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Mindscape are keen to stress that the graphics in the screen shots shown here will be vastly improved for the finished game. The original PC visuals have been ported directly onto the Amiga, hence the rough and grainy look at the moment. An artist is currently touching up all the space ships and other 3D object, which should ensure are cleaner, more polished look. One criticism levelled at the PC version ot the game was the lack of actual depth behind the clever graphics routines. The Amiga version won t alter this any, and to be honest we don't think they have to either Here at AMIGA POWER we reckon the original played like a mutha anyway, deep or not. One distinct advantage the Amiga game should have over the PC version is in the disk requirements. The original came on rather a lot ot disks and required a sizeaWe chunk ol hard drive space, while the Amiga game is expected lo only consume two disks, with options available tor hard drive installation or the use ot an external dnve. It's looking likely that one meg of memory will be needed, but what dd you expect - this is Wing Commander, after all.
Click image to download PDF
Get out of your head with the weirdest game of the year!
i—\ \ETER PAN has now grown up, far away from NEVERLAND, but his old enemy CAPTAIN HOOK has not forgotten and schemes his revenge. Kidnapping Peter’s children, he J
lures our hero back to the Island of PIRATES f
and'LOST BOYS" for a final confrontation. f
ER • M2 5NS TELEPHONE: 061 832 6633 FAX: 061 834 0650
Hut not now that thev've born eikiod! Mortkia. Lurch. (iranm. i’ugsic) and Wednesday have gone bark to thoir riwpj abode to regain possession.
Hut not now that the)’to disap >eured! \s (iotiuv. vou must find >our loop) loied ones in their spook) mansion
Kul watch out Tor Tull) \lford • hr pla>s moan, lull) is the treacherous law)or intent on stealing Hie family fortune and who lias man) a tlii1\ trick up his skew.
And )ou ll be shakin’. rattlin’ and rollin' when the spikes, monsters and ghosts saw the last one for >ou* If )ou sohe the puzzles anti lolhm the elm's you might just saw the Addanis famih so that the) can...
THE AOOAMS FAMILY TM&O 1991 PARAMOUNT PICTURES, ALL RIGHTS RESERVED THE ADDAMS FAMILY LOGO IS A TRADEMARK OF PARAMOUNT PICTURES OCEAN SOFTWARE LTD. AUTHORJZfctfUSER
THIS IS AMIGA POWER
ISSUE 1S JULY 19S2
EDITOR Matt Bielby
DEPUTY EDITOR Mark Ramshaw
REVIEWS EDITOR Stuart Campbell
STAff WATER Matthew Squires
ART EDITOR Amanda Cook
DESIGNER Sally Weddings
ADVERTISING MANAGER Alison Morton SENIOR SATES EXECUTIVE Jackie Garford
PRODUCTION COORDINATOR Lisa Reed
PU8llS«R Sieve Carey
assistant publisher Stuart Anderton
GROUP PU8USMNG DIRECTOR Greg Ingham
PROMOTIONS MANAGER Michele Harris
CIRCULATION DfiECTOR Sue Hartley
MANAGIhG DIRECTOR Chris Anderson
Jonathan Davies. Joe Humphries, Karl Foster,
Dave Golder, Rich Policy,
Gary Penn, Nell West
L WO A SOANN-V, Simon Chittenden Jerome Clough, John Moore, Chris Stocker. Simon Windsor
PHOTOGRAPHY Kelvin Rogers
COVER ILLUSTRATION Mike Roberts
EDITORIAL a advertising
Future Publishing Ltd,
30 Monmouth Street,
Batn BA1 28YIT Tel 0225 442244 Fa* 0225 446019
Lynn Bowler, The Ofcl Barn. Somertoo. Somerset TA11 7PV TeT 0458 74011
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SPECIAL THANHS THIS ISSUI OO TO:
CUrt fofcc. lor Kwocsn ehlr L u !:■> i p (■ lolhe Setter Lmi Ta* lor Cor t each e< trf, mi md Hen a Justin Auyvowh tee tie, toe Avie Canmaruvw vvtt, ev weithH Ur tens un on a dty sol. tnd Irrrnl tiot ehe Vo trows HI*
QOODevc TO: nevMAMeeVPsrt ent's 1 “teens to a berte* oh (till «t Piygnosv and dus “Oct be buyn( ui Lncb so rvtrh itn Rcntroson r Oral *rv “II Vein good for i bep jnd a renen rue masame edict --C1 dvcverg n the rowel end de*eccru to *V other vor ' ’Art Deed, *eT UR to you tooV
HfKT month, > hggetl use Vtvt n
the ht£or> V AMCAPOAtto Don Trust e
WJtGA AWES coret 10 XXI Itom f Wire Pubtthng reme or Arrrg* f br—a(. A-ngt stooeer $ 1 Forme!. PC Feme!. Tor Sty e Carrmove for-ai. Sese :'>e Tcot Puces Domw, A-.seeo Atom end ewer © Future Publishing 1992
1 A GALLUP CHART
I * Sponsored by Penguin, this is the place to come if you want to know what's selling - and why!
1 A TRUE STORIES
I V Our news section shrinks in size this month - but don't worry, it's only to make room for our giant Things To Come section! And anyway, there's still room for AMIGA POWER Recommends, all the top game news and more!
1 7 THINGS TO I / COME
New! Our first purpose-built previews section arrives, complete with revealing
Work In Progress reports on System 3’s Silly Putty. Team 17’s Assassin, Core's
Premiere, Loriciel's Entity and - yes! -Origin’s Stunning Wing Commander on the Amiga!
LI COMPLETE O I CONTROL
John Madden American Football. Shadowlands. Parasol Stars. Apidya, Moonstone. Space Crusade. Cover Girl Poker(f), Rome, even Mad Bomber; plus your questions answered in The Last Resort. If you're stuck on an Amiga game, this is the place to come!
The most imaginative Amiga game of this for any) year... Page 26
It's been a long wait, so it’s a shame It wasn't really worlh it... Page 34
Core take on Lotus II head on! Page 30
The greatest football game evert Page 36
THE SECRET OF MONKEY ISLAND 2
Nutt said Page 38
7A IF I'D KNOWN / 4 THEN...
It's back! And this time round we’re talking to one of the real characters of computer gaming - Eugene Jarvis fan, ST-lover, sheep fancier and Uamatron creator. Mr Jeff Minter!
OO POINTS OF OO VIEW
No, we didn't learn our lesson the first time. Once again we all try to sum-up what we think of the month's games in four words or less. Impossible Maybe, but we'll give it a shot anyway...
AO DO THE WRITE TO THING
It'S the rudest, most opinionated letters page in the business, and this month that*s more true than ever!
07 the bottom
All new! You've never had it so good -the all-new Bottom Line features more reviews in fewer pages! Don't miss it!
Perhaps the most completely ill-timed film game ever Page 44
TV SPORTS BASEBALL
It's good, but no home run here Page 46
Don't hold your breath, but yet another FRP enters the fray! Page 48
Bizarre and perplexing blasting fun Page 52
LURE OF THE RISKY WOODS
TEMPTRESS It's risky, and it's got
Monkey Island, British woods in it (copyright style Page 54 Matt Bielby '92) Page 56
70 HERE COIVIES SUMMER!
Join us on the beach for your essential AMIGA POWER guide to the things you really should be doing this summer. From the latest coinops to the best in handhelds, it’s all here. After all, you can’t spend your whole life inside with your Amiga, now can you
AMES RATED IN EVERY ISSUE!
'Vll* mil . 15
Vew software house, perhaps, but it s a great 0 looty game Page 32
Meanwhile, over at Ocean, something ; similar brews... Page 42
Monsters, gods and ancient history -they’re all here Page 50
>der the old AMIGA 50WER'$ you’re missing here! 3!us! Don’t miss our brilliant subscription offer and more!
Every month this builds into a :omprehensive guide to »very major character on the Amiga. Except this time it’s lot one character but lots -the Lemmings!
REVIEWED THIS ISSUE
Championship Manager ......81
European Football Champ------80
Lure Of The Temptress--54
Monkey Island 2- ..—~—~——38
Myth ——----- 50
Risky Woods .....56
TV Sports: Baseball------46
Winter Sports 92-----80
Dogs Of War--84
Manchester United ,83
Steg The Slug--------84
Toyota Ceilca OT Rally 82
Bitmap Brothers Vol 1 -82
Asteroids Deluxe .86
Dataclan Games Disk 2-87
Gala x Ians-----------------86
One Man And Mis Dog--------—87
Smash TV: The Rip Off-----87
AND THIS IS DISK 1 5
Old C64 programming ace Stavros Fasoulas (remember Sanxionl) has broken cover at last - and with the weirdest Amiga game this side of WizkicP. Find out more in this exclusive -and quite brilliant - eight level playable demo!
Yes, once again it's double-disk spectacular time at AMIGA POWER this month, with a selection of fine games and demos for your delight and delectation. Like these...
MENTAL IMAGE DISK
Like Asteroids' Then you'll just love this brilliant inertia-filled blaster!
Mental Image Game Disk 2 features some of the best in shareware arcade action ever! For a start there's Invaders II, which, despite the name, is actually a horizontal shoot-’em-up (and a half!)
They don't come a lot trickier (or more frustrating) than this one!
Scorr * 63
In a completely different vein is Safu, an oriental-style puzzler of fiendish difficulty and a very strong hook.
WILLY IN THE CASTLE OF DREAMS
And last, but by no means least, there’s Willy-a poor little boy scout, lost in a vast, platform-filled castle, on a quest to save an old man's sleeping patterns (or something). Whatever, it's fabulous!
GOT A FAULTY DISK
• This isn't the sort ol thing we like to hear, and happily we don't hear it very often, but if you do have disk problems, simply place it In an envelope, along with an SAE and a tetter explaining what’s wrong, and return it to this address (MOT THE AMIGA POWER OFFICE): AMIGA POWER Disk Returns 15, Tib pic, 3650 Adelaide Street, Bradford BD5 OEA. There are more details over the page...
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
START READING HERE!
We're going to give you the disk instructions here, so pay attention.
• With the exception ol Willy In The Castle Ol Dreams (which will only work on 1 meg machines), this month's coverdlsks will work on all Amiga A500s, A500Ps, A600s, and pretty much any other Amiga you care to mention.
• To load the disks, first make sure you've switched off your Amiga, removed all peripherals and plugged a joystick Into Joystick Port 2 and a mouse into Joystick Pori 1. Now insert the disk you wish to load and it will autoboot.
• Disk 15 (the one containing Galactic. Amega Race and Number Fumbler) actually contains a neat little game lo play while it loads. Then there are two menus to worry about - one for half meg owners and one lor one meg owners.
Prior to the main menu you will be requested to type 'y' (return) for the hall meg menu, or ’n’ (return) lor the one meg menu. Once the main menu has loaded, simply select the game or demo you wish to load by pressing the correct function key on the keyboard. Voila! Your game should now boot up.
• The Mental Image Gamedisk works thus: From the main screen, click on the mouse button. Then once the main menu has appeared (the one with the book) select the game you wish to load by pushing the joystick left or right, then click on lire to load. It's that easy.
• As we said, Willy In The Castle Of Dreams will only work with Amigas of at least one meg memory.
• Please keep the disk you are playing your game from In the drive at all times, and remember - it's the wise man who switches his machine off for 20 seconds or so before loading up a new program to keep his disks Iree ol any stray viruses.
IF YOUR DISK DOESN'T WORK
• First, try the process again, once again making sure you've removed extra peripherals the program may not 'like'.
• If It's only one of the programs on your disk that doesn't work, not the whole thing, try phoning our new COVERDISK HELPLINE. Call 0274 736990 and ask tor Sam Hiah.
• II either ol your disks fails to load, then pop 'em in a padded envelope to this address:
AMIGA POWER Disk 15 Returns. Tib Pic, 36*50 Adelaide Street, Bradford, BD5 OEA. Give Tib a couple of weeks, and you ought to receive a shiny, working new disk.
ME NTAL IMA
Authors: Mental Image
Continuing our quest lo bring you the very best «n shareware PD, we've got an entire disk of the slut! to give you this month.
You may remember Stuarts glowing words about Mental Image Gamedisk I in his PD column a while ago (AP4 to be precise) Well, now the Mental Image boys are back again with not one. not two (Oh. get on with it - Ed), but three (three!) fabulous shareware games (or you, the reader
Covering three ol the most popular arcade genres - platformers, puzzlers and shoot-'em-ups - we re sure you'll agree that the Mental Image Gamedisk 2 is worth, ooh. at least £3.00. And by a strange cosmic coincidence we'd like you (providing you (eel that the disk is well worth the expense, ol course) to send the boys a regisl ration lee of £3.00 lor the delight ol using It. You don't have to do it, ol course - you may think the disk is a bil crap and not wonh anything at all really (though we very much doubt it) Much more likely, we leel. is that you’ll fee) it within your head to send a fee of £5.00 -at which point the Mental Image team will post you a copy ol Iheir Gamedisk 1 as a thank you. (What a tnendiy industry this is, eh ) Of course, as we say, you don'l have to send any cash, but it you do want to support your local PD team (and it's a good thing to do. we think) send your money to:
MENTAL IMAGE 16 MILE END AVENUE HATFIELD DONCASTER SOUTH YORKSHIRE 0M7 6AU
• While you're at it, why not drop u$ a line here at the AMIGA POWER offices and let us know what you think ol having Shareware on the cover disk II you like the idea we might ust do it again..
LOADING MENTAL IMAGE DISK 2
The loading instructions for this (and indeed, this month's other) disk you'll find over on the leti of the page there, bui before we start, just a quick word about the loader. You may think that your Amiga is doing ST impressions here, but don t worry - after a few moments the title screen will appear. Click on the mouse button, and an options screen will materialise, featuring a book in the centre of Ihe screen By pushing the joystick left and right rt's possible to turn the pages, thus highlighting one of the three games. Simply press the joystick fire button to select the required one, give rt a few moments to load, and away you go. (Easy, eh ) Now on with the show.. •
Taking on the might of Xargonian empire in the cracking kr<4cn It.
INVADERS II HINTS'N'TIPS
• If the smaller Xargonian escort ships reach your base then your long-range scanner will be destroyed, This won t end Ihe game, bui will make il very difficult for you. so keep an eye out for the little beggars.
You want simple scenarios You got 'em1 In Invaders II, you have been given the lask of stopping the Xargonian motherships from reaching your base. This is achieved by Hying over a planet surface m your cratt and, erm, Wasting hell out ol the motherships and smaller alien escort craft. The motherships have strong shields which wilt take several shots to destroy - and that's just at the beginning I You actually get progressively stronger motherships on each level, while Ihe game will continue until you run out of energy, or until a mothership reaches your base.
And that's all there is to the game realty, except for a few quick hints, and. of course, Ihe controls:
• Every so oUen. your base will send a supply ship to you. carrying one of three items: a new weapon, a j»wer-up, or an energy pod. There are three weapons to choose from, indicated by the colour of the square above the pod which is dropped A power-up increases the efficiency ol the current weapon, and the energy pods increase your energy level by half.
IT'S THAT SIMPLE
Yes, it's that simple. Just fly up, down, left, right and fire. P pauses the game, and ESQ quits. •
GE GAME DISK 2
The second sweet and tasty treat we've got tor you on the Mental Image disk is Satu. a game ol strategy featuring a play area divided into nine blocks. The blocks are placed in a 3x3 grid, with each block either 'on' or 'off At the start of each level the computer will generate a random pattern of blocks, and it's your job to move them around until they match the pattern shown at the bottom ol the screen. To do thts. you must click on a block, which will affect one or more of the others - turning Ihem on it they were off, or (indeed! off if they were on,
After each six levels, the rules governing how one block affecls others wiN change Here's a bit of a hint to get you going though: lor the first $ >x levels, dicking on one block will only affect the state ol one other block. That should be enough of a clue to keep you going, but if you find you're m real trouble It's also possible to select trainer mode, which lets you see lust how each block wilt be affected. (It's only for wimps though )
SIX GO MAD IN THE ORIENT
That's not all there is to the game though -every six levels you'll find yourself presented with a memory test bonus stage What happens here is a number of symbols are shown on-screen, and after a
short time covered up. The computer then reveal the symbols one at a time, challenging you to remember where the matching one is - the more pairs you match up. the higher the bonus for the next six levels.
Satu can be played via the mouse or joystick It's also possible to toggle between sound FX and music, start the game at any six-level point, and to alter the number of lives available. All of these are defined from the main options screen,
IS THERE ANYTHING ELSE WE SHOULD KNOW
No. not really. •
Ancient philosopher, he sat, Bloodv bell, theft toush. I think TH tr» the trelner mode.-
WILLY IN THE CASTLE OF DREAMS
Knee deep in violent bodies - her, weH e minute! Wasn't that lest month’i taptionT
This one's a plattorm game, and here's the plot: Willy was walking home through the woods one day after a meeting of the Sunny Willow Cub Scouts, when he took a wrong turning and ended up outside an old castle. Something strange happened then, and Willy fell asteep.
Time passed, and when he evenlually awoke. Willy realised that he'd been transported mside the building. Seemed the castfe was actually owned by the wizard Ozzy. who'd been hanging round for guile some time waiting for someone just like Willy to chance along and help him out with a little task, Ozzy had been unable to sleep for over 100 years, you see. as every night his dreams were plagued by an manner of strange events
WHERE IT GETS REALLY SILLY
So here's the game: you play the pari ot Willy in his task to help Ozzy by surviving 20 dream levels. During each dream you will have the opportunity to collect dream prizes, but win also be chased by dream baddies, who will wake you if they touch you (and, of course, you are only allowed to wake up a limited number of times), As progress is made you will be awarded parts of a space suit - collect all five pieces and after the 20th dream you will enter the
reactor room, where tho power source of the dream baddies can be shut down. Failure to collect ail five pieces of (he suit before going into the reader room will have tala! consequences.
From the main menu, there are lour oplions to select, F1 will after the number of lives. F2 wilt let you enter your name, F3 enables a password to be entered white F4 toggles the introduction screens on and off. Give the pause mode a try — there's another top game In there lor you to try your hand at (I) - while pressing either mouse butlon w.ll return you to the main menu •
For space a pause
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
Authors: Ad Soft & Leopold Soft.
This month’s dose of top PD sees the long-awaited resurrection of another ok) classic. Like Asteroids, this is a game ot inertia. Wasting and the need to stay calm. Yep. once more we've dragged another piece of black-and-white excellence from the pits of coin-op history, from the days when men were men and arcade games really had to be bloody
playable foot just dreamy looking) to attract the punters.
DO THE RESURRECTION SHUFFLE
So what's it all about then, eh Simple On each screen you'll get the chance to jet around m a groovy little fighter, blasting at cogs (yes. cogs). Ol course, these are space cogs. and. as such, are damn tncky fellows Interesting points to note about them there space cogs are:
1. Some space cogs have dots in their centre - these are worth more points
2. Some space cogs shoot back Avoid.
3. Some space cogs drop mines These mines are lethal to touch, but can be blasted out ol the way.
a Some space cogs spawn little spinning nasties. These nasties will also drop mines In your path.
5 Some space cogs will move taster, and some will chase the player 6. Ail space cogs must diet A level is completed when all nasties are destroyed. To control the craft use the joystick for loft, right, thrust and fire. •
Forgotten irudc ebuk Oiwyj Ik< jets th« eo
trcattmciil on tiili month's top AMIGA POWM disk, tf too liked Asteroids, You'll love Amts* See*.
Authors: David Alves.
Fumbling with numbers in Number tumbitr. Remember those take Anywhere' sliding block pussies Well, now you can ploy one on your totolty un * portable Ami*a!
Our second piece ot PD pertection is a computerised version ol these maddeningly addictive sliding block games. Yeah, so it sounds like a ridiculously simple thing to transfer to your all-powerful Amiga, but just try playing the thing. We guarantee you'll be:
SLIDE IT ON HOME
Once loaded, the game will display a 4x4 grid of numbers, all in correct order from top left, to bottom right. As you can see the spare space is after the number 15. Remember this layoul - this is what you've got to get back to.
When you're ready, use the mouse to pace the on-screen hand over the mix button (at the lower end ot the screen).
The numbered tiles will then begin to slide around frantically. When they stop, they'll aH be jumbled. The task is then to get them ail back in order.
To move a tile, just crick on it with the hand. It it's next to the Wank area, then it will slide over lo the space, thus leaving a space behind it,
MANIC, SOUND, PANIC!
It a screen looks impossible, then it may well be. (Not all ot these things can actually be completed, yknow ) tf 11 looks insolvable, then we re afraid you 0 just have to select the quit option, and reboot, incidentally, if you fancy taking a peek at a digitised photo of Number Fumbter programmer David Alves, then click on the 'who' button wilh on-screen hand Now steady on. girts. Don't stare at that scrummy piccy for too long! •
Author: Stavros Fasoulas Publisher: To be confirmed
Galactic comes to you direct from new Finnish programming team Terramarque, headed up by one-time C$ 4 hero Stavros Fasoulas. (Remember him ) The only simple thing about Galactic is that it s the Wggest head-trip you re ever likely to find on your Amiga Expect to go more than a little bn wibbiy as you play it.,.
So how can we possibly desenbe the game Well, imagine, just for the
sake ol argument, a cross between Rotation and and Rainbow Islands That's sort of what it's like, but it doesn't tell the whole story - Galactic isn't that easy to pm down, Which leaves us with a brt ot a problem - do we go on for hours trying to make the gameplay really clear, or do we let you dive straight in and try to make head or tail of rt on your own We thought about Ihis for a while and then decided the best thing to do would be to give you some instructions, which you're tree to use or ignore as you will.
The first thing to grasp is that you control a king who can move around a wrap-around, scrolling play area at will
- i- , I_-1-1 —» _ ‘ i *
The fact that it's wrap-around means that the floor is also the ceiling.
The next thing to grasp is that there Is actually a purple king and an orange king, each with hts own energy level (energy is continuously drained from the currently controlled king, or lost it you collide with a meanie, which we ll come to in a moment). It s possible to swiich between kings (when energy Is running low on the current king) by finding (he miniature king in the play area and running Into him.
Still know what we re talking about Okay, back to the meanies These guys run around, colliding with the currently controlled king (thus depleting valuable energy). The player can light back with playing cards however, which fly out. trapping the bad guys. Walking Into a trapped meanre will increase the energy level ot a king. Some bad guys are orange (and so increase (he orange king’s energy level), while some are purple (and can be used lo boos) the purple king's energy). Time is of Ihe essence, because the two learns are always wamng with each other
(Phew.) And there's yet more. It trapped meanies are not coriecled they tall to the Itoor and lum into a toy Shooting the floor or the ceiling (they are, as we said, one and the same) will also create toys, and collecting them will give the player extended time on a level.
Other items - things like bubble gum, ee cream and coins - have other uses too, but no, we re not going to tell you what Ihey are.
Right, that's about it There's no room left to tell you the meanies also lob missiles ai ihe poor king (so keep movmg) and there's no space to tell you lo watch out for the bonus platform level (you'll know it when you get there) or the legendary love chase.
This exclusive playable demo comes complete with eight levels ol spaced-out excellence, while the finished version is expected to contain more than ihe Empire State Building. We'D give you more details as we get them. •
Weird, wild end rather wonderful - CaJactic a ini four average ihoot-'cmup
LEAD US NOT INTO
BUT DELIVER US
Sick and tired of plaving the same old. sterile, graphic adventure
Then envisage a new playing experience where each character can go about his or her own affairs independently of your actioas, where each scenario is different every time you return to it, where you can experience “real world” environments.
Lurf. or the Temptress has been developed using the ‘Revolutionary' Virtual Theatre™ svstem.
. A -'I
• J'j V,
AMIGA POWER JULY 1992
CBHZV Cfllts III + CflRL LEWIS CHALLENGE + CIHILIZHTION + MICROPROSE BUV UEKTOR
CRAZY LIKE A FOX
Though you can easily see Iron these screenshots just how wonderfully colourful Crarj Can lit is, you can! tell how fast and fluid it moves. And the answer is very.
Hey1 Remember Crazy Cars / and IP Weil, now forget them again, because Crazy Cars III is a completely different beast (honest) Indeed. Crazy Cars III could well be surprise hit of the Amiga racing wars.
Why's that then Wen. for a stan it's got more in common with Gremlin's Loros games than its predecessors, and even more in common with movies tike The Gumbail Rally and The Cannonball
Run. By competing in four divisions of illegal races across America (14 races in each division), the player pits his driving skills and his Lamborghini Diablo against a whole bunch of local amateur dnvers as well as 20 professional nvals.
Goodies to watch out for include the ever-present police to dodge, onroad objects to smash mio, loads of upgrades for your car. (he chance So bet with other competitors, the fastest 3D graphics we've ever seen on a racing game (it’s possible lo hit 400 km hl) and,
Oesi ol the lot. a high degree of artificial intelligence - it's amazing lo watch a whole bunch of computer-controlled vehides slow down just before a speed trap, for instance, then see one get impatient and speed off, closely followed by the irate cops.
You'll have to wail until the next issue (fingers crossed) for a full review, but from what we've played so far. it’ll easily be worth the wait Now il only they cook) have managed a decent two-player mode..
HEAVEN SENT EVENTS
Due lor completion any day now by programming team Teque, Psygnosis' Carl Lewis Challenge will be the first ready ol the two Olympics-related games due on the Amiga this summer (read about Ocean's eltorts on page 12). Built up of five events tor between one to lour players, Carl Lewis is Initially most striking tor the fluid animation of the athletes - they've apparently been repainted Irom actual digitised lootage.
However, there's more to the game than the visuals - it otters either strategy, arcade, or full simulation modes of play as you lead 10 athletes through five weeks ol intensive training, attempting to get them In the right state of fitness for each event. Then, once into the actual Olympics, each athlete must qualify in five heats before going through to the event finals.
The biggest innovation the game otters, though, is the way it handles multi-player games. What happens is it pits each player against computer simulations ol tho others. The second player gets to race against a recording ol the first player’s performance, as well as computerised approximations ol the other players, white the third player competes against the two recordings, and so on. With throe different control options, it's possible to opt for a joystick intensive game, or one that
Wilh iicbnicil Input Irom Fatima Whtibrcad apparently I), Carl lewit Challanja promtus stunning graphics and spot-on event accuracy. la tact, there's Fatima now!
relies more on timing skills. Wilh five events - the 100m. the hurdles, the long jump, the high jump and the javelin - Carl Lewis is smaller than Ocean's effort, but it looks the stronger, visually. The game will be released within days of you reading this (at £25.99). but while you're waiting why not check out the Carl Lewis compo on page 91 You might just win a bike!
EMPIRE AND STATES BUILDING
Fans ol all-action arcade-style games may well be left cold, but there’s a sizeable community ol more serious, quite possibly older. Amiga games players who live for things tike this - Sid Meier's celebrated PC game Civilization, which is just about to arrive on the Amiga.
The storyline goes something like this - we're in 4000 8C, and the biggest groups ol people around are small, nomadic tribes. As you'd probably expect by now - post Populous, Sim City and Meier's own Railroad Tycoon - you're in charge, with the task of building this tribe, through trade, conquest and (ahem) breeding, up into a civilization til to rule the world.
Don't balk at this, but tho game also has an educational element to K too - not only do you get to discover and (hopefully) control new inventions (The Wheel, Alphabet, Mapping and, if you get that tar. The Bomb), you also get to compete with rival world leaders.
Including such historical types as Napoleon, Julius Caesar and Alexander The Great. Look lor it in the shops in early July, and an in-depth review next Issue.
MICROPROS! BUY VEKTOR
Vektor Grafix, solid 3D specialists and creators of Virgin's soon-to-arrive Shuttle, Image Work's The Killing Cloud. Activision's Fight Bomber, Domark's Star Wars and others, has been bought lock, stock and barrel by MicroProse. By all accounts this isn't the first time a large software house has attempted to get control of the Leeds-based development house - rumour has it Activision tried a few years ago * but this time it's happened, in a move which on the one hand gives MicroProse a top-notch 3D development team based in this country, and on the other allows Vektor a far greater degree of financial security than before.
8-J 7 flying Fortress, due tor a late summer release, will be the new partnership's first game, but it certainly won't be the last...
• This isn't the only expansionist move from MicroProse recently. The company has recently opened another in house development, this time based in Manchester, using local programming talent. Manchester is, of course, one of the big centres for game creators in this country.
17-the sexiest flight sim planned this year
QUERDRIUE + SUPERFROG + RLIEN BREED 2 + MRH1S MODE + COLUMBUS + CORISH’S COMPUTER GRMES GUIDE + AUDIOGENIC CRIB SHEET
We've got a full Things To Come report on Assassin - one ot the most exciting new projects Irom Waketseto-based Team 17 - in a couple ol pages, but here are some of the other things we can expect to see trom the group who are shaping up to be perhaps the hottest new team ot the year...
• Overdrive. Team 17's new arcade raang game, is a project ol their Croydon based development team Headed by Junior McMillan icode) and Steve Middleton (graphicsl, work began on the title at the end ot March. Up until then the same team had been developing a new pinball game. but. to the trustration ot all concerned, the game was rethought and then cancelled in the wake ot the successful Pinball Dreams, a 21 si Century Entertainment game - Martyn Brown, the company's director, telt that mere was no place in the market for another pinball game" The good news was. however, thai wilh the scrapping ot 'Pinball , development on Overdrive could commence. We asked Marlyn Brown what he expects ot the game
“Overdrive is going to be an amalgam of a lot ot styles that we ve always wanted to bring into our games' - Martyn at ihis point lists his favourite racing games, which include Ho! Rod and Super Sprint - the idea being to mix a lot of different driving styles, and allow you to play m various different modes. So in arcade mode, for example, you're given a set car and a set objective. We re still considering a two player mode, but it'll probably need a two computer link."
Martyn insists that the game will "offer a mynad of novet and exciting features." Indeed, special features listed so tar include 10 different terrains and tracks, and a varied array ot race track vehicles - including Formula 1 cars, stock cars, street cars, trucks and motor bikes, which all sounds good to us...
• Sweden is a long way trom Croydon, or Wakefield tor that matter but that's where you i find the second of Team 17's new development duos. Superlrog, as their game is known, is being developed by Andreas Tadic and Rico Holmes, both ot Alien Breed and Prosec! X fame. It's very early days as far as this one s concerned - Andreas and Rico are still putting the basic game engine together - but we asked what's going to be different about the game.
Well, for a start it's going to have a very odd soundtrack - Team 17 originally wanted Vic Reeves and Bob Mortimer to do sampled voces for the game, though the idea has smce lallen through - while the visuals will also be on the. erm, unusual' side Other details are pretty vague at the moment, bui what we can tell you is that it's an arcade platform game featuring two troggy pats called Spud and Dudley The game features six levels ol enchanted lands tor you to discover, each consisting ot tour sub levels, and Team 17 believe it could be their biggest hit to date
• And then there's the one that many ot you will be waiting (or - Alien Breed 2. The sequel, known by Team 17 as ‘The Special Edition', will be developed by the same team as it's predecessor - Sweden-based Andreas and Rco - once they've finished Superfrog
Alien Breed 2 doesn't pick up where the first game left oft, however, bul is instead set quite a few years into the future. Martyn tells us that 'the story for Alien Breed 2 has already been written. The game will be an enhanced version of its predecessor, with a tot more free roaming and larger levels.' Expect to see more variety to the enemies and a greater range of missions too Expect also a two player option. 32 colours used throughout, it to be 1 meg only, and a 1993 release - so don't hold your breath.
• Now turn to our new Shape Ot Things To Come section for a lull Work In Progress report on perhaps the most impressive ot the new games. Assassin...
TEAM 17 GO INTO
7 i V1
fOij r+ \
Svptrfroy - ttm, well, it look* * bit boring at the moment, but they haven't finished it yet.
MAXIS FOR MINDSCAPE
The creator* of Sim City, Slm£arth and Simirll have now split from Ocean in this country, and will in tho future be releasing their 'games' through Mindscape instead. The next new product is A Train - a financial simulation based on rail links between cities - though when, or indeed if. It will ever appear on the Amiga is seriously in doubt. Moro news to come...
THEN YOU NEED...
Stuck on a computer game We'd normally recommend The Last Resort (with Jonathan Davies), but here’s another option - Corish's Computer Games Guide (3rd Edition), which features 750 pagos of game hints across all formats, all for a mere £14.95. Worth thinking about anyway...
RACE FOR THE NEW WORLD
We keep hearing of battles between the Columbus film makers, but exactly the same thing is happening In the Amiga world too, and that’s even before anyone steps into the fray with a Columbus film license. This very issue features one Columbus game (Discovery), and Domark are planning another for September. Called simply Columbus, it’s a strategy/adventure game developed by 'Nam author Matthew Stibbe, so a fairly in-depth treatment of the subject is more or loss guaranteed.
Don't know how it happened, but somehow we got the Suncom phone number wrong in last issue's joystick feature. It’s actually 0453 753565 -apologies to the owner of the number we printed last month, who apparently got bugged by oodles of calls from people wanting to know where they could buy an Analogue Plus...
Contact: Audogentc. Uml 27. Christchurch Industrial Centre WeaVJstone Harrow HA3 iNT
History: Sottware pubtyier Audiogenic was founded in 1985 0, the team ot Peter Caber. Pearl Wellard and Martel Maynard, though today only Caiver remains - it shouldn t be contused wvth an earlier Aodogenic company which used to duptcato cassettes back in the early 70s.
The ongms ot ihe ament Audrogervc. however, dalle back to 1978, when Peler Caber and Pearl Wellard started set up a company called Supersoh producing games lor the Commodore 84 I! was tms company that was eventually to nartaie into Ihe current Audogenic. making it one or the longest surviving sottware houses m the mJuttry
People: AudUgemc employs 19 people M time at the moment, with •* except two involved drecliy el sottware development, m one way or another.
Best known or the development teams used by the company are Denton Designs, a group who've been around 10 years, and. Ike Psygnosn. were founded by ax-Imagine people Ally Noble and John Heap run Denton, white the graphic* side is In the hards oI Herman Serrano, best known lor hrs work on Wwrd Dreams Programmer Graham Bnghe. a veteran of games on seven different computer formats, including writing all hve versions ol Emlyn Hughes Intsmatdna'SocceHl) and the coin-op version at loop.', a another regular
Greatest Success: For Peler Caber this bods down to 'Staying In busetess a tot longer than anyone else ' wtxch is tan enough, though it he had to narrow tlengs down to one game it s be Ermyn Hughes international Soccer. It was easily our taggost setter.'
Greatest Failure: Caber considers the Question n enamel terms *Our most costly game to date has been Super league Manager, which was due to be released m November 1969 - and suit isn't in the shops even now' One reason lor that is dial we kept comng up with new ideas tor 4, and implementing them all took lime Anyway. 4 s just been bushed now. three years and Ctoo 000 later, and we think its going to be wea worth the wad *
Typical Game: It woUU have to be a sports game, because that's our speciality these days When we do a sports gam, we aim to make it the best, and we n work on n urml that's true'
How they aee themselves: "We see ourselves as a company that ready cares about the games that rl produces - and one that gets very frustrated when we bnng out a game tke Exile (voted by AP as me rev-ewers game ol me year'! and it slid doesn't sell1'
How do other people tee them: They respect us tor m products that we produce quto often Cut we re really too small tor most ol the bg sottware houses to worry about, competition wise '
Product development: “We try and design games property at the Degmrtng so we know erectly wnat's requred ol them, but n doesni always work out When you want ihe best you have to accept that changes must be made, and you must be prepared to abandon a protaci rl It a not working out ‘
Final Word: Wa re gomg to be releasing World Class Soccer very soon trs been desgned speofeally tor the one meg Amgas - what we've done would be rmpoestoie to emulate on an inienor setup - and we ve vary proud bl 4 indeed ‘ Look tor a review vary aoon
World Class Soccer - comes eomplttt with tidt-wn and overhead view, (pieturtd).
AMIGA POWER JULY 1992
ESPHGNIR OLYMPICS ’92 + RRMPRRT + Ml OHTRRUELLER 1 + flMIGR POWER RECOMMENDS
Left: So which sport do you want to ploy, sir There's boxing, swimming, diving, judo md all sorts to chose from, ■clow: The training includes this hospital sequence.
Almost a decade alter the classic' Daley Thompson's Decathlon, Ocean are limbering up lor another shot at the multiple events style of Olympic game, the only one this year officially endorsed by the Barcelona Olympics people, and trading under the provisional title ot Espagma Olympics 92
So what difference does having the official licence realty mean Weil, for a start, it means Ocean have been able to include a realistic event diary lor the enure competition, and include tun (and. apparently, accurate) stats lor the British Olympic team it also means they get to use the inevitable cute animal mascot, though opinion ts split as to whether that's actually a good thing or not.
The other thing that an Olympic game traditionally means, ot course, is lots oi joystick waggling, and never ones to let the side down, Ocean have included some here. Events include discus, hammer, shot, long jump, triple jump, high jump, oofe vault, various running events, hurdies. steeplechase, and javelin - you can guess which ones are the waggters yourself - while training team members for the individual events « also included.
While the pictures you see here are actually taken Irom PC version, the Amiga one ts fikely to be very similar. Better get into training now - it'll be out in time for tne Games
ANOTHER BRICK IN THE WALL
Domark't Rampart, the Tonqon ca&tlo conquest game beloved of the Bitmap Brothers (It's rumoured), is duo for imminent release -probably some time in August. Make no mistake though - this game has very little at all In common with EA) Interplay’s similar sounding Cattles, Instead it’s a much faster three-player action game, adding a T’efris-llke wall rebuilding exorcise (you have to rotate various-sixed bricks to fit the gaps) between bought* of offensive cannon fire. Believe us, it's tots of fun.
MILLIONS WILL DIE IF YOU ARE
Remember Megatraveifer 1 It was reviewed in an early AMIGA POWER (quite positively actually - 88 percent in issue 4) but at the time we all assumed the T was just wishful thinking. Not so, apparently - here’s 2. subtitled Quest For The Ancients, and looks set to be bigger and better than the first.
Space pirates, over 100 details worlds to explore, a mysterious ancient civilization to uncover, alien artifacts to unearth and a threat to the lives of millions - it's all here. Fans of science fiction role playing should be in their element -look for a release any day now at £29.99 on the Empire label, and a review in our next issue.
Mrsalravtlltr t bljjcr and better Hun the firit 3<n», end packed with thlnjt to uncover.
Could it be the belt tp.ee RPG vet
Actually, this month we recommend nothing at all. We didn’t like any of last month’s games. Not a single one. Well, okay, except maybe for these...
Every month we bung a load of RPGs in AMIGA POWER Recommends, tell you they’re the most groovy accessible fun around, and each month we then watch as thousands and thousands of you sit resolutely at home and play Preyed X. Hus time, if you don't go out and buy a copy of this fabulous game within the next (our weeks, we re going to do a complete issue about nothing but Rainbow Wands. You've been warned.
THE ADDAMS FAMILY
Okay, if you're looking for Nintendo's Super Mario World on the Amiga you won't find it in this superslick. wildly addictive but simplistic platform romp, but if you crossed The Addams Family with Harlequin you wouldn't be far off at all. So, er. why not buy a copy of both, get your assembly language manual out and see if you can make yourself a fortune Or something. Ahem.
FIRE & ICE
You'd expect a game from the man who brought you Rainbow Islands to be something pretty special, and Andrew Braybrook doesn't disappoint with this lustily cute platform adventure game. It's packed to bursting with nice touches and lovely gameplay. but the best thing about Fire And Ice is that ifs the game Magic Pockets really should have been in the first place. Beautiful, playable, and really rather lovable.
Disturbingly plausible secret service simulator which has you discrediting, kidnapping, torturing and assassinating all manner ot completely harmless and innocent civilians in the name of national security. Atmospherically rendered in black and white with the minimum of frHIs. Floor ISs realism is its strength, but not at the expense of gripping gameplay. And yes, it really is all in played in black and white. Excellent stuff.
This one's excellent stuff too - it telis us in tti« title. This five-game compilation brings you addictive arcade games and tricky puzzlers as well as a couple of fine examples of the arcade adventure genre that made Diz the huge success story he is, and as such has to be seen as the best valuator-money this side of, well, a copy of AMIGA POWER. Thank you.
EYE OF THE BEHOLDER 2
Okay, so it comes on several disks which access interminably and it's almost exactly the same as the first game with different monsters but very little in the way of actual new stuff, but the original was so much fun that more of the same doesn't really feel like such a bad deal. Weeks of fun then, but let's just hope they don't milk the formula for a third installment.
Two's great fun. but three's a bore (or something).
. -* IJ
MEGAFORTRESS is ready when you are . .
Tel (0444) 246333 fa* (0444)248996
It's the enemy's worst nightmare; a nearly invincible heavy bomber, carrying enough firepower to destroy the most heavily defended installation in the world.
Megafortress is in a class by itself; a radically modified B52H Stratofortress, with radar-absorbing fibresleel skin and enough state-of-the-art sensory and weapons systems to jam and blast its way into any target on earth.
Available lor Commodore Amiga, IBM PC and compatibles, and CO BOM
Navigator't StationGlobal Onploy
Pilot 's SroOon
for inlof mat ion on all Mmdstapr products please phone (0898) 2342)4 (Please note, calls charged 41 36p per mmulc during cheap rale and at 48p per minute at other timet)
Offensive Weapon! Station
Flying Megafortress isn't easy, you're a Pilot, Navigator, Electronic Warfare Officer and Gunner all rolled into one!
Megafortress' multi-position bomber features complete electronic countermeasures technology, terrain guidance radar, multiple missions, and a massive arsenal at your disposal. Full colour VGA graphics and Sound Blaster/Adlib sound boards support brings the reality of long-range strategic air assaults into your home.
Bated on "flight ot the Old Dog", Date Brown's best selling novel
MlndMpc International Ltd
Charles Avenue, Mattings Park Burgess Hill W Sussex RM1S9PQ
AMIGA POWER JULY 1992
PENGUIN GALLUP CHARTS
Weis, what (JkJ you expect M s football lever m the chans this month, wilh the lust of the European Championship tie-ins pushing and jarring lor the lop slots. It's gomg to get worst before it gets any better too (lor football haters, at least), with many of the big guns yet to enter the tray.
But whove we got so tar Well, US Gold make it to the number two with The Manager, while the Codtes are not tar off target with Firs! Division Manager, a game mat actually made it all the way to the top
l*n»iy. If only h« could reproduce (etc).
a couple ot months ago Another budget soccer retease domg welt at the moment is Gremlin's Manchester United, which is keeping the lerraces happy at number 10, while Krisalis seem to be hitting the woodwork a bit with John Barnes European Football al 15
Some ot this will comes as little real surprise, ot course, bul we re always astonished at how well footy management games seem to do. So much so. in fact, that we thought a bit of investigation into The Manager might prove useful .
The Manager New Entry, Number 2
Eye Of The Beholder II High Riser, Number 6
For US Gold's Danielle Woodyatl. tmsisa fine result and "just shows that soccer sells very well' Indeed - but are bonng old management games always so popular7 'Hmm, that's a tricky one To be honest. I think we re surprised that It's been so successful, but we re obviously very pleased mat it has It is, alter all, a quality product and a very good package ‘ German company Software 2000 spent over two years researching and developing the game, metr first attempt at a management game as far as we know, Of course, it's not all football games - US Gold are also doing pretty well with a representative of what's shaping up to be the summer s other big game type, the RPG Many ot you will have read our very positive review ot Eye Ot The Beholder II last month - this sequel to last year's biggest fantasy role playing success is a
Ogame fans have been waiting well over twelve months for, so it's no big surprise that it's doing so well.
EnpOord *••• N—dy Mi *•» Vcvyoood ttoKuamcwa **F1nw0 * Ow*
1 (2) JOHN MADDKN AMERICAN FOOTBALL
Electronic Arts £29,99 . *. * •
2 (NE) THE MANAOER US Gold £30.99 .
3 (NE) BMC Ocean £29.99 .
4 (19) FIRST DIVISION MANAOER Code Masters £7 99 .. 5(1) PROJECT X Team 17 £25 99...
6 (27) EYE OF THE BEHOLDER a US Gold £35.99 ...
7 (6) RAINBOW ISULNDS Hit Squad £7.99 8 (4) FORMULA ONE GRAND PRIX MicroPros £34 99 9 (24) F-16 COMBAT PILOT Action 16 £9.99 ...
10 (18) MANCHESTER UNITED GBH £9.99 ...
11 lilt : SCOOBYDOO AND SCRAPPY-OOO
12 (S'1 JAMES POND GBH 7 99 *"
I) S: LOTUS TURBO CHALLEMOE GBH
M13: SPACE CRUSADE G'WiWi GrapNca as 99""
IS INF I JOHN BARNES EUROPEAN FOOTBALL
KAuM 09 99 ™
IS 1161 NEW ZEALAND STOUT HI Squid £7 99™"
IT 191OOLOEN ATE Tronii C9 99 "
18 INI FANTASY WOULD DIZZY G8H [9 99
19 (711 WACKY RACES H> T*c Soft™. E7 99
a tNF: dizzy s excellent adventures
Cede UASNn OF 99 —
21 (31) SIM ANT Ocawi £25 99 *
22 (54 JIMMY WHITE'S WHIRLWIND SNOOKER
Wan £29 99
23 (5} PINBALL DREAMS 71* C«*jry E2S99
24 (Rfc I WORLD CRICKET Zappnki £7 99 ™
25 (17) ROBOCOR H4 Squad £7 99 ~*
3*147) OPERATION THUNDER BOLT IN Squid
27 «£ LITTLE PUFF CoOl Uttlm £699™
28 NE! TUHRICAH 2 Kin £799
2*1111 SHADOW WARRIOR* FM Squid £799* 30166) WWFWRESTLEMAMIAOnan £2599*
31115) PACIFIC ISLANDS £rnp.eC2999""
32 Z6 STRIDER Klo £7 99 ™
33(7i BLACK CRYPT Stottnc Am £2599"“
34 !3L GRAEME SOUNESS SOCCER MANAOER
Z«®aMi C7 99 “
35 211 SPECIAL FORCES MooPrea* 04 99 "
38 (14 SUPER OFF ROAD Tronj £999
37 (78 PAPERBOY Encore £7 99 "
38 1411 BIRDS OF PREY Bacvonc Am 04 99
39 (47 TOYOTA CEUCA RALLY G8H £7 99
40 fX6) UNTOUCHABLES Hit Squad £7.99 “
41 (2ZI BUBBLE BOBBLE H< Squad £7 99""
42 iREl DUATTRO FIGHTERS Ccdg Malian
43(23 ROBOCOO MAmrUn £2599""
44 163 TNI QUEST OF AORAVAIN Codl Un3«l £799"'
4S(1 POPULOUS 2ElK»nc Am £29 99 48'RE i INTERNATIONAL NINJA RABBITS
Mere Vaku £7 99
47 IRE, SHADOW OF THE BEAST Sultan £7 99 " 4*10C) ULTIMATE GOLF GBH Gdd £9 99"
49> R£ I ALTERED BEAST Hit Squad £7 99 "*
50(461 ITALIA 90 Trent £999”
51 (U i LOMBARD RAC RALLY IN Squad £799"’ S2(RF) PRO BOXING Coda Uatttn £7 99*
53 (35 ' CHASE HQ H4 Squad £7 99
54 (« > MIDNIGHT RESISTANCE HE Sqtad
55 (43. ANOTHER WORLD US Gold OS 99----
581571 RICK DANGEROUS Kai £7 99 “
57179) AWARD WINNERS Empaa 05 99 ™
58 (97) VIZ Iwu £9.99 "'
59 (4*i A320 AIRBUS TNjAoo £35 99 "
60(73i ON NO! MORE LEMMINGS ISygnua
61 (44, PGA TOUR PLUS Elodrenc Am 09 99 '
62 (72) HE I MO AIL Con Damn £34 99 43 (92) GHOULS-N-OHOSTS Km £7 99 "
64 (25) HARLEQUIN Gremtn Graphica OS 99 66 INF I MAGIC LAND DIZZY Code Mature
66 IN)-, HOVERSPRINT Code Halters £7 99'
67 I90i MICROPROSE GOLF '.tooProte £34 99 "'
841961 PARASOL STARS Ocaan OS 99---
89 (ME; DIZZY COLLECTION Coda Masters 0499™
70 1.9 ROBOCOR 3 OcBMI £2599 *“
71 (ST) MONKEY ISLAND US Gold 09 99 ****
72 (RFj DOUBLE DRAGON 2Trent £999*
73 (RF INTERNATIONAL ICE HOCKEY ZappeM
74 (Rf . BATMAN; THE MOVIE IK Squad £799”
75 (NE. TRI STAR SPORTS Soundm£799 **
76134 AOOHY Paygnoao 0599 *"
771451 MEOA-LOAIANIA/FIRST SAMURAI
7*(55) ALIEN BREED Foam 170499™
79 (Rf, COVERT ACTION IAodPiom £34 99 ™
80 (28) POPULOUS S*ar Redonwn £10 99 **"
•1 (RF ■ SOCCER STARS (COMPI Empra OS 99 “
82 (W. YOGI'S BIO CLEAN UP Hi Tap SoWaara
83 (Rr LEAKOCR Plygnosa E2S99 *™
84(Nf i EASY AMOS Furepreu Software £34 99“* SSfRF, ZOUT Km £759"
88(5!) SNADOWLANDS Ownirk £29 99 ”"
87 113i GIANTS OF EUROPE Anco £7 99 ***
8* RE I BO ARO GENIUS Beau JO*y £29 99 “
89 INI MICROPROSE SOCCER Km £799 *
90 (RF, LOTUS TURBO CHALLENGE 2
firepan GrarWcs £25 99
91 If.! MIGHT AND MAOIC 3 US Gold £40 99 “
92 )RF • KNIGHTS OF THE SKY MooPlwa£34 99
93 137. EUROPEAN SUPCRLEAOUI COS £24 99 “
94 (311 ADS Adonis £9 99"
95 INF, COMBO RACER 68N £7 99 *“
96)RE) INDY HEAT siomi £2599™
97 ISO) ULTIMA VI OMgnMnfecapk £30 99-----
98 INF PAPERBOY 2 Umdtuoa £25 99 "
99 (RF TERMINATOR 2 Ocean £25,99 "
100 (49) CASTLES Ftedrorw Am £29 99'"
Wa Figure you mutt Km tome idea how the charta work by now. to brtafty; thay*re pul togaffwr by OaEup. may mu budgltt and full pricare Mqathar. ganwt are mad m Nat*, and now tfwyre : McVIBaa!
LATE THAN NEVER...
New Entry, Number
New Entry, Number 21
We've been promising reviews of il for months, and at long last it's here - though not without its problems. Ocean's initially impressive (but see the review (his issue) Wing Commander- iniluenced 3D Waster suffered from a deluge of returns in its first days on sale - seems there was a gremlin m one of lhe duplication machines used for disk one. resulting in lots of failures -though copies on sale now should be fine Despite these t1th hour troubles, however, the mood at Ocean remains enthusiastic. Ocean's Ken Lockiey confirms lhe game was a long time coming, but finally it has arrived and people aren t disappointed.’
Ocean's own enthusiasm for the game has been matched by huge sales even on its first day Northampton -based distributer Leisuresoft, for instance, are said to nave started selling at 9 OOam on the Monday, and had shrtted 5.000 copies by 11 30 One reason for this has 10 be the length ot time people have been kept waiting - demand (or the game started over two years ago when the first
fpic brilliant (o look at, ku to to play.
magazine previews appeared1
Such success certainly makes up for what might be seen as the disappointing showing made by Sim Ant, which has entered the charts at number 21 Ken is InitiaBy disappointed with Sim Ants currenl posilion. but I think it's tho typo of game that win be a steady sell It'll never set the charts on tee, but we expect it to litter through slowly, just like Sim Earth '
TOUGH TREATMENT FOR TANKS
Pacific Islands Number 31
This is an odd one - we rate this game highly, and are surprised that il didn't peak a bit higher in the charts. Empire's Manssa Pauwefis isn't worried though: ’As a game it s great -we've had brilliant coverage in the press, which is great as this is the sort of product that re-emphasizes the company's new direction Pacific Islands really shows what we can do.' •
From the darkest corner ot
the Nth dimension, comes the
hippest cosmos dweller
ever to take centre screen
ZOOL-Ninja alien and
righteous dude is on his way.
ii Gremlin have produced a masterpiece. 9 9 Amiga action 96%
£ £ Fast, action-packed, challenging
and highly addielive 9 9 The Sun
COMING SOON ON AMKJA (1 MEG ONLY) AND ATARI ST
GREMLIN GRAPHICS SOFTWARE LTD. CARVER HOUSE. 3-A CARVER STREET SHEFFIELD Si WS
The oriental warrior with fists of steel
Guide Dojo Dan, the oriental teen-warrior,
through a multitude of gruelling _
challenges in his quest to liberate the v innocent people of Banzaari. Battle I with the mutant hordes of Valrog to break his evil stranglehold on this beautiful mystical land.
