (made up, of course) weapons or ships is deemed too trivial for this cuddle with a muddle ol intergalactic squadrons, weird aliens and pompous planetary alliances -it's ideal stuff for set'll train spotters and the sort of people who buy those manuals of blueprints to the Starship Enterprise.
For the rest of us. however, this is a bit ot a dog. The main problem is a severe lack ol action. What happens is this: you are presented with an 'empty' squadron of space fighters and given a mission. Your the first task is obviously to 'fill them up' by chosing pilots, picking ships (from a list of 30!) and loading them up with weapons. (It Is possible to design your own ships, but it soon becomes clear that this is a waste of time). Once all the fiddle raddling around with hardware and pilots is over, the game proper begins, much of which involves getting yourself embroiled in some epic space battle or other.
So how does this bit work then
Selecting weapons lyiKnu can be (ahem) really, really interesting (urn).
Old-fashioned isn't always best, a point highlighted by these dull combat screens.
Getting techie with a space fighter In HU.
Well, battle commences on a grid divided into loads of hexagonal shapes. Your guys are facing the other guys, and the first thing to do Is move your ships into a good battle order to get Into good firing positions. It's best described as the pencil and paper game Battleships on the move, and yes. it realty is that simple. Just pick an enemy, aim. and tire. He'll be doing the same lo you of course, but hopefully not as well.
The trouble with this is that no amount careful picking among the vast selection of sophisticated kit is going to make any real difference at all - most of the lime you're going to win anyway. The action sequences are ugly and easy, the bag guys are amazingly stupid, and it’s all over very quickly.
If you manage to retain your Interest, things develop a bit as the game goes on. Pilots gain experience, building up credits which allow you to buy bigger, better ships, and tit nastier weapons. All very well, but it's a bit vacant and pointless really when the dodgy kit you started off with is
perfectly capable of doing exactly the same job within minutes
So what should we make of it Well, the programmers have clearly had a whale of a lime designing battle cruisers. Inventing alien races, and dreaming up heavy duty sc-fi scenarios, but in alt their excitement they forgot to do very much with the actual game. If you're the sort of person who enjoys leafing through technical manuals ot starships that won't exist lor another millennium or two, then this is. just possibly, what you've been looking for. Otherwise, it's a terrtbie waste of time. It's hard to believe that this is the same publisher that came up with Eye ol the Beholder. • COLIN CAMPBELL
THE BOTTOM LINE
Lott ol impressive sci-fi hardware, but precious little opportunity to A A Z! use any of ii. One lor the sci- JN~ fi nuts, rather than Ihose 11 «J « after a game. One meg only, w » —
AMIGA POWER AUGUST 1991
BRRBRRIHN ■+ BIONIC COMMANDO + FOOTBALLER OF THE VERR 2 + LED STORM + IMPOSSIBLE MISSION 2
And here we go, straight into the budgies. It s the normal selection of re-releases and original games - GBH, by the way, is the name of Gremlin's new cheapie label.
Publisher: K ixx Price: £7.99 Release: Out now
It's good news tor Ians ol one-on-one beai-'em-ups this month, with Kixx releasing both Street Fighter and this controversial game from 1988. It was controversial because a) it had a mildly
• • • • • W
n nnn nn»
Single icr.cn nerdtljhtin, in the distinctly S-bil looking Barbarian.
Publisher: Kixx Price: £7.99 Release: Out now
In its day (1988 or thereabouts) this was teted as one ol the better examples ol
Slltl pics of Bionic Commando can't realty convey I he .eroding effect (thankfully).
suggestive picture of the infamous Maria Whittaker on the box (strangely missing trom Ihis version) and b) because it was thought by some people to be excessively violent (the central scene involves a decapitation sequence, with blood spurting trom the neck ol the defeated warnor), It all seems like a brt of a storm in a tea cup these days, perhaps because the C64-like blobby graphics couldn't possibly upset anyone anymore, or perhaps because it's such an average game that it just isn't worth getting worked up about. As these kind of things go, it's quite good tun. and certainly a lot better than Street Fighter (reviewed over on the right there), with good sound, some nice humourous touches and a (air degree ol challenge Any game in this field, though, is always going to be compared to the mighty IK+, and m that light Barbarian looks distinctly second-rate. •
THE BOTTOM LINE
About as much tun as these things gel. Great In 2-player mode, but only worth buying it you've already got IKt and want something a bit dllterent.
the coin-op converter's art. It sounds quite exciting, bul all that really proves is how little people were prepared to settle lor in those earfy days (particularly when a game carried the tag ot coin-op conversion), because this is absolutely dire.
The arcade original was novel and great tun, with the telescopic arm adding a new dimension to the platform genre, but in this converswn the all-important smooth scrolling has been replaced by a God-awtul push scroll system which completely (and I really do mean completely! destroys the playability.
It's a shame, because the graphics are very faithful and the sound is fab, bu1 the game is quite unbearable to actually play, and even £7.99 is too much to spend on some pretty pictures (pretty by 1988 standards, anyway) and groovy tunes. You'll give yourself a headache it you buy Bionic Commando, so. urn. unless you want a headache, don’t bother. •
THE BOTTOM LINE
Terminally Hawed conversion that Isn't worth considering unless you're a real masochist. Wore ol a Chronic Commando than a Bionic Commando.
FOOTBALLER OF THE YEAR 2
Price: £7.99 Release: Out now
Another average football same rises from the grave at a budget price.
This game provides a different slant on an old favourite, the football management sim. Instead ot being the manager, you take the player's perspective, trying to make a name tor yourself as the country's top goal-scorer by means ot a strange combination of arcade sequences, tactical planning, and gambling money on your ability to answer football trivia questions ( ). tt's an interesting concept, and initially makes tor a pretty engrossing game, bul repetitiveness soon rears its ugly head, and you notice that it's possible to simply keep gambling on trivia (the same questions - many ol which are out of date now - repeat fairly frequently) until you've gol enough dosh to buy a measure ol success. There are also a couple ol annoying illogicalities (at one pom! you're told that to win an international cap you must scofe twice in lhat week's match - but you don't have a match that week), but this is still reasonable entertainment You can do much better tor the money though • STUART CAMPBELL
THE BOTTOM LINE
Different and reasonably good fun, but don't expect to come bach to It much alter the first few goes.
Publisher: Kixx Price: £7.99 Release: Out now
This is yet another Kixx re-release ot an obscure (te I've never seen it) CapCom com-op (see also Bionic Commando and Street Fighter reviews), and. >11 can get straight to the pomt. it's another duller LED Storm is a vertically-scrolling race game, rwi unlike the class* (ie incredibly old) arcade machine Burnin' Rubber in several ways. Except it Isn't.
What it is is actually a memory-test game, as the screen moves too last lor you to react to anylhing that comes at you. so your only chance ol success is to crash a lot and remember where it happened lor the next lime you happen lo be whizzing past that point tn the game It also suffers
And you wondered why UP Storm wasn't a hit in the arcades Now you know.
from some very uddery honzontal scrolling and pretty useless music, and as a whole it's simply uninspiring.
You'll gel a couple ol hours entertainment out ol i1 if you're lucky (and undemanding), but you should really be looking to set your standards rather higher Not good, not exactly crap, noi anything very much. •
THE BOTTOM LINE
Spectacularly average drivlng-game-lhat-isn't with very little in the way ol payability to recommend It. Eight quid i$
Still too much.
An early platform classic gets a new lease of
IMPOSSIBLE MISSION II
Platforms, pussies, and acrobatics make
Impotiibit Million lla real classic.
SHRHKEV’S MOLL + SUPER CURS + STREET FIGHTER + I MPOSSRMGLE
Publisher: Zeppelin Price: £7.99 Release: Out now
The Op WotlItyle main screen of Shorkcj't Moll - complete with bad grammar.
There seems to be something of a glut of Operation WWtype shooting games on the market at the moment Recently we've seen Predator 2. Beast Busters. Operation Wolf itself on budget re-release, and now this cheapte from Zeppetin set in Prohibition Chicago in the 1920s. All this means is that the usual aliens1 zombies soldiers are replaced with sharp-suited mobsters and the grenades become rather weedy Molotov cocktails (or Molotov's' as the screen rather annoyingly insists on calling them). Otherwise it's the same old kiil-everything gameplay. and it's done perfectly competently without any glaring flaws or outstanding flair. It's tough enough to be challenging without ever realty stretching you There's a nice touch at the end o! a level (I won't spoil i! (or you), but basically we re in textbook territory here Op Wolf games are usually pretty short on lasting appeal, so if you really want a new one. al least this one wit! only set you back eight quid • STUART CAMPBELL
THE BOTTOM LINE
As good gameplay-wise as most games of the type, and the unremarkable aesthetics are only to be expected at the price. Perfectly respectable if Op Wott i* your thing.
Price: £7.99 Release: Out now
Continuing what seems to be shaping into a trend in the software brz at the mo. Gremlin have followed up the release o! this game's sequel. Super Cars II (surprisingly enough), with a budget re-run of the original, perhaps lor fans of the later games whose appetites have been whetted (or maybe tust to make some more dosh without writing any new games). Whatever, this is a great game, considerably more playable in my opinion than its much-teted offspring Your car handles better, the courses test your driving skill more than your powers of memory or your weapon capability, the tracks are shod enough to avoid
Arguably the best Sopor SprmMtyk racer, and now a bargain at CJ.M.
repetitiveness and boredom (a problem with SCII). and there're also fewer cars crowding the wider roads, so you gel a chance to build up a bd of speed now and again (SCII was a very stop-start affair). In its own right though. Super Cars is an excellent overhead-view racer in die Super Sprint mould, and even it you own the sequel. I'd strongly recommend you splash oul on this. • STUART CAMPBELL
Publisher: Kixx Price: £7.99 Release: Out now
Martial arti, minus the art, in the appalling-beyond-bcHcf 5freer flfhitt.
This conversion ot the CapCom coinop was one ol US Gold's flagship releases back in 1989 The huge graphics of (he arcade game concealed some pretty basic gameplay. bui it was still reasonable fun Sadly, that's not something you can say about this version - it's utterly dreadful The graphics come across pretty well, but the actual animation is disgraceful, it s incredibly stow (o play and unresponsive to control, and the level ol challenge is simply non-exisienl.
On my very first go I won 19 ol the game's 20 bouts, and on forcing mysett l well, several targe men with crowbars had to force me actually, but that's a technical point) to ptay it again. I completed the whole thing. When you consider that IK* is also available at the same budget price, you'd need to be particularly slupid to even think about getting this game. Don't be tooled by the pretty screen, this is ptfiful trash of the very highest (or should that be lowest ) order. • STUART CAMPBELL
Price: £7.99 Release: Out now
Before going out on their own. Core Design made something ol a name for themselves programming a number of games in an immediately identifiable platform style - games like Switchblade. Rtck Dangerous, er, Rick Dangerous II, and this. At first glance they can all be mistaken for one another, but impossamole stands out from the crowd thanks to the fact that it's crap
It's a classic mistake, but the game seems almost determined to fall uncomfortably between the twin stools ol being a platform game and - of ail things -a beat-'em-up The baddies all require several good whacks from Monty Mole (the
Luis ridiculous al £7.9* than H was at full wack, but Impossomolt Is still a bad buy.
hero ot the game) before they can be persuaded to clear off. and this makes the levels a real chore to piogress through. My pet hate, the invisible danger syndrome makes a few unwelcome appearances too, and generally you'll see that a complete lack of imagination has been employed at almost every point, impossamole is slow and tedious and a bad buy at any price. ■ STUART CAMPBELL
THE BOTTOM LINE
The musk is pretty appalling, but - hey! - nothing's perfect. A superior game to its big brother, at a third ol the price. A serious bargain
Even If you love beat-'em-
ups. you’ll hale Sfreef
Fighter. How USG can have
the brass neck to release it
twice is totally beyond me.
THE BOTTOM LINE
It you're a Monty fan. don't buy this game - it'll ruin your happy memories. If you've never heard ol Monty, avoid Bin Its own right
life, courtesy of a timely budget re-release.
Publisher: Kixx Price: £7.99 Release: Out now
The original Impossible Mission on the C64 is one of the legends of computer gaming, and though it was never converted to 18-bit, this sequel made very few changes to the winning formula. For the uninitiated, It’s a challenging platform game with some (airly minor puzzle elements thrown In mixed with a novel (well, it was novel in Its time) lives system which gives you no set number of lives, but a lightish time limit which decreases steadily (except when you get killed, whereupon you lose a big chunk at once). That's about it (or rules, really -It’s the immediate playability of Impossible Mission II which makes it so great. It's also got atmosphere in
abundance, and a game task that's tough not by sheer size (as is, rather sadly, the case with many games these days), but by dint of the care that's been taken in welding together a relatively small number of elements to produce tricky and brain-teasing situations on every screen. This is by far the best of the recent clutch ol Kixx games, and will give you hours ol lun lor your eight quid. Invest in a bit Ol gaming history. •
THE BOTTOM LINE
A corking little game with an epk leei that belies its size. Forget all the flash licences - If you're going to buy a re-release this month, get this one.
H’s quicker by lift In Kixx'i classic Impossible Mission IL The map al (he bonam of the screen Is built up as oor hero makes Ms way throujh the enemy complex.
AMIGA POWER AUGUST 1991
JOHN LOIHE’S ULTIMATE OORTS + UIOLRTOR + RUN THE GAUNTLET + RflMBO 3 + PREMIER COLLECTION
JOHN LOWE'S ULTIMATE DARTS
Publisher: Kixx Price: £7.99 Release: Out now
This is Another Computer Dans Game, distinguished by the tad that it's packed with options allowing you to play agams! 16 of the world's top players, play alternative games including 'darts soccer' and darts cricket', play against a chum using a real board and have the computer keep score ( ). compete in various
Never hat such * deft idea far a computer pame been done to many timet.
tournaments or exhibition matches, as well as ali the usual computer darts stuff Control is by the traditional 'wobbly hand' method, and is no more or less usefut'accurateirritalmg than in other games of the genre The lootbail and cncket games add a degree of lasting appeal, but there's nothing here to seize the imagination. ■ STUART CAMPBELL
Far Irom btlnj a Dcpcchc Mode licence, Violator it actually a top-notch blast.
Publisher: Code Masters Price: £7.99 Release: Out now
If the Codies spent as much time on the instructions ol their games as they do writing the ridiculous crap that they put on the back of them, ihe world would be a happier place. Luckily, Violator isn't a game that needs a lot of explaining, being another Flying Shark'SWIV/Sidewinder done, similar to the Codies' own recent Kamikaze but considerably better. Violator features polished graphics and scrolling, comparing favourably with full-prtce games m this fiefd The gameplay is good too, the only drawback being the high number of hits your helicopter can absorb, compared with the instant destruction resulting Irom collision with enemy vehicles. Overall though, this is a very impressive product which will keep vertical zap fans occupied for many an hour • STUART CAMPBELL
RUN THE GAUNTLET
Publisher: The Hit Squad Price: £7.99 Release: Out now
Hi, t'm Martin Shaw. This is Run The Gauntlet If you wanna see action sports (chortle chortle), this is ihe place to be.' Doesn't sound all that funny to me. but the sampled Martin clearly finds it entertaining, so fair enough By a strange coincidence, entertaining' is exactly what this game isn't. It's a sort of sports $ im wiih Super
T n ac
'Hi, I'm Martin Shaw, II you wanna »t a really crap game, thii it the place lo be.'
Spnni overtones, licensed from the TV show. It's heavy on sampled sound and digitised grapnics. and you'll have as much fun playing it as an asthma sufferer w.th a didgendoo The game is terminally unplayable, it's got absurd controls, and is chronically repetitive. And that's more than you need to know about this terrible, lernble game. • STUART CAMPBELL
Publisher: The Hit Squad Price: £7.99 Release: Out now
The title screen of this game credits the programming to Elmer Fudd' If I'd had anything to do with it, I wouldn't want my real name made public either. This is a 1989 movie licence of the old school - ie it's a quick cash-in job where the programmers took a couple of popular game elements and bunged them together, adding a central sprite that looked a b i like the character from the film They doubtless sold millions. The (ad that all the people who bought it went back to the shop the next day and said 'Give me my money back, this is disgracefully slow and tedious crap with some ol the dullest gameplay I've ever come across and music that I wouldn't feed lo my cat' is neither here nor there I'm not going to tell you any more -1 don't want to get you interested in this garbage. Enough • STUART CAMPBELL
Ham bo III - the only film licence which looki like it wes written by the lead odor.
THE BOTTOM LINE ■ THE BOTTOM LINE ■ THE BOTTOM LINE ■ THE BOTTOM LINE
It's computer darts time again. John Lowe's Dirts Is probably better than last month's Codies effort, bul still hardly stunning. Buy it H you must-
The crap sound is the only disappointing element of this really rather lab little game. (I'm not convinced about the slightly 'ooer' title though).
All style, no content. A completely intolerable lump ol, to coin a phrase, crap, and if you were thinking about buying it. get a lobolomy. Now.
The graphical bit where Rambo loses energy to gradually become a skull is quite funny, but it's not worth eight quid.
System 3 in ‘jolly good compilation with only
one duff game’ shock, horror revelation!
The classic IK*.
The 1*- Ninja Hernia.
The cult nimbo't Qua ft.
Publisher: System 3 Price: £24.99 Release: Out now
The lirst thing to note about this compilation is that it contains not The Last Ninja, as the box states which never came out on 16-bit anyway), but Ninja Remix, the later, updated and Improved version. Having got that out of the way, let'9 take a look, In time-honoured fashion, at each of the games in the pack Individually.
Starling at the top, IK+ has already been well covered In AMIGA POWER. No.60 in the All-Time Top 100. 85 percent as a budget re-release, there can't be anything left to say about this utterly wonderful beat-'em-up, except that previously we may not have mentioned quite how fab the music is. So, to put that right,
IK* has completely brilliant music to go with all Its other completely brilliant features, and If you don't own it by now there must be something wrong with you, pal. (And by the way, did you spill my pint )
Next best is Flimbo's Quest. which is a cute platform arcade thing with gorgeous graphics and colour, but which Is prone to become a little repetitive after a couple ol hours play. Even so. Il's the kind of thing that would be a real snip at budget price, so as part of a compilation it certainly doesn't let the side down any. A lovable game lor those Idle days when you can’t be bothered to think too much.
