Issue 4 PDF - Downloads at abime.net
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dedic<strong>at</strong>ed to<br />
the amiga<br />
AMIGA<br />
reviews w news<br />
tips w charts<br />
issue 4 - june 2010 - an <strong>abime</strong>.<strong>net</strong> public<strong>at</strong>ion<br />
amIga poInt of vIew
apov issue 4<br />
regulars<br />
8<br />
10<br />
14<br />
116<br />
117<br />
119<br />
16<br />
18<br />
22<br />
26<br />
28<br />
30<br />
32<br />
36<br />
38<br />
40<br />
42<br />
44<br />
editorial<br />
news<br />
who are we?<br />
charts<br />
letters<br />
the back page<br />
reviews<br />
leander<br />
dragon's bre<strong>at</strong>h<br />
star trek: 25th anniversary<br />
oper<strong>at</strong>ion wolf<br />
cabal<br />
cavitas<br />
pinball fantasies<br />
akira<br />
the king of chicago<br />
wwf wrestlemania<br />
pd games<br />
round up<br />
apov 4<br />
5
apov 4<br />
6<br />
50<br />
in your face<br />
The first person shooter may not be the first genre th<strong>at</strong><br />
comes to mind when you think of the Amiga, but it's seen<br />
plenty of them. Read about every last one in gory detail.<br />
“A superimposed map is very useful to give an<br />
overview of the levels.”<br />
78<br />
sensi and sensibility<br />
Best football game for the Amiga? We'd say so. Read our<br />
guide to the myriad versions of Sensi.<br />
“The Beckhams had long lived in their est<strong>at</strong>e, in the<br />
opulence which their eminence afforded them.”<br />
fe<strong>at</strong>ures<br />
68<br />
emul<strong>at</strong>ion st<strong>at</strong>ion<br />
There are literally thousands of games for the Amiga. Not<br />
enough for you? Then fire up an emul<strong>at</strong>or and choose<br />
from games for loads of other systems. Wise guy.<br />
“More control options than you could shake a joypad<br />
<strong>at</strong> and a large number of memory mappers.”<br />
into the eagles nest<br />
If you're going to storm a castle full of Nazis<br />
you're going to need a plan.<br />
colorado<br />
Up a creek without a paddle? Read these tips<br />
and it'll be smooth sailing.<br />
wham<br />
103<br />
110
90<br />
licenced to ill<br />
Game licences: an industry staple and the publisher's best<br />
friend. Some licences, though, are more unusual than others.<br />
Join us on a ride to the bizarre side.<br />
“A sort of allig<strong>at</strong>or/lizard/green/woman thing and wh<strong>at</strong><br />
appears to be her broom.”<br />
design a cover<br />
See th<strong>at</strong> original-looking symbol on the right? It<br />
means we'd like your input to the mag.<br />
80<br />
your go<br />
Let's be honest. We all like video games. Wh<strong>at</strong> could be<br />
more fun than playing them? Playing them with loads of<br />
pals, of course. Want to know which are best? Read this.<br />
“The addition of a simultaneous two-player mode<br />
gives the whole thing an extra dimension.”<br />
95<br />
the other side<br />
Fans of monochrom<strong>at</strong>ic reviews will be happy: we've got<br />
an exclusive sampler from rival mag Amiga Paradigm.<br />
“Clicking ‘continue’ on the above-mentioned<br />
installer interface leads it to continue.”<br />
Needs<br />
You<br />
As the title above suggests, we'd like you lot to<br />
design an APoV cover. It should be generally themed around<br />
one of our upcoming fe<strong>at</strong>ures: Amiga 8-bit emul<strong>at</strong>ion, games based<br />
on movies, Amiga DVD, though you can be as literal or l<strong>at</strong>eral as you<br />
like. (Just draw a spaceship if you want. Worked for Oli Frey).<br />
The best three runners-up will have their work published in APoV, and<br />
the winner will have their design made into a cover (and win a nifty<br />
Amiga prezzie). Ne<strong>at</strong>, huh? Send your scribblings to<br />
apov.contact@<strong>abime</strong>.<strong>net</strong> and show us how it's done.<br />
apov 4<br />
7
apov 4<br />
8<br />
Welcome to Amiga Point of View issue 4! As promised last time, it hasn't taken years to<br />
reach you; only one year and half a year added together. This is actually a lot better than<br />
previous issues and, when one considers th<strong>at</strong> the past and future are mere illusions and th<strong>at</strong><br />
there is only an external present, it seems no time <strong>at</strong> all.<br />
One of the main articles this issue is about emul<strong>at</strong>ors on the Amiga and my distinguished<br />
co-editor will discuss this subject in more detail a few inches down the page. Another article<br />
focuses on Amiga 'Doom clones', or in most cases 'Wolfenstein 3D clones'. Wolfenstein and<br />
Doom are, of course, PC DOS games but they gener<strong>at</strong>ed a gre<strong>at</strong> effort to reproduce them on<br />
the Amiga. I have always been fascin<strong>at</strong>ed by the results.<br />
Some commercial Amiga Doom clones are well known: Alien Breed 3D, Gloom, Fears and<br />
Bre<strong>at</strong>hless, for example. Others are a bit more obscure. There was also a thriving scene<br />
which produced a number of 3D engines, many of which were intended to be the basis for<br />
the Amiga's ultim<strong>at</strong>e Doom game. In this issue we look <strong>at</strong> all these facets of Amiga Doom.<br />
We also investig<strong>at</strong>e two burning issues: wh<strong>at</strong> were all the versions of Sensible Soccer and<br />
SWOS on the Amiga and just how strange could Amiga licences get? There are also a number<br />
of game reviews including Dragon's Bre<strong>at</strong>h, Cavitas, Star Trek: The 25th Anniversary (the<br />
50th anniversary will be in just over five years' time) and Pinball Fantasies.<br />
Finally, there are all the usual fe<strong>at</strong>ures, including walkthroughs for Colorado and Into The<br />
Eagle's Nest. If you found the life of a fur trapper too risky or the hordes of Nazis too overwhelming<br />
then these guides will help (probably).<br />
Enjoy the issue!<br />
Hi everyone! Adrian has very kindly asked me to co-write the editorial this time, so th<strong>at</strong> he<br />
can get some more quality (Opera - Ed) w<strong>at</strong>ching time in. So wh<strong>at</strong> is there to look forward to<br />
in this shiny new edition of APoV th<strong>at</strong> A-Simp hasn't already told you about? There's a gre<strong>at</strong><br />
fe<strong>at</strong>ure on console emul<strong>at</strong>ors for the Amiga, for one, th<strong>at</strong> aims to bring inform<strong>at</strong>ion on a<br />
fascin<strong>at</strong>ing range of emus together into one place. And there's a rundown of twenty of the<br />
gre<strong>at</strong>est multiplayer PD games ever to grace the Amiga, complete with a report on a historic,<br />
never been done before, definitely no che<strong>at</strong>ing involved WinUAE-Kaillera gaming session<br />
between Adrian and me.<br />
We also have an exclusive extract from rival public<strong>at</strong>ion Amiga Paradigm, so anyone who<br />
has yet to subscribe to th<strong>at</strong> fine organ can see wh<strong>at</strong> they're missing out on. No cover CD,<br />
though, sorry.<br />
The review section has its customary eclectic variety of games, with something for pretty<br />
much everyone (even wrestling fans). The pl<strong>at</strong>forming beauty of Leander rubs up against the<br />
generally r<strong>at</strong>her less acclaimed Akira; the golden age of bootlegging, murder and sp<strong>at</strong>s is<br />
brought to the Amiga in The King of Chicago; there's even wh<strong>at</strong> could be called a mini-1980s<br />
shooting gallery special, with both Cabal and Oper<strong>at</strong>ion Wolf given the once over.<br />
And the news pages (just over the page) have the lowdown on a pretty nifty range of new<br />
games for the Amiga plus an equally niftsome bunch of classic Amiga games remade for new<br />
pl<strong>at</strong>forms. Oh, and Oscar.<br />
Basically, there's loads of cool Amiga stuff to read about in APoV 4, so get reading!
apov 4<br />
10<br />
A common misconception of news is th<strong>at</strong> it offers a non-prism<strong>at</strong>ic account of events. In truth,<br />
news is always filtered and framed according to the biases of its medi<strong>at</strong>ors and the narr<strong>at</strong>ive(s)<br />
they wish to propag<strong>at</strong>e. Our news is no exception, and comes from the point of view of a kitten.<br />
GAME NOT OVER<br />
They still make games for the Amiga, you know. A<br />
variety of developers are working on a crop of titles to<br />
give you and your beige buddy fun new things to do.<br />
Rub your eyes all you like, it's true: new<br />
games are on their way. Ten, in fact. And<br />
they cover a wide range of genres - from<br />
shoot-'em-ups to puzzlers with plenty in<br />
between - so there should be something<br />
for everyone to look forward to.<br />
Anarchic, devil-may-care development<br />
group Underground Arcade are first up<br />
with three games in the works.<br />
Annihil<strong>at</strong>ion is a horizontal shooter<br />
straight from the Salamander school,<br />
with power-ups and bosses and squelchy<br />
aliens to zap. One or two players can join<br />
� It's you against the world in Annihil<strong>at</strong>ion.<br />
� Take th<strong>at</strong>, you groovy ghoulie: Halloween Nightmare.<br />
in the very <strong>at</strong>tractive AGA carnage.<br />
Changing tack entirely, Halloween<br />
Nightmare is a cartoony pl<strong>at</strong>form arcade<br />
adventure with creepy, kooky overtones.<br />
Collect sweeties and b<strong>at</strong>tle monsters<br />
(Sounds like my usual Friday night - Ed),<br />
ch<strong>at</strong>ting with friendly characters along<br />
the way (Perhaps not then - Ed) on a<br />
Trick or Tre<strong>at</strong> session gone wild. The<br />
third game from the team is different<br />
again: a Mario Party-style multiplayer<br />
game. Details are sketchy <strong>at</strong> this point as<br />
the project is apparently "top secret,"<br />
which makes it sound more like an<br />
experimental military robot programme<br />
than a game, but there you go.<br />
Some of the games we have to look<br />
forward to are ports/remakes: The Very<br />
Big Deal is an upd<strong>at</strong>e of 1987's The Big<br />
Deal. Fre<strong>net</strong>ic gameplay is the order of<br />
the day (arf) as robot Floyd b<strong>at</strong>tles the<br />
clock to serve a never-ending queue of<br />
hungry customers. Plucked from even<br />
further back in time, venerable<br />
Speccy romp Horace Goes Skiing<br />
comes to the Amiga courtesy of<br />
Dominic Cresswell and gains a<br />
potentially hilarious multiplayer<br />
dimension. Another port of sorts<br />
is Insane-Software's Amijeweled,<br />
a diamond-shuffling puzzler.<br />
Hitherto only available for RTGequipped<br />
machines, the forthcoming<br />
AGA version will allow<br />
� Change It: GM food gone mad.<br />
� Where did I put the parsley? The Very Big Deal.<br />
many more Amiga gamers to sample the<br />
delights of jewel-based puzzlement.<br />
Clearly a popular genre, the jewelbased<br />
puzzler, for another game of precisely<br />
th<strong>at</strong> ilk comes our way in the form<br />
of Change It by Robert Krajcarz and<br />
Marcin Kielesinski. Inspired by PC game<br />
Bejeweled, Change It requires you to<br />
swap objects in a grid to m<strong>at</strong>ch shapes<br />
� More bling than P Diddy: Amijeweled.
1.21 GIGAWATTS<br />
The boffins <strong>at</strong> SPS, the Software<br />
Preserv<strong>at</strong>ion Society, have announced a<br />
PC-based replacement for their existing<br />
Amiga-based disk imager, CT.<br />
The C2 Disksystem - also given the<br />
snappy name KryoFlux - is an advanced<br />
software-programmable FDC (Floppy Disk<br />
Controller) system th<strong>at</strong> runs on ARM7based<br />
devices linked to PCs via USB.<br />
and colours in horizontal or vertical lines.<br />
The objects can be wh<strong>at</strong>ever you like, as<br />
the game has entirely skinnable graphics.<br />
Like Amijeweled, the game has level and<br />
time-based modes so everyone should be<br />
happy.<br />
The Voyage of the Wanderer is an<br />
ambitious-sounding graphics card-only<br />
RPG being developed by Thilo Köhler, the<br />
brains behind MIDI/audio sequencer HD-<br />
Rec. The outline should sound familiar to<br />
anyone with a passing acquaintance of<br />
the genre: roam around a huge virtual<br />
world, collect treasure and weapons,<br />
fight monsters and boost your character's<br />
vital st<strong>at</strong>istics. The mildly tautological<br />
title would seem to suggest th<strong>at</strong> quite a<br />
lot of strolling about is involved.<br />
� Concept art from The Voyage of the Wanderer.<br />
Amijeweled<br />
Annihil<strong>at</strong>ion<br />
Change It<br />
Halloween Nightmare<br />
Horace Goes Skiing<br />
Super Pumpkin Bros<br />
The Very Big Deal<br />
The Voyage of the Wanderer<br />
Tracker Hero<br />
The system can read d<strong>at</strong>a from floppies<br />
regardless of copy protection or disk form<strong>at</strong>.<br />
Write capability is also planned.<br />
Softpres explain th<strong>at</strong> "A large amount of<br />
effort was expended to cre<strong>at</strong>e a reliable<br />
system th<strong>at</strong> integr<strong>at</strong>es comprehensive<br />
error detection mechanisms."<br />
The name KryoFlux, incidentally, comes<br />
from mag<strong>net</strong>ic flux transitions, and not,<br />
Fans of cute pl<strong>at</strong>formers<br />
a la Bubble<br />
Bobble (or perhaps<br />
more exactly Snow<br />
Bros) might like to<br />
check out Super<br />
Pumpkin Bros from<br />
Nori Khi<strong>at</strong> and<br />
Ralph Le Gall, for it<br />
is indeed cute and<br />
pl<strong>at</strong>forms are<br />
Commercial<br />
Commercial<br />
Freeware<br />
Commercial<br />
Freeware<br />
Freeware<br />
Freeware/Shareware<br />
TBA<br />
Freeware<br />
� Who's th<strong>at</strong> red guy? Horace Goes Skiing.<br />
indeed involved. No bubbles,<br />
though: you bury the bad guys<br />
under tom<strong>at</strong>oes.<br />
Lastly, but certainly not leastly,<br />
the Guitar Hero-inspired Tracker<br />
Hero from GUS Entertainment<br />
promises to bring all the fun and<br />
Insane-Software<br />
Underground Arcade<br />
PPA.PL<br />
Underground Arcade<br />
Dominic Cresswell<br />
Nori Khi<strong>at</strong>/Ralph Le Gall<br />
DarkAngel/nujack<br />
Thilo Köhler<br />
GUS Entertainment<br />
� I can see the music, man: Tracker Hero.<br />
news<br />
� Some floppy disks, possibly with Amiga games on.<br />
alas, from any commonality with the flux<br />
capacitor of Back to the Future fame.<br />
rhythmic frolics of the music game to an<br />
unsuspecting Amiga near you. A clever<br />
little adapter means th<strong>at</strong> the game supports<br />
PS2 guitars.<br />
Ten new games. Exciting stuff, huh?<br />
� It's a jungle in here: Super Pumpkin Bros.<br />
Now for the interactive bit. Several of the<br />
developers behind these games could<br />
use a little help in certain areas. So if<br />
you're a coder, musician or graphic artist<br />
with a hankering for Amiga game design<br />
then get in touch with the relevant team<br />
and lend your mad skills. APoV will, of<br />
course, cast a critical eye over the games<br />
as and when they appear.<br />
apov 4<br />
11
apov 4<br />
12<br />
news<br />
OLD GAMES ON NEW<br />
PLATFORMS<br />
Today's distribution of games via digital<br />
download and the prevalence of mobile<br />
devices have led to the commercial reemergence<br />
of games of yesteryear. Why<br />
this happy reunion with, to quote the<br />
sagacious Yoda, "old friends, long gone"?<br />
Excellent brand recognition coupled with<br />
gaming nostalgia makes the resurrection<br />
of these games a no-brainer in a competitive<br />
market. Porting an existing game<br />
may also be preferable to starting from<br />
scr<strong>at</strong>ch, even if a graphical makeover is<br />
required and assuming th<strong>at</strong> the code still<br />
exists.<br />
There were few Amiga owners who<br />
didn't play Pinball Dreams or Pinball<br />
Fantasies. A company called Cowboy<br />
Rodeo has ported these pinball Amiga<br />
originals to the iPod<br />
Touch and<br />
iPhone. Dreams<br />
is now called<br />
Pinball<br />
Dreaming:<br />
Pinball Dreams<br />
but Fantasies<br />
has retained its<br />
original name.<br />
Revolution<br />
Software's output<br />
on the<br />
Amiga was<br />
small. However,<br />
they are wellrespected<br />
for<br />
both Lure of the<br />
Temptress and<br />
Bene<strong>at</strong>h a Steel Sky and still exist<br />
today. A release of an iPod<br />
Touch/iPhone version of Steel Sky is<br />
scheduled for autumn 2009.<br />
French developer Magic Team are<br />
rescuing Rick Dangerous after years in<br />
the shadow of Tomb Raider. The new<br />
iPhone version sports new graphics<br />
which are much improved over the<br />
Amiga release but still look suitably<br />
retro. A more direct and<br />
Open Source port of<br />
Rick had also previously<br />
appeared on the Symbian<br />
S60 phone.<br />
Manomio is a company<br />
specialising in the release<br />
of retro games. Following<br />
the release of some C64<br />
games the company<br />
released an iPhone version<br />
of Flashback, which is a<br />
port of an open source<br />
engine.<br />
Virtual Playground has craftily combined<br />
two of Flair's old games, Trolls and<br />
Oscar, into one game called Oscar in<br />
Toyland which is available as a download<br />
on Nintendo's DSiWare service. How and<br />
why they have been joined has yet to be<br />
determined by APoV.<br />
The puzzler Pipe Mania (Pipe Dream in<br />
the US) has been ported to many pl<strong>at</strong>forms<br />
but is now available for the iPhone.<br />
Virtual Programming's version fe<strong>at</strong>ures a<br />
much-needed graphical overhaul.<br />
Krypton Egg is less well known than<br />
other games here but has also appeared<br />
on the iPhone courtesy of a company<br />
called Chillingo. It's a Breakout clone<br />
from the early 90s.<br />
Digital distribution <strong>net</strong>works such as<br />
Xbox LIVE, the PlaySt<strong>at</strong>ion Network (PSN)<br />
and WiiWare have opened up new ways<br />
for developers to release games onto<br />
consoles, omitting the shops as a middle-
man. Team<br />
17 are<br />
releasing a<br />
new version<br />
of Alien<br />
Breed, called<br />
Alien Breed<br />
Evolution, via this method.<br />
The Hewson game Onslaught, reviewed<br />
in the last issue of APoV, is now on Xbox<br />
LIVE. This is an interesting choice of<br />
game to release since it's quite obscure<br />
and seems to have been cre<strong>at</strong>ed by<br />
Stainless Games, of Carmageddon fame.<br />
Bomberman (known as Dynablaster on<br />
the Amiga), has blasted onto Xbox LIVE<br />
Arcade as Bomberman Live. Hudson Soft<br />
has also released Bomberman Blast for<br />
the WiiWare.<br />
Do these re-releases bode well for the<br />
retro Amiga scene? If old Amiga titles are<br />
available as disk images will this affect<br />
the sales of new versions on modern<br />
pl<strong>at</strong>forms? It’s likely th<strong>at</strong> publishers have<br />
seen the situ<strong>at</strong>ion in this way but by and<br />
large developers are happy to see their<br />
Amiga games in the wild. APoV reckons<br />
th<strong>at</strong> in most cases the continued interest<br />
in old Amiga releases can only perpetu<strong>at</strong>e<br />
the "brand" and improve the chances<br />
of success on today's (or tomorrow's)<br />
pl<strong>at</strong>forms.
apov 4<br />
14<br />
the team<br />
Who Are We?<br />
"Love is a b<strong>at</strong>tlefield," croaked P<strong>at</strong> Ben<strong>at</strong>ar over a tremendously<br />
unremarkable faux-New Wave track of th<strong>at</strong> title twenty-five long<br />
years ago. A fact th<strong>at</strong> has nothing in itself to do with this page (certainly as we're<br />
not about to do th<strong>at</strong> ineffably tedious 'hey, wh<strong>at</strong> have the crew been listening to<br />
this month?' thing), but one th<strong>at</strong> provides a suitably quirky way to introduce this<br />
issue's Who Are We theme. We're interested in all things bloody, violent and/or<br />
comb<strong>at</strong>ful (FPS fe<strong>at</strong>ure, y'see). FIGHT!<br />
Sebastian Rosa<br />
Where are you most likely to find Sebastian most<br />
nights? Not (it may surprise some to hear) in a<br />
bar sipping Slippery Nipples, no sir. Our Seb<br />
instead spends approxim<strong>at</strong>ely 60% of his spare<br />
time practicing his Chuo Jiao <strong>at</strong> the local kung fu<br />
gym. "It's more than just kicking people, you<br />
see," said Seb, adopting a Flying Swallow stance. "It's an outlook,<br />
a philosophy." As long as it makes him happy, eh. Still, his<br />
Mandarin Duck has to be seen to be believed.<br />
"Ugly" Johnny Dickshot<br />
The life of a professional sportsperson is a<br />
demanding one. Quite aside from the physical<br />
rigours, success requires a steely will to win; a<br />
ruthless psychological approach not unlike th<strong>at</strong><br />
of a warrior. As Johnny explains, "Baseball's a<br />
war, with little b<strong>at</strong>tles all over the pitch. The<br />
pitcher versus the b<strong>at</strong>ter, the fielders versus the b<strong>at</strong>ter-runners,<br />
the coaches pitting their wits... and it can get ugly. Intimid<strong>at</strong>ion.<br />
Confront<strong>at</strong>ion. But <strong>at</strong> least it's not as bad as ice hockey."<br />
carl stapleton<br />
"Fighting? Not me, I'm afraid," said Carl. "I'm a<br />
lover, not a fighter. As the gre<strong>at</strong> philosopher and<br />
illegal racer J.J. McClure once said, 'I believe we<br />
were put on this earth to help people'. And you<br />
know, I live my life in th<strong>at</strong> spirit, and try to<br />
spread the love as often as I can. Just last night,<br />
in fact, I spread it all over two L<strong>at</strong>vian swimwear models. Twins,<br />
no less." Carl smiled be<strong>at</strong>ifically, or perhaps lasciviously, and<br />
began doodling all manner of outrageous things.<br />
news extra<br />
GAME STILL NOT OVER<br />
News reached us about another new<br />
game just after we'd finished laying out<br />
the news pages. Arcymag/Archmage is a<br />
Final Odyssey-like arcade puzzler for AGA<br />
machines from our prolific Polish pals <strong>at</strong><br />
PPA.pl. G<strong>at</strong>her treasure and avoid traps to<br />
progress through the <strong>at</strong>tractive castle<br />
levels.<br />
The authors recommend an acceler<strong>at</strong>or<br />
board for full speed, and graphics card<br />
support is planned. A playable demo is<br />
available from coder Robert Szacki's<br />
website should you wish to sneak an<br />
advance peek.<br />
http://minni<strong>at</strong>ian.republika.pl/main.html<br />
david musc<strong>at</strong><br />
Our resident Aussie is no stranger to firearms or<br />
the use thereof upon wild cre<strong>at</strong>ures. "I've shot<br />
possums and numb<strong>at</strong>s, of course: bagged a couple<br />
before brekkie today, as it happens, but the<br />
biggest blightah I ever ran into was a saltw<strong>at</strong>er<br />
croc. Teeth as big as ya billy can. Anyway, it was<br />
me or him, so I grabbed me shotgun outta the ute an' shot the<br />
whacka. Reloaded an' shot him again - can't be too careful with<br />
crocs, m<strong>at</strong>e!"<br />
james greenhorn<br />
"Art's my b<strong>at</strong>tleground; brushes and pixels my<br />
weapons," said James with an artistic flourish.<br />
"Making gre<strong>at</strong> art is a struggle: you have to keep<br />
believing th<strong>at</strong> it'll turn out well even in those<br />
dark moments when your work in progress more<br />
closely resembles the random spl<strong>at</strong>terings of an<br />
oversexed Olive Baboon than the work of a cutting edge digital<br />
artiste." James showed us his l<strong>at</strong>est piece. We gave him an<br />
encouraging p<strong>at</strong> and sloped off.<br />
adrian simpson<br />
If it's militaristic, Adrian's into it. War films, video<br />
games, novelised tales of derring-do, table-top<br />
wargaming, b<strong>at</strong>tle re-enactments: it's a miracle<br />
he finds the time to write his weekly article for<br />
Infantry Today, quite frankly. "My all-time<br />
favourite b<strong>at</strong>tle has to be the Khyber Pass," he<br />
began. Groans around the office. "It was 1878, and the British<br />
Army advanced on Ali Masjid..." Hastily-crafted white flags were<br />
waved by the team to no avail.<br />
� A long knight's puzzling in Arcymag.