Push your game ploying to the limits in the smoothest, most colourful multi-directional scrolling _ Mmk game you've ever seen!
Europe House, Adl.ngton Pori, Moeilesfield SK10 4NP Telephone 0635 859333
THE SHAPE OF
And there came a time when the normal Work In Progress stuff in the news pages just wasn’t enough. That time is now...
Sooner or later we had to admit it - the news pages just aren't big enough to take the sheer amount ol preview material we want to cram into every issue ot AMIGA POWER. That being the case, something radical had to be done - something like this new regular preview section. Small previews will still appear in the news pages, but when we want to take a deeper look behind the scenes of a big name - or simply interesting - new game, this is the place to be. Welcome to The Shape Of Things To Come...
Game: Silly Putty Publisher: System 3 Author: Phil Thornton ETA: September
Briefly: In February 1991 System 3 announced il was looking to publish cartridges for the Amiga, but <1 was nol to be The cost ot producing them was tar too high to be worthwhile - cartridges would cost over 10 times as much to manufacture as floppy disks, and the end result would be a produci selling at Ihree times the usual retail price.
The reason we mention this, o! course, is that Silty Puffy was to have been the first cartridge release. Now. though, it s very much a (loppy produci -and in every sense ol the word. The eponymous star of the game is quite literally the most flexible character ever seen. Putty bounces and bends and stretches and can transform himseit into all manner o! different shapes - and it makes for a very unusual feeling game.
So whal s Ihe story Well, an evil wizard called Dazztedaze has sent Putty's similarly squishy pals packing to Earth, from their homo on Putty Moon, trapped in the form ot bubble gum. They need help and last. And so does Putty. To be more precise, he needs the help ot the Bols, the natives ot the planet Construclo which is orbited by Putty Moon.
The Bots can build a tower from Earth to Putty Moon, you see, so Putty can dimb >t to reach and defeat Dazzle-daze. The thing is. the Bots only work by day -by night, some of them recharge their batteries, while the rest are a bil dense and wander around the construction randomly, often fating off the edges to their deaths U's Putty's job to round them up in order that the tower erecting can
rr f i
This il Ihnllil l fUl. The cat himicH i* to the far rijhl ot the picture, below his curious collection ot pictures and a ghost (The man in the bath on the tar left breaks wind from time to time.) Dwcesil makes himself known throughout Putty's quest -tor instance, when be fails to colled certain bonuses, Dweesil bursts through the scenery to make a sarky comment.
continue, which gives the game a certain similarity to lemmings. However, there's more to Silty Putty than simply saving lives You see. you also have yourself lo protect, as Dazzledaze has sent his cat. Dweezil. and his wicked servants down to the planet Constructo with the aim of putting a stop to Putty. How will it all end’ The creators speak: Silly Putty represents a new direction for System 3, a company recognised more for its oriental arcade adventures "We will stilt be dang beat-‘em-ups but there won t be any more Ninja.* says System 3's Public Relations Manager Adrian Cale. *We can't lake that character any further Now we re concentrating on creating new characters *
Silty Putty designer and artist Phil Thornton is a big fan of Tex Avery cartoons. Screwball Squirrel in particular. With Silly Putty he's attempting to create a cartoon quality arcade experience Music isn’t evident while playing SiHy Putty-instead there s a cacophony of sampled sounds (over one megabyte’s worth, in tael) composing cinematic spot effects, such as slurping and squelching and other Putty sounds, and plenty ol talking (the voices are provided by actors) Verdict so far: Silly Putty is one of those busy, surreal, slightly mad experiences perhaps best typified by the likes of this issue's W>ikxj - It's certainty a game with a lot of character built in. Take
the controls, for instance: not only is there the odd stretching way our hero moves, there's also Putty's remarkable repertoire of other skills to be taken into account -including the power to melt some creatures and absorb others. Putty actually moulds into the shape of up to three specific enemies per zone, at which point he can use their magic power or firearm features.
Definitely an intriguing and unusual game, then, with a number of strong features. What isn't clear yel - and is likety to remain so until we actually receive a finished copy - is how good ill! be to play. That's something we ll have to wart for.
• GARY PENN
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
central 'Assassm' character. who's one of the best running, jumping, climbing and somersaulting characters ever. To create such an athletic chap used up a massive 200K. a lot of it going to accommodate his 200 animation frames - but that doesn’t mean there wasn’t any room left for anything else. Indeed no - not only do you gel a (me range of collectable weapons to pick up along the way (including a protective robosuitl). you also get five scrolling levels (totalling over 800 screens! to get through.
Most of your assassination mtssion lakes place underground, but il doesn t start that way Indeed, in the very first level you find yourself in a forest - your job here is to find a cave, break into the dome that's m there, then make your way through the construction site you'll find inside. This constitutes the second level, and provides a Sol ol opportunities lor you to use all your acrobatic skills, bouncing oft the cranes and machinery as you fight your way through to the high lech-weaponry f iled third level. Next up is an asylum, titled with a vast range of trapped
Looking rather like * scene from the beginning of Wolfehild, thb screen shows our aerobatic hero using one of the Sillier.looking ol hit *00 hemes of animation.
Now this bH reolfir (really) is like Strider, our hero making his way up an angled wire beinf eery reminiscent of one of the most famous bits from Copcom's coin-op classic.
Game: Codename Assassin (working title - the game will probably end up simply called Assassin" on release.)
Publisher: Team 17 Authors: Dave Broadhurst and Haydn Dalton ETA: November
Briefly: Readers ol issue 13 wall know we had our doubts aboul the long term playability ot Team 17 s last release, Pro/ecf X (too hard and off-puttingiy unfair to keep the interest just about sums it up), bul it's undoubtedly been a major success - the lads from Wakefield are on a roll.
This here's the follow up - afier producing an IK* style beat- em-up. a Gauntlet lookalike and a scrolling blaster, the boys are now setting their sights on that other great arcade genre, die running-around-jumprng-onto-pfatforms-and-kjltiog-Uimgs game, perhaps best typified by Capcom's Stricter. The plot has you, as a criminal leader in some future time where a gang war is fas! brewing, setting out on a one man mission to destroy the resl of the underworld, and. in particular, kill the gangster Midan. the most powerful mob leader ot them all
Don't, however, get the impression that this is a Godfather-style game -instead it's spectacular arcade action all the way, particularly in its depiction of the
alien creatures, followed by the very futuristic fifth level where you’ll go up against Midan himself
Throughout the game, an evil and vaned cast wilt be out to stop you, ranging Irom knife throwers to mad dog handlers, armed with ferocious pit-bull terriers. From what we've seen of the game so far, and taking into account the slick arcade look Team 17 have managed to give all their stuff so tar, it's a pretty sate best that Assassin w ll prove to be the best StnOei-aiike seen on the Amiga to date - big, smooth and vaned enough to leave an other pretenders in its wake The
Everything is still at a very early stage -Team 17 have only been working on the game for two and a halt months so tar. Ex-Suitete Bobble programmer Dave Broadhurst, who's written the code, is still developing how the various enemy characters will move at the time ot wntmg. while graphic artist Haydn Dalton has only got as far as the background for level two Their style of development is very much of the make it up as you go along' school - neither creator liking to stick to a set game structure or storyboard They told us:
"We very much prefer to do it as we go along. The nearest we get to a storyboard is at the beginning of a level. We H sit down and design a map, to sod out how each section relates to the resl We're pretty loose after that though - we produce something much better it we don t have to stick to a certain story"
And, as if to prove their point, while we were talking in their office the boys noticed an interesting looking bug-like digger through the window. It was being used on a construction site across the road ‘Hey, took at that," Dave shouted.
lt d be good to have in level two tor the construction site.' Haydn enthusiastically agreed, so look out for it in the finished game! And that realty sums up their enthusiastic use of improvisation.
tl can’t ail come as easily as that though, so 1 asked where the guys got the idea tor Assassin.
Dave: 'We wanted an 3rcade-type adventure which would revolve around a guy who could ffy and swing - a character who was really flexible. For instance, he can fire in all directions when he's swinging or climbing That was the main . aim, for me anyway - to create a character who could do just about anything we could think of The graphics and style is afi down to Haydn, though He deodes visually what's going to be in it.'
Haydn: 'We meet half way if I like it and he doesn't but usually t just sit down and draw something - like I did the second level in five days. The graphic style I've made very Mega Dnve-ish. with the mam character drawn very much in a console style too *
Verdict do far: This promises to be the best thing Team 17 have ever done - but then, so did Project X before it. We know Team 17 can come up with strong ideas, great visuals and a good, solid game hook - they've come out ol nowhere to being one of the hottest development teams around, after alt - bul they do have a tendency to fall down in the game testing department.
II Assassin manages to be as sexy as Project X. but without the odd (laws and unfnendiy difficulty curve that featured, it could be a massive hit Indeed, even if it just manages to be sexy looking it'll probably still be a massive hit - we just won't like it so much. Here's hoping • MATTHEW SQUIRES
"Spectacular arcade action all the way"
J5r '! J
* V \ I
The bits ol Astossin thal areal tike Stride* are not unreminbeent of Switchbfodc II, funnily enough. Here we arc on a lift, various baddies, power-ups and so on all around.
Game: Premiere Publisher: Core Design Authors: Dan Scott (code) and Jerr O'Carrol! (graphics),
Briefly: Fans of Core's cartoon-like FRP game Heimdall. one of the biggest hits the Derby-based software house have enjoyed yet. will be on tamilar ground with Premiere - graphically at least. Though the two share the same graphic artist -one Jerr O’Carroll, an ex-ammator. and arguably one of the most talented crayon wietoers currently working in computer games - and thus are drawn in a very similar style, the game styles are quite different Heimdall was a 3D isometric puizie-based sort of game, whereas this is a much more action packed side-viewed platformer.
The two plots are very different too. The FRP and fantasy elements of Heimdall have gone here, with the action this time being relocated to a film studio. You pfay the hero, a young film editor called Dutch Cable, desperate to find a tiim which has been stolen from his cutting room floor on the eve of the movie s premiere. You've got a pretty good idea who did it too - the head of a rival film studio, who will have hidden the film canislers around his various film sets Cue six levels, each with a different setting, as Clutch searches the locations of various different movies being shot in the nval studio - including a western, an old-style horror film, a so-fi B-movie. a black-and-white Keystone Kops-type thing, and a few more.
Being a more action orientated game, our hero can do a tot more than the lead character in Hetmdall ever could - rt's not just walking around throwing switches here Instead
Clutch can walk, jump. kick, pick up things, use suitable weapons (custard pies in the black-and-white bit. sticks of dynamite in the Western level), throw switches to deactivate assorted traps (okay, so some of that stuff is in here), and pick up extra energy from piz2as. hoi dogs and (it the programmers have thought of this, and I hope they have) buckets of popcorn
Rounding the project off are some neat bits of intro animation, as you might expect from someone with Jen's background, with the odd bit incorporated into the game too. such as animations showing what happens when our hero falls into a trap There's even a whole level sel in a cartoon him. a la Roger Rabbit, with the already-quite-cadoony Clutch up against much more broadly drawn cartoon baddies
The creators speak:
Working alongside Jerr O'Carroll is programmer Dan Scott, new to Core, though he did turn his hand to the Wolfchiid intro sequence a few months
ago. The idea behind Ihis game isn't to in any way create a Heimdall 2, say Core -that will probably come later, though when isn't clear - but simply to apply a similar stick visual style to a platform arcade adventure game
Verdict so far: Just take a look at the screens - Premiere looks gorgeous, there's no doubt about it. However, at the time of wntmg it was sfiSI at quile an earty stage - things are going to have to really start moving it the game's to make its proposed July release date. Keep your eyes peeled for more details in the next issue ol AMIGA POWER • MATT BIEL BY
"Premiere looks gorgeous, there's no doubt about it"
Gangster Action front the black-and-white hint level - here Clutch teems to be trying an Yee hat It's ye old* Wild West level, with Clutch dctperatelr trying to avoid being Shot by interesting method for dodging builds. (Or maybe he's just been shot.) the guy in the barrel above him. (Maybe the worry Is what's made his hair go all white...)
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
Game: Entity Publisher: Loriciel Author: Noel Billy ETA: November
Briefly: Yep. it's the ok) Earth is in imminent danger, so average girl is given super-human powers and must save the planet and defeat the bad guy' story once again, this time presented as a mixture of cmemalic and action sequences not untike Deiphme's excellent Another World The first Obvious difference, however, is that the animated sequences in Entity blow anything we've yet seen out of the water Don't get too over excited though - they only form the intro and framing sequences, the bulk of the game being more standard side-on viewed running and jumping stuff, albeit with nifty graphics, and shockingly detailed end-o!Teve! creatures It's a shame that the movie-style dips don t lorm a more essential part of the gameptay. but with graphics this stunning it would be pretty much impossible to make them interactive on a standard Amiga Split into five distinct levels (100 screens in total) - toe stone age, a forest, some mountains, a network of caves, and finally the apocalypse level - you guide our heroine around a series of scrolling landscapes, collecting power-ups (mdudmg a flight spell) and fighting to toe death with end-of-level baddies. These guys range from a Tyrannasaurus Rex (pictured) to toe Entity himself, while each level also features an assortment ol gross-
Ifl One Million Ytm SC all oxer again! Our well built heroine comci up against an ever better buih Tyrannotaur in a scene straight 0*1 of Ray Karryhausen.
out creatures, including such wonderfully named nasties as the Pfourt (a sporespitting plant - honest), the Ftyopthere and the Viibros. Other details are still to be sorted at the moment, though it's likely lhal on top of all this fighting and exploring matarkey, various traps and puzzles will be inducted.
The creators speak:
Putlmg puzzles and olher details into toe game is still some into the future - at the moment designer Noel Billy has his work cut out gening the suitably spectacular graphics up and running. Having worked on his own on the project for a year, he’s Only now recruited another programmer to help out with toe main game engine. It's an ambitious protect -and amazing to think that it's actually toe first game Noel's ever worked on I
"Inspiration for the characters, monsters, decor and so on was drawn from my imagination and dreams." he fold us. Though heroic fantasy illustrations from artists such as Boris Vafejo and Rowena Moml were also an influence.'
How do you think it compares to Another WorirP
■Graphically. Entity will be very different from Another World. While Another Worlds graphics were based on 3D vectors, the graphics of Entity ate hand drawn and dsgrhsed-
fn play, Entity will feel a lot more like
an arcade kind of game, although ii will have adventure game features, as in Another World.'
But just how much of a part wifi toe impressive dnematic effects play in the finished game
"There wifi be live to six mmutes-worth ol cmemalic stuff, used as an introduction and between toe playable levels. These sequences will give things continuity, and show the player what to do next. However, they don't form the bulk of toe game'
Verdict so far: SchwmgfThat was the initial response in toe AMIGA POWER offices to early demos of Entity -there's no getting around the fact that the first things that hit you aboul this game are the rather (ahem) generous proportions ot the central character, Okay, so she's slightly unfeasible, but this is a lantasy game we re talking about, after alt.
However, at this stage judging the game, not just the character, is rather more difficult. Although the cinematic sequences, graphics and basic game concept are at an advanced stage, toe coding of toe actual interactive parts of toe game is only just underway More news as we get it, of course, but in the meantime we think it's fair to say that Entity looks likely to be Lohdel's biggest hit yet.
• MARK RAMSHAW
"Inspiration was drawn from my imagination and
Raife Software unit 21 lidtvartl Pavilion Albert Hock Liverpool l.il 4AA. clepfinne: 05 1-707 22NO la\: 051-700 2021
Available on the Aniitia (one metf <mlv) and Atari St
AMIGA POWER JULY 1992
Game: Wing Commander Publisher: Origin (Mindscape)
Authors: Nik Pelling.
Justin Garvanovich ETA: September
Briefly: Shock news ol the month has to be that Wing Commander is back on course lor release. Yes. the game that re-defined the PC games market is finally going to get the Amiga treatment. Our version will not only feature all the between-mission plot screens and briefing sequences, but the full texture-mapped 3D graphics system used in the main game too1 Currently running at 10-12 frames per second - about the same speed as the original did on a low end PC (ie fast enough for a playable game, and with just as much detail as the PC version) - Origin promise that the graphics system will be some 30 percent faster in the finished game. Support for the minority of Amiga owners with accelerator boards is also promised
Coding duties are being handled by old hand Nik Pelling (aka Orlando, the man responsible for ancient classics like Frak), and from what we've seen so far. he's doing one hell ol a job.
Back to basics: For the 10 readers out there who are currently saying 'Wingwha!1 Never heard of it*, this is the sort of giant space adventure Epic can only bream of being. The game combines an evolving storyline with a number of
Lack million il introduced bT • SUr Wan-ltyt* briefing icqucncc. Here, the flight path, objective, ouy known cncmiei end asteroid itormi arc dcicribcd to yon.
The Mtfinj over with, rt'i time to climb into the cockpit, and jet into the 3D pari. If your craft it in toch a good itatc at the end of a million, you probably dcicrve a medal!
deep space missions for the player -these range from escorting friendly transporters to hyperspace jump points, to undertaking reconnatsance missions, to launching search and destroy operations.
The action is shown in an out-ofcockpit view, as the piayer (with the aid ot a wingman) slowly rids the universe of the evil Kilrathi warriors, nsing through the ranks (and getting better space ships to tty) in the process. In short, Wing Commander combines good old fashioned Wasting with extraordinary visuals.
Verdict so far: Origin'
Mindscape are keen to stress that the graphics in the screen shots shown here will be vastly improved for the finished game. The original PC visuals have been ported directly onto the Amiga, hence the rough and grainy look at the moment. An artist is currently touching up all the space ships and other 3D object, which should ensure are cleaner, more polished look.
One criticism levelled at the PC version ot the game was the lack of actual depth behind the clever graphics routines. The Amiga version won t alter this any, and to be honest we don't think they have to either Here at AMIGA POWER we reckon the original played like a mutha anyway, deep or not.
One distinct advantage the Amiga game should have over the PC version is
in the disk requirements. The original came on rather a lot ot disks and required a sizeaWe chunk ol hard drive space, while the Amiga game is expected lo only consume two disks, with options available tor hard drive installation or the use ot an external dnve. It's looking likely that one meg of memory will be needed, but what dd you expect - this is Wing Commander, after all.
What else is there to say Well, like we said, the screen shots you see here may looked damned impressive, but they aren't as good as you'll get in the finished game. And ot course, there's no chance of anybody completing all the missions in a few hours (as with some epic 3D space games we could mention -eh. Ocean ),
For those readers who don't know what the fuss is about texture mapping, and think filled polygons are fine, thank you very much - we really can't stress how much difference it makes. Imagine the visual quality ol sprites, but with the flexibility and 3D appeal of polygons. With Wing Commander's routines the player is given huge, detailed, complex (and multicoloured) space-ships to blast And there's even a plot in there, This is space combat the way it should took. Let's just hope they can get the whole thing together and bring the 3D routines up to speed...
"No chance off anybody completing all the missions in c ffew hours"
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6 CENTRAL STI
JUST WHO DO WE THINK WE ARE
Cars have C>een the name ol the game for Matt this month His rive year mission to actually buy a set ol wheels ended in
tears once agam. when he discovered that Ford no longer produced the Capri with the fluffy dice and
go-laster stripes as standard
Matt's catchphrases ot the month: Erm...\
spooky', and Get oul ol the pool!'
Neil wants us to send out a message to one ot our readers this month. So if you're reading this Came Otis. Ne«i would love you to pop round some time for a nice hot cup of tea and a sticky bun, (Honestly, we don't know why he can't use the phone like everyone else...)
Neil's catchphrase ol the month: 'll she was president she'd be Baberaham Lincoln.'
Continuing hts soulsearching foray mto American culture. Mark has been carefully studying Wayne's Work) The result <s that the office now has to put up with tsm shouting 'not1' and schwing1' along with the usual round of 'excellent' and dude. Oh dear Mark's catchphrases ot the month: That was a jolly good computer game - Not!'
Jonathan leii foul ol the Curse Of The Amiga this month Hey - a broken power supply i$ no joke
----when you ve got seven
thousand tips, hints and cheats to try out After that ordeal, we just didn't have the heart to make him play another wargame. We re not that ev ii Jonathan's catchphrase ol the month; Another naval wargame - hurrah!'
Spare a Ihought for poor Stuart this month While j the rest of the team were grooving on down at the I local beach, poor Stuart was stuck m the office giving Sensible Soccer a thorough going over Then agam, he just wouldn't be the same Stuart with a suntan Stuart's catchphrases of the month: Gooaaaal!’, And he heads it in Ihe net', elc, etc. etc.
We sent Matthew up to j visit Team 17 this month.
! and. um. we haven't seen I him smce. Some I incriminating photos were posted to the office, but Mr Squires himself is nowhere to be seen So. if anyone in Yorkshire spots a rugby playing type lying outside a pub somewhere, please give us a call Matthew's catchphrase of the month: Bleugh!’
Gary s been combining reviewing with his passion lor musicals this month The Pirates Ot Penzance and Monkey Island 2. what a gorgeous, dreamy combination." gushed our Gaz Next month he hopes to combine the pleasures of Me And My Gin with (Snip - Ed ) Gary's catchprase of the month: 'How much wood could a woodchuck chuck...' etc.
In a desperate attempt to prevent Kari from playing Legend an the time, we decided to give him a race, zappy shoot-'em-up to review. Unfortunately, the packages got mixed up. and he got landed with Epic instead. Three hours later he was back playing Legend again. Karl's catchphrase of the month: 'I finished Epic in three hours!'
Amanda s desperate to book a holiday in the Dominican Republic - lor her wedding Sorry, readers, but the old Crayon wiekler is tying the knot this summer (with Amiga Format s crayon-maestro, no less) We*, at least it should put an end to Amanda s fan mail... Amanda's catchphrase of the monfh: 'No honestly, t'm not joking.'
Ever s-nce reviewing Dune lor us, Francesca Anms has been playing a major pad in Dave's daydreams (see p44j. li seems Mark's undying love of the lop' actress has rubbed off on him. and now Dave suffers from constant urges to watch tacky old fantasy movie Knjli. erm. constantly What a strange boy he «... Dave's catchphrase ot the month: 'Sigh...'
This month it's been the turn of Sally to jet off to foreign dimes So while we slaved away m ihe dark dingy AP offices. Sal was soakmg up that Mediterranean sun m Majorca Of course we re not bitter or anything Not even slightly No really. We don't like holidays anyway Sally's catchphrase of the month; 'So. do you like my lovely suntan '
With one hand tied behind his back (so that's what he does wrth the siiklmed handcuffs) and a dutch of A-ievet exams to fimsh off, John Travolta-esque night groover Rich still found lime to do some reviewing for us this month What a dude, and what a nice moustache .! Rich's catchphrase of the month: Get that stupid moustache off my picture right now!'
It’s here! It’s here!
Monkey Island 2 is finally here. Find out just how Gary Penn got on with our old friend Guybrush Threepwood on page 38. But don't go away - there're plenty more reviews this month, in a special bumper -sized reviews section. We've got Mark totally losing his marbles over the utterly hatstand Wizkid, Stuart complaining about dodgy refs and wet pitches in Sensible Soccer, and we've got the definitive reviews of such tong-awaited titles as Jaguar, Dune, Myth, Hook, and - yes! - Epic. It's all here...
But before you going skipping joyfully into our big reviews, spare a thought for the smaller, but equally fab, little ones further on down the line page 78, to be exact). Here we've got the best and
the worst) of the rest, with such memorable titles as Ugh!, Discovery, and Domark's Euro Football Champ.
And - hey! - we haven't even mentioned the budget games yet!
THE AMIGA POWER SCORING SYSTEM (AND HOW IT WORKS): AN EASY. TO-USE BEGINNERS GUIDE
The AMIGA POWER reviewing philosophy is an absolute doddle to understand. No, really. It's simple. But If you're reading this at alt you must want fo know at least a little bit more, so here, in all its glory. Is The Way We Do Things At AMIGA POWER ...
1) We re atl aware of how much software cosls, which is why we believe a game has to be really good 1o be worth buying * or worth giving a good mark. Happily, there's more than enough lop-notch stuff around if you only look - we mark as hard as we do to prevent you from wasting time (or money!) on the bad ones. You'll thank us for n in the end...
2) We believe rating systems should be simple and easy lo understand. That's why we just give one mark out ol 100, a few summing up sentences, and that's if. Whal more is there
3) This month we're actually going to have a third point - Noll
Into Footf - will the crowd 90 wild
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
LET'S GET WIZZY
Before Wizkid can rescue his folks from Zark's castle, he has to fight and explore his way around the Wiz world. While It Is possible to complete each individual round in arcade mode, vital objects (needed for completing the game proper) can only be found when fully exploring each area.
So. let's go for a brief tour of the islands, taking snapshot views of Wlzkid's adventures along the way. Obviously, we don't want to give loo much away here, so we've decided not to show you some of the more unusual and bizarre screens.
By the way, the numbers on the map show where you'll find the various screens on this page. Now let's go...
Wliktd bejint the jam*, and hit quest, on Sunset Wiiovard. Notable areas ol Interest are the well (try mucking about with this) and the ir*«-mounted ball. About wc set Wishid unable 10 J«1 past a vicious guard dog, while to the right and below he explores the seedier tide of life under ground....
A visit to both malt and femak public conveniences' is a must. Remember, try using cveryi/unj you see...
Game: Wizkid: The Story Of Wizbail II Publisher: Ocean Price: £25.99 Authors: Sensible Software Release: July
HI olio, good evening, and welcome. Today, we'll be charunglhe progress of young Wizkid. as he undertakes perhaps the biggest challenge ot his life. Mark Ramshaw. our man on the spot takes up the story:
Mark Ramshaw: .and then he said, 'A round ol applause tor the donkey'. Hahaha... Er. what Oh. we re on air. (Sorry,)
(Ahem). Hello, this is Mark Ramshaw at Wizwortd Boot Camp - current abode ot Wizkid, son ot famous guy-on-the-rebound and international playboy, Mr Wn Sail With me here is drill sergeant BD Snail Can you tell me Mr Snail, ust why has Wizkid enrolled in Bool Camp Isn't he still a little loo young1
BD Snail: To train himseO tor a special mission, sir' Yes. he is younger than our
normal recruits, sir' But he's got a tot ot ability tor his age, sir!
Mark: And can you tell me about this special mission
BD Snail: I think you better ask young Wiz about that, srri Classified information and alt that, sir! Ah. here comes the young recruit now, sir!
Mark: Ah, Wiz, hello. I'm Mark Ramshaw from AMIGA POWER. Can you tell me about your special mission (That's right son. just talk straight into the microphone.) Wizkid: My parents - that's Wizbail and the wizard ol course (I- Ed)- have been kidnapped (whimper).
It was the nasty mouse Zark that did il.
He's really bogus, and I'm going lo make myself big. clever and strong (just like my dad), and go smash his face in.
Mark: And can you tell our readers just what your Boot Camp training involves
Wizkid: Well. I'm learning to smash these bricks, which is really tab, And when baddies are near. I can knock the bricks
onto their dumb heads (tee-hee). And il 1 get my special red nose I can bounce the bncfcs on my head, so 1 can use the same ones again and again Or even better. I can gel some teeth (giggle) and then catch and carry the bricks Thunderchoppers (that's what we call them) are really skill, cos then I can really aim the bocks at the bad guys, y'know
SOME TIME LATER...
Mark: Right Wiz, here you are on Sunset Wizovard. What's your plan
Wiz: It's a really Sound plan, that's what il is. Y'see, there are like nine areas which I've got to tight through, using all my really ace moves 'n' stuff. So t reckon if I beat them bad guys and collect the note bubbles which they drop (nah. I don't know why they do that either), then I can make a tune and collect some extra pocket money.
Mark: Pocket money
"An Amiga based mind-altering substance"
Wiz: YeaJi. then I can buy some lab gear to go exploring, and fmd the cats (they're pals of Nifia who's a really fab n'ace friend of mine).
Wiz: Don't you ofdies know anything’ There's a cat in each area, and so if I can find all those, then they can help me when I need to cross the sea to get to Zark s caslte - that's where he's got my father locked away (sob). Them cats row like nobody's business, y know what I mean Mark: Er, quite.
Wiz: Now. a Wizkid's got to do what a Wizkid's got to do. Wish me luck, mister.
INTO THE WIZWORLD
Mark: And off he goes, as the sun dips down over the mountainous horizon on Sunset Wizovard - ducking, drving, weaving and performing headers even old Joe Jordan would be proud of, For such a young player, our Wiz is a remarkably skillful little mover. He's not hall as green as you’d expect. (Except he is. il you see what I mean.) Watch as he roundly whips those evil ( ) butterflies with those huge yin yang ( ) symbols. What a pro. And in
no lime at all, he's collected enough cash to pop to the shop and buy himself a cute little pair of legs and a newspaper. So. what now Wiz
Wiz: Well, (snigger)
Mark: Well what’
Wiz: No, I'm mean I’m going to go down the well, hit be well sound, just you wait and see. I'll winch the bucket up like so. and climb in, then down I go. Catch you later, dude
Mark: Good luck, Wiz. And there he goes I'D wager there're male and female toilets down there (don't ask me why. it's just a vibe thing) Now, it he can somehow clear the blockage in the volcanoes, and collect any objects tying around. I think he'll be ready to move on.
While he does that, though, let's take time out here to marvel at the beauty of this place. U may be menacing, but it sure looks nice. And the acoustics are just perfect for that rousing music we can hear wafting across the Wnovard. And what s this Here's Wiz clambering out of the well, even as we speak. In his hands we can definitely see a can of coke, which I'm sure will come in handy at some point, and it looks like he's heading over ->
Wii jell hits teeth into e siteable pock of nut*. To perform I hit specie! trick, Wisktd first hoi to colled i pair of ‘Thundcrcboppcrs1, which allow him to carry objects around.
Once a series of arcade screens have been cleared, Wii can then set about exploring the place, and collecting vital objects. I wonder what's inside that big old tree, tor instance.
Wii kid visits the circus on his travels with bisarre results. Here we sec Wii with fetching red nose (which gives him the ability to bounce things on his head) Just as he completes a screen. Time for a quick rush for all the coins before moving onto the next screen.
Now here’s a blast from the past! Wii kid finds himscH playing a shoot-'cm.up - complete with power-ups and picky end of-level guardians. Note the presidents at the back, by the way - Just like in the original Wirbaii. Nice lo see a game with a sense of history.
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
io nog Ilia! bell. What next. Wiz
Wiz: l'm going to go for the bell, take so. Mark: Lookooooutl
Wiz: Wow! Who would have expected a toilet shed to drop from the skies Like (giggle) banging, man1 Mark: Hey Wiz. why not open that shed door0
Wiz: I know, why don't I open that shed door
Wiz: (Knock knock). Nobody's answering. I it just (snigger) open the door and take a peek inside. Eek! It's a ravenous dog! (Slams door.)
Mark: Try the newspaper, Wiz. You
Wiz: Yeah, lab idea. If I put the newspaper through this letter box. and try opening the door again. Yuck1 The dog is on the toilet ANO he's reading ihe newspaper. Gross Still, it might mean I'll be able to sneak past the ravenous beashe now. Let's try again, shall we
Mark: And there he goes, where he'll appear nobody knows. I'm oft to the next island in Wtzland. Join me. and Wizkid (it he makes it) after the news.
AFTER THE NEWS...
Mark: So here we are at the Jail House Wiz island Tell me. Wizkid, just how tough has it been so far
Wiz: It's been well 'ard. mister. I've been underwater, in volcanoes. Ive been flying. I've been killed and re-incarnated. I've even been in space, lighting waves o! nasties. I had a laser gun an everything -rt was wicked, y know And I learned so much. Like, it really pays to save up and buy everything possible, ‘cos you never
left In the bowels of on* of tti« levels we find this Uiteful little screen. This here down IlhCS n bit Of wheeling and dealing, and the odd lucky dip. Its his thirst lor new objects which really matters though...
■clow Here we sec Wiilud and his donkey (don't ask) parting company as be leaves the Wixovard. yhcrc's treasure to be found In Ihe sea, but Wii can't breathe underwater.
Or can hc...T
know when you ll need it, I've found that unless you wipe out all the baddies and collect the money, it takes ages to make any progress. And it pays to explore. yVnow what i mean
Mark: Quite. So what next"5 The battle isn't over - you still face terrible odds Wiz: I know, mister. Bui I ve been getting all the cats, so when I get the boat over to Zark's island, they can help me row. Somehow I think I'll need their help, ‘cos sometimes (sniff) I think HI never rescue my parents.
Mark: I see. Well Wiz it just remains lor me to wish you good luck. I think we've taken enough photos lor our feature. Thanks lor letting us follow you on your danng mission Take care now.
Wiz: Just one more thing, mister.
Mark: Whats that
Wiz: This is for a photo feature in the next issue of AMIGA POWER, yeah
Wiz: Can you send me a copy It's my favourite
(One more review kke that. Ramshaw. and either I go or you go. - Ed.)
• MARK RAMSHAW
® UPPERS Wizkid a real genius lies In how all sorts ot game styles are blended seamlessly Into one another to make a crazy, yet cohesive, whole, where you never know what's going to happen next. It's got a wonderfully thought out learning curve too - one ol the best we've ever seen, with an excellent training section at the beginning. Technically spot on, with wild graphics, excellent and varied sound, and an evil sense of humour, Wizkid really is as close as we re going to get to the the first Amiga-based mind-altering substance.
® DOWNERS Working oul where the smallish Wizkid is on the screen (particularly at the start) is sometimes a bit tough. Our only real gripe, though, is that it's possible to play right through the levels, only to be told that not enough kittens were collected to progress to the last section. It's 'Game Over' at this point and you have to start again - how very annoying.
THE BOTTOM LINE
Playing Wizkid can result in a scrambling of your brain nodes. I'm currently trying on strailjackets and weaving baskets (And utterly incapable of writing a comprehensible review - Ed), so deeply has its bizarre, surreal sense of humour affected me. Wizkid is a psychedelic mix of arcade adventure, football, bad jokes, and arcade games like Breakout and Pengo - but with a perfect control system. The most refreshing thing in years, and so individual it's as much fun to play as it obviously was to write. It you don't buy Wizkid. your life really will be a lot poorer,
AMIGA POWER JULY 1992
Come on - you must know the story by now. First there was Gremlin’s Lotus Turbo Challenge, then there was Lotus llt and now there’s Lotus III - oops! Sorry, now there’s Jaguar, Core’s stab at a sprite-based driving game, and it just begs for Lotus comparisons...
Hera «t arc, playing the fiat English track bt two player mode. As you can .ce, the AMIGA POWER team currently hold positions 1* and 10 - tat a *0 car field. Oh dear...
Game: Jaguar XJ220 Publisher: Core Design Price: £25.99 Authors: Mac Avory (design & coding). Jason Gee (graphics), Martin Iveson (sound) & others Release: Out now
II seems that Gremlin realty started something with their Lotus Turbo Challenge games - not just the resuscitation ot the old Pole Posrfion-style racing game, but the introduction ot a whole new genre ot uncannily similar looking split-screen. two ptayer racing games At least, that’s what Core must be
hoping has happened, because it no-one else does a Lofus-iookalike super car game they're going to look rather out-on a limb. With Jaguar XJ220, you see. Core have taken Gremlin s seminal Lotus Hand replaced the Espnt by a Jaguar XJ220. And. er. that's it
Okay, perhaps that's not entirety fair.
And to make up for it. here's the descriptive' part ot the review with the emphasis firmly placed on the
differences between the two games Urn. (This isn't easy )
Jaguar XJ200 is really quite fabulous"
LOTUS II VS IAGUAR 10220
In an attempt to be as fair as possible to both games, here's a quick break down on the strengths and weaknesses of them both...
GRAPHICS Lotus 118 - Jaguar 9 As last and slick as one could possibly hope tor In both games. Lotus's are perhaps more attractively drawn (I’m not too keen on Core's black outlines), but Jaguar heaves a tot more around the screen.
DRIVEABILITY Lotus II9-Jaguars There’s realty nothing In It. Both games strike the perfect balance between realism and fun.
Lotus It 8-Jaguar 9
While they're both as unputdownable
Left: Oh fin* king of
as each other to starf oil with, it s likely that Jaguar's flexibility and general 'bigness' will make It the more viable long-term proposition.
Lotus tl 8- Jaguar 8
Lotus II packs a two-computer, lour-
player option and a choice ol two cars,
but Jaguar holds it off with its track
editor and more complicated moving-
Lotus 1133 - Jaguar 35 A photo-linlsh, but It looks like Jaguar, by a whisker, is the one that gels to squirt champagne all over the place.
Right, got one. Lotus //featured eight courses, which were played through in order. To complete a course, and progress to the next one, you had to reach all rts checkpoints within certain time limits. And that's alt there was to it. It worked, but had a rather linear (eel. Jaguar lakes a rather more flexible approach, revolving around cash it allows you to play three courses in each ol 12 countries (that's 36 altogether, and they're racetracks rather than continuous roads), and once you've played through England's three courses you can choose which country you move onto nexi. The only snag is that you've got to pay to get there, and the further away it is the more I'll cost It’s just as well, then, that winning races nets you cash m the form ol prize money - the higher placed
you are Ihe more you get. So all you've got to do is make sure you win enough races to keep paying the air lares
The other thing that’ll soak up money is your car. II you don't treat It gently, bits will start to need replacing, and if you can t aftoed them you're out ot the game. This might all sound rather numerical and boring, but it fits in seamlessly with the driving sections and has the enormous advantage that one disastrous performance doesn't always mean The End - you've just got to make good your losses in the next round.
Another difference is the scenery, although it's more ot an improvement than a difference. Lotus II looked nice, with its trackside ornamentation and weather conditions, but Jaguar really pulls out all the stops There are tunnels, bridges, caves (complete with spooky stalactites), waterfalls, marshes, roadworks, the lot. Even Rott Harris makes an appearance, complete with StySophone, rf you get as far
The track editor: Utlx, oac ot the England tracks as the ha sis for nry new creation. I'm currently putting together o nice Utile hairpin bead at the lip ot this hill. Mrnns, perhaps I should stick some rocks over on the left there too - that should obscure the view nicety.
Ints the foS, e U lotus II. Ufuir uitl neat hating effects and a Inch of background detail lo great effect - Gremlin certainly started something with this fog stuff, alright
In the desert levels drivers must be wary of sandstorms. Masses of dust Hies over the screen, making the task of negotiating those beads and obstacles that bit harder.
as Australia. The variety is dazzling, and a great incentive to explore all 35 tracks.
And Lotus Its weather conditions have at) been faithfully transplanted - rain, snow, night time, log - plus a slightly over-the-top sandstorm.
THE COMPETITION AND THE
I'm struggling now. but here's another; die cars you race against. Lotus II put you up against other Lotuses. Jaguar has you racing against Ferraris. Lamborghints, Bugattis, Porsches and (oh dear) Corvettes, and they all behave rather more intelligently than Lotus Its.
And each manufacturer has his own team racing against you. so as well as working your way up the drivers' rankings, it's up to you and ‘Player 2' to do your bit for Jaguar in the constructors championship.
All this said, however, once you've hit the road the simitanties flow thick and last, and it's easy to see how the two games could be confused. Jaguar moves just as fast as Lotus ll, the graphics are just as tasty, the road undulates just as. um, undulatingty and the way the car handles is virtually identical (ie just as realistic). Even Lotus Its dearth of crashes has been included - you jusl slow down when you hit something, rather than exploding. The overall resuil is that Jaguar captures that driving fee!' perfectly, and is brilliant fun to play and utterly addictive. Er. just like Lofus II. And. jusl like Lotus II. Jaguar really comes into its own as a fiercely competitive two-player game, the only difficulty being in trying to reach an agreement as to when to turn it off.
In fact, the two games are so outrageously similar (and both so good)
ON THE 1 didn't like lotus 2 all that much, so I was hoping that Jaguar OTHER would show how it should have been dona In the first place.
■ A un >1 Joes have many commendable features (the
H ™ ■ ■ track editor, the excellent weather effects, the lap-rathe r-than-
course structure etc), I have to say I found it a lot duller even than lofus 2. For about 90 percent of the time there are no other cars on the screen, and not having lo reach any particular position In a race lo qualify for the next one removes atl sense of urgency or compulsion from the proceedings. There’s sn Interesting 'rally' feel here, but If you're after arcade racing tun, forget it. In any case, this is nowhere near as good as Vroom, and barely worth 70 percent in my book. - Stuart Campbell
that 1m not even going to attempt to pick a favourite. What a thought It would be like trying to choose between Macallan and Lagavullin. or Roseanne and Have I Got News For You , or Sonia and Sabnna (Eh -Ed.)
So what do you do’ Do you buy this Do you buy lofus II (if you haven't already) Do you buy both Or do you wait for lofus IIP (Or do you simply pack it ail in and take up a less mentally taxing pastime, like brass rubbing ) I suppose that if you really twisted my arm. realty twisted it, I'd have said that Jaguar XJ220. with its as-yet-unmentioned track editor.
more adventurous - and numerous -courses, and more varied opponents, is probably jusl (just) about the better buy. But there really isn't much in iL
Forgetting the comparisons for a moment, this is a really quite fabulous product that utterly restored my faith in computer games (I've been playing rather loo many wargames recently, through no fault of my own), It's been running uninterrupted on my Amiga for days, and see no reason why I'm likely to switch rt off in the near future. (Ido- here’s another wargame - Ed.)
• JONATHAN DAVIES
WHEEL MEET AGAIN
Left In eddHion lo travel money, cuh b •bo needed to repair the old teener (pertic ulerty If you're crap).
Once the three English courses have been completed, the world is your oyster -provided you've got the dosh.
UPPERS A top quality f 1 product, from the British Racing Green packaging
down to the noise road cones make when they lly over your bonnet. The exploring-the-worid element adds a
welcome extra dimension, and the
actual driving itself is above par.
S~s. DOWNERS It depends on f yp J how you feel about lookalike V—■' games, ol course, but It
coutd hardly be called original, look
upon II as a ‘tribute’, or an ‘elaboration', and you should be
okay. Perhaps a little easy, though
I’d have to play it for another week or
two to be sure.
THE BOTTOM LINE
Arguably the best of the sprite-based driving games, and the most fun two people are likely to have fl F » together short ol, erm... UK S riding a tandem. UU “
AMIGA POWER JULY 1992
Game: Striker Publisher: Rage Price: £25.99 Authors: George Christophorou (programming), Andy Rixon & Karen Davies (graphics). Daevid Peel & Phill Tootill (sound)
Release: Out now
Can we get someone else onto the magazine team who likes football soon - please71 mean. I love the game and everything, and looty games on computer are always good lun (except when they're Gazzas Super Soccer), it's just that I'm starting to hear whistles in my sleep and l can't stop dreaming about Jimmy Greaves (but then, who can ), and IVe even started walking down the street in 4-3-3 formation. But I guess I can survive tor one more game, so let's take a look at the one they're ail calling That funny 3D-ish one by the guys who did Midnight Resistance'
THAT FUNNY 3D-ISH THING
Sinker uses the previously-unseen (on the Amiga) second-person perspective viewpoint, which means the action is viewed from one end o! the pitch and from a position just behind and above the current location of the bait As usual you control what the computer deems to be the player nearest the ball, and control itself is as simple as it comes, just left, right, up. down and fire to kick, with the same directions giving you a
Cut of aftertouch for those impresstve swerving shots.
Immediate playability, then, is an area where Sinker scores big points straight away. Forget the manual, just pick up the stick, dick on a couple of menu options and you're right in the middle ot the action, pulling off overhead kicks and dramatic diving headers with the best of 'em. Less happily, if you do read the manual and study the available options and attempt to take things a tittle more senousiy, you Imd that. er. there isn’t actually very much more to it.
FROM THE OFFENSE TO THE
D r r r u p r And that’s the big problem UtrtHlrt with Smker-there’s not an awtui lot to it. Rage themselves sad (in our Footy Games Preview Special last month) that Sensible Soccer was the game they were going to have to compete with, and while Sinker is pretty good fun by itseH. when you puf it up against the Sensible tide it begins to look like a pretty poor second-best Sorry about this, Rage, but you kind of asked tor it...
Ranged agamst Sensible's multitude o! domestic and international competitions, leagues and customisable tournaments for up to. er, lots of players. Stnker lets you play either a single friendly game (one or two players) or in a pre set knockout tournament (seven rounds) for one player only, and that's all Where Sensible lets you choose Irom dozens ot teams, each with individually-named and accurately-rendered players, alter their formations at will even in the middle ot a game, make substitutions, completely redesign their
"The big problem is there's not a lot to it"
HE SHOOTS, HE SCO
ne of Striker's best features is the replay mode. It works rather like a video recorder.
In that you can play a goal or other piece of top footballing action forwards or backwards, at normal, fast or slow speeds, pause It, advance It or rewind It by a single frame. It’s great tun Just mucking around, In fact. Let’s take advantage of ft right now, and watch a bit of action from a tense EnglandiVenezuela tussle...
Ttw VtHlBtlMI m • Ions hopvtol crau-pHdi pal fro* ibc halfway Him. Surety (key wont catch the Inyluk defence out w+Tti tactici tike Hut, Brian...
New boys Rage promise top 3D football
stnps or even change fhe players* names. Sinker gives you 11 anonymous, identical players and a choice of formations, and that’s all
Sensible has a whole disk full of sampled crowd sounds which react intelligently to the play, Stnker has the occasional almost-inaudible beep when the ball is kicked and a bit ot a cheer when a goal goes in, and that's all. While Sensible Is pixel-perfect in its accuracy despite the tiny graphics. Striker's collision detection is so inaccurate it can make the
game a tea) pain to play at times The bail can fly around almost of it’s own free will, and players who [patnsiaking examination of the sfow-motion acton replay will reveal) ddn't come within three feet of it can still nevertheless send it rocketing unpredictably across the pitch or into the net without any apparent player influence being exerted,
And, most annoyingly of all, while Sensible's feams behave m ways identiftably similar to the real-life ones on which they're based (as far as general skiil
...btrt Ok midfield were having • little tnooie, aoU tb* Vru.iu.Uti wtager hu toaoU »« overtop! He's speeding toward, lit* pcultr mi end h«‘» got i lot of «**<« !• from ot Mm, Itmmr-
Looh, h*‘» cal In towards the bon and think ha's join] to let one ll l He hits n, H tcorchcs goahoartfi, bet cm Woods jat Us hoods to hr We're not sure-..
Whet a save! Tbs titfUsh keeper perries the ball woaderftHIr, bat the defence ran In the wrong direction, the Sooth American striker picks up the loose bolt, and Woods coni get bock op la time-
-■end ht a SO ALU.! Oh no, this Iso disaster far the Ingland side I they'll knee It all la do la the second half at this rote, trian. Unless the boys can somehow find their second triad, this'll be n sod, sad day for Ingllth football...
levels go, anyway), il you play anything closer in Sinker than.
21 say, Germany versus Trinidad And yT Tobago (with you as Germany, ol course), the computer teams are g’ irniatiogly Talented.
m sued a way as to 3- make the game fD incredibly stop-slan —• you gei the bail, run along a brt, one ol —■ the opposition ffl piayers races up mO" from behind and q chops you down before you can work (D ou! wtiai s gomg on,
you lake the free kick and the 3 whole ihmg starts again)
(Q Repeatedly, in a second-round • tournament malch. my supposedly
world-class German players were easily outpaced by doggers irom the 62nd-seeded (ou! of 64) Venezuelans, which is plainly silly as well as trustraimg.
And so it goes on. While Striker is a neal little kickabout. Sensible Soccer is pretty much a total football experience, and putting (he two head-to-head is tike matching Brazil up with ihe Faroe Islands under-16 squad - extremely one-sided
But anyway, tor those of you who haven't been put oil completely and are still reading (and I hope ihat's most of you. because this isn't nearly as bad a game as a direct comparison with Sensible makes if look, and it'd be a bit of a shame if it was
overshadowed by it totally), what else is there to know about Sinker
Well, as I've said, the main problem is that there isn't a lot. There are still though, many things to admire in mis game For a start, you can tailor the way players behave with the bait, choosing whether to have it sticking to their leet or Hying around all over the place in Kick Off 2 style (there are five different 'stickiness' settings to chose from),
You get different types ot weather and wind conditions, and tree kicks are executed with a neat ime-ot-ttigW indicator, although the bail doesn't always seem to follow it very closely. and you can choose whether tied games will be settled by replays, extra time or penalty shoot-outs
The animated electronic scoreboard is neat. too. and the toughness ol most of
and deliver. Now if only it wasn’t for pesky old Sensible...
the computer teams (although that's negated a bit by a recurrence ot the old 'one-weakness-goalkeepers' syndrome) means that at least this won't be a game you beat in a couple ol days then never play again (like. say. John Barnes European Football). and the enormous playability means that as a two-player game it'll give you endless entertainment.
THERE’S ONLY ONE GAME OF
Qnpprn Sinker is good tun, basically, oUuutn and it we’d been reviewing it a month or two earlier it would have had a much easier nde - without Sensible Soccer's appearance on the scene, this would have been, with the possible exception of Manchester United Europe. the best Amiga looty efiort available. However, when it all comes down to it. there's only going to be one Amiga football title this year, and it's not this one.
• STUART CAMPBELL
® UPPERS Fast-moving, Immediately playable, and the 64 differently-skilled computer teams make tor a wide-ranging net of difficulty levels. It's tun, quite simply, and nowhere near as frustrating as Kick Oti II.
® DOWNERS It s just a bit too unsophisticated tor its own good, and proves very frustrating to play unless you take one ol the top six sides. The wildly Inaccurate collision detection Is annoying, too.
THE BOTTOM LINE
It's got the right Idea, but at the end ol the day Striker lacks the necessary polish to make it stand up to the sheer class of the all-conquering Sensible Soccer.
AMIGA POWER JULY 1992
INTRO SEQUENCES A-GO-GO - THAT IENGTHT (INDEED ‘EPIC’) ANIMATED DIT IN FULL
Setting the scene properly is an important element in any game, particularly if you need to really create a sense of ‘being there’ In the player. However, there are limits - lots of atmospheric intro stuff is all very well, but shoving it down the players' throats at over-long and utterly tedious length is more than likely to set them screaming.
And that, as you may’ve guessed, is the case here. I can only think that Epic’s been named after the length of its intro...!
Another (far, another lupernoea. Time to make tracks tor pastures new. Unbolt that kitchen sink, would tout
Well, we crammed the population Into i.000 spaceships. (Breathe in folks, and move along at the back there.)
Why is it the games with the biggest amount of hype always
Here we art bearing down on another unfortunate victim in one of the deep apace shoot-outs. But thif time it's my own mothership! (Better not shoot it then.)
These 'ere graphics are pretty damn spammy. Enemy ships explode beautifully and go careening off in clouds of little white pixels! Bop! (Or something.)
Game: Epic Publisher: Ocean Price: C25.99 Authors: Digital Image Design
Release: Out now
Oh dear Arid I was so looking lorward to this. Epic has taken a long time to arrive, and you'd think that we'd be in lor something pretty special considering the months ol hype. Oh dear...
At first it looks good though, along similar lines to Origin s Wing Commander (out on the Amiga soon - see Things To Come this issue) in that it links a senes of
EPIC: A GAME IN TROUBLE
hat you may not realise from jusl playing the game Is that Epic’s had a troubled time reaching us at alt. For a start, it's been around a very long time -rumours of Its release stretch back over a year, and (indeed) we've been expecting to finally get a finished review copy in for months now.