Thirdly, the aforementioned Ninja Remix. We've got something ol a love/hale relationship with this (as with the other games In the series) - some people love them for the undeniably lovely graphics and mammoth game task (which ensures lots ol
iastablllty), other people hate them for the horrible control system which makes the arcade fighting sequences a real pain In the neck, and causes frustration levels to reach unheard-ol levels when trying to pull off a particularly tricky jump that needs pixel-perfect precision. Personally I tend more towards the latter camp, but If you're prepared to Invest some time In learning the moves, this one will keep you off the streets tor quite a while.
The pack's closest thing to a real duffer Is the ageing arcade adventure Tusker, which has nothing actually wrong with It. but nothing very much right with It either. A bit dull, but again there's tots to keep you busy and the graphics are good.
System 3 have put this out at the respectable price of £24.99, and at £6 a throw none of these games are a bad deal. There's a fair mix of styles, and the lour games will entertain you for at least as long as an above average full-prlcer, so If you're not too desperate lor high-octane thrills (il you are, buy IK+ on Its own) you could do a lot worse. •
THE BOTTOM LINE
A bit of a bargain at the price, and diverse enough to keep you going for ages. II you don't already have any of the games In this pack, then snap It up.
The very yellow Tuiktr.
Ring us now! 0636-79097 we're programmed to help
....and the keenest prices
FIND OUT WHY MOST AMIGA USERS PREFER BYTEBACK!
GAMES ■ GAMES I AMOS
Action Statons .. £2t 99
Armour-Goddon ... £17.99
Awesome (PUIS T-Shirt).....£24 99
Back to the Future 3 ....£16 99
Bards Talc ill .£16 99
BAT ..... £19 99
Battle Command..... .£16.99
Baltle of Britain .....£19 99
Car-Vup. £16 99
Champion ol the Raj £17.99
Chaos Stnkes Back (Mb)..... £16 99
Chase HQ2. £16 99
Chessmaster2l00 £19 99
Coiditz ..i £19.99
Conquest o( Camoiol ..... £24.99
Crystals of Artwea £17 99
Curse ol the Azu'e Bonds £19 99
Cybercon III ....£17 99
Demomak .... .£20.99
Disk ....£17 99
FREE ■ PUBLIC DOMAIN DISK* with any game from this column! Pick from list in column 4.
Dragon Breed ......£16.99
Oragonstrike .... £19 99
Dragons lair II ■ Timewarp £24 99
Dungeon Master £1699
Eye ol the Beholder £2199
Feudal Lords ...£16 99
3D Construction KH ...£32.99
Flames of Freedom (Mid 2) £19 99
Flight of the intruder ....£19.99
Gauntlet 3D ......PHONE
Gem X. ......£17.99
Genghis Khan (Mb) ...£22 99
Goiden Axe £16.99
Hafls ot Monlemma ...£17.99
Hard Drtvin'2 .£16.99
Jahangir Khan Squash ...£17.99
Kick OH 2 (Mb) ......£15 99
Lite and Death (Mb)...... .£15 99
Lotus Esprit Turbo .£16 99
Merchant Colony £19.99
MIG 29 ... £24 99
Mighty Bombjack £16 99
Moonbase £23 99
NAM 1965 1975..... £19 99
Navy Seals ..... ......£16 99
Ml Tank Platoon...... £19.99
PGA Tour Gotl. ..... £18 99
Pool ol Radiance ...£19 99
Power monger ....£1899
predator 2 ..£17,99
Pro Tennis Tour 2 .£16 99
Railroad Tycoon .... £23 99
Renegade Legion • Interceptor. . £22.99
Rick Dangerous 2 . £16.99
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LPD 09 AMOS Assembler, (needs AMOS) LPD 10 Word Factory. Educational childrens programs (Mb preferred) LPD 11 Go-Getter; Original game (Mb) LF’D 12 Hypnotic Lands, Puzzle game LPD 13 Jigmanta; Jigsaw tgn (Mb)
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AG.01 Star Trek. Superb game based on TV senes Featuring superb digitised graphics and sound1 (2D Mb 3 disks)
AG.03 Star Trek (Agatron) Strategy game by Tobias Richter. Germany’s No. t Trokker' English version (20-2 disks)
AG 04 Monopoly lull version ol the classic property trading game1 AG.05 Pecman 87 Mpti level version ol this addictive arcade classic AG.06 Various Cosmcvcuds Amoeba Crazy Eights. Blackjack. Backgammon. Daleks. Yahtzee. Stone Age etc AG.07 Board and Card games Ctuedo. OtheSo. Klondike and Cnbbage. AG.10 Space invaders Arcade Classic version' Pius Lander. Amoeba AG. 14 Fiaschelber Bouderdash style game Almost Commercial quality'
AG.16 Castle of Ooom Adventure game wi1h graphics - beginners level AG. 18 Golden Fleece Superb iniocom standard adventure Tram, design a railway with trains' Tron; 2 Rayer Light cycle game Pius; Star Fleet. Kamikaze Chess. Tumbling Tots
AG.22 Return to Earth. Ewe style Space trading game with excellent graphics and digitised sound AG.24 Drip. Arcade quality game with digmsed sounds and smooth sprites'
Pius; China Challenge. Super Gridder. Frogger. Mutant. Pmg Pong .
AG.27 Star Trek (US). Space strategy game Captain the USS Enterprise and repel Ktmgons' (2D-MO-2disks)
AG 29 Chess. Superb Mufti Featured version with variable level of play Plus. Taos. Battleships. Tetnz 2 AG. 30 Twlmris; Smooth scrolling Pocks. 2 payer option, variations AG.3I Simpsons Shpot-em up Style with Bart Simpson on a skateboard' AG.35 Cave Runner. Superb commercial quality BoPderdash style game1 AG.36 Wizzys Quest High quality arcade puzzle game, very addictive1 AG.38 Ster Trek - The arcede game. Vertical Stroking shoo! em-up AG.40 Melsgatectlc Llamas. Classic shooi em-up by Jeff Mmier, ex C64' AG.41 Wet Beaver Original Pong game with digitised speech S FX. Great1 AG.42 Games Galore 9 Games Mazeman. Trek Trivia, Pharoahs Curse Roll On. Monopoly. Dad. Cat and Mouse etc
AG.43 Games. 1; Gndrunner. Classic Jell Mmter game Robound; Vertical Arkancid style invaders, shoot-up AG.45 Seven Tiles. Speedball Style l or 2 payers doused eftects. payable as Kick OH 21 Brilliant!"
AG.46 Megaball. Arkanoid style but better1 Shareware game with editor'
AG. 47 Super Amldash version ol the Comm 64 game Boutderdash Great'
AH. 01 Adventure Game Solutions More than 100 Dungeon Maslor. Sierra. Ultima 1 lo 5. Infocom . (2 disks)
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cvooav otm* dtdofjt
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CmW.'drSsoohow Game 04 (*»c Man eK )
•oib 9 CIAbv joodihooe ernixj. wiy hard) Oeee nco HTter (Hoe mwei)
Budbun vesadem 9 (TTks vwl be eg dm «er 90 e row)
(del the Fan (Cartoon demo Me A1331) Batman the Mcnw Anmatai (Good canoon demo)
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Madorra vogue (a do*. 9 dme. tr* **no(e Knjon(4)
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000381 Surwnd fly Attcwon Muvc M (Jutf n the CwttmuK)
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The AMIGA POWER Public Domain section gets an extra boost this month - up to two full pages in fact - simply so we can cover more games. ‘But why ’ you may be asking. Well, it's simply this - PD may be free, you see, but it most certainly ain't crap, as your host Stuart Campbell explains.
RATINGS: ***** Excellent ***** Nearly there **** Very good *** Has its moments ** Flawed
We've had a few letters this month from people whore still not sure exactly what Public Domain software is. so here's a quick recap on all it's various forms.
True Public Domain (also known as Freeware) is software which is released without copyright restrictions, which means you're free to do what you want with it. any old time. You can copy it. give it to your friends, stick it on the front of your magazine - anything at all as long as you don't change it or charge money tor it. Most people get theirs from PD libraries, who don't charge for the software but do take a nominal fee for the cost of the actual disk, postage and packaging etc - usually between one and three pounds.
Shareware, on the other hand, is software which is released in a very similar manner, but il you do keep and use the software, you're asked to send the author a small donation towards the cost of producing more games. Usually, as an incentive to register' in this way. the author will then send you full documentation, updates of the programs, and so on and so forth. Obviously it's easy to just keep the disks and not send any money, but this is extremely poor form, and threatens the whole concept of Shareware - if nobody pays, authors will simply stop writing the stuff. If you do partake of any Shareware, do the decent thing.
Then there’s Exclusiveware. which is simply PD which is only available from one PD library, usually as the result of a deal which Involves the PD company paying the author a small royalty for every copy sold. This sometimes makes it slightly more expensive than normal PD. but not to any significant extent.
Licenceware (a fairly new idea) is an extension of Exclusiveware. and isn't really PD in the true sense at all. It's software which is released by PD companies, but the author retains the copyright, which means it's illegal to copy it. The price is usually higher than ordinary PD (but stilt much cheaper than most budget software), and the profits are split between the author and the PD firm.
The addresses on these pages aren't the only places you can get the games reviewed here from - most are available from most libraries at various prices and on variously-compiled disks. The named companies are simply the nice people who sent us our own copies. Any PD companies out there who'd like a little plug, send us some stuff (games only, no demos thanks) to have a look at and we'll see what we can do.
That's it for now, other than to say that if you've discovered some particularly good (or, indeed, particularly bad) PD game that you think the world should know about, drop us a line (or even a copy of the game, if you can manage it) and we'll check it out (and credit you in the mag. of course).
So with that, on with this month's fabby freebies,
(SEVENTEEN BIT, disk Games Galore 5)
This is a conversion of the oJd VIC-20 ptalform adventure by the same team who brought you last month's wonderful cover disk game Frantic Freddie. (STOP PRESS - Pharaoh’s Curse can now be found on the cover disk of this very issue!) it's well worth getting for this alone, but when the disk also includes a sweet little FacMan game (STOP PRESS AGAIN! - this is on this issue's cover disk as weill). a good version of Pengo. a Monopoly clone, a couple of nice puzzlers and more besides (I), then the asking price of tusl 89p begins to took just a little bit on the ndicutous side
ol-generous Unless you re completely gaga. this is another disk that you really must have, and it’s still good value even when you've already got two of the best games from us.
VERDICT: Excellent, excellent, and once more excellent. Hours of fun for all the family. * * * *
Pharaoh's Curse - the VIC dank is back.
(SEVENTEEN BIT, No. 1058)
Ulp. If you want to snap up this particular PD dassto, I'd suggest you do it quickly, because when Ocean see what a blatant copy of their classic Taito corn-op conversion Puzzmc il is, it may well disappear from the market in a biaze ol writs before you can say 'official'. This is a very classy job indeed, being identical in every way to the original, except that there isn't a time limit and the screen layouts are different. Oh. and it uses mouse control.
Zeus - Looks familiar
which is a bit crap, but since there’s no time limit it s not actually much of a problem Puzznic itself was a highly respectable No 34 on our All-Time Top 100. so for 89p this excellent copy represents an absolutely stunning buy. It might not last tong, though, so don't waste any time.
VERDICT: Unmissable version that actually improves on the original in some ways. (The lack of time limits make it more of a puzzler than an arcade game). Get it while you can. ★ * ★ ★ ★
This is a bit of a strange fish, being a cross between Thrust and. er. a jukebox What happens is you fly around in the normal manner, through smoothly-scrolling and tricky landscapes, and attempt to land on vanous stations and platforms scattered throughout the caverns When you do. there's a short pause and the game loads up a new piece of demo music, while displaying me title and credits of it at the bottom of the screen until you land
Thrust gamcplay with a chillin' soundtrack, that's the off-the-wall concept behind strangely named Blue House.
somewhere else. It s a really novel way of presenting demo tunes, and the game's challenging and playable at the same time Some ol the mustc is tovoty (and some of it's by Maniiion, but you can't have everything), and you'll keep playing lor ages to hear more new tunes.
VERDICT: Different and refreshing, and a really nice piece of PD that wouldn't work any other way. Very good indeed. **«*
(SEVENTEEN BIT, No 1056)
They cannot be serious... it's 1991 and someone's given the Arkanotd treatment to Pong, the original arcade bat-and-baH game. This updated version includes all the features you remembor and love (the bats, the, er. ball, urn...) but with NEW. IMPROVED, EXCITING extras like a pretty(ish) backdrop and (Lord have mercy on their souls) power-ups These are mostly pretty Obvious, including bat reducers, bat expanders, freeze capsules, and the creation of a moving obstacle on the centre tine. In fact, gameptay isn't dissimilar to an overhead-view version ol the classic French oldie. ShuKlepock Cafe, except a bit more ttmrted by the format. The mam drawback with Battle Pong ts that the computer opponent is almost unbeatable.
but with adjustable speed levels and a two-player optton you shoutd still be able to wring considerably more than 69p's worth ot entertainment out ol this. VERDICT: An extremely silty idea which provides several hours of absurd fun. Ideal material for PD, I'd say. What the hell, why not ***
Ponf - the ORIGINAL video some, jivtn ■ bit of lpit ud polish for the Amiga.
AMIGA POWER AUGUST 1991
ItftMHTRON + RM I GO I OS + TR I H + HIR RCE + GRIDRUNNER SEUEN TILES
Available from various PD suppliers)
We jumped the gun on this one a little bit in issue two, but now Jeff's actually finished the Amiga version and it's looking every bit as good as the ST one. and sounding even better For those ol you who missed it, it's an update of Williams classic arcade shoot-'em-up Robotron fiddled around with to aad Jeffs inimitable feel (you know the kind of thing - sheep, goats, yaks etc) and provide an even zappier experience tor attioonados of the oom-op golden oldie (which includes everyone on the AMIGA POWER team) Robolron's unique double-joystick control system has been cleverly imptemented here, and indeed, there's also the option to actuary use two joysticks for complete authenticity Not lhal it's all improvements - a couple of the new features are distinctly irritating (particularly the laser gun) and the graphics have a slightly cluttered and unclear look (in Robolron you could tell at a glance who the bad
guys were, but m Llamatron it's an a bit less instinctive) - bui all the same this is a highly classy piece of freeb-e software Wait a minute, though, Uamatron isn't strictly free - if you tike the game and decide to keep it. Jeff asks that you send him a fiver as a shareware fee. Then again, in return tor that you'll also get a big llama poster, a newsletter, and a copy ol Jeffs ongma! version ol Gridrunner (first released m 1989). so you've got no cause for complami Remember, with shareware you try before you buy. so it you don't like the game it won't cost you a penny. (But if you do like it. please play fair and do send Jeff some dosh - we'd like to see this idea encouraged) Not lhat you're very likely not to like it - if you're a zapping fan. this'll be right up your street VERDICT: An excellent game that deserves to be supported by anyone who's ever paid out £25 for crap and been cheesed off about it. * * * *
MintcrT rather spitting LUmilren.
(SEVENTEEN BIT, No 841)
This is quite easily the best version of the arcade's Efcb-A-Stolen-with-enemies game Orxon the Amiga, and it's made all the more iimely by the impending release
(SEVENTEEN BIT, No 1062)
This game was programmed using Palace's Shoot-'Em-Up Construction Kit, and it s given it a distinctly professional edge It's a Flying Shark-style scrolling
UTTERLY SCANDALOUSLY GOOD BARGAIN OF THE MONTH
(START PD, disk No. 761)
The first thing to say about this disk is that it isn't just AMIGAids It also contains Tanx, a brilliant and incredibly sliCk version of the Old two-player game where you have two tanks shooting at each other across a mountain range: Rollerpeoe. a fairly pretty and trappy Centipede game; Avatris. a simultaneous three-player Tetris clone, and Cave Runner, a very classy Boulderdash game. AMIGAids is probably the star of the disk, though (if only because you need two players lor Tanx). being far and away the best Asteroids game mi the Amiga so tar It's packed with options, (including the chance to turn the graphics into a perfect replica of the Alan VCS game of yesteryear!) and plays a really stylish version of the classic game. The whole disk is beautifully presented, and to be able to get it for less than two quid is living proof that miracles can still happen. Restore your faith in humanity and get it now.
VERDICT: Evory true games lover should have this In their collection. If you love your Amiga, give It this, *****
Amijoids - an excellent Aneroids variant, and jutl one of many great games on thii disk.
(SEVENTEEN BIT, No. 971)
Following on from last month's review of JeH Winter's Metagatachc Llamas, here's another conversion of one of the man's ancient zappers. Gridrunner It's essentially a Centipede clone with a tew added features, but as a last and violent single-mmded blaster, it was unbeaiab’o in its day and it's still pretty good fun now
(START PD, disk No. 689)
This game is billed as a cross between Speedbali and Kick Oil. and (hat's pretty much a spot-on assessment It's a frantic future-sport game with tiny little players bombing around on a metallic pitch, and apart from the slight problem of not really knowing which of your players you're controlling at any particular given time, it’s
No, ft't not computer art, it's Trix.
ot Voified, Taito‘scom-op follow-up, It's a full-featured copy of the ongma I. but it also comes on a disk wiih 10 other games, including a vers.-on of the board game Sorry, a video poker game, a crude but fast Missile Command, a good Othello, and several other card and puzzle things. It's worth the paltry 89p asking price for Trix alone, and the faci that all of the other games are worth having too makes this a bargain of the highest order VERDICT: A strange mix of games to find on one disk, but an entertaining one. ****
Air Ace - Slick, playable, and cheap.
blaster, and it’s one of the tnckier games I've come across this month There aren't any great innovations on display, but the gameplay (for one or two players at a time) is timeless and challenging, and the attention to detail <nght down to the way the screen keeps scrolling for a while after you've lost your Iasi hie. just like in the arcade) is lavish. If you're a Flying Shark fan. you shouldn't miss this one. VERDICT: Tough and pretty blaster that'll pass a good few happy zapping hours, at a price that belies Us commercial look, ****
Another Min ter classic jets PO treatment.
The disk also contains a rather odd Defender-like game called Invaders, which is cute and enjoyable, and a Breakout clone called Rebound (which we couldn't get to load on the office Amiga, so if may or may not be any good), and the whole thing is welded together with probably the most slick and professional presentation ever seen In the Public Domain (Courtesy ot programming team Mental Image).