"A medley of the decent and the not so decent."<br />
C<br />
lichéd though the sentiment may be, there's probably something for everyone this issue:<br />
pl<strong>at</strong>forming, pinballing, puzzle solving, dragoncentric str<strong>at</strong>egising, pro wrestling, deep<br />
space exploring, Rambo-style guerilla-ing, Prohibition-era gangster capering and wh<strong>at</strong>ever it<br />
is th<strong>at</strong> Akira involves. Such variety, in just ten reviews, hints <strong>at</strong> one of the gre<strong>at</strong> qualities of<br />
Amiga gaming, and one of the reasons we all still play the things today. We know th<strong>at</strong> we pull<br />
a chronotopic trick or two to bring these games to you as if they were new. But we hope th<strong>at</strong>,<br />
if nothing else, our reviews help you look <strong>at</strong> familiar favourites from a fresh perspective.<br />
Guide to Game Scores<br />
100%<br />
75-99%<br />
51-74%<br />
50%<br />
25-49%<br />
1-24%<br />
0%<br />
Impossibly good<br />
Top marks<br />
From average to pretty good<br />
Average<br />
This game has serious problems<br />
A really r<strong>at</strong>her awful game<br />
Impossibly bad<br />
reviewed<br />
p16 leander<br />
p18 dragon's bre<strong>at</strong>h<br />
p22 star trek: 25th anniversary<br />
p26 oper<strong>at</strong>ion wolf<br />
p28 cabal<br />
p30 cavitas<br />
p32 pinball fantasies<br />
p36 akira<br />
p38 the king of chicago<br />
p40 wWF wrestlemania<br />
p42 pd games<br />
apov 4<br />
15
apov 4<br />
16<br />
reviews<br />
Developer: Travellers Tales<br />
Publisher: Psygnosis<br />
Reviewer: David Musc<strong>at</strong><br />
A knight's work is never done. Luckily, David Musc<strong>at</strong> is on hand to fill a r<strong>at</strong>her<br />
fetching suit of armour and take it to all manner of beastly beasties.<br />
Even the snottiest of art connoisseurs cannot<br />
deny th<strong>at</strong> games and art share a fascin<strong>at</strong>ing<br />
rel<strong>at</strong>ionship. Both mediums can feed into,<br />
inspire and grow from the sharing of idealism,<br />
technique and style. Unfortun<strong>at</strong>ely with<br />
games, art can often be prostituted out, so to<br />
speak; artists are hired to simply "do the<br />
graphics" r<strong>at</strong>her than to cre<strong>at</strong>e the unique or<br />
the beautiful, composers are seen as merely<br />
cobbling together a few sounds instead of<br />
cre<strong>at</strong>ing a symphony, and so on. The result is<br />
th<strong>at</strong>, most of the time, art in a game simply<br />
serves to fill virtual space and meet gamers'<br />
expect<strong>at</strong>ions.<br />
But every now and then a title arrives th<strong>at</strong><br />
defies this model. A game th<strong>at</strong> is such an<br />
impeccable overall exhibition of graphics,<br />
sound, and of course, playability, th<strong>at</strong> it elev<strong>at</strong>es<br />
the game into the world of art, convincing<br />
even the most conserv<strong>at</strong>ive of critics th<strong>at</strong><br />
games are a legitim<strong>at</strong>e artform.<br />
When a game impresses you merely with<br />
its loading sequence, you know you could be<br />
onto such a title. After a few of Leander's skilfully<br />
illustr<strong>at</strong>ed title screens, shown unpretentiously<br />
briefly, you are enveloped in some of<br />
the most stirring game music ever heard, and<br />
suddenly waiting for a game to load becomes<br />
a pleasure. The high quality, high impact<br />
introductory anim<strong>at</strong>ion th<strong>at</strong> follows not only<br />
left me in awe, but made me realise th<strong>at</strong> even<br />
before I had actually begun to play the game,<br />
it had begun to seduce me.<br />
� Aw. And I always dug the BFG, too.<br />
AMIGA 500<br />
Leander is a pl<strong>at</strong>form game set in an ageold<br />
oriental setting. You are Leander, the<br />
Captain of the Guard, entrusted by the<br />
Emperor with the task of rescuing princess<br />
Lucanna, who has been kidnapped by the<br />
pestilential sorcerer Than<strong>at</strong>os. An anime feel<br />
� I really must get round to fixing th<strong>at</strong> bloody tap.<br />
is woven into the game, but is thankfully not<br />
overdone, preventing things from getting<br />
cutesy.<br />
Visually, Leander is stunning. Picturesque<br />
surroundings radi<strong>at</strong>e a humble beauty; a<br />
sense of unpretentious elegance perme<strong>at</strong>es<br />
throughout. You wouldn't think th<strong>at</strong> rocks and<br />
tiles were particularly interesting, but you will<br />
find yourself mesmerised by the detail th<strong>at</strong><br />
has gone into such surfaces. They are drawn<br />
and shaded in such a way th<strong>at</strong> they engage<br />
the eye and make two-dimensional represent<strong>at</strong>ions<br />
look almost three-dimensional. A nonintrusivebackground<br />
layer of<br />
parallax provides<br />
a lovely depth to<br />
wh<strong>at</strong> plays out in<br />
the foreground,<br />
where evoc<strong>at</strong>ive<br />
Psygnosis graphics,<br />
brimming<br />
with trademark<br />
moodiness, take<br />
centre stage.<br />
Outdoor scenes<br />
flow effortlessly<br />
into indoor ones,<br />
both brought to<br />
life via the<br />
superbly<br />
crafted artwork,<br />
where<br />
lavish lighting<br />
and shading techniques<br />
help depict everything from idyllic<br />
country landscapes and gloomy<br />
caverns to the polished glitter of<br />
orn<strong>at</strong>e temple interiors. Sprites<br />
are well detailed and richly<br />
coloured, powered by some fluid<br />
anim<strong>at</strong>ion, with the combined<br />
effect making this reviewer<br />
periodically stop to take in the<br />
splendour of his surroundings.<br />
Being a pl<strong>at</strong>former, there's<br />
plenty of hopping from ledge to<br />
ledge as you explore the twenty<br />
or so levels. But this is not one of<br />
those hyper-fast tests of speed<br />
and crystal collection prowess. Leander is a<br />
slower-paced, thinking man's adventure,<br />
where you are rarely pressured into taking<br />
any action before you are ready. This allows<br />
you to tackle the game <strong>at</strong> your own pace,<br />
“Sprites are well detailed and<br />
richly coloured.”<br />
without feeling rushed.<br />
You have three mystical sirens to help you.<br />
But don't get too excited, for they are only<br />
there to provide cryptic advice. Along with<br />
warnings about certain pitfalls and enemies<br />
you will encounter, they will direct you to<br />
retrieve a magical item from each stage,<br />
before finding the luminous stone arch th<strong>at</strong><br />
serves as the exit. Coupling an objective with<br />
every level provides the player with a goal to<br />
focus on, as opposed to trudging aimlessly<br />
through levels with no purpose except to<br />
reach the next stage, becoming bored in the<br />
process.<br />
You'll marvel <strong>at</strong> Leander's variety of vision.<br />
Each of its three worlds feels remarkably different,<br />
so much so th<strong>at</strong> beginning a new<br />
world feels like beginning a completely different<br />
game. Your travels will take you through<br />
various rural environments, across docks and<br />
w<strong>at</strong>erfalls, and see you scaling your foe's
� Sword trumps beak, yo.<br />
� Earth, Wind and Fire do put on a good show.<br />
b<strong>at</strong>tlements to confront the collision of magical<br />
fantasy and cyber<strong>net</strong>ic dystopia within his<br />
fortress.<br />
An eclectic ensemble of bizarre enemies<br />
lurks in each world; literally every level has <strong>at</strong><br />
least one new adversary to throw <strong>at</strong> you.<br />
Apart from the routine pike-wielding warriors,<br />
you'll face giant ant-like mut<strong>at</strong>ions, Triffid-like<br />
monster plants, levi<strong>at</strong>han marlin sea cre<strong>at</strong>ures,<br />
and airborne goblins in propellered<br />
blimps. In a samurai game, you'd think dragons<br />
would fe<strong>at</strong>ure prominently, and indeed<br />
they do - there are baby dragons, big daddy<br />
dragons, dragon-snail hybrids, and even<br />
robotic dragons.<br />
The bosses are just as varied, ranging from<br />
an oversized desicc<strong>at</strong>ed otter to a Giger-esque<br />
alien/praying mantis cross. There's even a<br />
sub-boss who randomly appears every so<br />
often, and you'll know when he's around<br />
when the screen darkens and a storm whips<br />
up. Add to this the fact th<strong>at</strong> older enemies<br />
receive regular touchups as you progress -<br />
from additional armour or clothing, upgraded<br />
weaponry, plumes added to helmets, and<br />
changing colour schemes - and the game<br />
feels remarkably fresh and varied, no m<strong>at</strong>ter<br />
� Down, boy!<br />
wh<strong>at</strong> point the player has<br />
reached, or indeed how<br />
many times it has been<br />
played.<br />
Take a hit from one of<br />
the well-drawn hostiles<br />
and the colour of your<br />
armour will change,<br />
indic<strong>at</strong>ing how many<br />
more hits you can<br />
absorb before you die. You<br />
can upgrade your armour and purchase new<br />
weapons <strong>at</strong> the shops th<strong>at</strong> are sc<strong>at</strong>tered<br />
throughout the realm. Enemies can be<br />
engaged with a flick of your sword, with some<br />
of the l<strong>at</strong>er blades available being magically<br />
enhanced. You can also use a suicide bomb,<br />
where you forfeit a life in order to eradic<strong>at</strong>e<br />
the screen of all opponents. Of course, this is<br />
not an option if you are on your last life.<br />
Poignant, apt, and delivered with unspeckled<br />
clarity, Leander's musical score is top<br />
notch. The tune wafting throughout the first<br />
world is particularly sublime, and the more<br />
mysterious melody th<strong>at</strong> plays on world three<br />
suits the magic-meets-technology theme perfectly.<br />
You can also opt for sound effects, and<br />
while they are distinct and crisp, it's a shame<br />
“The game feels remarkably fresh<br />
and varied.”<br />
th<strong>at</strong> music and sounds cannot be played<br />
together.<br />
No game, however, is without its flaws.<br />
Sometimes you'll have to vault onto a pl<strong>at</strong>form<br />
domin<strong>at</strong>ed by a spike, with only a sliver of<br />
safe ground available to alight upon, so th<strong>at</strong><br />
your landing must be pixel perfect. There are<br />
a few instances where you will be <strong>at</strong>tempting<br />
some sort of an ascent while boulders are<br />
raining down upon you, and trying to dodge<br />
this heavy precipit<strong>at</strong>ion as you climb can<br />
prove frustr<strong>at</strong>ing. You are also regularly<br />
required to perform leaps into the unknown,<br />
with no visible ledge to aim for, resulting in<br />
your sprite freefalling until you land somewhere<br />
which is hopefully safe. Most of the<br />
time you should touch down without harm,<br />
but sometimes you will fall onto an enemy or<br />
onto some stakes.<br />
While some games are lessened<br />
by their deficiencies,<br />
others manage to transcend<br />
r<strong>at</strong>ing<br />
� Yes, dear.<br />
90% Art<br />
reviews<br />
them. Leander is in the<br />
l<strong>at</strong>ter c<strong>at</strong>egory. The difficulty is spot on, providing<br />
a sufficient challenge without being too<br />
hard. Levels are just the right length and controls<br />
are accur<strong>at</strong>e and easy to pick up. It's<br />
such a relief to see a game th<strong>at</strong> is not just an<br />
excess of style masking an absence of substance.<br />
All of this means th<strong>at</strong> the player will<br />
find him or herself constantly returning to the<br />
game, succumbing to its ambient allure. Even<br />
if your last run came to an irrit<strong>at</strong>ing end via an<br />
inconveniently placed spike or a leap of faith<br />
th<strong>at</strong> landed you in trouble, it won't be long<br />
before you boot it up again. Once bitten, the<br />
urge will always be there to return for another<br />
tour of wonder, whether it is to take another<br />
� Wh<strong>at</strong> manner of strange cre<strong>at</strong>ure be this?<br />
stab <strong>at</strong> th<strong>at</strong> boss, delve deeper into the<br />
delightful game world, or just to listen to the<br />
loading music.<br />
Gorgeous present<strong>at</strong>ion, appealing gameplay,<br />
and an experience th<strong>at</strong> is constantly<br />
fresh, stylish and inspired: Leander is by no<br />
means perfect, but wh<strong>at</strong> is served up is just<br />
so classy (even the high score table has a<br />
sense of elegance about it). A game th<strong>at</strong> triggers<br />
the gamer within as well as caressing<br />
the senses, it's a joy to navig<strong>at</strong>e through this<br />
virtual saga. Challenging yet not overly<br />
demanding, the player can enjoy the ride and<br />
all its gorgeous little facets. The end result is<br />
an epic journey, one th<strong>at</strong> is memorable and<br />
downright magical.<br />
Summary<br />
truly meets the computer<br />
game in an elegant, charming<br />
and very playable offering.<br />
Highly recommended.<br />
apov 4<br />
17
apov 4<br />
18<br />
reviews<br />
Developer: Outlaw<br />
Publisher: Palace Software<br />
Reviewer: Adrian Simpson<br />
Where would gaming be without dragons?<br />
How many Amiga games would be left with a<br />
dragon-sized hole? It's fair to say th<strong>at</strong> if they<br />
didn't mythologically exist it'd be necessary to<br />
invent them.<br />
In Dragon's Bre<strong>at</strong>h, or Dragon Lord as it<br />
was known in the United St<strong>at</strong>es, the dragon is<br />
a weapon of mass destruction th<strong>at</strong> is used<br />
against the populace of the land of Anrea and<br />
other players. Anrea is geographically and<br />
politically a divided land and is comprised of a<br />
variety of squares which represent woodland,<br />
w<strong>at</strong>er, mountains or grassy plains. Towns rise<br />
and fall on these squares throughout the<br />
game. Three towers domin<strong>at</strong>e the landscape<br />
and each acts as a base to send dragons out<br />
on missions. Somewhere, hidden from view,<br />
are three pieces of a talisman which will,<br />
when brought together in the finest tradition<br />
of gaming targets, allow one player to gain<br />
access to the central Dwarf Mountain and discover<br />
the secret of immortality!<br />
Two maps of Anrea provide an oversight of<br />
the gaming area. The first is a live action<br />
map, viewed <strong>at</strong> an angle, which shows the<br />
flight of the dragons. However, here the dragons<br />
are only seen as coloured dots which<br />
move across the landscape, which is a bit<br />
unexciting. The second map is rendered in the<br />
style of a parchment<br />
and shows<br />
more detail.<br />
AMIGA 500<br />
Dragon (Where did the apostrophe go? - Ed)s Bre<strong>at</strong>h may be<br />
bereft of possessive punctu<strong>at</strong>ion but it does fe<strong>at</strong>ure dragons. Lots<br />
of them. Adrian Simpson searches for the elusive beasts.<br />
“One of the game’s best concepts<br />
is the breeding of dragons.”<br />
Instead of showing a single super map<br />
Dragon's Bre<strong>at</strong>h separ<strong>at</strong>ely presents these<br />
two maps, each slightly uns<strong>at</strong>isfying in itself.<br />
The high level map shows the players' towers<br />
but the detailed map omits them. Wh<strong>at</strong> the<br />
detailed map does give is an indic<strong>at</strong>ion, in<br />
kilometres, of how far squares are from your<br />
tower, so there is <strong>at</strong> least some inform<strong>at</strong>ion. It<br />
is somewh<strong>at</strong> confusing for the player as he<br />
initially tries to process the rel<strong>at</strong>ionship of<br />
each map to the other and to find out where<br />
his dragons are.<br />
A second map-rel<strong>at</strong>ed issue is the lack of<br />
distinction between squares on the detailed<br />
view. There is a boundary box which shows<br />
the limits of a square and which appears<br />
when you land a dragon on it or when a town<br />
occupies its position.<br />
� And they called me crazy when I took out dragon <strong>at</strong>tack insurance.<br />
Once the<br />
dragon<br />
departs a<br />
non-town square<br />
it becomes part of the parchment<br />
again and when the<br />
square is woodland in a large amount of<br />
woodland it gets lost. There are landmarks,<br />
such as sea serpents and the central mountain,<br />
so the player will most likely end up trying<br />
to loc<strong>at</strong>e squares in rel<strong>at</strong>ion to these<br />
guides.<br />
Each square is positioned midway between<br />
the two squares above and the two squares<br />
below. It’s difficult to loc<strong>at</strong>e a square in a<br />
mass of similar landscape<br />
� Disneyland Wales is a<br />
bit hardcore for some.<br />
⊳ We call it 'N<strong>at</strong>ure's Goodness'.