(Other reviews which you may have read In other magazines - usually glowing, we might add -which appeared up to six or seven months ago were based on fairly early demo versions, and thus are completely Invalid. We ll say it now and we'll say it loud - reviewing unfinished games does the reader no service at alt, and if you suspect a magazine of doing so, and there are a fot which are guilty In this instance, you should either make their lives hell or simply stop buying their mag. End ot preaching.)
On top ot Ihese problems, however, come those the game faced in its first weeks of release. Many copies of the initial version, you see. crashed consistently - apparently a 'duplication error' - and while that's now fixed, an awful lot ol keen purchasers had to return their copies to the shops. All Epics on sale now, however, should be okay - at feast In that they won t crash. They will, however, feature the bugs, programming mistakes and downright stupidity covered In the main review...
space-bound shoot- em-up outings together with a fairly linear galaxy-spanning plot. (Talking ot which. I gel the impression that the game's designers Spent an awful lot of time watching Battleslar Gafaclica. The ships, the missions and all are suspiciously reminiscent of that brave body of actors harried across space by the nasty Cylons.} The game hangs on a series of missions, each with a specific obiective and each with a lime limit - I can t say I'm a great tan ol the latter idea, as it gives a finite air to what is. alter all. supposed to be an epic adventure. To give you some idea of whal s in store if you chose to buy the game, I’ll go through my lirst play of it in some detail.
After a series ot graphically impressive, but tedious, intro screens - lots of spaceships zipping
around Star Wars-style - I'm told to go and clear a palh through the mine bell surrounding the Rexxon planet of Amragan Nine and destroy a tracking station that poses a threat to the human fleet. I've a slaughter to play with - and a 3D bunch of space mines to get through'blow up
It's rather like a shooting gallery here. All you do is squirt laser fire at the mines, dispatch the one enemy fighter that has taken exception to your excursion, and watch the mission percentage figure loi up as you go Your spaceship is qutte easy lo conlrol and the quality ol animation is impressive, which makes suspension of disbelief quite easy - rt's not quite like being there', but quite jolty nevertheless
Assuming that the first part of the mission is there jusl so l can get to grips
It simply fails to deliver"
with controlling the ship, ri's straight then off 10 the next objective - blowing up the planet-bound transmitter. As I mentioned, there's a lime limit on this - the pretext is that the planet goes through an eclipse during which tt is incommunicado from the rest of the Rexxons. and that s when you've goi to make your strike. Hitting [Help) gives you the co-ordinates ot the tracking dish, making it very easy to find, and so I park fhe spaceship by rt and pump everything I've goi into the damn thing.
Shoot the generator,' says the onscreen message "Er. what generator'*-says 1 There l am, blasting gigatons of fiery death into the target, and I'm told to shoot at something I can t even see Scratch one mission - the Rexxons know where the human's fleet is and I'm in the doghouse. (A colleague later told me that the generator is some way olf to the nghi of the dish, and no. he couldn't find mention of it In the manual either.)
It's not Game Over' time, however -this is an awlully forgiving program, in that I'm given a bio-done of myself wilh which to attempt ihe next mission; destroy some space ports and a mining complex It's all very well, this continual self-regeneration, but it does nothing to build up a relationship between yoursett and your game character.
AT AIM ®ac*< lo the mission, then, and
flU Ain once again we've got a problem with the navigation data. I'm given coordinates for me target (some mines), it's blown to smithereens and 20 odd percent ot the mission is compJete New coordinates please No chance It keeps sending me back to the minehead I've ust destroyed Atter a white it dawns that someone hasn't been too clever at programming this bit ol the game, so I whizz ofl willy-niBy and, sure enough, there are more mme heads scattered about the surface ol the planet - four m all And no. that's not in the manual either.
seem to be the most useless
Uh*oh, a vicious looking space mine. But no worries - my photon cannon will lake it out with a single blast. (This first mission is all a bit too easy really.)
A'ha! A vicious looking mining complex. But no worries - my photon cannon will make mincemeat of the Remtons. (This second mission is all a bit too easy really too.)
After a string of impressive titles, here Ocean get it wrong in a spectacular way.
Ah yes. the manual. I'l tell you one thing that is in the manual - a grottity written affair set in an eye-straining typeiace. by the way - and that's the definition of an ion as: ..a particle ol TILL IN LATER" (sic). And in the German Section, it's: Eln Partikei von TILL IN LATER* So why do I get the impression that pahs of this game are unfinished7 Anyway, back to the game, and after several abortive efforts at this second mission it is completed with relative ease once I know where the targets are - even the enemy fighters sent out to stop mo cause tittle concern.
I tee! I'm just about getting the hang of things, having learned to use my initiative a bit more than I thought l would, when I hear that the Rex*cos have got word from Amragan that humans are about, and the mam battle fleet is headed lor the Federation's armada. It's here that the most stupid, idiotic, mmd-numbmgly, incomprehensibly dumb feature of the game comes in - the cheat f m out there, once again in the starighter, as streams ot Rexxon ships fly in with weapons blazing, doing their best to destroy the Federation ships Fuel is dwindling and I've only got limited weapons: what Oo I do7
The answer is easy Hit [Enter] on the keypad - sorry you A600 owners -and I've got them all back again. Stupid.
stupid, stupid Sure, I think it's fine for game designers to put m an obscure cheat that can be leaked out in six months' time - but (or heaven's sake, don't put it on the pilot control card1 If you’re about to get wiped out in a battle, there's just no way you're not going to hit the cheat button What's next Well, according to the messages on-screen. I'm a great hero (yeah. yeah, let s have some action), my name will be revered throughout ait eternity and the Rexxons are defeated Er, game over. Playing time three hours.
THE EPICENTRE OF A REAl
Now hold on a minute there, bub Three missions, the first of which I fouled up. and I've won7* What s gomg on i thought this was Epic, a sci-fi extravaganza (oatunng spectacular graphics and Stunnmg gamepiay' Okay, the graphics are very nice - the programmers. DiD, are the folk who did RoboCop 3- but it s alt a bit short and a little bit easy once you ve figured out that the mission details amount to little more than pointing you in the rough direction ot where the action is
So what went wrong Well, seems me fluffing the first mission rather mucked up the flow ot the whole game, tt turns out that it I'd hit that tracking station (hey. I
tried right ) back at the Iront end ol the game, the Rexxons would never have come out in such force on mission 3. thus dragging the game into further missions, in the spmt ol fair play, i cfcd go back to the beginning and try out some ol the missions I'd missed through my preemptive. complete and utter destruction of the Rexxon menace - but sooooorry guys. Mission 4 entails flying to a magma cannon and blowing it up. a two-minute tOb. Mission 6 entails (tying to a command centre and Wowing it up, another two-minute 0b. And Mission 7 ts to destroy the entire enemy fleet - and we've been here before, haven't we guys7
Summing up is simple Sorry, but this game is usl not up to the mark. It suffers
Ul photon, Klin,on scum! Oh, sorry Mr Demon. (Could've sworn you were a Klin,on Bird of Drey there.)
that most typical ot tailings, great graphics but crop gamepiay. I feet disappointed and cheated by a game that promises so much but simply fails to deliver. Wait tor Wing Commander, ot dust ott your copy ot Ette I never thought I'd use Wayne-speak. but as far as this game goes it’s Epic - not!
• KARL FOSTER
® UPPERS Very good 30 graphics, lots of big sound effects and some pretty trick weaponry make for a limited amount of spectacular screen time. It s slick.
/"'"N DOWNERS ...but slick f J is one thing it Isn't when you look beneath the surface. It s way too easy, its logic seems to collapse if you tail the first mission, and tt wastes too much computing power on irrelevant be tween-mission sequences.
THE BOTTOM LINE
Put that wallet away. The only thing that's epic about this one is how long we've had to wait for H. It scores on the graphics, and can be initially fun, but, really - it's no game.
AMIGA POWER JULY 1992
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MIGA POWER JULY 1992
Game: The Secret Of Monkey Island 2: LeChuck's Revenge
Publisher: US Gold Price: £37.99 Authors: Ron Gilbert (Design) & The Lucasfilm Games Team Release: Out now
Humour in computer games is a rare and beautiful thing But why's it so rare Weil, it has been argued (quite a few times actually) that comedy is such a subjective thing you'd have problems making it appeal to a wide audience, but 1 can't see it. (Comedy films and TV shows wouldn't be big hits if that was true ) No. I reckon the real reason mere aren't many (deliberately) lunny computer games is that most programmers and designers aren't very funny people Most are far too serious for their own good - and yours and mine for that matter.
Not so the guys and gals at Lucasfilm They like a laugh as much as the next man - as they have so ably demonstrated with their range of graphic adventures, particularly Maniac Mansion, the underrated Zak McKraken. and. of course. The Secret 01 Monkey Island. These are games that were good anyway, but made great - and so much more playable - by not being sober.
ANOTHER GUYBRUSH WITH
niipnrriri And now here's this: the uUwuLOu eagerly awaited sequel to the biggest and best of what we might call LucasMm's comedy adventures. Monkey island -a real AMIGA POWER favounte, and arguably one of the most significant games of the last five years. The great news is that, although this new game is a definite improvement over the original in a number of significant ways, it retains its soul and proves just as entertaining (see THE SECRETS OF MONKEY ISLAND'S SUCCESS). In short, it's just as much a
doozy as its predecessor.
Monkey Island 2s story begins not where the first episode left off. but with Guybrush Threepwood hanging around in a pit where he's discovered by the light of his life, Elaine Martey. She wants to know how he got into this predicament, so Guybrush explains and the adventure itself begins... as a flashback1
BABY. BABY. BABY LITE MY
From the word go. both the jokes and the useMnendly nature of the game makes themselves apparent -sometimes intrinsically linked. For instance, when you first start the game you can choose between Monkey island 2 (T want it ALL1 ALL the puzzles! ALL the work!*), which is the full blown adventure, or Monkey 2 Lrte ‘\'ve never played an adventure game before. I’m scared.*) which has less puzzles. It’s funny, but it's also a considerate touch.
Even rf you go for the full-blown adventure, however, it's far less intimidating than many similar games -you never worry that you might just get stuck and unable to continue. One reason for this is that making tife-threatenmg mistakes during play is impossible - you know that you will win at some point, it just might take a lot longer than is necessary. Thus a very welcome confidence is instilled in any player - in some ways it's less of an adventure game, as such, than an interactive ‘experience’, and you find yourself coming back to it as you would a good book
Let's look at it as if it were a book then This particular novel isn't very deep - it s more a punchy, wacky-zany-crazy short sfory concentrating on inoffensive humour An abundance of encounters with, and references to. characters and exploits from the first adventure do well to create a sense of belonging, and the noninteractive 'cut-scenes* (where the action momentanly shifts to the main baddie or some other character, where you see something significant happen, then flicks
"By and large a sheer delight to play"
Guybrush is back in the most eagerly awaited adventure of modern times...
familiar faces arc found throughout Monkey hltnd 1. Guybrush meets the men of low moral fiber (sic) and tlicir tasty rat at the local Laundry, run by Mad Marty. They have a talc to tell and, more importantly, are willing to share their fortune...
ISLAND IN THE STREAM
1 ■“ /XOI T
f' - - flWEr
- j Jilw HE! <<
' ■ *- - Jf
There’s only one room for rent In the local inn - and ft's Largo’s! The sap behind the counter won’t let you in (surprise, surprise) but he docs own a baby crocodile with strange tastes. High time a diversion was In order, mcthlnks!
i i Wally, the dreary monocle'Wearing cartographer, doci work which Is uicltu - to Guybraih, at any rate. Still, there’s something about him which catches the eye... He said, in a cryptic due-iih kind o( a way...)
Woody the Woodsmith lets Gaybrush look but not touch. He likes everything in its place and goes to great lengths to point out that it’s all hit stuff. There’s a chucklesomc Wood Chuck ’skatch’ to be had here, too.
[yoodoo < 1*1 of«Largo LaGrande
i \ r ,
r/P j +*\
HRr ir ~
Seeing as Largo’s stolen all Guybrush’s doth, he needs some more to aid hit escape from Scabb Island. A job would be handy, but the most recent vacancy, being chef at the local pub, hat been filled. Maybe it’s time It was emptied...
The barman In Woodttek’s pub won’t sell Guybrush any grog. And he won’t stand up to Largo, either. He runs an honest, clean house - or to he’d like to think... Here he gives Guybruth a bit of advice on how to defeat Largo.
Back to your own predicament) serve to enhance the cinematic feet
As m ail good novels, the pace varies, although not always for the best -for example, the exploration and conversations on Phan Island drag on a bit at times. On the whole, though, the dialogue, characters and situations are judged just nght. with more than enough vanety to keep you from getting Bored, yet without moving everything on so fast that you begin to feel lost The situations are generally completely unbelievable too, and this is used to good effect - it's all so far removed from the real world that you just can't help being drawn into it. The puzzles don't seem like individual problems, as
they so often do in adventures of this type, but as just one part of a cohesive whole -and solving them is ail the more rewarding for that
GORILLA TACTICS - NIT
n IP1/ IU P However, with Monkey rlliMHb island 2 be ing such a bg-time release, >t's only fair to stop getting earned away with praise (though it deserves praise, make no mistake about that) for a moment, and to step back and take a look at some of its faults It does have tnem. and I sincerely hope ihey can be smoothed oul in time for another sequel - otherwise t can't see how a third
Monkey Island will be practical on the Amiga.
For a start, Monkey Island 2 lacks some of the charm of the first instalment, partly because we’ve seen something similar before - the element of surprise is lost - but also because expectations are so high this time round. To be honest. I don't see how this could have been avoided.
It's not so easy to pardon the level of disk swapping and accessing involved, though Installation on hard d>$ k is recommended, bul for the sake of the majority of you out there. I also had a go at p1 ay-ng Monkey island 2 Inm good old floppies. Ouch,
It takes a good 10 minutes and over half a dozen disk swaps to get started * and that's skipping the film-like title and introductory sequences. Loading a previously saved position from scratch can take a further five minutes and involve yet another half a dozen or so disk swaps.
As always, all this malarkey taints the suspension of disbelief something cronic. and does no justice at ail to the carefully crafted atmosphere. Here's an example of the sort of thmg I mean, and one of the worst instances. Bad guy Largo walks into a bar and spits - and at this pe nt the screen goes blank, the music stops and you are asked to insert Disk 3. The screen is blanked agam and the muse plays
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
for a few seconds more before yon have to insert Disk 2. Eventually a close-up of Largo's green glob of gob is shown flying across the room1 Now this scene would probably look fabulous in a more fluid state, out from floppy disk it's shown up for the stilted senes of still frames it really is.
Other quibbles Well. I'm surprised that the sense of numour doesn't extend to the Pfease Insert Disk..' messages We know it has to be done with this product, so why not make light of the fact Also, the game couid do with being slightly more consistent, or just plam cleverer, in the way it deals with the various possible permutations there are on the order of events
Let me explain: for example, I saw Captam Dread before going back to the beach for another chat with Bait 'n' Fink They suggested I went to see Captain Oread and Guybrush spoke as though he'd never been there. Surely the dialogue
coud have oeen adapted accordingly’ Of course, nearly every adventure game suffers from this sort of problem, it's just that Monkey Island 2 is so slick in other areas, what weaknesses there are somehow become much more glaringly obvious.)
TREASURE BURIED IN THE
niQi/c *r,cl !ast- ****not loast’ °n tr>e
UlolVo whing ng front: Lucasftlm Games are attempting to create a fitm-like experience here, and yet the AmigaDos and Workbench screens are displayed in al! their blue and white ugliness during tne initial stages of loading. Am 1 bang pedantic No. I'd 'ike to have experienced a onematic event from start to finish,
This all said, however, Monkey island2is stilt a great game. You must
THE SECRETS OF MONKEY ISLAND’S SUCCESS
the text for the commands is physically larger, and there are only nine commands Instead of Monkey Island's 12.
When you want Guybrush to walk somewhere, you simply point and Click to the destination on the Action Window. And when you want him to talk to someone, you select ‘Talk (o' and then point and click on the person for a list of questions or replies. It’s that simple, albeit a little sluggish at times for some strange reason.
Objects In Guybrush's inventory are shown as pictures, not words, which makes selecting them easier. Hoorah!
SOUNDING OFF ABOUT iMUSE
The IMUSE interactive MUsic and Sound Effects) system Is theoretically used to tailor the soundtrack and spot effects to suit the mood of (he action. But it doesn't work - certainly not on my one megabyte machine. I d like to have heard some spot effects as well as music throughout, but Monkey Island 2is played mainly In silence. Boo, hiss.
As you can see. the scenery
looks jolly pleasant. There's a healthy attention to detail, appropriate and atmospheric lighting and a sense of depth (objects closest to the viewer are blurred). There are a few special effects, but most tall flat due to lack of size and aural accompaniment.
However, on the plus side, the scrolling is smoother than that In the first game but still not as slick as it
should be), though the way the characters shrink or grow when they move ‘In' or ‘out' of the screen, and the way their heads and mouths move to Indicate speech, all works well. The absence of close-up shots Isn't very noticeable either.
The mouse-and-keyboard-driven Interface has been tweaked slightly for added user friendliness. For a start,
Before too s*t down to the nitty fritty you tec Guybrush on the beech, telling Bert Fink about how he disposed of LeChuck. These two jovial ladt alto have plenty to tay lot themselves - provided Guybrush Jives them the chance.
To make a voodoo doll you need Guybrush's old mate the Voodoo Woman. She lives in a hut on the swamp, an empty coffin providing the transport.
The Cemetery. You cant enter the tombs, but you can read the gravestones. 'Here Lies Nibbles the Dog. He was a bad dog. Wt'rc glad he's dead,' says one. Interestingly enough, one of Largo's relatives it buried on the hillside yonder...
bear in mind that it's no! been butit for ihe standard Amiga - although I reckon rt could have been r! a fop coder had been allowed to get his hands on il - and that you're gong to suffer moments of frustration if you try and run it off the floppies, but tf you own a hard dove I'd whole-heartedly recommend it
Monkey Island 2 is. by and large, a sheer delight to pay Certainly, compared to a great many other Amiga releases, simitar adventures in particular. Monkey Island 2 is quite excel ent - a better game than its illustrious predecessor even. Sure, it’s not a completely seamless experience, not yet. and I'm disappointed by the very high price tag. but few games will make you sm'le like this one will.
• GARY PENN
® UPPERS Gorgeous
graphics - Ihe lush scenery doesn't look computery at all, and is all the more atmospheric for it - and with so many groansome gags on offer there's a laugh and a half of full cream fun for everyone. That the user Interface is superb, the plot witty and suitably twisting, and the tone perfect almost goes without saying - these were the great plus points of the first game, and little has changed.
® DOWNERS Unless you have a hard disk drive you can't ignore the fact that there are 11 disks and plenty of swapping Involved, which does mar the proceedings to a greater or less extent, depending on how easily annoyed you are. H's a pity the music system doesn't work as well as it might, too.
THE BOTTOM LINE
A worthy sequel, as they say - and to be a worthy sequel to the excellent Monkey Island takes some doing - despite a few Haws. Essential II you enjoyed the first game (and, let's be honest, who didn't ), with enough In the way of improvements and changes to keep you on your toes.
■ way ot
AMIGA POWER JULY 1992
Across the lop here we ten tec thet intro ...end discovert hit children have gone,
animation In ftilL Peter comet home... All thet remains Is this challenge...
-.from Captain Hook! Tinkcrbcll arrives end Iriet lo remind Peter of who he Is...
...fails, but uses tome falrr dust to whisk him off lo Never Ncvertend anyway.
Game: Hook Publisher: Ocean Price: £25.99 Authors: Bob Earl (programming),
Kevin Oxland (graphics), Dean Evans(sound) Release: Out now
Ocean seem to be raiding a different style of game every
Hook, hook, hook-ability, that's the beauty of this game. Or at least, it is hi theory, Ocean seem to be going tor a completely different game design every time they convert a film properly these days, and you've probably alt heard the Monkey Island comparisons about this one several thousand times already. I won't say anything else on the matter for the time bemg, then, but prepare yourself for a few Lucasfilm references later on In this review, because they really are valid.
Not only that -they give me a good reference point for explaining just where Hook is coming from, and where it's going.
Background guff out the way first though - many ol you will have seen Hook the movie, and l guess most ol you would agree it was a fairly typical piece of Spielberg schmaltz.
Though undeniably rather tun, I found if a lime shallow and unwilling to really stretch itself, despite the presence of such class acts as Robin Williams as Peter Pan and Dustm Hoffman as the ubiquitous Captam Hook himself. It was also an all-action type of film, which made it quite a surprise when we heard that Ocean were intending to put together a pseudo adventure for their conversion, rather than some sort of platform leaparounef. We had our doubts about the wisdom of this, but it tooks very much like they've pulled >1 off - this is one game that manages to tollow the plot and. indeed, the visual styte ol the original (bul wthout giving those who ve seen the movie an
unfair advantage) while, at the same time, working exceptionally well as a gamer.
Load up the game then, and the first thing that stnkes you is one ot those neat animated intros which everybody loves using to fill up disk space It looks nice, and it fills in the story lor (hose who haven't seen the movie, but the really interesting stufl comes when the game itself starts, dropping the player imp a Monkey Island-style graph* adventure, complete with character
interaction, multiple choice
conversations and a similar piratical theme. Hell, there are even the underwater scenes you got in f.fonkoy Island in here'
Anyway, back to the plot. The grown up Peter Pan - now called Peter Banning (so grown-up. grouchy and yuppie-fied that he doesn't believe he really « Peter
Pan) - stands bewildered m the pirate village in Never Nevertand. A glowing, shimmering light ftits around overhead - this is the everpresent Tinkerbell, who's always good tor a laugh or a snog (in the movie anyway) Movement is simply a matter of clicking the mouse cursor on an area ot the
screen - Peter will find h>$ own way there-a la Monkey Island. Using the icons below the mam screen, Peter can talk to people, pick up objects, use objects (or combinations ol objects), and give them to others. Communication is simply a matter ol clicking on the talk icon, chosing a character, then using the right mouse button 10 cycle through a list of possible phrases These are all context-sensitive, lust as they are m Monkey Island. Initially
"More suited to the younger adventurer"
Before Peter stands a chance of recovering his children from the clutches of Captain Hook, he's got to solve problems of epic proportions, find the Lost Boys, remember that he really Is Peter Pan (and not some old yuppie called Peter Banning), and learn to fly again. Quite a lot to do, then, but your problems start a lot easier. Task number one. tor Instance, is simply to gel accepted as a dirty, rotten member of pirate society.
A pirate uniform is obviously needed, but, ot course, life, even in fantasy lands, is never that simple.
Talk a walk with us, as Peter makes his way through the scum-infested pirate town, grabbing bits of choice clothing as he goes. (In the movie Peter had no problem getting hold of a pirate uniform, so even player's who ve seen the film have to use their Imagination and ingenuity here.) Remember, just think happy thoughts...
The pub'* e useful piece to visit, but H you jet no luck here, try chatting lo Ttnk, who fties around your head. She can be useful...
Occasionally the game gets very certoony in style. Here Peter snaps closed a roller blind, end it leaves him in pirate mode.
The main square, and Peter really gets into the 'swing' ol this piracy lark. He's actually trying lo gat e pirate hat here.
Peter gets ell uppity with Kook, but to no avail. The Captain wants a light with the real Pan, not this yuppie he seas instead.
time they do
HOOK, LINE (BUT NO STINKER)
Rather than opt lor the sort of text-based menu system seen ir\The Secret Of Monkey Island, Hook uses icon-based controls. Here we see Peter at the very start ol his adventure in Never Neveriand. Let s take a look at the icons which give us control over our hero, shall we
Th« Minifying Glass icon -
enough, this is used to examine objects.
The T«k« kon - If you can’t work out what this one’s tor, you shouldn't realty be playing adventures-
The Use kon -used in
conjunction with one or more objects, Peter can manipulate or create things.
The Talk kon -simply click on here, then dkk on a character to have a chat with him (or her).
This semi-animated pkey ol Hook will shake his fist whenever Peter solves a punk. Note the pk of Peter over on the other side - when he remembers his Pan identify, his appearance will change.
The Object display, Peter (having hero-sited pockets) can carry as many objects as he wants. The arrows at cither side ol the display cnabk the player to scroll through this rather unwieldy list
The Give kon -used for passing I objects to other characters. Very handy*. (Ahem.)
a movie licence these days - but they don’t stop having hits. Here’s more proof...
the player finds that nobody will slop for a chat because Peter isn't a pirate, so mission number one is to get yourself a decent pirate s outfit.
AND SO THE FANTASY
imrninn Peter meets the Lost Boys, UniULUo re discovers his ok) tree hideout, and., but wait a minute, i don'I want to spoil the story for a'l you Hookless types out there Suffice lo say that rt follows the film prelty well, without making all the puzzles too obvious
Where Hook really scores, however, is in the atmosphere stakes. The sound is particularly is gorgeous The spot FX - ihe
Lost Boys eating, the crickets cricketing -are ace. and although the music used isn t (he same as the soundtrack we heard m the movie, it's damned effective, recalling the epic, emotional, and lighthearted moments of the movie surprisingly, and equally, well. The way Hook shakes his. um, hook in anger whenever a puzzle is successfully solved is also pretty cool Puzzle-wise, however. Hook is occasionally a little predictable, sometimes a bit on the obtuse side, and just a tad too linear It's very rigidly structured, with the solution ol one problem leading into the next an too surely. It's just loo limiting and organised, particularly given Hooks diminuitrve size - and no. I'm nol making a
Dustin Hoffman joke there, just pointing out that Ihe game is rather small. What s there is nice, if only there was more of if
And that just about rounds oil what I want lo say about it all really -1 think II let Ihe pictures do the rest of ihe talking. I must confess lo going lo the movie Hook deliberately not wanting lo like it - quite perverse, t know - and I washT exactly looking forward to the version game either It's nice to be proved wrong sometimes, isn't it
The conclusion, then Wnere Hook falls down, it's mainly though the subject matter. As I said before, the movie was somewhat shallow and lacking in ptot. and the result is that Hook the game is short
New you won't find Ihi* scene in the movie it 1(1, but giving your 30Id teeth to the dentist(l) is a hindy wiy to mike • list buck.
0 1 i
vv’ * f
' J /Ti 0
As with the movie, Noe* (enures 1 gratuitous underwiter sequence. Mike sure Peter eumincs the hug* conch shell...
A lew mugs ol 'cocoi' liter ind one of the bar regulars is list islcep, but - hey! - he didn't suit those pirn* trousers lirfwiy.
Here's Peter before he turns bach into Peter Pan. H* still can't tty
at this stage, which means he's a long way to go to ben Hook.
on humour - and short m length too Although Ocean cfaim that their game has almost exactly the same number ot locations as the first Monkey Island. I'm not convinced And even it it has, <1 was the convoluted - and nb-achmgiy tunny -storylines ot the Monkey Island games which make them such winners.
In some ways it's not lair to compare the game to Lucasfilm's masterwork, l know - even if, with the pirate locations and very similar presentation. Ocean are rather begging the companson Let us instead treat it in its own right, in which case it's fun, it's slick and it stays true to it's subject matter (as true as the film did anyway). More suited to the younger adventurer, maybe, but it's another success for Ocean. Keep il up. guys • MARK RAMSHAW
® UPPERS Beautiful
sound, relevant ptot, nice shiny-smooth graphics, and lashings ol creamy goodness. The story ol Ihe film Hook - which Is Peter Pan, presented Spielberg style - Is captured perfectly.
® DOWNERS Despite Ihe look, this is a much shallower game than Lucaslilm's. There isn't really all that much to ft, and some of the trite sentiments expressed (a carry over from the film) might grate a bit.
THE BOTTOM LINE
Small, perhaps, but still jolly nicety formed. I guess I'm just an old softie at heart (that's what all the other reviewers say, anyway) but HI give it...
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
DUNE KNOW WHO’S WHO
You play FBI Agent Cooper cherry pte-eallng - oh, Cm
sorry, I mean Paul Artreides, son of the Duke Leto of the House of Artreides (It’s just that they're both played by the same actor, which explains my confusion.) Don't worry about his long and complicated name though - this Isn't Lord of
Rings, and "HI, my name's Paul" will usually do fine. Your mission is to rid Arakis of those nasty Harkonnen types and make the planet all green and lovely while turning yourself into a demi-god at the same time. (Hang on a minute though - are you sure it isn't David Icke we re talking about here )
advke In the ftm perl of the S*n»c, otherwise you're net joins to ]«* very far. He's • military (Xpert - be trained TOO »nd will help torse tire Frtmcn (well explain who titer are in a bit) Into a fiyhtmj force. Main role: to fit! too in on the plot
IMtlt your Dad, the Me Leto. He's just been tent to Arakisby the
Emperor to mine Spke. He's a bit of an old foyer who looks, and nett, like icuicj has starched bb uniform usinj qwkk-dryinj cement - bb main role in life is to wMnje on about Harhonnens and rush off on futile battles all over the place.
toarcooc that looks
Annb as yer mum lesska, for that b her name, b one of the ■cnc Oruern - these are a chapter of powerful psychic nuns (or, at least, they're somethin] like that). Her main role in the jam* b to be as irrhatinjty cryptic as possible.
It’s the rare film licence that comes out at exactly the same
Game: Dune Publisher: Virgin Price: £30.99 Authors: R Herbulot (designer and programmer), P Dublanchet (programmer), JJ Chaubin, D Bouchon. S Ty (graphics and animators) and others, all al Cryo Interactive Entertainment Release: Out now
One thing's lor sure. You can't really accuse Virgin of trying to cash in on the success ol the film here, and for two very good reasons. For one thing, the movie wasn't exactly successful (critically or financially), and for another thing it came out about eight years ago (Even by film conversion standards, which hardly ever make i! out in time lo tie-in with the movie, that's pretty late...)
No. you're best off thinking of this more as a game of the phenomenally successful book, then - one which just happens to make use ol much of the look of (he film. Think of it also as being
different to most film tie-ins in that it's actually rather good.
Let's concenirate on the visual side first though, as it's rather interesting As you can probably see from the screenshots, the faces in the game look just like the characters from the film -somehow programmers Cryo have persuaded Kyte McLachlan (more famous now for Twin Peaks) and Francesca Anms (more famous now for, urn... well. Mark thinks she's pretty good) to let them use their feogs. And a damned tine job the artists have done too.
A lot ol Ihe look' ol the hardware in the game also borrows heavily from designs seen in the film, though they're not direct copies. Still, it gives the game a very professional, designy look - and when you think of how little a game like Total Recall really looked like the film, this has to be seen as a real achievement. Other details of the visual side of things will become clearer as we go Ihrough the game - lor now, lei's just say it's very good looking indeed
The game is. of course, basically an graphic adventure, bul one with liberal
dollops of strategy thrown in. I'd normally at this pom! say the plot II be lamihar lo anyone who s seen ihe film - except mat anyone who's familiar with the film (or, indeed, read the book) will tell you there's nothing the slightest bd basic about it.
Certainly, eight years ago mos! audiences were leaving the cinema totally bewildered, and things haven't become any clearer on repeated TV viewings - so much so that the programmers here have actually done their best to simplify things so as not to lose their audience nght away Having said that, while tfus new version ol
DUNE ROAMIN’: USING YOUR CONTROL PANEL TO SPICE THINGS UP AND MAKE THE THE PLANET GREEN
Click on the flobt to $ «11 status report on how your affairs on Arakis are 301119.
From Ike maps you can check to tec how the Spice m inmy Is join], where your troops ere and, later on (when you jaki psychic powers) jive them orders from afar.
Click the cursor on any of the icons or commands in the panel at the bottom here to access your options.
Clickinj on these arrows moves you around when you're on foot.
Telkinj to characters Is e bit limited. You only usually have two or three options to jo for, and choosln] Ihe wronj one rarely proves to be disastrous.
Choose TAKE AN ODNITNOkTER and you can use these buj-like craft to fly around the planet, yon set your destination by dickinj on a map.
movie, but few are this late. Still, it looks like the game’s well worth the wait...
a> the plot at least has a linear ■C development (This is beginning to sound like The Late Show... - Ed.). jj rt stilt doesn't make a massive ™ amount ol sense. Still, what the (U heck, eh It's still belter than the usual cliche-ridden Lord 01 The •5 Rings rehash.
Here, then, is the basic story - or
the best I can do anyway. The Emperor has sent the Artreides family (of which you. Paul, are a member) to the desert planet Arakis. also known as Dune, to mine Spice - the most valuable thing in the galaxy, as rt prolongs life.
Unfortunately, the Harkonnens, your family's long-time enemies, are already on Arakis and mining away merrily. This causes problems tor you obviously, as does the tact that Dune's local inhabitants, the Fremen, are on the lookout lor an outsider who they’ll worship as their new god and who'll make the planet lush with vegetation - and the reckon it’s you!
Your mum. a psychic nun. seems to confirm this too - she's trained you in the secret ways ol her Bene Gessent sect, and believes that your being near to so much Sp«ce will awaken great powers within you. And thus the scene is set There's a lot to take on board, but as the game develops, more and more ol it starts to make some sort of sense - and anyway, so long as you know whai your immediate game task is.
understanding the overall picture can probably wait.
That's the set up then - the story itself is divided into three main sections.
When you first arrive on Arakis you have to make contact with the Fremen and get them mining tor you. (This is necessary to keep the Emperor oft your back - he keeps sending messages demanding Spice.) Next up you have to train the Fremen into armies to attack the Harkonnens. Finally you have to make contact with a tabled ecologist called
Kynes. who will reveal the secret of turning Dune into a tropical paradise.
Throughout the game, your character. Paul, gains in power. For instance, he starts having visions and begins to be able to communicate with the Fremen telepathicaity; both are pretty handy, not just lor the purposes ol the plot, bui also in terms ol making the game much less hassle than many other adventures. Telepathy allows you to issue orders withoul having to zoom around the planet lo make persona! contact, for insfance. while the visions neatly save you from missmg out on any vital plot developments (although the umpteenth reminder horn the palace to send the Emperor his Spice can get a mite tedious) Partly because of the introduction ol these handy dandy superpowers, the game's control system is wonderfully intuitive. You hardly have to refer to the manual ai all. which is the way things should be. Just a few d>cks on the icon bar at the bottom of the screen are all you need lo issue orders, move around the planet, talk to people and so on There is no typing; when you want to indulge in meaningful conversation you jusl highlight the character you want to talk to, then a selection of likely things you might want to say pops up. You simply choose the one you want. (This is both good and bad. ol course; white you're unlikely to mi$ $ out on important facts because you don't know the correct question to ask, equally it's almost impossible not to ask the right questions, and thus plough right through the game.)
Don't worry though - Dune never
becomes simply an Interactive storybook, rather than a game, as tends to happen to graphic adventures, The main reason is that the strategy elements inject an extra, and much less black and white, dimension to the thing. For one thing, you have to deploy your Fremen sensibly - you need lo make sure that you always have enough ot them producing Spice to send the Emperor (otherwise you'll get a rather nasty visit from his Saudaukar storm troops) while at the same time be training plenty of them to attack the Harkonnens.
There's equipment to find, various way to speed up Spice
production to uncover, ways to improve Fremen military training to suss out. giant sandworms (who tend to chew up vital equipment) to avoid and so on - there's a to! to try and sort out as best you can.
Inevitably, however, there are faults with the game. Battles, for instance, are simpty a case of indicating which troops you want to attack which area, then sitting back and waiting for a vision 10 tell you how things have gone - they could be more exciting.
SAND IN THE PLACE WHERE
The maps could be a bit more helpful too. If would be nice to have one which tells you how things are going at each 'seitch' (the Fremen's name lor their settlements) at a click loo (though having said that, a comparable ability does become available when Paul gams his psychic powers).
The main problem, however, is thal the game's all a bn leisurely, and you rarely (eel under any kind ol pressure. The plot developments are virtually handed to you on a plate, and a lol of the characters act as mere cyphers to push things along, tl would be much better it there were a lew more options available to you. (Also, some
"Different to most tie-ins in that it's rather good"
ol the humour is pretty cringe-inducing -being told that 'Jessica really does have some amazing faculties.' is lairly typical -but that's really a very minor point.)
When all's said and done though. I enjoyed Dune a lot. As I've said, the graphics are superb, with excellently drawn characters, detailed backgrounds and clearly laid-out control bars. The animation sequences are also top notch -some ot the orndhopter flying sequences could almost be described as beautiful -and (he plot is fascinating. A very polished game then, and one which should appeal to fans of the book, graphic adventure lovers and general gamer's alike.
• DAVE GOLDER
✓'—v UPPERS It looks great, (A) control system is
straightforward, the plot is original (lor an adventure game, that is -1 know Its been swiped from a book, smart alec) and engrossing and it features a digitised Francesca Annis. (Are you sure that 's really an Important plus point - Ed.)
x-v DOWNERS Issuing ( W ] some of the commands \.~y could be easier, while all the
seitches ('towns', remember ) you
visit look the same - which, besides
being confusing, is also downrighl
dull. Worst ol all, though, there's
never any real feeling of being
threatened; it's all a bit too comfy
for. well, comfort.
THE BOTTOM LINE
Not so much a simple adventure as a
this should appeal to adventure Ians
and gamers not usually into the
genre - and, indeed, non-game-
playlng fans of the book ~ alike. 1
enjoyed it - this is one of the few
games where you actually A m find yourself caring about SI 1 S some ot the characters! U 1 E
Cinemaware’s acclaimed TV Sports series returns, this time under the Mindscape label. First up to bat (ahem) is this long*awaited baseball simulation.
Only to be recommended to the die hard fan"
Publisher: Mindscape Price: £25.99 Authors: Cinemaware Release: Out now
Almost a year ago. RBI Two
Baseball arrived on the Amiga scene to mixed reactions it wasn 1 that the game wasn't up to scratch Everyone agreed that it covered the sport ol baseball fairly comprehensively and was on the whole (ignoring a few gameplay niggles) a thoroughly professional and wen produced package.
The problem was with the sport ilself. Don t get me wrong, no one was of the opinion that baseball was the phiful C5 of sports, but there was a strong tide of feeling that the game simply isn't suited lo a home computer. The people who felt this most strongly argued that the thnil of baseball is In gelling out m the fresh air. having a slog with your mates in the summertime and generally - well, getting physical Playing baseball on the computer is like trying to fly a computerised kite - a pale, shadow of the real thing that totally misses the point of doing ft.
SWINGING SPORT OR BASE
nnnn On the other hand though, there DUflL. were those baseball afficienados who waved two fingers at such poncy theolog>sts and thoroughly enjoyed playing RBI Two Baseball on their Amiga all the same OK, so this is all anaent history, bul the arguments have resurfaced wlh the emergence TV Sports Baseball Irom Mindscape.
Now it must be said at this pomt that I find baseball great fun to play In the park, but find the thought of slugging oul a tong season at home a tad daunting - and not just a lithe boring. Sorry, but there you go Having said that, however, I was pretty impressed with the range of options, choices and decisions that you're'given here. That they're so extensive isn't so surprising, however, when you realise that you're in fad lumbered with not only the coach's job. but also those of batter,
The crowd arc hushed as the hatter gives his whole team a high five, pats some chalk dust On his hands, swaps gum with the stick her, salutes lib mom, kisses the sacred picture of Abraham Lincoln, lumps up, turns around and then discovers he's wandered into a mambo convention by mistake. (NtU, you're find - Id.)
Hey, you don't get rid of me that easily, A successful hit has given the team a chance lo work their way round Ike bases. The batsman sprints to first base, while the previous guy starts to make a desperate run for the nen one.
INN 1 OUT 1
Greetings lports Ians. You join us at the Colosseum for some first rate baseball.
Thwack! let's take a closer look at those fluid batting graphics, why don't we
pitcher and fielder. In fact it would seem that the only job you don t get to have a go at is selling the hot dogs to the crowd at halt time - sorry, in between each of the nine innings.
So assuming all of us know roughly what baseball is an about, let's take a look at what you actually get to do under the guises of your four different roles.
Well, firstly (as coach) you have to decide what sorl of game you're going to play. Set up a one-off toumameni match
He ran nimbly past lint bat* and was uil on hit way to McMd when h* realised that he'd forgotten to Art**™ the shed. (What tort of caption li that, WtttT - id.)
On* of th* most obvious danger* inherent in a gam* of baseball is being hit by a hard round object travelling at ft mph. That, and this game's crap organ music, that it.
Th* swines! They cant do that, can theyT Or can they t dun no - Milwaukee have hH a home run, and all their little men are legging il bach to th* team's dug out. 6*t me the rule booh right now! Oh yes, and a peanut butter and Jelly sandwich while you're there.
or enter the league and win the championships, it's up to you. Nothing too taxing there really
But as head coach it's also your job to p>ck your team from the squad available to you and then work out the batting and pitching order Each player has his own stats evaluating skit!, stamina and particular abilities, and using these you must select your ball-breaking team. Some teams are better than others, but with 26 of them to chose from you should be able to pick a lairty useful bunch of jocks
However good they are. though, piayers tire quickly when playing, so the rigours of team selection boi! down to striking a balance between skill and stamina.
Into the game itself, and as soon as play starts you slap on your cap and climb the pitcher's mound with a hardball in your hand. It’s your aim to throw a fair ball past the batter without him hitting it, and to do that three times. There's only one fly in the ointment - the computerised batsmen are really quite good, dammit. Luckily, in two-player mode the opposition is slightly less
Clash ol th* titans Hot! Minnesota might by the 1M1 champions, but Milwaukee aren't exactly going to offer a humungous challenge. If you lot* this, you're a real ’chump'.
on the ball (my tittle joke there) and pitching heroics are rather more likely. You can throw fast balls, slow balls and bendy bans - they’re all just a couple of button taps away.
When (and I mean when, not if - at least in the one player game) the batter connects, you become the fielder nearest the ball's estimated destination. A dot on the pitch indicates where the ball will (and, and you must try and get there before the ball does. If you're successful, you'll make the catch and the crowd will go wild. If the ball hits the ground, however, you must pick it up and lob it to whichever base has got a batter running to it. II the ball gets to the base before the batter, he's out.
There's not much skill involved, and realty everything’s deeded the second bail makes hits
(depending how good your pitching was) it will be your turn to bat You swagger onto the diamond (in the guise of whoever it was you chose to be your opening batsman) and attempt to slug each pitch out ot the ball park. You can bunt (tap) or slug the ban. but getting used to the timing is difficult. The direction, height and strength of the swipe is seemingly completely random, so really you've just got to hope that your Amiga's feeling generous. Running between bases is automatic, but you can sneak bases.
And so it goes After three batsmen are out, it's time to pitch again Then bat agam. Then pitch again Then bat again Then - well, you get the picture
So what did I make of it alt Weil, the two player mode TV Sports Baseball s lots of fun. «n a beered-up. after the pubs shut, with your mates, kmda way,
However, the fact has to be faced that in one player mode this game seriously drags Monotonous is the word. Really.
So. back to the the argument at the beginning of this review, and you could quite easily say that this dullness isn't really the game's fault, more that of computerised baseball as a whole. Or at least, you could if it wasn't the case that RBI Two Baseball offered slightly more excitement, including comedy scoreboards and natty jingles to accompany the action
"Some think the game isn't suited to a computer"
Deer me, li t ell gone horribly wrong. Milwaukee ere miles ahead and Hill lhal eld bsj insists on playing duff Hammond organ music. (Where’s Val Doonican when you really need him )
- superficial novelties maybe, but they sure helped jolly the game along. In RBI Two Baseball the gameplay itself was also more vaned. ofienng more hands-on exotemem - it has to be seen as the better of the pair.
Which all leaves TV Sports Baseball a bit lost realty, it’s a competent but ultimately tedious game that really can only be recommended to dte hard baseball nuts who fancy wallowing m a whole season's worth of stats, player rosters and limited action In short, baseball should be confined to the park. There, I've said it.
• NEIL WEST
® UPPERS Fairly competently put together, and, since there really onty are two decent baseball games on the Amiga (and this is one of them) you could do a tot worse than buy this...
® DOWNERS However.
baseball can get very tedious on the Amiga (especially in one player mode) and, all told, chief rival RBI Two Baseball is really the better game.
THE BOTTOM LINE
It's all very well put together - and all very tedious after an hour or so. If you're seriously into the sport and have a like-minded buddy. <
then, er, buy RBI Two •! I * Baseball instead. U£ w
AMIGA POWER JULY 1992
Game: Ishar - Legend Of The Fortress Publisher: Silmariis Price: £29.99 Authors: Michel Pernod & Pascal Einsweiler Release: Out now
The forces of evil and darkness never seem to sit still tor long Last month we had a bunch of merry adventurers slugging it out in SSI's Eye ol the Beholder II. while over in sunny Trazere there was another ripping lussle under way courtesy of Mindscape's excellent Legend.
Now there's Ishar. which brings us yet another chance to go a-wandenng in a land ridden with evil creatures, liberally peppered with treasure and stuffed to the gunnels with RPG-styfe silly names. The interface is in the EOTB mould; a first-person perspective viewscreen, you have to dick on arrows tor movement, and subscreens are used for stats, inventories and certain actions. It differs from EOTB m that the wilderness-based parts of Ihe adventure play a more significant role, and differs from a good many other RPGs in that the lirsl-person view is retained when in the great outdoors.
THE LOST GENERATION OF
iirnnrp And so to the plot A chap ntfiUtj called Krogh has built a temple caned Ishar in the land ol Kendoria and is intent on making life thoroughly unpleasant tor all your Kendohan kinsfolk. It's your job to find the temple and have a tew stiff words with Krogh - or bosh him one if he’s not prepared to listen to reason. There are several ways to win, most of which entail scooting about the country trying to build your parly up. equip them with the huge variety of weaponry and armour you'll find is available, and bump up their magic-using capability wherever
possible, more of which later.
Character generation is very simple -Ihere isn't any You start with a tighter chappie and must recruit extra party members as you go along. A total of 30 potential recruits -including rangers, paladins, monks.
(Series, wizards and the like-are dotted about the game world, so there’s no shortage of choice, but there are some added complexities.
For a start, this RPG breaks with tradition and otters -wait lor it - five characters! Yes. five.
That's four plus one for those of you
labounng under the apprehension that an good adventuring parties come in tours.
It's a fairly fluid group ol five loo - you can boot individual members out if you come across someone you fancy more (bul see 'Just one big happy family' box below), and you can replace those killed m action. Then we've got the interaction of party members to consider New members must be voted in, existing members may have arguments with each other, there's even the potential for internecine Noodtelting it disagreements go too far. As
if you didn t have enough to do In getting through the adventure proper.
Setting out. Ihe lust thing that hits you is the graphics The landscape is glonously realistic, as iS Ihe effect of distance - buildings show as hazy outlines when they're fan away, and are realised in glorious detail dose up Even ihe trees, grass and rivers look realistic, which ail adds to the game’s atmosphere. Unfortunately, ihe monsters leave a little to be desired They jerk towards you. a la EOTB. and do Ihe usual two or three-frame stutter-swipe swordplay that adds so little to combat encounters.
Once you've hacked your way past the initial random monster encounter, and picked up some gold to boot, it's time to pop into a lew buildings at Ihe lust village Here you can buy food and weaponry (if
"Character generation is very
simple - there isn't any"
The FRP bandwagon rolls inexorably on, this newest one offering some laugh-a-minute character interaction...
SELECT CHARACTER TO RECRUIT
IUST ONE BIG tUPPV FAMILY - NOT!
One of the most original things about Ishar is the way the parly members relate to each other. When recruiting, existing members will vote on whether the newie should be allowed to join. Factors such as race and alignment (good or evil) will sway them, so It’s not always a dead cert that your paladins will welcome the psychotic ore you're keen to hang out with. You could find yourself unable to recruit potentially useful characters.
That's not all though. Even ft you do get someone past the entry committee, often as not they'll behave like a schmuck One cantankerous dwarf, tor instance, will refuse point blank to give first aid to certain party members - if this winds you up, you can atways try to gel him booted, though he may have made other friends in the party who will object.
Get him assassinated You could try that too, but his mates are unlikely to take kindly to It. and you could
easily get embroiled in a lot of pointless in-fighting. Similarly, other new party members could easily prove divisive in other ways - one female you’ll meet forms seemingly random romantic attachments with members of your party!
So what's the point Well, M's kinds tun, and adds a dimension not normally seen in FRPs, but (more importantly) this is, I believe, Ihe first time a computer game has ever managed to adequately capture the sort of mindless hostility which so
1 HAND WEAPONS
Z HANDS UEAPQNS
ABArtlR BWR1AN -----
Mew RcnoMlKlii brlnj new UiDt end personal foibles. It's called altitude, rtuxm
many paper-and-die role players can be a lot ot disputes about the
routinely engage In when Ihere’s a rules.) Anyway, If you think you might dispute aboul Ihe rules. (And II you've enjoy that sort ot bickering, you'll ever played D&D, you'll know Ihere probably quite like this.
MAKING FRIENDS IS EASY
T here are numerous encounters awaiting your band of brave adventurers: some folk you'll meet can be useful, while others take an immediate dislike to the concept of your continued existence. It's usually fairly plain how an encounter will turn out - if a text box comes up, then you're generally okay. If, however, a red splodge with a number in it appears over an adventurer's face, then you're generally going to have to hack your way out. Here’re a few sights you II come across in the game...
Th« tint bod you'll encounter points you in the right direction, but volunteers little els*. You could try belting information Out Of him, but that would bt churlish.
S tridins heroically across the veldt, wt come upon a villas*. Quick, let's hide behind that titver birch before we're asked to register for the community chary*...
yfs ,4:,-;£ ' .
If1 '< “ •£
life in the biy city is no bed of roses. Mindless thuss roam the streets intent on causinf trouble, like this jeeier here, who'd sooner bop you one than stop for a chat.
Oh look, it's a dragon And if I'm not very much mistaken, he's taken to ha03)03 out in a dunscon. There's somethin very familiar about all this...
Her* we see the natives engaged in a fascinatins tribal dance ritual. Mo, sorry, it's a bunch of ores - and they want lo kill usl Some thinji never chans*, eh
bop into the pub and you can catch up on foisip, have a kip, 3«t some trough in or find a new party member. Handy, «h
Ah, ye old* shoppe. Her* you can kit up with potion insredients, food, weapons and the like. Of course, It alt costs money..
you've got enough dosh), go to the lavern to pick up useful gossp. recruit your first party member, train to up your strength (rather expensive this one) and get a hint from a wise okJ man as to your next move
There are many such encounters in the game, giving a certain linearity to the plot, but you could feasibly go meandering for days in your Own sweet way
iif 1 ynrp Unfortunately, it's all too lYANUtn easy to end up wandering lor days evert if you do stick to the storyline - you ve got a map to refer to. but it only shows coastlines, rivers and bridges it's at times like these you'll go to the orientation function on the actions menu, but the advice given on your whereabouts here is pretty vague. Also, the concept ot roads seems to be lost on the inhabitants of Kendona. so don't be surprised to tind yourseit trudging about for ages when looking for the elusive bridges that provide the only means ot getting on in the world
That said, however, there is a fair amounl lo do. As your party progresses, it encounters vanous tolk who will either
stop to chat, trade, tight or 10m your posse Taking on a magic user (either cleric or wizard) means getting to grips wi h spells, and. as you'd expect, these mcreaso in power and range as experience pomis are accumulated and characters go up in level There's also the facility to mix your own potions, the ingredients lor which have 10 be bought at apothecaries along the way. You can mix ingredients (eye ot toad, bram of rat and other delicacies) any okf way it you're feeling particularly adventurous - they can have odd results if you don't know what you're doing - or. alternatively, you can look out lor people bearing specific recipes. Ot course, you'll need to find the magical mixing flask first -and there's only one in the game, so you d better keep your eyes peeled.
The way the magic works is certainly a move In the nghi direction, combining the standard rote of pre-lormulated
RPG spells with the more versatile Legend-style make it up as you go along' approach, though it stilt doesn t match the sheer spelicastmg tun ot Legend
In all, then, what we've got here is a game that couk) probably run a close race with EOTB - the graphics are belter and the party make-up is more malleable - but
"Breaks with tradition and offers - wait for it - five characters!"