When you consider that each ot the games on this disk effectively costs less than 30p... well, you know what to do VERDICT: Two goodies and a 'mlght-be’ make this disk another essential giveaway. ****
Eal rour hearts out, Bitmap Brothers. Seven T/lcs even sports a vaguely metallic backdrop to the action.
great fun There isn't really a wnoie lot to say aboul it otherwise, except that it's a tot of fun, especially with two players, and though ii misses the outnght violence of Speedbali. it's easier to gel to gnps with than Kick Oil Oh. and the continuous crowd noise can get a bit grating on the ears after a while. Not than I'm trying to stop you buying it, you understand VERDICT: A corking little game thal holds its head up pretty respectably against its major-league counterparts.
Contact addresses for this month's games: seventeen bit software, po Bo* 97. waketieid wfi ixx *0924 366982
NEW WAVE SOFTWARE PO Box 199 Manchester Ml 1JE « 061 839 5378 • START COMPUTER SYSTEMS. 20 Holmside,Sunderland SRl 3JE » 091 565 2605
Thinking about NOT buying the next issue of Amiga Format
This picture of King Tut is known by more people in more nations than the pharaoh ever was. It's the symbol of Deluxe Paint, probably the finest piece of graphics software ever written. Deluxe Paint is used by nearly all Amiga games programmers to create the graphics for their games, simply because it's the best.
Now there is a new version of Deluxe Paint out - Deluxe Paint IV It's probably the most important nongames release on the Amiga in the last three years. It takes Deluxe Paint to the ultimate extreme of Amiga graphics, allowing you to create 4,096-colour pictures using HAM mode.
And where can you read the exclusive first review
In Amiga Format of course!
And what's that on the cover of the issue Well, knock me down with a feather if it's not a Coverdiskt And it contains an almost-complete copy of the new Deluxe Paint IV as a fully useable demo You'll be able to create your own 4.096-colour pictures and see for yourself how good it is!
Also on this extraordinary Coverdisk is a playable demo of Magic Pockets, the latest platform extravaganza from the Bitmap Brothers. You've laughed at the idiots who played it on TV's Motormouth: now give the real thing a go for yourself!
AND we bring you the full inside story of how the music is created for games, courtesy of Betty Boo, John Foxx and those Bitmap experts.
PLUS the widest and best range of reviews anywhere: not just games, but also exciting stuff like the newest drawing program, the new 3D game creation system and the latest in 16-million colour painting.
Don't miss Amiga Format Issue 26, on sale August 8 Exclusive review and Coverdisk demo of Deluxe Paint IV
AMIGA POWER AUGUST 1991
NEW AGE COMPUTING
All prices include VAT
Everything sent 1st Class
A500 0.5 MEG MEMORY UPGRADE
Can be made into t Meg CHIP RAM With Clock Just C26.99
For all your Amiga & communication needsl
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40 Capacity lockable bo* .£4.50
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150 Capacity disk drawer ...£17.00
- lock tor above Rosso .....£6.50
SLIMLINE 3.5 AMIGA DRIVES
With ihtoughpon & switch E65.00
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Freshen the air you breath11 Only C25.00
280 dpi mouse mat & holder tndudod
Naksha Mouse ...C23.00
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Complete with board, manual and software Only C39.99
NOTE: Revision 5 2 Anugas above only
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Take it up to 2xh megs
Amiga A500 2 meg expansion
Here at last is the memory expansion board you have been waiting for! The V2000 will give you up to 2 megabytes of additional fast RAM.
The V2000 can be expanded in 'h meg stages, from !6 meg to 2 megs, and it represents the best value for money available.
* Compatible with Kickstart 1.2 and 1.3
V500 512K extension without clock £25.99 V501 512K extension with clock £29.95 (chip RAM configurable with Fatter Agnus)
Also available (phone for full range):
V2000 board only £37.95
V2000 + 0.5 meg £53.96
V2000 + 1.0 meg £70.95
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£104.95 Introductory price for
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Full range of software available.
Phone for details.
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WIN A FISTFUL OF FLYING LESSONS!
AMIGA POWER / MICROPROSE F-15 STRIKE EAGLE II COMPETITION
If you've go! any sense at all you'll have already nipped out to spend your cash on a copy of MicroProse's astounding military flight simulation F 15 Strike Eagle II. We reviewed it last month and lavished a praisefu! 87 per cent on what we reckon is quite possibly ihe best flight sim yet seen on the Amiga
But that's all yesterday s news This month, in conjunction' with MicroProse, we re giving away SIX flying lessons to anyone with enough savvy to answer this unbelievably dim-witted question. (You'll also have to be amazingly lucky to gel picked out of the huge box we've set as de for all Ihe entrants, but we ll gloss over that for now)
So how do these flying lessons work then
■ You get six one hour sessions with a tutly trained pilot teacher...
•...at a flying school near your home...
•...all worth something in ihe region ot £750.
Note that there is NO AGE RESTRICTION on flying tutorials, so this is open to absolutely everyone The winner will be skipping along to his or her local
aerodrome later in the summer, and clambering into one ot those littte Cessna or Piper aeroplanes (Unfortunately, rf you want flying lessons in an F-15 you It just have to go away and join the US Air Force)
Your trainer witl teach you the proper way to fly one of these beasts, so it's not our fault if you cock things up and find yoursetl buying a fair-sized area of arable land.
RULES AND REGULATIONS
• The doting daft tor tNi competition is August 31ft 1991. Entries received after that win be made into paper plesr ■ On ■* metiers relating to this competition the editor's decision is Anal
- At ever, employees of Future Publishing and MicroPros* ars not sUgibie to enter this competition.
Get on with the question!
OK, answer the following question (correctly). Pop your answers on the back ot a postcard, and post it to us at: Amiga Power's Up In The Air Competition, 29, Monmouth Street, Bath, Avon. BA1 2BW. Don't torget to add your name and address, and be sure your entry gets here before August 31st (this year).
At last, the question: It you want to fly you'll need to learn how to use a map. So, here's a test of your navigational abilities. You are on a runway in Reykjavik, and you have to fly. in a straight fine, to Nairobi Simply list all the countnes you have to fly over (Clue: get an atlas and a ruler.)
AMIGA POWER AUGUST 1991
AMIGA POWER BACK ISSUES
Copies of the first three issues of AMIGA POWER are still available - though perhaps not for long! Each one costs £3.50 including packing and postage within the UK. To order yours simply fill out the form opposite and send it with a cheque or postal order. (Everything else you need to know is explained on the form).
1 (May 1991)
Who do Renegade think they are ; Work In Progress Birds Ol Prey, The game i wish I'd written - veteran coders speak; Rainbow Islands Players Guide; over 40 new games reviewed, including Exile, Gods, Cybercon III. Eye Ol The Beholder. Railroad Tycoon.,,
Plus! On the disk. Bombuzal- the complete gamel
2 (June 1990)
Creation. 'Bob’. Populous II - Bullfrog interviewed; 20 Amiga classics lor £10.99 or less; Eric Matthews; Rainbow Islands continued; over 40 new games reviewed, including Monkey Island. Switchblade II. Hero Quest. Wonderland,,,
Plus! On the disk: Kid Gloves - the complete game1
3 (July 1991)
Thunderhawk, Retro, Frenetic - Core interviewed: What's so special about CDTV'>; If I were not in this industry - game authors speak; Powermonger in the style of Salvador Dali; 10 pages ot tips; over 40 new games reviewed, including F-15 Strike Eagle II. Deuleros. Toki.. Plus! On the disk; Exile special world. Prehistorik preview, three lop PD games!
Now you can keep your copies of Britain’s best-selling Amiga games magazine pristine and perfect in these gorgeous white binders, finished with a smarl royal blue logo. Your precious copies will never get ragged or dog-eared again' Only £4.95
Amiga Format back issues with complete games
18 (January 1991)
300 page Christmas special' Games ol the rut revealed; Top coders mam their predictions lor game o< the future: All theb»o Xmas games reviewed Plus' Two disks’ interphase the comp*1-game' Total Recall playable demo1 Lemmings - playable demo' And morel ES.OO
23 (June 1991)
236 page giant* 3D spec* How 30 games are created - The Assembly Line tell all; massive gudt to 3D graphics, and morel Plus! Two disks' Balance Ol Power the comp- ■■ game' Atommo - playat ■ demo! 3D Construction Kit - useable demo' And more' C$ .00
24 (July 1991)
220 pages' CDTV spec* - is this iho future ot home entertainment . Graphics special report, and more* Plus' Two disks! Archipelagos the complete game' Vaxine -the complete game1 And more'
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This month's special offer to subscribers is...
The Secret of
Subs Club Price £18.50 Save £7 on the RRP £25.53
Quite simply the highest rated game in the
(admittedly quite short) history of AMIGA POWER. A brilliantly thought out, supremely user-friendly and quite hilarious graphic adventure, it's one of the best games ever seen.
eceive one one of these
games when you
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We presented on excellent playable demo on lost month's cover disk, now here's your chance lo get completely embroiled in the fascinating world of Audiogenic's incredible Exile, the future of arcade adventures.
AP rated at 89 per cent.
Just look at all the benefits you get when you subscribe
Psygnosis' massive multi-vehicle 3D strategy arcade adventure has topped the charts - ond it's not hard to see why. Beautiful 3D, oodles of planes, tanks and the like to bomb about in, ond Ions of ultra-violence - it's the bee's knees.
AP rated 87 per cent.
Gorgeous pseudo-Japanese graphics, wonderful scrolling and playability coming out of its ears - that's Gremlin's simply stunning Switchblade II, perhaps the Amiga's best ever arcade-style platform game.
AP rated 87 per cent.
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Uppers - Nee 30 bcunewg ton*
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It lends»tael Ifcooneiecutivetay and a vwy eipenwe one *1 that ft) Bottom Lino -A »rtt bwwtt bur no great shakes •»
THE AMAZING SPIDERMAN
Empire £24.99 Uppers - OKJ tashcned platform ga’nopl.ly si ll holds up v»l! Downers - Tiny spn1*s and -lets Iks it - it a) looks father crap when you brst »• it The Bottom Line - Fun. bul oo you really want to fork out 25 qud lor what s basically a cnimbfy CM 8-Mgame **
Uppers - Vary last and amoiplwne Downers - Its fift Bentlone yet agin Incredtfy the) gamsplay lor a W pnee 1 frtron The Bottom Line - Good do Ushered iooitwj rv trainnq Icn,
but a rwdy thoiAd has been a budget gam* •**
Uppers - Lots ot tanks, lots of
(fares lots of traces to go tridaap and wdt and tail land good took-ng to hoc i Downers - Takas a lot of iad«iopir)e to pay prooery The Sonant Line - A natutai successor to Gamer Command and - a has lo be said-a worthy on too
Uppers - A 8 W cusvc hnafty brought to Atyqa owrwfi Downers - but nobody 'M*y wonted * snywsy TAp Bottom Lint- Prvritrv* b*yO«d b*Wf-even vargam** siyxid grv* «t a mdabartb *
A-10 TANK KILLER
Dynamla (Sierra) £35.75
Uppers - AneatttOftySKpaght ten-style datad. and a ganuna taaang tr takng pan n a tonca Downers - Gareoiay sukors dut to me skiggan trams rata and tack of Ityng Son1 The Bottom iiise - A interning hi Hewed aaempi at talung Via llgnt smuiaton game a sugeturther aaa
Digital Integration £24.99 Uppers - Good <M U*h*>n«xJ 3D tty C ahoot game Dormers -It» no tight **n The Bottom Line -Fe*i u ta ua go** a*
Uppers - Plenty of levels plenty ol acbor. Downers - Mot parocularty last (and cartairOr not new1) The Bottom Line -Reasonable straightforward shoot-'em up in the 'son ot Ft Type' vem e e
Uppers - Easy to pk* up. wth moussnds of teraii to keep you gomg Downers - Can ccvatent
booting be Km WeVe not we Ramer samey, very lough. cap nxAJC The Bottom Lint-Smut to Pipe Marta «n iome ways, - 4 yto Uted fwtsry tht*
BACK TO THE FUTURE PART III
Image Works £24.99
Uppers -Vanety neat irnmabon. some decent yokes Downers - But Mm bcencas nearly always teel too Ptin to be worth 25 qted fhe Bottom Line- and this one's no Ohetent Fun bul skght
Tengen (Domark) £19.99 Uppers - A dose conversion Downers - Of a crap overhead-view arcade race game The Bottom Line-So workmanMie its leans hang over rtl arse * e
THE BALL GAME
Electronic Zoo £25.99 Uppers - Sirv V lo tb* ft*c«Mtent bul un released Infection puzzle garni) Downers - The concept t% spotod by senseless changes to the rue' The Bottom Line -interesting, bul ineptly executed
THE BARD’S TALE 111 - THIEF OF FATE
Electronic Arts £24.99 Uppers - A satisfying bout ot monster basting to appeei lore usual Band! fata mob Downers -Now dess and fancy programmng •re sadh lackng The Bottom Line - Vtonunentaay unspectacular but knda moe i« ne same One lor the haidened DAO hear * * *
Ubi Soft £29.99
Uppers - maergaiacbc rt'-gue n
m novel eneractrve comic book
style Downers - P*rttep* a bttte
too teft-of-contr* leu some The
Bottom Line - Very
and actuary very good *»*
Uppers - Loads of rrvssons.
atmosphere «teJ 3D graphics ** lots d greem. pkj* a good mix of strategy and blasting Downers - Takes a *ft*te to got nto. some odd tend impossAite to comptetel nr*s$ >ons The Bottom Line - M you ve got the Mft dtscipine to persevere past an unmspmng sun. th*s is a worthy toiow up to the daasic Camer Commjuxt * * *
Uppers - A bred tantasy sirategy plot grven now tease of Me by excoftent groprtes and ootfes of playabttey Downers - Arcade junkie* need not apply, despite the abundance of genocidal mayhem The Bottom Line -Try ft - you may be surprised * * *
Rainbird £29.99 Uppers - fantasy btended with strategy and some r»ee grapfucai louche* Oder* an mnQumg hytond Downers - The game reaty needs several human player* to make a exciting The Bottom Line - Once agan Rambrd attempt somotfvng a Iftttetxt(Jitter*rrl ft**
BILL & TED’S
Capstone (Accolade) £24.99
Uppers - m out bumblo opinion, a most naiirt tutpd for a tana The game «•■ manages P capture some of tie Itavour ol the bodacious Mm Bo Downers - But that OoesnT stop it bwng a strong coniorper kv Pw Weakest Garwpiry In The Woitd rul'd its atw way way too easy to complete even at me hghei levels The Bottom Line - Somettwig of a mused cppwwvty. Lars hope tar better things a they make a game ol the Mm sequel * •
Mind scape £34.99
Uppers - Less tectve fan mosl Ityng things Some rattier spilling soird oomptmtnts the WW1 feel rveety Downers - Not a serner in *» usai'thanAness stakes, and ew slow and sloppy nsam game neve, ahem) realty takes of The Bottom Line- Did hbrthedatmsveP plane gama tar Bggtas butts a shouk) have been *
Krlsalls £19.99 Uppers - t*ee sound fjtunsoc graphics Downers - Absokrtety dee Pongstyta gamaplay The Bottom Line-Get out ol here1 •
Image Works £24.99
Uppers - V«ry ptedy. w«ry VROOfh v*ry cbjfteoQfflQ Downers - and wry, vwy tmtatng ndt«d. r&pftCkaty ft you hai« tite ctrteiUharacter The Bottom Line - Okay ft you play ft wihihft aound ofl
Impressions £24.99 Uppers - Sack with it and youil find hi immensely rewardeig space, strategy blast wap beds at levels Downers - Scrappy graphics and same awkward quvks will Oetor many The Bottom Line-Loved Laser SomtP Then youl probably take affene to Breach 2 *e
Ocean £24.99 Uppers - Surpnungfy axifOyabte Operation Woft varum Downers - Kinderganun graphic* and no g ma <tepr* The Bottom Line-Raasonabte two pteyer btesang tor an hour or three ft *
Image Works £24.99 Uppers - Gorgeously atmospheric graphics, a good
no of puzikng and hackmg Downers -One or two bntabng moments and e's a* a bn ladung
si Die eicitoment department The Bottom Line - A nice blend ot 30 graphics and athentuetng (but its not ■ closnc) •••
CADAVER - THE PAYOFF
Uppers- A wonotrta addon tor tans of tha Mil Cadaver Oowners-Nol a lot of use tar anyona eke
though The Bottom Line - k you've got the ongn . Da isn't such a bad puce lo pay ta more of me same Und you. levemeen qud a a tat slaap lot what a only an add-on taanoklgame ♦**
Mindscapd £24.99 Uppers - NftftS COO-control system enhance* an atmoighanc (and maswe) axpioraton eftvanenga Downers - The gam* system i* quite smtear » Dungeon Master, so toystick freaks won't fnd much to enpoy here The Bottom Une - A gonune Amiga classic ft***
Psygnosts £24.99 Uppers - Ekceaent gtapfacs and some ndiy arcade sequences Downers - But underneath it s a daanedy average strategy game The Boffont Line - Despite appearances, rot one lor the lOyslick yjnkws out there »•*
Core Design £24.99
Uppers - As cute a Ifttte ptetkxm gam* as you are ever Ikefy to fnd and wtth a pedecity baterced dftTcuity tevei too Downers - it s pretty simple -more vanety between the levels would ve been nee The Bottom Line - ft might not push back the botftidanes of Anvga leisure software, but if* a damn fme pame ****
Welcome to The Bottom Line. Every month AMIGA POWER lists the important full price games released over the past year, complete with price, publisher, points for (or ‘Uppers’), points against (or Downers') and, of course, the all important Bottom Line. Entries are updated every month, with around thirty new games added and a similar number of older ones removed each time, while ratings are out of a simple five stars (or six, if you count the especially super duper red ones as an extra star) and are explained below. And that’s more or less it - your complete guide to the last year's games. Now you’ve no excuse for buying a piece of crap software again!