ecause of<br />
this altern<strong>at</strong>ing p<strong>at</strong>tern. It<br />
also makes it hard to keep track of which<br />
squares have been visited and which haven’t.<br />
There is also no indic<strong>at</strong>ion on the map th<strong>at</strong><br />
you have discovered one of the pieces of the<br />
talisman. Once you land a dragon on a square<br />
you must view another screen (sadly not<br />
immedi<strong>at</strong>ely accessible from the map<br />
screens) which gives inform<strong>at</strong>ion about the<br />
current whereabouts of dragons. Since finding<br />
and holding talismans is such an important<br />
aspect of the game the map would ideally<br />
pinpoint their loc<strong>at</strong>ion when discovered.<br />
Gameplay is mainly turn-based so it is<br />
necessary to set up all the<br />
dragon moves before ending the<br />
turn and seeing the result. At the start of the<br />
game the player possesses only one dragon.<br />
Using the map screen this dragon can be sent<br />
out on a mission to <strong>at</strong>tack a town. The dragon<br />
is selected, then a map square is chosen and<br />
a task is assigned. This could be to <strong>at</strong>tack and<br />
return or <strong>at</strong>tack and claim the town. Claiming<br />
towns is important since it increases held territory<br />
and can lead to the cre<strong>at</strong>ion of adjoining<br />
towns.<br />
Pieces of the talisman can't be returned to<br />
the base tower and must remain <strong>at</strong> their loc<strong>at</strong>ion<br />
until the end of the game. It's therefore<br />
GREAT BALLS OF FIRE<br />
Wh<strong>at</strong> was the impetus to th<strong>at</strong> led you to start<br />
programming games?<br />
A friend's ZX81. He had typed in a 'mole race'<br />
game from a magazine, and when I came<br />
round one night I started to 'hack' it. My parents<br />
(after much nagging) eventually bought<br />
me a Vic20 (because Dad said it had a 'proper<br />
keyboard'), which I started writing a number<br />
of games in basic on and then started on<br />
assembler just as I got a Commodore 64. I did<br />
about four commercial games for publisher<br />
Firebird before getting an Amiga 1000.<br />
Wh<strong>at</strong> was your involvement with Bullfrog<br />
Productions on EEnnlliigghhtteennmmeenntt:: DDrruuiidd 22??<br />
I met Peter Molyneux and Kevin Donkin from<br />
Taurus, as it was originally called, while I was<br />
<strong>at</strong> Guildford Uni. via the local computer shop<br />
(nerd hangout).<br />
They were writing a d<strong>at</strong>abase program for the<br />
Amiga, but you could see their heart was<br />
elsewhere. I was finishing Enlightenment for<br />
the C64, so I introduced them to the publisher<br />
and an Amiga version of the game was<br />
h<strong>at</strong>ched. The Amiga version was re-written<br />
from scr<strong>at</strong>ch, as the C64 version was in 6502<br />
assembler, so I assisted as a 'technical advisor'<br />
to port the look and feel, when I visited<br />
the offices between lectures.<br />
Did you develop any other Amiga games apart<br />
from EEnnlliigghhtteennmmeenntt and DDrraaggoonn''ss BBrreea<strong>at</strong>thh??<br />
I didn't do any other games, but I did do a<br />
Drum Machine utility called 'ADrum'. Taurus<br />
published it, and I believe it ended being used<br />
by some Swedish synth. musician on some<br />
commercial CD release.<br />
How was the Amiga as a dev pl<strong>at</strong>form?<br />
reviews<br />
� "This doesn't look like Windsor Castle to me," said Mabel to Derek.<br />
necessary for a dragon to hold the fort and<br />
all three talisman squares must be<br />
retained by dragons to win.<br />
One of the game's best concepts is the<br />
breeding of dragons. An egg holder is<br />
loc<strong>at</strong>ed in the centre of the graphically<br />
delightful breeding room. Massive dragon<br />
eggs are placed on this pl<strong>at</strong>form and subjected<br />
to an incub<strong>at</strong>ion programme. The longer<br />
the incub<strong>at</strong>ion the more powerful the dragon<br />
will be. A balance must therefore be<br />
reached between speedy production and<br />
strong dragons.<br />
Each dragon has a set of <strong>at</strong>tributes:<br />
wisdom, eyesight, disease, health,<br />
APoV speaks to the designer and programmer of Dragon's Bre<strong>at</strong>h, Andrew Bailey.<br />
I used the royalties from ADrum to upgrade to<br />
an Amiga 2000 with an IBM Janus board<br />
which was used to host a hard disk. So th<strong>at</strong><br />
machine was then much like the PCs of today<br />
as a development pl<strong>at</strong>form, only a lot, lot<br />
slower. You could multi-task between the text<br />
editor, paint package (Deluxe Paint!) and<br />
audio package (ADrum of course). Compile in<br />
the background while doing some art. A leap<br />
from working on the Commodore 64. I also<br />
learnt a lot about proper oper<strong>at</strong>ing systems,<br />
file systems and stuff th<strong>at</strong> still influences<br />
technical designs I make today.<br />
But it also taught me about backups.<br />
Dragon's Bre<strong>at</strong>h almost didn't make it<br />
because one morning the hard disk just didn't<br />
boot up. Just made a clunking sound, and my<br />
stomach twisted. Went out for a long walk,<br />
came back ready to start from scr<strong>at</strong>ch, tapped<br />
the hard disk and it whirled back into life.<br />
continues...<br />
apov 4<br />
19
apov 4<br />
20<br />
reviews<br />
INTERVIEW: ANDREW BAILEY<br />
So I rushed out and bought a copy of<br />
Quarterback and a load of floppy disks.<br />
Wh<strong>at</strong> brought you to Palace Software?<br />
Firebird knocked back our submission of<br />
Dragon's Bre<strong>at</strong>h, I'm guessing the company's<br />
de<strong>at</strong>h knell was already being heard around<br />
its offices. So I basically started ringing<br />
around companies I sourced from the computer<br />
mags. Palace bit first and off I went to<br />
London.<br />
Palace definitely had more cre<strong>at</strong>ive input<br />
than Firebird as a publisher, which of course<br />
was met with resistance <strong>at</strong> first, but was very<br />
mild to publisher involvement these days.<br />
Were you affected by the demise of Palace?<br />
Hard to say, as I was in Australia by then.<br />
More than likely there were royalties of mine<br />
th<strong>at</strong> went to pay bigger fish.<br />
When and how did you come up with the idea<br />
for DDrraaggoonn''ss BBrreea<strong>at</strong>thh??<br />
I think it slowly evolved. After the D&D<br />
inspired Druid games I really wanted to do a<br />
Dragon based game. So it started with the<br />
breeding section, the custom dragon concept.<br />
Then the map where the game would take<br />
place and then the spell system. Simon's art<br />
was inspir<strong>at</strong>ional; the baby dragon h<strong>at</strong>ching is<br />
still one of my favourite clips.<br />
Wh<strong>at</strong> sort of budget would it have taken to<br />
develop a game like DDrraaggoonn''ss BBrreea<strong>at</strong>thh??<br />
In a word, zero. Most of the game was written<br />
before it was presented to Palace, which<br />
meant it was developed for wh<strong>at</strong> some call<br />
'swe<strong>at</strong> equity'. It was done in spare time, I<br />
was <strong>at</strong> Uni, Simon <strong>at</strong> school and David worked<br />
nights.<br />
Did your development team g<strong>at</strong>her <strong>at</strong> a single<br />
loc<strong>at</strong>ion or did you work separ<strong>at</strong>ely?<br />
A bit of both :) David and I shared a fl<strong>at</strong> just<br />
outside of Guildford, while Simon still lived<br />
with his parents. It was in the days before the<br />
Inter<strong>net</strong> so art upd<strong>at</strong>es were done by regular<br />
car trips.<br />
Was "Outlaw" the name of your development<br />
team or a label for Palace?<br />
I really can't remember but I'm going for a<br />
Palace label. David and I already had an unincorpor<strong>at</strong>ed<br />
partnership by the name of<br />
'Digital Sonic and Chrome' so I don't see why<br />
we would have changed it.<br />
Which programming language did you use?<br />
Dragon's Bre<strong>at</strong>h was written in C, with a<br />
touch of assembler for the blitter routines.<br />
And it was quite horrible C as DB was only my<br />
second program in the language.<br />
Were you involved in the cre<strong>at</strong>ion of the<br />
elabor<strong>at</strong>e spell system with David Hanlon?<br />
David and I worked equally together on the<br />
spell system. It was one part of the game th<strong>at</strong><br />
could be worked out on paper first, r<strong>at</strong>her<br />
than tweaking code variables, like the village<br />
simul<strong>at</strong>ion. So non-programmers could really<br />
get in to this.<br />
Wh<strong>at</strong> was the reasoning behind the inclusion<br />
of the flying dragon shoot-'em-up section?<br />
The arcade section of the game realised the<br />
final fantasy of actually flying your dragons<br />
you had raised from an egg. And it also acted<br />
as another way to change the st<strong>at</strong>s of your<br />
dragon. If I were writing/designing the game<br />
twenty years on, however, I would probably<br />
drop it, as it was a bit unbalanced in the feel<br />
of the game. Or <strong>at</strong> least integr<strong>at</strong>e arcade<br />
action more seamlessly (see last question).<br />
Which elements of DDrraaggoonn''ss BBrreea<strong>at</strong>thh are you<br />
most and least happy with?<br />
The spell system is the part most people mention<br />
when people talk to me about Dragon's<br />
Bre<strong>at</strong>h, so I am very happy with th<strong>at</strong>. Least<br />
happy would have to be the end-play of the<br />
game. Once you were all powered up with<br />
eight dragons the game-play resorted to a<br />
form of 'deal or no deal' as you searched for<br />
the talisman. It really needed some random<br />
events to hurt your dragons or income to provide<br />
more challenge. Or some way to reduce<br />
the gaming area to increase opposing dragon<br />
clashes.<br />
Why was the name changed to DDrraaggoonn LLoorrdd in<br />
the United St<strong>at</strong>es?<br />
Proctor and Gamble or Palmolive (one or the<br />
other) held the trademark on Dragons Bre<strong>at</strong>h<br />
in the St<strong>at</strong>es, for mouth wash. So Palace<br />
changed the name for the US release.<br />
A hidden message in DDrraaggoonn''ss BBrreea<strong>at</strong>thh finishes<br />
with "Yours, probably now down under, Bilbo<br />
Baggins." Coming from the UK, was there a<br />
significant difference in the gaming industry<br />
or opportunities in Australia?<br />
When I first came to Australia, it only going to<br />
be for a year (th<strong>at</strong> was over 19 years ago) and<br />
it was really only one company, Beam<br />
Software, in Melbourne here. They offered me<br />
a job just as I was looking for one <strong>at</strong> the end<br />
of Uni, so I thought a trip overseas would be<br />
cool. So the industry was much smaller than<br />
the UK but now it has grown to a fair size with<br />
many companies in Melbourne and Brisbane.<br />
Wh<strong>at</strong> was the origin of your company<br />
Tantalus?<br />
Tantalus was set up by four (ex)employees of<br />
Beam Software in 1993. One was in the st<strong>at</strong>es<br />
but he never came back and another lasted 9<br />
months before returning to his parents' farm.<br />
So Trevor and myself (the remaining founders)<br />
offered a partnership to another Beam<br />
employee and grew from there. The company's<br />
original name was 'Pacific Isle<br />
Entertainment' but soon realised th<strong>at</strong> was dull<br />
and changed to a Greek demi god. The company<br />
was sold a couple of years ago and is<br />
now owned by a media investment company.<br />
Does the development of handheld games on<br />
the DS or PSP hark back to the 16 bit era in<br />
any way?<br />
Not really, the DS and PSP are far more powerful<br />
machines, and the production of games<br />
for them is very different (read commercial).<br />
The nearest thing to development twenty<br />
years ago is probably writing for the iPhone. It<br />
is a pl<strong>at</strong>form th<strong>at</strong> does better with small<br />
teams 'in a bedroom' r<strong>at</strong>her than companies<br />
with business plans. It is also a 'swe<strong>at</strong> equity'<br />
type of development and the sort of thing a<br />
single person can do. However, the move of<br />
both DS and PSP into digital distribution may<br />
change th<strong>at</strong>.<br />
Would you consider reviving DDrraaggoonn''ss BBrreea<strong>at</strong>thh<br />
for the modern handheld market?<br />
I actually have on paper design for another<br />
Druid game with mass Golem action, and a<br />
re-design of Dragon's Bre<strong>at</strong>h to be in real<br />
time (r<strong>at</strong>her than turn based) and FPS viewpoint.<br />
However, I'm currently in the process of<br />
merging these two into a single game, which<br />
is Dragon's Bre<strong>at</strong>h based, but with a RTS<br />
viewpoint th<strong>at</strong> may go MMO. However, I can't<br />
work on these while I'm still working for<br />
Tantalus, the designs are just a hobby <strong>at</strong> the<br />
moment.
� I'm definitely coming back as<br />
a dragon. Grarrgh, take th<strong>at</strong>.<br />
speed, strength and age. These <strong>at</strong>tributes are<br />
important since they can affect the outcome<br />
of a mission or a b<strong>at</strong>tle with other dragons.<br />
Once a target is chosen on the map and the<br />
move has been ended the action begins.<br />
If the player has selected "Training" they<br />
can now jump in with a joystick and control<br />
the dragon in a vertically scrolling shoot-'emup<br />
section. The dragon flies in both vertical<br />
directions and bre<strong>at</strong>hes fire which is directed<br />
<strong>at</strong> an angle down to the ground. To strike a<br />
village house or anti-dragon gun successfully<br />
the fire must be directed <strong>at</strong> the appropri<strong>at</strong>e<br />
point. It's a bit tricky.<br />
Arcade sections in more cerebral games<br />
often seem out of place but the manually controlled<br />
action in Dragon's Bre<strong>at</strong>h can be<br />
skipped and completed autom<strong>at</strong>ically. In this<br />
case an anim<strong>at</strong>ed sideways sequence shows<br />
the <strong>at</strong>tack. This view is also used if dragons<br />
duel with one another. If a dragon is too weak<br />
then a manual <strong>at</strong>tack might be a better option.<br />
The most complex part of the game is the<br />
magic system. Spells can be used to change a<br />
dragon's <strong>at</strong>tributes as well as a number of<br />
other effects, including offensive actions<br />
against towns. The raw ingredients of spells<br />
can be bought from merchants but each shopkeeper<br />
provides a different set of elements<br />
and some elements are rarer than others.<br />
Towns may also provide ingredients as thanks<br />
for dealing with another town and the expansion<br />
of held territory is important as tax<strong>at</strong>ion<br />
provides the cash to buy more ingredients.<br />
Mastering the spell system is the key to<br />
success. There are no set spells as such but<br />
potent mixes can be reproduced and used<br />
again, providing th<strong>at</strong> the ingredients are available.<br />
Every ingredient can simply be added to<br />
the potion by pouring<br />
it through a jar in<br />
the chemical appar<strong>at</strong>us.<br />
However,<br />
there are three additional jars which each<br />
affect the ingredient in different ways: cutting,<br />
grinding and mixing. Only one of these four<br />
entry points can be used. Further down the<br />
pipe the ingredient may be he<strong>at</strong>ed by a<br />
Bunsen burner, condensed or both.<br />
Reading the manual is essential in becom-<br />
� Left <strong>at</strong> the mountain;<br />
now was it straight on<br />
<strong>at</strong> the roundabout?<br />
ing proficient with<br />
the spell system. It<br />
reveals th<strong>at</strong> ingredients<br />
are divided<br />
into Directors and<br />
Affectors. Directors<br />
"direct" power <strong>at</strong> a<br />
target (the long suffering villagers) and<br />
Affectors "affect" <strong>at</strong>tributes (such as wisdom).<br />
A chart helpfully shows which ingredients act<br />
as Affectors or Directors to various game elements.<br />
Further complic<strong>at</strong>ion is added by a<br />
large number of circles which are divided into<br />
four sections each showing the effect of cutting,<br />
grinding, mixing or none of the above.<br />
Triangle and circle symbols show the effect of<br />
he<strong>at</strong>ing and condensing respectively.<br />
It will probably be apparent th<strong>at</strong> there are a<br />
� These three are hoping to gain the secret of immortality. They clearly haven't seen Highlander.<br />
reviews<br />
The Legend of Dragon's Bre<strong>at</strong>h<br />
Part of the appeal of Dragon's Bre<strong>at</strong>h comes from its<br />
rel<strong>at</strong>ive unavailability. For a number of years it wasn't<br />
playable on Amiga emul<strong>at</strong>ors due to non-working disk<br />
images. The first Hall of Light d<strong>at</strong>abase screenshots<br />
were grabbed using a boxed original and an Action<br />
Replay cartridge. Eventually, the WHDLoad and ADF<br />
work of Galahad and the preserv<strong>at</strong>ion efforts of the<br />
SPS team brought Dragon's Bre<strong>at</strong>h to a wider<br />
audience.<br />
r<strong>at</strong>ing<br />
72% The<br />
large number of variables in the spell system.<br />
Mindscape's Legend used a similar mixing<br />
method but it wasn't quite as involved as in<br />
Dragon's Bre<strong>at</strong>h. Since successful experiments<br />
can be repe<strong>at</strong>ed it is possible to skip<br />
some of the complexity if spells are known.<br />
There are three endings to the game, each<br />
similar but slightly tailored to<br />
the three characters. This vari<strong>at</strong>ion<br />
can also be seen in the<br />
graphical design of the three<br />
towers throughout the game.<br />
The endings are actually quite<br />
good and suitably end the story<br />
for our three dragon keepers.<br />
Perhaps the biggest problem<br />
with Dragon's Bre<strong>at</strong>h is th<strong>at</strong> it<br />
requires a lot of effort from the<br />
player. Mastering the game necessit<strong>at</strong>es<br />
becoming proficient in a number of widely different<br />
sections, perhaps by tackling each goal<br />
and then starting a new game afresh. For<br />
example, since the loc<strong>at</strong>ion of the talismans<br />
seems to be a constant across games (or <strong>at</strong><br />
least it appeared to be after a reboot), the first<br />
task might be to start mapping and loc<strong>at</strong>ing<br />
the objects. Then, in a new game, the player<br />
might cre<strong>at</strong>e and record some powerful<br />
spells. After this, there is still the arcade<br />
game to become adept <strong>at</strong> and the final challenge<br />
of combining it all into one superior<br />
game session.<br />
Although there are some gameplay frustr<strong>at</strong>ions<br />
with Dragon's Bre<strong>at</strong>h, they are mainly<br />
interface and present<strong>at</strong>ion issues. The core of<br />
the game is compelling and intriguing.<br />
Summary<br />
dispar<strong>at</strong>e elements of the<br />
spell system, shoot-'em-up and<br />
map don't quite come together<br />
fully but there is enough here to<br />
keep most players busy for a long<br />
time.<br />
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Developer: Metadigm<br />
Publisher: Interplay<br />
Reviewer: Sebastian Rosa<br />
Set phasers to fun - Sebastian Rosa has come to, er, boldly go.<br />
And to show alien chicks wh<strong>at</strong> th<strong>at</strong> thing called 'love' is.<br />
In the 90s most blockbuster movies and TV<br />
shows sooner or l<strong>at</strong>er had <strong>at</strong> least one<br />
computer adapt<strong>at</strong>ion. Quality varied but the<br />
purpose was always the same: to cre<strong>at</strong>e a lot<br />
of promotional buzz and to make money.<br />
Everyone in the known universe must have<br />
heard of Star Trek so it would have been<br />
unthinkable if one of the most popular TV<br />
series in history had not made it to the<br />
computer screen. Enter Interplay Software<br />
and Star Trek: The 25th Anniversary.<br />
The game's concept focuses on events th<strong>at</strong><br />
occur after the last episode of the original<br />
series. Conventional video game wisdom<br />
suggests two ways in which these might be<br />
handled. The first would be to concentr<strong>at</strong>e on<br />
� Hi, I'm after a couple of<br />
growbags for me yams.<br />
� Six billion channels and this<br />
is the best thing on.<br />
AMIGA 1200<br />
the adventure aspect and have the player<br />
guide the characters through a variety of<br />
loc<strong>at</strong>ions, solving puzzles. The second would<br />
be as a space flight simul<strong>at</strong>or with space<br />
� New starters <strong>at</strong> Microsoft always get a talk from Bill.<br />
comb<strong>at</strong>. Star Trek, interestingly, combines the<br />
two. The game consists of several missionbased<br />
episodes, with each episode divided<br />
into two stages: pseudo-cosmic simul<strong>at</strong>ion<br />
and classic adventure.<br />
On board the Enterprise there are six crew<br />
members, via whom you can command the<br />
whole ship. The Captain's bridge serves as<br />
the main screen. The man in red on the left is<br />
Scotty. He is a mechanic and can fix ship<br />
� Captain, we appear to<br />
have m<strong>at</strong>erialised in<br />
deep space.<br />
damage (you<br />
can give him orders<br />
using the D key from<br />
the keyboard) or enable the<br />
emergency power supply (E key). Above his<br />
head, and on the other side of the screen, the<br />
scheme of the ship shows wh<strong>at</strong> has been<br />
damaged. On the right, in a blue uniform, sits<br />
Spock who is the technology expert. Using his<br />
abilities you can log into the computer (C key)<br />
and get access into the d<strong>at</strong>abase which has<br />
important inform<strong>at</strong>ion about characters and<br />
objects. Spock is also a good advisor (T key).<br />
In the middle of the bridge are Sulu and<br />
Chekov. The former takes responsibility for<br />
getting into orbit (O key) and the raising and<br />
“Wh<strong>at</strong> works against one foe<br />
won't work against another.”<br />
lowering of shields (S key) while the l<strong>at</strong>ter<br />
activ<strong>at</strong>es weapons (W key) and takes care of<br />
navig<strong>at</strong>ion (N key). There are two more characters:<br />
Uhura is a communic<strong>at</strong>ions officer (H<br />
key) and Kirk himself (K key) keeps the<br />
captain's log and controls the transporter.<br />
Here you can also save or load the game, turn<br />
the music and sound effects on or off or quit<br />
the game entirely.<br />
Giving orders is not all th<strong>at</strong> you can do. In<br />
the central part of the screen you can<br />
see the main window where comb<strong>at</strong><br />
occurs. Not the easiest part of the<br />
game, comb<strong>at</strong>. You need to<br />
manipul<strong>at</strong>e the speed of the<br />
ship, aim the target,<br />
shoot and repair<br />
any damage.
� Uhoh. Our drinks invite might just have been mistransl<strong>at</strong>ed.<br />
Of course nothing happens autom<strong>at</strong>ically so<br />
you need to give orders. Space comb<strong>at</strong> occurs<br />
in each episode, in most cases after receiving<br />
your mission orders from the Feder<strong>at</strong>ion or<br />
after a space jump into a selected galaxy<br />
region. The comb<strong>at</strong> has been realised in a<br />
very interesting way. It's dynamic and when<br />
practised enough becomes quite enjoyable.<br />
Each of the enemies you encounter uses a different<br />
comb<strong>at</strong> technique and so your response<br />
should be m<strong>at</strong>ched appropri<strong>at</strong>ely. Wh<strong>at</strong> works<br />
“There is also another character<br />
who basically serves as a big, red<br />
guinea pig.”<br />
against one foe won't work against another.<br />
Should you come through a space b<strong>at</strong>tle, you<br />
can start the second part of your mission.<br />
Here you move into the adventure section.<br />
If the mission takes place on a pla<strong>net</strong> or<br />
star you need to transport your explor<strong>at</strong>ory<br />
team down to the surface (a staple of the TV<br />
series). Here you command three crew members:<br />
Kirk, Spock and McCoy. There is also<br />
another character who basically serves as a<br />
big, red guinea pig. He's the nameless guy<br />
who will be the victim of all the unfortun<strong>at</strong>e<br />
events th<strong>at</strong> might occur due to any ill-advised<br />
actions you take.<br />
You directly command Kirk. The rest of the<br />
group follows him but nevertheless <strong>at</strong> any<br />
moment in the game you can give orders to<br />
another crew member. You can look, use,<br />
take or talk. Commands are available from the<br />
menu which is <strong>at</strong> hand by pressing the right<br />
mouse button or the assigned key from the<br />
� I'll deal with this one, lieutenant. You see to th<strong>at</strong> other chap.<br />
� Th<strong>at</strong>'s one hell of a bus route.<br />
keyboard. The l<strong>at</strong>ter is more convenient, as<br />
the user interface as a whole is not one of the<br />
best.<br />
In this part of the game you mostly explore,<br />
investig<strong>at</strong>e and examine. You can also collect<br />
objects, use them in certain loc<strong>at</strong>ions, combine<br />
them or give them away. In order to proceed<br />
it's necessary to talk to all characters<br />
and other crew members. You should scrutinise<br />
any collected objects and use the<br />
� Nobody likes a wiseass, Spock.<br />
Tricorder on them (you have this item in the<br />
inventory). Apart from the Tricorder, you carry<br />
medical equipment th<strong>at</strong> lets you check the<br />
health of any crew member or any person you<br />
meet. Bear in mind th<strong>at</strong> the Star Trek world is<br />
not a peaceful place. Sometimes you will have<br />
to defend yourself and this requires the use of<br />
two other objects from your<br />
inventory: green and blue<br />
Phasers. Green is used to<br />
temporarily paralyse the<br />
enemy whilst blue is used to<br />
disintegr<strong>at</strong>e him. Use caution<br />
with these weapons.<br />
Sometimes a de<strong>at</strong>h might<br />
cause the end of the game<br />
because, for example, the<br />
enemy needs to be paralysed<br />
in order to obtain some item<br />
he is carrying.<br />
The adventure part is not so<br />
reviews<br />
easy even if the puzzles generally sound simple.<br />
The authors have tried to make the game<br />
suitable for everyone, but without some basic<br />
knowledge of the phrases and items used in<br />
the Star Trek world you may well have some<br />
difficulties. The manual might come in handy<br />
but I can guarantee th<strong>at</strong> any Star Trek novice<br />
will struggle a long time with the very first<br />
episode. It is also important to know th<strong>at</strong><br />
making a mistake in performing some actions<br />
might have irreversible effects which<br />
will bring about a mission failure.<br />
Everything becomes more difficult<br />
when you realise th<strong>at</strong> you can easily<br />
trap yourself in the game and be<br />
forced to start over.<br />
If and when you succeed in your<br />
� Teleporter Guy's been on the sauce again.<br />
pla<strong>net</strong>-based mission, the crew goes back to<br />
the Enterprise. You will be congr<strong>at</strong>ul<strong>at</strong>ed by<br />
the Feder<strong>at</strong>ion and proceed on to the next<br />
mission. The whole game, like the TV series,<br />
contains a large amount of educ<strong>at</strong>ional info<br />
which you'll notice <strong>at</strong> the end of each episode.<br />
The game's manual deserves a mention. It<br />
consists of 12 pages filled with a huge<br />
amount of description and pictures to help<br />
you get used to the game controls. You will<br />
find a comprehensive description of how to<br />
steer the ship during comb<strong>at</strong>, the responsibilities<br />
of each character, and a guide to each<br />
object in the inventory. The most important<br />
thing, though, is the map of celestial bodies.<br />
At the beginning of each episode, when you<br />
apov 4<br />
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apov 4<br />
24<br />
reviews<br />
set the Enterprise's course, you need to use a<br />
map. The pla<strong>net</strong>s and stars on the map are<br />
not labelled. If you choose the wrong destin<strong>at</strong>ion<br />
on your journey you will have to fight with<br />
a fleet of space pir<strong>at</strong>es (or, as they prefer to<br />
be called, Klingons). Lose and it's game over.<br />
Win and you can proceed further, albeit with<br />
difficulty. I must admit th<strong>at</strong> it is a quite original<br />
form of anti-piracy protection.<br />
Star Trek requires an A1200 with a hard<br />
drive, and the graphics are accordingly<br />
colourful. A little too garish, in fact: it took me<br />
“You can really feel the speed of<br />
the ships and the whoosh of<br />
missiles passing by.”<br />
a while to get used to the comic book style.<br />
There are also some graphical glitches (such<br />
as excess dithering or illogical colours on<br />
some objects) but you can live with these.<br />
Characters can be distinguished by the<br />
colour of their uniform. Don't pay <strong>at</strong>tention to<br />
their long, comical faces because they all look<br />
� Red guy takes one for the team, again.<br />
much the same. This is a shame, as this<br />
graphical element is important: the player<br />
should be able to recognise characters and<br />
identify with them. In contrast, the graphics in<br />
space comb<strong>at</strong> sections are perfectly realised.<br />
Ships look really gre<strong>at</strong> and are well anim<strong>at</strong>ed.<br />
You can really feel the speed of the ships and<br />
the whoosh of missiles passing by.<br />
The music, composed by Allister Brimble,<br />
bears some resemblance to th<strong>at</strong> of the TV<br />
series but is nothing remarkable. The sound<br />
effects, alas, are miserable. My advice is to<br />
� Ha. Th<strong>at</strong>'ll show those... oh. Th<strong>at</strong> was one of ours? I, um, ah.<br />
turn them off<br />
<strong>at</strong> the very<br />
beginning of<br />
the game.<br />
Unless you are<br />
a particular fan<br />
of squeaks,<br />
beeps and other<br />
peculiar noises,<br />
th<strong>at</strong> is.<br />
I should point out th<strong>at</strong> I am<br />
not a die-hard fan of Star Trek.<br />
In fact I've only w<strong>at</strong>ched a few<br />
episodes (and I only did th<strong>at</strong><br />
because there was nothing<br />
better to do <strong>at</strong> the time). Th<strong>at</strong><br />
said, the game did a good job<br />
of capturing my interest. Wh<strong>at</strong> I<br />
like most is the evoc<strong>at</strong>ion of<br />
situ<strong>at</strong>ions th<strong>at</strong> can be seen on<br />
the TV show. I couldn't tell you<br />
if any particular section is inspired by any<br />
particular TV episode but the narr<strong>at</strong>ive is<br />
no<strong>net</strong>heless interesting and conveys the Star<br />
Trek <strong>at</strong>mosphere well. The game as a whole<br />
works quite successfully: the simul<strong>at</strong>ion part<br />
is praiseworthy as are the riddles in the<br />
adventure section (and it's certainly fortun<strong>at</strong>e<br />
th<strong>at</strong> Interplay did not spoil the conversion by<br />
releasing a substandard pl<strong>at</strong>former or shoot-<br />
'em-up). The user interface and sound effects<br />
could be improved, and a<br />
more intelligent hint mode<br />
during the adventure part<br />
would come in handy as<br />
though the puzzles are quite<br />
r<strong>at</strong>ing<br />
74% Enjoyable<br />
� Behold the power of El-Vis.<br />
� Okay, wait til he's just<br />
out of sight then leg it.<br />
� An extr<strong>at</strong>errestrial S&M<br />
party. Now I've seen it all.<br />
simple and logical you are not always certain<br />
wh<strong>at</strong> is going on and wh<strong>at</strong> you need to do to<br />
achieve your goal.<br />
My conclusion is simple: Star Trek: The<br />
25th Anniversary is aimed<br />
squarely <strong>at</strong> fans, and if<br />
you like the original<br />
TV series and/or<br />
movies, you'll<br />
most likely enjoy<br />
this. People who<br />
are not especially keen on<br />
the whole Trekkie thing,<br />
however, might want to<br />
look elsewhere.<br />
Summary<br />
but a little uneven,<br />
Star Trek captures the flavour<br />
of the TV series but can prove<br />
frustr<strong>at</strong>ing.