VERILY THE EARTH SHALL
pn AJ/r What else9 Well, the inclusion ultAliL of character interaction is good - you can even visit a psychiatnst tor an assessment ot the party 's karma! - but if s Incky keeping members alive lor long enough to build op any kind ot meaningful relationship. This is an interesting and unexpected vanation on the way things
it doesn't quite draw you in in the same way . One reason tor that is that it s quite frustrating to begin with, as the game gives you no clear idea ot your location or how best to get from A to B 1 had to start atresh several times alter various party-totalling encounters, including a run tn with an mvtsbie wood spirit - damn frustrating getting kilted by something you cant even see. (To be (air. there is a helm ot dear seeing to help out with this particular to-do. but you've got to find it first.) Also, a combination ot the orientation-nobbling first-person mew, the lack ot auto-mappmg and the vagueness ot the descriptions given ot one's location makes finding anything in this game world some task
are usually done, though t can't help thinking it'll make as many enemies as it earns Iriends.
Briefly, then, there's enough novelty and more than enough datl names in here to keep the RPG butt amused tor a fair while, and some damn titanic encounters in the temple ot ishar that will certainly slake the hack-'n'-slash merchant's thirst tor virtual murder, but it s no work) beater. Quite Irankiy. there ve been an awtui lot of impassive RPGs this year, and white this is a worthy addition, it's not an earth shaking one • KARL FOSTER
® UPPERS Great graphics and neat sound effects make this huge game world an atmospheric experience. Many thoughtful and original touches set It apart from the rest of the RPG field - and it’s certainty a long way from the same company's earlier Crystals Ot Arborea, which it In many ways closely resembles.
® DOWNERS It s tough to get going and tar too easy to get lost. You can end up stumbling around lor a long time before getting into the real meat of the action.
THE BOTTOM LINE
Good enough considering the competition, but It could have surged ahead with just a TO ~ little more user- I k "
friendliness. f U “
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
At tlw very end of the Greek period too jet to shoot it out with thu dirty great lirc-sprtting Hydra. The head of Medusa, which you should have picked up just a minute or two ago, comes In very handy at this point. Indeed, ifx the only way you're going to kill H.
Here’s a game that’s been under way almost as long as Epic,
Game: Myth Publisher: System 3 Price: £25.99 Authors: Dave Colclough (code), Robin Levy (visuals). Richard Joseph & Phil Thornton (sound)
Other details: Three disks, one meg only Release; Out now
System 3 are a funny bunch Not in a laughably deformed banana-tike way you understand, but because of their peculiar tew unto themselves' modus operand! The sad thing »s that this is obviously a publisher that cares about providing value for money and having good products out there, yet which is having real trouble providing them The story can be told fairly simply.
Old C64 fans will remember when System 3 were recognised as one of the top developers, with games like the original Lasf Ninja and IK* scoring m the nineties everywhere - a remarkable record, but perhaps not quite SO Surprising when you realise the talent behind the games included such luminaries as Mev Dmc (of Firs; Samurai fame) and Archer Maclean The move onto 16-bt has been a surprisingly tricky orte, however, with numerous false starts - perhaps the big name programmers (who've smee moved on) have proved impossible to replace, perhaps the games they've done have remained too 8-bit in style.
Whatever the past. this. System 3 insist, is the Amiga game that'll really crack it lor them To ensure this is what happens, the company has scrapped three versions so tar. apparently due to their poor quality, and have decided to go with this fourth attempt, tt’s not a bad game, indeed there's much to praise aboul it, but I can t help feeling - especially in the light of rivals tike Leander, Gods or. indeed. First Samurai - that they've still to hit the spot And I think that's a shame. I really do.
But before I continue. let's take this bnel opportunity to till you in on the storyline Fans of the (quite spectacular) 8-bit versions of the game from a couple of years ago will be familiar with the basics of it. though a few things have changed since then. As with the 8 txl versions, a Bad God (Dameron) has corrupted assorted Good Gods from various ancient religions - the future of the human race is at slake (ol course), which forces you on a mission to
put things right, one spread across four time zones There's an Ancient Greek level, a Norse level. a Celtic and an Egyptian one. each presented as part ot a three-disk, five-level mixture of four basic game styles: run n' ump romp, shoot- em-up, beat-'em-up and arcade adventure. Each mythological penod. or level, is split into three sections, white an extra tilth stage forms the eventual two-part showdown with Dameron. set somewhere in the timeless void.
So how do these levels work’ Well, test up is the Greek one, which concentrates on your jumping from one
floating ledge to another and fighting different types and sizes of mythological beasts agamst a lava-strewn, heli-styfe backdrop, Level Two. on the other hand, is almost the opposite - there are no platforms, and the emphasis is on combat, set in a spooky Celtic forest.
The third st3ge. in which you eventually get to light the Norse gods Thor and Odin consists mainly ot leaping around and hacking, while the fourth one. set in Egypt (and chiefly inside a labyrinthine pyramid) requires small amounts o! mapping, the solving of logo problems, and a certain amount of combat
and precision jumping.
Then there's the fifth and (mat shool-em-up section. It's action all the way here as - set agamst a backdrop of stars - you have to blast fixed attack patterns of Dameron's creatures before taking him (or it) on directly.
And that's it. One of the biggest changes to the game smee the 8-bit originals - and one ot the things that seems to have been modified with each (now scrapped) version System 3 have put together - is in the mam character Originally, he was a Michael J Fox-style every man. m jeans and trainers, somehow
H«re we ire in Hades: the firsl section of level one, a
O mufti-directional scrolling cavern lull ot hellish
creatures. Our hero takes on sword-wieJding skeletons (collect a sword oft one ot them) amongst others.
To the tar right of this section there's a giant deathdealing Chimera to hill - but you need more than a sword to do it. The first step is to cut down this hanging skeleton, like so...
The skeleton tails into the raging ph of fire below. By decapitating another skeleton and ensuring that its head bounces into the pit, too, this huge devil figure rises from the flames and releases a flying demon.
OBJECTS TO HIT WITH IN MYTH
The Status Panel at the top ol the screen shows not only your score and lives, but also which objects you currently hold, represented by the three icons in the centre. Briefly then, this is the sort ot thing you can expect.
THOSE WHO LIVE BY THE SWORD...
Beasties, nasties and monsters parade all over the ship in Myth. II It isn't one legion ot the undead trying to put paid to your heroics, then It's a winged dragon hurling balls ot nastiness at you. Like these guys...
* 5 j*
Anyone r< membe r this KtM from trU Deed ft
That's one In the eye of this spawn of belli
Nirfbot cm brcettic fire end shoot User tkinys.
finally here. This is the fourth version of Myth - but have they at last got it right
JA dragged into saving the world £ Then he was a squat, rather evil-„ looking console game-type Now .O he's mutated again, into a slimmer, taller barbarian warnor. modelled to some extent, it would appear, on 200QAO s character Slaine.
One thing that hasht changed, though, is System 3s basic way ot structuring a game At first glance you d probably say the company is attempting to shake olf its Last Nin/a image with this game, and -certainty - it looks quite different However, look beneath the surface and you l! see the structure is more E or less the same
In all but the last load ihe 3 action is punctuated by a senes ol arcade adventure-style puzzles to solve. Here's one: how do you pass the big monster at the end ot the first level. Hades’ Look at the picture captions lor some heavy clues as to the answer, and while you’re doing so consider tins - is this realty a logic problem a! all. or merely a question ol trial and error’ The solutions are usually so unobvious - much like those (eventually) found in the Ninja series - that you re more likely to stumble across them accidentally than really work them out In
"All a little too linear lor my liking"
doing so you ll probably find yourself dying many, many times, and we all know how frustrating that can be
The problem is given further emphasis by the sizes of the levels - all fairly small - so a good deal of your playing time is likely to be spent mucking around with the three or so mam puzzles you'll find per load. It all makes the game experience a little too linear for my liking -there's little ot the flexibility needed to keep your on-going interest high. Once you've finished the game there seems little point m playing it through again
GAME LOGIC MYTHING IN
ipTirm So where does that leave us AUIUM Wei’, with a disappointing game, and one where the whole tends to be less than the sum of its parts in many ways Afyfh is too ambitious for its own good, failing between not two. not three, but lour different stools. In short, there are too many different Ms to it. each one is too short to really grab the interest, and the overty linear puzzie solving game style means it's a game you'll only want to play through once It's a shame, considering how many good things there are in Myth. Like these, for instance: For a start, there s over 700K ot
sound m Myth, and to be lav it shows. Almost every achon or event has a suitable sampled sound, and most ol them are a pleasure to hear There's always some background noise lor atmosphere -take the roaring flames and screams of tormented souls in Hades (which grow louder as you get near) lor instance, or the thunderstorm in the Celtic forest There's some speech too. and that works wen enough.
Then there are the visuals. The mam character atone has 175 frames of animation, used to show him running and jumping and fighting lohen while carrying an object at the same feme). II looks nice, ihough l can't help feeling we d be better Oft without a few of the poses and with a bit more effort spent on making him move faster, and in less of a slop-start fashion too. Seeing our hero's arms pull back in preparation for a punch, or seeming to make a real effort to tump and land, is all very weft, but gets frustrating when he should simply be running faster.
It's a nice looking game then, and one which seems to have garnered rave reviews elsewhere, but I can't help feeling jf's ail a bit of a - and sorry about this -mythed opportunity We re not go ng to be looking back on Ihis as a classic a year on from now. and considering ihe high targets System 3 are (quite nghtty) setting themselves, it has to be seen as some son of failure An okay buy, but tittle more •GARY PENN
® UPPERS Novel - and occasionally playable -blend of game styles: beat-em-up, shoot-'em-up, run'n'jump and arcade adventure, presented wtth some sporadically beautiful graphics. Control of the hero Is inluilfve and easy to handle - and the limited edition version comes with a free lull-colour comic book!
DOWNERS The main character's many animation frames mean that his movement Is sometimes too sluggish lor comfort. There's actually not a great deal to do either - ihe levels are fairly small, the puzzles' sometimes annoying, and Ihe game structure really rather old-fashioned in (eel.
THE BOTTOM LINE
System 3 certainly gel an 'A' for effort. Myth Is a well-researched and, by and large, lively project with hlgh-spots of glosa and variety. Unlortunately it lacks real depth. Look out for the sequel. Dawn Ot Steel (System 3 Isn't sure when that will happen, as it's still at the storyboard stage) and remember, you'll need one megabyte or more of RAM.
In this scene from the Egyptian era, our hero has made his way Into a pyramid to do battle with the Itriny, the undead and plenty of tricky traps (such as vkious spikes popping unexpectedly up from the floor).
Chopping off the soldiers heads Hnl just tcrrrftc fun * you also $ <t more points than if you'd just stabbed them to death. This horisontalty scrolling section is the second one you'll find in the Greek era.
This here ftre-breathing dragon - name of Nidhoy - who you find at the end of the Norse period initially seems to be invincible, but he does have a weak spot. The trkk, you see, is in finding out where H is...
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
Game: Hostile Breed Publisher: Palace Price: £25.99 Authors: Rob Stevens (programming & design), Jo Walker (graphics & design) Other details: One meg recommended Release: Out now
a new kind of blaster, or just too clever
Ahh. the joys ol bogs. Not those ol the programming variety. Oh no. I'm talking about the kind which have more than their tare share o! legs, eyes, and wings. The kind which (lap around, wait until you're asleep, crawl up your nostrils, and lay eggs in your brain. You know.
Hostile Breed certainly has bugs in. tots ot them, and they do some rather nastier things than that too The plot is your usual Doctor Who scenario - we've got an eight'spoKed research base located on the mysterwus planet Genano. we've got a team ol scientists happily ensconced inside, and we've got several thousand bto-mechanoid superbugs and horror-weeds lounging around outside, cursing their lack of welding equipment, and just waiting for their big break.
Said break comes with a handy dandy earthquake which smashes the research station s outer detenses to smithereens, Soon all eight spokes are overrun, with onty the central control room, located at the hub, remaining bug-tree. But the creatures are advancing down all eight corridors, and time is running out.
It you were one of those scientists, what would you do in this situation That's right, one of you would get aboard the iast remaining spacecraft left in dock, cockily announce to the rest ot the crew that they Should Smoke me a kipper. I'll be back for breakfast. and jet oft around the eight spokes, blasting the scummy space bugs (Okay. okay, so t made the toppers bit up.
Is Palace’s bug-fest
but you get the gist)
So that's the customary silty (though for once, actually relevant) plot over with -now onto game mechanics. It's interesting to note that programmer Rob Stevens' original inspiration for this was Defender. Armed with the idea o! updating the Williams classic, his first (and arguably most important) task was to create the hundreds of different alien types needed, each of which follows astoundmgly realistic behavioural patterns Larvae hatch, fly oft and lay eggs, the eggs hatch, and so the cycle continues, inexorably (I love that word) getting closer and closer to the control centre. Even the alien plants (including hero - as opposed to fly - traps) follow a logical growth and reproduction model, and it all serves to complicate the game beyond the obvious shoot- em-up basis.
In play then, it operates on several levels. First is the Waster - it s possible to venture down any ol the eight space station spokes, blasting all and sundry, while stopping otf at the landing pads tittered around the corridors. Landing on one of these brings up a sub-game however - complication number one -where a security lock must be re aligned.
Achieve this and a piece ot cargo could be the prize This could be some sod of extra armanenl (maybe napalm bombs, missiles and the (ike) or upgrades for the control centre (which I II come back to in a moment). While they may not be levels exactly, each ot the eight spokes has its own individual look, and (just for added fun) it's own breeds of aggressor And of course, because they're spckes. if any particular tot proves too tough to you. you can always turn around and fly back down the corridor towards the control centre again.
It's here, back at base, we come across complications number two to 259. You see. in addition to jtetting around and blasting stufl, the player must aSso control the reactor, the remaining robot production tme. and the weapons systems. There are computer terminals Ottered around the place which can give you quite a lot of helpful information too. but that's already qurte enough to worry about for the firs! time player
I guess at this point it's about time (or a lew quick words on robot manufacturing. The first (and most essential! robots will patch up holes in the
corridor walls (thus preventing any more aliens invading, though the existing ones will, of course, continue to breed), while other, hardly less essential types, repair wiring, landing pads (and other structural damage) and the rail sysiem.
The weapons screen gives control of all auto-defences in each corridor (which unfortunately consume power faster than a two bar electnc fire) and access to the cannon (heh heh), Requiring half the battery charge (otherwise your reactor goes critical), the cannon can be directed down any corridor and will blast the front tme of aliens, giving you just that tittle tut extra time to play with.
So what do 1 make ol it Well. okay, n sounds like an impossibly complex hybnd of game styles, but surprisingly enough, I found the constant to-mg and fro-ing the most enjoyable aspect of the game (once I'd worked out what the hell I was doing) My mam criticisms actually he with the shoot em-up side of things. The player's craft is too large and sluggish, the playing area too small and the speed of the bugs makes flying around a bit of a pain. It's incredibly hard to avoid crashing into the bugs hall the time, white for a game based on Defender. Hostile Breed lacks fluid craft control An agile, sbghtly inertia-prone littte space-ship would have worked a treat, but instead we get a leviathan ot a thing which trundles around
"A do-everyth ig-al-once conept"
...until m earthquake cracks the lab then, that a. Your defence* are dotnt—
...and it’s onhr a matter of time before the hostile aliens Infiltrate the complex.
Deep In die Ocnario tyitcm in just another day at the research lab...
(kHu4Me«Ua fl—— mr n >ri rta ri mifh OMUtah pTMBCuvl Nil*. PTOTIHB WTD1 CnOIIJH
energy (courtesy of the mala reactor). It wfll cbora out Uttfe droids until the tad of time. Of course, it’s not the fastest production Hac in Use world, and the demand usually outstrips supply by tenfold, but you coat hare everythin,.
T aking a quick stroll round the most important bits of the control centre, it's obvious that there's a lot to be taken care ol (usually all at the same time). On the right there you can see the main reactor. Dangerous stuff.
Spoke Three (above) wee obrkniik once a hydroponic* area, full of earth plant* - but now It1* over-run by hostile alien tree* and other viclou* nasties. Matt 'em -all of 'em.
Now with the added luxury of bombs, our hero finds H a lot easier to despatch the nasties crawttnj
around on the floor.
for its own good
(lhank goodess they included the speed rati') picking otl the bad guys in a ponderous, unenthusiastic kind ot way However, when I say that the complications make the game, that's not to imply that they're all a good thing. The terminals are useful, tor instance, but i can't see too many people bothering with them, while the inclusion ot landing pad and electricity cable' eating bugs (and robots to repair them) is perhaps taking things just a bit far. The fact remains though, it's the fight-and-tight stuff which lets the side down.
in the end then, this is something ol a damn tine game - and a very addictive one - if flawed. Certainty, the core o! the thing is fabulous (the do-everything-at-once concept recalls the Spectrum classics Worse Things Happen At Sea and Psytron). white the graphics are wonderfully atmospheric (full marks too for the intro and end sequences) and the sound surprisingly effective. And it makes such a refreshing change to play an action game which actually requires a modicum of intelligence. It's just that I teel a little more attention should have been given to the arcade side ot things. As it stands. Hostile Breed is a buy on the proviso that you want an utterly complex hybrid' kind of affair. Okay
• MARK RAMSHAW
Htrt wc ttt the pUycr in Spoke light of the lab complex, making full use of the speedy rail service to Wat around die place.
Below, in Spoke Seven, we find a droid patching up the wall. There's still a huge tear over to the right though.
Lavac litter the floor of Spoke Six, and nasties are beginning to gather on the rail.
Blast 'em before do any damage.
Over to the right . there wc can see Spoke Five - and our player about to hH the ground in a great Wg ball of flame.
TMs «vd looking screen boose* Ike defence systems -Incloding diet there whopping greet gun Remember to charge the batteries to heM wey first - otherwise the reactor will go critical.
The flth-Hk* object pictured left is actually the players craft. TMs screen gives access* to all the various weapons and po war -ops collected from landing pads. (Quite why the space ship ifrvht completely different far the mein arcade bit, I've ao idea.)
Reaching an active landing pad bring* up this wonderfully devious Urdu sub-game. Two ban are highlighted, and as one is raised the other will lower. The important thing is to get all the gaps lined np in the middle before the time limit runs out. A loch wilt then slide from left to right, and U ft slides all the war, die cargo can be taken.
® UPPERS Luwerly graphics, an entertaining mix of game styles, unusual do verythl ng-at-once concept, and the most complex and fascinating bad guys around. You tell me another game where the nasties breed and evolve...
® DOWNERS The shoot-em-up element doesn't work as well as it should, and there's no doubt that some will be overwhelmed by the whole thing. Hall meg owners will find the disk swapping a bind.
THE BOTTOM LINE
Brave, different, and mostly successful attempt to add intelligence to the shoot-'em-up. Ironic, then, that it's the shoot-'em-up bit that lets the side down, preventing the game from being a 90 percenter.
Which Is why it gets...
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
The Brits hit back,
Game: Lure Of The Temptress
Publisher: Virgin Games Price: £30.99 Author: Revolution Release: July
Revolution, a British baser)
development team, have come up with one ot the finest adventure games yet. proving that not an b-g' adventure releases come from the other side of the Atlantic. Make no mistake - Lure 0/ the Temptress is a very welcome addition to this American-dommated genre, coming across as a sort of mix between S ena s king's Quest and Lucasfiim s The Secret of/Aonkey Island 2.
indeed, with Temptress release following so closely on the heels of Monkey island 2 (also reviewed this issue), it seems appropriate to compare the two lure ot the Temptress definitely has a good deal less humour than Monkey island 2 -it'd be a brave man who tried to beat Lucasfiim at that game, alter ail - but
Mcrt't Ihel lovely sequence with the You con Just loci that old* world* charm, con*l you Here-* on* of lh« pubs with our
wasps, your first light of the town. hero, hit sidekick and a stranger wailing around on the cobbles lor opening lime.
who's been imprisoned by the nasty Skort.
The essence of Temptress is its character interaction Indeed, Temptress has a lot more of this than Monkey Island2. and this is the essential difference between the two games You'D find wen over 25 different characters here - an acting individually. They go about the<r daily life m the quaint, cobbled streets of the town, chatting whenever they please - you might be m a pub having a word with the blacksmith, when an old woman walks up to the bar and has a conversation with the barmaid about her nc*sy neighbours, for instance
Of course, all this talking
"A stylish game that shows loads of potential
proves incredibly useful. To succeed in this game you must consult and chat with every character possible And when 1 say every character. I mean every character - nght at the beginning you'll come across a bloke called Wutfe, another prisoner, hanging m shackles from the dungeon wall. He's dymg. but In exchange for a dnnk he tells you some important info lo get you started on your quest. Here, too. you'll find the serf joker, Ratpouch, who on release from a torture rack becomes your loyal and faithful servant,
Okay, so now that you're at feast a little bit lamiiar with the game's scenario, let's talk about it's mechanics. Much of the gameptay is based on questioning other characters, as l said, which is achieved by first finding someone to talk to, then using the mouse to click on that character This brings up a menu of possible lines to open up the conversation You can choose between Ask, Tell. Bnbe, or Talk To categories from
with an adventure which promises to beat
more than makes up for it m other areas $ 0 how does this more subtfey flavoured Brit weigh up to its American counterpart
The scenario first: you are Dermoi, an unenthusiashc hero who finds himself the pnsoner of the evil Setena. the Temptress from which the game takes its name. She's taken over the town of Tumvate with her hordes of creepy meathead mutants, the Skori, and to start with you're m no position to stop her. You beg>n the adventure trapped in a ceil, you
see. deep inside the dungeons and torture chambers of the evil femme's pad. Your first task, then, is obviously to escape to (he town, where you can start to do some good, the ultimate aim of the game being to dethrone the evil temptress and rescue an innocent young girt called Coewin.
Th*. foul-sntllinj tor<.h nivvlUt lUUb iUumn*tion, but aVuwdar*., a or id *r-vok«.
The dank cell where you begin the game Hmm, don't wanna »UT here all (he time, to how do we get out
Give Wulfc a drink and he'll tell you where to go once you're free- He alio Know* of a secret escape passage...
laiy, innit lust set fire to your straw bed. Then run out the cell door when the meathcad Short guard walks In.
"TK*Y*h r«M >\y IW 1 R n f«ur
itU1 J in Rupwth >*•«*■ Uri) M-rwAf**"
. — a
• 41 f*
1 'm+Z \ , \ r* „
free Ratpouch from the rack using the knife. Vou need him to find the secret passage behind the prison wall.
Now, dose the cell door and lock it. You're sure to have no more hassle from that ugly mutant guard. Ha!
a ■ i
’•H V V4JP
«■** * ■
* _ • *
HParaBl ' - m 9-M
•9 A « ♦* MPP -
1 ‘-JLoi < m * J
m 4i 5- -
• J t ‘
1 V 4 JFt *
You haven't got the energy to remove those loose bricks In the prison wall, so tell Ratpouch to do It..
the list which, when selected, bnng up a senes of menus to help you construct a sentence. In practice it's not complicated at all - indeed, very intuitive, m many ways more effective than the well worn techniques used by Monkey island! It's more flexible too - you're not limited to a short list of pre-prepared responses to choose between.
This system enables you to construct some quite out-of the-ordinary requests. For example, you can ask Gwynn, an old lady in one of the bars, if she has a door It might not get you anywnere - it's a fairly pointless request, aher an - but even though the tongue-in
cheek response you'll get Is a fairly standard one that you’ll hear a few limes In the game, the fact that you're allowed to ask it m the first place helps build a sense of reality beyond the sort of interactive storybook effect you sometmes get from Lucasfilm releases. The trade off is that the Okes aren't as sharp or as we* orchestrated as in Monkey 2 - you do get the odd bd of funny stuff, but it won't be long before the same pun is repeated.
Another feature that makes Temptress feel more versatile than either Sierra's King's Quest or Monkey Island 2 is the command option This is brought up via the game menus and not only proves very useful, it also allows you to set up a few laughs For instance, there was much guffawing in the AMIGA POWER office when I sent
...vnd hell (til YOU about Got win and where to find her end her herbs.
Ratpouch to the bar. He makes a real twit of himself ordering the beers, you see - watch him get turned down for looking underage, then eventually get
served with a shandy.
It Isn't all funny stuff, however - in the later stages of the game the command facility becomes very important, when giving the correct order can be a matter of Sife or death. Your use of commands provides the backbone of this game - it’s a very effective feature, one that Sierra and Lucasfilm would do well to pick up on.
Lure 01 The Temptress doesn’t fall down m providing atmosphere either - it shares with Monkey Island 2 the fact Ihat it's got bags of the stuff Indeed, with its quaint o<de wortde pubs, cottages and cobbled streets all enclosed by a lowering city wall, Temptress' scenery is perhaps more believable (at least to a UK audience) than many weVe seen - It brings to mind the historical sveets and oide worlde feel of York. Might *i be that the Hull-based team behind the game were inspired by their neighbouring minster city
The great area where Temptress score over most rivals, though - and especially the otherwise-very-impressive Monkey Island 2- is in :1s user fnendlmess. The minimal disk swapping of Temptress comes as an incredible relief after the 11 disk nightmare ol Monkey 2. Though you'd ideally have a second disk drive to get the most fun out of this -Temptress does test your patience wiih its disk accessing on singie drive Amigas -this is by no means the nightmare it could have been,
This is a great game, then, Amazingly, I’ve got this tar into the review without really mention ng the graphics yet - there was so much to say - so I'll make amends now Visually Temptress is gorgeous - in my book its animation and
If you’ve got time, have • teugh watching the Skori pacing up and down, cursing you tor lucking him up In the cell. What a titleky!
Finally you find (ha blacksmith, who WuHc told you about. Us* the TalkTo option...
"The essence of Temptress is character interaction"
graphics are just as good. If not better than, those In Monkey Island 2. (A good example is the animated wasp sequence when you reach town from the secret passage-h's lovely.) -
So where does that leave us Well, with is a very big game, full ol scope, and packed with plenty to keep the avid adventurer content On their first attempt. Revolution have come up w.th an adventure game to knock ihe stuffing out of recent Sierra efforts, and to go head-to-head with its Lucasfilm peers It's a quite remarkable achievement.
• MATTHEW SQUIRES
® UPPERS A stylish game that shows loads of potential. Mouthwatering graphics and animation surround an expertly written adventure. The great attention to detail prevails throughout the game, while the character interaction and dialogue system is a winner.
® DOWNERS There is very little wrong with Temptress to put your linger on. to be honest. If I had to find fault anywhere It would be the loading, which can be tedious tedious (with loading between every location) when you're running It from the one disk drive.
THE BOTTOM LINE
This game may not be as big as Monkey Island 2, but it's seven quid cheaper and has a hell ol tot fewer disks. It doesn't contain as much humour as Monkey Island 2, but if you prefer the slightly more serious approach to adventures (as I do) you'll love it. If you're serious about adventure games - even it you're a devoted Monkey-ite - do yourself a favour and check Temptress out. You won't be disappointed. .
AMIGA POWER JULY 1992
Game: Risky Woods Publisher: Electronic Arts Price: £25.99 Authors: Ricardo Puerto (code) and Raul Lopez (graphics) at Zeus Software for Dinamic Release: Out now
With Risky Woods, even Electronic Arts are muscling in on the console-style beat*
Stnaning stuff: this monk whines into the In level three you meet the first of the
ihy after you've released him from stone. guardian beastici: In this case it's Zabrus.
O After buying a fab throwing arc at the shop, watch the gore as it rips into the various demons’ mutant flesh.
In stage nine you'll really need that are to slice up this beastly dragon - he suffers from a very bad case of hell halitosis!
I can just imagine how this one came together. Somewhere in Europe in the not too distant past, a Spanish development team (lor Zeus Software, who originally developed this for Madrid-based Dinamic. are Spanish decided to sit down over a meal to chscuss this brand new game 1hey were pulling together. Bui - oh no! - they decided to try this new restaurant in town, a sushi bar. and somehow the Japanese influence got lodged in their minds, and grew and grew They must have been back to that old sushi bar quite a tew times during development too. tor the over-hard-yet -graphically impressive style of game that Spanish developers used to specialise in (remember Dinamic's older stuff, tike Army Moves, Navy Moves and Alter The War ) has gg
been all but dropped In favour of one of those a a wannabe Mega Drive IO 01C
games lhat seem lo be a
all ihe rage at the CJ 00(1 moment. There's tots of —
very similar competition id* 111
around at the momeni, so what chance does Risky Woods stand7 Well, tor a start ifs got just about all the standard features of the genre. It's got pretty, big-eyed graphics, crowd pleasing parallax scrolling, tots of collectables, and big end-ot-level baddies, all wrapped up behind a suitably odd (and rather silty) name Because it's such a typical console-style game, there are half a dozen other recent releases we could legitimately compare it too. but I've picked Psygnosis' recent Leander - the current AMIGA POWER benchmark for This sort of thing'.
On initial impressions there's not really much 10 chose between the two games. Both of them have a very slick feel, with smooth scrolling and big sprites - at first it all comes down to which graphics style you prefer. In the interests of creating a bi1 ot tension, I'm not going to tell you 'I things change after you've played both games tor a while - not just yel anyway Instead let's take a closer took at the ins and outs of the game they're all calling Risky Woods.
The story of Risky Woods (I keep wanting to write Wisky Woods') takes place in a Japan esque Lost Land' in a time when an order of monks guarded the place. Or, at least, they used lo guard it -until a wicked demon character called
Draxos came atong and _ 1u med them all to stone!
■ O Evil has taken over
m pretty much, then, with
Cl ■ • • • vicious creatu res
■ - everywhere, and rotting
Sl!©ri,“ animated skeletons
U roaming the woods.
making them father (ahem) 'risky'. The
kingdom is not safe until you. in the guise ol a young warrior called Rohan, arrive on the scene.
Right, so. as you may have guessed by now. it's up to you to enter the Risky Woods, free the monks from Draxos' stoney spells and send the evil tyrant back to hell (or wherever it was he came from). It's the classic Japanese fairytale, if you like, where the young samurai-type comes atong. helps out the wise men. and banishes evil.
The game is buitt up of 12 stages -
Her* is (he Lost Laud, but where arc l a > * .
ri*y woods’ Look* like our plat sis* »' * ’ ' ' « *
samurai, Rohan, has Ms work tut out. > -
THAT GAME MAP IN FULL!
The toughest parts of the game to deal with are the guardian monsters. Luckily, they all get inroduced by the game, so you know exactly what you're facing.,..
Hut, spend all those coins sou*** picked up from the carcasses of dead demons on jroomr »«* weapons. Now check out four nut guardian monster. This is Xabrus - he’s not that strong, as rou can see
from his strength bar, so a boomerang will probably do the fob nicely.
Once you've selected the appropriate weapon, it's worth considering whether you're going to need any extra energy, you can buy that here too, a must for later stages In the gam* where the monsters are a lot stronger.
[verything b dearly marked out on the screen for you. The sandglass represents the time you've got to compltt* each stage. Rohan's animalcd face shows how well you're doing.
’em-up, with this lush looking epic - from Spain of all places!
Use chains le pummel those flying demons - and don’t forget the treasure I
with a mote ot less continuous flow of evil demons in all shapes and sizes oui to stop you. and a big end-of-zone guardian cropping up every few levels You're grven three lives to help you out - but keep an eye on the time limit for each level, and the set number of monks you must free on each one. Throughout the game, enemy demons drop coins when you kill them -these you can use to buy weapons, strength and extra lives at the shop, which you’ll find at the end of each stage
Other important Hems to look out for are the halves of eye keys' that occasionally crop up. guarded by jealous guardian demons. Kill the guardians, then pul the two pieces together to form the completed eye key - you can now use these at eye toll gates', which controi entry through each stage. Yood better make sure you collect all the eye halves you find as you come to them too - they're the only way off a level, and (unlike m leander) there's no going back more than a couple ot screens to collect stuff you missed Another thing to be on the look
Finelhr, the moit duUrdty demon of them all. Mc'i tough, he’i foul, hc'i Drain.
out for treasure chests Open them up wherever they appear - they throw out all sorts of goodies, but be careful not to pick up certain items which can hinder as well as help you!
As the game advances, the terrain and obstacles in your way get more difficult to deal with. Take, tor example, the narrow stepping posts you must jump across at the end of the first stage. A giant blade rears up between them to make life even more difficult for you. while demons fly m from either side. And individual obstacles can get tougher than that too...!
The only other major game elements to deal with are the guardian monsters, which live in caves between each zone Their strength gets greater the further into the game you get. so make sure you increase the power ot your weaponry at the shop, (You're unlikely to get very far it you don't.) You’B find the shop very easy to use. simply by selecting the appropriate icons,
And that. <n a nutshell, is the game. So how does it shape up against all the
Rotaen shows us fust how those ‘eye toils' work, throwing hit '*t* keg' up in the air, while pulling a very odd lot*.
other console-inspired platformers, particularly (if you remember that far back) Leander Well, on its own terms you can t deny it's lots of fun - so much so that you're likely to bash through it in a few days, not so much because it's particularly small, but simply because you'll be going at if so much.
That said though, there are a few specific and important niggles. The controls, while okay, are still a fair way from spot on - our hero is rather more plodding than I would like (though not as bad as the bloke in Gods, thank goodness] while his jumping ability sometimes leeis pathetically weedy. I wish you were given a bit more freedom of movement too - the very best platform games are less linear than this, and particularly when success depends so much upon collecting the eye keys you'd think being a We to search behind you would be essential.
Still, it's not a bad buy at aU. 1 found the first seven levels absorbing and entertaining, the hectic sound effects, frenzied animation, and pretty graphics making for an atmospheric experience. That said, the later stages - when you realise that really nothing changes from level to level, save for the graphics - begin to get a bit dull (a problem also suffered by Leander. if we're being fair), Great to look at. Bren, and good short term tun, and while it's probably on a par with Leander et al. it's certainly no better than them. Our favourite of the type remains First Samurai (where you get a lot more freedom ol movement) but you could do a lot worse than this.
• MATTHEW SQUIRES
Our victorious hero raises his fist in the air “Phcwl", he says I'm 3tad that * over. Can \ have a new pair of trousers now "
Key to the goodies and not-so-goodies in the treasure chests...
Apples - Can be worth 10,000 points or put you to sleep, losing valuable e),Very risky.
10.000 (or beck hacks earlier poinl in Again, risky.
Star-Worth S.000 points each. Not bad at all.
Cross - Worth 10.000 polnls. Luvverty lubberly.
■ This is well worth picking up for a 3 extra minute ot i time.
Heart - Gives you an i three notches of ergy Helpful.
s you temporarily Immune to damage. Dead useful.
Loses you six ol energy or
® UPPERS Tasty elements ol the very best console-esque platform action are abundant in Risky Woods. The graphics, animation and sound are presenled (airly expertly too, white a couple of interesting touches (the 'bad' power ups, for instance) keep you Interested.
® DOWNERS Restrictive one way scrolling, non-perlect controllability, and shallow game play do let the game down. There are some novel graphic Innovations, but there's also a lot we've seen before.
THE BOTTOM LINE
Lacking variation and depth, Risky Woods does compensate with plenty of frenzied, and atmospheric platform action. It's a good buy for fans of the genre, but by no means a must.
AMIGA POWER JULY 1992
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TECNOPLUS AMIGA STARTER PACK AUCS PRINCE OF PERSIA OUCKShOT 131 JOYSTICK DUST COVER MOUSE PAD FILE AOSK RECORD SYSTEM OSK CLEANER, J BLANK DISKS) J **
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PHILIPS CM8833 MK 2
COLOUR STEREO MONITOR FOR AMIGA OR ATARI ST ONE YEARS ON SITE MAINTENANCE MClUDCO OF FICIAL UK VERSION FREE F19 STEALTH
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DISK BOX ) I’ (10 CAPACITY) DISK BOX 3 S' (40 CAPACITY) LOCKABLE DIVIDERS DISK BOX J i (BO CAPACITY) LOCKABLE DIVIDERS DISK BOX 2 S’ (100 CAPACITY) LOCKABtE. OiYlDERS 1 S' Disk HEAD cleaner
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PRRRSOL STRRS + INDIANAPOLIS 500 + RCTION REPLRV POKES
Alexander Scott of Sheffield is a bit of a star' himself. He reveals that typing WHERE ARE MY CREDITS' will give you infinite credits. Paul Leeming of Acomb, on the other hand, advocates pressing F1 for infinite lives.
Justin Jonas of Sheringham puts forward the following suggestions:
• When faced with a tong line of fruit, throw a bubble through the tot to cotied them quicky.
• Throughout the game you'll be presented with icons that appear at the top of the screen when collected. Colled any three and all the bad guys will bo miraculously zapped, ready for popping.
Collect three identical icons and a major miracle will happen - all the bad guys wilt turn into giant pieces ol food worth 100,000 points each, This has the added bonus of opening a secret door on the boss screen (just like in Bobble Bobble) where you can pick up oxtra bonuses,
• If you zap one of the larger bad guys, leave him spinning, as any smaller bad guys that hit him will also be zapped.
• At the end o( the game, when you return to Rainbow Islands Land, make sure you have three star icons, as when you finish this land they will cause a giant key to drop from ihe sky, Pick this up and the final two secret worlds will appear Now finish these to complete the game
At the risk of turning the mag into a thinly disguised replica of the Kwik-Fit training manual, Gideon Cresswell of Maidstone reckons that H Jordan’s lap time (AP 12) is pathetic. He thinks he can chop a wacking 0.84 seconds off it, with a car that’ll top 250 mph on the straights and turn In a lap time of 37.41 seconds. Here are his Lola Buick settings:
Gorjcow graphics with Bubble Bobble gamtpl.y - Itiai'i Peru to! Sun
And L Rawlinson of Littleborough claims to have gone one better than us. finding a third secret world that lies between Ocean World. Casino World, Woodland World and Machine World. To access if, find your way to Ocean World level 4. In Ihe middle are some shrimps in a rectangle, and the power-up is a pink heart. Get the heart and kill all ihe baddies, and then collect all Ihe peppers (which isn'i easy, as the top row must be shot with the lightning Irom outside). The screen should then Hash and the map of the universe will appear, showing the location of the new worfd.
Indy too, chT What •
3«n« - quilt limply, the matt imprtsthrc 3D racing game tvtr (pre-formula Out Grand Frig, ol count) and trill, at budget price now, an cacclteat buy.
To realty do wed at the game though, you'll be wanting (hit help...
Fuel - 5 tor a quick lap. 10 tor qualifying Wings - (ront 1 notch from lop, the rear one on the top notch Tyres - r. front medium, the rest soft Stagger - +1.00 inch
Pressures - r. front 25 pst, r. rear 25 psi, I. rear 25 psi. I, front 27 psi Shocks - an as stiff as possible
Cambers - r. front -0.5, r. rear +0.25,1. rear +1.0,1, front +0.25 Gears - 4th gear 3.40
He also recommends pausing the game after the menu has appeared while making pit stops You can still change the tyres and things, but all in under a second.
Stuck on a game Come on, you can admit it - we won’t laugh. Indeed, whether by luck or judgement, you’ve come to the right place - we’re here to help out with all your gameplay probs.
ACTION REPLAY POKES
Here're lots more pokes - great if you've got an Action Replay cartridge, of precious little use if you haven’t. Now, let s go!
Action Fighter 193DC lives
Air Ace TFD 34AFC TFD 34 AFA lives
Amegoids 1C327 lives
Ap>dya 7369 lives
Armalyte 4455 lives
Atomic Robokid TFD 276C lives
Chase HO 2E7A8 time 29FCB furbos
Crazy Cars It 32F62 score
Crazy See 14CAF lives
Dan Dare III 249D3 lives 24E42 jets
24D30 plasma rifle
Deathtrap 2£3 player 1 lives
Dizzy Pence 16D lives
Downhill Challenge 324F9 warp drive
Dugger 4BDCB lives
Fed of Free Traders 4E2C7 missiles
Fernandez Must Die 84B lives 84D
Frost byte TFD 1E546 lives
Future Basketball IE481 player 1 score
1E427 player 2 score 1E4D9 lime
Gods 225 lives
Hawkeye EC9B lives
Ityad 1060 lives
Jim Power TFD 595 lives
Katakis 4S2E lives
Killing Came Show 2255 lives
Kwik Snax EA69 lives
Leander 7D03B lives
Mad Bomber 12C3E lives
Magic Pockets 179A credits
Mega lo Mania 17ED7 men
Mr Wobbly Leg 27FAF lives
Nebulus It C84F timer
Necronom 502E lives
Populous 2 C59855 money
Prehistorik C08311 energy C0830F lives
Project X C015B1 lives
Peggies 1C17B lives
Raid TFD 1BC7A TFO 1BC7C lives
Raid // 176E3 lives
Rainbow Islands TFD 11C6 credits Return to Earth 2C90F cash Robocop II TFD 3034 lives R-Type II1497F lives 149F3 credits Silkworm 235 lives Soldier ol Light C113B7 lives Spellbound Dizzy EA69 lives
Storm Master 1DD36 cash
Storm Mutter, [urn yourjclf Job of lovely cjih without working for ill
Strider F9C5 lives FFOt heatlh STUN fiunnez8DFD minutes Turrican 7ABf lives 781A mines 7B1E smart bombs
UN Squadron 6357 shields Video Kid 3028E lives Votlied C2CD87 lives C2CD88 shield Wicked TFD 5C8 lives Wings ol Fury TFD 2E154 lives WWtohitdTFD F36 smartbombs Xenon It TFD CCA lives X Fire C26723 lives
A big thanks’ lo Gareih Meney. Roland Corbet. Murat Hahl. Gary Cole. Bnan Ncholis, Andrew Gregory (aged 14) and Paul Bagnarol
AMIGA POWER JULY 1992
American football’s still a bit of a minority sport, but it’s a great one. There’s no better way to get into it than playing EA’s brilliant Amiga version either, but to get you started (and give you a fighting chance!) here’s a helping hand...
your best players or expose the weaknesses ol the defense - and preferably bosh. You've wasted an opportunity if you don't. (Having said that, it's often a tot easier to do this against the computer than a human opponent.)
A good example would be to select a formation and set to fool the computer into
What can we say about John Madden American
Football Well, it’s undoubtedly the best American football game available for the Amiga. That's nothing too tricky, you might be thinking - its only real rival is the ancient TV Sports Football, after all - but if we were to tell you it’s also one of the best sports games around of any sort, and an essential for any sport-loving game player, you might prick up your ears a bit. Unfortunately John Madden himself, one of the greatest coaches in grid iron history, proved unavailable to help us out with the tips, but here's the next best thing - AMIGA POWER’S Matthew Squires and the boys from the EA offensive line up...
CliMliii) i Lst minute .udibk could b« th« best wrj10 Lunch an attack - cot now you know their defense formation!
arrange things, you can make one of two last mmute changes You do this using (you guessed it) an audible' - this is a special pre-arranged play (if could be a trick offensive piay or defensive rush) that the other team won't be expecting from your formation. What happens is the quarterback calls out a senes of code words or numbers before the bail is snapped which alerts the team that a special play will replace the previous call.
USING THE SCOUTING REPORT
Vou con in from your scouting report that New York hove a very strong offense. Use this knowledge to prepare your tactics against them in the game.
kick with maximum power when using an average or ropier kicker.
Then there's the huddle - the circle each team forms to discuss tactics before a play begins. Once you've chosen a play for your team, they'll face oft against the opposition in the formation you’ve chosen along the tine of senmmage. There's a narrow neutral zone (measuring the width
Don't forget, this is there (or a purpose -it's a mistake to ignore it. Through it you'll discover the strengths and weaknesses of your team and its indrvidua! players, as wen as those ot your opponent. For example, your kickers are cntoal for field goals, but some aren't as good as others. Some may even slip when their foot comes into contact with the ball! One way to try and make up for this is to always
Don*! jump the $ un and titter the neutral tone before the ball is brought back into p(«T - it's a pretty serious mistake to )itrt away an offside penalty.
of a football1) between the two teams - an oftside penalty (the offending team gets five yards deducted) will be called if either team enters this area before the bail is brought into play.
'H«y lot, you sure you .ini wearing my jocksu.pt Hint's awful smalt - I can hardly mover Ah, the joys of the huddle!
WHAT ON EARTH'S AN 'AUDIBLE'
Okay, so you're both lined up fadng each other on either side ol the senmmage.
Your next task is to try and guess the other team's strategy from how they've placed their players - you may decide your own men are set up wrong as a result of this, and while you can t totally re-
Chootc HANDS and SHOTOUN to fake a 'long bomb'. Than choose your best running audible to surprise the bed guys.
As you may have guessed about such a useful tool, it’s wise to can audtbles as much as possible. For instance, you could select a deep passing play with a formation and set that will tool the computer into thinking you are attempting a long bomb' (example: HANDS and SHOTGUN), then choose the team's best running audible before the snap - this should leave the opposition completely wrong-footed.
PLAY TO YOUR STRENGTHS
Remember, your plays should always be designed to either exploit the strengths ol
Never mill an opportunity to exploit your strength* or the defense's weaknesses -that's what the game's all about.
THE A AMERI
Though plenty ot us spend our winter evenings stuck to Channel Four's Yankee football coverage, not everybody does. That being the case, we thought a quick (well, as quick as It's possible to manage) explanation ot what it's all about' might be in order.
Here we go...
For a start, each team has 11 men on the field at any one time.
During a game there Is an attacking team - called the offense' - and a defending team, the 'defense'(note that dreadful American spelling!) while the pitch is divided into two 50 yard halves. At each end of this pitch Is an additional ten yard area known as the end zone. The aim ol the
Vcsl Here's four jut strutting like • pcocock After ftcoritts i touchdown.
thinking you're going lor a running piay. say BIG GOAL LINE, then, choosing the team's passing audible instead when you’re at the line of scrimmage. Fools 'em (nearly) every time.
HOW TO HANDLE PLAYING OFFENSE
When you're playing in offensive mode and picked your play, your centre will snap the ball back to your quarterback. Your team must now move it towards the defense goal line. They have two ways in which to do this - the ball can be carried towards the goal line, known as a running play, or rt can be thrown forward to another player. This is known as a passing play. It you're on a fourth down - and too far away to attempt a field goal -remember to use your passing skills. Passing is the key to winning a game quickly, but can also be your downfall if
Wt turned HANDS, SHOTGUN and riOODSIGHT into an effective running pity- Hart oar tfin quarterback runs the length of the pitch for a touchdown.
There art a lot of ways to win in this game, but a simple lake hardly ever fails. Try the fake punt (as htrt) to really upset your opposition's defense I
To throw a successful pass, make sure you select your best receiver. Always be aware of the defense moving in on your receivers - don't allow an Interception.
your receivers aren't up to scratch.
11 you've got a team with good passmg skills you can go tor a fake punt -where your punter makes like he's going to kick, but at the last moment throws the ball to an open receiver or hands it to a fullback. Faking that you're going to try lor a field goal and then getting a guy to run
with the ball instead is also pretty useful if you need the points, but only use them as a last resort - they're nsky.
One thing passing always requires is concentration. Keep one eye on the receiver windows, making sure you select the appropriate guy (the receiver who is free or ahead of the defense is not always
the best option), Always watch the distance meters.
When you're in a running play, or your receiver is running with the ball for a touchdown, a defensive player may be close to tackling you. To avoid the tackle, run upwards at an angle (up left or up nght). As soon as the defense dives to
MIGA POWER GUIDE TO CAN FOOTBALL
otlense Is to score points by moving the ball across the defense s goal line and into the end zone - this is known as a touchdown, and earns the otfense slit points - white the other team's delense wilt try to stop them.
As you may have noticed from watching American football. It s a very slop start sort ol game. Each lime the ball is brought to rest on the pitch, the two teams line up against each other on either side of an Imaginary line -the line of scrimmage - drawn across the pitch through the point where the ball hit the ground. An offense team has initially four attempts to move the ball from the line ot scrimmage ten yards up Held. Each attempt Is known as a 'down', and will be called as the first down, second down, third down or fourth down. Success In moving the ball ten yards up field will win another series ol lour downs. Ultimately the aim is to score a touchdown.
Those are the basics, but, ot course, there's a lot more to ft than that. The game's structure has it that you've got four downs to move the ball at least 10 yards nearer the defense goal tine - it you manage this you get four more downs to give you a chance
to get even further and maybe score. It you don't (or if you actually manage to score a touchdown) play passes to the other team. That team then becomes the otlense, and they'll start to move the ball In the opposite direction. Play continues like this through four 15 minute quarters.
Let s describe a typical game to give you some idea ot how II all works In practice.
PLAYING A TYPICAL GAME
The game begins with the visiting team kicking the ball from their 35 yard line towards the players of the home team. The home team then catch the ball and run with It towards their opponents' end zone. At the same time the kicking team go lor the player who caught the ball and try to tackle him - when he's tackled or runs 'out of bounds'
(leaving the field) play stops. The referee will then mark the spot at which this Incident occurred - this is known as spotting the ball, and play resumes trom here.
The team that kicked the ball is the defense, and the team that caught II is the offense. It the kick Is caught in
W« iom - IlM Him of Krinuiugt, where I her dour lull wear thou helmcti for show!
the end zone, the home team can touch the ball on the ground rather than run towards the centre line. Known as a touch back, this action automatically sets the line of scrimmage on the 20 yard line.
A touchdown is also followed by a kick oft to restart the game. Practice hard at achieving an onside kick during kick otf - that is. kicking the ball a short distance in an attempt to
recover it on a tumble by the (hopefully hopeless) receiving team.
So now you're ready (or the big game. Compose yoursett. don't let anything distract your concentration -maybe even kit yourseil up in Dad's old crash helmet (with some cricket pads around your shoulders, an old sweat shirt over the top and some coal streaks on your lace, it you want to really get in the mood!) and let's play...
AMIGA POWER JULY 1992
If Uh defense I* close lo UKktlnj you, run ■putrdt H an an]!*. When on* of their joys dives lor roar kjs, ckanj* direction.
LEARNING TO MANAGE YOUR DEFENSE
As the defense team you will have two things in mind. First is to prevent the offense from gaming terntory. making first downs, and scoring touchdowns. Your second goal is to take possession of the Pall and become the offense yourself.
So how do you manage this Well, through turnovers. There are a tew ways to manage this. One. called a pass
H*viop problem* with jour offense TH*n tnr KANOS lor th* mi, SHOTGUN for your formation and POSTUF at th* piar-
tackle you, change your run to the opposite direction (example: if you're running up and leti for example, change to up and nght). For extra strength, hold down fire on the joystick
However, there'll be times when you're about to be tackled and there'll be nothing you can do aboul it. 11 this is the case, try spinning. This will only work, however, m a one-on-one situation - any
On « fourth down, with d«p«riliM looming try drhrin) the opposition deep Into their own territory with i punt.
more ot the other team about and you're likely to be cannon fodder.
On a fourth down - when you'll probably be quite desperate 10 get somewhere, as ifs unlikely you're going to get the ten yards to earn a new first down - the offense can choose to punt the bail towards the opponent's goal line. It you want to do this, the punter - instead of the quarterback - will receive the ball from ihe snap. He then kicks it into the defense's half as if you were actually starting the whoie thing with a kick off. The idea here is to dnve the opposition deep, deep (deep) into their own temiory. thus making it incredibly difficult for them to gam enough yardage to score when they eventually get their go at otlense.
To make it even tougher tor them, kick the ball as tar as you can to the left or nght - never straight - as they'll find il much harder to collect that way.
Last but not least, always (always1 Always!) keep your eye on the game dodc Timing that ail important devesplay can make or break a game.
If tow defense Is jeluj to jet thouJh and sack the quarterback, you must fare* a jap in th* offensive line.
interception, is where, quite literally, you intercept an otlense pass. The other is the fumble, where the offense accidentally drops the ball and one ot your guys gets to pick it up first - if Ihis happens he's considered to have taken possession of the ball and is tree to run il toward the opposing team's goal line.
Here's another neat up when playing detense: select a good strong formation, then manoeuvre a player from the centre zone to the line of scrimmage. Slip him into a gap between two men. which will (orce all your guys along a bit. The offensive team will then have to spread their guys out to compensate, but - having tewer in the line - there wilt be gaps between them, This ohen upsets the offensive line, giving you much more of a chance to get through them to sack the quarter back.