THE BOTTOM LINE
RATINGS: Excellent ★*★★★ Nearly thefe ★★★★Very good ★★★ Has its moments ★★ Flawed ★Dire
AMIGA POWER AUGUST 1991
Electronic Arts £24.99
Uppers -Far*, rWMtffl management secsons w* some ' Ty tuts* toq m Downers -T« appaWg Kak sectons bio* a entrees The Bottom Line -Urtotenced **
CHAOS STRIKES BACK
Mirrorsoft £24.99 uppers -Compel and mgerwus puzzles. very u»> fnentfy, pees sound Dormers-Slghlty ok) ta*h«n*d looking The Bottom Line - Engrossing rote playing adventure using the Dungeon Ussier gam* system
CHASE HQ II
Uppers - •ftps <1$ notes OMUrout as the test conversion Downers • But vta temvnaPy average a drives the a onck The Bottom Line - K looks as wed as Warm Vice * *
Core Design £24.99
tippers - Heaps ct character wsi wm* ooovaton n N gamaptay *o* once Downers - A louch shadow and a touch easy The Bottom Line - Pr*Ry tx*art pUBtormB1 on «f tfwAngafvirybKt ****
CHUCK YEAGER’S ADVANCED PLIGHT TRAINER
Electronic Art* £24.99 Uppers - A serrate w tot* of ptanes to Dy. <Mi pies U cptons mesons and enema! news Downers - A complete tack of speed Pad Asa access and nad penpecsee cut fie dampen on Pie whole attar The Bottom Line -Ut» »png »ght snt - fads le slay ■an die competition eet
0) US Gold £24.99
v- Uppers - Lots and lots of level*:
fypieaky wee Biougr* out consol* style gameplay Downers -
01 Smpksw grapfecs tack ol depth
D The Bottom Line - Good, Put
Q not the most characterful of
3 puzzle games • • *
< CODENAME: ICEMAN
c Sierra £3499
uj Uppers -Good A you've always
> <arc*d a suty i'.n* v’lulahy
boHadomo & nas usui* graph*
O adventure eng** Downers -
CL Frve d<sks or siow moftoo action
The Bottom Lino - Hot Surra i
< best, and a poor *itroducw>n to
0 Ibee game style *
1 THE COLONEL'S
©Uppers - MikTy mtngumg whodunl with that ever to temkar Siena style of presentation Downers - Terrible
graphes hour* of teckum The Bottom Line - Overpriced ano Over here Vou know you donl want to buy it really *•
Gremlin £19.99 Uppers - Iterates! 30 and a track designar up the longevity ol the game Downers - Marl sound and a lofaiy ndokous two-player opbon The Bottom Line - Lacks sparWe. but a s lar kom bang a drsasler *•
Uppers - Lovingly recreated com op blast em scroaer Downer* - As tasNonabte as an anorak. The Bottom Line -Ciassc stuff, perhaps somewhat overpriced for somelhng so
primitive * • *
Uppers - The bo* scute meresbng lactteafy that's a bk of a S* Downers - Everylhmg The sound, the graphics the gameplay -at One n the e*s*m* The Bottom Une- A perfect present tor pytomanac* Sr
US Gold £24.95
Uppers -Gore galore, the fkimerou* video eeerkjdes spice < Up a bf Downers - The actual game 4 dul m the extreme. and hi warrig between levefs 4 mon**oos The Bottom Une - A bog standard biast-'em-up win knobson *
US Gold £24.99
Uppers - B-ifanf sense of beng there snp better Freescape th*i Free-scape Downer* - Pmoctatky not K Buf accesses* to your average gone ctiyei The Bottom Line -Wei worth the eflort ol gmgitt eeee*
Mmdscape £29.99 Uppers - The most access*** sub am to date Downers - .bul 4s saf ret very The Bottom Une -Playable buloverpnoed The belt «i «sed ***
Anco £24.99 Uppers - Unusual mis of honrontaly screemg arcade adventure and mage Downers -Hafl scrobng and poor sound mar the atmosphere The Bottom Line - A refreshingly pteyabiegame **
Uppers - Defender. Defender It and Stergae* a* m one package Downers -Onfy punsta w appreciate the archaic graphes. one or two essanbal features are omoed (Defender wthouf hyperspace would you bekeve7) and the Defender if game 4 dud The Bottom Une - Far tipm perfect, but every home shocAd have one * • * •
Uppers - An mcredbfy fuge and absorbmg game, wth challenges that teem perteedy paced to be m une wth the devetepmg game-skis of the average player Downers - Visuaiy 4 can be a M of a yawl The Sodom line - Don t be toyed by
Pie Strategy eoeror - tfi* 4 a game mat everyone should By ***•'
Uppers - A lew nee gnphcai touches Oowners - AppaAngfy desgnfd ganvpUy wpi very toe
actual actor The Bottom Line -A crappy Cues Or Tnn rpott srthojt most of the ongnars good tasMuTl *
Exocet £24.99 Uppers - Ten (kltererv variations of chess, el m one package Nee graphics. ions ol backgnxmd mtomatwn Downers - Oehrvteiy to chess heads only The Bottom Une - The idea) present to the cerebral Amga owner
Uppers - A near ptrftcl vcaW conversion, rvftify anvn»ed mam
Oragon sprite Downers - Tbo ziUonth uOeways scroomp shoot 'em up ol la« year The Bottom line - One instinctive knows when a conversion rs f ht * * * *
Thalion £34.99 Uppers - Elegandy designed pedectfy entcuted fantasy PPG Oowners - It only it wasn 't such a Med old gent* The Bottom Une - Over-pneed, unspectacular, but (let’s be Ian) itf reasonable tun see
DRAGONS OF FLAME
SSI (US Goto) £24.99 Uppers - Almost Instant piayaOMy - not something you’d eipect Irom a ref* playing gam* Downer* - A bn smpksbc to real Dungeons 4 Dragons Ians The Bottom Une - An evoekenl •eoductkjn to the new bread ol fantasy FIPGs * * *
DRAGON'S LAIR II
Readysoff £44.95 Uppers - Realty mcred&y gorpeous cartoon grapMcs and pretty stunning animation make this a perfect demo ol your Amiga s graphic capafrt'bes Downers - Minimal player inner acton and a nfeufous pn» tag make (hit a very oipertwe «4y to buy a demo The Bottom Une- Undentaotytemptevalue lor money *•
» Wy Nfi mm Ywy oood ••• Ha a • * Rm4 * 0**
Electronic Zoo £25.99
Uppers- A race In* si H G Wets
104 thetfnc* and tom* ixiususf sub sectem gv* fee Pfjrtpnst h<f*t ongnai flavour Downers -The parts don t actuafy add up to very much, and ffw copy protecton system coefd nduce bouts of vtoanc* The Bottom Une - A reatonabf* 30 routne masgueraOng asagam* *
EDD THE DUCK
Impulze £24.99 Uppers - Rempow island* wsp* ed gamepUy ensures some level of interesi Downers - But the whole m*ng fust doeWt •nspve, and the dirfciJfy is placed too tvgh tor a young audenoe The Bottom Line - Your Qranny might buy you one •*
ELVIRA - MISTRESS OF THE DARK
Accolade £24.99 Uppers - Elvira s gorgeous, the graphics reify draw die player n Oowners - toy the game <sa« is rvgh on impossbl* - and a takes toe Asks ’ The Bottom Llne-Faks apart due to gratuitous disk swapping and re uniting gameplay *•
US Gold £19.99
Uppers - Werd grtpNcs and mmdboggkng gameplay set £ Motion apart from just about any other game Downers - The whole concept may prove dzheud to get your rrwxJ around The Bottom Une - it you can handle the basic idea f -Moeon orfers many (OyOuS hours of swearing and frustration *****
US Goto £24.99 Uppers - As conversion* go it i not a complete nightmare Downers - but lets be honest the arcade ongnal was duf. duff. du« The Bottom Line - A reasonable conversion ol a temwiaty average game *
Uppers - A sutotsngry nvoh-rg toxy strategy thng n the Foo&tel Uanaparve- Downers - They ft not st* making these things am Bwy7 It woulO seem that they are. andatU-pnceioo The Bottom Une - A dated dea - 4 sounds tedout but < s aduaky eiecutad gatecommendabfy **
Audiogenic £24.99 Uppers - Real work) phys<$ noMporated no an arcade game ft mere of A true arcade adventure than most games bearing that lag Bags of to Oowners - Rather pnnvbvt graphes and perhaps not the most csiardy pfayaPte game ever The Bottom Line - A great atcade advent** - and a tem office favourite- but * n»ght npt be yen* cup cf lea f you're an action tan Cheeks out though *****
Audiogenic £24.99 Uppers - Very ongnal (reed very, very odd etdeed ) arcade Bung, wet converted to retain the or gnat s teet. Downers -Contusing meaty, but one* ypu v* played s to a while 4f contusing The Bottom Line - Great toe but it doesn I really make s in the longevity stakes ***
EYE OF THE BEHOLDER
SSI (US Goto) £29.99
Uppers - Takes Cunpeon Master a step toner Ercefent atmosphere and graphics Downers - Despre bang better man Ou ts not actuaty very dhervrv trom a at * The So front Line - The best OLD game yet to the Amga (Of. ndtad to
anything else i ** * * *
Hew son £19.99 Uppers - Ertn a s from Hevrson That s 4s redeentng feature Oowners - The game itsed 4 a prefty pointless scroang onvmg Biing (e f 1 q Dsaster; The Bottom une - Oh dear e
F-15 STRIKE EAGLE II
Uppers- Graemes as make you gasp sound Wiects to gat ycur adrenafn (uhpng and gameplay to fcMWyCurfi i qurvwnng hMp on th* ftXT Downers - Dttptt the sneer em-up rjBure ol things, a can a* be a touch to much to Bw less ampeout games ptayer The Bottom Line - O*te possbfy the 1*41 *ot3 m ftght mj (to far anyway) *****
F-19 STEALTH FIGHTER
MiCfOPrOSe £29.99 Uppers - Strategy and accuracy combma to bring a fresh edge to an over popi/ated gene Oowners - if you’re good 4 can get duf as no one knows you te there The Bottom Line - Damn tine simulator ****
PSS £24,99 Uppers - Hce 30 rsometnc graphics Downers - The game 4 rendered unplayable by the imoeneliabie control system The Bottom Line -Flawed **
Activision £24.99 Uppers - The con-op was madly antusmg(ish). Downers - You are accused of producing an utterly OuB game of the lowest cakdre How do you pfead7 The Bottom Line - Gutty as he* *
THE FOOL'S ERRAND
Miles Computing £24.95 Uppers - 80 problems to gel your bran aching Downers -Underneath Bw gtos*. 4s rea*y a very average game The Bottom Line - Not good, not realty bad lust Okay **
Hewson £24.99 Uppers - Fast, motet*, evening and wee presented mayhem Downers - The poor man's speedbaf 2 The Bottom LJne-Doesn t have B» depBi of Bi* Bitmaps classic, but enormous fun at the tame eee
GALAXY FORCE II
Activision £24 99 Uppers - An ambitious attempt at a Yisuaty stunrvng con-op Downers - Everyihmg else The Bottom Line - tf you know you cant do 4 why bother trying7 *
GARFIELD-THE WINTER’S TAIL
The Edge £24,99 Uppers - Bnhant Jen Davis grapfws Downers - Crappy Steve OaviS gameplay The Bottom Line- What a wasted kcenc* For tee hard tans only *
Uppers - CUrca doesn t actuaPy appear«the game much Downers - Judder ng sprites, poor control (just kke the man NmseB), terrble sound - take your (» The Bottom Une -It s enough to reduce you to tears *
Demon ware £24.99
Uppers - Gorgeous graphes.
eigusile sound beautAAy u*o* mental tenure Downers - Wont
change yoe mrtd f your* not eso pullers The Bottom Une-One of the best puute games to date
Electronic Zoo £25.99
Uppers- f*cf out*aserpenuveas ■Anorcape i IV* 4 Dear Downers
- But wm iee she in its tivour The Bottom Une - Anothw hall baked dea. not totoved Brough properly (Where go they a4 com*
Infogrames £39.99 Uppers - Styfeth and tairfy d**p rvstoncal strategy gam*
Downers - ROiCufcXiliy eiperwva though and requirw i fa>r dose of manual readirg The Bottom Line - A br of a dkch4 but good if you l*a thaf sorf of thing ***
Renegade £25 53
Uppers - Lottoy aesdietct gut*
nvofved to a ptettom gam* Downers - Not guw as good as 4* mad* out te be The Bottom une -
Donl be lew bw Itype. but pr* y demr good a«Bl* same eeee*
Virgin £24.99 Uppers - Perfect arcade conversion, with every last feature implemented Oowners - There never reefy n a lot ot venation rv the gamepUy The Bottom Une - Vduafy stufwng Out not afferent enough to separate it irom the usual beet‘em*up * * *
THE GOLD OF THE AZTECS
US Gold £24.99
Uppers - Th* arwnabon grvw in hero ieal eharecter lot once, and each screen n a separate chaileng* loads d nee touches Ooawrs - The control siiej awkward ure* you gel used to 4 Th* Bottom Lino-Aumgle. game than a fed appears, but nonetheless a totafy absorthng one w*»»
GRAND PRIX MASTER
Dlnamic C19.9S Uppers - Endorsed by Jorge Ustnai (apparently famous on Ore BOcc motorcycle arcuti Downers -Mandtn totaa Relent Rpbm The Bottom l mo - Not to put too Ime a pore on 4. useless a
Elite £24.99 Uppers - Cute as belt, mb graphics and sound rvgh on parted ©owner* - a reafty d lar loo offaj* The Bottom Line -A good Mm kence »*•
Vivid Image (Activision) £24.99
Uppers - G/aphcaSy adept arcade adventure weh lorn of payability and plenty to koep you going Oowners - Iffy sound The Bottom Line - Thoroughly enjoyable (* you «u> mat sort d tfung) **
HARD DRIVIN' II
Tengen (Domark) £24.99 Uppers - Retired version ct be ongmai - less bogs, a track ed«or. a neat head-to head opoon 4 you Ink two machines Oowners - but s!* gklchy and not a patch on the arcade machine The Bottom Line -Souped up. but not souped up enough ee
HEART OF THE DRAGON
Avatar Computing £25.99
Uppers - Lots 0/ cckxn arc an (Almost serous; Attempt to do wrerog ne* «*fi Te tarttny O+jft HiKppm Oowners - BfyoTO Vw aimosi impressive Mdvkcif mcMfy Ms rot *«ry mxh at a> reefy The Bottom Line -1» fXf inend has DougN « gve i a go Then laugh very hoartfy at hm Emarfammg e an embarrasstfig sort of a way *
Audiogenic £19.99 Uppers - Hghfy original gameptiy password system greasy increases addebveneu great eanoon sound etteeis Downers - Ertremeiy Incky control method which is drtfeu* to use even with pracsce. Gets samey alter a wtule The Bottom Line - Dubious tastng appeal Out a tun Me game 4 you fancy tornathmg a bedtterent eee
: r *
Uppers - Easy to get nte, and daotptveiy added* Youdonttw* ycuVt been piayeg I lor long, but suddenly fs Thursday and you re a week tale tor Onne- Oowners -Not so good as a one player game The Bottom Lino - Perhaps ii/pnsingty. a tagtvy enosnawng game, and abtoMeh deaf when you're got gameptaytng tnends nxmd * ■ • *
HILL STREET BLUES
Uppers - A good t«r hn me TV senes characters (bath payer and otters) that you can toendy wen ft CartaaSy an rsaressng way to hand* licence Oowners-Gets repeoevt petty quackty and 4s net Pe skekast game arajrd The Bottom Line - A good neit step ■or someone who s cured $ m Cvy to death and tanews anew chldenge LerMed appeal though * » *
HORROR ZOMBIES FROM THE CRYPT
Millennium £24.99 Uppers - Unusual CM suitably spooky graphics Downers -But lei down by the dut platform nature cl the game The Bottom Line - Tunny to watch but fairly average to play **
t/ppers - Um. nee monng-wscer theca Downers - Terrtoto control leei. duff xoear graphics feeble gamepiay The Bottom Line - An almost competent conVERSION of a useless game Why bothers *
Electronic Arts £24.99 Uppers - A game when makes real use o* t meg memory ©owners - wtKh means that a good number of Amaja owners win never get the chance to see a The Bottom line - Not the best fantasy aicade adventure by any means, but the gorgeous graphics ut it wee above average ee*
INDIANA JONES ADVENTURE
US Gold £19.99 Uppers - Mora f -Iurwig bitty on* Of the troodhMt control tyuermyat Vaprcdy ftfhMtotw rrort loo Downers - Waftng tor 9te h9e moy tpres totrth acroM rw acraao al am* can pat
annoying and some of If* tmthe* we fju a wee M too abstract The Bottom Line - Amga tfnntm we pafong bidar at the Wne Out fyjy * a* of the oew wratatte
Electronic Arts E24.9S uppers - An immensely playable blend ct true racing sen and quick track bias!, with a nice Me in remote camera views (4 you've got a I meg machete) ©owners - Track repet con heiders lasMg appeal The Bottom Line - Just tabukxis