apov 4<br />
26<br />
reviews<br />
Developer: Ocean France<br />
Publisher: Ocean<br />
Reviewer: Carl Stapleton<br />
Lock 'n' load. (Fire. Repe<strong>at</strong> as required. - Ed) Sgt Stapleton gets<br />
righteous on the behinds of some guerrillas, possibly in the mist.<br />
Now here's a landmark game. Smash hit coinop,<br />
granddaddy of House of the Dead and<br />
countless other trashy classics, with clones,<br />
spin-offs and subtly-influenced ancestors still<br />
making a racket in arcades to this day. It's not<br />
surprising th<strong>at</strong> the concept caught on: there<br />
really is nothing like flashing a crosshair<br />
around a video game screen and blasting<br />
seven bells out of unreconstructed bad guys<br />
to really unwind.<br />
The shooting gallery genre pred<strong>at</strong>es Op<br />
Wolf, of course, in the form of notables such<br />
as Hogan's Alley. But this one undoubtedly<br />
raised the bar when it swaggered onto the<br />
scene. Aside from the groundbreaking replica<br />
uzi on the arcade cabi<strong>net</strong>, it brought a gre<strong>at</strong><br />
togetherness and a s<strong>at</strong>isfying overtone of<br />
machismo th<strong>at</strong> genteel efforts like Duck Hunt<br />
just didn't offer.<br />
Reviews of Op Wolf in other mags tend to<br />
suggest th<strong>at</strong> the Amiga conversion is arcadeperfect.<br />
Sorry to come the raw prawn, but this<br />
really ain't so. The graphics are near-identical,<br />
true, but the two versions are manifestly<br />
� But which one's the real<br />
Krusty? Wh<strong>at</strong> a dilemma.<br />
AMIGA 500<br />
not identical where it m<strong>at</strong>ters: gameplay.<br />
Why th<strong>at</strong> should be so is a bit of a mystery.<br />
After all, this is a simple game. Six levels of<br />
autom<strong>at</strong>ically-scrolling scenery with bad guys,<br />
� Stud-seeking missiles. Now I'm in trouble.<br />
tanks, bikes, bo<strong>at</strong>s and helicopters to blast.<br />
And hostages, nurses, kids and chicks in bikinis<br />
to not blast. Th<strong>at</strong>'s it. So, in terms of making<br />
a 'home version' as accur<strong>at</strong>e as possible,<br />
there aren't th<strong>at</strong> many things you need to get<br />
right. One of the most important, though,<br />
would be the p<strong>at</strong>terns and<br />
intensity in which the various sprites appear,<br />
yes? I'd say so. Reach for the smelling salts,<br />
then, because they're all wrong.<br />
The sprite p<strong>at</strong>terns being skewed means<br />
th<strong>at</strong> the pacing and the difficulty curve are<br />
also skewed. In the original, it's all graded<br />
very finely. Things only get seriously crazy<br />
once you've completed the mission the first<br />
time. On the Amiga, in contrast, enemies pile<br />
in mob-handed from the start. No easing your<br />
way into it: right from the word go, you're in a<br />
world of pain. Compelling evidence of heavyhanded<br />
design, th<strong>at</strong>.<br />
The enemy p<strong>at</strong>terns being more than a tad<br />
on the heavy side is a drag. Yet it isn't the<br />
killer problem. The fact th<strong>at</strong> your shots don't<br />
seem to register half the time. Th<strong>at</strong>'s the killer<br />
problem. You should be able to dance round<br />
the screen, zinging baddies and powerups<br />
with an easy fluency th<strong>at</strong> borders on the poetic.<br />
But you can't, because you appear to be<br />
firing blanks. It isn't a fair fight. You end up<br />
moving the cursor more<br />
� Blimey, I got one of em.
� I don't remember this guy. Wh<strong>at</strong> a snake.<br />
in hope than expect<strong>at</strong>ion, having learnt th<strong>at</strong><br />
nothing you do brings any lasting respite from<br />
the background swarm. And it only gets<br />
worse the further you get. I practiced and<br />
practiced, but all the practice in the world still<br />
doesn't make Enemy Soldier #17 do wh<strong>at</strong> he's<br />
supposed to and DIE WHEN YOU SHOOT HIM.<br />
This is difficulty from the unfair, and therefore<br />
un-fun, school.<br />
It's not just the soldiers th<strong>at</strong> don't care<br />
when you zap them. The bonus pickups are<br />
hardly worth bothering with as they too take a<br />
few persistent shots to bag, while all the<br />
while you're being cut to pieces. And as for<br />
trying to shoot a viciously-thrown dagger out<br />
� Oop. I only wanted to set the clock on the bloody thing.<br />
of the air - no chance. Without fail, it will arc<br />
inexorably towards your chest and… land<br />
there. Insult and injury rolled into one.<br />
So we've established th<strong>at</strong> Amiga Op Wolf is<br />
only superficially like the arcade original.<br />
Th<strong>at</strong>'s okay, as long as it's still an enjoyable<br />
game in its own right. So is it? Not really, no.<br />
The difficulty is simply too high to allow for<br />
much fun to be had. It's a shame, because<br />
this looks gre<strong>at</strong> and<br />
it should be fun.<br />
It's a bit like cooking:<br />
all the ingredients are<br />
there, but it just hasn't<br />
come out right. In<br />
isol<strong>at</strong>ion, the problems<br />
aren't huge. But<br />
their cumul<strong>at</strong>ive<br />
effect is to give the<br />
game a completely<br />
different feel to the original, and to invoke<br />
a completely different reaction in the player.<br />
The arcade version made me feel like the<br />
world's deadliest commando, dispensing jus-<br />
“The difficulty is simply too high to<br />
allow for much fun to be had.”<br />
tice and hot lead in equally copious amounts.<br />
Nice. The Amiga version, in contrast, left me<br />
feeling like a decidedly non-deadly chump<br />
who was more of an irritant to the villains of<br />
the piece than their worst nightmare. Not<br />
nice. And not liable to make me want to come<br />
back for more.<br />
The funny thing is, I<br />
remember enjoying<br />
this quite a bit on the<br />
Spectrum, and<br />
th<strong>at</strong> version is<br />
probably further<br />
still from<br />
the arcade<br />
game. Maybe I<br />
unconsciously<br />
appreci<strong>at</strong>ed th<strong>at</strong> it<br />
� Extra spicy chicken wings will do th<strong>at</strong> to ya.<br />
r<strong>at</strong>ing<br />
55% Not<br />
reviews<br />
� Ah, crap. I've gotta get<br />
on th<strong>at</strong> thing in a minute.<br />
� I will admit now th<strong>at</strong> I<br />
couldn't make it through<br />
all six levels. I used a<br />
che<strong>at</strong> to grab this<br />
screenshot.<br />
was more of an achievement to<br />
convert the game to an 8-bit machine and so<br />
overlooked faults and differences. Maybe the<br />
pacing was better, simply because <strong>at</strong> 3.5 MHz<br />
there are only so many things you can have<br />
charging round the screen. Or maybe the<br />
game had just been so thoroughly<br />
Spectrumised I was more prepared to take it<br />
on its own merits. There could be something<br />
in th<strong>at</strong>, you know, as the closeness in look<br />
between the arcade and Amiga versions does<br />
make the gameplay differences between the<br />
two more glaring (cf. Paperboy, last issue).<br />
Want to see for yourself? Play the original via<br />
MAME, and then play this. Identical control via<br />
mouse, so the lack of a lightgun isn't a factor.<br />
See the difference? Exactly.<br />
Amiga Op Wolf, then. Clearly made by folks<br />
who don't love the game, and who have<br />
missed the point of the game as a result. It<br />
looks the part but, sadly, it doesn't play it.<br />
Take away the fondly-remembered licence<br />
and you've got an overly frustr<strong>at</strong>ing shooter<br />
th<strong>at</strong> gets tiresome in a hurry. Still more fun<br />
than doing it for real, though.<br />
Summary<br />
nearly as much fun as it<br />
should be, thanks mainly to<br />
crappy collision detection and<br />
a carelessly nasty difficulty<br />
curve.<br />
apov 4<br />
27
apov 4<br />
28<br />
reviews<br />
Developer: Ocean France<br />
Publisher: Ocean<br />
Reviewer: David Musc<strong>at</strong><br />
A shadowy, elite group. A mysterious faction. A clique. But enough about Dave's Rainbow Brite club. Arf.<br />
Cabal is a tough game to nail a r<strong>at</strong>ing to. On<br />
the one hand, it does a decent job of channelling<br />
the arcade game th<strong>at</strong> it was based<br />
upon, supplying high velocity action and, in<br />
sporadic doses, some edge of the se<strong>at</strong><br />
moments. On the other hand, it is held back<br />
from achieving anything gre<strong>at</strong> by some questionable<br />
gameplay and present<strong>at</strong>ion issues.<br />
These concerns compromise Cabal's brave<br />
<strong>at</strong>tempt to situ<strong>at</strong>e the player in the tense<br />
<strong>at</strong>mosphere of a blockbuster S<strong>at</strong>urday night<br />
action film, and the game ends up falling well<br />
short of such a pinnacle.<br />
Once you click past the title screen and<br />
select the number of players, you're promptly<br />
launched into the warzone. You'll be dashing<br />
across the screen, ordering your brightly<br />
coloured commando to run, roll, crouch and<br />
shoot <strong>at</strong> whole cadres of baddies flooding<br />
your sights with bullets and bombs. Infantry<br />
scurry across the b<strong>at</strong>tlefield, shooting<br />
and lobbing<br />
� Dance, pilgrim!<br />
grenades with the swinging<br />
windup of baseballers, all amidst<br />
an unfriendly backdrop of tanks<br />
spewing fiery blobs and planes<br />
dropping their payloads onto<br />
you. You won't have any time to<br />
smell the napalm, 'cos war has<br />
never been so hectic.<br />
Considering th<strong>at</strong> some coin-op versions of<br />
Cabal used trackball joysticks, the controls<br />
have been reproduced quite<br />
faithfully for the Amiga.<br />
Movement and firing are<br />
achieved via the joystick<br />
and fire button, and<br />
holding back and pressing<br />
fire allows you to hurl<br />
a grenade or two if you get<br />
into strife.<br />
Now, remember those hypercolour<br />
t-shirts th<strong>at</strong> were popular two decades<br />
ago? Cabal's palette can be strangely<br />
reminiscent of those, and as you<br />
play you begin to wonder why<br />
some of the colours used are so<br />
repugnantly off colour. Any budding<br />
Rembrandts amongst us<br />
may frown <strong>at</strong> the buildings th<strong>at</strong> are a pale<br />
pastel yellow, or concrete roads th<strong>at</strong> are<br />
infused with a sort of dirty aqua green. A<br />
downright effluent brown is also fe<strong>at</strong>ured.<br />
Thankfully, not all of Cabal's graphical vistas<br />
are s<strong>at</strong>ur<strong>at</strong>ed with such odd hues<br />
and tones, but needless to say, if<br />
this game didn't contain an extra<br />
large epilepsy warning on the box,<br />
AMIGA 500<br />
then it should have.<br />
By no means do the enemy soldiers look<br />
bad, but they could have used a detail touch-<br />
� High explosive<br />
lumberjacking. Love it.<br />
up; there's certainly no "shoot when you see<br />
the whites of their eyes" here, as all the<br />
enemy infantry are completely faceless.<br />
Thankfully, the vehicles you encounter look<br />
much better, as they are comprised of big<br />
chunky polygons and thickish brushstrokes.<br />
The backgrounds, which consist of enemy<br />
barracks, troop encampments, hollowed out<br />
cityscapes and airports-turned-b<strong>at</strong>tlefields,<br />
are a combin<strong>at</strong>ion of the interesting and the<br />
truly lacklustre.<br />
Cabal introduces an interesting control<br />
dynamic to the traditional shooter, because<br />
not only do you command your trooper's<br />
movements, but you must also aim his targeting<br />
sights, Oper<strong>at</strong>ion Wolf style. This combin<strong>at</strong>ion<br />
of aiming and movement sounds (and is)<br />
interesting, but can also prove awkward in<br />
practice. As well as w<strong>at</strong>ching where you<br />
� The retaining wall needs a little <strong>at</strong>tention, but it's a<br />
delightful property and the locals are so friendly.