It may sound obvious, but whenever there're more than two ot your detenswe players near the ball, always use the opportunity to try and strip it away from the ottensive team it you're in defense playing agamsi the computer (it doesn't always work with human opponents!) and il chooses a running play, do not tackle the ball carrier. Instead run in front of him - he will try to go around you, so block hts change ot direction. He'll respond by running backwards away from you - keep Ihis up and you can push his yardage nght the way back.
When th* off*me drop or fumble the ball, defense can pkh it up, and lake possession of th* ball la a recovery.
And that's basically it. game tans. For an all time favourite offensive play try HANDS. SHOTGUN and POSTUP.
AMIGA POWER P
The John Madden programmer Gary Roberts has Issued this special challenge to all AMIGA POWER reading John Madden players. Can you score over 100 points against the computer, he asks, when the computer has control of Ihe All Madden team You're allowed lo play any learn yourself, but it's nol going to be easy - If you manage It you'll get to be what Gary describes as an ace player, and good enough to
oin Ihe elite team of Electronic Arts John Madden playlesters.'
And as an additional challenge he offers this tricky little number: take Atlanta to the Super Sunday game -and win! Manage this and Gary will eat his hat!
Thanks for both the general John Madden tips and the special AMIGA POWER Challenge must go to Gary Roberts and Simon Jeffrey at EA -grid Iron superstars both.
Qj GS$ GEI!IB <2361
Crunch, Creek. ("Soy, am I fled Joe eventually pave me that jockstrap back!')
HANDS Is a set. It will pul the best group ot receivers on the field, including two ot your best running backs
Th* result of a JOO* defense move. The •ten (In red) have burst throujh to spietter th* Hew York quarterback.
SHOTGUN is the formation It is basically a passing formation in which the quarterback receives the snap about live yards behind the line. The advantage here being that your quarterback is already in a
Don't tackle the ball carrier. Indeed, run In front of him, then block hit chenj* of direction lo push his yardap* back.
position to throw the ball - so he doesn't have to drop back atier the snap.
POSTUP is the play - ideal tor your taster players. The receiver will run downlield and then angle in towards the goal post. Providing that your quarterback doesn't throw a lame duck pass, and your receiver runs l<ke the wind, such a play will score. We've found that both this and a DEEPOUTS play are very effective.
Use th* sun* screen - you cen set exeetty what you’ve been doinp rijht end where your toctlcs have been jolnj svronp.
For an all time tavounte defensive play try 4-3 READ and WIDE ZONE 2. 4 -3 is your formation It is the standard lour down linemen wiih three linebackers. It ts the most effective tactic for short and medium zone pass coverage or basic defense against the run, READ Is the set and gives you balanced coverage. Wrth such a set your defense can react quickly to the pass or run. WIDE ZONE Is the play and refers to a particular area of the field which must be covered. •
MOONSTONE + ROBOCOD + OP ID VII ■+ .JIMMY 111 HITE + SPflCE CRUSADE + C O ME It GIRL POKER + ROME + MRD BOMBER
Stephen Brown of Warley has discovered not one, not two, but, er... two (oops) tips:
• When you enter Stonehenge, and you have to otter a magical item to Oanu, click on Strength (STR) tor an extra lite. Do this as often as you like.
• Select the monster which you find the easiest to kill. Leave something In the treasure chest in its lair (gold or a scroll, (or example) and keep on going back and attacking the monsters that appear. You'll get more experience points each hme.
Use these on your Constitution (CON) tor extra hit points.
Moonstone. It *0 bells down lo Just picking the (often animal you can find, then bashing its head in. (If only Dps lo all james were this simple I)
Never mind infinite lives, here's a game that seems to have infinite cheats, and they're still coming thick and fast.
James Watt ol Povensey reveals that, having typed In the LITTLE MERMAID cheat (as detailed in AP 12). you can type LITTLE M to bring up a level selector screen. Just type in a number between 1 and 50 and you'll be whisked directly lo the relevant section ol the game Jonathan Ashford of Windermere says that if you press W after extending Robocod's boefy he'll remain fixed at that height.
Here are some codes to type into the title screen:
SHOWCREDITS (plus Return) tor the end sequence and MISSHONEYBEE OEPUTYOFLOVE SNEAKPREV1EW
lor the various levels. Martin McGuire (who sent them in) has also discovered that typing HASTALAVISTA causes the game to ask lor disk 2 and try to toad
JIMMY WHITE'S WHIRLWIND SNOOKER
Paul Slater of Rotherham makes the following wild claim. After ail the reds have gone you can choose which colour is potted next by pressing:
2 tor yellow 3 for green 4 for brown 5 for blue 6 tor pink 7 for black
Jimmy While-. If you thought you couldn't have a snooker game cheat, you were wrong.
Apldye. If at first you cant do It, cheat!
something, but he's not quite sure what. Anyone got any clues
Oh. and Justin Jonas of Shenngham reckons that holding the Help and Del keys will slow the game down by. ooh. about 50 percent.
Rotxxod - half fish, half machine, all cute!
When you’re being attacked, press the escape key repeatedly, advises David Pilgrim ol Rochtord.
This will reduce your attacker's score, inflicting less damage on your soldiers
Space Crusade How to avoid Setting killed, the easy way.
COVER GIRL POKER
(Emotional Pictures/The Sales Curve)
For titillation beyond your wildest dreams (Not!) here's a weird one.
You see, raincoat wearing Waquas Naseem of Kilmarnock suggests typing DANCEOFTHESEVENVEILS' (wilhoul spaces). The scampi
Oh dear oh dear. Dearc dearie dear. Etc.
(AP Disk 12)
The tour level codes, reveals Simon Hawes of Wokingham, are as follows:
Level 10-Gemma Level 20 - Carrie Level 30 - Sam Level 40 - Rachel
Home. You saw it her* first, now get the cheat too!
(AP Disk 13)
Press F5 while on the title screen to jump straight to level 13. says Dennis Wachtel who lives m Holland.
It's mad and - yes! - rfs got bombs in ht (O Matt Blclby mi).
DESPERATELY SEEKING TIPS
It the size of our mailbag )$ anything to go by, we've got a very large mailbag. But it needs tilling up with tips, so get writing! C’mon - tips, maps, cheats and complete playing guides are what we're after, and the rewards are handsome. Namely, piles ot scintillating software lor the very best stulf we print each month. So, are you top ol the tips Find out by sending your outpourings to: Complete Control, AMIGA POWER. 30 Monmouth Street. Bath BA1 2BW.
AMIGA POWER JULY 1992
THE COMPLETE PLAYER'S GUIDE PART 2
Welcome to the second half of our giant player’s guide to Shadowlands. It’s not a complete solution as such - we don’t tell you exactly how to do everything - but with a bit of inventive play added it should see you through with energy to spare. Our very own Matthew Squires hosts, with help from the boys at Domark...
You’ll remember we left you at the end of level 5 last
month, hopefully with all your characters intact. Where better to start this second instalment, then, than with...
In this section of the game youH find there are a number of Keys and switches to be found which, when used, open doors elsewhere in the level. The simplified diagram betow should help make your quest a tittle easier:
the switch combination 2 - 4 - 3 -1 m quick succession to gam access to the room. Key G opens lock H.
Now collect key J. which opens lock K. You will need an empty chest 1 am 1. act like 6
Exit this level via teleporter T.
Switch A opens door B
Key C. which can be found in the chest.
opens door D.
Once you are through door D, throw a
Remember: as far as food, water, potions, equipment, or. indeed, any nasty creatures are concerned, the same general rules as detailed in last month's AMIGA POWER
THE EGYPTIAN LEVEL
Throw three corns at the fountain (or urn) at the end of the tong corridor (past the sarcophagi). Come back to the double doors near the entrance and press the secret switch near them. Now press the next secret switch in order to enter the Zodiac Room'.
In the diagram above, to get the key you'll need to place two men on each pressure pad in the following order:
1. CAPRICORN 4 AIRES
2. AQUARIUS 5. TAURUS
3. PISCES 6. GEMINI
Simply use the pressure pads in the same
order as in the Zodiac sequence.
Remember - your key collector can walk one step further each time a switch is activated withoul getting teleported.
Collect the key and go through the double doors To sotve the Sacrifice Puzzle', stand one figure holding no items at the end of the passage. Now have a second character throw a fireball at him. The fireball will explode inside the altar and the doors will open. Leave via this Exit, Now fireball mio the teleporter created by the secret switch with the sign Send an appropriate sacrifice'. But be careful - if you mistime the fireball, it will reappear behind you
Next, walk the characters carefully
LEVEL 7 THE MAZE
Again, we II set this out in the form of a map. The Maze - you'll probably imd it's one of the toughest parts o! the game, incidentally - would take you ages to find your way around otherwise.
Making your way around Level 7
In the above map. switch C opens wall Z. key A opens door Y, while Key B opens door X.
Lock W is opened by the key you'll find at the end of ihe Egyptian section of the game (level 8). You II need to come through this part of the maze later on. so don’t forget to collect She blooming thing once you get there.
Exit 2 will take you down into The Cave (level 12).
EXIT » <7
Here your four blokes arc, in the mate, and they're tost. That's why you need this here map, you see, to get out. (Ahem.)
So. what you have to do in this level first time round is simple: collect keys A and 8 open the wall with switch C and go through exit 1 to level 8.
Hurrah* You've now completed the maze, and - as the game is only 13 levels tong - it's all downhill from here.
FRF, Cgyptian style - <<nd Your juys through th* teleport in the middle there.
around the pits (the switches do nothing}, and push the secret switch in the alcove at the end of the passage (with snake and torch). Now enter the shop. Do not buy the third item Exit the passage.
When you reach the sign Read the heirogfyphics'. light all the decorated walls by walking around them. Eventually the keys you require w<il appear All four keys must be collected in order to open the next series of rooms.
At Send me your champion', operate the three switches and send your best fighter through the door. Leave all his items behind ('Travel light') and walk him over to the switch. He will teleport beyond the axe.
Now press the secret switch, enter the room and kill the mmotaur using the torch. Collect the chest, which contains two keys - one will let you out. Kill the other minotaur also using the torch. Put the two spare keys m the two locks by the steps. This will create a teleporter back m the Send me your champion' room Now reunite your characters via the teleporter and collect the chest in the secret room beyond the steps. Go down the steps into level 9.
Use the cheeseboard to copy the switch pattern Now lead your men in formation -you'll need to in order to operate the four switches simultaneously. Throw a lit torch down into the pits to open the next doors ( LightfaJis ), then extinguish both torches to open the next doors Throw a fireball into the rightmost teieponer to close the pit and open the wall, then go around to Fire Straight'. Throw a fireball straight over the pits - as it tetis you - and eventually two teleporters will appear. Go into them and warp over the pits.
In the diagram to the nght. read sign X. It will teleport you Try and read all the signs you encounter as they can move you around. Read them in the following sequence (the > sign indicates you are going to be teleported): X>Y>2>A>B
Here is another of those wonderful maps lo make your quest easier As far as switches are concerned in this level, your first task is to pull switch A. Then push secret switch B. which will open walls C and D. Open up and go Ihrough door D Stand in corner E This will open wails F andG,
Now, solve puzzle H SWITCH > TELEPORTER > FIREBALL This will open the doors at J. Go m and collect the chest, which contains key K. Use key K to open either locks L or M. To open locks P or Q collect either key R or S. Open the door. If you go via P you will need 2.5kg weight If. however, you go via Q. you witi need three gold coins, but no more. Kill the two anubises collect the keys and exit Into level 11.
LEVEL 1 1 THE GATEWAY
There ere steps down into the ground hidden in the woods here.
Use ail the Gateway keys you B have collected, going from room to room until you get to the final teleporter. Once there, collect the Woodland key and enter the teieponer. You will reappear in the Maze (level 7). Open the Woodland door, but beware of fireballs from the
minotaur. (You can trick him into launching a fireball when you're hiding behind a tree, which will cause the fireball explosion to ncochet back in his face.) Obviously you can use fireballs and spells ol your own too. Find the steps at the end ol the wood, which will take you down into the Cave, level 12.
LEVEL 12 THE CAVE
Go through this area in darkness to get to the teleporter at the end However, rt has to be said, the odds are against you down here, with countless fire-breathing ghouls and a herd of mmotaurs roaming about If you do succeed against the beasts, exit via the teleporter and reappear on level 13. Unfortunately this was where nearly all of our boys got picked off by the fire breathing ghouls, so only the warrior lived.
f •, A f
It's jtttisj tougher now - in fact, only two ol our juys have mad* It this tarl
And by this 1U3* (hurt's only on* jiry kftl How thtrt's just the final ttkport to jo.
LEVEL 13 x
Th® is rt. you've nearty completed the c
quest. There's just one last job left for you c and your men (That is, rt you've got any r left!) You've got to find the Overiord, a <
shady looking btoke in a cloak, and kill him. -* He's dead, eh Great, now collect hts ® key. use rt to get into the temple room. ®
and that's rt! You've done rt. It's a bit of an and-cltmax. you have to admit, but then by this point you've probably got so lew men B left, it s probably no bad ihmg anyway. •
Spit out those aspirins! Don’t let that game get on top of you! Why kick the bucket when you could be kicking ass Let Jonathan Davies show you how...
Games, eh One minute you're tripping along nicely, showing the bad guys what for and saving kingdoms left, right and centre, and the next you're completely thrown by some silly little problem that you can't for the life of you seem to crack. But rather than heave the whole lot out of the window and take up brass rubbing, why not write to me As one of the profession's most celebrated games gurus (not!), it’s my sincere hope that I’ll be able help you out, either by simply 'knowing' the answer, or by eliciting it from our notoriously knowledgeable readership.
FANTASY WORLD DIZZY
Q “Where's Ihe key lo the lift controller that takes you to the dragon with the egg How do you get over the spikes in the guarded hallway What do you do with the rusty oki p*ckaxe. the dump of leaves and the piece ol rope And are you supposed to do anything wrth the empty bottle alter dnnking the whisky ' w Stephen Prior, Spalding <n
o* A Crikey. Well. I think the key you want *" M is in the church Cover the spikes > with the rug The pickaxe is (or getting -1 through the rocks in the mine and the rope is for tackling the alligator. Oh. and forget about the leaves and the bottle. I should
n A "p,ease coukJ VotJ le!l mo the cheat ° V mode "
James Sampson. Weybridge
- A All nght. Type in your name as 5 M ‘SUMITA ’for infinite lives.
Qlve been stuck lor months. I’ve finished swimming and have bought
a bracelet from the man on the beach Now l can t do anything I ve fried walking Ihrough the hotel, and talking to Ihe receptionist amd cleaning lady"
Stephen MeCetferty, Vienna. Auslria
All s not really all that tricky Press the lift button and go up (o Ihe second floor. Then take the stairs to the third floor, turn right and go through the last door. THEN it gels difficult.
CRUISE FOR A CORPSE
Ql ve interviewed Tom, Suzanne.
Julio and Father Fab. I've got the key to the roll-top desk and the diamond necklace, the receipt, the thank-you note and the bishop's tetter, Now whaT>"
Sam Jones, Bovingdon
A Have you opened the necklace And have you checked out Suzanne’s cabin"’ Don't forget that it's a good idea to talk to everyone about everything. (Plus, there's the complete solution m APS.)
THE SECRET OF MONKEY ISLAND
Q "How do you beat the Swordmaster’'
M Hammond, Maidenhead
A You'll need plenty ol experience, so first gef Captain Smirk lo Iram you and then pick a few fights with any wandering pirates
Q'fve given the monkey three
bananas but he slid won't fotlow me." Mark Shipman, Leyton
AEr. the thing is. you see. you've got lo give him all five.
Even Spadacus knew when he was beat, so I’ll hang up my poncho and leave you to cast your eye over the following list of stranded readers, tf you think you can help, please write in.
"Tm in Ihe part of EYE OF THE BEHOLDER after you’ve collected the four wind horns and blown them in front of the wind coming from (he entrance of the temple The plague reads ‘Faith « the key’ and there are four levers in a square room, each of which opens a door.
I can t work out Ihe correct combination." Rob
Q ‘I can t get past World 1 Level 4 of LEANDER. When I gef into the cave, 1 can gel the silver bow but I can t gel out" D McCrory, Sleaford
Qin MAGICLAND DIZZY, how do you kill the rat down the wen, how do you get the sword out of (he rock, how do you wake Dozy, where do you find Daisy and Grandizzy and how do you gel the jewel Irom behind the beast "
Mattie Whittle. Dunmore East. Eire
Q*On INDIANA JONES AND THE LAST CRUSADE, we keep getting killed at the start of the first trial. Are we
supposed to kneel, and it so, how "
Dave and Deb, Barrow-in-Furness
Q "And I’m stuck in the tunnels under the library. There's a door in front ol me and a row of skulls on a bench before me. I've discovered that if I push the skulls down live times the door will open slightly, but then closes again."
K McKay, Tamworth
Q'How do you get past your reflection at the end of Level 12 in PRINCE OF PERSIA "
Jonathan Inns, Wirral
•How do you get out of ihe museum in THE SIMPSONS"’ After you've jumped over Ihe flower pots and spikes there's something on the floor, but I don't know what lo do next.'
Craig Lowe, Beccles
Q‘How do you build a colony on
another plane! in MILLENNIUM 2.2
I know SIOS ships are something to do with <1. but I can't build one because the moon doesn't contain copper. The instructions are brief to say the least'"
MA Knoblett. Bedford
Q'l can t find the the trader on either world in ELVIRA THE ARCADE GAME. Please pul me out ol my misery." David Rowelt. Paignton
Q‘ln POLICE QUEST III, I've found the cocaine in the locker and told the captain, and gol to the Bain's house, but can't work out what to do next."
James Mllner-Walker. Petersfield
And that's as much as we’ve got room for. Remember the address - The Last Resort. AMIGA POWER, 30 Monmouth Street. Bath BA1 2BWQ.
Upgrade your Amiga from 512K to 1Mb of memory for just £25.00
SPECIAL EXCLUSIVE OFFER:
If you submit your computer to ourselves for repair, enclosing this advert along with just an additional £25, we will supply and fit a 512K i memory expansion at no extra cost. r~—-
m AMIGA REPAIRS
JUST £44.95 inc.
Over 10 years experience with Commodore computers 20 qualified technician engineers at your disposal
We will undertake to repair vour Amiga 500 computer lor just £44.95 including parts, labour. VAT and post & packing
Some computers can he repaired within 24 horn s of booking in.
Prices include lull service check, overhaul, soak-test and replacement of power supply unit if necessary
Repairs to keyboard and disk drive also included (£25 extra if these units are unrepairable and require complete replacements)
All repairs covered by a 90 day warranty
How to take advantage of this except tonal offer: simply send or hand deltvvr your tnaehine to the workshop address detailed right, enclosing payment and this advert, and ice wilt do the rest. Hmpttrtanl. please include a daytime telephone number and /atdl description. I II you require 24 hour courier to your door, please add £5 else vour computer will be sent track by contract /tarcetpost.
WTS ELECTRONICS LTD
STUDIO MASTER HOUSE CHAl I END LANE LUTON. BEDS, I.U4 8EZ Telephone (0582) 491949 - (4 lines)
WTS ickiw I he ri rhi to iduv maitunrs ilui m our ttptmtm ate umfviud with. t<» an ctk-m hn<mJ
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A [PK1DQJH © ©@[L©(1D®
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• Part Simpson • Paint 111 - with animation • Workbench 2 •
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AMIGA POWER JULY 1992
Just lor two pages, forget about the Amiga tor a second and think about a lew other things you realty should be doing this summer It's true, there ve been a lot ol great games released this summer, with more to come, but you can't sit indoors with your computer an the time Why not. instead, go out and do some ol the things covered on these pages’ Remember, though, these are only our ideas, we re sure you can come up with lots ol better ones yourself Just have yoursetl some ton. that's the main thing
There's little excuse tor this really. It's really got nothing to do with Amigas. But - hey!
- it’s summer. It’s too hot to work in the office.
It's too hot to play Amiga games.
So we all went - ‘ to the beach instead, and
In summer the only sports worth mentioning are watersporls.
Make yoursetl a promise - this year you'll try a watersport you've never done before (even tf It’s only learning to swim). You won t regret it...
INVEST IN A
You don’t really want to be playing games on your Amiga when it’s sunny outside.
No. you want to be out there yoursetl - but il you can keep playing games, well, so much the better With that in mind, we recommend you get your hands on the nee best thing to your Amiga - a handheld There are three ol these nitty IrtOe portable video game consoles to chose from - Nintendo Game Boy. Sega Game Gear and Atari Lynx - at prices Irom £70 to £t00. and games (rom £20 They all have their Ians - many ol us here prefer the Game Boy tor it's smalt sue, but this is our Amanda, and she's a dyed-in-the-wool Game Gear Ian It's nicer to hold and it s n colour.' she says We don't care it you agree with her or not, but she's having ton here, and that's what counts
BEST OF THE SUMMER COIN-OPS!
There's only way to play video games when it's hot, and that's down the arcade. With that in mind, we sent Stuart Campbell oft to check out the best of the summer coin-ops...
GO TO THE FAIR!
Do you really need us to tell you how much fun going to the fair can be
No. ol course you don’t - and giant permanent sights like Blackpool Pleasure Beach or Alton Towers are even betler than travelling fairs. Get a few pals together and make a day of ii - we did this ride is on the end of the pier at Weston Super Marc) and it was truly excellent...
WWeeeet (I think I'm foias to b« Hit) (Net while you're fitting not to me you re not!) Pen the lick best (tic.)
Veeow! Ijthcr the hydraulics in fill] Slsrbljde cabinet an
Here we are among the coin-ops. Thtngs are getting bigger, brighter. Ilashier. taster, but when you really take a look at what's been happening with pay-as-you-play video games, as has been too oflen the case ever the last tew years, the answer's nothing new
But thai doesn't mean there's not some top ontortamment to be had though, because many ol the games that are being rehashed and brought up-to-date at the moment ust happen to be some ol the alltime classics, and at the top ol the heap for us has to be Midway's Total Carnage The sequel to Smash TV (which was in itself, of course, the sequel to the magnilicenl Robolron 208*1. Total Carnage is a game so astoundingfy bloodthirsty and violent that it manages the not-ufiimpressive task of making its predecessor look like a quiet night out with your grandmother
Utterly over-the-lop genocide is the order ol the day here, with the mam distinction between this and Smash TV being the fact that Total Carnage scrolls around Meres-style, rather than being restricted to single screws at a time. This is also, as far as I can remember, the first arcade game ever to include level codes to save you Irom having to play the same areas over and over again - a highly commendable innovation Secret rooms.
sub-games, bonuses. liberal spashes ol humour and all sorts ol clever stuff abound, making this a game which bears more repeated playing than you mighi imagine, as long as you can sland the allout assault on your senses.
Another seminal Williams com-op to get the '90s treatment is DelenOer. The new version ol that one - again produced by Midway - is known as Stnkelorce, and it takes the basic defend-the-humanoids gameplay and really goes to town with it, slapping m all the power-ups. hombie aliens and dramatic backdrops you could wish lor and turning what was already a frenetic and hideously challenging game into something truly awesome Worth a lew plays, for sure
A bit too much lor you Well, how about something with a shghtly more leisurely pace Star Wars, tor example9 Step right this way. sir
You see, Namco's Starbiade plays m almost exactly the same way as the old vector-graphics movie game, with the machine Hying you around and you merely moving your gunsight to blast squadrons ol enemy spacecraft Acluaiiy, thinking about it. under alt the Dash that really only makes it an Operation Wolf derivative, but don't worry about that - this is a game you really ought to see. Coming in a cockpitshaped cabinet with a huge curved
screen, Starbtado boasts just about the most impressive com-op graphics we've ever seen - enormous 3D filled vectors depicting alien cities, huge canyons, deep Space sectors bristling with gigantic enemy cruisers and lots, lots more. The soundtrack is neat too, with crystal-clear speech telling you what to attack now and what's coming up next - listen to it. it's not lust window-dressing To be honest, the gameplay's a little on the simplistic side after a bit. but it you don't get a rush out of (tvs one you must be dead.
And that's about it, realty, as tar as video com-op kicks go. If you're completely tragically sad. you can always throw your money down the slots of The Uncanny X-Men (the latest identicai-to-all-the-other-ones-smce- Teenage-Mutant-Nm)a-Turtles tour-player beat-'em-up from Konarm) or the stitt-amazmgiy.popular Streettighter 2 (now in a special Hampton Edition', whatever that means), but it you’d rather NOT see the arcade game industry nosedive into another live-year decline of rewriting the same two games over and over again (one tedious beat-'em-up and one doll scrolling shoot-'em-up with big monsters), then don't chuck any money into those machines. It's simple
AND IF YOU'RE
...you might just be lucky enough to find an arcade that features this little beauty.
ft you think Speedball II is fast and furious In two player mode just try your hand at air hockey - the simplest yet the best indoor two player action game around. Every arcade should have one. (indeed, we'd probably go ao tar as to argue that every home should too...)
Oooeal! Meti ckwni his hud <i Alt Decker
And that’s it - a pretty fair
representation of how we're planning to spend (and, indeed, have been spending) our summer. Remember, it's not hot all year round, so make the most of it.
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• BOOT SELECTOR
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-adkSUPER POWERFUL TRAINER MODE -
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• SAVE PICTURES ANO MUSIC TO DISK
Flies arc saved
[ctures and sound samples can be saved to disk nby In IFF format suitable ter use with alt the major graphic and usjc po.qkpges. Samples are displayed as screon waveform. ■Rn telTSC MOOES SELECTABLE •
\ m'i ljM-‘tui,(gta£movinq ugly borders when using NTSC ioflivaft.'. (Wbrki, only with newer Agnus chips).
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SET map •
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™ Action Replay III now has screen colour preferences with menu setup. Customise your screens to suit your taste. Very simple to use.
a IMPROVED PRINTER SUPPORT •
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• disk monitor
" Invaluable disk monitor • displays disk information in easy to understand format. Full modify/save options-
MORE FEATURES INCLUDING 80 COLUMN DISPLAY AND 2 WAY SCROLLING...
,• Full M68000 Assembler/Disassembler • Full screen editor • Load Save block
• Write String to memory • Jump to specific address • Show Ram as text
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• Calculator • Help command • Full search feature • Unique Custom Chip Editor allows you to see and modify all chip registers • even write only registers! • Notepad
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• Show memory as HEX, ASCII, Assembler, Decimal • Copper Assemble Disassemble - now with suffix names
REMEMBER AT ALL TIMES YOU ARE INTERROGATING THE PROGRAM IN IT’S 'FROZEN' STATE WITH ALL MEMORY AND REGISTERS INTACT . INVALUABLE FOR DEBUGGING OR JUST THE INQUISITIVE!
WARNING 19S8 COPYRIGHT ACT WARNINQ
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Of oopfny* rnotonof Th» ftoowc ot of Via Product ere dpMpned to reproduce orVy *utTi m PuBk DomopmNp.
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PLUS A MACHINE CODE FREEZER MONITOR WITH EVEN MORE
AMIGA POWER JULY 1992
I’D KNOWN THEN.
JEFF MINTER. eh Legendary programmer, fierce supporter of the shareware concept, and outspoken software individualist, he's produced more Williams coin-op influenced blasters than any sane man ought to, brought sheep and similar 'nice, big, furry, good-natured beasts' to the Amiga in more acceptable ways than Peter Molyneux could dream of. and come up with some of the most bizarre game control systems of all time. We thought it was high time this software legend spoke to AMIGA POWER about what he’s been doing all these years...
This wasn't actually a game but a light synthesiser, so I'm not sure it it should be in here or not (Oh, go on then - Ed ) I didn't actually do the Amiga version o( it mysetl - it was a guy called Andy Fowler, and I think he did an okay job. The reason I didn't do it myself was mainly because I ust didn't have the time. That's all there is to say realty, but at least it proves t don't just write shoot-’em-ups!
This one's my ultimate homage to Williams - and Eugene Jarvis, the creator of Defender and Robotron. m particular. I haven't met him, but apparently a copy of Ua matron got sent out to Williams in the Slates and they've been playing it I don't know it Eugene Jarvis saw a copy, but I'd love it it he coufd give some of his opinions on my game.
That's an there is to say about this one ready I ust wanted to take the idea of Robotron and do something with it Why Hamas7 Well, I've been into them for years now. They're such nice, b g. furry, good natured beasis. with mce big laces Don t you like them
Like nearly all my recent stuff, this one was developed on the ST first, but oddly enough it was the game's publishers. Arc, (Atari's own software label - Ed I who gol me to write an Amiga version A bit of irony there
As fans of old coin ops will know, the game is loosely based on William's Simstar machine Actually, it'd be more accurate to say it was mduenceo' Dy the arcade machine, because there's nothing aboul it that's exactly the same. What I wanted to do was a multidirectionally scrolling game with a mouse control - me son of control the game needed couldn't really be done using a normal joystick. If you remember Smistar. it had a special greater-tban-eight-way-moving joystick, and the mouse was really the nearest I could get to it
When people comptam about the controls on some of my games, I think it's often because they're just too lazy to learn somerhmg new They're used lo simply moving the joystick leti and right and it can be hard to persuade people to give something else a proper try With me it's the opposite - many of my favourite games are ones that force me to master something new
The Amiga version of Super Gndrunner is essentially the same as the ST one. but with a few modifications so people d-dn't think I'd been completely lazy and just ported it across The play area's a bit bigger -1 thought I p better use the bottom 56 fines of the Amiga screen - and I d-d the sprites with the blitter. I always feel ready guilty if t don't think I'm giving good value for money, which is why bothered wilh the modifications The only thing the game doesn't have which it really should is sampled sound, but ai the lime I didn't have a program whiten to do that.
01 course, Super Gndrunner is based on the original Vic 20 and C64 game from 1962. which was intended to be like a harder version of the even earlier Centipede. I wanted to get nd ot all the cuteness and just make it tough, but at the same time t was keen to try out an unusual control method. One thing this did was make it possible to have things tike the detachable nose cone which you couldn't do It you were using a joystick normally - Ihere jusl aren't enough controls.
Something that isn't in Super Gndrunner but which t now pul in all my games, and would like to have had In this one. is an assist' mode. That's when the computer takes ovet as an intelligent second player - as in Llamatron and Revenge - which gives it a tunny sort ot hall demoTiaH game quality. It al ows you to get into what can be quite intimidating looking games by holding your hand, it you Hke - then, once your confidence is up, you can just swrtch it off
Just about everybody was playing Llamatron last year, and I think the idea has rubbed off on a few people too - certainly The Bitmap Brothers are talking about having something which sounds very similar In The Chaos Engine, which I'm very happy about
REVENGE OF THE MUTANT CAMELS
ll was about the end o! 83 when I did the original version, and the new 16-bits ones were done more or less as a response to popular pressure People tend to write to me asking when there'll be a 16-bit version of tins or that game, and Mutant Camels was one ol the ones they asked for most. People also seem to like Sheep In Space a lot too, so it's possible I might update that one at some point.
With the new Mutant Camels it took me about three months to do the ST version and another month on top ot that to get the Amiga one as I want it The biggest difference was with the Amiga scrolling -otherwise it's much the same game
You might see a few more shoot-’em-ups from me! Thai's not to say they won't all be quite different from each other though - as I said, I like games which have an unusual control system which takes a bit of time to learn I think you get more fun out of the game that way, and it's certainty more satisfying to realty master <t I may also bnng a few more of my most popular old games to the Amiga as shareware.
As far as commercial stuff is concerned. I'm doing a new sort of Super Llamatron job for another big computer company - I guess they're the enemy as far as you're concerned. (I think he means he's doing something lor Arc to appear on the ST - Ed. I It's a great game actually - you control lour guns around the edge of the screen and you use them to shoot at a puck in the middle to make it move about The puck kills things as it hits them The problem with me doing what I call commercial games for 'real' software houses is that I fee! guilty ai the idea of charging more money than I think one of my game’s is realty worth, and as I think nearly all commencal games are really over-priced, tnat causes problems The other thing is that I hate games that feel like they ve been designed by committee, and that tends to happen all too often -1 like to see an individual behind them. People like Andrew Braybrook Geoff Crammond, Tony Crowther, Archer Maclean - they're all top guys, and produce the sort of games I like to play. And I also like Eugene Jarvis games, but you might have guessed that by now
Again done for Arc. and it's not too hard to see where the influence tor the game came from' What was nice about rt was it allowed me to do decent versions o! Defender and Stargaze two of my favourite games, for the Amiga.
That sard though, because this was developed for the ST first there are a few things about the Amiga version which are less than ideal. The minimalist graphic styfe is mere because the first thing a Defender game has to be is fast and smooth, and the ST couldn't cope with moving much more around the screen and remaining so - tor the Amiga version we coufd probably have put some more complicated graphics in The other thing I d do to this one now is make it a Pit easrer - as <t stands it's too hard for many people to see the later levels Actually, having said that about the graphics. 1 think these are pretty good - the space ships are small, sure, but they've got a lot of detail on them. They're certainty better than the sort of thing I can do - if you're domg a serious commercial release these days you realty need a good artist, though t can still get away with my stuff on the shareware games l wouldn't mmd working with some of the Psygnosis graphic artists, or the guy who did Protect X. (For Team f 7-Ed) l realty liked the subtle parallax shading on that one.
North A South
Outrun Kurop* (NOT*)
1745 17 45 17 45 17 45 17 45 17 45 23 95 31*5 20*5
Police Oueet 9 !Mb) Pool* of Darkness Populous 2 (lMb
2 Hot 2 Handle (Comp-
A «C« The Creator
Acuoo Peck (Comp) Advanced Fruit Machine
Air Sea Supremacy (Comp)
20 95 23 95
17 45 1745 696
ArUno»d □ Revenge oCDoh
Battle Cheea Q (NOT •), ....
Better Miihs (12-10:-
Birds Of Prey (IMbi
Bluet Brothers (NOT •)
Bubfc* BobUe (NOT* l .
CepftTMn Cofloct>n i
Chert A tuck VolY(tocnp)
Chase HQ H
Dehue Paint (V
Rlvu« \ (llrtbi INOT+I
Eye Ot The Bebctter ( 3 Mb)
Eye Of The Beholder D (IMbi
F 16 Strike Eagle 0(1 Mb) (NOT*) F U Combat FikH
F 19 Sleehh Fighter
F 29 Retaliates (NOT*)
FeceOff fce Hockey (NOT*)
Fast Food (NOT*)
Final Fight (NOT •) Fine Of Fury f NOT*)
FootbeS Director 2 (NOT*)
Fun School 4 (Over 7»t. Fun School 4 (Under S'!)
Gateway To The Savage Frontier
Htriegmn Heed Over Keels
HoOptood CoOcooo (Cocrpj (NOT*
Home Alone (NOT*)
Hunt For Rx*1 October
Jock Ntdklaus Uhl God flUbi
Jaguar XJ720i! Mm
Kind Weeds 2
Kings Ouse* V (JUb)
Knights Of Tbs Sky (1 Mb)
Lurt Km;* (E
Lemming* Levels (Stand Alone) Life And Death
17 45 17 45
LMUe Pufl (NOT •) Lombard RAC Rally
Lotus Esprit Tui5» Challenge
M1 Tank Platoon _
Mavis Beacon Teaches Typing (NOT*)
20 95 20 95
M<gatrawX ( Mb;
MiaofiroM Goll 11 Mb)
Msdwuiiec 0 (1Mb)
Moon walker (NOT*)
Fopuknj* World Editor
Power Park (Cotnpl (NOT•)
Power Up (Comp)
Prefect X UMbi
K Type 0 (NOT*)
RBI Baseball 2 (NUT*I
Rainbow CoOctwn SOT • I
Samurai (Wav of the Waxrkor)
Secret Of Monkey Island (1Mb NOT*)
Secret or Monkey l*Und 2 (1 M3»
Secret Or Tim SCrei fced«-i
SlwvV .w Of The Hrut
i r .....
Soccer Manager Multi Player
Spec* 1889 '
Space Guest 4 (IMP
Sport* D*nt (Comp)
Switchblade 0 "
Tie* Manager !Mb)
Tin Tin On Tip Moon
Total NOT *1
Ultima VI (iMbl DF
Virtual World* Corap}
Wl y Beamish
Wondertahd 11 Mbi
World Claas Lender board
World Claas Rugby
(with keys and dividers)
JO Siimpack ..0 94
40 capacity .£4.95
50 capacity £5 60
80 capacity £6 30
100 capacity £6.80
120 capacity .... £8.75
150 Deluxe stackable ..,£21.95
Python 1 (QS130F) .C9.2S
Maverick 1 (QS128F) .....£13.75
125* ..£9 00
The Bug ..£13.50
Star Probe .....£13.50
Competition Pro 5000 -black.. £13.75
Specdking A/F ..£11 00
Navigator A/F ...£13 75
Topstar (SV127) ....£21,50
Supercharger (SV123) £9.00
Sting-Ray A/F .£12 50
Megastar A/F (SV133) ....£22 00
Cartoon Classics Pack ..£359 95
Philips CM8833II monitor ..£246,75
Deluxe Work Centre £46.95
Cumana Disk Drive ..£57,95
5Mb Upgrade + clock .. £29.95
6Mb Upgrade .. £26.95
1Mb Upgrade (500+) ..£56.95
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Mouse House ..£2.95
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a games achine...
If your interest in the Amiga goes beyond playing games, you ought to take a look at the latest issue of the world's top-selling Amiga magazine.
Get the low-down on the death of the A500 and read the full review of the new Amiga 600.
Find out what happened when we took the A570 CD-ROM drive for a test drive.
Discover how a cheap sampler or scanner could be your way in to the Amiga's amazing world of graphics and music. Explore the complete CanDO! program, worth El00, and see how it can help you become a multimedia master
And while you're there, if you still haven t had your fill of games you can read the full review of Monkey Island 2, see if you agree with our top ten of the classic games of all time and discover some amazing facts about football
AMIGA FORMAT ISSUE 36 - IT’S WAITING FOR YOU AT THE NEWSAGENT NOW!
AMIGA POWER JULY 1992
Games-wise, this has been a most spectacular month so far, and it’s not over yet. Join us for the also-rans...
Publisher: Simulmondo Price: £25.99 Authors: Gaetano Dalboni. Mario Savoia and others
Release: Out now
One glance al the raltier nice 1930s-style box artwork will tell you that this is anything but your standard rolling road driving game Despite using the basics ot a game style that's seen service m everything from Out Run lo Loros 2to this month's Jaguar XJ220. it's not an arcade game, not really. Instead, it would seem to be aimed at the more (ahem) mature individual who en oys magazines tike Classic & Sportscar and probably keeps a
Publisher: Play Byte Price: £25.99 Authors: Thomas Klinger & Bjorn Roy (programming). Rudolf Stember (music) Release: July
Dumber than dumb isn t necessarily such a bad thing -take Ugh', lor example. The concept's incredibly simple, and not a little old fashioned -it's the sort ot game which probably could've been conceived over a good strong cup of tea. then knocked out using AMOS in a week or two -and yet tt's got a certain something.
Look, can I just get straight to Ihe point I love games which have simultaneous two-player options. I'd much rather play a computer game with, or against, someone else than sit around with only the Amiga lor company. And while Ugh! makes Asteroids look like a NASA mission simulation In terms ol complexity. It’s got cute appeal, play-and-learn controls (there's plenty of inertia and gravity here - Ihe things which made the coin-op Joust such a masterpiece), and a simultaneous two-player mode going tor H.
The cute appeal mainly comes from a Fllntstones-esque prehistoric man scenario, based around that age-old profession - Ihe taxi service. Added problems with Hoods and various unfriendly
Taxi work, prcMWoric-•tyl*. At our hero 111*1 •round, the water level be, tat. lo rtie In lb* world of Iffftf Tfc* mall thin, bobbin, around in Ihe water li actually a poor patwn,cr who', accidentally bee. knocked overt
dinosaur types complicate things a tad - to the point where It all reaches Pythonesque proportions of silliness. In fact - but the basic game is very simple indeed.
So how exactly does It work Well, each player (it ts possible to play solo, bul that’s not really what it’s all about) controls a little crate with a rotor blade mounted on top. The mission is simple - cavemen (end cave-babes and cave-OAPS, come to that) will walk out one of a number of on-screen caves, hail a taxi (you) with a speech bubble, and tell you a destination. The player must then swoop down and land (taking care to miss the passenger!) nearby, he or she'll then climb aboard, and It’s off to the required cave. Each cave has a handy little number posted on a sign outside, so there's no guesswork about where anyone wants lo go. Complete several taxi runs, and It's onto a more complicated screen.
That's not quite It though. While all this taxi palaver Is going on there's a grub meter slowly but surely decreasing dI the bottom ol the screen. If this gets to zero It's a life lost, but the problem Is easily remedied by picking up a rock, dropping it onto e palm tree, and collecting Ihe fruit il then desposils. (Logical, huh ) Later screens olter more complex cave layouts, the
Introduction of various dinosaurs (the breathing ot some is enough to buffet your crate!) and the added danger ol a rising water level. (It Is possible to lly the taxis underwater, but, being light, they pop to the surface very quickly).
This stuff Is all just so much fancy dressing, however - the root ol Ihe game lies In Ihe inertia-overload control system, es il does in games like Thrust, Asteroids et at. Gravity constantly conspires against the airborne taxis, any over compensation with the joystick easily sending your Iragile crale hurtling into a nearby rock. It’s this that makes Ihe game.
Good tun then, but H you susjiect it of being rather slight, well, you're right. There's just not enough variation from level to level to keep the interest up tor any great length ot lime, and I doubt the-lly-sround-coHecling-passengers concept is really the sort of thing classic games are made ot. Fun, then, but a little loo lightweight (or the price.
• MARK RAMSHAW
THE BOTTOM LINE
A laugh and a half, Ugh! offers excellent (one or) Iwo-player tun, tor a while at least. Not Ihe sort ol thing you'll still be playing nexl year, though.
Ul >u.. .VI
Old car loven wilt be in their clement, but for the ran of lit Mi tie Might just item.
I low. Hilled, end very, very forerjn.
wire-wheeled MGB in the garage tor summer weekend use only. The people who buy this won't care that it's tar slower lhan nearly any comparable driving game (which it Is) or that It lacks such niceties as varied road traffic, great scenery variation and so on (which is does), but will worry instead aboul its historical authenticity, sense ol atmosphere and technical accuracy. So let's take a look at those areas, shall we
Erm. this is gong to be pretty tncky, actually. Despite the tact that l do quite like my old cars, l can't m all honesty tell you whether an Alfa Romeo RL Super Sport ever really existed or not. and certainly not whether it was any fasler than an OM 665 'Superba' 2000' Equally. I don I know it drivers like 'Tazro Nuvolari' were really around either, which puts me in a bit ot a quantify. Let's usi assume that it's al! true - <n which case the game scores heavily (or historical accuracy -and move onlo Ihe rest ol it. shall we
Unfortunately lhat means mentioning a lew of the game's problems, and if has some Nof. lei me hasten to add. that I'm gomg to have a go at Mi He Miglia (or its lack ol speed thrills (the manual states that the sensation you ft experience will not be ol pure speed alone', and it’s not wrong) -I think it's fine to have a slow sort ol driving game, as long as you substitute the lack of speed with something else. And Ihis. as tar as l can tell, is something it doesn't do - as it >s. you get the feeling that the game's alright, but very hard to get excited aboul. There are also problems with its logtc Let me explain:
The real Miile Miglia, you see, was a 1000 mile road race, taking place in stages around Italy (Mille Miglia means 1000 miles ), so the game is split into stages (some are Italian country roads, some snow-covered mountain paths and so on) with a nice digitised picture ot the correct Italian aty to reward you as you pull Into it. Before you sel oil you're given a choice ot spare items to lake with you. and these are apparently all-important -there was no back up to speak ol in the Mille Migl'a. no pd crews to change tyres, and il you couldn'1 repair whatever damage you might do to the car yourself, chances are you were oul ol the race.
This being the case, the game punctuates the driving action at annoyingly regular intervals wrlh a Trouble Screen', which tells you whai's gone wrong with ihe car and how much time you've lost fixing it It's a reasonable idea in theory, but once l started playing it soon became incredibly annoying Every 40 seconds or so the race would ireeze. the game would
toad ihe message thai I'd jammed ihe wtieel and lhal it'd lake around 15 minutes to to. then put me pack into the action where I'd left oft - all lor no apparent reason at all. Dnve oft the road, through a house and two trees then back onto the road again and sometimes the game wouldn t mind at all - but pootle along perfectly salely >n the middle of the road for a while and. uh oh. it s buckled wheel time again
Um, so what's the conclusion Well, it you tike fast driving games, don I apply.
II you like adult race strategy type things tread wanly -1 don't fully trust the stats and logic in rt If, however, you're an Amiga owning 30$ car Ian with a very tow frustration threshold, this could be the game lor you Yes. both of you • MATT BIELBY
THE BOTTOM LINE
Slow, old fashioned driving game dressed up In historical authenticity. Great for fans of slow old cars, ol dubious worth lor the rest of us.
Publisher: Impressions Price: £29.99 Author: David Lester & co Release: Out now
Oiicottry. if vog'rt into old uiiin) ihipi Tool) be into this. For (tic reft of ut, however. Iff herd to keep the Intcrcil up.
What is it with all these maritime, exploration' games. I wondered as l unloided yet another battered-looking chart ol the high seas, and why do 1 have to review them a8 Then I remembered: this year s the 500th anniversary of Columbus’s discovery ol Amenca. and everybody hates me.
So. what better way to celebrate the discovery of ihe New World than by er. discovering the New World (Or one ol live ailernatrve worlds Ihoughifulty provided (or when the first one gets loo overrun with hamburger restaurants and rap artists > This is done by sending ships out into the unknown and waiting for them to encounter land Their crows Ihen disembark and start building settlements. Ol course, you re not atone out there -four other powers are vying for the same goal, and conflicts (both sea and land-based) are inevitable.
This could all have been horribly boring, but (Surprisingly) it isn't The graphics are a b*g help. While noi exactly breathtaking, they're extensively animated and 1 particularly liked the ship sailing
With a name like that he just has to be a star, doesn’t he
Publisher: Loriciel Price: £25.99 Authors: Digital Concept Release: Out now
Jim Power, eh Sounds like some kind of new super-hero, doesn't it, or maybe a superefficient games reviewer. You know, the type who could possibly host Ihe tips pages (move over Jonathan), or maybe the letters... (Now wail a minute - Ed.) Then again. It would be just my luck it he turned out only to be a lousy old game hero instead—
And that's exactly what ho turns out to be - though less of the lousy, surprisingly enough. While it's true that Loriciel haven't always fared too well in these pages of late (who could forget the so-so Baby Jo, the average Builderland, the frankly hopeless Stove McQueen and Ihe rest), Jim Power looks lo be a bit of a turning point. While by no means a classic. It is one of Ihose games lhal proves more or less impossible to dislike, and one that bodes well lor Ihe future -especially when Ihe future would seem to contain products as exciting as Entity (see the speical preview in our new Things To Come section Ihls month).
But back to Jim Power. The gist of the game is to go from left to rfghl (the screen scrolling right lo left, you know Ihe drill) through a series ol platform sections, shoot-em-up sections, and end-of-level guardian sections (each successive one with an Increased amount ol shooting in It), killing everything in sight. Looking rather like Turrlcan, but playing more like Rolling Thunder, it puts Ihe player in charge of a cool little dude with a baseball cap and meaty looking gun. who (for the shoof- em-up sections) can don a rocket pack and take to the skies. He's also got a limited number of smart bombs - which Is just as well, because there're 250 screens ol game
rim Power. wlutu ,uy, eli Kind of armour-free Tunic**, but with * better name!
to battle through.
The first thing which you notice about Jim Power is how everything ' moves so wonderfully smoothly. In a multi-layer parallax kind ol way. Each level comes complete with thoughtfully designed level layouts and traps, giant end-ol-level guardians to send a shiver up the old spine, and a generally professional teel. It s not. however, a perfect game, and here are some reasons why:
1) The control method takes tar too long to learn. It's almost impossible to move and shoot at the same time, and lor the first 10 minutes I found myselt losing llle after life because of it. (Midjump control is also pretty minimal, but tor some reason, it doesn't irritate too much.) A tew hundred (Ives into the game you may find the control becomes a close, Intimate Irlend, but it'll take some getting used to~
2) It's dull (at best) soniealty. True.
IT'S A PLATFORMER JIM, BUT NOT AS WE KNOW IT
Oik of til* Mil thinji about Um Power it the wWf ft combine! icrolling platform level! with lboot-’cm-up knit and "X ol ltvtl suardlani.
we tee Jim utln, hit power In level one. In addition to variout knlghtt, there're alto tfccie doji to be faced, and tcvcral thoutand tpikei. Shootint at that bclmcl-like object injins in the air wit! field tome extra energy and points.
things aren't entirely unpleasant (the spot FX and samples work better than ihe music), but we re pretty much in McDonald's territory (ie they're no great shakes) here.
3) Okay, the visuals. Apart from the pretly crappy first level, the major drag with Jim Power Is the iffy colour palette used to such average effect.
It s a shame, when you've got ail those nicely drawn graphics and smooth parallax scrolling, that the foreground colours took like the monitor's just been kicked in the RGBs. The problem is worsened by the tael that the sprites are also composed of the same blend of black, green, white and red. (It's a colour scheme Jim, but not as we know H.„)
Still, good game design more than makes up for these lapses ot presentation. This is one game that definitely has thal ‘just one more go' factor, largely due to the tact that every life lost is entirely down to playing Incompetence - there’s no ‘unlalr death syndrome' on view here.
Jim Power, then, is one of those toasted marshmallow sod ot experiences, it's kind ot sweet, rather tasty and mildly addictive, and while It won't change the stale of your tastebuds forever, you'll have a pleasant warm feeling Inside for a good while afterwards.
• MARK RAMSHAW
THE BOTTOM LINE
No ground breaker, but a smooth and silky (it slightly gaudy) platform shoot-em-up etlort - what it lacks in originality It more than makes up for In evidence ot sheer T 1 ' elf on and good design. III ” Not at all bad. I U =
AMIGA POWER JULY 1992
TOUCHDOWN + WINTER SUPERSPORTS 92 + EUROPEAN FOOTBALL CHAMP
Over the horizon' effect The other maior plus is that the game plays itself until you intervene, so it's not constantly hanging around waiting for trivial input from you (This is the same approach Dreadnoughts used last month, and the only sensible way to go about things if you ask me.)
The problem is the user interface isn't up to much The cursor moves around all jerkify, and the menu system teels disjointed and cumbersome And while the icons are quite pretty, I had to look them all up m the manual to work out what they did (thus defeating their object). It's quite a nice manual, though with plenty ot background into on our man Columbus.
So what's the verdict then- Well, while Discovery ceriamiy isn't up there with Powermcnger or Mega to Mania. compared to the sort ot thing I usually have to pul up with it s a breath of fresh air. A sea breeze’.
• JONATHAN DAVIES
THE BOTTOM LINE
Quite a lew numbers knocking around, but It's playable enough to compensate. Just the job if you're planning some sort ol Amiga-based Columbus anniversary celebration.
Publisher: Strike Force Design
Price: £14.99 Author: In house Release: Out now
loutMoonr. Mkc looking graphic!, but the undtrtyins management iluft is flirty weak. A shame - for Neil W, anyway.
What's this1 Another (mail order onlyi oi american football coaching sim ” swaggering onto the Amiga gridiron1 Last > month's readers will remember my review J of the essentially identical American Football Coach, a game that lumbied the ball n its attempt to reproduce the ups and downs of the NFL. This month's offering is c a sticker, more professional package ~ (complete with sampled speech and * digitised action stills), and - as there's a surety only room lor one amencan football management game in this country - looks
< likely to eclipse the earlier oftenng totally
® Or not1
S Unfortunately things aren't quite so
< cut and dried. In some ways this package offers more, in others less To be concise
O(for some strange reason the rest ot the AP team have yet to be convinced ot american footballs page worthiness -
Philistines' - so I'll have to be bnel), Touchdown otters very little hands-on. real-time decision making. Your playbooks are severely limited (T4 offensive and 10 defensive plays), so the emphasis is strongly placed on pre- and post-game analysis and backroom coaching.