Uppers - Soccer n 30’ A very brave attempt to do something new wot a teed dd game style ©owner* - which unfortunately tals Sat on its face The Bottom Line -Foul •
I PLAY 3D SOCCER
Uppers - The most dynamo and vtsuaky cenwnong representation ot gw sport yet ©owners * The feakam a sc high Pul you hardy ertr gat to hen the bat . and the 30 dspiay system can be downright contuwg The Bottom Line -arms But uamaMy Sawed • a
Ubl Soft £24.99
Uppers - Cmemawar* styfc
medieval w*h per*/ of *ut>-game* and atm«phero pr«i*evrtabon Oowners - U s just too tough tv most and w*h kede real depth The Bottom Line ~ Ufematoty repeetve. but fun tor a wtvla •*
Accolade £24.99 Uppers - Take Othe*o. add some Go, then throw m a few hetbe and apees and heat until brown The resu* »s on® ptpng hot Chinese board game cated tshtpo Downers - Imtafing detogue bo»« and the luck element can infuriate The Bottom line ~ An eogagng piece of Chinese culture, wtveh should reefy be played «*h a good strong cup of lea * *
Uppers - Easy k> play dOteTy •dhw-M to the u*s or r» r*ai pvrg and we ts plenty o' optbns on oBtv ©owner* - Thar* s not r*a*r a lot you can do wth a squash gam*, is thirl’ Th* Bottom Line - Th* Bast squash gam* anxatd lor tha Amgt fast mat Stars* much in r* way of companion) * » •
Millennium £24.99 Uppers - r* ticket than a pol of Brytoreem. wth beaubtoty s*mpie gamepiay to mtanfy hook the umuipecfing player Downers - Lacks any real adr enal pumpmg qualities The Bottom Line - Loads of mha'
cute appeal out reefy a predy run-of fie mi arcade n iabout
Virgin £24.99 Uppers - Two ano«nt sob games offer a real raw (tom fh* grav* Dormers - Another Judge Dredd gam* screwed up totaly No humour no graphgs. no game The Bottom Line-One day somebody Wf* do jusbc* (ahem) so th* legend or Dredd One day *
Ubl Soft £24.99
Uppers - Surpnsmgly playable race game More tun than a packer of Jammy Dodgers Oowners - Unspectacular and overpriced Th* Bottom Line -Not sue Why. but a really M ctv good tun **
KEEF THE THIEF
Electronic Arts £24.99 Uppers - Eiceaer* hack, slash and puule schrvtg with some supem stykied graphics Oowners - ft stl plays the your average roie-piayvig adventure The Bonom Line - Respectable Toeuen esquelaro ee*
THE KILLING CLOUD
Image Works £24.99
Upper* . Fast moving MG pretty graphes bags of d*pb. and a gnat creakon d atmeaphan Dormers -
MM *r«h ecomaienoes and tijdy eteo/*d ideas 7he Bonom Lint - Ccdd have ba«n a contender, but bady Ms met down hTlBgctlMl *»*
THE KILLING GAME SHOW
Uppers - Straightforward tun game sharing some aspects ot gamepiay »s Pamocw Islands The r*«ractive replay feature 4 eaerestng innovative and usekk Downers - The usua Psygnoen metallc graphes dont realty sut a gets a t>t too compieated tor as own good later on. detracting Irom the sjmpkcrry that irvBaJty makes a so addcbve Th* Bottom Lin* - Despde unusually poor graphics the is on* ot Psygnow Post and most playable games to date ***
LAST NINJA 2
System 3 £24.99 Uppers - E > cedent 30 isometre graphics and a getxiine attempt to ryoct some strategy *40 the maftssi ads genre ©owner* -The game tust isnT corwn and 4 plays hke a peg The Bottom Line - Not reafy n the Bruce Lee league (barely scraping Jack Chan level to be honest)
Actual Screenshots £24.95 Uppers ee Fairty impressive 30 polygon graphea Downers -Lack ot venation and any reel •icrtement means s barefy gets off the ground The Bottom Line - Elevates averageness to an an form **
LEISURE SUIT LARRY III
Uppers - Rdieutous, over used
plot Advenbamg tor consentrg aduftf. ©owner* - Saghdy obtrusive command parser, and as usual if s over priced The Bottom Line - Check 4 out - but arty 4 you are Over egrteen eee
Psygrtpsis £24.99 Upper* - Utterly tuarre pteasngly ongmai and totally adckclnre Invents a totally raw category - the save- em-up ©Owners - As d the norm wtth such strikingly ongnai concepts, soma may wendar tust what as the tun s about The Bottom Line - Love it w loathe 4. you can t ignore 4 Lemming* rule
LIFE AND DEATH
Uppers - EicMent packaging "* turgeal mask and gkwes an wld) and some tahy amuung garreptay keapa things cn th* bor <dt a ooupi* o* hours ©owners - FkpetitbA toon won-as* Cng term diiiarga < at tats apart qut* sir—r n The Bonom i me -Whars that* a qtakt good but lh*r»Spot net enough ot4 * *
LINE OF FIRE
US Gold £24 .99 Uppers - imagine «• the Aambo wms back-toback on i«a forward and you have a good idea how much violence dvs game oonlavii Downers - You also have a pretty good toea of how mtea*genf it n The Bottom Une - An vnooidbie arcade conversion proves totafy and uoetty rr poMtbie *•
Rainbow Arts £19.99 Uppers - THeeaieof pUrmaui ffv* a ncefy acoeutte puzher Downers - BuC the amoum of »me each move (akat Kao makas < a serou&fy todous one The Bottom Line -toe crowded word of puzzie gamet logcafeverybwneitoe mustard area **
Lucaslilm (US Gold)
Uppers - Great atmosphere, enhanced by the accomp*nyng tape , booklets etc rscertentya ■avtsh package ©owners - An adventure wahput typng It certarty won t appeal to ©xists and the 'audio drama is 'aughaWe The Bottom Line -Once again lueasNm stnv* lor something (Mterent The results are mtarestng. 4 not tota>y successhjt ***
Ocean £24.99 Upper* - Graphics are nothing snort ot stumng and the muse ■s wonderh*. broobng and tense ©owner* - Urtortunatety be game itse« 4 ncredby ledous <4 you can aciuady Md one m bare) and be play area is Crty two screens redo The Bottom Line- Atmospheric Out lacking any piayaCnkty One tor Vietnam obsessives only *•
LORDS OF CHAOS
Uppers - Great control system compnhansiiiaandtogcai Load even equal great tostaOKy Downers - Vary tare aden. not iruch compulsion lo reach your rather abstract go* The Bottom Line - A disappeireng gam* from JdtanGotcp not up so Iw usual siandard Wa4 tor Laser Squad 2 w*e
Gremlin £24.99 Uppers - A weakh oI coned options tots you make be game mot* arcadey or simuiationy iceordng to preference Bags of leer ©owner* - The other cars are a be ftat looking and ha* be screen 4 wasted m one-player mod*. (You dent appear to be ad* to tdn be annoying muse oeetheri The Bottom Lme -An edremely good drrwng gam* even more ton with Two players There’s even a freed bonus gam f * * * *
Uppers - Charring characters. 1 tambiy transiatod maruM. and gody gamaptay make 4 toed tor kids d d ages Dewnfra - Th* inmatipn rs luviy lor d the wrong reasons loveabtobutreatyratneraap, and shcckngty mpokthed tor a game al du pnee The Bottom Line - A gamem/etocausaargLmert A dittna* case d By betore you buy
Electronic Arts £24.99
Uppers - Very chalengrg ©owners - Bd not too br-eng. and who wants wvetrame 3D n t99t ’ The Bottom Line - You may not Bnd ft worth at the Botherdgening*eo4 •*
Millennium £24.99 Uppers - Char mngty surreal ©owner* - But a s fust an updated OBett i*a»y. isnT 4
The Bottom Une - Never reaty gets as hooks *1*0 you e*
Rainbow Arts £24.99 Uppers - Escdtont two player mode, fast 30 action - a) *1 af a respectable updating d be orginai tutor* sport game ©owners - Despite be new features MastertVarer looks and feels dated The Bottom Line -Fun tor a tow txxn but too simpiistc to hold any Using appeal ***
US Gold £24.99 Upper* - Many ©fterert styles combine we* tor (ahem) a wd* ranging gamepiay *tp*n*nce Downers - Or course, other people rnghl tust say 'unfocused Dragged down by 04k swappng The Bonom Lin* - Good sdto entenenmer* A 04 Hke Lenny Henry. rea»y * * *
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
» v«rr good • * • km *» nn * • r • Oa
US Gold £24.99
l)f>p*r* - Terrifying depti fnendy
end n&j core®*. great atmosphere t «M Mena of strategy end actor- Downer* - ■
mght *i i *m a M too tamear to F«e pem occewmei long »u access pauses can >n«*ie The Bottom Une - A wondtrkf pea Of role-playing KO«l Out everyone should pfey at least ona AM (Ml your* tk*ik*fy to wart to Hop *****
Upper* - FarthM conversion of the oon-oo gOoOtoakmg end test-moving Dormer* - Out lie juH enofhtr Conymmo done The Bottom Line - Greet el whet 1 doe*, but you're Defy to ran rether mom from* game nttm day and age *«•
Oceen £24.99 Upper* - Wei balanced pemepley with e smoooi dthcuky curv* manes it stand out from *
hundred timtof con op cemersions Actuetty more pteyebie then the ercede ongnef Downer* -Control h awkward et first, could be * touch t**t*r The Bottom Line - Ben of its type
MIGHTY BOMB JACK
Upper* - Classic game® ay with added Ifitrt lectures She erm. power up* Downer* -Sprawkmg level* toe* Pie ongmaft frame urgency The Bottom Line- Oul. dun and Vienagandu* e
Demerit £29.99 Uppers - So reef youl be be hengnp peture* ot Godly on yourwah Dormer* -Ontylhre nvstuons. with etde et pie way of Mcrtemenc The Bottom Line-Brave, but Ubmattiy too techie lor mosi Amg* owners **•
M1 TANK PLATOON
Upper* -Cheapo' men a reel tenh Downer* - Needs a lor of perseverance The Bottom Unt
- Nof as much tun es actuaty having a tenh ptedoon on me U r ee
Leisure Genius £19.99
Upper* - A tetrad version or the
dtssc to say the least) boerdgama Downer* - Who the he) wants to
ptey e board game on the« comoutw
anyway* The Sodom Line -
Competently done but argueoty <Me poneese e*
MONTY PYTHON’S FLYING CIRCUS
Upper* - Some genufnety tunny humour captures me Style of me TV show without just rehashing • Downer* - Base gameptay is pretty, erm. base The Bottom Line - Sue fun after you're seen el me jokes ** *
Millennium £24.99 Upper* Enh. gre« Mft*y rrsdie downer* Sew. gnpheaty hombt*. touSy derrvatve The Bottom Unt
Almost as bad as Arrvga Chase MO, and you're got m asm* mar* pretty damn bad e
Rainbow Arts £24.99
Upper* - Quae tunny Downer* -Do we realty need another rugby basketball' valence-based future sport* The Bottom Lint -Or mg everything spy names doesn't mahe Pm game different 10 the doran others It s lost me tame a* ee
Infogfames £24.99 Upper* - Fresh graphical approach to me the usual fantasy scenario Downer* -Really badly thought out two player mode The Bottom Line -An unmspved Gaunflef clone
Upper* - Heavily researched, convincing and (ckrty word) educational strategic war game Downer* - Very hard to wtn, me whole serious look to me thng cocSd be a turn oil The Bottom Line - Polecat as we) as tacecai deoson making gwes a new (Smenson to war games * * *
Ocean £24.99 Upper* -Greet blood-spettanng eeeon; very Close to the comop Downer* - Very dodgy on the playabaty front fool to say mora*yl The Bottom Line -LriTMed goretett men reaty too frustrating to be enjoyable ee
Dlnamk £24,99 Upper* - looks eicefient - ate basic design would mahe io> an euMtont Alwns clone Downer* - computer takes a creative arttude towards obeying control commands The Bottom Line -Loud and action packed blasts' tor enpert commandos *•
He wson £19.99
Upper* - Truly nnovalv* gameptay and graohtos wfeeh woutdnt took out of place m an arcada The Chmb Upfaa down routine makes a almost too addekve lor safety downer* -Not tor softie* - some could find tift u*t too trustratmg The Bottom Lute-Ct»sce*y simple design make* tor a gam* that wool let go once a gets as nooks mo you (which wut be about Two mmute* attar you pek a up) * * *
Electronic Arts £24.99 Upper* - The Only contender n ‘U !w*d Downer* - Thar doesn't make a any good, though The Bottom Line - None pi the atmosphere of the book Not so nwch Chiba Cay as Average cay
Lucasftlm (US Gold) £24.99 Upper* - Graphcaly ■nnovasv* and M ol character Dormer* - Oetef packed background can maka a haid to see where me actual platform* are. more time spent ioadng men playing The Bottom Line - A tew mslrueeoos would work wonders, but the gam* * Overwhekrsng charm piH* a through *•
NEW YORK WARRIORS
Virgin £19.99 Upper* - Reasonably atmospheric, imdemanqng trailer downers -Oh God. ihen Wamprs PonS**i9*36S*Q83SJ The Bottom Unt - You can buy much batter, chaaper *
ARC £24.99 Upper* Cut* end mvencrv* platform fun Downer* - Tougher man Mks Tyson m a scat of armour With a barooka The Bottom Line - You've got as much chance of fnslwig a as ws*E Coyote has of catcfvng Road Renner ***
System 3 £24.99 Upper* - Closer to what Lett Wnya 2 should have been Eikemefy hgft quafry graphics downer* - tvdmg * near tamwianacfcofoamepiay The Bottom Lin* - ideal lor gam* players wah Pcfcy hearts omanevse keep m* afaclro-shock equipment handy tor those, or. sedato moments ••
upper* - Novel Cinemascope segue screen layout Dynemc Ioadng System is a boon but doesnl getndot rnueng swapping downer* - Eivemely reoetitrve acbon pans buddy The Bottom Line - Even for a gams ol m>t type, me gamepfay is too kmaad to hold the attaneon lor any length of tima * *
Psygnosls £24.99 tippers - Groovy graphics, smooth sooting eiceSant carhandling downer*-A pradteaky nfwt -credit system means the gam* ha* MS* sense of urgency You have to guess the course on later levels The Bottom L me - Needs more in in* way ot unmadune danger to be eddekv*. but lunkfce many S*m*r games) IS as tun n OW
player mod* «vinm a coupl* ol
Psygnosls £34.99 Uppers - Intro wOlM mj* « fl'eH Aitnqj D+at*ch*S4 Downers - OftfUS 4s*S rS A Oul Dungeon U*ss*ft\p-oM The Bottom Line - Bonr j and ncScukxiVy pncod **
Howson £24.99 Upper* - Lovely sound end muse lots ol depth downer* -Very contusaig 9'*pt'ca and gameptay. and me main sequences are lechneety below me level of you average budgtt
gam The Bottom Line -Caught between the two stools ol wargamng and ptattorm tap games, this isnl a very good •ia/npt* o* * *
Domonwero £24.95 tipper* - Arcade tun in the Peng. or. vedbon Downer* . Colossafty intenor to the real thing The Bottom Line - The eicedent sampled music isnl enough to save on* bar* laced npofl Check Out the reel Ihmg rowed ee
Oelphlne (US Gpld) £24.99 Upper* - Uor* of * James Bond to* Swi any o«oaJ Jam** Bond gam* Mot too mudh tftrt facing about Mhar (wtHch makat a c anoa) Downer* - A/c*0* sequences vritak) tM ethenture punst It a aho tadioua hav g to every puoJ ot
•vary locA500 by hand The Bottom Une - Tha best gam* ot tttypa solar A reasonably Irmfy opeMT g tyatam and an *nmt*«*chafanga ****
Upper* - uaerty mmdtess genocidal slaugfiterfest. perhaps the best Op style gam* to date Downer* - More of the com op s appeal is down to me cab-net mounted lift man you might thnk. leaving the Arrvga verson somewhat hit The Bottom Line - Everything you coukl erpect a conversion of Operation Thunoerood to be
Upper* - Joystick editor make* lighting use; Irene*) downer* -So out ot date a * wearing Bares The Bottom Line - Msfeaong title tssguses a standard beat em-up *
Ocean £24.99 upper* ~ A pertecr arcade conversion : novel two player mode and heaps of adtkctrveneu make a the last word m cut* games Downer* - The long wwt between games a » 64 of a bind The Bottom Line - Youl be Wowing bubbles torever
Hew son £24.99 Upper* - Nottung compares to Pj/adrcwf m term* of ongnaf gameptay and elegant tus rekef graphics Downer* - Ok) CM games pUyert may be drsappomted win the lack ol n*w tenure* The Bottom Line -A fnr* year ok) gam* idea, and it •M wipes the Root with most competition ee***
PGA TOUR GOLF
Electronic Arts £24.99
Uppers - Eicelimv prtseteed.