� How's th<strong>at</strong> for some fancy shootin'?<br />
stand, you have to worry about where you're<br />
shooting, instead of simply letting your<br />
sprite's position dict<strong>at</strong>e the direction of your<br />
fire. You'll be juggling the tasks of having to<br />
avoid enemy fire, direct and redirect your own<br />
fire, and be constantly repositioning yourself,<br />
all simultaneously, with your eyeballs flicking<br />
up and down over the screen every second.<br />
“The best way of restacking the<br />
odds in your favour is to enlist the<br />
help of a friend.”<br />
Wh<strong>at</strong> saves this from becoming too demanding<br />
is th<strong>at</strong> Cabal's gameplay mechanics do<br />
something th<strong>at</strong> has been difficult to achieve<br />
over the course of Amiga gaming history, in<br />
allowing you to properly aim with the joystick.<br />
True, it requires some practice, and your targeting<br />
reticle will still act as if it is perched on<br />
rails, veering sharply from left to right and up<br />
and down - ah, for a mouse! However, you'll<br />
still be hitting targets, either dead centre, or<br />
<strong>at</strong> other times clipping the edges of enemies.<br />
This reviewer can settle for th<strong>at</strong>, as it gets the<br />
job done.<br />
The game progresses once you have wiped<br />
out all the opposing forces th<strong>at</strong> rush onto the<br />
b<strong>at</strong>tlefield. A progress bar <strong>at</strong> the top of the<br />
screen tells you how long it will be before the<br />
end of the level. With each stage taking some<br />
time to complete, the formula of move, aim<br />
and shoot does begin to lose its charm. The<br />
game engine doesn't even throw any innocent<br />
civilians into the mix to keep your spraying in<br />
check. Taking out enemies quickly turns a<br />
game th<strong>at</strong> should have been an exciting run<br />
and gun into a monotonous screenwide<br />
sweeping of hostile sprites.<br />
Duelling with enemy bosses is<br />
another mixed bag. I found the first<br />
helicopter boss to be quite a challenge,<br />
while I defe<strong>at</strong>ed the second boss without<br />
losing a life. Some of the melodies<br />
th<strong>at</strong> accompany the boss b<strong>at</strong>tles are<br />
quite memorable, but apart from th<strong>at</strong>, the<br />
sound effects in general are limited to a few<br />
explosions<br />
and bullet<br />
noises and the music is always the same,<br />
more of a continuous riff than an actual tune.<br />
The difficulty can vary from a reasonable<br />
challenge to genuine frustr<strong>at</strong>ion. On the harder<br />
levels, hordes of enemies, each spouting<br />
shells and shrapnel, are thrown against you,<br />
and there is often no place to hide as you are<br />
ruthlessly dissected by their crossfire. The<br />
bonus weapons and extra grenades th<strong>at</strong> the<br />
game hands you help to correct this imbalance,<br />
but only to a limited extent.<br />
On these difficult levels, the sight of your<br />
sprite dying quickly becomes a familiar one.<br />
Every now and then, you might weave through<br />
a few bullets with a well timed roll, take out a<br />
few of your oppressors,<br />
punch your<br />
fist in the air and<br />
foamily cackle in<br />
victory (yes, I know, back to the therapist for<br />
me). But shortly after you will just end up<br />
dead, and the irrit<strong>at</strong>ion with this game's difficulty<br />
will mount. The best way of restacking<br />
the odds in your favour is to enlist the help of<br />
a friend. The two player mode guarantees a<br />
very chaotic experience as you both dive<br />
� Breakdance!<br />
� Now you mention it, I<br />
could do with a nap.<br />
� Easy, Candice, there<br />
are mines around<br />
he- oh. Never mind.<br />
r<strong>at</strong>ing<br />
51% A<br />
reviews<br />
� This is a boss. Pretty big, nasty cannons<br />
there. The bad guys either really r<strong>at</strong>e me<br />
or they thought I'd bring lots of friends.<br />
about the b<strong>at</strong>tlefield, working in tandem to<br />
defe<strong>at</strong> a screenful of bad guys. With both of<br />
you blasting away, this is definitely the area<br />
where Cabal's gameplay is <strong>at</strong> its peak.<br />
Enjoyment can also come from the unlikely<br />
pursuit of redecor<strong>at</strong>ing. Each stage is dotted<br />
with structures (like buildings, towers, walls,<br />
and so on) and most of them can be<br />
destroyed with concentr<strong>at</strong>ed fire. As well as<br />
receiving points for this, you'll find this ricochet<br />
renov<strong>at</strong>ion to be strangely s<strong>at</strong>isfying as<br />
you w<strong>at</strong>ch structure after structure crumble<br />
into dust <strong>at</strong> your hands. Another gre<strong>at</strong> thing is<br />
th<strong>at</strong> structures in the foreground can be used<br />
as cover, a refuge for when the going gets<br />
tough. Just remember th<strong>at</strong> this protection is<br />
flimsy <strong>at</strong> best and will not last for long.<br />
I don't think I've ever<br />
reviewed a game th<strong>at</strong><br />
contained such a medley<br />
of the decent and the not<br />
so decent. The use of<br />
colour is dubious, but the<br />
graphics fulfil their purpose;<br />
the gameplay is<br />
repetitive, yet mimics the<br />
coin-op adequ<strong>at</strong>ely<br />
enough; the audio is limited<br />
but can also be memorable; the controls<br />
are finicky, yet workable. In the end, though,<br />
it's probably Cabal's high difficulty level th<strong>at</strong><br />
erodes most of the game's appeal, making it a<br />
mostly frustr<strong>at</strong>ing ride for most gamers and<br />
limiting its audience to ultra hardcore shooter<br />
lovers and diehard followers of the original.<br />
This is regrettable, because if the Amiga version<br />
had managed to get the difficulty right,<br />
Cabal, despite its weaknesses, would have<br />
been a worthy arcade conversion.<br />
Summary<br />
decent coin-op conversion<br />
hampered by a difficulty level th<strong>at</strong><br />
is too punishing. Only for lovers of<br />
the arcade original and/or those<br />
seeking a gutsy challenge. Best<br />
played in two player mode.<br />
apov 4<br />
29
apov 4<br />
30<br />
reviews<br />
Developer: Nite Time Games<br />
Publisher: Nite Time Games<br />
Reviewer: Adrian Simpson<br />
Adrian Simpson gazes into the Nietzschean abyss, hoping th<strong>at</strong> it doesn't gaze back,<br />
then plunges into a journey to the centre of the Amiga, courtesy of Cavitas.<br />
1992's original budget release Cavitas plays<br />
something like a cut-down version of Exile,<br />
the landmark arcade adventure. The setting of<br />
Cavitas has a similar rescue mission to a<br />
pla<strong>net</strong> and requires the player to venture deep<br />
underground into a labyrinthine cave system.<br />
The name Cavitas itself is suggestive of these<br />
stygian caverns.<br />
Whereas Exile had real world physics, a<br />
fe<strong>at</strong>ure which helped it stand out from other<br />
games, Cavitas has its own budget-price<br />
secret weapon. The cave system in which the<br />
rescue ship voyages is generally bereft of<br />
light and fe<strong>at</strong>ures a suitably darkened palette.<br />
In order to navig<strong>at</strong>e the tunnels, the explor<strong>at</strong>ory<br />
ship has two beams of light which shine<br />
out in a circular arc. Only one beam can be<br />
seen from the sideways scrolling view of the<br />
game but when the ship turns to face the<br />
virtual camera the two beams can be seen<br />
head-on, like two closely overlapping circles<br />
in an overeager manager's PowerPoint Venn<br />
diagram.<br />
As the craft explores the underground<br />
system the light brings to life the cavern walls<br />
� In real potholing one can't just turn up the brightness on the monitor.<br />
AMIGA 500<br />
and reveals fe<strong>at</strong>ures like anim<strong>at</strong>ed gargoyles<br />
and blinking eyes. There are some other lights<br />
in the game, either <strong>at</strong> the human bases which<br />
have been set up near tunnel entrances or<br />
dotted throughout the caves. It's a bit like a<br />
David Attenborough n<strong>at</strong>ure documentary<br />
where the camera reveals the mysteries of a<br />
cave th<strong>at</strong> has been lightless for millennia.<br />
Let's not get carried away, though. The darkness<br />
is not of the pitch black variety and the<br />
light effect is a mostly <strong>at</strong>mospheric r<strong>at</strong>her<br />
than practical addition. It only partially aids<br />
navig<strong>at</strong>ion.<br />
If the use of light was able to affect the<br />
game world it would have added something to<br />
the puzzle element of Cavitas, as it does in<br />
Shadoworlds. Wh<strong>at</strong> if there were plants<br />
which, when flooded with light, grow and<br />
touch switches, which would otherwise be out<br />
of reach? A prism could be used to refract<br />
light into a rainbow.<br />
The player's craft might have to avoid small<br />
furry cre<strong>at</strong>ures which multiply like rabbit/<br />
Tribble crossovers when awoken by a beam<br />
shining in their faces, forcing the player to<br />
carefully navig<strong>at</strong>e certain sections in order to<br />
avoid a popul<strong>at</strong>ion explosion. The craft's beam<br />
of light could shine through a key <strong>at</strong> a certain<br />
time to open a secret passage way, like in the<br />
1959 Journey to the Center of the Earth or<br />
Raiders of the Lost Ark.<br />
Cavitas was a £9.99 release so these<br />
omissions are understandable. Generally, the<br />
uncomplic<strong>at</strong>ed gameplay does suit the game<br />
“Various elements combine to<br />
make a slightly odd-looking, but<br />
highly distinctive game.”<br />
well and brings to mind 8-bit explor<strong>at</strong>ion<br />
games like The Ice Temple or Starquake.<br />
There are six levels in total, including a base<br />
� Finding anything in the loft is a nightmare.<br />
camp, and the idea is to teleport into each<br />
area in turn, find and collect a vital ship part<br />
and then head for the exit. In between there<br />
are a number of doors which, in the time-honoured<br />
tradition of adding gameplay longevity,<br />
require keys which are loc<strong>at</strong>ed elsewhere.<br />
N<strong>at</strong>urally there are a number of cre<strong>at</strong>ures<br />
(thirty-six according to the box), also intent on<br />
preventing the player from completing the<br />
game too quickly. Ten types of weaponry aids<br />
the player in removing the (presumably)<br />
indigenous popul<strong>at</strong>ion.<br />
Computer terminals offer maps of the<br />
levels. With a viewable window of 320x176<br />
and each area reaching a size of 3200x2048<br />
pixels there are some 116 screens per level.<br />
Although there are only six levels the large<br />
maps allow for plenty of explor<strong>at</strong>ion. At certain<br />
sections the route leaves the caves for
DEEPER AND DOWN<br />
The levels are in the style of caverns carved by n<strong>at</strong>ure but there is still some variety in their design.<br />
This level is based on the Lascaux Caves in France. Austria's famous Eisriesenwelt. Dan yr Ogof, Wales.<br />
Pierre Saint Martin, one of the world's largest caves.<br />
� Too much time spent in space had caused Bert to see phallic symbols everywhere.<br />
the surface and then re-enters <strong>at</strong> another<br />
point. Against the backdrop of stars, meteorites<br />
and raging lightning storms become<br />
extra hazards for the intrepid explorer.<br />
According to the game box there is some<br />
The Blue Grotto, Capri, Italy. Level 89 on Lemmings.<br />
randomness to each game in the placement of<br />
the missing ship parts. This should help add<br />
some variety to replays.<br />
The shady levels do, of course, cause the<br />
r<strong>at</strong>ing<br />
70% A<br />
reviews<br />
general look of the game to be quite dim,<br />
although digitised HAM screens counter this<br />
to some extent. A game over screen shows a<br />
bright sun which is presumably the pla<strong>net</strong>'s<br />
own sword of Damocles. Similar space photos<br />
are used elsewhere and there is a ne<strong>at</strong><br />
sequence when the game is completed; a<br />
fe<strong>at</strong>ure often forgotten in game development.<br />
Overall, the various elements combine to<br />
make a slightly odd-looking, but highly distinctive<br />
game. The darkened levels and beams<br />
of light complement each other to good effect.<br />
The digitised screens and colourful interface<br />
frame the gloomy levels well.<br />
Cavitas is a ne<strong>at</strong> combin<strong>at</strong>ion of discovery<br />
and shoot-'em-up action and displays technical<br />
and gameplay competence beyond most<br />
games <strong>at</strong> its budget price. The development<br />
team, Nite Time Games, went on to cre<strong>at</strong>e<br />
another cheerful (but not so cheap) game<br />
called Mean Arenas.<br />
From a preserv<strong>at</strong>ion point of view Cavitas is<br />
noteworthy. Until a few years ago there were<br />
no playable versions apart from boxed originals.<br />
Your reviewer supplied an original to the<br />
WHDLoad team who p<strong>at</strong>ched it to run from<br />
hard disk. An image of the original was also<br />
sent to the Software Preserv<strong>at</strong>ion Society.<br />
Summary<br />
shooter of explor<strong>at</strong>ion in mazes<br />
and caverns th<strong>at</strong> was somewh<strong>at</strong><br />
retro in the days of the Amiga but<br />
which delights with its distinctive<br />
look and fun gameplay.<br />
apov 4<br />
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apov 4<br />
32<br />
reviews<br />
Developer: Digital Illusions<br />
Publisher: 21st Century<br />
Reviewer: Sebastian Rosa<br />
AMIGA 500/1200/CD32<br />
Pinball hits the Amiga: time for Sebastian Rosa to do his wizardly thing. And he doesn't play by sense of<br />
smell, either.<br />
Pinball Dreams was undoubtedly a pioneer of<br />
the pinball genre, bringing the thrills of real<br />
pinball to the Amiga far more successfully<br />
than any game had done previously. Whilst<br />
offerings such as Pinball Wizard, First Person<br />
Pinball, Power Pinball and Pinball Magic simul<strong>at</strong>ed<br />
pinball after a fashion, they were far<br />
from authentic (Power Pinball's ball physics in<br />
particular are hilariously bad, more evoc<strong>at</strong>ive<br />
of a peanut being shaken in a tin can than the<br />
motion of a steel ball on a pinball table) and<br />
table design was universally poor. Oh, and<br />
they were all seriously, seriously ugly. Then<br />
Digital Illusions came along and blew such<br />
lacklustre competition away. Pinball Dreams<br />
ruled: it was pinball as far as the Amiga was<br />
concerned. Yet before long a pretender to its<br />
crown arrived. Only, this new game wasn't a<br />
rival: it was a sequel. It seemed improbable<br />
PARTY LAND<br />
� Above: a<br />
foretaste of<br />
delights to come.<br />
Left: well, well.<br />
If it isn't our very<br />
own Sebastian.<br />
“Feed me BALLS!"<br />
he roars.<br />
All the fun of the fair on this theme park-themed<br />
table. You can shoot ducks, win ice cream, cans of<br />
drink and bags of popcorn, play the Reel Steal,<br />
enter the Tunnel of Fear, spin on the Wheel 'O' Fun<br />
and, following these activities, even be sick. The<br />
loop-the-loop ramp is suitably dizzying. Not a table<br />
for sufferers of motion sickness, I suspect. Nor of<br />
coulrophobia.
SPEED DEVILS<br />
A fuel-injected paradise for speed racing maniacs<br />
(Adrian's favourite table, in other words. - Sub Ed)<br />
Shift gears, overtake rivals, tune up the car and<br />
acceler<strong>at</strong>e to some downright unbelievable speeds.<br />
There must be something in the conjunction<br />
between fast cars, Swedish programmers and<br />
pinball, I think: the petrolhead theme is revisited in<br />
the l<strong>at</strong>er Slamtilt.<br />
th<strong>at</strong> the developers behind such a st<strong>at</strong>e of the<br />
art game as Pinball Dreams could improve<br />
upon it. Widespread, then, was the astonishment<br />
when Digital Illusions duly unveiled their<br />
“The feel of the game is much<br />
improved.”<br />
new baby: Pinball Fantasies.<br />
Available in three versions (ECS, AGA and a<br />
special edition for the CD32), Pinball Fantasies<br />
is nothing short of a revel<strong>at</strong>ion, and is a gre<strong>at</strong><br />
advance over its predecessor: faster, more<br />
� Neeoww. A textbook overtake,<br />
pinball scoreboard style.<br />
colourful, more varied and more challenging.<br />
The graphics are awesome, particularly in the<br />
AGA version, and the gameplay is equally<br />
high-grade. The layout of the tables is very<br />
close to th<strong>at</strong> of real pinball machines and the<br />
ball mechanics are spot on. If you lose a ball,<br />
it's invariably down to sloppy play or plain old<br />
bad luck r<strong>at</strong>her than sloppy design. Which is<br />
just as it should be.<br />
As in Pinball Dreams, there are four tables.<br />
Each varies in (suitably droll) theme and<br />
layout, meaning each presents a unique<br />
� Time for a tyre change. These ones don't go with my lipstick <strong>at</strong> all.<br />
� Th<strong>at</strong> poor ball's<br />
getting bumped<br />
to all get-out.<br />
challenge. 'Party Land' has<br />
plenty of high-scoring targets<br />
and two bonus modes: one of<br />
these, Happy Hour, is uniquely<br />
not time-limited if activ<strong>at</strong>ed a<br />
certain way. (Score! As they<br />
reviews<br />
say). 'Speed Devils' is less generous with its<br />
scoring targets, though it does have two multiplier<br />
ramps to Party Land's one. 'Billion<br />
Dollar Gameshow' adds a knife-edge dimension<br />
and throws a spoke in the wheel of high<br />
scoring by wiping out prizes won up to th<strong>at</strong><br />
point should a ball be lost before the jackpot<br />
is won. 'Stones 'n Bones' has steep target<br />
ramps and one less flipper than the other<br />
tables but three high-score modes. It also fe<strong>at</strong>ures<br />
a pseudo-multiball for jackpot multiplying,<br />
and probably offers the highest scores<br />
overall. The vari<strong>at</strong>ion in table design gre<strong>at</strong>ly<br />
apov 4<br />
33
apov 4<br />
34<br />
reviews<br />
extends game longevity, and means th<strong>at</strong> there<br />
should be <strong>at</strong> least one table to suit everybody.<br />
The authors haven't just taken the easy<br />
route and produced another four tables without<br />
touching the code itself. The feel of the<br />
game is much improved; everything is faster,<br />
smoother and more dynamic. Tables are<br />
longer and reach to a height of more than two<br />
full screens. As mentioned above, most of the<br />
tables have three flippers instead of two. And<br />
the extra flipper isn't just there for aesthetic<br />
effect, nor to give the player an extra stab <strong>at</strong><br />
carelessly-flipped balls (though it does come<br />
BILLION DOLLAR GAMESHOW<br />
Wheel of Fortune, pinball style: shoot the ramps to<br />
win a car, a TV set, a bo<strong>at</strong>, a holiday, a plane, a<br />
ship or literally a billion in cash. Unlike previous<br />
pinball games this is the very first table on which<br />
you can reach th<strong>at</strong> magic number of points without<br />
undue effort. And of course without having to<br />
answer round after round of inane questions posed<br />
by a grinning twit in a suit.<br />
in handy in this respect from time to time). It<br />
makes the design of the tables fundamentally<br />
more complex and interesting and it makes all<br />
the space on the table accessible to the ball.<br />
The ball can be everywhere and bump off<br />
“There are lots of extras to reward<br />
practice and explor<strong>at</strong>ion.”<br />
everything, even in places th<strong>at</strong> might initially<br />
seem impossible to reach. There are, accordingly,<br />
lots of extras to reward practice and<br />
explor<strong>at</strong>ion: loads of traps, slopes, ramps and<br />
bumpers th<strong>at</strong> not only trigger bonus points but<br />
also some events and games during the play<br />
itself. A new idea is the lottery, which you can<br />
take part in after losing all of your balls (No,<br />
� Above: mm,<br />
nice bit of<br />
leg there.<br />
Right: I've<br />
just won a<br />
car. Th<strong>at</strong><br />
should keep<br />
the missus<br />
happy.<br />
I'll resist. - Ed) The one and only<br />
prize to be won is an extra ball,<br />
which would probably suck in<br />
most contexts but is akin to manna<br />
from heaven when you're playing a<br />
pinball game and you've just bombed<br />
out. Even the score display has been<br />
improved. Instead of simple text there are pictures<br />
and anim<strong>at</strong>ions, representing various<br />
situ<strong>at</strong>ions th<strong>at</strong> occur on the table. A small<br />
thing, maybe, but it's a nice touch and it reinforces<br />
the impression th<strong>at</strong> the authors have<br />
thoughtfully crafted every aspect of the game.<br />
Just like the gameplay and graphics,<br />
the music in Pinball<br />
Fantasies reaches new heights -<br />
on one table there are twelve<br />
different tunes - to the extent<br />
th<strong>at</strong> it can justifiably be called a<br />
piece of art. Combined with the jingles<br />
and the sound effects the expression<br />
"it's like music to my ears" takes on literal<br />
meaning here. Sound has clearly had as much<br />
<strong>at</strong>tention paid to it as other aspects of the<br />
game; something th<strong>at</strong> cannot be said of all<br />
Amiga games. It cleverly complements the
� If Edgar Allan Poe had played this table, he<br />
might well have said th<strong>at</strong> "an air of stern,<br />
deep, and irredeemable gloom hung over<br />
and pervaded all." Th<strong>at</strong>, and th<strong>at</strong> it was<br />
pretty addictive.<br />
� I h<strong>at</strong>e spiders <strong>at</strong><br />
the best of times.<br />
Th<strong>at</strong> dude's way<br />
too much for me.<br />
r<strong>at</strong>ing<br />
95% Four<br />
reviews<br />
STONES 'N BONES<br />
It's night time in the graveyard and things are going<br />
bump. The table is appropri<strong>at</strong>ely littered with<br />
ghouls, ghosts, skulls, mummies, b<strong>at</strong>s and spiders<br />
and up to eight spirits can be called up. Exploring<br />
the tower reveals special bonuses and treasure can<br />
be found in the well. This is the only table with two<br />
flippers r<strong>at</strong>her than three, so players seeking a less<br />
frantic experience might find it suits best. Another<br />
theme th<strong>at</strong> resurfaces in Slamtilt (and one th<strong>at</strong> is<br />
prefigured in Pinball Dreams). Pinball is clearly the<br />
Devil's game.<br />
themes of the tables and<br />
the action thereon, and<br />
contributes gre<strong>at</strong>ly to the<br />
tremendously immersive<br />
overall effect of the game.<br />
And there's even a key to toggle<br />
the music off should it not be to your taste.<br />
(You misery, you). Does it get any better than<br />
this? Yes! The CD32 version's music is even<br />
� Th<strong>at</strong>'s some creepy, kooky<br />
clientele. Maybe try the next<br />
pub, eh?<br />
better.<br />
It's difficult not to overuse superl<strong>at</strong>ives<br />
when summing up Pinball Fantasies. The bottom<br />
line is th<strong>at</strong> it's excellent: exciting, realistic,<br />
well-paced and extraordinarily addictive.<br />
Nothing else on the Amiga (except others in<br />
the Digital Illusions series of pinball games)<br />
comes close to its realism or playability.<br />
Playing solo is addictive enough, but playing<br />
against someone else (or in a group) guarantees<br />
a serious number of lost hours as high<br />
score table spots are duelled over. You know,<br />
I don't believe th<strong>at</strong> there is a single person on<br />
Earth who has not played Pinball Fantasies <strong>at</strong><br />
some point. Should such a person actually<br />
exist, let them not dare say th<strong>at</strong> they know<br />
wh<strong>at</strong> real fun on a computer is. A seminal,<br />
triumphant, genuine must-play of a game.<br />
Summary<br />
varied tables of high quality<br />
action. Pinball Fantasies picks up<br />
where Pinball Dreams leaves off<br />
and raises the bar some more. If<br />
you like pinball, play this.<br />
apov 4<br />
35
apov 4<br />
36<br />
reviews<br />
Developer: ICE<br />
Publisher: ICE<br />
Reviewer: Carl Stapleton<br />
A lone wolf in a world gone mad, fighting to put right wh<strong>at</strong> once went<br />
wrong. Th<strong>at</strong>'s probably enough about Carl, though. Here's Akira.<br />
If I had a quid for every Japanese comic book<br />
I've read, I'd have zero quid. Like the toy phenomenon<br />
th<strong>at</strong> is Micro Machines, the whole<br />