The chance ot each play's success is calculated with ruthless statistical efficiency, based on a play s default likelihood of success (large gam plays are obviously riskier than short rushes i and then tailored (before the snap) by the following criteria: your opponent team's choice of play the skill of the players in your team that will be directly involved in the play (you get marks out of a hundred here - yes!) and (correspondingly), the skills of your opponent s relevant opposite numbers.
So, deciding which plays lo base your offensive and defensive strategies on is best done before kick otf. Tram up your players as best you can compare your team's strengihs and weaknesses with the scouting report Irom your opponent's camp and see which plays place your strongest jocks against their weediest It's as easy as that. Obviously you'll have to break up the plays throughout the game, but you'll already know which ones you're going to rely on
The results of all this planning and tactical play calling is displayed immediately (it a receiver catches a ball or a running play is successful then the gam in yardage pleasingly clicks up, pmbaii style) with the aid of pretty but ultimately superficial (atter your first game you II ignore them) digitised stills. Every now and then a sampled voice shouts Touchdown1', but then it's heads down for the next play,
That's not quite all though Between matches there are other coaching decisions to be made 100 - including scouting for new team talent As seasons come and go. players grow okf and college rookies come up for grabs You can painstakingly tweak and tailor (or completely replace1! your team as you see fit by introducing this new blood, though an easier way to victory is simply lo elect to coach one ol the better NFL teams to start otf with (This is a neat way the game gets around the problem of difficulty lunmg. actually. The potential for different difficulties of game is sort of built in.)
So is the game any good1 Well, yes - it is in a Inconsequential kind of way. There's nothing here lo get really excited about, but because the presentation is so slick, it's both easy and fun to play What it isn't is the definitive american lootbail coaching sim - looks like we re still wailing for that, and (sad lo say) I thmk 111 be a fairly long wail too • NEIL WEST
THE BOTTOM LINE
Slick presentation keeps up the pace of a technically sound, if uninspired, coaching sim. All the basic features you expect are here, but gridiron fans deserve more hands- J A on action and a tittle more ••
to excite the imagination, "f U E
Publisher: Flair Price: £25 99 Author: Chris Robson & Peter Johnson (coding), Kevin Preston & Paul Drummond (visuals), Phillip Nixon (visuals & music) Release: Out now
The bale jumping skater's movements are believable, but It's all very easy to play.
This is a collection ot simulated sporting events set in a chilly dime and very much
in the mould ot the Epyx Games senes, if any ol you remember that. There s Downhill Skiing, Bale Jumping. Bobsled. Giant Slalom. Speed Skating. Pro Ski Challenge and Sk-Ooo Racing to try your hand at. but it you think that makes eight different events in lolal (and f can see how you would) you'd be wrong. In tact there are only four
How so1 Well, the Bale Jumping and Speed Skating differ only because the former has a single row of hay bales to lump on its circular course, while the Bobsled and Luge are pretty much one and Ihe same too. save tor the modes ot transport used to hurtle down the runs There s more that these four events share too - they re ail buitl as polygon block constructions And it's to good eliecl too. though it must be sax) that in each case the racmg adion isn t racy enough
As for the remaining events, these are presenied m a more traditional manner - that's to say. spnles and bitmap backdrops are used. That doesn't make the games any more individual, however The three skiing events - reminiscent of the one seen in Epyx's Winter Games in many ways - are bascatiy variations on the same thing, a selection ot different courses where the player must dodge Hags, leaving the Skidoo as the lone individual ol the bunch, a real drop oul
In a packed field of quality football
Publisher: Domark Price: £24.99 Author: Teque Release: Out now
Ol the seven different looty games clamouring for your support this summer, Domark's Euro Football Champ is the chirpy, rather silly Gazza ot the burtch. A comedy referee, diving headers, back heels and over-the-head bicycle kicks give a good indication ot the game's roots - a high-speed, ever-so-slghtly tongue In cheek Talto coin-op. Domark haven't released a comedy single to accompany their entrance Into Ihe Amiga's very own summer soccer play-oifs (yet), but with the standard and number ol computerised
Converted from ihe *re«dc*, the Amlge playi lurpriting like Ihe original.
contestants at an all-time high, they might just find they need one to gel noticed.
A quick glance at the screenshots will tell you the game's layout: a horizontal-scroller with big sprites. Thanks to Kick Oft, most people reckon a vertically scrolling pitch Is Ihe most reliable way to present a good tooty game these days, but there's no proof a horizontal one can't work, and Domark are determined to prove the point.
One of their tactics Is to make sure they include all three gameplay options of the coin-op: two players can play head to head (the best way to do II - taking on a buddy at any game Is always good for a laugh), on the same side (a complicated affair in which all intentions of cooperative teamwork get thrown out in pursuit of individual goalmouth heroics), or, more simply, one guy can take on the Amiga.
Whichever mode you play, the action is at least (airly last and furious. The coin-op version featured some pretty heavy-duty graphic scaling as the game camera' zoomed in and out ol the action, highlighting special moments like tree kicks and
games, you’ve got to be a
from itie Super Spnnt Supercars school of racing, with its ovcry-which way scrolling track, it ever I saw one.
As <s often the case with these things, playing wintry events on your tod is not much fun, so it's nice to see that a maximum of six players can take part in a competition, with up to two of Ihem onscreen simultaneously. (In the absence of a chum, the computer controls the second player and seems to take great delight in thrashing your pants oil - a bore, if ever there was one)
That's all there is to say really. The music's quite jolly and actually manages to come across as Tele-aural', white the use ot sound is adequate, it a little inappropriate at times. The presentation's no big deal either, but it's better than nothing - preceding each event there's some big scrolly transparent lettenng that moves across a snowscape fthat's not bad) and a digitised animated sequence, usually involving a camera - though I can't help feeling the designers and programmers should have spent the etlort providing more interactive playability instead. As 1 said, the multi-player element is Wmtor Supersports 92 S saving grace Otherwise, there's nothing much worth broadcasting
Still, it you do decide to pursue Winter Supersports 92. here's a tip to
improve the atmosphere take the lump ot polystyrene used to fill out the packaging break it up into little pieces and voila’ Your own snow .
• GARY PENN
THE BOTTOM LINE
A high price to pay for what bolls down to four different events. Norte of them are particularly involving or compelling, but there’s fun to be had when more than one player Is Involved.
Publisher: Domark Price: £24.99 Authors: Paul & Oliver Co I Iyer
Release: Out now
'If you like football, you'll love this," promises the back of the box. Okay, well let's say tor the sake ot argument that I've been a fanatical Bnstoi Rovers supporter tor as long as I can remember, and was only prevented from pursuing a career in
ffvc bale jumping tiuttr's movements ere be lie vAble, but It's ell very cesy to play.
the sport by an unfortunate skateboarding accident at the age ol seven I still can't see what I'm supposed to be getting excited about. For me. the joy of football has always been found out there on the field, not m the huge quantities of statistics that are generated as a by-product.
All the same, I have (son of enjoyed football management games in the past, and it's inevitable that, whatever l write in this review, a certain percentage ot the population will consider this to be the answer to all their dreams. It's certainly got more options, more leagues, move lists of numbers and more evidence of a concerted effort to 'get it right' than any management game I've pteyed in ages
It's unfortunate, then, that Domark have committed the fundamental error ol overlooking the only reason most people ever bother loading up these things at all:
there aren't any match highlights' What are they playing at7 What's a football management game it it hasn't got little stick people running around scoring the same goal over and over again The only real concessions to the 20th Century we have here are those two digitised footballers you might be able to make out in the background. Make no mistake -we're looking at something marginally more attractive than the announcement boards at Victona station.
Not only that, there's a ridiculous amount ot disk accessing and goneral hanging around to be endured too, dunng which you're lucky <o be placated by a tiny "Please wait' message in the comer of the screen You're often left wondering whether the computer has perhaps found something more interesting to do
You can writs me all the tellers ol complaint you like, bui this is by far the most tedious game I've played this year.
• JONATHAN DAVIES
THE BOTTOM LINE
All the ingredients of a classic footy management game, and In many ways that s exacly what It is. That said, it bored me to tears all the same.
bit special to stand out. But is this
kick-ofls. As was the case with Pitllghter, the Amiga's interpretation of these graphical gymnastics leaves a lot to be desired, but at least It tries. It can't help but be an odd sensation, however, when the couple of hugely overgrown sprites who take the kick ofl suddenly lurch Into the middle distance as the camera' retreats to normal game mode, while the illusion ol reality is further shaken by the generally jerky and over exaggerated animation ot the players.
Ah, yes. The players. Each guy
has two controllable moves at his disposal - while he's gol the ball, a player (Indicated by a big sign over his head) can tap the fire button once to strike the ball along the ground, or twice to hoist it up and under - there's no after touch, so the ball will inevitably end up about ten yards away In Ihe direction you were facing when you hoofed It. Similarly, the same one or two tap trick is used when you haven't got possession - a single tap executes a bona tide legal attempt to tackle, while two of them sends you
Into Vinnle Jones mode, punching or kicking at your opponent. This illegal sturt can get you sent ort, but as the comedy rel actually spends most of the time rolling around on the ground (he's lal and falls over a lot - It's really hysterical for the first three seconds) there's a good chance you could get away with It. (That said. I still managed lo gel live ol my men sent ort In my very first match...)
II you think this all adds up to a simple, but possibly quite lun, sort of game then you're probably right. This is simple, and stays that way. There are trick shots, but they're executed automatically (your player jusl happens lo be at the right place in relation to the ball at the right time), while lancy sturt like the zooming in and out ot close-up serves no useful purpose, a comic referee can't remain funny forever, and there's very tittle scope for developing an Individual style of play. Add to this the tact that there's no fancy shol targeting, no leagues, no skill levels, no substitutions, no extra time, no set-piece construction, no goalkeeping duties to perform (except chosing to dive left or right il facing a penally), no player analysis and no sign of any championship to win, and you get a game that goes on but never seems to get anywhere. (It hardly seems sporting at this point lo mention that
two ol the nine teams you get to chose between - Brazil and Argentina -weren't pari of Europe last lime I looked.)
Here’s Ihc weird part, however. Having said all that, Euro Football Champ still Isn’t a gameplay disaster. In two-plByer mode it can be a lot of fun and Domark have managed to make player-switching and passing almost instinctive - you only lend lo nolice ihese features if they're bad, and I can't say I've spent any time worrying about them at all. The real problem is that there are so many better titles around at the moment. Everyone goes on about Sensible Soccer, but my personal advice Is to check out Striker - now there’s a footy game that really kicks.
• NEIL WEST
THE BOTTOM LINE
A no-frills (though slightly off-beat) bog standard looty game that's up against some pretty classy opposition. Forget the coin-op -there was tittle chance of recreating the fancy graphics here - so instead Domark have concentrated on keeping what gameplay there is up to scratch. A nice try, then - let's face it - unlikely to win the cup.
AMIGA POWER JULY 1992
AMIGA POWER JULY 1993
TOYOTA CEL ICR GT RALLY + THE D I TNI fl P BROTHERS UOLUME I + RRINBOL1I ISLANUS
If you’ve ever complained about the price of games - and we think that’s probably most of you - take a look at these instead. Nearly everything ends up at under £10 sooner or later, including some rather fab stuff like this...
TOYOTA CELICA GT RALLY
Publisher: GBH Price: £7.99 Release: Out now
They say 'You shouldn't judge a book by its cover.' But then again, they also carnally allege that "You never get a second chance to make a first impression" I must admit to never being quite sure who to believe, but alter playing
Intcresting throush.the-window- view iddt rc.lrtm to Tayou, but in the rcctnt ‘Cor Wan' dm game's been rather left behind.
Toyota Celtca GT Rally, I Ihmk I'll use Head and Shoulders for life. (Eh Ed )
I mean, take the title Toyota Cebca GT Ratty. It hardly has the same 'ooomph
as something like Hard Dnvm or OulRun. does if Which is uncanny, because Toyota Cetica GT Rally is a kind of cross between those two games, and as such has little ol the aforementioned ooomph' in the gameplay department either.
To get a proper idea of what I mean, either a) look at the screenshot, or b) Imagine the in-car view and kind ol 3D elfect ol Hard Dnvm' (with optional gears and all that pavtova). then add the jerky spntes which increase in size as they come towards you ol an OufRun-style game. Gremlin may be undisputed masters of the driving game at the moment, but this dates tram the period when they were ust starting to get their act together, and as such may disappoint
THE BITMAP BROTHERS VOLUME 1
Publisher: Renegade Price: £25.99 Release: Out now
It’s been a long lay-off tor
Renegade, as they retreated to lick their wounds after the less-than-ecstatic critical reaction to Magic Pockets (in AMIGA POWER and one or two other ol the less sheep-like magazines, at any rate), not that it's put them off - even as they prepare tor a busy summer with The Chaos Engine. Sensible Soccer and Fire And Ice. they're planning to mop up a tew more paying customers with a couple ol compilations ot back-catalogue Bitmap Brothers games.
First up, and covering almost the entire published lifespan ot the ever-expanding programming learn, The Bitmap Brothers Volume I features vertically-scrolling shoot-'em-up Xenon, Knight Lore-style arcade adventure Cadaver, and totally violent luture sport $ !m Speedbatl 2 in what's it nothing else a varied collection.
It's a varied collodion in more ways then one, though. The quality ot the games here swings wildly Irom the
Spctdbott t- Srt-Stntiblt Setter, the b«l bnetafir Amt), jam. ever. Fabuloui
sublime (Speedbatl 2\ to the ridiculous (Xenon), with the quite good' Cadaver somewhere In the middle. Speedbatl 2 has been Number Three in our Ail-Time Top 100 lor two years running, and comes perilously close to juslitying the price ot this compilation by itsell. (II you couldn't buy it Irom numerous discount audits lor about seven quid these days, It'd do Just that.) In our very first Issue we called it a subtle blend ol extreme violence and really extreme violence', but that's only hall the secret ol what makes this such a great game. The other hall
Cadaver Not th« bkf hit many Bitmap Xenon Greet tooking at tht time (cart*
jaain Hava been, bat rewarding Hurt It), but really very 10 *0 with hindsight
comes Irom the Instinctive control and the potential depth (ie It's there it you want to explore it, but you can zap straight through just tor quick thrills It you like), but mostly from the plain and simple enormous playability. And just as a bonus, the graphics and sound are excellent too.
Cadaver Is an extremely pretty game, but an over-complicated control system and some heavy disk accessing drags it down a bit. Still, there's a lot ol file in II, a fact indicated by the number ol letters we sltll gel lor The Last Resort about li. and It's pretty rewarding stuff It you stick at It. Not bad at all, and il you look at It os art eighl-and-a-bit-quid budget title, it's a fair enough deal.
Xenon, unfortunately lor a compilation with only three games in il, is the traditional turkey. Inexplicably popular on first release (it was prettier than other shoot-'em-ups at the lime, but not really any better to play), this now comas across as a dull, tediously difficult, unexciting-looking and unptoasant-lo-control blaster that you'll stick with lor about as Jong as It look you to read this review. I’m bored with Xenon now. Can we just pretend il didn't happen or something
• STUART CAMPBELL
THE BOTTOM LINE
Mixed bag, fair value il you don't have Speedbatl 2 or Cadaver, but the price-to-number-ol-games ratio is tar too high considering the age ol the contents.
Think about it carelully.
those buyers hoping lor a C7.99 version ol the great Lotus il
The other pomt ol comparison is. ot course. Test Drive, which featured a similar combination ol 3D and sprites, though in Test Drive you weren't driving a Toyota, you weren't racing around a load ot tracks, and the computer didn't shriek ■Left'. 'Right'. 'Hard left' and ‘Hard right' every time you needed to turn left, right and so on Test Drive also didn't give you the choice to enler (he world rally championship, nor dd it including different weather conditions, both ol which weigh things heavily in Toyolas favour.
In short, this is still the best rally game, il only because there aren't many others, and Ians are bound to be quite keen on it Me'5 i thought the graphics a bit nail, the car handled badly and. all in all. 1 found it a rather boring and unmoving experience But then, what did you expecl from a game that claims to have been written by Fungus the Bogeyman
THE BOTTOM LINE
An average sort ol driving game which, all things considered, is a little loo boring lor comfort. Pi ; Rally fans only hve this and I £ Lombard to choose Irom . U I *
Publisher The Hit Squad Price £7.99 Release Out now
What un you sey about The Sett Amiga Game Ot All Time li t colourful It'S cute Or how about jutt ‘Buy it1
You know when you get up in the middle ol the mght. go downstairs to the kiichen. and make yoursefl a huge snack loops. I just typed snake' there, bit ol a Freudian slip, t think) with toads ol cheese and pasta and chocolate and toast and stuff, then when you get up in the morning you
find a load of oddly-coloured sticky mess ail over the table and tomato ketchup m the sugar bowl and you can't remember tor a minute how it ail got there Well. Rainbow Islands is a bit like that (Er. what7 - Ed.)
You go tor a quick game, you play away quite happily tor 10 minutes or so, and you get up only to tmd that it's 45 years later and you re married with three children (Er .-Ed.) Its a bit like being sent to jail for life after murdering someone, only more tun. (Nurse! - Ed.) It you imagine fife as being like a movie. Rainbow Islands is the bit m JFK where they show the Zapruder film of Kennedy's assassination over and over again, plus the bit in Misery where Kathy Bates smashes James Caan's ankles with a hammer, plus the bit in 1904 where Richard O'Brien r.ps out John Hurt s tooth with his bare hands, plus the bit in RoboCop where RoboCop looks straight into the camera and says 'Stay out of trouble', plus the tut in Star Trek II where Spock dies iragically of radiation poisoning, plus the bit m The Shining where Jack Nicholson hacks through the door with the axe. plus the whole of An American Werewolf In London, plus the bit in Airplane where the tower says 'They're on instruments up there', all rolled into one. Finishing Rainbow Islands is like scoring the winning goal in a cup final, only more exclusive.
Rainbow islands is the game keyboards were bu>u for (only the truly sad play it with loysticks), and the only game that makes Super NES owners wish they had an Amiga it's beyond criticism. It's the game that separates the true lover of video-game entertainment as a concept, and a part of a complete and fulfilling fife, from the pathetic no-hope trainspotter loser too terminally screwed-up and repressed to enjoy anything with primary colours in it. If you don't like tbs game. I hope you die horribly ot something painful before your breathing pollutes the air of the planet for another single second. Your sort makes me sick.
• STUART CAMPBELL
THE BOTTOM LINE
If this game was a tree, it’d be a 250-toot Canadian Giant Redwood. Which, ft you haven't got it yet. is exactly what you deserve to be hit around the head with. Don't be an idiot all your file, go out and buy this now!
Publisher GBH Gold Price: £9.99 Release: Out now
Anyone not sick of football yet Well, tor the four of you. here's a budget re-release of the predecessor to our afd favourite Ipre-Sensible Soccer, that is} Amiga footy game. Manchester United Europe
Publisher: Silmarils (Daze Marketing) Price: £19.99 Release: Out Now
Here we have a curious collection of wares from maison de software Silmarils. Fantasypak comprises the French publisher's three finest hours to dale, namely Boston Bomb Club, Colorado and Crystals Ot Arborea.
Boston Bomb Club's the best ol the bunch. This one's a peculiar puzzler which reminds me ol Rainbow Arls' Logical, only BSChas a otde world flavour and scantily-clad, top-heavy dolly birds. And bombs, ot course. The Idea Is to guide these explosive devices, deposited from a dispenser, around tables of grooved tiles to the target areas.
The tables are presented as oddty-titled levels ( Baby's War ) and feature gates lo open and close, rotating grooves, dissolving tiles, trampolines, and the occasional bonus point tile to collect. Each table Is also home to some strange characters hanging around the edges. One old boy fiddles with the tiles, while another blocks your vision of the bombs' route wtth a newspaper. On a later level, a baby crawls across the table and causes havoc. It's all a little odd, but there are enough playable benefits on otter to make the Boston Bomb Club well worth joining.
The olde worlde theme continues with Colorado, in which you play a strapping western trapper. I'm not going lo bother relating Colorado's dreary storyline or even the tiresome task in hand, but suffice it to say, the arcade adventure action has a beat-em-up bent and is slow-paced, vacuous and boring.
And stupid. Should you stray too far from the path and fall to Ihe water
loffOA Bomb Club: only out at lull prke a tew momht back, and excellent fun.
below, you die Instantly. This is all very well In the Real World, but does little for playability. The best bits In Colorado are a) the Indians blowing up when you hit, stab, shoot or hack them to death (!), and b) shooting the rapids and using your oar to bash other canoeists against the rocks (strangely, you can hit obstacles without tear ot death). Other th8n that, though, the game's largely fun-free. Colorado Col-BORE-ado more like.
The third and final part ot the pack is a Role Playing Adventure of sons called Crystals Ot Arborea. In II you play Jarel, Iasi prince of blah blah etcetera and so on, and your quest Is to find the four cryslals of Arborea and put them back from where they came. Or something.
Crystal! Of Arbor**- dole iniptcilon nveeb it to be * dote relative of tlhar4.
Colorado: the French (till love Westerns tonj after everyone else sol bored...
With a team ol six characterless chaps by your side (you get a choice ol Magician, Ranger and Warrior) you explore an Island by means of two displays: a bland map and a (much more Impressive) JareTs-eye-vlew. There's no smooth or fluid movement (a la. say, a driving simulation) here -Just a step by step update which Is actually quite believable.
During your travels you meet characters to fight and can sometimes acquire items of Interest by correctly answering trivia questions. Sadly, there's little sonic support (a few bird noises at best) and Interesting events are lew and tar between (the lighting takes place on a silly little grid-work screen). Crystals Ot Arborea Crystals Ot Ar-BORE-a more like. And that's yer lot. Not a great collection.
• GARY PENN
THE BOTTOM LINE
Wall, it's not my IdeB of a fantasy pack', that's tor sure, but having said that, 20 quid doesn t seem too extortionate a price to pay lor a little cracker and two pieces ot pap.
Manchester United: completely left behind In Ihe wike of a lillion jreat football Same*. Still, at least it's cheap...
Manchester United is a game in much the same styfe. mostly arcade-orientated sideways-on action, w>th a tittle bit of management simulation thrown in just to make it interesting. Be the team, be the manager, be both at the same time, or switch around and join in at will - this is a game where you only have lo play the tuts you like So far so good, bul are there actually any bis you wHl like
The conclusive answer to fhal Is Wen, sort of. ish As an arcade football game Manchester United is a bit of a
disaster - no flow at ail. incomprehensible kicking system bnlliani goalies that give you a better-than -even chance ol getting a no-score draw even if you don't touch the joystick - but it's a reasonably tolerable, if far from comprehensive, management game. Having to pick your entire team individually before every game is a pain >n the backside, as is the pointtessly confusing icon system - I ve never understood whaf was wrong with words myself - bul this way the game >s at feast a bit entertaining, as long as you don't mind only seeing a goal once in every ihree games Not really to quid s worth of entertaining, mind you. but you pays your money and you takes your choice, t guess. • STUART CAMPBELL
THE BOTTOM LINE
Pretty hopeless football game, better as a management sfm but still not much cop. Five bonus marks for having Jim Leighton In It, though.
Publisher: Tronix Price: £7.99 Release: Out now
Vln from out ot nowhere this hoi been voted Official Toilet Humour Computer Gome Ol The Britiih Olympic Team - Not!
As Virgin s retreshingly iruthlul advertising campaign vaguely hinted at the time of first release ("You'll never play a bigger load of crap in your life"), it may be assumed fhat those programming people al Probe werem really in the business ot creating an earth -shaking ly historic
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
STEG THE SLUG + II It TIJ It H + MRDSHOllI TU + DOGS OE lUHR + BHTTL ESHIPS
Anvga product here. I mean, how do you convert everybody's favourite lav-mag onto the small screen According to Probe, It’S by doing away wrth such frivolities as gameplay and concentrating on the graphics, humour and (slightly muted) bad language instead
A wise move one may think, bul unfortunately there are a few flaws In the plan Firstly, the graphics, All your favourite cha/aciers are bowel shattenngly accurate to the comic, but once you've seen them all on your first go. the interest level flags a bt
As tor the game: this comes at you m three stages Firstly, pick a character out ot Johnny Fartpants, Buster Gonad and Biffa Bacon Then enter an all-out joystick waggling mce-graphiced but phew-this-hurts-your-band sub-game in order to build up your tokens Then start the race against 1he other two characters, avoiding hazards (else you tall and lose time) and using tokens to dear your path or avoid tncky situations, each character boasting a special feature - it you know the comic you can probably guess who does what Then you have to keep this up for live levels for you die and start again). Unbelievably shallow, then, with trustrating and boring gameplay. not helped by long disk accesses it <s, however, endearingly crap and very true to its source
So what's Ihe mark Well, at tins point I'm going to tread in territory only dreamt ol by other reviewers and (gasp! swoon') out-Stuart Campbell Stuart Campbell, who originally gave this 58 percent (at lull pncei on the grounds that <1 was quite tunny to play. Funny, maybe, but surely you'd be belter oft buying a whole load ot the comics instead
• RICH PELLEY
THE BOTTOM LINE
Hooray! lor the graphics! Hurrah! lor the jokes! Bul Boo! Hiss! lor the crappy gameplay. Only worth It for novelty value, even here on budget.
STEG THE SLUG
Publisher: Code Masters Price: £/ Release: Out now
Atier a casual llmg atler one loo many drinks at last year's office do, Steg The Slug now has to spent his days catching food lo teed the hungry mouths ol a
Cult, and decidedly un-iiuj-llkt, He* looks oil set lo become Code Masters' non bi] same star, hist you watch him...
number of newly acquired offspring, and here's where you come in. You are separated from Tyungunz (as Ihey re known here - try saying i1 out loud) by an vertically inter-connecling series ot passageways and rooms. Maggots appear with you at the start ot each level and by blowing and trapping them m bubbles you can send them floating up towards your nest ot T yungunz at the end
The bubbles are likely to pop on spikes but via various methods, introducing ihe puzzle element ol the game, hopefully when they do. they'll pop so the maggots land nearer their goal than where they started, putting ihem in an ideal spot to be re-bubbled and then redirected upwards
If it all sounds a little out ol the
ordinary (in lad. Mastertronic's 8-bit One Man And His Droid is the only near comparison I can come up with), this is perhaps why l like <1 so much The overall originality (not to mention the neat password system) explains Step's hook -you want to get onto ihe next level it only to see what it tooks like. The Codies' usual budgety cartoony graphics fit in well -though these are a lot better than most -whilst once again they've implemented enough features (Steg can climb walls, and gam leet and jetpacks hom bonuses) to keep the interest level high throughout This is just frustratmgly addictive enough (expect to run out ot time or bubble energy jus) at the last minute) to keep you coming back lime alter time
All m all then, a great Codies game -very simple underneath, but nicely presented, packed with little surprises, and with a lovely triendly teel. For good clean fun ihough. you can't go wrong - and expect to see Steg again very soon • RICH PELLEY
THE BOTTOM LINE
Obvious budget material, but great stuff all the same. Top fun for hermaphrodite lovers everywhere.
GET IT HERE FOR £2.99!
J _ .
Artur a - the dulktl type ol pUtfonacr. And Wt already bee* ea a m*j caver.
An ex-covergame from a certain rival magazine that is best left unmentioned (ZERO, of course), I don't think it would be too unfair to label Arfura as, well, a bit of a steaming great pile of an arcade adventure really. Once again Ihe problem is speed; your character trundles along at an appallingly slow pace which, as it always does, soon puts any game where all you have lo do is to walk around a large map shooting things in its place.
Come to think ol it, how many of these walky roondy meppy shooty games have ever been any good on the Amiga Very, very tew of them I'd say - personally I always seem to think that they seem much more at home and are lar more successful on the 8-bit machines. If you agree wHh me on this one, you'll leave Ariura well, well alone.
DOGS OF WAR
Mad rtt in mad amd If l yor TVl in k- And If! nothin* Ilk* Smash JVwhattomr.
II there's one person I wouldn't like to meet down a dark alleyway in the middle of Ihe night, It's the author ol Modshow TV. You see, he's mad - at least if his game Madshow TV is anything to go by. Load up the game and you're introduced to the 'Mad Show' by a talking plant followed closely by Mlguello the Midget. You, and up to five equally mad pals, are then Iransported into the gameshow, where you can take part in four separate (and far too strange to explain here) sub-games, the only physically playable part of whal you're paying for. None of them are worth more than a couple of plays, but Ihe remaining prasenlalion is just so weird and wonderful that it might just be worth the cash to see It for yourselves. 57 Percent
Rich Pelley on the latest Prism bargs.
Ikari Warriors yets cloned la Do$ s Ot War. Doji of IOM more like.
After ploughing my way through 11 of these Prism games recently, It seems to me that most have very little going lor them, especially considering what's available on PD lor much Ihe same price. Most ol Ihem originally came out when Ihe Amiga was new and programmers inexperienced, so they tended lo be crude versions ol games that were really belter suited to the lesser machines anyway.
Dogs ol War Is a classic example ol this. It is a straight Ikari Warriors vertical shool-'em-up, but with the quality of every factor from graphics lo sprite handling reduced by around halt. It ends up only fractionally as enjoyable as Ikari, a game which here in 1992 seems chronically dated anyway. So see what I mean
iMkfMpn wfcafi there to uyl (Incept that they're totally crap.)
Hmmm, well, It s Battleships, innit Three quid might seem quite a good buy for an Amiga gBme, but surely it's a little expensive (or a pad ol paper and a pencil - which, (ace il, is all you need for a decent game ot Battleships, should you ever feel inclined lo snuggle down Into it. Obviously not the most promising licence ever (my mad Grandpa claims he invented il), but (original publishers) Elite tried to make it vaguely entertaining by adding digitised speech and actual gun lire.
Of course, this didn't help at all -the actual gameplay is no more interesting than the original paper version, although games are far quicker as here you take multiple shots at a lime. On the Amiga it's a non-starter Ihough. and no where near as good as the electronic board game version either. Avoid.
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C1 Commodore AMIGA
I STANDALONE MODEL I
MICROBES + GHLRHIRNS + URRGON TILES + RSTEROIOS BE LII HE
Welcome, once again, to the wonderful world of Public Domain, Shareware and Licenceware - basically, games playing on the cheap. Your host, as ever, is The Man In The Know, Mr Stuart Campbell, and this month he’s got some truly excellent offerings to rave about...
Mterobtf. nice looking but soooo cast
Several people mentioned this one to me this month before I saw it. so I was fairly looking lorward to wnal sounded like a lively and zap-crazed Tempest derivative. But yet again, in what s becoming a horribly familiar scenario ll know Can't you think of a different way to start a PD game review lor a change - Ed ). shattered dreams were the order of the day. It all starts promisingly, and for the tirsl tew minutes you think Yeah, corking stuff I' as you whizz around the nm of a circle blazing away heroically at the pulsating horde of tiny amoeba-like baddies throbbing their way out at you Sadly, an hour and a hall later when you're on level 53 with an your lives sull intact and Ihe difficulty level not
significantly higher than it was at the start, you begm to have doubts. I ended up playing this one-handed while conducting a telephone conversation and not even watching the screen and I still couldn't gel killed. It's all lushly presenied and professionally done, but this is strictly lor Ihose ol you who lind Fun School 4 (the 47-year-olds version) loo taxing.
VERDICT: Very nicely done, but an unutterably dull game beneath the attractive facade. For the terminally untalented only. *
X X U: til til 1 II It
II II X X X X
II ■ « f t ft
I t I t I I
I ■ I t •»
Gdlaxunr clank vtiuati, pity about the way everything move* - rather jerkily
Attentive readers will remember my savage disappointment last issue when a clone ol lop vintage arcade shoot- em-up
Galaga turned out to be a tut ol a nonworking disaster. Imagine Ihe ihrtil. then, ol discovenng this m the review pile Well, sort of.
Despite the title, it is indeed a Galaga game, and it does indeed work, and it does have most ol the con-op features, but style-wise it's just simply not there. Character movement leaves a bit to be desued in the smoothness department and the sound is particularly flat and drab That s pretty much all that s wrong with it. but then there s so little to the game in the first place that if you screw up the character movement and the sound Ihere s not really a heck ol a lol left. It's not awlui by any means - some ot the alien attack patterns are quite cute and lhere’s a decent level ot difficulty - but the teel lor Ihe original so evident in, say, Smash TV The Rtp-Ott is sadly lacking
VERDICT: Pleasant enough but ultimately tame and timid single-screen zappor that you'll be bored ol in an hour. **
(Virus Free, disk 2405)
Shanghai time again, folks This lime, though, ihere s a brt ot a difference. While Dragon Tiles is the same oki Mah Jong-
Dragon Tilci: With Activision'* Shanghai unavailable, Ihi* could be a very good bet.
inspired tile-removing game it always was, this version ol it gives you a choice ot 15 different starting layouts, which all call lor sightly different strategic approaches Oh yeah, and the designs on the tiles are quite sweet too. especially the Miner Willy one There's no sound, though. And no cheat mode or move-retract or anyihmg like that. And, urn, that’s it. basically,
While it's the besl Amiga PD Shanghai game so far, probably. I can see no reason why a version as good as this with options shouldn't be in PD very soon. Still, if you want one now. and haven't got a dozen already, this is the one to get.
VERDICT: A live quid shareware lee is probably a bit optimistic, but this Is about as nice a Shanghai game as you'll get. A little bare on the options tronl, though. ***
Ailtroidf Dcluntr Clastic wtiitc-on.black graphic* (or lock ol Ihim), bog* of leartla, *nd brilliantly mtndlci* gamcplay - there are ftiil few more playable game*.
And on and on It goes... Old
arcade games just don't want to die, and Asteroids seems more obstinate than most. To prove the point, here's another cracking variant on the game, to go alongside AMIGAids. Cabaret Asteroids and Lemmingoids.
Making it that tittle bil different to most is the tact that this Is, In tad, a conversion ol the little-known Atari coin-op Asteroids Deluxe, a sequel to the first Asteroids game, which was essentially the same thing as its parent but a lot meaner and with a couple of extra bits. What’s happened here is that Canadian programmer Ken Kumar loved Ihe game so much he went out and bought up a load of spare perts, used them to build an Asteroids Deluxe machine In his kitchen, and then did the closest conversion he could manage for the Amiga.
Pretty damn close it is too, with ail the features of Ihe arcade monster (er, rocks, spaceships and funny hexagon things that chase you all over
the screen when you shoot at them), Bnd a lew extra ones besides.
Well, about three actually, in that you can change your number of lives, the point at which you get extra ones, and you can fiddle around with the colour scheme (by way of a series of sliders which allow for extremely fine tuning), allowing you 10 play a game of Bright Purple Asteroids Floating Through Pea Soup If you like. It's nol quite as slick as Cabaret Asteroids, but it's still great stuff - the only (law being that there’s no keyboard control option (apparently Ken doesn't know how to read the Amiga keyboard properly, so It anyone can explain It to him he’d love to hear from you). It you Ihink you've got the better of those pesky space-rock blfghters, here’s your next challenge.
VERDICT: Excellent conversion of a classic game, and that’s all thera la to it really. More top entertainment tor rock-hater*. *****
SMRSli Til: THE RIP-OFF + DRTRCLRN GAMES DISK 2
+ ONE MRN RND HIS DOG
SMASH TV: THE RIP-OFF
shouldn't lake you long to *
work out what this "
one’s all about. The second PD tribute to , wa. g (hat grooviest ol k * — arcade genocide!
blasters, Smash TV:
The Rip-Otf is lar and
away the better of the two
(see Smash Telly, Issue 13), and not only that, it's better in many ways than Ocean's otlicial conversion. It’s taster, slicker, better to control (the firing mechanism Is particularly inspired - more on that in a second), and much closer to the spirit of the original game than the lacklustre full-price port, and it’s one
of the best PD games we’ve ever seen, basically.
How the firing
f J,' system works Is this-" - you simply fire In one
',r direction unless you hold down the fire
button, which makes you fire in the direction \ ot movement until you
* let go again, a system that
worked (albeit the other way round) in Uamalron and works here too. It really makes you wonder why the real’ Smash TV conversion didn’t handle things this way in the first place.
That’s it really. This is gloriously psychopathic action from start to finish, and with no slow-down no
•add*! Bnddi! Buddaf rkowl B-how! eh owl stun! atom! Bloat lie. This i>, perhaps, the most tnjofoblc Smatb rVversion w«"v« sten (bvt don't toll Ocean wc laid tholl)
matter how many dozens of enemy sprites are knocking around, either. You don't really need to know any more than that (well, except for the fact that it's one meg only), do you Thought not.
VERDICT: Absolutely fabulous blasting romp - tf you ever liked Uamalron, you’ll love this. Three quid shareware fees have never been better spent - get yourself e copy at once.
tu . Tt OOOOOOOO
. -3 * ■
Above ud riyht: BfoUul Brokkel Brakka! Pow! row! row! lie. More mindkts nwja death from Saux* TV. The Kip Off. (’Met1 Mood iplat cffccti on the grand too.)
DATACLAN GAMES DISK 2
After the success of Dataclan Games Disk i (see last issue), our tavounte PD people ol the monlh i because they do ■! the way il should be done - send a blank disk, or two m this case, and an SAE and they'll send you rhe stuff. No £3 50 Ucenceware here) have come up wilh a sequel,
What we've got here is a two-disk package lor one meg machines only, and it leatures some more excellent titles, several ol which we've already put on our coverdisks The full listing is Zeus (brilliant Puzznrcdone). Drip (all-time PD classic
Well, T*t, alright, to Mr Munk doesn't look like the most amaiing thing ever, but it's quilt good fun to play, honest. And there’s lots ot other great stuff on ihe dish loo.
painier game). Megabatlihugely popular Arkanoid copy, although I don't like it mysell). Roiierpepe [groovy Centipede), Shoof Out (fabulously mindless biasler). X-Fire (tricky maze shoot- em-up). Wizzy’s Quest (mindbending platform adventure puzzler) and Mr Munk (or. none ol the
above), and If thai little lot lor the price of a stamp sounds like a bargain to you. you're not as daft as you look.
VERDICT: Some exceptionally good games all conveniently bunged onto two disks for your playing enjoyment. It would be pointlessly stupid of you to miss it. ♦
ONE MAN AND HIS DOG
(Highland, disk 21)
Good gnet. i haven 1 seen one ot these in a long time. Way back m the days ol the 2X81 (sigh), every other type-in program in a magazine (yes. you used to actually get programs listed out on the page which you typed in yourself - no coverdisks in those days, all you MTV-generation kids)
was a sheepdog simulator Basically, you controlled a sheepdog, you had a sheep pen somewhere on the screen, and a load of sheep flitting around which you had to herd into the pen by, essentially, standing behind them. It was greal fun And now you can do it on your Amiga
VERDICT: You don’t often see a bfasl from quite this far back In the past. Totally ridiculous, but good for a laugh, especially for kiddies. * *
NEXT MONTH: CALVIN AND HOBBES!
This month's contact addresses: KEN KUMAR, PO Box 443. Dartmoulh Mam. Dartmouth. Nova Scotia. Canada. B2Y 3Y8; VIRUS FREE. 31 Faringdon Road. Swindon. Wiltshire. SNl 5AR Tel 0793 512321; 17 BIT, 1s1 Floor Offices. 2 8 Market Street, Wakefield. WFl 1DH Tel 0924 366982; DATACLAN, oo 17 Saltford. Allerdene Est, Low Fell, Gateshead, Tyne & Wear. NE9 6BG (send two Wank disks and SAE); HIGHLAND PD 255 Drumossre Avenue. Inverness. IV2 3SX Tel 0463 242431 MARK GALLAGHER. 116 Broomhill Dnve, Glasgow. G11 7AS; and that's yer lot. See you next month.
POINTS OF LI I E 111
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ONLY 99P PER
[_★ Ml MO DISKS *
D264 - Shark Animation (t Meg) D278 - Madonna Hanky Pankv (P) D2-J0 • At The Movies (2 Meg)
D279 - More Acrotoon*. (I Meg) (P) 0280 - Aim VS Walker Anim <1 Meg)
0294 ■ Life Of Brian (P) (2 disks) 0297 - Anti Lcmmin Demo ( 2 Meg) (2 disks)
D298 - Robocop Animation (1 Meg)
D300 - Silents: kc Demo 0254 ■ Virtual World (1 Meg)
DI50 - Windsurfer Animation (P) DAIS Mr Potato Head ( 1 Meg) (P) 0316 - Creature Comforts Demo D3I8 • 3D Pinball Animation (1 Meg) <P>
0001 Walker 1 (l Meg)
D002 - Walker 2 ( 1 Meg)
0003 - Walker 3 (I Meg)
0004 ■ Cool Cougar (1 Meg)
D012 - Rebels Megademo 0014 - Spate Ace Demo
D023 - Stealthy 2 Anim (1 Meg)
D028 - Bud brain Mega Demo (2 disks)
D047 - RAF Megadcmo < 2 disks) D045 - Arse Wipe Advert D059 - Red Sector Megadcmo (2 disks)
D062 - Red Sector Cebu 90
D077 - Good Morning Vietnam
DOSS - Silents Megadcmo
D095 - Outsiders Acid Demo
D115 • Vision Mega Demo 4
D127 - Chubby Brown
D134 - Garfield Demo
1)147 ■ Neighbours Slideshow
DI48 - Vi/ Slideshow
0151 • Robocop 2 Slideshow
D153 - Epic Game Demo (1 Meg)
DI58 - Operation Vark
D160 - Exodus Real 3D (l Meg)
DI63 - Probe Sequence D164 ■ Slyeath Amazing Demo Comp DI68 - Hort/on Mega Demo D169 • Bud brain Mega Demo 2 DI76 - Jasper Carrot Demo D184 - Dragons Lair 2 Demo D185 Wrath Of The Demon Demo D187 * Batman The Movie Demo D25I ■ Decaying Paradise (1 Meg) D264 - Hardwired (l Meg)
D225 • Phenomena Enigma (1 Meg)
D23I - KGB Mega Demo (2 disks -t Meg)
D237 - Silents ■ Globa! Trash D240 - Vic Reeves Demo< 2 disks) D241- Ray Of Hope ( 2 disks)
D247 ■ DMob It's A Lame Demo D2S4 - Odyssey • Alcatraz (5 disks) D312 - Anarchy - Seeing Is Believing D325 ■ Hynautic Hammer D327 - Greatest Demos Vol 1 D330 ■ Greatest Demos Vo! 2 D333 ■ Greatest Demos Vol 3 D345 • It Came From The Desert Demo
0346 • Ham Meets A ST Owner D347 - Shuttle Cock Animation D354 - NASA Slideshow D357 * KGB Mega Demo 2 D359 - Kcfrcns Guardian Dragon 0370 • Terminator 2 Slide Show D379 - Navy Seats SlideShovv D388 • Track Ro Vcctra
★_\H S,c DISKS ♦ ' j _*_l I I! I III S *
M00I • Seriously Good Music M002 - Seriously Good Music 2 M003 - Seriously Good Music 3 MO II - DMOB Music 2 M012 - DMOB Music 4 (2 disks) MOM - Rebel Megablast MO 16 - Micromix 2 M022 - Amiga Charts Mix 3 M029 - D-Mob Music 3 M023 - Titan Trax I M026 - Amiga Charts Mix 5 M029 - D-MOB Music 3 M034 - Antic Swar/cnaggar Total Remix (2 disks)
M035 - Digital Concert 2 M036 • Digital Concert 3 M037 - Digital Concert 4 M038 - Digital Concert 5 M039 ■ Digital Concert 6 M040 - RAF Megamix 1 M042 - Bat Dance Remix M049 - Ben Elton (xxx)
M057 • DMOB Music 1 M081 ■ Flash 2 (disks)
M102 - Debbie Gibson's Electric Youth (2 disks)
M114 - Belts Boo - Doing The Do Ml21 - Band Aid II (2 disks)
M122 - RAF Beat Thi/ I MI23 - RAF Beat Thi/2 Ml24 - RAF Beat Tin/3 MI25 - RAF Megamlx 2 (2 disks) MI26 • Amiga Charts Mix 2 M127 - Amiga Charts Mix 6 Ml 34 - Miami Vice Theme (4 disks) Ml36 • l-aurc! And Hardy (2 disks)
M141 - JM Jam • Definitive M143 - CD Player Demo (I Meg)
M144 - Flash! Oueen (2)
M159 - Techotronic Remix M161 - Crusaders Bacteria Ml83 • ScooPex Beast Sonix M157 - Digital Conceit 5 (VI)
Ml51 - Crusaders: Genesis M132 - Depechc Mode Mix Disk M156 - Seal Crazv Remix (I cgi Ml85 -1 Think We re Alone M186 - Everybody Dance Now Ml 87 - Doing The Do (Remix)
M189 - Amazing Tunes (I Meg) (3 disks) Ml90 - Move Am Mountain Ml92 - Charlv Remix Ml93 - What Can You Do For Me Ml94 - Bruno Music Box (2 disks)
\I 195 - Manic Raves (2 disks)
Ml99 - Star Trek Theme
\I20I - Journey Into Sound
M203 - Looncv Tunes
M205 - Vogue CD Player
M206 - Flashing Bytes
M208 - Remember The Time (Remix)
M209 - Enjoy Live
M2 II - Rave Around The Clock
M212 - Raver’s Delight
M216 - Genesis
M2I7 - Dim Digit Songs
M225 - Phil Collins
M226 - The Wall By Pink Floyd (6 disks)
M229 • Desire Lego Land
M230 ■ Manic Raves Remix
M234 • 80S State Remix
M241 - The Equiliser
M246 - Music Dream 2
M247 - Four Seasons
M248 - Flash Team Music
M249 - Move Anv Mountain
M251 - Roger Ramjet
M253 - Cra/v Looney Tunes
M260 - Old Soul Remix
M265 - Stand Bv Me
\I269 - My Girl
M27I - Simply Red-Stars (2 disks)
U00I - Sound Tracker Collection (3 disks)
U0I2 - Mega Utilities (175 utilities)
1 024 - Sid Clt Utility
U039 - Armbasc V3.76
U042 - Front Disk
U043 - Kim Database
U059 - Clip Art
U062 * Ultimate PD Copiers ♦
Virus Killers Disk U069 • Dentolisher Utilities U071 - D-Copy U073 - Hard Disk Utilities U074 • Easy Back l.'p And View 80 U075 ■ Pascal C Compiler U078 - A500 * Utilities (For The A500 -only)
U080 - Turboutle
U08I ■ S- Movie
U082 ■ Graphs
U083 • Draw map V3.1
U085 - RBase II V5
U086 - Text Engine V3
U025 - Sid VI 6
U09! - Opti Utilities 2
1093 - PCQ Pascal
U094 M U.KV2.I
U095 - Zerovirus ♦ Boots V4.30
U096 - ST Emulator
U098 - Amibasc V3 6.7
U099 ■ M-CAD
UlOt -C Manual V2.00
U)03 - Iconmania
U104 Messysid 11
UI0S * Insanity Tools
UI06 - Implodet V4.0
U107 - N-Comm VI.921
UI08- Amiga MCAD
UI09 - D Paint Cartoon Brushes
U111 - D Paint Font Disks (4 disks)
Ul 12 - Ham Radio Utilities (5 disks)
U1I3- Programming Disk (2 disks)
IT 17 - Sound Applications (2 disks) UII9 - Video Applications <2 disks) lT2S-TheComtns Disk IT29 - D- Paint Clip Art ( 2 disks)
U130 - Video Graphics (4 disks)
U132 - Genealogy (I Meg)
L'066 -C-Light (I Meg)
1135- New Super Killers U138 - Electrocad VI .4 Demo l 139 - Spectra Paint V3.0 U140 - language Tutor LT45 • Database Mastct 2.0 U146 - Dynamite Brush Fonts U147 • Te.xlplus Word Processor U149 - McdV3.10 UI5I - Dice V2.06A U i 52 - Pagcsetter Clip An ( 8 disks)
1 154 - Night Flyers Utilities IV U156 - Vector ball Editor (1 .Meg)
U157 - Antivirus V3.I4
VI58- Kids Paint
U159 - Text Engine
U160 - Windows Bench
U161 ■ PDS Utilities No I Printing Uuluies
U163 - NConime V1,921
U164 ■ Work Bench 2- Work Station
U165 - Video Screens
UI67 • Cursor Basic Compiler
UI71 - Super C. Commands
Ul72 - P. Suite VI.4
U173 - The Ripper Guide
U174 - Jam Ripper VI.7 Jam Cracker VI
Ul 75 - Beatrix Potter Clip Art
Ul77 - Thief Sound Ripper V3.0
U178 - Faults- Towers Samples
UI79- News Flash 21
U183 - Swag No 4 Fractals
U184 - Little Bench
UI85 • Plotting » Graphics: Plot-X-Y
U186-Draw MapV3.1 GOO I - Star Trek 3 (2 disks)
0006 ■ Breakout Construction Kit G008 • Board Games (Monopoly etc) GO 14 - Buck Rogers G015 - Star Trek ( 3 disks, 1 Meg)
GO 16 - Tennis (I Meg)
G020 - Train Set G024 - Pipeline G026 - Treasure Hunt G03I - Dnp’
G033 - Jeopard (I Meg)
G034 ■ Dragon Cave
G037 Seven Tiles
G038 - Pom Pom Gunner
G043 - Mental Image Games Disk
G056 - Strategy Games
G057 - Simpsons Game
G059 - Bionix II (I Meg)
G062 • Alic Alac (I Meg)
G065 - Battle Pong (I Meg)
G066 - Frantic Freddie
G068 - Air Ace 11
G069 - Down Hill Challenge
G070 - Llaniatron
G071 Sky Flyer
G074 ■ Revenge Of Mutant Camels
G075 - Jet man
G077 - Asteroids
G078 - TWinlris
G079 - Card Games
G080- Battle Cards
G081 - Mind Games 21
G083 - Sw ord Of The Warlock
G084 - Solitaire
0086 - Scramble
G087 - Dungeon On Nadroj
G088 ■ Royal Boulder Dash
G090 • Sub Attack
G092 - Mega Ball
G093 - Air Warrior
G095 - Super Skoda Challenge
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TOTAL! The only magazine dedicated to Nintendo gamers, full of reviews
It'S not my fault! This flippin' thing's got a life of it's own! I nearly had my eye out just now!
A totally independent mag from Future Publishing
Vtfe delve into the Castlevania&aga on IUES and <5«UES - read our % JtJL reviews before
mag m Britain!
SNES! Star Wars on
of tips: SMB* <>"
shelves of all good Newsagents!
and tips for the NES, Game Boy and Super NES
Our logo. Proudly displayed on the
Oh now look! You've got the end caught up! Maybe you should stick with the bazooka!
It's classics month with new Game Boy versions of old gems like Q*Bert, Pac Man, Centipede and Missile Command!
Masses of up-to-the-minute NES reviews. And we're telling you everything you need to know about all the Castlevania games!
More Super NES reviews than ever before, including our first reviews of Japanese and American imports!
12 stunning pages of tips with player's guides for Super
Mario World (SNES), Star Wars (NES) and Duck Tales (GB)!
Got a Nintendo Then get TOTAL! Issue seven is on sale right NOW!
AMIGA POWER and PSYGNOSIS present a CARL LEWIS CHALLENGE competition
A REFLEX MOUNTAIN BIKE
Thrilled andexcited, as you might expect, by the impending release of their remarkable .new Carl Lewis Challenge athletics game, our pals at Psygnosis are offering a superb aluminium ALX Reflex mountain bike, fully equipped with Shimano LX500 bits throughout - and worth a massive £900! - to one lucky AMIGA POWER reader, with 10 copies of the game for the runners up.
It you want to enjoy the summer, this is the way to do it...
RULES AND REGULATIONS (GETTING IN MY WAY)
• Sorry, (Hit employees ol Future and Psygnosis are not (not!) eligible to enter.
• The editor s decision, no matter how twisted, is final.
• The closing dale for your entries is 31st July, 1992.