comprehensive and easy as pe to getimo downers - Ttwe i a kmaad imoum ef scop* to ary go* game, and PG* doesnt even tiy to transcend* The Bottom Line -The pmade ot Amiga go) to tar
Upper* - tncredtbfy Iranbc basting aipenence Downer* -Nof on* to buy if you want to show oft you shrty new Amiga t sn«Iy graphics The Bottom Une - It you re a Minter Ian youl lOv* * A tinety tuned adrenakn machine eee*
Ubl Soft £19.99 Upper* - Fascinating mix of Putinc and Boulder £X**h Downers - 8 b* graphics don't help visual clanry any The Bottom Lin - Not enough variation to luslam it lor long **
Upper* - A novelty - a puiit* game with cute graphest downer* -Geo samey alter a whJ*. lest freedom *ian other pushers makes lot a shorter M* (pen The Bottom Une-A Charmetg MS* game, but eventuallydut ee**
POLICE QUEST 2
Sierra (Aetlvlslon) £34.95 Upper* - £r very reatstc nm ol a potceman s tot Downer* - « ha* the game * lonh t'Lng The Bottom Une- Too much Ike e ledous day at tw otsce **
Eleclronic Art* £24.99
Upper* - Totaky unique gamepLty and smooth 3D nometnc graphes add up c a gam* with depth and spartdo Downer* - The con control system reaty a very confuting The Bottom Line - An essential tor ai open raided Amga owners *****
upper* - Heaps of tevtfs and a screen desgner Leap laong peal up. and the rase a *K*s*nt downers - A Touch denvatv* and lacks That nosfnabW sonwhng tfur makes a puute game great The Bottom Lrne - Try before you Our -you mgr* Ik* 1 but < t rather average To oi* eyes ***
Activision £19.99 Uppers - A* die arcade t backs, characters and secret features downer* - The graphic* can get very contusing end the gameptay rsnl reeky that close lo the ohgnal The Bottom Line - A good sub a! a very dfleue conversion. CM no* qut* good enough ***
Electronic Arts £29.99 Upper* - Th* brave new lac* of wargames Powwmonger d a gam* an* no oeier Downer* -despite inrupy looting luigooutty tk* Anputous The Bottom Une - Despite tenSenties to a certain oflher sue. Powermonjer reeky is an eiceilent game n Its own right as as No 32 placing m th* Amiga Power Ak Time Top 100 deerty shows ****
PP HAMMER AND HIS PNEUMATIC WEAPON
Upper* - Notyototashcnw pUdorm acton PTenTy of scop* lor doubt* eneendres too Downers -
Anroyng rvggi** and t tindancy
tew Wds over -comptcabm spot 1 a w TO* Bottom Une - Good Cur I coUd **s*r hav* been a lot bMk *
Upper* - Soma aiofenf cartoon gracmes and tumorous kucfias make * an ntunSy kkaab* pan* Dormers - S/Urs <1 compamor to Tpfci and CrtiCfc Rock Needs a nun«*r ot rcugh tdges pckkhng ip The Bottom Line -Ana rrouf law cavwnan temp, tririni rvifv anaesareaipt/cfies* ***
image Works £25.99
upper* - met and tors ot rappng to 0* don* and at. ihatt aboia « rtaky Downer* - Poor cola* choc*, ikvmagnatve gamtpiay. o*c cone® l**i The Bottom Une -Me* as good » Cperaeon not and now tom* Cta mom erpensn*
Don) bother **
PRINCE OF PERSIA
Broderbuod £24.99 Upper* - Phenomenal animaaion. loads ot atmosptw* and some good old fasNoned gamapiay Down*ra-Conbote whakr tricky, and getbng sent to th* start of a level ovary bm« you eke is always annoying The Bottom Line - Techmcaty tltemng and groat fun at the sametm* Why carl al games beia>otrust *****
PRO TENNIS TOUR 2
Ubl Soft £24.99 Upper* - Possibly th* most reaksoc sports s*n to graa Vie Amga. wifi features gator* Downer* - So * you hai* th* real thing, you worn go tor thrs The Bottom Une - Nolhing shod Ot wonderful ****
PURSUIT TO EARTH
Exocet £19.95 Upper* - Renvnscent ot Gyrus* the class* arcade rapper Downer* - But comptotafy crap The Bottom Line - About as much lt*i as gettmg h* by a real Eiocet *
Upper* -CikUJcady sample and
very addclrv*. not to mention
THE IflST VERB'S GOMES
THE BOTTOM LINE
ongnsi Downer* - Infuriatingly lough on lal*f Inli The Bottom Una - Don't bo put oft by the useless graphes. flw It a wonderfulbfamteaser *»*•
QUEST FOR GLORY II - TRIAL BY FIRE
Sierra £40.85 Uppers - Sony, coni tfuni <y any On no. war. you bo got loo d dsis tor your money Downers - But no gam* io put on mom mcompMonby oegimttM. siggawgirMiptcM tram The Bottom lino - Possbty ere wonr Amgs gon you «i trot 100 Avod 4 Ik* an bad-tempered 6g r wiIMocfhacn* *
Upper* - Fngblonng inxrt ot Oepm Downers - Very slow to gat rto ant vary vo« evsn when you do get wo t To Bottom l me -1 ftxv* got a bl of tm* 10 mvest*i a. •*0 aorm a loo*. ***•
RALLY CROSS CHALLENGE
Aivco £19.95 upper* - Wefl • programmed Sopw Sprint don* that's yoat fun with mufegl pUy*r»
Downer* - Unvtod lauabttoy The Bottom Line - St* on* ot N Oast m as t*eto. but toaT* tot down to lack Of compmioo than anythtng ei s« * *
Ubl Soft £24.99 Upper* - Totatfy <dootog*ca*y unround Downer* - Totally toeologieaty irtound The Bottom Line - 8r*<anPy presented but ufcmaiefy United come stop baa! ‘am up Waotogcaty unsound ••
RED STORM RISING
Upper* - Unbelievably reaJistc pi* beat of 44 kind Downers -Ahn! total lack ol rnovtng graphes TO Bottom line - A sfrategot t dream, but 4 you really want a submarine eipenence tins realistic. go join me navy e»
Krlsalts £19.99 Upper* - Naat toea - a puzzto game based on safe cracking Downer* - Too complex to ju« p<k up and play - bad news for a puzzler The Bottom Line - Not bad. but could have been better presented (and who thought up toat utterly meaningless name’)
Upper* - Cute ccfourt.ji acton packed, enmentely playable and better paced men flk* t Downer* - but really not a* mat ckis.-m.iar. and tW packed •nth tar loo much m the way Ol tVDoreseeabie danger Die Bottom Lino - loveable * * *
Upper* - Great graphics genera** eicebem presentation Downer* ■ Awkward controls tome mfunatmg gameptay parts, and irs al a touch too tormcAaiC TO Bottom Lift - Could have been a good deal better *»•
Krisalis £24.99 Uppers - Party emruirang arcade adventure with devious
but logical purrlos and an excellent tree conecsors convc Downers - One Me - one ns slake and you're a* the way back to Ihe start of me test level (Aaarrgh’i The Bottom Uno -Good tun lor me persistent and a good Seance tor a change * *
Dinamlc £19.99 Upper* - You wool finish tmi hurry Do*mera - SpOOMy s»m*ar to &*cA Tig*f The Bottom Line - Th gam that put the age' in average * *
SEARCH FOR THE KING
Upper* - Superb Elms gags and adereen to detaf (parKutarty r me grjpbcsl mean graphic admnture Ians w like to * mmadassfy Downers - Accolad* Wow it to a certaut titant wen me* rencwM parser system TO Bottom line -Si* a long way to go bekye a competes wen me sues of Monkey island ***
US Gold £25.99
Upper* - Look! lovely, and to* nn a f»g aetti at teas* a « • to a rmw* *nd gam* try* Downert- **toaf wmeokJ reptMve ben tnvup gamepUy again The Bottom Line-Avery ci«uy convtmon ot ■ lotaty gtn«nc
Si*$ h*r **
SHADOW OF THE BEAST 2
Psygno sis £34.95 Upper* - Jaw-droppesg graphics, and, er um that* 4 Downer* -Your test lew games wa be shorter than me accosting pauses between mem The Roger Dean T-shet >s nauseous Die Bottom Lino - £3* 95 Nowhere near enough game lot such a pnea lagt **
Ocean £24.99 Uppers - look, leave me atone. 4s dose to the arcade game, what else do you want me to say Downers - Very tough and completely utvewatdmg The Bottom Lino- There's about as mich game n here as there is In an empty crate with Tomatoes tram Greenland stamped on it e
Activision £19.99 Upper* - Based on an ancient Chants fit* gam . SO you know a s gong to torture your nwkJ, and it Ooes Fnendfy presentation loo. and th mu«i player against the dock games are acton-packed enough tor the most h nz*d biasing tan Downer* -Skgbpy ftddty graphics can play havoc wuhyour y $ Nofhng* haltway-decent monitor wool cure, though The Bottom Line -Scanty gnppng lor a game with no movr>g grapfocs The first time you do n you v want to take out an advert m The Timet to tea everybody *****
Digital Magic £24.99 tipper* - Lghtmng till arced* quality Afterburner Sur Wars graphics Downer*-Tacccal sections gel m the way The Bottom line - A polenta*y greet arcade monster shool-'em. up runed by trying to be brainy as we* ***
MlcroStyle £24.99 Upper* - Mad, frantic 30 blast Oownort - Not much brain eipanong mvoNed The Sort pm line - An amphetamine doss*
Upper* * Technically adequate Downer* - No thought no *magmabon. no game, no fun The Bottom Line - Almost as acftyv packed as Xenon 2. to pause mode *
SKI OR DIE
Electronic Arts £24.99 Upper* - Skefe O Die but with snow Downer* - Skate O Dw but with snow The Bottom Lift
- Fun (tor a wheel with friends, but bascaby an old tasNoned. patchy ceDecbon at ummprwsiv sub games *
SKULL AND CROSSBONES
Domarfc £24.99 Upper* - n al reasonably true to the con op Ooemor* - P*y I was so crap toen. onT V AppaAngfy stow crocaly Wnc d and bug-ndd n The Bottom Lme -You'd h*v mere ton b ng k eto t4 d *
Image Works £24.99 Upper* The u«im»l» Mur* sport game to daw - last, brutal, enormously playable The Bitmaps' finest moment Downer* -Teams con become hard to ten apart m the heat ot the action The Bottom Lino - One ol the ai-tene great Amiga games Buy or die •»**•
Psycl«ps« £24.99 Upper* - -drawn backdrops, and tttv th packagng i me Downer* - Almost no m gamw sound, pracbcilty noeftng m th way ot action The Bottom Line
- Hugely bonng arced adventure thing that ! overpriced by £20 *
THE SPY WHO LOVED ME
Donwrk £24.99 Upper9 - Lovely t*iy graphes. tough gameplay that nonetheless rewards a t*t ol edon They've spent a good deal of eftort on this one Downer* -Only halt a dozen levels - > compieteable alter some practce - means a woni (ast an that tong The 0ohom Line - Easay the best Bond gam so tar. and a fun Spy Hunter done into the bargain, though (to be honest) not something you * want to play lor months * * *
l/pper* - Another eismpto ol on S b4 OMSK brought bang up to date wch a sprawling play area and toads of new Matures Downer* - Bizarre controls to gtf to grips with and th« graphes coAd be better The Bottom Uno - Superlative game devgn and total oddebon Frustrating a* hal. but nonetheless a
masterpece of 6 bn updatng Wthout loung the original ipmt
SPIRIT OF EXCALIBUR
(topers - ftwey d vanaeon. and 4 certerty al looks tovw y Downer*-P My stow, and toe dfferenf secfions donl reaty iwmo gel logstoer The Bottom Line - S you've got a tow ton to toi whie you're waang tor atran him game thal you can toad up w«tod tear ol i cauitog you to rmss a (On toe other hand, tfandng on toe ptoitorm mgr* be more kn) **
Leisure Genius £25.99
Upper* — Brftantfy designed Otreao-bkMd board gam* wtveh vH manages to Oder sometong new and dderent (and even supports up to tour players! Downer* • The presentaoon lacks pofasfi n places The Bottom Line - A dess board >s» strategy act *****
Upper* - Instant 30 btasfmg appeal veto ertr* Oepm fry those who want * Downer* - Sightly loo repoMrv* n the long term The Bottom Uno - SM one ol the best Star Wars nsewed reteues on toe Amqa eee
Palace £24.99 Upper* - Ongnol concept Downers - Sod *4 sound-wise, tochncarty notfwig to sixM about The Bottom Lino - Run ol PiemV •
Storm £24.99 Upper* - Lovely graphics, a hetpM soirware autoVe opbon. and a chaHengmg dmeudy curve Uh pits out ol the morass ol horizontal zappers TbeOynemc Loadrg System is an rtWWy wonderful idea Downers-AW too tough tor most and ffie power-ups are unexcamg The Bottom Line - One ol the few sideways saoang shoot em ups that you reaiy thoiid own ***•
Oynamii (Sierra) £24.99
Upper*- AppeakngryotofasMoned bast from toe past n toe tom of (yet another') updated Betoexone Downer* - Ever sb*igr<y sluggish vector graphes and opbrmfec pnong make « a M of a Lnury The Bottom Line -Sitvyngty mndess - but toars both a strength and a weakness **
Millennium £24.99 Upper* - Reasonably passatt* graphes Downer* - Utterly d*« gam* de»gn. no teeing ot speed or fiofement, hghfy confusing and largely po*«tou The Bottom Line - f you're tootong tor ft good way to waste £25. throw i down a den rather than buy too *
US Gold £24.99 Uppers - Good anmabon and plenty pi chabonge Connors -Vary Mb* advance on Sfnder. and ihodddy pmanMd The Bottom Uno - It* everything that* bad about sequel*, and bewi a4 tie hallmarks ol a rum job **
Tengen (Domark) £24.99
Upper* - E/ toe museum entirely crap Downers -
Hopelessly stow, grapheafy primitive, a terminal lack of encftemem The Bottom Line -We d rather see a great conversion of Getanans than someone make a pig's ear ol a game they knew they cotAdnl convert in the first ptoce *
Upper* - The two-player mode enhances hrgi constoeraby Downer* - Argua&y toss ptoyabto than toe ongna The Bottom Line
- * you only want to play 4 n one player mod*, buy to* rd 8f Htr compilation torturing toe ongnal Sveercninstead ***
SUPER MONACO GP
US Gold £24.99
Upper*-We progranviied and U Downer* - Not ouch i*» fra cor oc The Bottom line - A good nong gam* tut *ni «ip*ct tn* arcade. * * *
SUPER OFF-ROAD RACER
Virgin £19.99 Uppon - Flawie** arcade
converppn from GratigOd the Roftboss IsHnas people Oownort - The track sequence.
though General lo m* ongnal. *
ify and control is fust a tad over senpase The Bottom Lift -Th Amiga'* best Sopor Spnnf game yet but with some annoy ng mggie* that slap a being the true classic 4 night have been eee*
Uppers - Cots D*A*on PanStr based game *Mfi power ups and adOoftsgMor* Dormers -Perhaps a He loo Fnnch fr* most of us. and perhaps a We too smiar k) Skweek k» The Bottom Lew -CouB do wth having arotner tner chopped ert the pno». cut Ohennu great Mi •*•
SUPER WONDER BOY
Activision £19.99 Uppers - Perfect dfflciAy Curve leu you gel iusi a toe be further every go Cute graphics add to die charm and the shops where you can spend your gbU give a a use aora scope Downers -Skghdy tacking m acaort. too slow lor some Not erectly modem looking The Bottom Line -Graal game m the Mario vein, but with less enentes and more depth ***
Virgin £29.99 Uppers - Galactic empire bmiong w*n some smart graphics Dormers - Th* rumbee based gamaplay renders 4 a* compwwfy urvnterestng (to us, anyway Some people Ihvk 4* me best mng s nee sliced bread; The Bottom Uno -for acmvilants and guMka people v*f *
Upper* - Gorgeous coraoto iM gf>Phe*, toed and tested gam*pt*y. p ck«d M of d*c i and to**ly touche Downer* - Pwhapt juH a tt9 «oois oto The Bottom Une -AbioMfiysup fb A uadyto* b si Amga badonn gan to dale *****
Storm £24.99 Upper* - Looks good, sounds good com s with a neat two piayer opoon - and ■> to on (nvasvv ) tov t soot Downer* -There arenl any (unless you tad a* those drab matary-styto colours a M depressing) The Bottom Une - Frame - on of to best shoot m-ups we v* seen *****
SWORDS AND GALLEONS
Uppers - Uses th* dassc tracing game style lo great effect Downers - Easy 10 complete and the stupe] omission of a save game opbon knocks a battleship* red hoi* *i the game's tasting appeal The Bottom Uno - A minority Vitatesi son ol aha*, but sfrangely compaomg desprtt lha flaws **
Upper* - We*, ft * ttfl T*tm
Downer* - But f t probably to WOTJ vecsigri y«t I n on to Amga. and toari saying something The Bottom Line -Comptotefy «r*y (Suck w«h toe PO **nm) *
THEME PARK MYSTERY
Image Works £24.99 Upper* - Great tool, looks and soundsfovdy Downer*-Arcade sections arelasrty pomfiess The Boer am Line -Games when mix adverturas with arcade sequences always suiter for 4. and Theme Pars Mystery is no ercepbon **
AMIGA POWER AUGUST 1991
AMIGA POWER AUGUST 1991
«THE SECRET OF MONKEY ISLAND
US Gold £25.99
Uppers - The dK«si r '; yet to a WyreeraOire story En»«Out OJyJtx.r, plMMig pucites and great ddtopi oi - yes' - getunary wlty humour eon* together to lortn somedvng wry gtonous nosed Downers - Oespat in* ire dv; (OuliUntMiUinig and one* megameis competed yogi probabry never corn* Daekto it open The Bottom Line - An advenhse mal look* and plays baaer man arrest any artadt garni Sototwe heaven **• • •
Gremlin £24.99 Uppers - Vary Iasi, wdi some pretty naiy track views Unrtmtonaiy Marxxn replay lialuri Downers - ktsane-y sensrtiv* to control The Bottom line - Enough tun to hue you ptayng un« you can at lout stay on (hi road lor live seconds at 6Qmph, Out a M too unrealistic to compete With may 500 •••
Uppers - Th* action slant on th* standard lank pm makis 4 more snmedate and acorn** Downers - Out what a (Wy t lacks doptti and eibtement The Bottom Line - Ooesn t wort as a strategy sen or arcade Coast Try Shermen AM il you must own a tank pmutakon of soma dasenpton ••
TEENAGE MUTANT HERO TURTLES
Mirror soft €24 99 Uppers - v 0o *nt have the wd WAji’ in tsl« Downers - but even mm doeon! uv« a from bosng utserty awtj <n every my Tfw Bottom Line - You 0 have more tun paying with a real turtl Or a real mutant *
Uppers - Dteender tor the 30 generabon. Downers - An absoAM PC cLaspc so why « m* Ampa converpon go appalhng The Bottom Line - A senousiy average pam* wtuch coiAd have been an absokAe gem Thunderstnke’’ Mon Ika CtxrxierstrWe *•
Ocean £24.99 Uppers - More ex a smutason than a Pong gam* Downers -Whoever thought up ft* scrobng court Idea should be shot The Bottom Line - i-Udeousty compfei control makes this one more hassle man i s worth > •
THE TIME MACHINE
Uppers - fr* nee to play a game itoi doe&ni have 10.000 town
C tor a change Downers -
Everything has to be done left woes The Bottom Line - Too d+ver by half *•
€«C1*ert tit** NmpS * • ■ • Very good ••• Mu fl iW*N» * * FWvO • 0>V
Uppers - The retest) OWrern
convop cow arson BeauWU pudorm ado* to tnika you go ape
Downers - The PXhd a signify dsapportrp and me game is empty loo sr-ai The Bottom Line - Wtars mere a trwjrt I only therewumored<t *****
TORVAK THE WARRIOR
Core Design £24.99
tippers - Beautiful, gloom, graprves Downers - Incredibly stow and unremarkable Rtsttrt game The Bottom line -
linresponsrre cored and a talentless hero cnppn the gamipiay Check out Owe* Spek to find out what Core can really do when they pul the* minds to .t *
Uppers - A tair M ol gamipiay venation Downers - Untnendy commit unnspeed design The Bottom Une - Sore but uneidmg Ho W lor th* movie (And cocMnl they eliord the rights to use Ame s real face ) »•
Uppers - Authentic arcade port Downers - Nobody ever played the arcade game Th Bottom Line-Completely average golfing yawnerama. now we* out-evolved It alt respects by PGA
Tour Oof **
Thai ion £24.99
Uppers - Y«, you guessed it *• an air traffic control low* ttfnuiaton Not as bomg as A sounds Downers - 0’s st* »a*1y bonng though The Bottom Line - Good tranmg tor tho nad gon* at on of a* trafle controvert a*
TOYOTA CELICA RALLY
Uppers - Very impressively detailed - a tot o' ettort has been taken to get an authentic seel