manga thing is something th<strong>at</strong> I just never got<br />
into. I know the word 'manga', I am dimly<br />
aware th<strong>at</strong> Akira is a highly-regarded example<br />
of the genre, and I know th<strong>at</strong> an Amiga game<br />
was made based on the licence, but th<strong>at</strong>'s<br />
about it.<br />
Akira is, like Rise of the Robots (15%, APoV<br />
1), a game preceded by its reput<strong>at</strong>ion.<br />
Infamous, one might call it. Contemporary<br />
reviews are near-universally sc<strong>at</strong>hing: 'utterly<br />
wretched', said Amiga Power. 'Tosh', said<br />
Amiga Form<strong>at</strong>. 'Addictive', said AUI, but then<br />
they always were an odd bunch.<br />
Yet here, reader, is where my complete<br />
lack of knowledge of things manga turns into<br />
a positive, for it (and the fact th<strong>at</strong> until this<br />
point I had never laid eyes on the game)<br />
means th<strong>at</strong> I can judge Akira with no preconceptions.<br />
Go ignorance!<br />
So wh<strong>at</strong>'s it about? The ultra-brief but fairly<br />
well-produced intro sequence doesn't help<br />
explain m<strong>at</strong>ters all th<strong>at</strong> much, to be honest.<br />
We're in post-World War III territory, th<strong>at</strong><br />
much is clear, and the action centres around<br />
'Neo Tokyo', but further details come there<br />
none. I'm still none the wiser as to who this<br />
Akira bloke is, wh<strong>at</strong> he’s supposed to be<br />
doing or why. Not a<br />
problem: knowing<br />
� Bobo? Is th<strong>at</strong> you?<br />
You've been working<br />
out, haven't you.<br />
AMIGA 500/1200/CD32<br />
� You maniacs! Now monkeys are gonna run the place.<br />
video games, he's bound to be a lone hero<br />
b<strong>at</strong>tling the forces of evil through the medium<br />
of pl<strong>at</strong>former, shoot-'em-up or some other<br />
arcade genre.<br />
Start the game and – butter my butt and<br />
call me a biscuit – you're a bloke on a red<br />
motorbike, riding through a horizontally scrolling<br />
landscape. Not particularly quickly. I tell<br />
you wh<strong>at</strong>, Neo Tokyo may be a "shining<br />
metropolis" but the roads are terrible. Holes<br />
everywhere. (Turns out you have to jump<br />
these by riding up handily-positioned ramps of<br />
debris). Hazards abound, in fact: wandering<br />
flames, wildly oversized traffic cones, blokes<br />
standing pointlessly in the middle of the road,<br />
blokes with guns and wh<strong>at</strong><br />
appears to be Olivia<br />
Newton-John<br />
on the back<br />
of a<br />
� Everything on this screen will kill you.<br />
� Behold, sub-Rolling Thunder graphics<br />
and an awful lot of suck.<br />
motorbike, tossing sticks of dynamite in your<br />
direction. Why any of this should be, I have no<br />
idea.<br />
The lack of elucid<strong>at</strong>ion provided by the intro<br />
turns out to be a foreshadowing of the game<br />
experience itself: it's one long journey into the<br />
unknown, with pitfalls and poorly signposted<br />
perils every few seconds. I discovered, very<br />
quickly, th<strong>at</strong> Akira's difficulty lies in just this<br />
kind of thing. Miss a ramp and you're dead.<br />
Clip too many obstacles and you're dead. Miss<br />
a speed-up bonus and you're dead. One th<strong>at</strong><br />
surprised me was running out of fuel, as the<br />
“I’m still none the wiser as to who<br />
this Akira bloke is.”<br />
point it occurs must be no more than a minute<br />
into the game. (The MPG on th<strong>at</strong> bike must be<br />
terrible). The first warning you get is a FUEL<br />
LOW message on the score panel (though in<br />
truth you don't get much opportunity to glance<br />
down <strong>at</strong> the panel, wh<strong>at</strong> with the constant<br />
procession of deadly obstacles and all), then,<br />
� For pity's sake, make it stop.<br />
whoop, you’re dead. It really irks me, th<strong>at</strong><br />
kind of pointlessness. It’s not as if you can<br />
ride back and pick the fuel up, and it’s not as<br />
if you can limp on til the next fuel can,<br />
so why bother with a FUEL LOW
message? This one got me about three times<br />
before I figured out where the fuel was, mainly<br />
because the fuel can is an indistinct little<br />
grey object on a grey road, surrounded by<br />
mad people. A little further on comes a debris<br />
roadblock th<strong>at</strong> you need grenades to get<br />
past: finding those buggers is exactly the<br />
same experience as the fuel thing. Grr.<br />
Making progress in Akira is, then, a<br />
m<strong>at</strong>ter of tedious repetition: learning<br />
the entirely linear course a little more<br />
each time, going over the same route<br />
over and over until you encounter the next<br />
unfamiliar situ<strong>at</strong>ion th<strong>at</strong> bumps you off. And<br />
the overwhelming likelihood is th<strong>at</strong> each new<br />
situ<strong>at</strong>ion will bump you off, as the game is<br />
entirely unforgiving. Make one mistake and<br />
th<strong>at</strong>'s it, you’re stuffed – might as well throw<br />
yourself down the next hole in the road. And<br />
whither the incentive to try again? I certainly<br />
didn't feel any. The whole thing, within no<br />
time <strong>at</strong> all, felt like an exercise in dreary<br />
masochism. Thank God for the music/sound<br />
effects option, as I began to dread the awful<br />
dirge of an in-game tune th<strong>at</strong> mockingly loops<br />
back round to the start with each de<strong>at</strong>h.<br />
Should you make it through the first level –<br />
far more an exercise in <strong>at</strong>trition than a fun,<br />
exciting challenge – you get to do it all over<br />
again, with the difficulty a bit higher. I must<br />
admit th<strong>at</strong> I gave up trying to be<strong>at</strong> it <strong>at</strong> this<br />
point and used che<strong>at</strong>s to see the rest of<br />
the game. The remainder can<br />
be summarised perfectly<br />
adequ<strong>at</strong>ely as 'different<br />
genres, same quality'.<br />
You get pl<strong>at</strong>form shoot-<br />
'em-up levels (plagued<br />
with Kangaroo Court<br />
errors such as abysmal<br />
character movement, needlessly<br />
unavoidable obstacles and<br />
multiple-shots-to-kill-enemies) and scrolling<br />
shoot-'em-up levels (again made irrit<strong>at</strong>ing<br />
r<strong>at</strong>her than entertaining by over-tough bad<br />
guys), but you're really not missing anything<br />
by never reaching them. If you really, really<br />
must see the end screen, save yourself a lot<br />
of grief and just look it up on HOL. The only<br />
glimmer of a saving grace for the l<strong>at</strong>er levels<br />
is th<strong>at</strong> <strong>at</strong> least the sodding bike doesn't make<br />
a reappearance.<br />
For a game based on a comic book/anime,<br />
present<strong>at</strong>ion is hugely disappointing.<br />
r<strong>at</strong>ing<br />
8% Almost<br />
reviews<br />
� Nice one, jerk. I'll never get th<strong>at</strong> out of white cotton. � Toys, but - get this - all twisted and weird. Woooooo.<br />
“Make one mistake and th<strong>at</strong>’s it,<br />
you’re stuffed.”<br />
� Behold, laughable sprites and an awful lot of empty.<br />
� You'll see this a lot.<br />
Graphics, cut scenes aside, are poor. Small<br />
(for no discernible reason), poorly detailed and<br />
barely anim<strong>at</strong>ed, they convey nothing as powerfully<br />
as the impression th<strong>at</strong> you're playing a<br />
pretty darn lame video game.<br />
I really can't think of one good thing to say<br />
about Akira. It's a nasty little game with<br />
wafer-thin playability, set in a grey cartoon<br />
dystopia th<strong>at</strong> you just cannot bring yourself to<br />
care about. Playing it left me less cheery than<br />
� Now stop all th<strong>at</strong> and come in for your tea, Eustace.<br />
I was before I started, which is never a good<br />
sign.<br />
Ah. Just thought of one good thing to say<br />
about it. Sort of. The motorbike bits inadvertently<br />
made me think of BMX Racers on the<br />
Spectrum, which I quite enjoyed way back<br />
when. Th<strong>at</strong> too is a continually scrolling<br />
(though in a different direction) bike game<br />
with all sorts of obstacles to avoid. Th<strong>at</strong><br />
game, however, has a subtlety in its difficulty<br />
curve and a charm th<strong>at</strong> Akira entirely lacks. I<br />
can only conclude by adding my voice to the<br />
chorus of opprobrium directed <strong>at</strong> one of the<br />
poorest games to (dis)grace the Amiga. If you<br />
ever think about playing Akira, don't.<br />
Summary<br />
heroically bad. Literally<br />
anything else you do will be<br />
more fun than playing Akira.<br />
apov 4<br />
37
apov 4<br />
38<br />
reviews<br />
Gangsters make good cinem<strong>at</strong>ic anti-heroes.<br />
They wear distinctive suits and trilby h<strong>at</strong>s.<br />
They carry Thompson submachine guns and<br />
drive armoured cars <strong>at</strong> high speeds. They<br />
drink illegal liquor in speakeasies.<br />
The thirties saw a run of excellent gangster<br />
films which looked <strong>at</strong> the criminal lifestyle<br />
and its choices. In 1938's Angels With Dirty<br />
Faces James Cagney and P<strong>at</strong> O'Brien are two<br />
childhood friends who find themselves on<br />
diverging p<strong>at</strong>hs when one becomes a gangster<br />
and the other a priest. One of the film's<br />
other actors, Humphrey Bogart, would appear<br />
again with Cagney in 1939's The Roaring<br />
Twenties, a look back to the previous decade<br />
of decadence and the bootlegging trade during<br />
Prohibition. In 1931 Cagney appeared in<br />
The Public Enemy in one of his sign<strong>at</strong>ure roles<br />
as a hoodlum making his way up the underworld<br />
ladder. Similarly, Edward G. Robinson's<br />
character in 1931's Little Caesar is making his<br />
way to the top.<br />
The King of Chicago is very much influenced<br />
by these gangster films in the same<br />
way th<strong>at</strong> Defender of the Crown was based on<br />
the 1938 swashbuckler The Adventures of<br />
Robin Hood. The King of Chicago is therefore<br />
doubly anchored in the world of 20s and early<br />
30s gangsters and also the cinema of the<br />
decade which followed.<br />
� Woof, sorry. Musta<br />
been th<strong>at</strong> pastrami<br />
I had for lunch.<br />
Al Capone has been sent to jail for over a<br />
decade and "Pinky" Callahan, seeing an<br />
opportunity in the resulting void, reckons his<br />
time has come. Like Cagney and Robinson he<br />
must become a leading crime lord. The action<br />
is placed after the boom time years so the<br />
Wall Street Crash of 1929 has occurred and<br />
the Gre<strong>at</strong> Depression has descended. The<br />
actual gameplay period is between 1931 and<br />
1934 and the reasoning behind this was most<br />
likely to fit it into a historical framework. A<br />
meeting of mobsters in New York will discuss<br />
a N<strong>at</strong>ional Crime Syndic<strong>at</strong>e and it's up to<br />
Pinky to become a big enough figure in<br />
Chicago to be invited. One of The King of<br />
� Chip pans: lovely but deadly.<br />
Chicago's most appealing aspects is this<br />
background and storyline. In a gaming world<br />
where the standard plot involves<br />
aliens or finding the three broken<br />
parts of a crystal, key or map it's<br />
refreshing to be presented with<br />
a suitably down to earth and<br />
Developer: Master Designer<br />
Publisher: Cinemaware/Mindscape<br />
Reviewer: Adrian Simpson<br />
AMIGA 500<br />
1930s Chicago is no place for a gentle<br />
soul, with ruthless gangs terrorising<br />
the streets. Lucky, then, th<strong>at</strong> r<strong>at</strong>s don't<br />
come much dirtier than Adrian 'Eight<br />
Ball' Simpson.<br />
more human, albeit<br />
criminal, drama.<br />
The King of<br />
Chicago begins with<br />
a classic fiery-red<br />
skyline. If one wishes to<br />
read too much into these<br />
things it could represent the forthcoming<br />
spillage of blood, the rapidly descending darkness<br />
of crime or the city burning in an inferno<br />
of corruption! Further proof th<strong>at</strong> Cinemaware<br />
knew their art is provided by the game's logo.<br />
It's gigantic and fills the screen, completely<br />
overshadowing the city as the king of the<br />
metropolis would. The size, and the bullets<br />
th<strong>at</strong> hit the logo, seem like obvious flourishes<br />
but they demonstr<strong>at</strong>e th<strong>at</strong> Cinemaware knew<br />
how to best present interactive movies and<br />
make a significant first impression.<br />
The phrase 'interactive movie' has an<br />
inescapably neg<strong>at</strong>ive connot<strong>at</strong>ion, th<strong>at</strong> of a<br />
graphically pleasing experience devoid of<br />
gameplay (typified by Dragon's Lair). In some<br />
ways it's unfair to ber<strong>at</strong>e the interactive movie<br />
sub-genre since the games were pushing the<br />
“The game isn’t simply a series of<br />
predetermined anim<strong>at</strong>ions.”<br />
boundaries of graphics and anim<strong>at</strong>ion and not<br />
playability. One hopes th<strong>at</strong> most players didn't<br />
buy Space Ace for its longevity and subtle<br />
gameplay. On the other hand, these titles<br />
were invariably marketed as games and an<br />
� The Amiga vs PC discussion got a little out of hand.
� Dan liked being a<br />
bank clerk, but his<br />
mind would wander.<br />
expensive game with little gameplay is never<br />
a good buy.<br />
The storyline is rel<strong>at</strong>ed through acted<br />
scenes. The "actors" in each scene are large<br />
depictions of the characters. There are a few<br />
different represent<strong>at</strong>ions of each individual to<br />
“Eyes are often frozen in a halfclosed<br />
st<strong>at</strong>e.”<br />
suit the scene. For example, one shows a<br />
close-up of the character’s head and a second<br />
shows the upper torso. Furthermore, each<br />
actor can move their limbs, their mouth and<br />
their eyes. To a certain extent this gives the<br />
characters a particular dynamism. They are<br />
more fluid than a single sprite with a few<br />
frames of anim<strong>at</strong>ion but they do exude a curious<br />
deadness, like a ventriloquist's dummy.<br />
Eyes are often frozen in a half-closed st<strong>at</strong>e<br />
which gives the characters a strange squint.<br />
Scenes are played out in front of various<br />
backgrounds and the action is punctu<strong>at</strong>ed by<br />
still images and exposition or pithy st<strong>at</strong>ements<br />
in an Art Deco font. Further flourishes<br />
include a spinning newspaper conveying the<br />
events of the day, a device familiar to cinemagoers.<br />
All these elements are used by the<br />
game engine to present the "movie" but<br />
unlike the celluloid version there is a good<br />
degree of randomis<strong>at</strong>ion. The game isn't<br />
simply a series of predetermined anim<strong>at</strong>ions.<br />
Throughout the story music is used well,<br />
especially to denote the feelings of other<br />
characters.<br />
The principal interactivity lies in making<br />
selections about wh<strong>at</strong> your character will do<br />
next. These are presented as bubbles th<strong>at</strong><br />
show Pinky's inner thoughts. An irrit<strong>at</strong>ing<br />
fe<strong>at</strong>ure is the time limit during which the<br />
player must make his choice, although the<br />
"movie" will reach an "intermission" when<br />
paused from the menu. If the player is too<br />
slow the game will unhelpfully choose itself.<br />
The first decision is whether Pinky should<br />
move against his old boss immedi<strong>at</strong>ely, l<strong>at</strong>er<br />
th<strong>at</strong> evening or after a bomb raid. Other decisions<br />
concern Pinky's cohorts,<br />
whether or not to blame an<br />
assassin<strong>at</strong>ion on a Southside<br />
gang, demanding girlfriend Lola's<br />
shoes, betting large sums of<br />
money and Momma's views on<br />
the gangster lifestyle. This is all<br />
� Damn. Landed on Mayfair.<br />
basically a simplistic form of adventuring<br />
where the wrong choice results in the game<br />
over screen. When Pinky dies his girlfriend<br />
pops up and speaks a few lines of tribute. His<br />
mother then delivers a similar eulogy, reminiscing<br />
on her son's "mischief". Part of the<br />
fun comes from exploring different gameplay<br />
avenues, even if they result in an untimely<br />
de<strong>at</strong>h and a home <strong>at</strong> the bottom of the river.<br />
The lack of a save game option might not<br />
encourage multiple replays but the modern<br />
benefits of emul<strong>at</strong>ors and save st<strong>at</strong>es remove<br />
this hassle.<br />
One way to insert some gameplay into an<br />
interactive movie is via the incorpor<strong>at</strong>ion of<br />
� One of those ch<strong>at</strong>s. We've all been there, dude.<br />
r<strong>at</strong>ing<br />
68%<br />
reviews<br />
� Fine. We'll settle it<br />
with a balloon race.<br />
sub-games. This approach has been taken in<br />
many Amiga games with varying degrees of<br />
success, from the excellent sub-games in<br />
Wings to the fiddly and difficult ones in<br />
Defender of the Crown. In King of Chicago the<br />
games are based upon common gangster<br />
activities. In one you control Pinky's arm as<br />
he brandishes a pistol. In another your car is<br />
involved in a drive-by bombing. A third sees<br />
Pinky fire <strong>at</strong> a pursuing vehicle through the<br />
back window of his car. These sub-games are<br />
reasonable but never m<strong>at</strong>ch those in Wings.<br />
As well as the adventure element and the<br />
sub-games, there is a desk-based section<br />
where the criminal campaign is planned. A<br />
map shows the four areas of the city which<br />
must be conquered and a ledger book to keep<br />
track of the income and expenses.<br />
How does The King of Chicago<br />
fare on the gameplay/graphics seesaw?<br />
Like other Cinemaware<br />
games it was graphically ahead of<br />
its time, looking like a game from<br />
five years in the future. The random<br />
elements stop the game becoming<br />
an expensive anim<strong>at</strong>ion and the<br />
gameplay elements (the adventure,<br />
management and sub-games) add<br />
much needed interaction. It's still<br />
an interactive movie but one of the<br />
better examples.<br />
Summary<br />
A classy and <strong>at</strong>mospheric<br />
take on the gangster era with<br />
reasonable sub-games and a<br />
fair degree of interactivity.<br />
apov 4<br />
39
apov 4<br />
40<br />
reviews<br />
Wh<strong>at</strong>cha gonna do when Hulkamania runs wild on YOU? Dive<br />
behind the sofa, of course. Carl Stapleton is way ahead of ya.<br />
Ah, sports entertainment. Larger than life and<br />
twice as dumb, pro rasslin' in its modern form<br />
first morphed, Hulk-like, into a global TV<br />
phenomenon in the l<strong>at</strong>e 1980s. Loud,<br />
colourful and downright manic, it<br />
was perfect fodder for merchandising<br />
and, sure as eggs<br />
is eggs, action figures,<br />
comics, magazines, clothing<br />
and (n<strong>at</strong>urally) video games<br />
duly sprang. Two games made<br />
it to the Amiga: WWF<br />
Wrestlemania and WWF European<br />
Rampage. I'm sure you can deduce,<br />
from the logo <strong>at</strong> the top of this page, which<br />
game we're concerned with here.<br />
The WWF of WWF Wrestlemania is the l<strong>at</strong>e<br />
80s/early 90s big hair, fluorescent spandex<br />
era of Hulk Hogan, Randy Savage, "Hacksaw"<br />
Jim Duggan and th<strong>at</strong> model of cool reserve,<br />
the Ultim<strong>at</strong>e Warrior. Truly a golden age. For<br />
alas the WWF ain't wh<strong>at</strong> it used to be, not<br />
even in the name: those humourless panda<br />
huggers <strong>at</strong> the other WWF made them change<br />
it to the somehow-not-as-cool WWE a few<br />
Developer: Twilight<br />
Publisher: Ocean<br />
Reviewer: Carl Stapleton<br />
AMIGA 500<br />
years back. Tsk.<br />
The main game mode is a one-player minicareer<br />
affair. You get to pick from three<br />
face wrestlers (hey, I know all the<br />
terminology) - the Ultim<strong>at</strong>e<br />
Warrior, the British Bulldog<br />
(RIP), and the Hulkster - and<br />
work your way through a<br />
series of heels (see) in singles<br />
competition, en route to the<br />
WWF title. There's also a twoplayer<br />
practice mode, and…<br />
well, th<strong>at</strong>'s your lot.<br />
Control is pretty much exactly as<br />
you'd expect in a wrestling game on a one fire<br />
button system. You can weave and charge<br />
around, punch and kick and stomp, hop on<br />
and off turnbuckles, and grapple. Grappling is<br />
wh<strong>at</strong> separ<strong>at</strong>es this from the Double Dragons<br />
and Renegades of this world, and is the prerequisite<br />
to such flashy staples as the suplex,<br />
the powerslam and (love this one) the <strong>at</strong>omic<br />
drop. In truth, it's not much of a science (no<br />
timing or finesse required: just brute force<br />
joystick waggling) and it doesn't add much to<br />
the game as the<br />
range of moves<br />
each wrestler has<br />
� This week's ringside dust up is brought to you by the letters W, W, F and the number four. � Here, let me help you up.<br />
� The Ultim<strong>at</strong>e Warrior. Proof positive th<strong>at</strong> steroid use<br />
in pro wrestling was nought but scurrilous rumour.<br />
is limited to, er, one. But hey. M<strong>at</strong>ches are all<br />
very similar as your opponents don't differ<br />
one jot in fighting style ('style' here meaning<br />
'strolling aimlessly around the ring, throwing<br />
in the occasional dropkick'). Each bloke has a<br />
different post-grapple move, but as the effect<br />
of each is the same the difference is purely<br />
cosmetic. Wrestlers have a power bar th<strong>at</strong> is<br />
diminished when they take a bump; it's a bit<br />
like the KO system in 'regular' be<strong>at</strong>-em-ups,<br />
except you need to flop on top of your opponent<br />
and pin him for a three-count to win,<br />
r<strong>at</strong>her than instantly winning when his energy<br />
reaches zero. Should you find yourself pinned<br />
(highly unlikely given the game's ludicrously<br />
easy level of difficulty), hammering the fire<br />
button helps you escape. Less energy = less<br />
likely you'll kick out.<br />
The action can be taken to the floor, and<br />
there's a steel chair th<strong>at</strong> you can pick up and<br />
bop people with (not all th<strong>at</strong> devast<strong>at</strong>ing,<br />
sadly: you drop it after one swing, for a start)<br />
but there's no throwing your opponent into the<br />
guard rail or other underhand shenanigans.<br />
Oh, and you only get twenty seconds <strong>at</strong> a time<br />
to faff around <strong>at</strong> ringside or you're counted<br />
out. All in all, gameplay is competent enough,<br />
in the sense th<strong>at</strong> collision detection is okay
� Irresistible force, meet<br />
immovable object.<br />
� Hey, I can see my<br />
house from here.<br />
and everything basically works, but it's all<br />
very shallow and the lack of defensive moves<br />
- there's no duck or reversal or block - makes<br />
it pretty much a str<strong>at</strong>egy-free toe-to-toe<br />
punch up. Which is fine in itself, of course,<br />
but perhaps not ideal in a wrestling game.<br />
Graphics are okay, but <strong>at</strong>mosphere in general<br />
is lacking: the crowd is quiet, the music<br />
is insipid, and there's a lot of black screen<br />
between bouts when a few big, colourful stills<br />
would have been nice. The pre-fight verbals -<br />
thought important enough to merit their own<br />
little section - epitomise the game's so-so<br />
present<strong>at</strong>ion. The heels each come out with a<br />
predictable kayfabe line or two, to which you<br />
respond by selecting one of three (count 'em)<br />
equally predictable kayfabe lines. Mountie:<br />
"The future of law enforcement is here now,<br />
because I am the Mountie!!!" Ultim<strong>at</strong>e<br />
Warrior: "You, Mountie, will feel the power of<br />
the Ultim<strong>at</strong>e Warrior, and you will become a<br />
prisoner to th<strong>at</strong> ultim<strong>at</strong>e power!" Ye-es. This<br />
bit could work, but it's just been pared down<br />
so much th<strong>at</strong> it feels pointless. Would it really<br />
hurt to provide a wider selection of bons<br />
mots? Or - here's an idea - why not just let<br />
the player type his or her own putdown?<br />
Amigas do have keyboards, after all. Million<br />
Dollar Man: "Everybody's got a price,<br />
� Oof, right in the crackers. Th<strong>at</strong>'ll take the starch outta ya.<br />
everybody's gonna pay!" Me:<br />
"Bring it, Edmonds* ya bitch. Oh, and tell your<br />
mum she was gre<strong>at</strong> last night." Fun quotient<br />