RIDE 'EM COWBOY
It s a competition worth winning, alright, so how exactly should you go about it Well, it is, as ever, ludicousty easy. Simpty send us your answers these three untaxing questions:
1) Name the Lewis out ot The Professionals
2) Name the Lewis who wrote Alice In Wonderland
3) Name the Lewis-related island off Scotland
Got that7 Oay. now just wnte your answers down on a postcard - or. it you wish, the back ot an envelope - and send your entries in to God Helped Me Do It Competition Amiga Power, 29 Monmouth Street. Bath. Avon, BA1 2BW. That's it. now off you go to the next page. Go on. on your bke
AMIGA POWER JULY 1992
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(A stamp for reply appreciated!
Please tick the boxes below to indicate which games you would like.
CHOOSE EITHER UL 25 OR 50 GAMES
[j ALL SB GAMES!!
I Tick here if you would like a!I SB games tor only S2& I J TGOI M1ZZVS Ql'EST
j Toil cmild pay up 1o jGO tor j game c4 ttus juality* Amiga User tntemat/anat J T«l2 UAHATRlIV
il *100 screens of absolute nonstop Masting*
I Amiga Format I J TG03 MUTANT CAMELS I Jeff MinUr'* other blast rm up clasiK
I J TCO-I AMOEBA 1 WADERS \ Sfiice Invaders. If you still haven t got il ■ GET fT JO TC05GIRLACTION'S 1 A terrible pun but mi excellent filuuni game J TG06 PAC.MAN
I Arcade look alike Much belter thin Pacman S7,
I □ TG07 MOITH.MAN I *A dinm fine game* Amiga Format IQ TG06 BALLY III
1 Impraved version ol thu very popular game
3 TC09FROC . Very playable Fragger clone ju TG10JIMPY
I ‘Should keep you happy tor at kul » taw hours *
I Shomrart Shopper
I J TCI I MISSILE COMMAND
I 'Reproduced wonderfully m (hit smut PD wmoo’
] Arnica Pourr
Jj TCI2 MICROBES
■ Tempest inspired germ warfare
jo TCI3 MECARALL
I ‘Malm for a tpkrndidty entertaining time'
I Amiga Computing
O TCI I FRANTIC FREDDY 3
’Monstrously addictive platform and Ladder* romp’ Amiga Pomrr
□ TCI SCAN J
'Brilliant car racing game* Public Domain 3 TC16DRIP j
’Would be well worth blowing a tow quid on..
Buy »(now* Amiga /W*r □
J TCI7 BACKGAMMON
A good game if you know how to plav it 3 TCIB MONOPOLY j
Cart you push your computer to bankruptcy
3 TG19 CLL EDO
Full conversion of the whodunnit board came.
J TC20CHESS J
Everything you'd expect from a commercial vrrs«oft.
3 TC2I KAMAKAZE CHESS J
Ukt Chess hut the arm n to low.
Not at easy as it loundi
J TC22 KLONDIKE -»
Pete Wurman's version - the eme actually worth playing.
J TC23 CHINA CHALLENGE -»
By far the best version of Mah-Jong in the Pubhc Domain.
3 TC24CHECKERS 3
Not had d you like thu sort of thing.
3 TC25 CONQL'EST 3
War game similar to Risk
3 TC26 LEMMINCOIDS j
’Grrat graphics, great gamepiay ■ one heck of a game’ Pubtk Domain
ANY 10 GAMES - £8.00
ANY 25 GAMES - £15.00
ALL 50 GAMES - ron aa LISTED HERE!!! W‘UU
TC27 WET BEAVER GAMES
Bnll Ping-Pong gamer with grunt h' groan sample*,
TC2H DESTINATION MOONBASE
Tricky little space landing game by J*m Barber. TC29 VAKAMOTA Franlx Freddy style platform game TC30 SEA LANCE
'Slick graphic*, good presentation I love it* Amiga Format TG31 Ot'lZMASTER
A bet short on questions hut eta wy to add your own
From the board game of the same name
TC33 CASTLE ADVENTURE
A perfect introduction to the world of adventure gammg
’Makes the official verwon practically redundant* Amiga Potter TC3S ZEt'S
Has a quality unseen in many commercial earner'
The thinking man's Tetris.
TC37 CONNECT 4
Ptiy agairol the computer or a friend. Very slick TC3& WOIIL
Best Mastemunj game around - ptay it agaimt the
TC39 SUPER TW1VTRIS
Thu version i» probably the best*
Amiga I'itr International
TC40 CABARET ASTEROIDS
’More playability than many morr modem games •
90V Putdx Domain
‘Excellent StufT -Amiga Format
TG42 FR11T MACHINE
U's a stupid idea but ceice you get started-----
TG43 ORBIT 3D
Can be played with or without JO-Spta (not supplied!
TG44 CAVE RENNER
Boulderdash game with tome Lemming like
‘Great graphics & sound rftocts ..real fun* Sharruxtra Shopper TG46 POOL
Very simple pool game Fun for a while.
TC47 THE SIMPSONS SCUCK game featuring Bart TG4S TRON
Light Cycles Best played with two or more players TGI9 rollkrpede
’Superb shoot -cm-up It's fast fun and addictive*
TG50 STAR TREK IT Rileher)
*11 it were put in proper packaging with a manual and so on it could be sold tor well over £30*
Amiga Ac fton.
Please make all cheques/POs payable to 'Sidewinder Software"
Overseas orders add £2.00 (EC) £5.00 (Rest of world)
PO Box 2354
London E5 0UE
Are you lot mad or what This month we have one eminently sensible and well-reasoned letter (immediately below), the usual number of complaints (including one from A Famous Programmer), and lots of, erm, drivel. FRP freaks, Gamesmaster-haters and Stuart Campbell-lovers, they’re all here, and each one generally makes less sense than the last. Enough already! The campaign for sane correspondence starts here...
• Address your letters to AMIGA POWER, Beaufort Court, 30 Monmouth Street, Bath Avon, BA1 2BW
'I CAN'T TAKE IT ANY LONGER!'
A tier reading your magazine since issue one, I can't take it any longer! Not the magazine - that’s tine - but the tetters printed each month. Bit ol background here: I’ve worked as a games programmer tor almost a decade now, since the dawn of time it seems. I’ve seen magazines come and go, and the same complaints on the letter pages. Someone should put these people straight.
First, why complain about the price ol games £25, £30 even £35, is a fair price. Computer games are a form of entertainment, right So how does the price of a game compare to other entertainment prices See a movie, for example. £3.50 entrance fee, a couple of quid on popcorn, nachos or coke, a few quid bus tare or petrol money all tor 90 minutes entertainment. Even without tood, you can see five movies maximum for £25.99. That's eight hours ot entertainment. 'Stu’ from Manchester should perhaps ponder that when complaining about completing Another World in one day.
For the price of a budget game, you can buy a sell-through video release. A couple of hours later you'll have seen it and probably not watch it again for quite a while. Rainbow Islands suddenly becomes a hell ot a bargain considering the many (enjoyable) weeks it takes to master.
You can buy almost three CDs for the price ot Geoff (Sir Geoffrey - Ed.) Crammond's Formula One Grand Prix. But that game otters many months of entertainment - I'm still playing it several months after buying It and will probably still be in many months' time.
The usual follow-up arguments to these points are as follows...
Most games are crap.' Yes, I couldn't agree more.
90% of games are crap. Just as crap as 90% of movies, videos, music, television and so on. Most of everything is crap - a fact ot life. Read reviews or ask to play in a shop and then you won't buy a crap game. Simple, really.
‘But I only have £x pocket money.' But you have £400 worth ol computer, you can't expect to pay peanuts for stuff to run on it. Just as cars need petrol, tax and Insurance, computers need games. This should be considered when buying the machine. If you wait 6-12 months, the game will probably be re-released at a tenner or less. And a few months later on a compilation at six or seven quid a game. You don't have to pay full price, at least not lor the 99% ol games that are handled this way.
‘I bet all you programmers are rich anyway.' No. You can make heaps of cash from a big hit, but there aren't many ol those. Most programmers earn fairly poor wages compared to people with tar less knowledge writing boring business programs for people in suits. And the hours can be long, there isn't much job security and you slave for
months trying to produce something decent and then the punters queue up to buy WWF because it’s got a picture of Hulk Hogan on the box.
'But why should I buy something when t can get it ripped off tor free ' Because It's Illegal. And it's killing your machine.
Perhaps the final point is the most Important. As I said, I work in computers. (Blimey, doesn't it get a bit cramped - Ed.) Or used to. I am moving to the consoles, as most of my contemporaries are. That's where the sales are, that's where the money is. Ask anyone in the industry. Piracy is the only reason lor this. There are many fewer Mega Drives In the UK than Amigas, but this Christmas will probably see Mega Drive games outselling Amiga ones. Why There's only one reason - you can't rip off a console game. Well, you can, but It costs £150 for a copier so that puts most people off.
t think an Amiga console is a good idea. That, or releasing all future games on cartridge. Maybe the A600's card slot will take oh, but I can't see It. Why should a software house support a very small card-slot market when owners ot A600s can run ripped-ofl disk versions anyway Universal cartridge releases would save the day, but only 11 they are genuinely Impossible to pirate.
Then those who complain about the price ot a game could rent them from a video shop, just like growing numbers of console owners already can. Then, if the game is crap or they can finish it in 10 minutes, it only costs a few quid. A fair system of compensation for games rental must be devised or the software companies, as well as programmers like myself, won't have the financial incentive to allow games to be rented.
I hope that someone somewhere stamps out piracy, otherwise it's bye-bye Amiga. I'm fairly well resigned to the fact I'll be reading complaints in Console Power' or whatever in a couple of years' time about paying £45 tor Sonic 3 or Mario 6 (That’s a bit optimistic, I think. Some libit Nintendo games already cost over £50!- Ed.)
The 8-bit markets are already dead, save for the odd twitch here or there. The ST is dying. Unless the punters want the Amiga to be next, they should stop whining about the price of games whilst copying everything they can lay their hands on. Realising the price Isn't that steep should be the first step.
Yours feeling-better-for-that-rant, Peter Scott,
Dylan Productions, Bedlington
I wish to complain most strongly about the moral values which your publication, and others like it. are instilling in young people today. 1 am referring to your regular reviews ot that disgusting fantasy role-play software.
Now I am a peace loving ogre as a rule, but ever since games like Eye Ot The Beholder and Dungeon Master became popular, i am not even safe in my own hovel Only last week, a group of acne-ndden teenage adventurers burst in with an unlicensed spell book and a dodgy theatrical sword, and stole all the food trom my I ridge1
It used to be only the Black Satanic Witness people who came knocking on my door with leaflets just as my tea came to the boil, but these adventure types just won t go away They H stand on my doorstep tor hours spouting nonsense about fame and vast wealth until I sign up tor their quest (ten days free home trial and no commrtment).
Now you may think this is alt amusing, but tor me and thousands of fantasy creatures like me. fantasy role play is becoming a Knightmare (Aril-Ed) The vampire family next door have been forced to move out by these people and yet you still refer to these acts ol violence and aggression as heroic!
Mow would you Ifce it if me and the lads came to your (own, slaughtered the population and looted your houses Not a lot methinks. So please show a little consideration for underwork) dwellers in future, you'll find that deep down under the scales, we are just the same as you! Yours. Boggrt The Ogre,
13a Black Pit Street, The Dark Crypt, Under-water Deep.
Lots of interesting points there, Peter, and one of the most coherently-argued letters wo ve had in quite a while. All the same, I would take Issue with one point - computer games are too expensive. I think we've pretty much reached a point where the consensus ol opinion is that yes, they should be cheaper, not only to stop piracy, but also because we can't see games being the mass-market entertainment they deserve to be when they cost such a lot more than CDs and videos. Certainly, most ot us here In the office go out with the idea of maybe buying some music, buf we don 'I know what we'll get until we're in the shop. We re willing to risk £10 on something we don 't know much about, you see, but we 'd certainly never dare risk £25 or £30 - and entertalnment-per-pound, CDs are arguably better value than even the biggest game too.
Dear AMIGA POWER.
I am writing to complain about two letters that were published in last month's mag. The otfending articles were written by Peter Wheterton and Pat Reeve Both of these tetters had a bash at role playing. Mr Whelerton seemed to believe that we are introverted Dungeons & Dragons freaks with acne' while Ms Reeve called RPGs occully. Let's get a few things straight.
Firstly. I play role playing games and I do no! believe that I am an introverted freak. Mr Whelerton is moaning about a biased and incorrect view of his hobby while he harbours such a view about one of mine. Lei's not descend into name calling. I'll admit that there are people ■
AMIGA POWER JULY 1992
Dear AMIGA POWER.
I was deeply disgusted with your views on my excellent game Kick OH 2. Having spent two long hard years writing and researching the game. I was overcome with emotional tearjerklng turmoil when I was glancing through issue 13.
The reason lor my turmoil was the comment, or should I say the scathing criticism, that Kick OH 2 was an inexplicably-overrated pinball playalike that it really is'! And then I read on and found another scathingly untrue criticism, it’s Simply too frustrating by hall'. Well, it's as frustrating as Super Space Invaders is original.
i would also like to inform you that over 50,000 people have bought my game, it was 7th in last year's Top 100, and Final Whistle is still In the present Top 100, so by slagging oh this game you are simply slagging oh the people who bought it.
However, as an avid computer football player, I would be very Interested in what all the fuss is about with this new game, maybe it could give me some ideas about my forthcom log games Player Manager 2 and Kick OH 3, so if you are feeling generous I could see myself forgiving you if you sent me a copy of the full game of Sensible Soccer, so I could review it.
Yours sincerely jerked off, Dino Dlnl, Bristol
Hmm - interesting football game Super Space Invaders analogy there, Dino. To be serious lor a moment, though, we're extremely concerned that you're upset about our views on Kick OH 2 - It's not a personal attack, you know, just a view on a game.
Anyway, as any ol you who were at the Amiga Shopper Show will know, we did indeed suggest that Dino and Sensible s Jon Hare (who '$ himself a big Kick Oh Ian, actually!) meet up, review each others games, and we'd print the results in the mag. Unfortunately however, when it came down to it Dino had to back out due to pressing Kick Oh 3 deadlines (or something) so it now looks like this potentially fascinating meet will never happen. (He did oHer to send three of his pi ay testers along instead, but we didn't think that would be quite the same.) And, this time, that really is the last correspondence we're going to print about Kick Oh 2. tts time is over.
who five on role-playing and take it very seriously, but the computer world has these too. I know of quite a tew adolescent computing freaks but I also know well enough that this is not the general case.
And as for Ms Reeves' comments about the occult, l thought that role playing had got over that years ago I have been playing them for years now and a lot ot people I know do loo, and not one of my friends has ever dabbled in the occuH I can dearly state that i am not a Satanist nor do I go around worshipping some sort ot demon'. 1 see no reason why a Christian should obtect to these games. In the rarest and most extreme case, the character you control might be a bloodletting demon-worshipper, but the player still isn't, a very dear distinction.
Rounding off. I believe that computers have a lot to offer role playing and vice versa I sincerely hope to see the two hobbies get closer logelher. not further apart, and t also take to think that the views in these letters are in no way an indication ol the general opinion ol your mag's readers but are the iti-mlormec ramblings ol two ignorant people.
Yours sincerely, Mark Oliver, Hornchurch
PS I can guess that you'll take a tot ol stick tor making Rainbow Islands the No t game again, but I'd like to cast my lot by saying that it IS the best game -anyone can like it. sim addicts, arcade game fans and even role players.
'IN FRONT OF THE ANT HOLE'
In the 13lh issue Of AMIGA POWER I got my two tree disks, one of the games was called Sim Brick. Inside me magazine you said you would not bother us with the instructions but I just CAN NOT gel past the stone in front ot the ant hole. Ptease could you tell me what I am doing wrong Thanks tor reading. Miss C Llttlewood, Stockton
PS I am sure a lot of other people are having the same problem and I think they would like it if you printed the
instructions in the next issue
'IMPROVE YOUR MAGAZINE'
Here is a suggestion which would improve your magazine. Get rid ol Do The Right Thing and replace it with something belter (such as an advert). It may sound harsh, but it’s the most dull and tedious letters page I've ever read It may not be your fault but if it must stay, at least do something to improve it. How about shortening it or making up some of me letters yourself. There must be some readers who nave something of interest to say.
Yours faithfully, Brian Jones, Bridgwater
Firstly. Brian, it outs is the dullest letters page you've ever read you obviously don't ever read any other magazines. Secondly. il you 're so convinced that some readers nave things ol interest to say. why haven7 you And lastly, we ll leave the ‘inventing letters' bit to others, thanks Naming no names, ol course...
'THANK GOODNESS FOR AMIGA ACTION'
Dear AMIGA POWER.
So. my family and I had just finished an
excellent turkey dinner and woutdn t you know it. I had to go and make a large deposit at the porcelain bank. Might as well bring some reading material with me. I figured, as this could take a while. So I brought along the latest copies ol AMIGA POWER and Amiga Action So I'm reading away, and after a good half-hour it's time to leave. But wail - there's no toilet paper left! What's a guy to do Thank goodness for Amiga Action.
Yours erm truly, Dallas James Parker, Winnipeg, Canada
'STARTING WORLD WAR III'
I'm afraid this « going to be one of those long, discursive state-of-the-industry'-type letters, but bear with me. because l have a serious point to make.
it someone tells you that one ol their favourite pastimes is playing computer games, what do you think Welt, YOU probably think it's a perfectly reasonable way of spending your spare time, but to me average man on-the street it conjures up one of two images There is either the socially-retarded acne-ndden DSD fanatic (Here we go again - Ed.) trainspotting geek, or the moronic clinically-addicted 8-year-old Nintendo brat.
These two images come straight from me media coverage (or more
importantly the lack of it) which computer gamespiayers are given, in TV shows and ritms. anyone who can operate a computer is about 14. called something like Melvin or Kevin, and can type instructions at about 800 words a minute into a computer that's capable of everything from making a cup of coffee to starling World War 111. (Yeah. Wargames was a great movie, wasn’t it - Ed.) The only coverage computer games are given in the news is when some American professor discovers conclusive evidence' to show that computer games are responsible for underachievement, petty come and or serial numbers. ( -Ed.)
Up until recently, the only nonmagazine stuff aimed at gamespiayers themselves were the rather half-hearted attempts on Saturday morning kids' shows, but as these were usually sandwiched between Thundercals and some fool pouring gunge over Timmy Mallet's head it's not surprising that they didn't reach a very wide audience
And so i come, inevitably, to Gamesmaster. What a catalogue of wasted opportunities. What wo get is about a mmute-and-a-hatl of extremely dodgy game reviews ("And on the Nintendo it's Extremely Dull And Derivative Platform Game. Great fun, the best game I ve played in ages: 96 percent") surrounded by pointless
AND ANOTHER THING...
• Wei) done to Matthew Addyman and Mark Porter tor spotting that il you press FS on the menu screen of our fab issue 13 coverdisk game Mad Bomber, the game plays a quick snatch of Holiday' by Madonna and skips you straight to level 13. It was certainly news to us...
• John Shields of Bordesley Green says 'Please could I have a signed photo of Sluart Campbell and Matthew Squires cos my sister fancies them'. John, your sister is completely mad.
- And on the subject ol completely mad, several people wrote in prediclably whinging about Rainbow Islands still being our all-time Number One, but since
none ol Ihem had anything more interesting or original to say that it's crap', we re not going to print any of their names. Ha!
• And finally...
OH NO! YET MORE LEMMINGS!
KYUE LEMMING - Same as a Blocker but uses bloody awful music to keep other Lemmings from their doom. (The views ol contributors do not necessarily reflect etc. - Ed.)
ROBERT MAXWELL LEMMING - Throws itsell into the nearest river, thus creating a sturdy bridge lor the other Lemmings to use.
LAST NINJA LEMMING - Same as a normal Lemming but reluses to respond to your mouse controls,
walking backwards at the wrong time, lalling oh cliffs etc.
KATE ADIE LEMMING - Looks lor the nearest trap, throws itsell In headfirst, yet still comes out alive. DAN OUAYLE LEMMING - Strangely finds itself at the Iron! ol every Lemming group, testing new areas for hidden traps.
MAGIC POCKETS LEMMING - Same as a normal Lemming but moves at a quarter ol the speed. MAGGIE THATCHER LEMMING - Sends 98 percent of the Lemmings to their death, then gets John Major Lemming to help out and claims the glory for rescuing the last 2 percent.
Thanks to Paul Bisson ol St Helier for those. Gave us a chuckle, anyway.
'Celebrity Challenges', a manic presenter whose excnjtiatmg style (‘Nudge nudge, wink wink, whip out your joystick, eh lads ") could only possibly appeal to socially-retarded teenage acne-ridden D&D fanatic trainspotting geeks or moronic dmicaily-addicted 8-year-old Nintendo brats (nng any belts ) and an audience composed of.,. welt, guess who Yes. it's our old friends the geeks and brats. Far from showing the unbelieving public that intelligent adults also play computer games, it just reinforced all the old stereotypes.
I read in AP13 that the BBC and ITV are planning their own games shows, so perhaps we do have something to thank Gamesmaster tor: bnngmg the public interest in gamespJaymg to the attention of the TV companies. I just hope and pray they don't follow the formula and dig up more geeks and brats.
Yours, Paul Hunter, Edinburgh
And there we lt leave the subject ot Gamesmaster. I think. Letters defending the show against the barrage of criticism aimed at it in the last couple of issues were conspicuous by their absence, but I think what we said about it before still stands -yes. it's not the world’s best TV show, you might even think it s a little crap(ish). but it s not really for the likes ot us in the first place The best news, as Paul noticed, is that the show s success with viewing figures might hopetuHy point other TV companies in the video game show direction, hopefully with slightly more grown-up results.
'A SUCKY KISS'
Dear AMIGA POWER.
Hello AMIGA POWER. I've Stuck the F-19 on autopilot and I'm not scheduled to arrive at the pnmary target lor another 31 minutes (flying stealthy you see) so I thought I'd lake the time to write to you. I seem to be flying inlo the teeth ot an SA-13 but we ll forget that for a minute.
Thank you very much for the demo of Pinball Dreams ll is utterly funky, the ultra-sexy cherry on top of an insanely erotic issue WizAid was only slightly less good in being a teeny weeny bil too short, but I don't like long demos very much any church so it kept me jammy dodger
That Rainbow Islands must be a sucky kiss of a game to rank higher than Speedbaii II, eh It's a sphacelating shame (No. we don’t know what this one means either - Ed.) that I'm an impoverished student and can't afford it, but my thought was that being, as you doubtless are. witty, creative, generous, un ugfy people, you could seduce Ocean into giving you an extra review copy and then send it to me out of the charity of your hearts. Is that a rampanl idea or what Anyway, you all love me. (It's true, we do-Ed.)
Yeah, and I was really interested lo read the Ultima VI review but not exactly moshmg m the rafters at what you said about virtually needing a hard drive so is there anything similar I could play from floppy you can recommend It's right up my neighbour's street, so if I can persuade her to buy it I can use theirs Cunning, what
Anyway, loodlepip lovies, I really must go. Thank you for reading thus far.
What man has created Man can destroy Bring to light That day ot joy'
Philip Turner, Whitwell, York
PS Youl be glad to hear l was awarded a Congressional Medal Of Honour.
Oh well, you can pawn it and buy a copy of Rainbow Islands, then.
'PLEASE GIVE HIM A CHANCE'
Being a great fan of Kick Off 2. and not 10G percent in agreement with Rainbow Islands being the best Amiga game ever (not even one percent in fact). I was of the opinion that Stuart Campbell was a total (We can't print this word - Ed). Then I met him at the Amiga Shopper show I would tike to say to all the people who feel the way I did (and I know there's a lot of you), that he isn't. In fact, he's a good Woke He has reasons for not liking Kick Off 2, and it's not as if he played if for five minutes and said ‘This is crap'. He has given it a fair chance and still doesn't like it. So please everybody give him a chance and the respect he deserves.
Yours now liking Stuart Campbell,
Paul Sheriffs. Northwood
Cheers. Gran - Stuart.
'REALLY BAD NIGHTMARE'
Dear AMIGA POWER,
I had this realty bad nightmare the other week. I was standing m WH Smiths reading AP. and I dreamt that in the ABTime Top 100 chad. Rainbow Islands was sMi at the top. It was really terrible, everyone was laughing at AMIGA POWER for being so unrealistic Amiga owners, the programmers, everyone stood there in hysterics- ll was all so embarrassing.
Thank God this could never actually happen -1 mean what with all (he great games that have come out since last lime, there is just no way it could be al the top again, phew It's jusi that dream was so vivid Spooky, huh
A Partly Toasted Cheese Sarnie, Kent
'WIDE FAN BASE'
Dear AMIGA POWER.
Whal is this terrible aversion you seem to have towards football management games I don't see why you were so surprised that Code Masters' First Division Manager was the top-selling game in a recent chart. To my knowledge football management games have always been popular and it is because they have such a wide fan base among Ihe gaming fraternity. Let's face it (Snip' - Ed.)
Yours. Jonathan Wren. Ilford
And that's all folks! More next month.
A MILLION WAYS TO FLY
First up. here are the answers: 1) Chuck Yeager was the first man to break the speed ol sound. 2) Captain A Roy Brown shot down the the Red Baron - not some Aussie geezer as some of you seemed to think. 3) Charles Lindbergh was the first chap to fly the Atlantic. 4) Captain W E Johns created the Biggies books. 5) Algy and Ginger were Biggies’ two wizard chums. And the winners were: Peter Tucker of Ramsey on the Isle of Man; Peter Harrison ot Bytleet. Surrey: S Hamilton from Stanley in County Durham; J Featherstone of Handforth in Cheshire and Martyn Reed from Kenley in Surrey.
And the 15 runners up: GJ Sadler ol Rebate, Surrey: DJ O' Donnell from Slourbndge, West Midlands; M. Bloor ol Downham, Kent; Ryan Martin Elliot from Cardcross in Dumbartonshire: Jo Dowley from London: fan McCormick from Liverpool; Liam MacKenzie of Inverness; James Plant of Manchester; James . Forington from Boston in Lines; David Grimshaw of Guildford. Surrey; David Chaillnor of Bibury, Glos.; Ben King from Chelmsford, Essex: Christopher Gibbs from Sale, Cheshire; Paul Chapman from Peterborough. Cambs and S Jones from Stourbridge. West Midlands.
ISLANDS IN THE STREAM
The answer South Ronald say is not a Pacific Island (it’s off Scotland).
Hal and game winners: Richard Hood from Doncaster; Lee Hinkins from Huntingdon. Cambs: David Sayle ot Liverpool: Graham Lally of Kingston Upon Thames, Surrey, and Derek Lloyd of Neath. West Glamorgan.
Hat only: Danny Coales from Canvey Island. Essex; J. Rae ol Lincoln; D.J. Steers from Ashford, Kent; Darren Gray of Newton AyclrMe. County Ourham and Jonathan Inns of Neston. South Wirral.
MARQUIS DE SADE
Answers: 1) 360 degrees. 2) Owf (we also accepted ’Wol‘, which was how he wrote it). 3) Nile Owl.
Winner: Chris Dunn from Edinburgh Runners up: Mike Bloor from Downham, Kenl; Anita Jones of Caemaffon, Gwynedd: WJ Colons of Willenhall, West Midlands; Tnsh Collins, also from Willenhall, Wesl MkSands; Miss P A Alldritt from Wolverhampton; Robin Jones of Bangor, Gwynedd: A Brumpton from Bridlington, E Yorks; Bill Collins from Wolverhampton; John Abbot from Harrogate, N Yorkshire and Nicholas Hillier from Trowbridge in Wiltshire.
I'VE GOT A GREEN CONSCIOUSNESS AND ITS NOT JUST THE DRINK
Winner ol the (much desired) office bin bag full ol all our old rubbish - a truly crap prize - was lucky' Morgan Bowen trom Milton Keynes.
NO SWEAT: THE JOHN MADDEN ANAGRAM COMPO
Winners: Emma J Keen from Sheffield. South Yorkshire, who came up with EMMA J COLD AND ALONE, NO FAB SHIRT.
Shirley Harrison, from Hull: OLD HAT MADE FROM CANNIBAL JONES.
Alistair Sturrock trom Stevenston. Ayrshire came up with STOLEN FOODJAR CHINAMAN BLAMED.
Dale Gregory from Newquay. Cornwall, whose answer was LAST BOHEMIAN MANACLED ON FJORD.
And finally, the terminally crap James Mountford from Solihull. Wesl Midlands, who appears to have just randomly rearranged the letters to get HJNO DSAEDNRN MAIACE TLOAFOBL. Completely useless, we know, but he gets something because n made us laugh.
Lois more winners next month!
A500 PLUS COMPATIBLE
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6 games on 5 disks £4.25
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Arc you an A500 plus owner or thlnkln _ _
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GAMES PACK 3
Revenge of The Mutant Camels Ilhe latest from Jeff Mlntcr) Soccer Management. Wastelands (3D
adventure). Wtxry'a Quest
(pui/le/platform game). Nil ishooiem up)
5 games on 5 disks £4.25
GAMES PACK 2
Zeu4 Ijm/v.lc inline). Battle C4LT* (3D shoot'rin up). Return To Earth IfiiMtr (radtilft).
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Dept AP, 41 Marlon Street. Bingley, West Yorkshire BD16 4NQ
AMIGA POWER JULY 1992
PREMIER MAIL ORDER
Thlet marked * an not yet available and will be tent on day of releate.
Please tend cheque/PO/Access/Visa No. and expiry date to:
Dept AMP 10, Try bridge Ltd., 8 Buckwins Sq., Burnt Mills, Basildon, Essex. SSI 3 1BJ
Please state make and model of computer when ordering. PSP inc. UK on orders over £3.00. Less than £5.00 and Europe add £1.00 per hem. Elsewhere please add £2.00 per hem for Airmail. These offers an available Mail Order only. Telephone orders: Mon-Fri 9am-7pm. Saturday 10am-4pm. Fax orders: 0268 590076. Tel orders: 0268 590766
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2 Hot 2 Handle .....
30 Construction Kit 40 Boxing (1 Mag) 40 Driving (I Meg)
4 Wheal Drive .....
Abondoned ploces Addoms Fomily
16.99 32 99
.16.99 19 99 19 99 19 99 16 99 19 99
Bud* of Prey j 1 Meg)
Bly©* Broth* * .
Bononzo Brothers *
. . 8 99
. 12 99
Cadaver Data Disk .
California Gam©* .....
Capcom Collocfron ,
.... ,19 99
Costlos l Meg ......
.... 19 99
Cenlunon . ......
Chart Attack l ...
Chaos Engine *
Chao* StTik©* Back [1 Meg)
Civilisation * (1 Meg)
... 22 99
Conan the Cimmerian *
Covert Action (1 Meg
...... 8 99
Crozy Cars 3 * ....
Cricket (1 Mu] Crui*© Fof A Corp*©
Curie oI Azure Bondi 11 Megl .19.99
Cyberboll 6 99
Doley Thompson Challenge ...6 99
Dealh Knights of Krynn [ 1 Megl .19.99
Diiney Animation ,..... . 59 99
Dizzy Collection.16 99
Double Drogon ... 6 99
Double Drogon 2 8 99
Double Oregon 3 16 99
Dteodnougnr 19 99
Duno ' . 1999
Elf .16 99
Ehnro 2 1Mb 24 99
Epk 19 99
Euro Soccer * .. .. 16 99
Eye of the Beholder 11 Meg ) 19 99
Eye of the Beholder 2 (1 Meg) 2199
FI5 Strike Eogle 2 (I Meg ..... 22,99
F16 Combo) Pilot 8,99
F19 Stealth Fighter ... 19.99
Folcon 3' 24 99
Ferrari Formula I .. 8.99
Final Fight ...... 16.99
Fire And Ice . 16.99
First Somuari . Mega lo Manio.... 19,99
flog* ... 19.99
Flighl of Ibe Intruder 14 99
Flood..... ..... 8 99
Foolboll Crozy .16.99
Footboll Director 2 11 Meg) 16 99
Forgotten Worldi 6 99
Formula One (1 Megl 22 99
Fun School 4 5-7 . 16 99
Fun School 4 7-11.. .... 16 99
Fun School 4 under 5 16 99
Gountloi 2 .....6.99
Gauntlet 3 .....
Ghoitbuiteri 2 Ghouli and Ghosts. Globol Effoet l Meg) G toe ’
1999 .16 99
Air Duel* ...22.99
Air land ond See ...24 99
Air Support * .19 99
Alien 3 * .....16,99
Alien Storm ..... 16.99
Altered Booit. . 6.99
Amoi 3D .....24.99
Amoi Compiler .19.99
Another Mtortd 19 99
Arltonord 2 ...699
AtienalFC * .* .16.99
Aihei ol Empire * ......19 99
Armour Geddon, ......16.99
Aiioull on Alcatraz .16.99
Award Winners *...,.. .16.99
6-17 Flying Fortress (1 Meg * 22 99
Boids Tale Triple Pock * 24 99
Bolman Coped Crusoder . 6 99
Batmon The Movie 6 99
Bottle Chen 2 .. 16 99
Bottle Commond ..... 19 99
Beach Volley .. 6 99
Godfather Action ,., ...19,99
Godfather Adventure 1 Meg] * 19 99
God. ...... 1699
Grohorn Gooch *.,, .19.99
Gunihip 2000 * ..... 22.99
Guy Spy * . 26 99
Hard Dnvin 6 99
Flood Over Heel ...... 6 99
Heroquo.t ...... 16 99
Hero Quest Data .9 99
Harlequin .,, .... 16.99
Horpoon II Meg) ....22 99
Horpoon Battleset 3 9 99
Horpoon Battleset 4 ...9.99
Horpoon Scenario Editor 13 99
Heart ol Chino 22.99
Hitchiker. Guide ...... 7.99
Hook * 19 99
Human* * ....16,99
Hunter ... 19,99
IK. 6 99
Indy Fleet ...... 16.99
Indy Jones Arlonris-Action * ......19.99
Indy JonovAllanti. Adv (I Meg) . 19 99
Interceptor 8 99
Fronhoe .... 6 99
lack Nicklou. Clip Art 9 99
lack Nickktu* Extra Courses 9 99
Jock Nicklaus GoH . 12 99
Jock N>cklous Unlimited Golf [I Meg) 19 99 Jaguar XJ22011 Meg) 16 99
James Pond ...6 99
Jimmy Whites Snooker 19 99
John Barnet 11 Meg)* 16 99
John Modden 16.99
Kick Off . . .. 7 99
K*ck Off 2 [1 Meg] 1199
K.ng. Quest 5 (I Megl 22 99
Kn.ghtmore 19 99
Knights of the Sky II Meg) 22 99
K O 2 - F.nol Whistle 8 99
K O 2 - Giont. of Europe . 7 99
K O 2 * Return to Europe .....7 99
K O 2 ■ Super leogue * 9 99
K O 2 ■ Winning tactics ..5 99
Loser Squad 2 ‘ . 16 99
Last Nmia 2 ... 6 99
Last Ninja 3 .....,,,, ,, 16 99
Wonder .16 99
Leisure Suit lorry 5 ...22 99
legend ... 19 99
lemmings ..... 14 99
lemming. Construction Kit * 16 99
lemmings Do<o Disk . 13 99
licence to Ki*...... 6 99
lombard Rally .. 6.99
lord of the Rings 19 99
Ml Tank Plotoon 19 99
Magic Fly ..... 8 99
Magic Pockets .16 99
Man Urd Europe..... , 16.99
Max .....19 99
Mega Traveller I I) Megl .19.99
Mega Traveller 2 l Meg] * 19 99
Mega Twins .. 16,99
Microprose Gad 11 Meg) ..... , 22,99
Microprose Soccer . 6.99
Mdnight Resistance .6.99
Midwinter . 14 99
Midwinter 2)1 Meg) .....22 99
Moonstone )t Meg) ......19 99
Myth * ..... . 16 99
New Zealand Story ...6 99
Ninja Collection ... 13 99
Operation Thunderbolt ... 6 99
Ork . 19 99
Operation Wolf 6 99
Outrun Europo .16 99
Paperboy 2 16.99
Parasol Slots 16 99
PGA Goff Courses.. 9 99
PGA Tour Golf ......16.99
Pinboll Dreams ... 16.99
Plan 9 Form Outer Space *......19 99
Player Manoger . .12.99
Pool of Rodlonce 11 Meg] .19.99
Pools of Darkness [I Meg 21 99
Populous 2 (1 Meg) 19.99
Railroad Tycoon (1 Meg] Roinbow Collection
Powerdrift .. ...6 99
Powermonger ..19 99
Powermonger Dolo Disk I .....9 99
Prince Of Persia . 6 99
Proiectyfe .. $ .99
Race Drivin ...... 16 99
Rainbow Islands 6 99
Rambo 3 6 99
RBI 2 Sasebo* ..19.99
Reach for the Slues * 19.99
Realms (1 Megl 19 99
Rod Baron (1 Meg) 22 99
Red Heat 6 99
Renegode ..6 99
Rick Dangerous ......6.99
Rise of the Drogon (1 Meg).....26.99
Robin Hood 16 99
R oboe op .6.99
Robocop 3 ..16 99
Rock Star Ate My Homsler ..4,99
R-Type . 6.99
R Type 2 ..16 99
Rugby World Cup , ....16.99
Run Tne Goundet..... 6 99
Secret of Monkey Island (I Megl 16.99
Sector* of luftwoffe * 19 99
Secret Monkey Island 2 [I Megl * 24 99
Sensible Soccer * 19 99
Shadow lands .... 19 99
Shodow Sorceror. .19.99
Shadow Warriors 6 99
Shoot Em Up Con Kit ...6.99
Shuttle * 34.99
Silent Service 2 ) 1 Meg) .22 99
Sim Ant ..,....., 22 99
Sim City ♦ Populous. 19 99
Sim Eorlh * ... 19,99
Simpsons . ...16 99
Ski Or Die 8.99
Smosh TV 16 99
Spoce Ace ..26 99
Space Ace 2 ... 26 99
Space Crusade ...16 99
Spoce Gun ..... 16.99
Special Forces ) I Meg) 22 99
Str.der 6 99
Sinker ... 16 99
Strip Poker 2 * Dolo 6 99
Stunt Cor Racer 6 99
Super Hong On ..... .6.99
Suspicious Cargo 19.99
Swiichblode ...... 6 99
Switchblade 2 ..... 16.99
Team Yankee ..19.99
Teom Yonkee 2 * .....19 99
Teenage Mutant Turtle* 2 . 16 99
Terminator 2 ..... 16.99
The Immortal (I Meg] ..8 99
The Manager 19,99
Thou Finest Hour ...19 99
Their Finest Missions .. 9 99
Thunderhowk ...... 19 99
Tip Off 16 99
Titus The Fox .. 16 99
TNT 2 19.99
Turbo Challenge ...6 99
Turbo Challenge 2 16 99
Turbo Outrun .6.99
Turricon 2 9.99
TV Sports Baseball " 19 99
TV Sports Footboll .... 7 99
ultimo 6 II Meg) 1999
Untouchable* 6 99
UM$ 2 [I Megl 19 99
Utopia .... 19 99
Utopia Data Disk * ..9.99
Voyoger .....6 99
Warlords (I Megl 19.99
W.zboll ..6 99
Wizkid * ... 16.99
Wolfch.ld ... 16 99
Wonderland (1 Mca)...... 19 99
World Class leoderboard 6 99
World Senes Cricket (1 Meg) .19 99
World Wrestling ......16 99
Xenomorph 2 * .. 16 99
Zoot-Slolion * ...... 16.99
FLIGHT OF THE
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10x3.5* DSDD- £5.99 20x3.5* DSDD £10.99 50 x 3.5* DSDD-£23.99 100 x 3.5* DSDD - £44.99
Branded - TDK
3.5" DSDD-£1.25 Each
Please send SAE for I is)
Yes, it’s time to completely revamp The Bottom Line - Britain’s most complete guide to old games - from top to bottom. In our new version you get mini*reviews of every major game reviewed in AMIGA POWER over the last 10 months, plus more facts and figures than ever before.
THE ALL NEW BOTTOM LINE
(AND HOW TO UNDERSTAND IT)
• »*»* Excellent * * * * * Nearly iher e **** Very good * * * Has its moments * * Flawed
nEVUWlfl S »KI
AJ • *4*
CC ■ CCfc-cbH 00 * DmOMM*
G» - GvyNwi JO D*i<*i
KF ■ ItvlFoM*
MB ■ MM1
WE UUrt R*-**>aw WS ■ Uj tt**w Sw* K* M*d WtM
■ EdtM*T SC • S>ub* C**pw«
r*n • 4i point o» ih-* torn**
Um m to ct *» mu • wrtomjfco* m» mi wk< n MAi
The lof M M Mir GAME HAW PMtfMfwr Fne*
Electronic Zoo £29 99
Dtf***** on* Of to* bggnt PPG* you P picAy tui as you eip«c! Ihal toaara *n awAjJ tot Of NMtng about wffi Ot&U tOxiibl tacky too. Out you wtarfy gat ptooty 0« gan-w tor your monoy • •**
THE ADDAMS FAMILY
Ckaan tt$ 99
APU B6% W6
►kgwy Mjnocton*. Out no
toss ptoyabto tor an that Hug* and tough and »**« a toot* a b* oar* n ptacat toer* s no shortaga a* flung* gomgen Agooortorsure *****
API 69% DO
Wtt* jw wmiing tor th* oaf-miwa Artsga ww gam TNa » up tfttrt within* bastdto*eomtonotry tx/ poor eowoto tot a down ***
THE ADVENTURES OF WILLY BEAMISH
Storra C34 99
API 2 49% MR
Great ptot ntoh aom* garun*>y torvty touch** of r**rtoi>. bui t» gam* itaatf n dtupcNkntingry ftraighfformard and hnaar For CM. *» a cart Short on dapto to u«*y buyng ••*
Psygnoais C25 99
Th* mttotoF IhOOt* anvuip around **th livnnmg graphics and Htwsd bniMd-ou! gantoptay (but uttsn, trage muse) Th* sit tovrto worn tat* you tong to gal rvough though so walch out * yog r* art** a r**J chstonga ****
ht«n «** fW gwaa *g( fou> totonwftqn (•*•» th* IIM «f AIWCA sown a the g*»i «** on§m**f in*m< «. to* •tvs a *<to» um* *na h¥*m » wtm a to* w* ipp**m In m *«■ upditoi Wf* t*0lOOG***l WpMWCgmM
Cor. £30 99
A hehcopler tight sen men reefy iWlOilAi NraiXWW win beds a ectxpn tW not much io Wk .1 The mouM control » * U9» iheky, MM. naku lindt. u»» •
API3 73*. NW
A DU m l pan 4> OM-pteye* mode I you hove 10 (krr wo cfwKtw. umuAtnooutY). but null more bn win . ohum dOunO. Ok. mui g ne-Shoot-'etn-up t almoipnen: intaMctn* i not the biggeer ewig youo tw see Set 0.0 * » •
Teem 17 £25 99
l»»iiet Oaisitwdont - * gMi a
M itcwnw* tut inr. t boat d toe
twn» «l« h»nnfl l-jn to M r*J bttenmna Net much r*Otnc* & one nag Mwg uMd rough ***
US Gold £25 99
wagne tomettung « umpu » Comm Aie wthout me oevet iodvuctedtidi v» tueth naltradU *
T»chn«a»7 4. (yetty gwv But. dK*ni wough wtrtnciA. gwn. cwiMrtn ihe pwkhg naipeoer «rx3
Swung swwt on me adieu. A long •nr then o< UtnAou. trough -uhmelely * d pjed another overage lOwfcri art
nail fpSewN Sy to* *e nwVmMe N*fiito *i*F*rtoto
r*den**tgvnm rmi«( buy* > La* thw* f*M h*«* t - «B f Dv (CUT t*W n**a to a rtp« aboui N** •UoJ nan hi* pne* t*m* («f i* am" *afhit toaTf m pww «boul Swywa
AMERICAN FOOTBALL COACH
Compowr Sotlwwe EH *5
John Madden Fooguf urihoul m* groo»v garret tiotng amcegy.'wcjoe Wwai conpeten programmer end iv.iyewg Me *
Piygnoan £25 99
AP9 7S*» MR
inured By erewae datuca Oebndw and Srvatar But m» Omni' drecocnw-jcfoimg taaater a over-IML t/aMr-ooniroAeOte and grapheeb *try cwawM
Heaaonec.e bn. Cut utterti BgKaN
US Gold £25 99
Oner to you. lauih e ar. couote ot daya Out d»t w .BubNiy gorgaoui null. pw-fiCre and afferent «m an «noatifioi» M « own Every near acreen a en easting decovery M •me gj»»ty m«y Be lecung yeti no douceng mn one a gueaty
Ptey Byte £25 99
We cent egrte wtemer nw 4 the beil Amag. horjontity-KioAatg W«t- em-t* ever or onty the aecono-Bea:. but fi M nteiy comptetety eacetienl. so why are you reeang eva nsie*7 oi gong out to the ahooa to buy a ngm rovk> Eh’
Thakaimit £25 99
Whereas Hyou've got rue one.
we d ednee you to go out 10 me mope and demand you money Bee* immedaeiely fttjetAxmy hard to the port ol berg unplayable. Armeiyar w one game that inouldn'1 neve Bothered mekrg the tnp across horn
he C&t • a
API 3 66*. OG
You know ho» people ley tltaa t you want b play arcade games you mull hate a console HomAc image-
weeiung tranaponer gjV Ike mas e ffw reason why. II you want to tty go n • plane, dent Buy an Amga Reakebc ’ Wef mayOe But who cares’ e
LdrtCletS £21 99
APS 49% MB
its alter ycaiYe ptryed ASTCAntus that BaCy Jo starts to look not 0J4e so 0*0 after t> ff.aPtpnmtrveand ■ Cat tenpkstc butir. CUteand 41 got a sense ot tumour, and you can do a lot woqe than met» ns wond
Oxford SoftwortLi £19 99
AP12 4S7, JO
Too (w a gvrie to jtwtfy (as pnee. and no use as a teimag tool thanks to the nom«te. contuHg nsffucton manual Buy a real Backgammon set 4 s bane* ana cheaper •
Piygnosis £25 99
Top um too lete the pretty MM arcade adventure • completely lacmg ri acton w cheiengt Unless you bund Shsdpw Of The Seesra M too compkeattd br you liung yogi getBoiedveryswiitY •»»
BATTLE CHESS II -CHINESE CHESS
Electronic Arts £25.99
APS 48*a CC
Looks very sweet, but Chxeaa Cnees puat wM 11 appeatng as me tradcnnal Weaaam -style verson 10 mosttastes Utunateiy rust a u«e too Clever lor 4a own good ee
UBt Soh £29.99
A P9 78% SC
A realy Me* idea wen an erceftenl
control •merface. but 4 tans at me rest
nurde (ranks b seme enormous delays dunng [My and a Cady WougN-oUi oomOel tysJwn There', th. gum ot a real CWSK n here though * a a
AdtviPon £25 99
APa 62*. SC
One of re best weed. Op wo" done, but e aaeedy end Umd common net somenow maneges to nebde o> me comop s features But none d the gfeeb bn ••
Slagle Bytes £25 99
APS 40*. Xi
A Amy ousxesa snMHo Wet yee. but (w Amy bits aten 1 very Amy end me business tuts a>e compietifytedous Irsanongnu xba. buf untortunasery 4 s not a very pOPdorgnai oaa *
With Lob. it Woom end Lobe ton budgttdoyouitaffyneedffksrin]-reb conversion eta second rite aicade dnvng game’ No. we ddnl ttvnk so e*
BILLIARDS II SIMULATOR
Weil, ft not bad but at not Jimmy Whde‘4 rtTivtnwf Snooker. «it’ Crfrry PooT on an octagonal table u guoe a laugh, but not iw*y enrugn • •
BIRDS OF PREY
Electrode Arti tM n
toc/ootky dc'Jkkrt and C&rcrttftoftorrt. ChK If* f&MMy 1x7* tut* Lpa*ie gacs vy If* «*y MSt toO TTVCf to* *n tnj1 «h» gantopunti Lot* to %** ano 00 »*n<3 V1000 * you >t roaty pMii toougtv • ••
Electronic Art* C25 W
Paw RPG flntfw* doni *a«m to go
for ■ - prtfamng to* hkt* Of ifto aahOkftr gim«. w tftoft aooaart to 0$ *o»rachng aOcM fft* on wkicft Orawt m to urrrtiAJaO 9T» notong nt» bui gwa a a hy - you fright >**
4 * • •
Inuge Works £2599
Exceptonaffy asmospnerc stfouene graphics But sfghey (anxme gameptay states Sw a cut above me aveiage arcade adaenAxt.