here Downers - Be prepared to bg deep to trt) me actual gamipiay though The Bottom Une - Perhaps loo good a emulation to be much tun to play
Do mark. Incentive £49.99
Upper* - Creitng yaw Own panes (or amply det yvngiO* worlds i s great V Downers -WU. its not 'eaty a game as such, is! Is pretty slow loo. and makng anyyang reatr wonhwhie gets very rnnipteiieo The Bottom Line -Expensive and of breed appeal but 1 you ve aw ays itched to create a f reescape game you cent raafy complex- •••
Rainbow Arte £24.99 Uppers - Eryoyabi* tvndtess tXaslmg Downers - Erm. has mere been some mntaka here someone appears 10 have sent us e copy ol Tumcert The Bottom Line- Better man the Ongrsal. but mat s the only way n which «tsdifferent **e
System 3 (Activision) £24.99
Uppers - Nothng actualy wrong with c Downers - Nottvng new Hottvng reeresong Justnottwg The Bottom Line - Depressvsgty average »*
Origin (Mindscape) £29.99 Uppers - The scope and depth ol Uttme V goes way beyond omet rolmplaymg adventures, even previous Ultima releases Downers - Not a M ol (Oysbcfc acton in sight, some may Imd the sue ot the gam* dauntng The Bottom Une - (Ama Votters arguably the best m graphs: fantasy •»«*»
Mlndscape £24 99 Uppers - Peaks: c handing Downers - Dread'd gameplay The Bottom Line -
Another fa4ed attempt at the accuracy tun game balance ••
Rslnbfrd (MictoProse) £34.99
Dppers- Th* pmadt ol tech read wargames Dormers -
Atrocious ooct/nentaton COUd
mematyscarbegmerslorWe The Bottom Une - * wont wvt the wargvnng haerrey any new members, bm *1 put some n seventh Heaven *••
Ubi Soil £24.99 Uppers - Looks very strung, rsee vanaoon in gameplay too Downers - The absurd save game' nature spoils ttvngs a bt The Bottom Line - A cut above your averageheck-em-up *•»
US Gold £24.99 Uppers - Beautiful-tookmg, Original and vnageiairve shoot-em-up Dormers - Very. very, very (very) hard The Bottom line - Be prepared to Dear your hatr oil. but this IS a great
challenge lor me supematurafly talented ***e
Uppers - Pretty speedy Downers - LkvconrtortaiXe The Bottom Line - What's me point It a game you earn play (c t Rhetorical Questions For Journalists. Vol 1) *
VENUS THE FLYTRAP
Uppers - Ptetty colour graduated backgrounds and eiceient arwnason The P-47-esgue bonus found (yves varanon and the anenaon to Petal makes 1 feel l*e an arcade game Downers -Lacfcng m challenge lor the test tew levels, and after that you* be getting a M bored wth * The Bottom Line - Good fun. but pais fa«ty«*cHy ideal lor younger players **
Uppers - Very ku* lo the
come Downers - Very shaSo* and breed The pkes orty reely work the Irst tme you see *iem The Bottom Line - Fiyi *re» 4 lasts, but after me Irst coup* ol hotxs you've seen at rt gbi to otter • •
Palace £24.99 tippers - Clear, sharp graphics Downers - M*dd*r>ngfy sensitive controls The Bottom line - A nee change - an average game •*
WARLOCK THE AVENGER
Millennium £24.99 Dopers - Ptayatke are gate ergrosshg icrgAng arcade amentum romp Downers - An 9 oegameeii$ resdWh*g The Bottom Line-Dredskghey updated ter me 90s. end not br any stretch of me enagnaacn worm C2S
Core Design £20.99
Uppers - Grepfics have a
of efssrscm to t*m. arc it s pr TTylougr Dowrwrt - Ad* v*y lo th* hs&twftc sun Wstnors forma! The Bottom Line -
but <M WXsm-
bp Vui rou >• teen a ut*
WEB OF TERROR
Impressions £19.99 Uppers - ArvnaDon *S QOOd Downers - Touty fnAtrating Oufl graph** The Bottom Line
- Almost unpfayapt . not impressive a arty way *
tntpgramos £24.99 Uppers - The kind ol game people spend decades playng Downers - H you tkdn t he Tefns. don t even dunk about I Pie Bottom line - Not as simple at its predecessor but nearly as addenve * • »
Uppers - Ertepeoruay good graphics, revel 'choose-yoisdwn-power-gpt weapon system Downers - Too last to have any decent leH. and ncredbiy uhnnagrrt,ve The Bottom Line -The game trre put me bog ttandw <«o bog standard shoot- em-vp OiA ee
MO Production £19.99 Uppers - deotogcaSy sotsid Downers - Opveoon IVoir wimout shooing is kke swvnrtung without water The Bottom Line -Utterly desperate *
Cinemaware £29.99 Uppers - Autherec WWI teeC Downers - luOcrous disk swapping Very Mr* gameplay The Bottom Line - Far too Simple tor a sen. and loo sipansrve ke what it s * »
WINGS OF DEATH
Thalion €24.99 Uppers - Range of pcrw* up* is good, even mcfuOng pow* down!.1 Downers - Not th most *movo rv<» game eve* The Bottom Line — A most as much fun as Xenon 2 though not as pretty ***
Mirrorsofl £24.99 Uppers - Very deep (ho ho) Downers - Sub 5*ms never score highfy qn th ffmBometer. and th«s one is no exception The Bottom Line-Not as overly tech*e CMosed as many m the genre, but sti not one to recommend io the hardened acAonfunWes e*
Uppers - An evouave !**ng of the Mac Lews Card id* utlsng a pretty advanced user-<re*rtac* Downers - Unless you re got a very powerU Anga wth a screen that can hand ntertac*. the whol* Itvng n very unwedy !s nor gol The best parser e m* world adher The Bottom Line -Bren butahera* me hype me product n something el a letdown Not a patch on Ifcnksy island ***
Uppers - Very good copy oI the coin-op (sob) Downer* - Poor ptayabAty. you never get two seconds on the ta> The Bottom line - Knocked out m the test
round A prtrtut performance
WRATH OF THE DEMON
Ready soft £29.99
Uppers - Cheaper than Shapbw Or The Beast Downers -
AWsosi exactly the same in every other respect, even down to the intro sequence Th Bottom Line-Ityou kked SO TBil you won't need thus Otherwise a good alternative
Uppers - Some re*' sivng gam* deas add a new anga to me old avers ovemjrv space slaton1 story Downers - Th whole ttvng teen lai too nkjch le* an 4-M game Me Bottom Line - A! the ew— -its b a good gam* are mere - they yjii haven t been tied together prooerty ★ ★
Electronic Zoo £24.99 uppers - S*y smooth and subtle Downers - Takes far loo long to get silo me action The Bottom Line-Only lor the dedcated space trader e *
Uppers - Racy soundtrack Downers - Poor graphes make th pci*, perfect positorvng reduced very hard to pul oil The Bottom Line - Just loo hard lo be any amount ol tun to play *
Uppers - The Thrust gameplay is tvneiess. and iTs been updated with 1990s graphes. resulting n sonneting very special stdeed Downers - At head though, tfs sad a game that used to sea tor Et 99 goeig lor £25. when aril a bargain es anyone's language The Bottom line - Good hm. but to be honest, not t easy very good value ***
The Software Business £24.99
Uppers - Pretty Scramble variant Downers - Seriously overloaded m me ddhcuity department. The Bottom Line -Stupefy Oflicua too much tor almost everyone Moresueedto a budget release * •
Rainbow Arts £24.99 Uppers - A huge Improvement on X OU Downers - Th
honiontafy scroatng shoot- em-up with knobs on dung has already been done to death The Bottom Line - A good P Type, but a rsnt different enough to make 0 stand out from the crowd
PREMIER MAIL ORDER
Titbit marked * are not yet available and will be tent on day of releate.
Please tend cheque/PO/Aecett/Vita No. and expiry date to:
Dept AMP8, Trybridge Ltd., 8 Buckwins Sq„ Burnt Mills, Basildon, Essex. SSI3 1BJ
Please state make and model of computer when ordering. PAP inc. UK on orders over £5.00. Lett than £5.00 and Europe add £1.00 per item. Eltewhere please odd £2.00 per item for Airmail. These offers are available Mail Order only. Telephone orders: Mon-Fri 9am-7pm. Saturday 10am-4pm. Fax orders: 0268 590076. Tel orders: 0268 590766
I /2 Meg Upgrade 1/2 meg Upgrade ♦ Clock 147 3D Snooker '
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Cybercon 3 ... ..
Daley Thompson Challenge
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f 19 Stealth F ighter fontosy World Dizzy
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24 99 26 99 .1699 32 99
7 99 .16 99
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6-8) over 8) under 6) 57)
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The Immortal 11 Mog]
Their finest Hour
1699 6 99 9 99 6 99 1699 699 1699 1999 699 1699 1699 1699 1999 16 99 1699 1699 1999 1999 14 99
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UMlf 2 ) 1 Meg)
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AMIGA A500 SCREEN GEMS PACK
Nightbreed, Days of Thunder. Back to the Future 2, Deluxe Point 2, Shadow of the Beast 2 ONLY £369.99
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Cheelah 125 + • £6 99 Comp Pro Exlro • £1 4 99 Ouickjoy 2 Turbo - £9.99 Quickshot 3 Turbo - £9.99 Ouickjoy Jerfighter - £ 10.99
10 x 3.5" DSDD • £5 99 20 x 3.5’ DSDD ■ £10 99 50 x 3.5" DSDD - £23 99 100x3.5" DSDD £44 99
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Wrath of the Demon Xenomorph 2 *
AMIGA POWER AUGUST 1991
Every Blimmin' Thursday • 88p
Every Thursday Amiga Power's very own Consultant Editor writes on the fast-moving gomes scene - previews, reviews, news, tips and more!
EXPRESS: it's Amiga Power's weekly companion - packed with Amiaa »'*'
— «very Thursday, all year round
• It's packed with juicy goodness!
• You get quite a bit of change out of a quid
_ rt.«nga news, previews, reviews -and all the best prices! ■ Public Domain round-ups, techie twiddly-type pages, readers7 letters and, er... much, much more!
with Amiga previews, reviews J news, J tips any , morel/ *
FIRST NEWS • FIRST REVIEWS • BEST BUYS • YOUR WEEKLY GUIDE
GIVE IT A GO - YOU NEVER KNOW, YOU MIGHT EVEN LIKE IT!
You want opinions You want controversy You want to hear from the discontented, the maltreated and the plain pigged off Then go no further, for here we present a barrage of abuse, angst and outrage the like of which you've never read before. Hold on tight, it's the one and only AMIGA POWER letters page...
• Address your letters to AMIGA POWER, Beaufort Court, 30 Monmouth Street, Bath, Avon, BA1 2BW
II l may. I'd like lo make a lew comments on some of ihe letters you published in issues one and two The subject is. ol course, that
ok) complete-games oo-magajine-ccrver-disks chestnut
1, The industry argument against cover-mounted games seems to be that weaker full-pnce products w.n suffer tt there's a tot ol high quality slutt available cheaper with magazines. I can see the reasoning behind
that, but i! m the long term it's average or worse products that suffer, would that be a bad thing Surely all it would mean is that software companies would have lo produce consistently higher quality products to justify their high pnce lags, and that'd be good for aS of us7 Or is it atnght for sub-standard, lei's print some money games like Hero Turtles to occupy the charts tor weeks while classics sutler
2, Will Ihe ELSPA members who don't
publish cheap re-issues or budget software want thal slopped as well, so that having good quality games available around the eighi to 10 pound mark doesn't damage the sales ol the dull expensive software
3, Will Public Domain software be removed (rom cover disks, as this must affect the sales ol PD libraries
4.1 take it that not every software company is a member ol ELSPA tf this rs the case couldn't you pul games from non-ELSPA
con arues on your magazine (Of course, that mighl mean losing ad revenue Irom members, so forget that one. I suppose).
5. Aren l you just as guilty After all. you computer mag companies put 15p disks on the covers ol your magazines and then charge us £2,35 for the privilege ol owning a tree' game1 AM that's happened is the software pubf.-shers have spotted you doing it and said enough's enough I Yours.
JEFF QUELL, North Shields
Who killed Gary Penn
Its the question that 's been rocking the industry. Here are a handful ol sample entries to our US Gold Cruise For A Corpse competition we ran last issue - the winner (who of course gets his her very own Commodore COTV!) will be announced next issue. The scenario we set up leading to the crime is too long to explain here -you’ll have to either go back to the last mag to refresh your memories or simply pick it up as we go along. Anyway, here are some suggestions...
It's very simple. Matt Bielby did go to US Gold. He waited in an office for one of the US Gold reps when he noticed a CDTV just lying around. No one knew he was there so he grabbed the machine and took it straight to Gary Penn, because Gary was desperate for a CDTV.
Gary had no games though, so going around the office he told everyone it was his birthday, and they all went out shopping, looking for a CDTV game for him. Gary became bored in the office on his own. so he decided to borrow one of the cleaner's audio compact discs. What he didn't know was that playing normal compact discs actually killed you!!! it kills people by blasting them to death with sound. Gary sadly died.
So. as Commodore were so secretive about the CDTV I can now exclusively reveal that, wait for it. Commodore Did This Vile murder!!!
PAUL MARSHMAN, Warrington, Cheshire
So ’playing normal compact discs actually kills you', eh Sorry, neat (well, neatish) ending, but you rather over-stretch credibility with that middle bit, I'm afraid.
4,15pm. Minutes after Mark Ramshaw leaves for the dentist, the ad sales girls (Alison and Susanne). having realised that Penn was not only having affairs with both ot them, but also with a purple spider-plant named Mildred, engage Penn in conversation whilst injecting him just below the knee with nail varnish remover,
4.30pm. As Penn staggers around the oflice singing a selection of Katagoogoo hits and threatening to buy an Oric, the 'lads' of the team, believing him to be possessed by some evil spirit, force-teed him copies of games such as Kwasimodo. Ghostbusters f/and Teenage Mutant Hero Turtles. Penn, naturally, is dead within minutes.
4.45pm. The staff, overcome by guilt at their terrible deed, flee to a small Caribbean Island equipped with only their favourite Amiga games and a signed photo of Lesley Judd.
Therefore, Penn was killed by Ihe entire team (excluding Mark and the two Matts).
MARK WALLACE, East Finchley, London
Sorry, trying loo hard to be tunny gets you nowhere.
After Mark Ramshaw left for his dental appointment there was a phone call saying a bomb had been planted in the oftice. It's Gary Penn’s responsibility to make sure all the rest get out and to phone the authorities. While the staff are clearing out onto the car park. Matt Bielby is sprinting from the phone box where he made the hoax call. He dives in through the back way unnoticed,
Gary Penn is about to ring the bomb squad when Matt Bielby sneaks up behind him and smothers him with a three loot cuddly loy replica of Kid Gloves, which just happens to be sitting on Alison's desk. Now Matt thinks his worries are over. Gary Penn will no longer be blackmailing him for selling AMIGA POWER secrets to US Gold.
NIA CONNELLY, Rhyl, Clwyd
And so it goes on. Did Matt do it Or Commodore Or even the ad girls with help from the lads'(which seems to mean just Colin and Stuart) or what The winner, and perhaps a few more entries, will be revealed next month. Meanwhile, get cracking on this month's extraordinary competition, and you could be flying high.
To take your points in turn, Jeff:
), I think what you say here is fair enough, more or Jess, except you don 't point out the real way to stop software publishers putting out poor programs -refusing to buy them! Every decent magazine review made H clear that Turtles was complete crap and an awtul lot ol people still bought if.
2. Yes, It's a bit ol a contradiction, Isn't it Why doesn't someone from ELSPA write In and answer that one for us
Better still, why don 't we get someone Irom ELSPA to explain exactly what the policy Is on all ot this In tael, how about someone like Roger Bennett, General Secretary ol ELSPA He should know what's going on, shouldn't he And -hey! - what’s that over there on Ihe next page..
3. This one is, as they say, still up in the air, but with PD by definition owned by no one. it's hard to see how anybody can Jegisfafe about it.
4. Most, but not alt, major software houses are ELSPA members. What you may not know is that we - Future Publishing - are too. which means we have some (small) part lo play in anything thal happens. It really Is a case ot the Industry working together on this one. and certainly getting confrontational Is to be avoided.
5. Ooh, pardon us! The cheek ot charging you a quid tor a full price game! We don I get them tor tree, you know. And even buying disks 100.000 at a time you can t gel them for 15p - or do you know something we don't (This has been AMIGA POWER'S Economics For Beginners, Perl One, In a series ol one. Thank you.)
Dear Amiga Power,
Weti I never I thought the days ot the tearless computer magazine had long gone, the days when magazines such as Zzap164 would give a crap game a crap rating.
Then along comes AMIGA POWER, and as I browse among the reviews what do l see7 Tootlin'39% - Btimey! Predator 2 53% - Shocker1 Hydra 37% - Aaah! 1 love ill Three very crap games given exactly what they deserve.
The point I am trying to make is that certain magazines seem almost scared to give a bad review. Zero is one of the worst offenders - their Amga reviews rarely go below 75% For example, you gave
AMIGA POWER AUGUST 1991
AMIGA POWEJ AUGUST 1991
Sformta1! 51% while Zero gave it 84% I Know which one I believe, and it's usl one of an endless list o< comparisons I could make This problem was emphasised by a letter in AMIGA POWER Issue Two from Cathy Campos. PR Manager ol Image Works. Are some magazines being bullied to give good reviews or what’ Anyway, congralulalions AMIGA POWER lor standing up to software houses, and putting your readers lirsi
JONATHAN DAY, Gosport
Thanks Jonathan. Mind you, not everyone loves our reviews. Take, for example this next letter...
Dear Amiga Power,
1 am a person who hates inconsistency and unclearness, especially in reviews! I have been a reader ol Amiga Format, your sisier magazine, since I bought my Amiga, and have only just bought the second edition ol AMIGA POWER. What throws me is the
ELSPA TALKS! COVERMOUNTED GAMES - RIGHT OR WRONG
There's been a lot of talk lately - both in the industry and. judging from your tellers, on the 'streets' - about complete games being given away on cover-mounted disks. The whole controversy blew up around the launch of AMIGA POWER and our early promise to give away a complete game with each issue, so it’s a subject that's atfecled AMIGA POWER readers (and potential readers) more than anyone else.