increased with zero programming overhead.<br />
And wh<strong>at</strong>'s with the dinky mugshots? Where<br />
are the pics of hyped-up wrestlers swe<strong>at</strong>ily<br />
pontific<strong>at</strong>ing against a garish backdrop, like<br />
“Your opponents don't differ one<br />
jot in fighting style.”<br />
on TV? Was the game rushed out so quickly<br />
th<strong>at</strong> Twilight couldn't stretch to th<strong>at</strong>? Inquiring<br />
minds want to know.<br />
Perhaps the present<strong>at</strong>ion picks up <strong>at</strong> the<br />
end. Nope: win the title and you get a measly<br />
mock newspaper headline. Woo, as Ric Flair<br />
might well say. Though ironically in this case.<br />
No fireworks? No anim<strong>at</strong>ed sequence? No<br />
smiling picture of the neeeew World Wress-aling<br />
Feder<strong>at</strong>ion Champeen saluting his fans<br />
with belt aloft? Nope. It's a shame, because<br />
more <strong>at</strong>mosphere would go a long way to<br />
making this more fun. Better sound alone<br />
would: more music and more crowd noise<br />
would be good, little bursts of commentary<br />
would be gre<strong>at</strong>. I'd gorilla press buggers all<br />
day if it meant Bobby "The Brain" Heenan<br />
said "Bossman's mother could count th<strong>at</strong><br />
fast!" or Gorilla Monsoon (RIP) said "Look<br />
out!" or "Will you stop?!" Love those guys.<br />
A distinct lack of flexibility<br />
characterises much of the<br />
game. No difficulty options, no<br />
tag teams, no hidden<br />
� Them human pyramid acts ain't wh<strong>at</strong> they used to be.<br />
r<strong>at</strong>ing<br />
45% WWF<br />
*Joke for British readers, there.<br />
reviews<br />
characters. Not many characters full stop,<br />
actually. In one player mode, you have to go<br />
through opponents in a set order. Fair enough,<br />
but couldn't a SFII-style head-to-head selection<br />
routine have been stuck in as well? In<br />
two player mode, one of you has to be Mr<br />
Perfect (RIP). Has to, no buts. Now, I like the<br />
guy as much as anyone, but wh<strong>at</strong> gives?<br />
Sloppy programming, th<strong>at</strong>'s wh<strong>at</strong>. Other<br />
wrestlers are definitely in the game. I've seen<br />
them. So why not let Player 2 'be' them?<br />
� I'm getting tired. You be the horse for a bit.<br />
In the final analysis, WWF Wrestlemania is not<br />
particularly big, flashy or exciting. A pity, as<br />
the thing it's supposed to represent is all of<br />
those things. It's playable enough within its<br />
limit<strong>at</strong>ions, and some fun can be had with it,<br />
but the lack of vari<strong>at</strong>ion, the lack of <strong>at</strong>mosphere,<br />
and the lack of scope in the actual<br />
rasslin' heart of the game means th<strong>at</strong> the<br />
whole enterprise just feels a little empty.<br />
Complete it a couple of times and you'll be<br />
hard pressed to step back into the ring. Now,<br />
if you could play as the gre<strong>at</strong>est tag team in<br />
history, Demolition…<br />
Summary<br />
Amiga-style means<br />
passable looks, thin gameplay,<br />
a lack of <strong>at</strong>mosphere and a<br />
complete absence of difficulty.<br />
apov 4<br />
41
apov 4<br />
42<br />
Entirely by chance, the PD section has a distinctly fruity theme this issue. Kumqu<strong>at</strong>s are the name<br />
and the aim of the game in arcade puzzler Kastle Kumqu<strong>at</strong>, and cherries and w<strong>at</strong>ermelons and<br />
oranges and grapes and strawberries and plums equal (virtual) cash in Fruit Mania, a slot machine<br />
simul<strong>at</strong>or. Even our third game in for review - Xenon III - has a fruity dimension to it, as the space<br />
shoot-'em-up genre was first inspired by a falling cr<strong>at</strong>eful of pineapples. Um, not really.<br />
Kastle Kumqu<strong>at</strong><br />
Authors: Cyber<strong>net</strong>ix<br />
Adrian Simpson braves an alliter<strong>at</strong>ive fortress in search of a precious treasure.<br />
Jewels? A fair maiden? Elk porn? Nope, fruit. Only in a video game, eh.<br />
Computer game plots are usually an<br />
irrelevance and this is particularly<br />
true with Kastle Kumqu<strong>at</strong>. "Some<br />
King or other" is looking for<br />
kumqu<strong>at</strong>s, a fruit th<strong>at</strong> looks similar<br />
to a small orange, and their scarcity<br />
is such th<strong>at</strong> they only grow in<br />
"Kumqu<strong>at</strong> Kastle" [sic]. Your task is<br />
to g<strong>at</strong>her kumqu<strong>at</strong>s for the king, or<br />
as the instructions put it, "to pick<br />
the fruit into extinction." (Er, I'm no<br />
conserv<strong>at</strong>ion expert, but th<strong>at</strong> doesn't<br />
sound like a very cunning plan -<br />
Asst Ed). At least the plot doesn't<br />
involve an alien invasion!<br />
The castle (kastle?) is presented<br />
as a top-down flip-screen maze and<br />
the precious kumqu<strong>at</strong>s are dotted<br />
around, waiting to be collected.<br />
However, let's not call them<br />
kumqu<strong>at</strong>s since they aren't the<br />
colour or shape of a kumqu<strong>at</strong> and<br />
they aren't growing on a tree. The<br />
"blue round things" have unique life<br />
giving properties and twenty of them<br />
will grant the player an extra life.<br />
Certain barriers stand between you<br />
and a bounty of blue round things.<br />
The castle is popul<strong>at</strong>ed by rot<strong>at</strong>ing<br />
multi-coloured cubes which are<br />
deadly to the touch. Since your<br />
character has forgotten to pack any<br />
cube-killing weapon and, if indeed<br />
they are invulnerable to any sort of<br />
worldly device, avoidance is the only<br />
str<strong>at</strong>egy available. This style of<br />
gameplay will be familiar. Avoiding<br />
one enemy is easy enough but<br />
expert timing is necessary when<br />
presented with four of them in a<br />
row. They follow precise p<strong>at</strong>rol<br />
routes so much of the skill is in<br />
learning these and making a single<br />
successful move.<br />
Although I can understand the fun<br />
th<strong>at</strong> can be had<br />
� Killer cubes, I<br />
dunno. Next time the<br />
bloody king can get<br />
his own kumqu<strong>at</strong>s.<br />
⊳ Th<strong>at</strong> Hampton Court<br />
maze has changed<br />
a bit.<br />
from the reaction-based<br />
gameplay it is also, by its<br />
n<strong>at</strong>ure, frustr<strong>at</strong>ing. Modern<br />
games have all but elimin<strong>at</strong>ed<br />
the concept of lives<br />
and restarting a game again<br />
with instant saving, checkpoints,<br />
crouching behind cover<br />
to regain health or, in the case<br />
of a retro pl<strong>at</strong>form game like<br />
Braid, allowing the rewinding of<br />
game time.<br />
Locked doors will be another<br />
familiar gameplay mechanic.<br />
Blue, green and red keys are<br />
placed in similarly coloured<br />
locks to open doors. The route<br />
is non-linear and since there<br />
are multiple locks of<br />
each colour it is possible to<br />
use keys in the wrong order<br />
and reach a dead end. Other<br />
notable obstacles are rivers<br />
and lakes of lava and disappearing<br />
floor tiles. The control<br />
system is suitably responsive<br />
for this sort of game but the<br />
jumps are of a fixed distance<br />
and once begun are<br />
locked into a direction. This<br />
can be a little tricky during complic<strong>at</strong>ed<br />
manoeuvres.<br />
The graphics and anim<strong>at</strong>ion are<br />
above the usual standard for PD<br />
games. The sprite anim<strong>at</strong>ion is fluid<br />
and some of the tiles are nicely<br />
done. The disappearing blocks, for<br />
instance, are fluid and flow away in<br />
a manner reminiscent of sand. One<br />
� Maybe if I stand still<br />
they won't notice me.<br />
slightly<br />
irrit<strong>at</strong>ing fe<strong>at</strong>ure is the<br />
blocks which look like walls but<br />
which can be passed through as if<br />
they weren't there. Some, though,<br />
might enjoy this as part of the<br />
game's challenge!<br />
Kastle Kumqu<strong>at</strong> is generally very<br />
professionally done and provides a<br />
lot of fun, despite the unforgiving<br />
n<strong>at</strong>ure of this type of "collect and<br />
avoid" game and despite the<br />
peculiar fruit appendage.<br />
RATING<br />
� Duff Gardens, hurrah!<br />
� Hmm. Did I leave the<br />
gas on? Might nip home<br />
and check.<br />
wwww
Fruit Mania<br />
Author: Axiom<br />
Fruit machine simul<strong>at</strong>ors have<br />
always occupied a less than illustrious<br />
area of the video gaming world.<br />
In the 8-bit days they were cheap<br />
and cheerful budget releases (the<br />
first game I ever bought was Vegas<br />
Jackpot by Mastertronic, fact fans),<br />
yet from the mid-90s onward they<br />
didn't even merit commercial<br />
release any more, popping up<br />
instead as obscure PD games. Aw.<br />
One of the main shortcomings<br />
common to the genre is the blandness<br />
of the simul<strong>at</strong>ed machine in<br />
comparison to the real thing.<br />
Whereas modern fruit machines<br />
have oodles of modes and submodes,<br />
inviting a gre<strong>at</strong> variety of<br />
str<strong>at</strong>egies and a frenzy of odds<br />
calcul<strong>at</strong>ion, the typical computer<br />
� Methinks hi-lo is the value bet here.<br />
version is very light on fe<strong>at</strong>ures so<br />
tends to have resolutely one-dimensional<br />
gameplay. I've always<br />
thought it a little strange th<strong>at</strong> this<br />
particular gap has never been<br />
closed: it's a bit like the problem<br />
pinball games used to have before<br />
Pinball Dreams rewrote the rules.<br />
Sadly, the evolution of video game<br />
fruities seems to have got stuck<br />
sometime around 1989 and the<br />
genre still awaits its landmark title.<br />
Main shortcoming number two, of<br />
course, is the fact th<strong>at</strong> you can't win<br />
or lose any money. This one can't be<br />
helped, but it means th<strong>at</strong> even the<br />
gre<strong>at</strong>est, most accur<strong>at</strong>e conversion<br />
EVAH would still fall short of the real<br />
thing. The game can still be enjoyed<br />
in its own right, but the lack of any<br />
stake beyond virtual money<br />
means th<strong>at</strong> it loses a large<br />
part of its appeal.<br />
Given all of the above, how<br />
does Fruit Mania fare? Not<br />
too badly, it has to be said.<br />
Garish and noisy and hectic,<br />
just as fruit machines should<br />
be, it has four reels and a<br />
goodly number of subgames<br />
(activ<strong>at</strong>ed by the time-honoured<br />
method of lighting the<br />
Xenon III<br />
Authors: United Graphic Artists<br />
Proficiency with these things is apparently<br />
a sign of a misspent youth. Carl Stapleton,<br />
it turns out, is very handy with them.<br />
� Oooh yeah. Come to papa.<br />
Sometimes you just have to admire the cheek of some people. Adrian<br />
Simpson checks out a not exactly official tribute to a famous shmup series.<br />
Evalu<strong>at</strong>ing a Shoot 'Em Up<br />
Construction Kit (SEUCK) game is<br />
like reviewing a home video. There<br />
is no expect<strong>at</strong>ion th<strong>at</strong> the film will<br />
fe<strong>at</strong>ure gre<strong>at</strong> cinem<strong>at</strong>ography, acting<br />
or direction and its appeal is<br />
solely to those who fe<strong>at</strong>ure in it or<br />
knew gre<strong>at</strong> aunt Fanny before the<br />
c<strong>at</strong> fell asleep on her head as she<br />
slept and smothered her.<br />
Similarly, the fascin<strong>at</strong>ion of a<br />
SEUCK game is to those who constructed<br />
it (unless you happen to<br />
take a perverse pleasure in playing<br />
awful games). The SEUCK was a<br />
gre<strong>at</strong> tool for those th<strong>at</strong> wanted to<br />
try a bit of game development but<br />
had no coding experience and for<br />
whom Easy AMOS was a bit too<br />
complic<strong>at</strong>ed.<br />
Based on the C64 utility, the<br />
Amiga SEUCK allows a player/<br />
would-be-programmer to cre<strong>at</strong>e<br />
basic shoot-'em-ups. The result is<br />
understandably generic, and either<br />
vertically scrolling or single screen<br />
shooters. The games are usually<br />
obviously built with SEUCK; certain<br />
fe<strong>at</strong>ures cannot be concealed.<br />
A disturbing number of SEUCK<br />
games spawned not one, but a<br />
whole series. However, these were<br />
often some of the better examples<br />
of the art and noticeably improved<br />
as the series progressed. They were<br />
� Zap! Zap!<br />
game title via reel numbers or a skill<br />
stop, then stopping the insanely fast<br />
subgame selector) th<strong>at</strong> add amusing<br />
variety. Gameplay overall is a tad<br />
shallow (spin, hold, light letters,<br />
activ<strong>at</strong>e and play subgame, repe<strong>at</strong>),<br />
but it does wh<strong>at</strong> it sets out to do<br />
pretty well and it definitely has th<strong>at</strong><br />
'one more go' thing going on. The<br />
graphics are pleasant and the sound<br />
beeps and buzzes and clanks along<br />
energetically.<br />
One oddity is the inclusion of a<br />
'rounds' system: instead of the<br />
usual open-ended, play-til-you-runout-of-money<br />
malarky, Fruit Mania<br />
consists of a (selectable) number of<br />
10-spin rounds. Once they're used<br />
up, it's game over, regardless of<br />
whether you're doing brilliantly,<br />
terribly, or somewhere in between.<br />
often based on famous shooters: Air<br />
Ace was 1942, Serene was Xenon 2<br />
and Raid was SWIV.<br />
The admission of the futility of<br />
reviewing a SEUCK game is somewh<strong>at</strong><br />
neg<strong>at</strong>ed when the author<br />
throws his cre<strong>at</strong>ion out to the world<br />
and even more so when he not only<br />
bases his game on a famed shoot-<br />
'em-up but calls it Xenon III: The<br />
Making Of... It's unclear as to wh<strong>at</strong><br />
it's a making of!<br />
The game is bog standard SEUCK<br />
with very basic Xenon 2 'influenced'<br />
graphics, giving the impression of<br />
how Xenon 2 might look if it were a<br />
one-night stand the morning after<br />
the beer goggles had worn off (Ooh,<br />
tell us more - Asst Ed). The awesome<br />
Assault On Precinct 13 music<br />
is absent but bleep-bleep sound<br />
effects are present.<br />
reviews<br />
� Zap! Zap!<br />
� The reels of steel.<br />
Er, wh<strong>at</strong> gives there then? Is this the<br />
Amiga equivalent of those nagging<br />
'please gamble responsibly'<br />
adverts? Who knows. Still, I suppose<br />
it adds a certain structure to the<br />
whole affair, and it could well make<br />
for an exciting finish in two-player<br />
mode.<br />
All in all, there's not much to it,<br />
but Fruit Mania is a perfectly<br />
respectable virtual one-arm bandit.<br />
Nothing remarkably innov<strong>at</strong>ive or<br />
different, but just the thing to while<br />
away a spare twenty minutes now<br />
and then.<br />
RATING<br />
www<br />
After playing<br />
through Xenon III and seeing the<br />
'Level 2' background image for the<br />
tenth time I came to the conclusion<br />
th<strong>at</strong> it is unfinished. It's clear th<strong>at</strong><br />
some work has gone into the game<br />
and it obviously isn't meant to be a<br />
serious follow-up to Xenon 2 but it<br />
also fails in every way by being dull,<br />
having bad graphics and sound,<br />
being repetitive and lacking any<br />
variety. Like all SEUCK games it<br />
reveals the limit<strong>at</strong>ions of the tool.<br />
Stick to the 'prequel'!<br />
RATING<br />
w<br />
� Zap! Za-- ah, bugger it.<br />
apov 4<br />
43
apov 4<br />
44<br />
An apocryphal complaint of writers on old print gaming mags was th<strong>at</strong> readers didn't really bother with the text<br />
of a review, instead simply jumping to the score <strong>at</strong> the end. Whether th<strong>at</strong> is true or not will probably never be<br />
known, but if it does have some basis in fact then this section of APoV should be by far the most popular. For it<br />
distills all our reviews down to snappy summaries and instantly-scannable star r<strong>at</strong>ings. Th<strong>at</strong>'s its only purpose;<br />
its sole reason for being; its entire raison d'être. And darn good it is <strong>at</strong> it, too.<br />
Akira<br />
Balance of Power<br />
Cabal<br />
Cavitas<br />
Almost heroically bad. Literally anything else<br />
you do will be more fun than playing Akira.<br />
Although the scenario is anchored in the world<br />
politics of the 1980s, Balance Of Power's<br />
gameplay should still s<strong>at</strong>isfy those bedroom<br />
megalomaniacal types. The functional graphics<br />
provide a stark, newspaper feel to the<br />
proceedings and may serve better than a more<br />
brightly coloured look.<br />
w Aladdin<br />
Barbarian<br />
wwww wwww<br />
ww<br />
A decent coin-op conversion hampered by a<br />
difficulty level th<strong>at</strong> is too punishing. Only for<br />
lovers of the arcade original and/or those<br />
seeking a gutsy challenge. Best played in two<br />
player mode.<br />
www<br />
The dispar<strong>at</strong>e elements of the spell system,<br />
shoot-'em-up and map don't quite come<br />
together fully but there is enough here to keep<br />
most players busy for a long time.<br />
Captain Pla<strong>net</strong><br />
Disposable Hero<br />
wwww<br />
As a slick console game it succeeds admirably,<br />
combining cartoon anim<strong>at</strong>ion and gameplay in<br />
a ne<strong>at</strong> package. Take it for wh<strong>at</strong> it is and you’ll<br />
have a grand time. A soulm<strong>at</strong>e of The Lion<br />
King.<br />
So-so graphics mask an energetic hack and<br />
slash romp with fre<strong>net</strong>ic gameplay and top<br />
quality sound effects. An exciting and addictive<br />
tournament fighter th<strong>at</strong> still hasn’t lost its<br />
edge.<br />
ww<br />
Below average pl<strong>at</strong>form game with simplistic<br />
graphics and frustr<strong>at</strong>ing gameplay. In all<br />
respects, not th<strong>at</strong> much better than the<br />
cartoon series!<br />
www<br />
A potentially gre<strong>at</strong> shoot-em-up let down by an<br />
insane level of difficulty. It’s still worth a few<br />
plays, but there’s a real danger you won’t have<br />
any hair left afterwards.
Dragon’s Bre<strong>at</strong>h<br />
Faery Tale Adventure<br />
Found<strong>at</strong>ion’s Waste<br />
K240<br />
Leander<br />
Lion King<br />
The dispar<strong>at</strong>e elements of the spell system,<br />
shoot-'em-up and map don't quite come<br />
together fully but there is enough here to keep<br />
most players busy for a long time.<br />
Charming and quite playable, but suffers in the<br />
area of game design and interface. The game<br />
world is big, but lacks focus. This sort of game<br />
has been done more successfully elsewhere<br />
(try Ultima VI if you want a more sophistic<strong>at</strong>ed<br />
game of this type), but there is still some<br />
gaming mileage to be had in Faery Tale.<br />
Nothing th<strong>at</strong> you haven’t seen a million times<br />
before. A bit on the easy side. Fun for a bit?<br />
Yeah, I suppose. Likely to play it for a<br />
prolonged period? Nah, probably not.<br />
An involved game th<strong>at</strong> includes explor<strong>at</strong>ion,<br />
colony building, mining, resource management,<br />
ship building, defence, <strong>at</strong>tack and a<br />
whole host of other str<strong>at</strong>egy stalwarts. Some<br />
more thought on the interface and some of the<br />
general design would have improved it considerably,<br />
but a worthy effort no<strong>net</strong>heless.<br />
Art truly meets the computer game in an<br />
elegant, charming and very playable<br />
offering. Highly recommended.<br />
A wildebeest sub-game adds some variety to<br />
Simba’s quest, but it’s still all a bit samey to<br />
play. The <strong>at</strong>mosphere is lovely and controlling<br />
a lion in two stages of life is a nice touch.<br />
There’s enjoyment to be had, but don’t expect<br />
to be going back to it after the first time. A<br />
soulm<strong>at</strong>e of Aladdin.<br />
www Eye of the Beholder<br />
www Forgotten Worlds<br />
ww Ishar<br />
wwww King of Chicago<br />
wwwww Liber<strong>at</strong>ion CD32<br />
www Lord of the Rings<br />
round up<br />
wwwww<br />
There have been many pretenders to the<br />
Dungeon Master throne but this is the first<br />
game th<strong>at</strong> has taken the genre to a whole new<br />
level. The sheer level of detail and <strong>at</strong>mosphere<br />
is bre<strong>at</strong>htaking. This is the game your Amiga<br />
was made for. It’s stunning!<br />
ww<br />
Reasonable conversion of the arcade blaster,<br />
which ultim<strong>at</strong>ely doesn’t quite come off due to<br />
the limit<strong>at</strong>ions of the control system. Good:<br />
simultaneous two player mode is there. Bad:<br />
crap sound. No continues, so unfairly difficult<br />
to complete.<br />
wwwww<br />
A classic title. Every RPG fan should play this<br />
game. The game has its own specific <strong>at</strong>mosphere<br />
and mood. Although the sequel to Ishar<br />
is much better in terms of graphics, sound and<br />
playability, the first part is a “must-see” to be<br />
able to experience the whole story.<br />
www<br />
A classy and <strong>at</strong>mospheric take on the gangster<br />
era with reasonable sub-games and a fair<br />
degree of interactivity.<br />
wwww<br />
One of those unique Amiga game experiences<br />
th<strong>at</strong>, although essentially Dungeon Master,<br />
manages to stake its claim and be sufficiently<br />
different to other games of the genre. It’s big,<br />
bold and worth the explor<strong>at</strong>ion and dedic<strong>at</strong>ion<br />
required to progress.<br />
wwww<br />
An epic and detailed journey through Tolkien's<br />
Fellowship of the Ring which is often let down<br />
by a lack of speed and a slightly clunky interface.<br />
apov 4<br />
45
apov 4<br />
46<br />
round up<br />
Micro Machines<br />
Onslaught<br />
Paperboy<br />
Rise of the Robots<br />
Rock Star Ate My Hamster<br />
Star Trek: 25th<br />
A truly gre<strong>at</strong> overhead racer th<strong>at</strong> gets<br />
everything just right. Little, yellow, seriously<br />
playable and addictive.<br />
Shallow and repetitive pop-em-up th<strong>at</strong> can<br />
no<strong>net</strong>heless amuse in short bursts. Okayish as<br />
long as you are in the mood for a bit of shallow<br />
repetitive pop-em-upping.<br />
wwww<br />
Enjoyable but a little uneven, Star Trek captures<br />
the flavour of the TV series but can prove<br />
frustr<strong>at</strong>ing.<br />
Navy Seals<br />
wwwww www<br />
www<br />
A good approxim<strong>at</strong>ion of a chaotic medieval<br />
fantasy b<strong>at</strong>tlefield on the Amiga but expect it<br />
to become repetitive quickly. The difficulty<br />
level is r<strong>at</strong>her high.<br />
www<br />
Not awful, certainly not gre<strong>at</strong>, kind of loveable<br />
but not likely to keep you from whitewashing<br />
the fence all th<strong>at</strong> long.<br />
If you work in marketing, here is a special verdict<br />
on Rise Of The Robots, just for you: “130%<br />
Stunning!! This is the gre<strong>at</strong>est be<strong>at</strong>-’em-up<br />
ever!!”. For the rest of us, it is a completely<br />
flawed game, due to the infamous ‘single move<br />
wins the game problem’ and also the decision to<br />
concentr<strong>at</strong>e on graphics r<strong>at</strong>her than gameplay.<br />
Oper<strong>at</strong>ion Wolf<br />
Pinball Fantasies<br />
Robocop<br />
Sensible Golf<br />
ww www<br />
Tiny Troops<br />
It’s not th<strong>at</strong> Navy Seals is a bad game. It’s just<br />
th<strong>at</strong> a few gameplay issues, an inverted level<br />
of difficulty, and the gnawing feeling th<strong>at</strong> it<br />
could have been so much better, prevents<br />
Navy Seals from being a good game.<br />
Not nearly as much fun as it should be, thanks<br />
mainly to crappy collision detection and a<br />
carelessly nasty difficulty curve.<br />
Four varied tables of high quality action.<br />
Pinball Fantasies picks up where Pinball<br />
Dreams leaves off and raises the bar some<br />
more. If you like pinball, play this.<br />
ww<br />
wwwww<br />
w ww<br />
You’ll play Robocop for about five minutes -<br />
hey, you might even finish the first level - but<br />
beyond th<strong>at</strong> there is nothing special here.<br />
Ocean should hang their heads in shame! A<br />
poor conversion.<br />
Light and fluffy golf game th<strong>at</strong> has plenty of<br />
gaming sweetness but little real substance.<br />
Play it as such and you’ll dig it. Dude. Or<br />
dudette.<br />
ww<br />
Puzzle-str<strong>at</strong>egy-lite affair with some original<br />
ideas. Looks and sounds good but can become<br />
very repetitive. One for RTS beginners.