THE BLUES BROTHERS
Tltue £25 94
AP7 87% SC T100 tap 26 fimy addeuve ocaoeaaffy playable Crisp and beauffif-IOOAing gorgeously teesented. taceaenffy-designed ana magnfetrey-wnnen Butthaf s enough about Amiga POWER. fTieBues Brothers IS I* as wee Oie tavov/ee character icencegame ever •••»•
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
AP9 ft»\ GP
Good convince si th* covuoo tut tor tcm reason it t f/U not n tovabl* o" comcufef tormitt Twogtayarmodt * ra**y good An. out n kho moot c alter ng i w * touch tto*. andto* 10 IMcanSi pfeyadtorOugh n notin* *•*
Lohciall CIS 91
APB 64% MB
CharacferW and vnagnaeva we* tfmg but you rearby naao so lores youna* to play < ptopany irtoul* «70ung.M<inM>g»n9Kti *N0 I
ThaUmul £21 99
Raspy aw%v pkaBomi gAma. bed onto feastmetfy neat anting soclen *tr<h *m goos enough to tuffet th* nonces Daco-t a let Raaty cady progrwivtMOtoo •
BOSTON 80MB CLUB
Sllmarili £25 99
AP7 78% MB
O'* ol th tem*- cuij-* gams*
** t* nw with tod d ennaettr and a tangle bi* added* idea neaPy t waned (.** most sun)*™ youl gal bowl Artat a him*, though
Utl Sen £2199
Remember that end oalcu gam* what* you get thown* trey Mol oSS obyacit to> n M«nM and tsan htdto<*m*mb*t what they at wenti Wa* now ct on to* Amiga lor £26 torn technology ncnoartuiT »
BREACH 2 IENHANCEDI
Impression* £29 99
Spacin/tvouttor grnphes tw a my* ortartan.ng game fan n\*ny ei to RPG genre £30*tutli*y
BRIDES OF DRACULA
Gonto Gama* £2199
APIS 59*. MS
Altoundngly cruOe toC7nca*y, toe tiyoKn and tom* alenweary deign run what mght rats own tom* »o Set n Set*tout imosanct «
Electronic Zoo £25.99
Mceo accesses* ana pfeyabfe man motiwargamet•*tea ansa
O apical tcanano.bmti* tarn*
shabby presentation at usual Why cam someone *r*t a wargame nan decent graphes jutl one* **•
Lortctel C2A 99
APB 63% MB
Pwaniaty groovy iemmngt-tyb* aSoa. Mata tram* it appear*» fiav* baan programmed n AMOS Si* gcita playscaa. but too pnnava to r**»y bold yw asaobon m
Mindteapa £25 99
Re*»y trage piattoem aatoaty tcantad bom on* of m* lamest cartoon heroes n Sung memory Snodday put-ttgemat and a compete waned a poteneaty good deign a
THE CARDINAL OF THE KREMLIN
Accolade £24 99
APt 51% CC
many puumg arcade Dtastmg teebon slapped arbemey nto tna mddi o< tna game wreors utiat wit mapng up to be tn aoaortmg and ntarattng pewte* strategy game Shoot tn* datgnar aa
Electronic Zoo £25 99
AP9 59% SC
If t nee to tea someone cy to 05 a Defend* tot tot 90s but net to rue* *n*n 4 hen* out to b* at charactartau tna mpiayabto at to* moy ow-tantan* and Aogcai m Pity •
Ccvaa-fiawe-oaen-An attempt at a Sun Cuy-ttyfe ape wth catbat ItuTerta’I tit. Writ* too paxWy tto* and a doatn 1 *v*n oatane* to* lac* d spaas wen any t**f depth or reaiqm a*
Ubt Son £3999
AP9 69% KF TIOQ No 27 Fan* o( me 8-w caste Chios *4 (tod that Bw » me ctotMt to*
Amgi t y*l com* to emMatng that games unties* app*d Mar aooao depth end strstogy A <m* on me tto* tot but tnomousy cempesmg and antoyabtt *****
On-Lint £24 99
APt *5% SC
PGA Four Gof-cask* tnd tuptrttypttyabto McroPro** Gdf -Tt tochmeaty Munrsng and «*ty i***tw ChanangaGoa-aaladiy. crap-tooung and has a tat et phytet lanrt at At o*n Total rubtHh •
Aod and s«p y Spur* thsu pretty
trtato* null but it t on* ot th* most enyoyaWo Anga drwng gam*t you i i**a> toe tam* Good aowwneni'aoard baianc* too
CHAMPION OF THE RAJ
image Works £25 99
AP* 57% JO
Th* tone of tong that got to* Amiga a bad rare n I9B8 toon v*n H0tt*aii991 OmOtiAy Most and oaapfy unev*nttiy Mr *n*n t an l accatamgto* (Uk LucWylmag* Wont Ntv* gone bual to you probabty *ont bo abta to buy n t«*n *you<e tlupto enough to try a
CHAOS IN ANDROMEDA
On-Line £2* 99
A PA 08% ftp
Th* poor man t inm to. tictpl you have to be a prtvy **t <oti poo> man to lot* cut £25 On Wl nttnor copy *s* tnn AtogN but go twin* rial lhasg. ft stonn the few gad a if I a*
THE CHARGE OF THE LIGHT BRIGADE
Imprttiipna £29 99
APS 6**. JO
toty. somaona s dona that aiargam* •rto prttty graptict LWonunataty toayv* coasad tn* actual »nrg*m* te **tn seme strange and ttoy rutot tna ton ■ it* tauty htoty
comoaratoery spaaing aaa
CHE: GUERILLA IN BOLIVIA
CCS £25 99
AP10 3A% RP
About as up-todtt* at Ch* iwn**t Forget it •
CHESS CHAMPION 21TS
AP 12 60% Kf
M*ont of opttons soadt d OfTcufy satingt rosy to gat nto goos tooAmg and natnich* ton n almost certanty tot best Amga chest gam* yet a * * *
knag* Works £25 99
AP 10 88% SC
n‘1 hard to tea A to* pmgrammart tvar pferyad tn* «to-0p to* n tuppeaaoy baaad on. but it not a bad Mb* arcade dmnng gene as At osmnght ThanagtM. atnoteucey good *aw *•*
CONFLICT MIDDLE EAST
SSPUS Gold £20 99 APS 68*. SM
Ho Turn ift yet enotoer vncey tor-toa-danatdt "argtrr*. Crap grapnpt lots ol feemnaty accural* data acmil taret and ttud you tie* to* cm by no* *• •
COVER GIRL POKER
Emotional Pictur*tlStorm £25 99
APt 3 6% MR
A ccmpanaty amnring game You I be amend at to* poet-dually pictures aitoundad by If* appatsngty tacty ddogue and ixsarty staggered it ho* i*tb*8*irt0ty b*d t s at pout 9 youoaat a. 1* yOursa* a
AP8 8l%SCTiOONo 99 RidCMousty eipensrve but vary atmcaprtnc spy sanaatot’ into tats ol toe sub-gsmos iscmo ot wtuen at* actuaby afyoyaCs* n matt own nght shock honotl actu**y going
tegetnar to mat* a cofattv* who* Sttome about that pne* toougr aaaa
AP11 30% GP
N<c* defect"* nvner mysitty Oh
but ueefett ptol dev*topment and unpteei tnt uta» mfertac* TNacoUto h*v*b**ngood < only a had rad a bt ol atmespner* to a a
CRIME DOES NOT PAY
Tltua £25 99
AP6 13*. CC
Raaby hombfe beat am-mi shoot-•m-uptsn Vn-up rubbish <Hh a dubousUaba-basadptotlin* Crwin almoat *v«y maanaigiui wary a
Starbyla £25 99
tsopefesaaovantungeme. otd-lattMnag and snongynal Raaty wan toe ton ol MonAoy Island arouto »* donl guta usdersAand why paopla bornat ratoatmg ton kind ol dnveiataa •
CRUISE FOR A CORPSE
OalphinaAIS Gold £27 99
AP687% MRTIOONOS* fed* to* m much mot* Nta * SupetNy put-togetoor and cafeMr designed ton a on* ol to* top fe* adv*r*ur*t ol at bm* An awtg tot ol d«A KCtsang and s*appmg but tor once ft amott *cnh putting so
rtrttt' • « • *
Ocatn £25 99
AP8 59% SC
Th* abaotot* rnde ol to* rnMtpfe-SuCrgtmasmctvia-scene* genre (**4. ticept tot Total Racaa maybal G*n™n * shAto* lapawrva, boring and CdmpfeteAy lading to* need tor any tu Wrtaitoavat And toat s tuti to* good bit a
AP9 54% SC
Whjy impieuiva 32-Hrvei >v>*ai but men s nothng (fee to « at *■ Evan to* garmplty toil toer* * tempi* hack n liisn than uni vary naa-aneufed Mor ol a damo than agam* **
DEATH KNIGHTS OF KRYNN
f«si to* good n**t - ton ant naarty at hafelui at Secret Of Th* S**r ffadys Hem to* bed n**t - a «ni n*tr% as good as Dru-mbrng*' a
71st Century Entarttinmant £25 99
APIA 75*. JD
Cruder mor cokxvtjl v*nun of Gddt *ahoul toa dtpto but with a bi mor* hng 10 A ate
Magic Bytet £25.99
Ctito vanaepn on dwtt. atpadady to* t*bpt*y*r not-watng-fcv tn* oth*r-piay*f-to-fhdv* vtotion but to* car** oaat-am-up bi n enp and to* game's a bA that lov ttlmott £26 *•
DOUBLE DRAGON III
Storm £25 99
W** to* felt (wo Goubfe Oregon games wet* umptttc and over-
•aty. at feast they Kcweo out* rsc* Tfu* n rtutto feu compfet man e«i*r ol toot* and a lot ug6*t too a
to** £25 99
Royal tru ol t*o tfyiat (R-Typanh shoot-tvn-up and sfiifegy gam*), but n*4h*r tacoon has baan very w*fl executed Th* "ter* thng n pretty Mck. tut tona t ttotomg much her* to keep you erfertaned lor tong **
Turean Ratearch Syttemt £34 95
AP14 60-. JD
A naval strategy wargam* toaf Jontpian 1*000 Rune’ *** a
UW Soft £30.99
AP12B3-. MBTtOONo 13
Good lun by et*» but pfey to* In ty»ptty*r moot (mto toe ruyssck adaptor toCAidad) andyeui fnd anv* days daappaarng Irom yout Maatauh* Fycuvagot thy Hands at *1 to* * a compfefe tnd utter
Oto-tasncned psatfotm arcade edvtntur*. w«n ov*i4utty gapnet end un*v*f«(ul gtmepley Acettan twee charm but notorg ypu d •ctuaay want to pay money tot litotott you enioygrkVg th* tti/t ■way) ••
ELVIRA - THE ARCADE GAME
AP10 70% NW
Sort Ol I** a (tether but mrch cruder verson o< Gods Not btd Dut not tiactfy tofUkng et yetarothar of too** o»*y*n jobs (you tneuto know toe dn< by no* ) a a a
ELVIRA II: THE JAWS OF CEREBUS
Actetad* £34 99
Totally <W and midbng (surety toe v*ry tut ttvng * g*m* about toe Mrger-toan-kle £rvv« sitoJdbel macvugtk atwenu* and moduigiy pmceo •
Hawk £25 99
Pretty dodgy attempt at ceptisng M ciauc siyfe of too Thnnlgamet cl days gone Oy Tons** tacoon* unpstatanandgttuaour at
EYE OF THE BEHOLDER It
SSIrUS Gold £35 99
Nothng her* that wnnt n In* try) (Cfeattol gam*, but gtn*r*W dent toat fete be ban*- Ttw* canAAy before buyng tem mougn *« > *
Krtulit £25 99
Manchester Lfrkteo Sunot on ct but feu lias About at good as Amgi Ct hccnay gels at to* mernant though *••
Soil 6 Easy £25,99
APtO 66% GP
Vary rough toonsg but Shea(fey Weabfe dona ol toe Sage 7etna don* Cdkannt You ooukj do *Cr» like any cA (ha chfcieJ Arhgt Terns games toteiampfe) •»*
APtO 77% RP
Average tnoot-ens-up debngunneo by a retoer toveky SglWng etfed •hen tenets the game a dwtiwig atmosphere, tbex nuhout eddng aryflwig 10 toe haomeyed deign • * •
FATE - GATES OF DAWN
Rainbow Arts £29 99
Fewky end tatty FRPG, annough It QtA tome cute babes m a a*
Storm £25 99
APS 33% SC
Astcvythugty thaler* v*n lot bo rang game, youl tpend ned-an-hour compietng but and toe rest ot yore let ragrettng buyng A rt toe fust place So don't a
US Gold £25 99
AP682*. GPTlOONO.60 v*W dot* eonwtwon ot on* of to* fe* fatt-dacant tread* btat- amspa. tnd probably to* orey A-nga gam* n tot genv* tapan from W. mat t *orth ptayng at at AcOupfeof nsnev laasjiM fnmg. Put baicaay raaty good ttufi mt
FIRE AND ICE
Rtnagad* £25 99
APt4 88% MR
Mage PjcAefs. cut feat and good
Quae btadhUkjngiy homo*)0kng •TO serCulN Out to Dcot Just moPlet wargmie ree*y e
Navyk Otrttoer 040 wrtxrm* wemorm *'*>' • pemepa Mn the Stmt I Qi»rky <fWK«> comtt
U&i Son (with Mega lo Menial £90 99
APS SIN SC TtOONOU On dme mu txauAUr eeflitrueteamapteyiueArtade adventures th*worttf» evet aeen.
mth truly sJknnmg sound moth* barge* This • me way a should be Otft. ahveyt 11 * t *
AP14 75% MS
Tense and spcctry und • covert dapartmed d our own Mat MWCt EH’trntfy pltuioit tnd •cndertuOygrpong IlMoolt Itwwrt MX lor • Stmt MI no eotojKtmevrgyte'wt *•••
FOOTBALL DIRECTOR II
MM £24 99
AP$ $ S%CC
FORMULA ONE GRAND PRIX
MicroPros* £34 99
Ptobedy lh» mot! sturvwg tecfwcel eOV*vement teen n Amg» gam« programrvng to dele, Out mn fWiyey * supertey end in»ui pkeyede stmt 10 besot Mcnjirajjy mprewrv* m tatty tty - buy 9* or H< tWt)M •*•••
40 SPORTS BOXING
Mtndacape £25 99
The lourth dmeneron <4 ft. tttly DM and ier»y movement end compete beradyn t
40 SPORTS DRIVING
Mindacept £25 99
APtl 69% NY/
A sM nttt Usee Own'don* lomeanet spoiled by tnt reefy ctsuy era moughbeet approach u bumtmg •••
FLAMES OF FREEDOM -MIDWINTER II
uic'oP'bse C94 99
KttimlMMiKtipbtng M me titty mo mcanttntt gm eg< bora the atmosphere a bt PM* btttten tnt tan Mooft ot acton Stmt md str aaegy ten t kit* arvVwa»dty ttt
FLIGHT OF THE INTRUDER
truf* Work* 00.99
Supntmgy erycyade m yappy
*ghe um onto m ont of me US
Cota Design £20 99
APS 59*. SC
Xenon 2 wen* m* labdcua nu<
System ] £19.99
Tint Sued* Sitotnjua arcade pAatiormet & aJmo$ t there but h ttepti centre* mo aky- gh d*ci y putt • wy t»*tty tp«nn*f « t\ •wAj Coukj m-.« been great but
rint * * *
US Gold £25 »
APS 67% JO
bn«f Mlftg Attempt to do tomothiog r+m mb«\ the lormU*. but * tom the ongnar* vngj* rr*r>0*d wnw o* purpow a* eel «t tomt 0* ts* Kton **•
Tomth wfc£2S W
Spectacularly awM majvnaah of hatf-a-tazan gam tfym «aocuud wtb t breath!** ,nq bCk ot cofT nce wen * tn*f tivV«u plot vbppcd on too w* adrrvr * w* owr-reted VM on* •
G*C*(3WGc&r& cot terrpW+y
MtUennium £29 99
API3 60% JO
$ m Cfy go** Gw. but doesn't (Me cut < cowot
rtt wwM Somwypoof oovgn rn*>« < lorrsy ot a Chore * a
Oatord SotVawka £19 99
Ltn>o(ih.KctMd but aaontbtt vttwm ot ont ot re true md otter ignored* dauct ot botadstmeiQ 100 tut revet* md t nmoetbcmg tyttem jvet evetycm* tnt tftmee x> d»y 9w tbuxtms enP cht*engng gimt
us Goto no 99
The Gcaf ether Mage -)«■ try to entgnt how truch poetntitt there it Igr t reefy sT**t S*mt et there Then kx» at m goruehji edeu flctuCop cm md cry tor a dey end (he* a
toy floerg Thuader pteyexae arm cute anmatam bd no noeceade Serreptey a
GRAEME SOUNESS VECTOR SOCCER
Impulie £25 99
A breve etten. but aiftM the vector sndket «rt pretty aael. me uccar betteimeredy FieuvSer race try. npcgef e
GREAT NAPOLEONIC BATTLES
tmpreeetone £29 99
Outt taeageme aaen e buA-et niter to ypu cm ectyatty meet e eentjch tun ea you eare Aiegedy • •
HAGAR THE HORRIBLE
APS 65*, MS
And of Ike e more eapenerae aerpon ct The NeakZeeimd Smy autn Vtkegt at ( Surpneagty enough leu cute a a e
HALLS OF MONTEZUMA
Electronic Am £25.99
APa 61% JO
MAone & tceneno) but grotetgjehr teenendy end comptccsed to anyone Out denerddeioteei ee
HARE RAISING HAVOC
Oitney £25 99
API2 28*,scee*. MR
tbnim bUlm iilouu much gameptey n here as mere .e n e bg empty boa marked Oemepiey Free Zone » you've got • herd done lend you can t pity mu any other *ay) donl aaept tt memory space
Gremlin £25 99
APtl 91 *, SC TIM too 15 One oI (at men complete tmeruiiwg eddeeve and mugnat ve gemee ot any end ever seen on Pie Anaga Hartegueida lour oe force ot pregrammang and deugn PlaScrms and ipacahoppere have neat' been so nwn lun
HARPOON (WITH 8ATTLESET II)
Electronic Ant £94 99
APtl WS JO
Phenomenefy dct*ted but youl have to oe a reertd Admrai to neve
enough Une on me hands to ptey *
HEARTS OF CHINA
Sierra £94 99
Lota bener mm moat recent Sen a
ehorta but tea very near and i you havenl got one meg end e hm) ame kygerlonpeewiy teat
Core Design £90 99
APt66*.MB TIM No 46
I you're led up or appeAngfy taty RPGs. aahy not snoaa some programmera m’ Acrrssbr playable gotgeosolo loot M butaM hotang plenty or depth and chMenga. Matte rwy me genre anojd be gong eeeee
HERO QUEST: RETURN OF THE WITCHLORD
Gremlin £14 99
AP7 MV JO
A cMcn ce ret* levels lor me [retry groovy board game canveracn Nommg ramarkabie. tut 4 certamly •almoi m*games tie ee*
Accolade £24 99
APtO 4»*, RP
Aimoal aa entabng «a Macaulay Cuhn e
Palace £25 99
APIA SO*. GP Compieeety take-e-or-teeve-4 mc*xt>*e racer mat looks every tad nett to yroom and Siper Htr&On
Ocean £25 99
AP T 75 Tv SC
AlmoiJ a prototype Teua The Ftu. it's a m almost greet cartoon platcrm e«ort runedby a hdeousiy urAnendy nemahaavy control system St* mere CPhetne and eryoyebie then me usual move leencegame though * * *
Adivltion £25 99
Tecfnctiy a »w> but beyond me anpreatnre 90 ueuMt mere s ectuetty a senbuity groovy arcade adventure lunurg yuil aehmg lor e chance to hock you oomplelety ■ you cert tad it buy it » • • » •
Storm £25 09
A mry good convervon dthe arcade game, but ra loo ms) easy end 1 neks me adddrv* Me of Super On Road Evceemt kai mm e couple d <n*ndt round a* the same though
Hawk £25 99
APS 59*, CC
Crude end oo-fauvened pyvo
wagging sports um « may be. Cut aomenow a manages so be date
good hyi lor at* Re*N taoy bul you cm I http town a Worth £26 et the same way met Guu's wom the ■waon<yud end
JIMMY WHITE S WHIRLWIND SNOOKER
Virgin £90 99
AP4 90N CC T100 No 10 Could a sport be recreated more perleesy on a computer men Bue7 WedonT ffwik so Apart trem the enp bal poang eound eAed. we Can I fnd any fa«a n this megnilcere mooker epc enat soever Abadutety wondedu
JOHN BARNES EUROPEAN FOOTBALL
Unseat £25 99
APIA 74*, GP
A very amiar game n play lo Myntflesy Unded Europe but the any area d pnen voeke on icrten oja down me (actsal scope dnmebcity. ibhough t Ccmps me speed so ugnacantty Good tun. bit srjvw • • •
JOHN MADDEN FOOTBALL
Electronic Ana £25 99
APtl 90*, NWT100 No23 Lamed entertainment wth a sngr payer but one dme mp»i vwdvng ab*ortmg end largely (MyetM tiKf
prayer games ever Orty lor Ians at re sport though • • v • e
KID GLOVES 2
Millennium £25 99
Somemeig pr e waaaad Nance - m* actuafy used lo be cased LOm Beau but had the Kid name tacked on el me tea) mnvjte to no greet ertect E ssenbtfy super Wonder Spy. but e bt more crude Very average eee
kinase ape £90 99
AP9 74% MB
Somemeig d another wasted icenca. e*h a* me potent* d me TV mow passed over ei favour d. bascaty t rewmt d Tony Crpwmer's tarter game dapev* Hi a* very clever but the atmosphere HU «nl realty mete Very tough too
KNIGHTS OF THE SKY
MkcrpProee £94 99
AP6 67% JO TtOONO 9
Th* « whel 4i tee»y al about ei me
%ght sen department You can keep
your F-ISs and your 4920 A-rpusej
Krvgnrs a rut Sty cepkaee me dvedevt Net d the magnAoent mm ot wwi perleesy. •■m gtonoua ooghghang and lota d btdey tnaiiona No oolecaon should Oe mahouts eeeee
New World Computing £25 99
APS *t% SC
St wonyngfy r/vt mat ee see l sntagy FtPG type d mng than aduaty been written by temeone mho can program property, but tfva one ceniinhy tea me bat Acc*aa«*
(Our tavouke nerd at me moment i md tun cut ate wth ptenty d depth try Pat one dul eeee
KING S QUEST V
Sierra £99 99
APT 63% MB
Pterty mpreeawe edrenaaing snrt end grapaveafy eacelera too but one* more Sw * lor nerd Owe ownen or me imbeteubfy pabena Only eeee
LAST NINJA 3
System 3 £35 99
APT 60% SC
quW at urpNi-fJC* tt tr< prtvttJl n*4 r,V+Ut$ t 4©n« bug «M • CM 0* • rigftfTW* *s Vm CCrtrq 0*par»n®nl Uor* ttcrioic*** *&nrc)*y but pr*ey OHSc<ot cn*r*d*f'*n* IM fj» doevU r*t*f grab you •**
Piygnovf C25 W
S»Ok iffwP «rd higNy proPtsvcnal pyatonr Q urtet - i M gn th*
9«» Cut no tow e 7y>M fwnM P «ntyof4tOO
M*nd»c»p* WO W
API 4 91V KP
An PPG ShaTt a +*ryon* n N AMGA POWER one* pta>«>g 4 rvw to b* tom*«vig orctry *m3
*v»r i just «A*t 1hB B W*-r 6a jnc«3 arid May lo got Mo. we cam thm o* avogM««Oul!Wb *****
LEISURE SUIT LARRY 5
Tb* mod ct nog rat rru* * (xy g a Sup* NE$ W(X5en/y **m lh« * reaJPygood M meet unfur. rwa*y*4uCKxa. *«3 «bom m nc* to
loofc M U four Average motorway pie-up f ace ■. tf * njtitnt' *
Hi tee Computing f 24 $ 4
Computer gwwt> Y*ah ngf* Somecn* * puRng w keg. no’
Wei. no they're not And yea. 4 « as vtupO an 0*4 u * touxH Buy vom proper ana gw «w«y
from m*s monitor lor a wMe m«sead You know 4 maMa senae *
LORD OF THE RINGS
Electronic Art» C2fl «
AP9 63V MR
Vary atmoaptenc mah a inantfy control rt»rface but me Arrvga reaby creaw as a met io weo « «i gomg OYy lor mow «t*o arml in a ngrry eee
LOTUS TURBO CHALLENGE II
Gremtn C25 99 AP7BT%CCTtCONo42 There's at* a powertut omce tobpy tn« veys in* game tsnl aa good ea Lotus i. but nebody't atgung mm m* ted me) m* • m eveesert md euperthyeiecuted reeng Mar Consider Vrcom lr*t though eeee
Game Crehert £3099
AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
VOUR ESSENTIRL DOME GUIDE
gam* dote iter > im average' tw actual crap - but why not 0* w
yOut £31 on tcn-ettvng njll achety )004’ ••
Elecl/onae Zoo £2$ 99
Novel tr**p. n*-g*nj*ts-msrtcn*sg-br-ttang-Wn-Vangi-M-onc*' ON M n *rton a amply doaanl grab you You cant njMO see II* mM lor than*** (Sorry mat *a« too good nonouwagan « *
Ranagada t» 19
APS 75** MB
Th* gam* mat mag* Go* took vanad ano aiding. ttage P«ws showed tret m* Bimac Brother* ■arantMater*an*rat Mm) Mgy to play, k» net actuary Oraadhl buMwascattaniyacohual aiuponmid b9ngt*Kat
US God £25 W AptOS'.SC
Everything mar s radou* and napr about homal management g*n*t can b* found n in* nopatass paaot ounob A moon Hiiiitc icaom and ncompr*n*n*itr* con* m*u TT« Manager knuddachawngt, gam it10 play, mrh no tadaamng laatmtatai Aiorddaaparataty a
MANCHESTER UNITED EUROPE
Krlaalla CIS 94
API BISCCTsMNoTfl U«i recanlly tn* Aimga i tou Wayabh looty atm. and although a a one* baan cvartikan by tavarai moraamancaoteai meditator* ol Inn A budget ra-raiaaia aoco aaernsnavtata* and t a happen* oortmni **a
THE MED CONFLICT -BATTLESET 3
Electronic Am (U 99
Oh pease Th* a turt a spacerei naval wwganera Ivng that wa aaneuily doubt a eagle on* ot oca raaota a at m* lAghtai: ba
Maraead >n a Prtw* m wrung *a you VAaga Paopr* tanai •*
MEGA LO MANIA
Ubl Son (wish Hm Samurai)
APS90NMR TIM NoB
Tnaaecond part oils* bargain or tne year nvt hat abate ) wargama (no. man nor a contredcson n lannal a
Oone or the mow muratngv addct»* aapanancat you! avar have n Ironi or an Amga A bona Me ctessc «va rat th* brat game lo raaty pm tha
Sonuna boy* n tha »eo«HN
Novagan pgg n
Oitapocwergiy iwcvxnfrr toque* to m pmtsy amaBarwg prnout two Mercenary games Looks OtaadU and mare s nor a lot todo a*
Srimanlt £25 M
APS B*. At
Vaguely nteratarg bear- am.
« strategy ebon - r doesn’t do murt and doesn't do wnat t <K+t do n any lamamaer* wap • a •
MICROPROSE GOLF MicroPro** £3* 94
AP8B4‘.SC TtOO NO 50 Lovaay 30 gott sim >wm tots ol trfl* hi the ccea or me gamaplay 4Jil at it inotAd be. and 11 sort or tmeanasaatg watering me Arrvga sanpty avow away IVHtcr screen n can! cop* wah rrcyng around
MIG-29M SUPER FULCRUM
wr»r ovar-pnead and oier-sanou* sen mat naads a tot more actcn and
a ba more ntarassng scanary I t% gong to gar paopta to ijrk out ao Dual tor I ••
Umdacapa CM 49
Wei Peng abta to sAarma ratal or germaw is a rvc* touch Thtl PPG haek-'am-ug looks good, bui th* gam* aoasn t hpw and as nor as nvolvad as ad nav* you tsirn
Mmd§e*p* 05 »
S*nC*yonV* mwn. bultMtlun HU fmwaiie rd i lot mot* *npr.v« Ev*o aft* *■ tM torn* vOu'ft i « Wtv off *<h tr r*« vwtg ***
Echpaa £19 99
APS 80*. SC TtOO No 98 Look bayond me tacky griphc* ct Hm*r Business and ydul hnd a secatb piadorm game n ma dupe arcade badten uanc Unar meat* Op Otg ana net a completely bntianrtma. warn
Ocean £2$ 99
AP4 SIN SC
A M violets and remng much to do •KhthaMm but sM gure a ptayataa and addetna ptahomt arcade game Llnscprusicatad and taenneaty tty iras 4 mt knd ol mng ma prvtH ’Wa* n’t not pel was nvaniad tor
internecine C2S M
APS39NJD AaaaarTTrrggggttmh' a
NEBULUS 2 - POGO A-GO GO
}Ut Century Cntartslnmant t!S«
Tha (ngni! Mtbuka s an aA-ltna OHM iTioONoMi but ir>4 saquai nvsjes me pom anara . nwung me game ovarcompicaiad and over-hand and pat no hat to play al 1 Gat the raw ring vtsraad •*
OhpuBngry lacky lookrvg al hr« (wl
worth stcung wah to dacoter me cMilangitg and maglnabv* Itor ■ snoot-am-cg anyway) game hidden benaaat m* valact • • a
THE NEVERENDING STORY II
APtO *2*. JO
Lots or to* sub-games but noSvng mat raaty »*es you any feat tor me rentier Even it a garvo ire, seme rail yaw around la tha naj*ga*. uD-gamas move Icanpa). you can tnd kht ol bailer etamptaa mw> ma •
OK HO! MORE LEMMINGS
Psygnoaa G199 (data dak vararon £14 «)
A tarty enuad opooruwy to do rematrungraabyrvafeating butt you r* a Larmwigj lover who want* a new toad o* soaans n th* ur~* v*m as batore. you I b* n aavanm naavan The dnotty cwv* 4 crap mough and n t ov*rp-.:ed » • • •
Ptygnasit C4$ »
T9UI dnl a more compleaSed and lass ftppy y*r»ion ct The KAng G*m« sajw ii a* - nor * • •
APT 74\ U8
Two years too (wta ltvs nnl a ted
game Cut Compared lo Ld&i and Vroom, it s ten nandng at th* surbng an* Th* programnart stem to hava got bored halt way mrougp
AP13A7*. htfl TtOONoAS Bnunby aremng and tana* tank srm mat mprovaa over rta pr*d*c*Mor Team Venae* by a (actor ot tout. A Me temper tor th* tread* yrww but *ab ad Ih* save a a a* a
Stralegrc Studies Group £25 44
Ourte bnght and osburV 6J sutlers bom Crap kvdsuvgiMivabe Icon Osaasa ••
Ocaan C» 49
APtt 64*v SC T100 No 10
Mjch more n in* van ol ButM* Bobbeman Panto*(stands u*s« a yaat af-acton ptadonnar wan a parbcuSSJty rnaprabonal hM>c<*y«r mod* Nouhttaresarhaaddctwa piA *1 as mmaoiai* piadacassor. mough aaaaa
PGA GOLF COURSE DISK
Electronic Aril £14 44
Sum* amt bes lor on* o'ma grooves! sports games avar - has 10 Da a good trmg raaty (Uneaa you e tape ol ttaaady ( ***
Oranskn 05 44
Two-stye srv»i-am-up wan baaurM graptvea bur daapry mnspnig gamaplay Amght but brain daad and
'ness • * *
21 at Century Entertainment £JJ 44
APt297*vSC TlOONo 78
But fa pray a pnoat game' Yeah, and a Fartan F40 * ony a car, bul whet tha hut's shat got to do with anythasgi Scpramary gorgeous and ntast you a MMma - nasal more mAd you posstry ask tor
Tha Usd cf trsasg when rarer worryngey passes tor O>nop amanamsam mesa days looks ccmpraray lad and weedy ers a eat Amga seraan S*p n urvess you've get soma sanous psychotogcai probems aa
Electronic Arts C29 99
APB WMJ8 TIOONoB Sscerb saouar ret mprovas dumahcaay on whal was, lor moat people, one or re bast games ot at amt " than ran a good trough recommendation wa don 1 know what e Our h eat-avar nem hr a Uspnce gam* • a a a a
POPULOUS WORLD EDITOR
Electronic Art* £14 99
APt0 7(r.GP Don 1 iw* is* graphic* or Is* landscapes «s re ongnat Poputour’ FOJa around «i Item (and the wortrts ol coutsa) wah r>s narcty. t rather mtad toe* ' a a a
POWERMONGER: WW1 EDITION
Electronic Arts £14 44
Gnat re ongnat gam* a mol ol much-needed chancier tu beyond thai a doasn 1 ready add anytrvng so thaongnat aa
HI Son £24.95
AP* 52% RP
Toaaty aanous Aghr-sen. e mare s abeokieiy nommg to ihoor as 4 Not ready a gam* al a> is tact, note ct a hgMtasaononcompuer Ds/src sahal Cl dOCSg hant a
PROJECT X Team 17 £25 44
APt3 79S SC Tim No 82 Wa thought the was gong to 0* a contender tor game or tha year but *a «»l wrong Sack and brash and •roeday but ago bugged and dremabcaBy under .pevletud A crying itam* • * *
LoocM CJ5 n
AP »4 6SNGP
iuw mev mafs im* hm v*wi >tw g«r 4to t but *m nu*« Woovi 1or * »uii pne*product ***
APi* 9\ m
N01>*nUf*4y- ipt**t*nc mb* pg Ar but !«*•» r*th*f mor* on •rtgr than actUify fct**«cr»ng you m*nt*J t*crf*t K> any Mnoui dtgre* T*i« t«r aynmohtopping gam*onV*Amga mougn tit
Oomartc £25 94
A**l3 Tt** NW T100 No 47 A lar b*tt*r iffon rvan Oomani • ongnoi Hard C>/*v> ccn>*t«fl out •At uioomtorub pron* lo *«Jy Cna* MTMvf coruroi SW. ifyou Md in* arc*de gam* youl Kc
RBI TWO BASEBALL
war *■« the Amga * bur bOMC«t gamabyguiaaottanca so t you war* an Amga bated*) game you're govtg to have lo buy me on* I ygu dont whyarayouraaongriacuhe ■mpan’vir
AP9S4M(F T1MN0 47 ITl baacaiy juil a •agiby mor* compta* varten ot me Ok) kingdoms I. but 44 al D**L*A*y don* i game can ocusdnady descend mto rapaMnra nurnoar-toggvsg ihougn • * * •
API2 14S GP
On i taw moutand oswJ I worth ol PC kfl the 4 a reasonably a setting WWI light arm OnmaAmgafi on* ct me crappetl bis or crappy ok) crap mares avar been Ontytor mote or you who tad anata mmngry last a
RISE OF THE DRAGON
Se-rra £34 49
APT 74*. JO
Out* rsaat. r>s on* n s daaranr and avocakva, bur is* gam* t a prtby smoe one whan you gar down to it Yu again rough don! borer-t
you rt nor one ol thcea rare land OCky) hard dnva-ownng ypat
Millennium £2S 99
APT ST*. CC T1OON066 Motousa pamapi macoreoe-baatar tvatyore trougrv 4 was at Yu Aobocods sM a cute and knay paderm mmp ITs a shame 4a nor a bn (w*a. okay, a toil Pgntai. pur ta at*<»rm a ptay w Ihraa aaa
Ocaan £25 94
APIQB5*, MB TtOO NO 71 The moat aurpteng Nm icarsca at
ages ffva maly Pnrgs out me tear el
tha lam. wnh tots or tail -paced east depoed as mpressna 3D vackn.
tovwrr ptsamaion atto me baigaas tt doatrst gurta hwsg togarhai 41 a gam* ptmips. but brave arse a drtasrta success
uitarvuum £25 44
AP8 74VCC TtOO No 71 Very Iwaabl* and witty RPGvsh
advanfca* romp but toes ct annoying M* guava gag I down a tat Ncca wondbaatf*. but toll KOI Las man yOunvgNtrpact
tnsaga Works £25 99
Uteeta tme* secion arced* gam*
Th* sna iprartoimi pt 1 crap, m* second (30 maaai mi raaty bio. and lha lasi fvhocr- am-up) biant worm ptayng the other r»o Ms hr
APB 86*. SC TtOO No 3t Absokitety tovaty ptatferm-garra con-op common mat 1 actust) batter lien the original Fai1000ra to be hue tv too good a gama nor to own *****
Virgin £24 44
Swear and cnaOangng tcrobng prashrmar wah a tovacre hero and tone raaty ensp gractves . but ma tavalsaratooiong hardind 'apatova to i«t you ustaraatap hr MtMiior ) *••
AP4 8B*» SC TtOO No 34 Tie only Otnar sanous ooraendtr ISM Apidyai tor h« td* g the Amga 1 sop rtoor- am up uaua lha Super NES irwi took vary swy Mdndeao and mar 1 nor a two reason tor buyng a by esat
2tat Century Entertainment £25 W
Bland hon/owy-aeroling iftoot-em-up. too tar oerwa rre caw sj oe rea*r worth txspng at trw pnc Nee *eapor* Powy *»•
D4H £24 99
Footbe* management, »4hou the rterettng toottetf tx% Youdoni went » buy tr-i_ you f***y Oon> *
RUGBY - THE WORLD CUP
APS 66% CC T100 No 74 I No omenae r&kwt outy
pyttt* waggle fr*n*y <n m K<k ORM rygc* fcceoc* Atxeatyto beet tot greet eaheuemg tyrv tge*ns! enoatf ftuman ptayet el *ft tre
SAMURAI: THE WAY OF THE WARRIOR
ImpreuiOA* 09 99
APT4 MS AP
Good prewnteten Cm* nften you get rto Ibe g*rr« proper tl JSt one more lacay e*vj untnen y watgeme One lor fw>* leoehuti •
Virgin £19 99
Wfctv* end h/peegt Hn«K Sraya toTKj Onentet puiile geme Sagtey wYjewct griphes ere « w o*« proWenv cut not to mueft eiet4§po*Ntnegame Agoodone
THE SECRET OF THE SILVER BLADES
SSVUS Goto CM 99
Looa at Eye Of Thi8**c*Xf2 loo* enr« No* a** yone* *f»y yow anoukJ coobnue to put up *eh weft uOW«inj orvei *r*n ft to COvouvV poivtfe 10 Oo to mueft btr*' ftd to lino an ana*er •
Noe idee but once agam a wre game tumt out to be more a teat o* cftance than a genuine bramteawr Never nvxj. eh’ *
Oom** £29 99
AP1167SUR T100 No 49 Very tovety RPG **h a near *gfe-•nO arAneu enact, w*cft <o**»te me tact 4 Ooet nave aome gameptay <np*cabor«)* maevy juu a eo*me« gmnyeft on top of *ftaf s a *• -de**gned and aoaowg game Good vv* rough occeuoneay a tad vjggrtft ** »
US Cold £27 99
Nor my imhm - end not very appeamg loFRP punts efl* - ton « an aattwaid daionied end generaly unMMng game Worth 0 try i you'ie e»er vcmethvv) a or dflerent though Shadoatan* ooet ttattc- tti
SILENT SERVICE 2
UcroPros* (34 94
AP4W.CC TK»No42 Farcatucaey gpggng and nmowherv: submarine wruuton not mat ft got men compassion lo thneaganu e you've ever tanoed yourse* ria Ltooat or t hunter **er ycu 1 Ur* m lo deem istts
AP14 59% ve Some e< the most appaing crogrammngseennaprotetuonei game n years runs what could Mw» p**n t r*«t r Morning concept Even 4 you've got a hard ome. iprget * •
Ocean t2$ M
APS S3*. MB
SupvgirgnrrciOHPietn Icence. even Ira aanptr derecat lo Vie Mntandp NES vervon AeamaccaPy yuc. Cut good tir to play. I a we on me hard sda
APS 56*. MB
umt Mmwi maea fpaenbar but a s *mov BtaPy uouyaoe a
Watwey oaaeopveng eonv«<«n o< ona o< re oaai coevopa *i years Wrnen ai tueTi a way as » oaaar to fe Ameceen mamet. so nfty moud ydu tpand any or you Medearnad SU'.ng on .i’ • • •
Eir**eO099 APS 74*. SC
eaenar Uoevp lo Uryituvne aanpugn fs not a ted RPG iwig e ill can ngN TK Ota e a Ot mora mewtrg than lha twuson. rough ...
SPACE ACE II
Empire (34 M
Loo4 41 mpe tj t you 4 total creenl Do ydu aM lo eat crap games come oul on re Amg» n the Uufe7 H re answer to those Ouettons « no don i buy the game There s nolhmg aea to a •
Gremlin OS »
AP124SM4F TtOONoSO Etoatant coamgame comenon ■non does aney Mh «• net teitous tahng around «nr Mi or ptasto art) oca our doaml <o«« any or re •aaluraa ot the ongnei game Very Gassy aeee
Ocean (25 «
Zappy Qpauton 7\ndartoadona PU noaaera ne« a* good as QptnPon Thunprtoe Fm «iri a Trojan Light Phaser bunoinuch alee aa
SPOILS OF WAR
internecine CM M
*Pt4 4S*. JO
Teoous lueonh We w sad toaen anougnoynoa Out just»reaeraie ■ somMhng oamg a aargma nnl an escuS* tor 4 twng programmed to tud-IMS Standards •
uch Son (M M
APIS 44*. SC
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APtt 43*. ftp
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AMIGA POWER JULY 1992
Receive one of these three games when you subscribe to
Ideal (or the budget-mlnded tamer - too jet lour of the most Individual and Imprmiv* Amite fames around la the same pack! Impressive Is the only way to describe torus /sprit Turbo Cholltnft, the ortf Inal and (some say) best Lotus driving tame, aad here it's roused by hacfc n slesh romp Choult NGhotIs, the burnt I(tout. The flytrap and lovable oM tames Pood An caceJknl choke.
Robotod Is a treat fame, there's no denying It, and an eaccKcnt nay to prove to your friends that the Amiya can do the sort of Unisys people buy ta-brt consoles for. However - and make no mistake about this - Harlequin Is better. It's biyyer, it s more packed with stuff, it’s juit as imaginative, and thinys don't slow down half as much when there's lots yoiny on on screen. It's the bee's knees!
'Cattle' like the Northern European race, not ‘Celtic' like the football team, this s tunning stratcyy/aetson/rolc-playlny tame has proved a shock hit In the AMIGA FOWtft offices -fans of the Chaos-style of yamcplay wid love it! /specialty fun in two-player mode, this unusual hen-based waryame/action yame proves once aad for ad that streteyy doesn't have to be bonny. Indeed, M's yoryeovs stuff!
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AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
1 May 1991 Our very first issue! Big games tike Eye Of The Beholder. Gods and Cybercon III. the first part of a gigantic Rainbow islands player's guide, lots of chat from ttie Bitmap1 Renegade crew and more!
On the disk: Bombuzal - the complete game1*
2 June 1991 And it just gels better! If you manage to get pasl the (ahem) swoony picture of Peter Motyneux on the cover youH get to thnll to such treats as a giant Bullfrog interview and reviews of games We - yes1 - Monkey Island
On the disk: Kid
Gtoves- the complete game!
6 October 1991 Indy Atlantis, and more -giant US Gold Work In Progress feature. Midwinter II. Cruise For A Corpse. Magic Pockets reviewed.
On the disk: Flowing Ronny, Captain Planet. Butifrogger and more!*
Plus! Five free AMIGA POWER postcards!
7 November 1991
Monkey Island II.
Young Indy Jones-Lucashlm led an. World Of Commodore show. Bob Jacob ot Cinemaware interviewed. Formula 1 Grand Prix. Blues Brothers. Lotus II, Robocod reviewed On the disk:
Leander. Video Kid. plus PD games'"
3 July 1991 You want to know about Core Design CDTV F-(5 Strike Eagle II7 Deuieros Tokft Then th<s issue is the place to come! it's even got our first 'In The Style Ot ...'mill
On the disk: bnliiant Exile special works, Prehistohk preview, three typ*ca«y excellent PD games!*
B December 1991 All I want for Xmas... seasonal hardware guide, giant Xmas compilations feature, reviews coming out of our ears (Populous II. First Samurai, Heimdall, McroProse Golf. Knights 01 The Sky...)
On the disk: Cisco Heat, Elvira Arcade (1 meg), best of PD!*
4 August 1991 The
Ultimate Autumn Preview, Mm games, The Assembly Line interviewed, Jimmy White's Snooker reviewed and more!
On the disk: Beast Busters. The Executioner plus three PD games' Plus! Giant tips poster -Kid Gtoves and Bombuzal solutions'*
9 January 1992 Giant FRP game feature. Code Masters interviewed, our Games Of The Year, reviews of Smash TV, Birds Ot Prey. Kmghlmare and morel Double disk issue! Giant Knights Of The Sky entire training section (i meg), Puggies [great Q-Sert styie PD game).
5 September 1991
Giant Gremlin Work In Progress feature, aft the new god sens compared. DMA Design talk Lemmings, plus Mega to Mania, The Simpsons. Thunderhawk reviewed,
On the disk: Barbarian ffdemo, plus 1nre (live!) great I PD games!*
‘Ptawnoc* IMU 5. 6. 7. trtSmNOT ASOQPraBxvtK*
10 February 1992 The
Ultimate Spring Game Guide, it GraflgokJ had known then ... the best and worst ol games packaging, plus reviews ot RoboCop 3. Another World. WWF. Leander and much, much more!
On the disk: PD Special - featuring Mr Wobbly Leg. Raid and Squamble
11 March 1992 The new Ocean - all the year's big previews, Mega to Mama It - diary ot a game starts, buyer s guide to piatiorm games, plus reviews ol John Madden. Shadowiands. Harlequin, and more! On the disk: Pacific Islands exclusive mission, plus three PD games'
12 AprlM 992 Giant Psygnosis preview feature (all the new games), massive beat-em-up buyer’s guide, and some great games reviewed - Parasol Stars, Titus The Fox. Vroom and more! Double disk issue! Great demos - Titos The Fox. Project X, plus Rome compete game and more'
13 May 1992 Bumper Ann.versary Issue' Includes the new AP Top 100. hidden games guide, plus reviews ot Apidya. Protea X. Ultima VI and more! Double disk issue! Special Sensible Disk - 1 • 1 rlfc J including Soccer and
Wizkid And' Playable demos ot Campaign. Pmbaii Dreams and il3 the Hook slideshow1
14 June 1992 All the new tooty games previewed! All the top joysticks tested1 Ait the big games reviewed' Fire & Ice, Addams, Eye Ol The Beholder H Legend. Pushover. SimAnt. and mote1 Double disk Issue! Great playable levels ol Legend and Aqua Ventura, plus Mister t Missis and more1
AMIGA FORMAT BACK ISSUES
Don't forget these old Amiga Formats! Both with complete games.
Issue 23; 2 disks Inc Balance 01 Power - pure strategy (an ex- Top 100 game!) E500.
Issue 24:2 disks, 2 games - Vaxme and Archipelagos'
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At last! After year* ol over-blown.
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ow you can keep your copies of Britain's best-selling Amiga games magazine pristine and perfect in these gorgeous white binders.
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Quite simply, the best Amiga game tips book you'll lind anywhere. 180 p3ges ot tips! Over 100 games reviewed! 12 games mapped! 13 complete solutions! 20 complete player's guides! There's more games-help on offer here than you'll find assembled together in one place anywhere else. You could live without It. but ask yourself the following question. Why
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AMIGA POWER JULY 1992
AMIGA POWER JULY 1992
This month we don’t have one hero, but thousands of ’em...!
FULL NAMC There isn't one Lemming, but Jols — all identical (with the exception ot the various abilities they temporarily receive - see Known Abilities) and all conspicuously lacking in personal names. OCCUPATION As small furry creatures the Lemmings don't have an occupation (apart from temporary ones, which they undertake with a laudable single mmdedness - see Known Abilities). They simply are’. LEGAL STATUS Unknown. As animate il is unlikely the Lemmings enjoy any legal status However, their human-like behaviour makes it possible they could be citizens ol some unrevealed Lemming nation'. MARITAL STATUS Unknown, though it i$ possible that some Lemmings are related to others through marriage or simitar.
KNOWN RELATIVES AND ASSOCIATES Other Lemmings ADVERSARIES The Lemmings have no known enemies as such, but prove extremely vulnerable to natural traps and pitfalls. Real lemmings (Lemmos temmus) migrate in late summer after a population build up. the large numbers involved often causing mass panic to set in, resulting in reckless, undirectional movement and many deaths The game animals, however, don t so much panic as walk blindly ahead no matter what's in front of them - different behaviour, though the resulting mass deaths are the same.
AGE Real Lemmings only live a few years, though in the game they tend not even to make it that far. such are the penis they face1 DISTINGUISHING FEATURES unlike real lemmings, our heroes stand erect upon their hind legs. Their colour scheme is also unmissable - weanng blue jumpefS(l), they have green hair and white skin The only time this changes is in two player mode, when one set Of Lemmings get a green jumpers Wue hair colour scheme.
BASE OF OPERATIONS Unknown Apparently migratory FIRST APPEARANCE Lemmings (Psygnosts, Christmas 1990). GAME APPEARANCES TO DATE Lemmings (see above). Oh No! More Lemmings (Psygnosis levels disk and stand-alone game, Cbnstmas 1991), Lemmmgokis (PD). Operation Lemmings (PD), assorted PD demos.
HISTORY The Lemmings hrst appeared on the Amiga in the game Lemmings, where they were introduced as a fun loving, cuddly but essentially dense race, seemingly hetl bent on sell destruction. The data disk immediate sequel Oh No' More Lemmings saw little real change m their character, though assorted unofficial PD games and demos have depicted them in a number new tights (see pictures). HEIGHT Normally a handful of inches in length, though putting a size on the game creatures is hard - there’s nothing to give them scale. WEIGHT Normally less than 100 grams, though see above EYES Black.
HAIR Green (some are Blue in two player mode).
STRENGTH LEVEL Unknown
KNOWN ABILITIES The average Lemming is a Walker - a suiodally stupid creature who will simply walk into danger unless forced in a different direction. However, individual Lemmings can gain additional abilities for short periods ol time - Climber Lemmings can climb vertical surfaces. Floater Lemmings can jump from high ledges without harm. Blockers prevent fellow Lemmings from passing, Bridge Builders build bridges. Bashers dig horizontally. Miners dig straight down, and Diggers burrow vertically.
PARAPHERNALIA The Lemmings use various toots to help them through the game. Miner Lemmings use pick axes, Bridge Builders carry a sack ot bncks which they use to build bridges, while Floater Lemmings use an umbrella parachute to gel safely lo the ground. NEXT APPEARANCE Lemmings II (though it may not be called that" say Psygnosis). due Christmas 1992
Now do you gel across this om then A Ion* Lemming ponders the problem In this screen from the oriyintl (and best) Lemmings game.
One of the 'Wild' screen from Oh Ho! More Lemmings. Our cuddly little heroes have yet to drop out through the trap door at the top into the screen - time, then, for you to take a few seconds out to think up a plan about how to complete the level.
Famous US-bascd demo creator Irk Schwartz included the Lemmings in one of his Impressive military style PD animations. Here they arc jettinj shot at by a cartoon flfhtcr plane...
* * *
Lemmingolds - an Asteroids-style PD jame with Lemminss in h, the bis difference bci»s that you got to shoot Icmminfs instead of, cr, asteroids. Bis Lemminss split into little ones when shot, pretty much as you’d expect, while you control the blue umbrella you see in the centre of the screen. And that’s about it, really...
"International Sports Challenge brings you all the excitement of 6 different sporting events in the most realistic multi-sports simulation ever produced"
• A masterpiece of 3D simulation! • Unique perspective superb realism! • Different courses offering o multitude of challenges.
d ftufiy mum* 21mm
With stunning 3D vectors and unbelievable speed, the cycling event offers the most exhiforating and exciting race of your life.
The unique marathon is a test of strategy and technique § as you take your runner through "the wall".
* The marathon, linking ell other events together, allows you to tackle the ultimate challenge. • 4 courses. • Choice of six different runners. • Changes in terrain, weather ond altitudes.
• Sharp reflexes will be needed to break records in the shooting events.
• 4 totally different events offering a wide spectrum of challenges from pistols to double barrel shotguns.
• Over 40 dives to pick from on 1,3 and 5 metre boards, together with a medley option. « More than 140 frames of animation gives this event unsurpassed realism and gameplay.
Test your skills in the 100m Breaststroke, 300m Freestyle, 400m Butterfly or 4x100m Medley.
C0M1*«T I MI
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VMPfJtr JOfTWAtr, 4 TMt SJANHiTTS, LAINOON NQK7H TUADi CfffTJtf, BASilOON, IJSIJC 5515 60). flL. O269 541312
Jl'Jii J'Jlll LI i j ii1 J U /'
AS HAGUE MANAGE A. Over 3000 irxftvxtool ptoyers Fu*y orwnowd graph* morch sequence Worch your own marches or ary other R«*jnc narsler mother Other ream boy. se« toon and ftee-transfet ptoyers Orary season Plan the wee* theod axl choose training dotes a orange fnendty mortises (cfiwsg dose season) M rronee ond reserve squad fa every team Nurture your ralenrs and btrvg players itvou r ra the senta squod Irfxies suspensions ond med<oi recads V*w luiaes cup ctows top score tables league rabies ax) many more sronsric poges Choose training programme ter ream a mdvxted ptoyers koa repom Daly news poges (seep you obreasr of 02 devetepmenn to your own asd other worm Ptoyers wilt age may detenaore m sM ond evenruo»y retire Reatotc aowd figures dependonr on league position oouol gome copocines and ream pronrrwy. Manager may be teed a you may resign a any nme to rofce over another team
AJJADQNAl TEAM MANAGER. Negotiate wirh league Manogets fa the release of ptoyers for the Nanonal squad Attend league games ra assess porermol o( players fa Nanonol squad Arrange ftiencfiy kvemorionol gomes Ptey Europeon Osompionship quafcfyysg gomes Ray m the European Chompranshra finols m Sweden fully onmored m game sequences Al Euopeon Hcnond reams nctoded Al ffononoi ream ptoyers Updae Manager's (Aary. Account for tryured and suspended ptoyers Ptoyers sous, appeaonce ond goois sewed Ptoyet reports
© Krisolls Software Ltd., Teque House. Masons Yard, Downs Row, Moorgote, Rotherham. Tel 0709 072290
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GRAHAM TAYLOR SOCCER CHALLENGE - MAIN FEATURES
V Iwo sepaore secnom to«ow the manager's W coreer Take charge of a Leogue Oub ond worfc your way to the rap then ny to guide the England team to success n the European Championships
11 Geared with ossaronce from Goham Tayla and the Foorbol Associanon
y includes over 200 reams al w*h reoksne snp cofoua. shil leveb ground nomes and squods with real nomes ond dora Ptoyer daa ndudes dore of b*th heigh* ond over 10 sWl foaors tha combine ra make every ptoyer truly urvque
V Compehnons mefode the Enghsh league over five divmora (including the new Premier Dtwsion asd GM Coherence ) FA Cup Leogue Cup. ZDS Trophy Aoogtoss Trophy ax) Eurapeon Chompionships ( qualifiers and finols).
V Other feoraes ndude.-
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world 's best Amiga games magazine!