That being the case, we thought it a good idea to call up Roger Bennett. General Secretary ot trade body ELSPA (the European Leisure Software Publishers Association), to explain the situation. Here we go...
Hello, It's AMIGA POWER here. We'd like lo ask you a few questions about cover mounted disks and why the industry’s so dead against magazines putting complete games on them.
Well, first off I’ve got lo stress that ELSPA itself doesn't have any mandate allowing us to tell anybody what to do, we can merely act as a forum for discussion and give advice What happened with the cover mounted disk issue was that a number ot software publishers saw that with AMIGA POWER offering complete 16-bit games you had the possibility ot a magazine cover-mount war starting similar to that which has developed in the 8-bit market, and they saw the opportunity to put a halt to it belore it got going. Our argument is that covermounts have killed the full price Spectrum software market, and it was for the good ot us all to prevent that happening with the Amiga.
But couldn’t you equally argue that cover-mounted games keep people interested in using their computers, buying magazines about them, reading about more games and makes them much more likely to go out and buy something they really want
Well, that's certainly not the view of the majority of our members. The industry looks at games as having three 'windows of sales opportunity' as they say. First, there's selling the game at lull price, somewhere around Ihe £25 or £40 mark. Then there's the second window of opportunity where a product becomes available as part of a compilation, selling for a similar sort of price. Third comes the budget games release, when it's fell that a product has outlived its useful life on other formats and it then becomes reasonable to make it available for about a tenner. We don't want to damage our chances of selling games at any of these price points.
And what s wrong with cover-mounts being a fourth ’window of opportunity’
The problem is that there would be pressure to covermount games that haven't yet been on compilation or budget release, thus denying software houses secondary ways of earning money from their products.
But it’s Ihe still the software house's choice - surely nobody’s forcing anyone to covermount a game they think they've got another use for
The other problem is one of perception. What's the point of software publishers packaging games in nice boxes with good manuals and trying to make software something that's simply nice to own and worth £25 or whatever when magazines are giving away loose disks Covermounts are undermining the perceived value of what a game is.
But no more so than compilations or budget releases, which are equally undermining' the concept of a game being worth £25. If Xenon 2 was worth £25 two years ago and it’s only worth a tenner now surely it's logical that It'll be worth about, ooh, £2.95 a bit further on down the line and be ripe for covermounting After all, you can buy stand-alone Amiga games for that sort of price now anyway.
But at least they come in nice packaging so their perceived value is higher. The software publisher isn’t just selling a few disks and bits of paper, he's selling what you might call ’a dream' in a very real sense, and that dream is tarnished when a game is put on a magazine.
What, even when a magazine devotes two or three pages to really explaining a game they give away, thus doing a much better job of presenting it than most software packaging Imagine a situation where magazines pul their disks in nice boxes, tike Ihe Spectrum mags do with their compilation cassettes. The dream' wouldn’t be tarnished at all then.
ELSPA members are worried enough that a single stand alone game is being sold with a magazine and thus eating dramatically into the time a purchaser would otherwise spend with bought software. If they saw double disk issues or compilation disks becoming the norm it would be great news for the consumer, but it would really damage software sales and put some companies out of business.
Cutting back on covermounted games will actually be good news for the games player in the long run, because only through software houses being able to continue making decent profits will there be the money about to invest in new games.
So there you have it. Whatever you think about the ELSPA arguments, Roger is undeniably right about one point - no magazine (AMIGA POWER Included) can be forced to stop putting software on the covers, they can merely be persuaded to stop in the interests of the software industry. We've made the decision that, things being as they are, no more complete commercial games will appear on our coverdisks for the foreseeable future. Yes, (in the shod term at least) that's bad news for you. but it's what makes sense at the moment. (Just don't expect this to be the last word you see written on the subject, that's all).
differing views on the game MegaTraveNer I I know people can have slightly different views, but you and your sisiet paper are seriously out ol step
MegaTraveller I m Amiga Formal received a grudging 70%. with comments on rt like having completed the game. I can honestly say it wasn'l worth the bother' You say it is an absolutely superb game' and give d 88% And look at your Uppers' and Downers'1 Amiga Format are critical ol Ihe eye-watering scrolling, ihe pathetic moving graphics, call Ihe Interloper a 'very natf version of Asteroids' and daim that you get very bored with the Irying-to-accumulate-money stuff. Then they finish off by questioning whether it will run in 51ZK.
On the olher hand. AMIGA POWER mentions a tittle trouble with swapping disks for flying around, and makes a small comment on the graphics next to the pictures. You say (or rather. Stuart Campbell says) <1 is 'comptetety and totally tantastic'. And nobody, but nobody, dearly states if the game actually needs a megabyte or no!
Please, please, please could you make il policy to always letl us if a game requires a megabyte or not’ (A nice big sticker near the title of the review would be really nice'l If I am going to spend 30 pounds on a game I really want to buy a good one. and a magazine like yours would be great lor this it only I could believe the reviews.
1 am also sending a letter lo Amiga Format to ask them to get it together, so don t tee) slighted The layout and simple grading ol games in your magazine is great
- better than Amiga Formats four points' bit
- but lets have it consistent and dear1 Yours sincerely,
BEN REES, Taunton
First ott Ben, we may be 'sister magazines' and everything, but what Amiga Formal think about a game realty isn't any concern ol ours. Most ot the time we 'll broadly agree about a game, but there are occasions - and this was one ot them - where we don't see quite eye fo.eye. And there 's no real reason why we should either - If two people on the same magazine don't always agree (and sometimes they don't - that's what our On The Other Hand...' boxes are lor) It's going to be difficult getting two whole magazine learns to come up with one consistent opinion. And, If you think about it, we re pretty sure you wouldn I really want us to either - your enjoyment ol the two magazines would be spoiled il you knew they were both going to be saying the same thing all the time.
And as for MegaTraveller t, they 're wrong, we re right, and that ’s that. (And yes, it does need one meg - our copy has a sticker on the front saying as much - and yes again, we should have made that clear in the review).
White visiting my local software shops the other day. I noticed that they were all selling many of the newest games at knockdown pricesl White Death and Btrtzkneg were labelled at £9 95 each. Breach 2 was £7.99, while The Killing Cloud. UMS Hand Brat an weighed in at £14 95 each The Corporation mission disk, bhghtbreedand a sprinkling of budget titles were on sale at under a liver.
While a smgle Shellield shop may normally be found having a sate ol some kind, rt's rare to see an m a similar state at the same time. I enquired at the counter The shop assistant claimed that Ihese cheap prices were due lo the current recessjon. a sates slump and the fad that the majority ot big' releases are rushed out lor Christmas.
Is Sheffield merely an isolated case or is it the same nationwide"7 These stores must be leeimg the unemployment sting very badly - already, one local store has had to start tilling shelves with various paints, board-games and metal miniatures just to draw in more customers!
Even worse, the software companies themselves must be in a bad way at me moment if the shops are reducing their prices in desperation, the software houses will probably sell more games, but at (he same time make very little profit. Already Hewson have gone under and I wonder who w ii be next. Add to this the continual threai of piracy and we have big problems, although this may be taking the issue just a little too tar.,
Any comments you may have on this matter will oe gratefully accepted. Do you th’nk I'm blowing it all Out Of proportion, or am 1 jusl being realistic
STUART HARDY, Sheffield
What lends to happen Is this. Many shops - and we re talking the specialist Independent computer stores here, not large multiples like WH Smith - will reduce the price ol a lull price game by around a fiver after four or live months to gel rid ol the stock. They won 't usually do this with big selling, successful games like, oh, Eye 01 The Beholder or The Secret 01 Monkey Island, but with games that are doing less well (choose your own). The money off comes out of the dealer's share ol the profits, not the software company's, so it doesn’t really ailed them at all (except, ol course, that if a certain company gels a reputation for producing product that doesn't sell, shops will slop ordering their games).
With the summer being traditionally a fairly lean time tor software sales -though with one as miserable and rainy as this it's herd to see why - discounting gets more common.
In the particular case you 're describing though, it seems like an awful lot ol discounting's being done - and on games like Brat and UMS II which you'd expect to be doing quite well. Since you say it's happening In a lot of shops in your area, perhaps a local price war's going on. with each shop trying to undercut the others (It's happened before, alter all).
I thought.Yeah, why not"7 New mag. New broom (etc) New hair cut. Why don't I write to them’ I II tell them how brilliant they are and I'm guaranteed to get published
A'though I will concede that AMIGA POWER is good. I can't see any reason to publish letters to that effect Neither can I see any reason to pnnt letters from PR ofticers and software houses who leel aggrieved at unfair renews It's like saying to a school exam marker that your 40% mark was inaccurate cos he didn't like your story in composition The tact is, these people are happy enough when they get a 99.9% mark (and let's face it. every other game does in certain mags) They don't get their PR officers to wrrte in saying Tm ternbty sorry, but we really do thunk that review was wrong In all honesty we think 22.2% would have been a lot more accurate' I say no software houses should be allowed m the letters pages Lei them give their opinions to each other mstead.
And c'mere. there's more What I really want to know is, are there any snooker simulations on the Amiga"7 Being new to the world of Amigas I don t know these things
Lastly was that a sigh ol relief"7), why
can't AMIGA POWER be different in the way ii does its reviews'7 Why should we lake the word ol reviewers - or anybody lor that matter Why can t you pick, say, live ot your readers to give a review o< upcoming games - I'm sure they'd oblige, I would - then get a mark oul of 20 from each Add them up and you've got a mark out ol 100. Easy. Where do I sign up
RON HEALY, Dagenham
Well Ron. the reason we published all those 'You're Brilliant' letters (all three ol them) was because they represented an overwhelmingly large proportion ol our mailbag, and the job ol a letters page is to represeni the views of its readers, isn 't it Simple as that. As tor the software house complaints, shouldn t we provide a right of reply for them, just as we do to any other reader
If you re after snooker games, why not wait around lor Virgin's forthcoming Jimmy White tie-in. programmed by Archer Maclean, duo around September and featured elsewhere In this mag There's no doubt about it, it really Is the bee 's knees.
And finally, apart Uom the organisational nightmare your reviews idea would present, why should anyone trust your opinions (or those ol any other individual readers) any more than those of an experienced game reviewer And It you don 't want to lake anybody 's word for it', what’s the difference between the reviewer being a reader or a professional journalist
Dear Mr Bielby,
As a 32 year old MD ot a beautiful glossy magazine (enclosed) called Colswold Life (end ot advertisement), I would like to add my congrats on issues one to three ol AMIGA POWER I was very impressed wiih the cover disk on issue three, with Exile in particular being totally absorbing The standard ol your cover disks lar exceeds anything else available (not thal I read anything else).
I have to confess to doing little on my Amiga other than gaming, and at my age desperately need some reassurance that this is OKI I ust can'1 get over the superb quality of some (not alii) of the games available today.
How do you see the budget (e £2,99) end of the market atfecting lull pree games, if at aB"71 assume you wouldn'l find an Exile, Gods or Xenon 2 quality game at this low (£2 991 price
STEVEN NICHOUS. Cotswold Life Swindon
And he did as well (enclose an issue ol the mag. that is). To make a vague stab at answering your other point, only Prism are currently putting out Amiga software at £2.99, and their current range (see last issue) goes from the terminally average to the dire. Most budget stuff costs less than a tenner and includes a lot of excellent older games. The current £2.99 games are Impulse stuff, and are generally perceived ol as very different lo real' £24.99 games - we don t think they 'll affect them in the slightest.
No room, no room! I’m sorry, but we re out ol space. There's just enough left to suggest that it you've got something to say. jot It down, bung it In an envelope and send It to us at the address printed on the previous page. We ll certainly be interested to read it. and who knows - we might even print the blooming thing! ■
$ *Uet my l gam* ffliat valmd 7.99 ar Imi and yaa pay only £20
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SOME DRI BS ARE L MITED SO ORDER EARLY TO AVOID DISAPPOINTMENT ChMDCS/PO Outers to Wi'i BK3373.11) BurgeteLane. Canterbury. Kent. CT1 HH
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AMIGA POWER AUGUST 1991
NEIL YOUNG OF PROBE
Why should we believe what you lot have to say ' reads the odd letter. ‘Who else are you going to believe ' comes back our standard, rather glib, reply. Thinking about it though, we have to admit that second opinions can actually be jolly nice -which is why we re going to start giving them to you. To be exact, we're going to get a top industry professional' to sit here and say exactly what he or she likes or dislikes about the most talked about games of the moment...
Neil Young is one of two producers at Probe Software, developers of many of the Amiga's most successful coin-op conversions and film tie-ins. Games like Back To The Future Part III and Super Monacco GP, Turbo OutRun and Golden Axe spring to mind, though things to come sound even more interesting - Neil is currently embroiled in projects ranging from the Amiga Sim Earth to Mlrrorsoft's ultra-secret Aliens III...
That's all by-the-by at the moment though - what we’re interested in here is what he thinks of other people's games...
a very carefully refined product it’s obviously put together by real professionals who know exactly what they're doing. It's not really what I tend to think of as an adventure game though -it's more of a sort of interactive walking around movie thing
This washt a particularly amazing com op. but it's a very well done conversion The stuff Images are doing, tike this and Ninja Spirit is generally very good - in fact, they're getting too good! We re gang to have to break thev legs, ha ha1 Generally arcade conversions are of a very high standard these days - you can t realty get away with bad work any more. The problems come when it’s the cow-op you're actually being asked to convert that's a bit crap - as a producer it can be frustrating because you're not usually allowed to change the game to improve ft, so you can do the best job in the world and still get lots ot crappy reviews.
THE KILLING CLOUD
l think Vektor Grafix do some very tasty 30 stuff, and I liked this game a tot. It was very atmospheric certainty, and ! liked the whole idea behind it, though I thought some ot the still graphics could have been done
F-15 STRIKE EAGLE
This is Okay I suppose, but for me it falls between two stools -it isn’t the incredibly detailed, absorbing sort of simulator that really starts to take over your life, and it's not the you-can-gei-st ra>g h t - into- it • and ■ have-fun sort ot flight sim you've got in F2$ Despite the fact that tliey re all very good, I find I never get very exerted about MicroProse simulations, and this one's no
f-1 HI from MicroPros*
different, tn tact, one of the games we ve played most in the office over the past few months has been F-29 because it's exactly the sort of arcadoy plane game you'd expect Ocean to do - it's fast, it's got lots of good bleeps in rt. and it's great in head-to-head mode with two linked computers. It's much more my cup of tea.
THE SECRET OF MONKEY ISLAND
Lucasfilm (US Gold)
Ah yes. now this I'm very impressed with. It’s fust the kind of game that appeals to us here.
better. I'm not sure how well the game plays though - I haven't got very far into it.
I didn't like this much, mainly because the combat was poo The game certainty looked really nice, but they've tned to convert the board game too closely - it should have been more like an isometric 3D Gauntlet sort of
an artist and got someone at the company to draw it themsetves! I'm not convinced the whole idea for the game was any good in the first place, and Tm certainly not sure about the execution, but that advert will have scuppered its chances from the off. People will look at the picture and who'll be seriously tempted to give the game a chance’
Hero Quest from Gremlin.
thing. Having said that though. I've been very impressed with the current crop of Gremlin products - they've not really had a dutl one since Supercars.
I'm not thnlied I'm afraid - this has very mce graphics, and the Bitmaps are good chaps with the right attitude, but they need to be more careful with the stuff they're releasing. I didn't tike Cadaver at all -1 thought it was really poorly done generally, and the sprite didn t seem to relate to the backgrounds properly - so if Magic Pockets isn't good their reputation is going to slip a bit. Gods certainly isn't the game it should have been.
Well. I loved the intro sequence, but I don't care lor the game that much. I think it's boring - we’ve seen it all before, and tor me rt had a very ‘so what’ feeling to rt. There's no mturtiveness to rt either We hadn t read the manual -1 really don't think you should have to. a game should explain itself, at least tn some shallow way - so I couldn't get off the factory screen for ages1 It’s very nicety done, tike all their products, but it doesn't seem to have the gameptay And don't you think it's odd that when they do something that REALLY is playable, tike Lemmings, they seem to compensate for it being good by throwing all their usual nice presentation out the window’ Eh
What a pile ot crap' And wasn t the advert awful too It looked like they tried to save money on
the 3D was generally superb It was iust incredibly last too If I had to chose a tavounte game developer rt would have to be The Assembly Line, just because they're so very conceptual By that I mean that they come up with interesting ideas and they always seem to have a great belief in what they're doing.
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‘Gods... isn’t the game it should have been’
There was a very nice intro sequence on the front ot this but the game itself didn't realty appeal to me. There's an ancient game called Flip And Flop - or something like that anyway -from First Star, which was a similar isometric 3D hie thing and seems to have been a big influence for this. Me. I liked the first version better.
This is poo I'm afraid. It's the sort of product that simply doesn t interest me at an.
They've deliberately gone out there and said they're going to do a Sim City with trains, but the whole concept's simply too limiting - and who really gives a monkeys about trams anyway It looked a bit sloppily programmed too, but that wasn't the real problem - untike a game fike Sim Earth, which I find tun to simply muck about with and see what happens, this simply had no possibilities for experimentation, no appeal, no real point.
Now this ts something I like. The new windows environment is good, and will presumably give Magnetic Serous a system which they can now use on a number ot other projects, and I found rt ail very friendly. This was one I could just pick up and use straight away. The graphics are nice too. I'm actually a big fan ot good adventures -1 really miss the old Inlocom products and I'm glad to see them getting a rerelease. The Hitch-hikers Guide To The Galaxy ts one of my favourite ever games.
Cybetcon III is very nicety done.
I didn't realty like the tact that you were walking about in this big, clumpy metal suit - it was all too robotic for me - though obviously it was meant that way. The bit where you detach the camera and it flies about tbe place was excellent though, and
Bret from Inu)* Works.
This was very, very pretty. Core are doing some excellent stuff at the moment - I'm really looking forward to Thunderhawk -though they slightly worry me when they come up with products like IVar Zone. It's probably better than Mercs, but why do rt It looks itke it's just a tittle money spinner, but l bet the cash they earn from rt is nothing compared to what they're making in Japan from console versions ot Corporation, so why do they bother
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