Total Carnage<br />
WWF Wrestlemania<br />
Alien Fish Finger<br />
Fighting Warriors<br />
One of the world’s worst games, ever. Total<br />
Carnage? Total Rubbish, more like.<br />
w<br />
Old-fashioned and highly playable pl<strong>at</strong>form shooter. No level codes though, argh!<br />
Crazy Eights<br />
Fun little card game with a nice line in aural insanity.<br />
A competent but shallow and repetitive AMOS be<strong>at</strong>-'em-up. Worth a look.<br />
Fruit Mania<br />
Kastle Kumqu<strong>at</strong><br />
Knights<br />
Gre<strong>at</strong> two-player Spy vs Spy-esque medieval trap-setting romp.<br />
Knockout<br />
Awesome toy car demolition derby fun for up to eight players. Edge of the se<strong>at</strong> stuff, and damn funny too.<br />
Legend of Lothian<br />
Well put together, but enjoyment is lessened by an over-demanding food counter system and random b<strong>at</strong>tles.<br />
Mega Race<br />
Potentially interesting SEUCK Spy Hunter clone let down by slow scrolling and a general lack of oomph.<br />
Ork Attack<br />
Difficult but s<strong>at</strong>isfying spl<strong>at</strong>-'em-up. Whack-a-Mole, cartoon medieval style.<br />
Parachute Joust<br />
WWF Amiga-style means passable looks,<br />
thin gameplay, a lack of <strong>at</strong>mosphere and a<br />
complete absence of difficulty.<br />
ww<br />
Tough but well-written and enjoyable puzzly, mazey collect-'em-up with blue fruit.<br />
Extremely short-term gameplay th<strong>at</strong> still manages to prove fun and addictive. One for after the pub.<br />
Xenon III<br />
SEUCK strikes again, and the result is a poor vertically-scrolling space shooter.<br />
round up<br />
War in Middle Earth<br />
Yogi’s Gre<strong>at</strong> Escape<br />
A fruit machine, on the Amiga. Pretty good for its type and fairly addictive. Odd game-dur<strong>at</strong>ion limiter, though.<br />
A fascin<strong>at</strong>ing recre<strong>at</strong>ion of Tolkien’s world as a<br />
wargame th<strong>at</strong> would benefit from more detailed<br />
b<strong>at</strong>tles and less predetermin<strong>at</strong>ion.<br />
Tedious, frustr<strong>at</strong>ing, dull. Gre<strong>at</strong> this is not. If I<br />
was Yogi Bear, I’d fire my agent.<br />
wwww<br />
www<br />
ww<br />
www<br />
wwww<br />
wwwww<br />
wwwww<br />
ww<br />
wwww<br />
www<br />
w<br />
www<br />
w<br />
apov 4<br />
47
T<br />
he dust has now settled and several more layers have settled on top of<br />
th<strong>at</strong> dust. The war of the Amiga Doom clones is long over. Wh<strong>at</strong> better time<br />
than now to revisit the myriad of engines th<strong>at</strong> aimed to recre<strong>at</strong>e the famous<br />
DOS game on the Amiga? And who better than Adrian Simpson to do the revisiting?<br />
Wh<strong>at</strong> went right? Wh<strong>at</strong> went wrong? Wh<strong>at</strong> did it all mean? It could be argued th<strong>at</strong><br />
these clones of Doom are an insignificant footnote in the history of gaming. Th<strong>at</strong>’s<br />
true to an extent. The various engines are a minor sub-branch of Doom’s legacy and<br />
they are just straight clones after all. They won’t be included in any mainstream timeline<br />
of first person shooters.<br />
On the other hand, the Amiga clones are a fascin<strong>at</strong>ing range of different approaches<br />
to the same problem. The clones arose from a sort of p<strong>at</strong>riotic fervour. They were
coded<br />
in the belief th<strong>at</strong>,<br />
although the generally fixed and familiar technology of the<br />
Amiga was being left behind by the rapid advances of the faceless PC,<br />
the old machine could still hold its own.<br />
It couldn’t really, though. The raw processing power of the PCs of the day gave Doom<br />
an immediacy and ‘oomph’ th<strong>at</strong> was hard to replic<strong>at</strong>e on the Amiga. There was also<br />
the m<strong>at</strong>ter of the Amiga’s planar graphics method as opposed to the PC’s chunky<br />
system (see the techy boxout for more info).<br />
In this article we will use the term ‘Doom clone’ to generically refer to the distinct<br />
style of first person shooter th<strong>at</strong> was popularised by id Software’s game.
apov 4<br />
52<br />
fe<strong>at</strong>ure<br />
Early Doom-ish Amiga Games<br />
It’s fairly easy to dig up old games which fe<strong>at</strong>ure some of the same elements as Wolfenstein and Doom<br />
since the idea of walking down corridors and shooting things was not entirely new to gaming when those<br />
titles appeared. Similarly, viewing the action from a first person perspective has been seen before, notably<br />
in a number of Oper<strong>at</strong>ion Wolf style games. Here are a few select Amiga games which did something a bit<br />
like Doom (but in a different way).<br />
� THE COLONY<br />
Mindscape, 1990<br />
Following an encounter with a black hole<br />
your spaceship has crashed. Once you<br />
work out how to turn on the lights you are<br />
presented with a 3D filled vector first-person<br />
explor<strong>at</strong>ion adventure.<br />
It’s Doom!<br />
The first-person viewpoint conveys a<br />
strong sense of being there, up to a point.<br />
Wh<strong>at</strong>’s round the corner? Is it a hell spawn<br />
demon?<br />
But...<br />
It’s a slow, adventure game.<br />
� HIRED GUNS<br />
Psygnosis, 1993<br />
Hired Guns is Dungeon Master in space as<br />
a team of four work together on strange<br />
pla<strong>net</strong>s.<br />
It’s Doom!<br />
Hired Guns includes a variety of guns,<br />
aliens and settings with four individual<br />
first person windows on the action.<br />
But...<br />
Like Alc<strong>at</strong>raz, the movement in Hired Guns<br />
is more akin to dungeon crawler RPGs<br />
than Doom.<br />
� ALCATRAZ<br />
Infogrames, 1992<br />
A nefarious drug baron has taken over<br />
Alc<strong>at</strong>raz. Assault the former prison from<br />
both a side-on perspective and a first-person<br />
view.<br />
It’s Doom!<br />
The corridor section is seen from the<br />
character’s view and even fe<strong>at</strong>ures a firing<br />
gun hovering in front, Doom style.<br />
But...<br />
The step-by-step movement of the player<br />
owes more to Dungeon Master than<br />
Doom.<br />
� RESOLUTION 101<br />
Millennium, 1990<br />
As a criminal turned bounty hunter you<br />
must shoot the bad guys in an overrun<br />
city.<br />
It’s Doom!<br />
Fast paced first-person action. Although<br />
the player is controlling a hover vehicle<br />
you could almost be running around on<br />
speed.<br />
But...<br />
It’s closer to a more action-packed<br />
version of B<strong>at</strong>tlezone than Doom.<br />
� CASTLE MASTER<br />
Domark, 1990<br />
Your twin sister/brother has been kidnapped<br />
and is being held in a castle by a<br />
wicked spirit. Enter the fortress, visit<br />
rooms, kill spirits and discover treasure, all<br />
in glorious Freescape.<br />
It’s Doom!<br />
Medieval loc<strong>at</strong>ions are a favourite of many<br />
First Person Shooters and the engine<br />
even allows you to look up and down.<br />
But...<br />
It’s slow and clunky.<br />
� CYBERCON III<br />
US Gold, 1991<br />
A super intelligent machine in control of<br />
nuclear weapons has gone haywire.<br />
Donning a robotic suit of armour your task<br />
is to infiltr<strong>at</strong>e the oversized calcul<strong>at</strong>or’s<br />
complex and destroy it.<br />
It’s Doom!<br />
The player can explore a convincing 3D<br />
environment and <strong>at</strong>tack enemy robots.<br />
But...<br />
There’s plenty of management of the<br />
suit’s systems and progress is unhurried.
� INFESTATION<br />
Psygnosis, 1990<br />
On a pla<strong>net</strong>’s surface and in an underground<br />
base your spaceman shoots bugs<br />
and robots and views the action through a<br />
helmet’s visor. Take the helmet off and<br />
you are afforded a wider view.<br />
It’s Doom!<br />
The Aliens style setting, corridor action<br />
and ventil<strong>at</strong>ion shaft access are elements<br />
th<strong>at</strong> would all l<strong>at</strong>er be seen in many firstperson<br />
shooters.<br />
But...<br />
The pace is quite pedestrian and the game<br />
is about explor<strong>at</strong>ion and adventure r<strong>at</strong>her<br />
than shooting everything in sight.<br />
� ROBOCOP 3<br />
Ocean, 1992<br />
Terrorists have hijacked the OCP tower<br />
and crazed punks are terrorising the<br />
neighbourhood. In a series of 3D subgames<br />
Robo flies, drives, punches and<br />
shoots his way through the baddies.<br />
It’s Doom!<br />
Robocop does a good impression of being<br />
in a Doom clone during his corridor-based<br />
shooting sessions through alleys and in<br />
office buildings.<br />
But...<br />
The bad guys don’t move around so it<br />
feels like Robocop is moving from one<br />
Oper<strong>at</strong>ion Wolf quick draw shoot-out to<br />
the next.<br />
fe<strong>at</strong>ure<br />
� CORPORATION<br />
Core, 1990<br />
Pe<strong>net</strong>r<strong>at</strong>e a multi-storey building in a firstperson<br />
fashion as a secret agent with<br />
James Bond gadgets, including a jet pack.<br />
Robots and monster holograms popul<strong>at</strong>e<br />
the corridors and rooms.<br />
It’s Doom!<br />
The 3D environment with 2D sprites suggests<br />
Doom in a big way. The time bomb<br />
can be used to destroy many of the<br />
floor’s walls in one go. About ten years<br />
l<strong>at</strong>er a first-person shooter called Red<br />
Faction would fe<strong>at</strong>ure supposedly revolutionary<br />
“destructible scenery.”<br />
But...<br />
The action isn’t as immedi<strong>at</strong>e as Doom.<br />
Early First Person Texture<br />
Mapping in Amiga Games<br />
Prior to the advent of the commercial Doom clone era certain Amiga games exhibited symptoms of the<br />
Doom bug and fe<strong>at</strong>ured texture mapping in a first person view. Two of these early adopters were traditional<br />
2D games with 3D sections but one used texture mapping as its primary engine and strove to be the<br />
Amiga’s answer to Ultima Underworld.<br />
� AMBERMOON<br />
Thalion, 1993<br />
The follow up to Dragonflight and<br />
Amberstar is still a top-down RPG but it<br />
also includes a dungeon based 3D texture<br />
mapped section. The switch from 2D to 3D<br />
occurred when the player entered an area<br />
such as a cellar.<br />
� JURASSIC PARK<br />
Ocean, 1993<br />
Jurassic Park was one of the ground<br />
breaking films th<strong>at</strong> ushered in a new era<br />
of special effects. Some levels involve<br />
shooting dinosaurs in a 3D texture<br />
mapped interior although the rest is a<br />
standard top-down action game.<br />
� LEGENDS OF<br />
VALOUR<br />
US Gold, 1993<br />
Legends of Valour was an early <strong>at</strong>tempt<br />
to apply texture mapping techniques to a<br />
virtual RPG world in which the player can<br />
explore a town and its tunnels.<br />
apov 4<br />
53
apov 4<br />
54<br />
fe<strong>at</strong>ure<br />
Doom Engines<br />
Once Wolfenstein 3D and Doom showed the way Amiga programmers began to take up the mantle, aiming<br />
to reproduce the same style of gameplay. The different engines were <strong>at</strong> various stages of completion and<br />
often missed fe<strong>at</strong>ures such as floors or working doors. The majority of these engines never progressed<br />
beyond early versions and plans to add numerous advanced fe<strong>at</strong>ures which were never realised.<br />
Apart from the technical barriers which might have killed off development the engines commonly suffered<br />
from “university student coder syndrome.” An affluence of free time <strong>at</strong> university invariably becomes a<br />
paucity <strong>at</strong> some point when exam time arrives or one has to work for a living. This and other hurdles of<br />
bedroom coding meant th<strong>at</strong> many promising non-commercial engines were started but few were finished.<br />
� 3D NAVIGATOR<br />
Giuseppe Perniola<br />
Fe<strong>at</strong>ures: Walls, map, variable screen size<br />
Verdict: Coded in Blitz Basic, 3D Navig<strong>at</strong>or<br />
launches from a simple GUI which also<br />
allows some variables to be set, such as<br />
screen size. The engine itself includes a<br />
simple level map but the illusion of<br />
corridors is produced solely from fl<strong>at</strong><br />
rectangles. An angled wall is therefore<br />
displayed by positioning layers of fl<strong>at</strong><br />
rectangles.<br />
� CHUNKY MAZE<br />
David Bryson<br />
Fe<strong>at</strong>ures: Copper based “chunky” emul<strong>at</strong>ion,<br />
variable screen size and pixel size<br />
Verdict: A fast but basic demo. A settings<br />
screen allows various sizes to be altered,<br />
within hardware restrictions.<br />
� ALIEN BREED 3D<br />
DEMO<br />
Team 17<br />
Fe<strong>at</strong>ures: Sky, walls, floor, w<strong>at</strong>er, monsters<br />
Verdict: This Amiga Form<strong>at</strong> demo was the<br />
first look <strong>at</strong> the much-anticip<strong>at</strong>ed AB3D.<br />
The demo theme is closer to the previous<br />
Alien Breed games, with similar aliens and<br />
a space theme sky backdrop. It’s worth<br />
trying even if you’ve played through the<br />
main game.<br />
� DAMAGE WOLF<br />
3D<br />
Antti Lankila (STL of Damage)<br />
Fe<strong>at</strong>ures: Floor, ceiling, scenery sprites,<br />
ECS and AGA versions, two screen sizes<br />
Verdict: A somewh<strong>at</strong> psychedelically<br />
coloured trip through an interior loc<strong>at</strong>ion<br />
with strange mushroom shaped furnishings.<br />
This engine is variously called Wolf<br />
3D, 3D Wolf and Damage Wolf 3D where<br />
‘Damage’ is the name of the coder’s<br />
group. There are ECS and AGA versions<br />
plus screen sizes of 192x160 and 128x96.<br />
� AMR WOLF<br />
Alastair M. Robinson<br />
Fe<strong>at</strong>ures: Floor, sky, walls, anim<strong>at</strong>ed<br />
textures, doors, health and weapon<br />
counter, enemy, exploding barrels, dummy<br />
collectables<br />
Verdict: AMR Wolf, which is named after<br />
the initials of its author, is an almost full<br />
screen engine which boasts a number of<br />
fe<strong>at</strong>ures, including exploding barrels. It<br />
looks gre<strong>at</strong> and was to be used for a<br />
shareware game but it was never finished.<br />
� DAMAGE WOLF<br />
3D 2<br />
Antti Lankila/Bartosz Boruta<br />
Fe<strong>at</strong>ures: Sky, floor, ceiling, look up and<br />
down, jump<br />
Verdict: This sequel makes gre<strong>at</strong> improvements<br />
to the feel of the engine. The garish<br />
colours and internal loc<strong>at</strong>ion are replaced<br />
by an <strong>at</strong>mospheric exterior area on top of<br />
a remote mountain peak. It’s somewh<strong>at</strong><br />
slow but does fe<strong>at</strong>ure an advanced<br />
engine with view tilt. There’s also a jump<br />
button, a rare fe<strong>at</strong>ure in early engines.
3D METHODS<br />
� DENT A WOLF<br />
Alex Amsel<br />
Fe<strong>at</strong>ures: Interface (non-functioning), walls<br />
Verdict: This engine is fast but lacks many<br />
fe<strong>at</strong>ures such as a floor, ceiling and enemies.<br />
It already looks good however and<br />
was off to a promising start.<br />
� FEARS DEMO<br />
Bomb Software<br />
Fe<strong>at</strong>ures: Walls, floor, ceiling, doors, monsters,<br />
weapons, sound effects, collectables<br />
Verdict: The commercial game Fears was<br />
once a shareware demo th<strong>at</strong> differs from<br />
the final game in a number of ways. The<br />
screen size is much smaller, the interface<br />
is different and there are no hovering<br />
weapons. In fact, Bomb’s “Motion: Origin<br />
2” demo fe<strong>at</strong>ures a section which seems<br />
to instead be the direct ancestor to the<br />
commercial Fears.<br />
� DENTECTS /<br />
DENTAKU-26<br />
Alex Amsel<br />
Fe<strong>at</strong>ures: Floor, ceiling, doors, enemy<br />
(non-functioning), monitors with rot<strong>at</strong>ing<br />
images, walls with scrolling textures<br />
Verdict: A demo for a full game which was<br />
never released, with a much more<br />
advanced engine than Dent A Wolf. The<br />
3D display size is small and low on detail<br />
but it keeps the speed <strong>at</strong> a playable level.<br />
� INVASION 3D<br />
Giuseppe Perniola<br />
Fe<strong>at</strong>ures: Flo<strong>at</strong>ing weapon, walls<br />
Verdict: Invasion 3D is a demo of how the<br />
author’s 3D Navig<strong>at</strong>or could be used in a<br />
game. There is a flo<strong>at</strong>ing weapon directly<br />
ahead but the movement is quite blocky.<br />
fe<strong>at</strong>ure<br />
There is more than one way to produce a 3D first-person view. Here<br />
are a few methods:<br />
Wireframe 3D A good method for slow machines since there is no need to calcul<strong>at</strong>e which object lines can be seen and which can’t (a<br />
wireframe cube is transparent): Mercenary, Star Wars, The Empire Strikes Back<br />
Filled 3D Similar to wireframe 3D but the surfaces of objects are coloured in. This produces a more realistic look since in real life you<br />
can’t see through things. The dominant method for 3D on the Amiga: Hunter, Knights of the Sky, Voyager<br />
Gouraud Shading Uses a sort of gradient effect to make objects look curved. Its main benefit is calcul<strong>at</strong>ion speed: Behind the Iron G<strong>at</strong>e<br />
Texture Mapping The rendering of a fl<strong>at</strong> texture on an angled surface. If rendered in real-time it can produce the sort of realistic game<br />
environment th<strong>at</strong> Doom was famous for: Doom, Alien Breed 3D, Gloom, Fears<br />
Voxels (Volumetric Pixels) A method th<strong>at</strong> is good for producing undul<strong>at</strong>ing and uneven landscapes and compared to texture mapping is<br />
rel<strong>at</strong>ively fast: Shadow of the Third Moon<br />
Faking It If all else fails, your 3D could be a fixed set of pre-drawn walls which are rearranged when the player moves: Dungeon Master,<br />
Hired Guns<br />
� DOGENSTEIN<br />
Jason G. Doig/PyroTeknix<br />
Fe<strong>at</strong>ures: Walls<br />
Verdict: This simple demo shows off a<br />
small maze with texture mapped walls,<br />
which can be navig<strong>at</strong>ed with the mouse or<br />
joystick. The use of the Doom “hand and<br />
gun” sprite gives the engine a familiar feel.<br />
� IQ ENGINE<br />
Alc<strong>at</strong>raz/Christopher Dissauer<br />
Fe<strong>at</strong>ures: Floors, ceiling, enemies (st<strong>at</strong>ic),<br />
working weapon, look up, look down, jump,<br />
moving pl<strong>at</strong>form<br />
Verdict: The influence here is Dark Forces<br />
and the engine uses graphics from th<strong>at</strong><br />
DOS game, including a large blaster<br />
weapon. Stormtroopers stand around and<br />
are more useless than usual, fixed as they<br />
are to one spot. Nevertheless, this is a<br />
fairly advanced engine with a respectable<br />
number of fe<strong>at</strong>ures.<br />
apov 4<br />
55
apov 4<br />
56<br />
fe<strong>at</strong>ure<br />
� MY 3D ENGINE<br />
Petri Häkkinen<br />
Fe<strong>at</strong>ures: AMOS with 30 lines of machine<br />
code, sky, floor, walls, monster<br />
Verdict: My 3D Engine seems to do<br />
strange things with the hardware to<br />
achieve its effect and doesn’t work in the<br />
WinUAE emul<strong>at</strong>or. On a real Amiga the<br />
display is jagged but fast. A flo<strong>at</strong>ing,<br />
monstrous head tours a preset p<strong>at</strong>h.<br />
MEMORY<br />
� POOM<br />
Jussi Salmi<br />
A computer display is made up of individual pixels, each of<br />
which can have a specific colour. A two colour display needs<br />
only two numbers to record each possible colour in memory;<br />
0 and 1, where 0 might represent black and 1 might represent<br />
white. In binary terms only 1 bit of memory is required to<br />
store each pixel's colour.<br />
The more colours are used the more memory is required for<br />
each pixel. For example, 16 colours can be stored in 4 bits -<br />
decimal 0 or binary 0000 to decimal 15 or binary 1111) and<br />
256 colours could be stored in 8 bits (1 byte) - decimal 0 or<br />
binary 00000000 to decimal 255 or 11111111.<br />
The number of colours clearly affects how much memory is<br />
used and, in the Amiga's bitplane system, how many memory<br />
addresses must be accessed to upd<strong>at</strong>e the display.<br />
In order to work out how many colours can be displayed<br />
using the Amiga’s bitplanes calcul<strong>at</strong>e:<br />
2y where y is the number of bitplanes<br />
Bitplanes<br />
1 = 2 colours<br />
2 = 4 colours<br />
3 = 8 colours<br />
4 = 16 colours<br />
5 = 32 colours<br />
6 = 64 colours<br />
7 = 128 colours<br />
8 = 256 colours<br />
The number of bitplanes most commonly used on the Amiga<br />
are 4 (16 colours), 5 (32 colours) and 8 (256 colours e.g.<br />
AGA).<br />
Fe<strong>at</strong>ures: Walls, floors, two screen sizes<br />
(256x200 and 192x160), doors, anim<strong>at</strong>ed<br />
walls<br />
Verdict: Poom is reasonably fast on its<br />
intended target processor (68020 or better)<br />
and the 256x200 version is detailed.<br />
The gameplay area is large, with numerous<br />
corridors and functioning doors. It is<br />
something of an empty world but was a<br />
promising engine <strong>at</strong> the time.<br />
� SPEED<br />
M. Andrzejak<br />
� ROT DEMO<br />
Jason Freund/Gabe Dalbec<br />
Fe<strong>at</strong>ures: Walls, map<br />
Verdict: “Rot” stands for “rot<strong>at</strong>ion” and is<br />
a demo engine intended to <strong>at</strong>tract collabor<strong>at</strong>ors<br />
for a game project. The engine<br />
itself is very simple with the maze view in<br />
the top half of the screen and a basic map<br />
in the bottom half. The demo includes a<br />
text file with technical details of the texture<br />
mapping.<br />
Fe<strong>at</strong>ures: Jump,<br />
multi-plane levels,<br />
speed!<br />
Verdict: Speed is<br />
something of an<br />
oddity since the<br />
author has utilised<br />
his texture mapping<br />
engine to cre<strong>at</strong>e a<br />
sort of racing game and not an FPS. There is only one track in<br />
the preview, but it’s set in a varied indoor maze with stairs and<br />
variable floor and ceiling sections. The engine is fast and allows<br />
a jump to be sprung, giving the demo a fluidity and immediacy<br />
not often seen on the Amiga. There is also a 3D mode for those<br />
with the requisite glasses.<br />
� TEXTUREDEMO (V5.7)<br />
John Hendrikx<br />
Fe<strong>at</strong>ures: Eight screen sizes (from 96x72 to 320x240) and four<br />
pixel size modes, high walls, floors, anim<strong>at</strong>ed textures<br />
Verdict: On the 1x1 pixel mode and 320x240 screen size this<br />
engine looks gre<strong>at</strong> but the movement seems a little wobbly. It’s a<br />
gloomy environment but it does have some high walls, lending it<br />
an outdoors feel. Apart from one harmless, flo<strong>at</strong>ing skeleton there<br />
are no inhabitants and there is little functionality in the world. Still,<br />
it’s a capable engine<br />
which was due to be<br />
used in two unreleased<br />
games:<br />
Mystic Tank, a splitscreen<br />
tank game,<br />
and Shade, a magicbased<br />
shooter.
� TEXTURE MAP<br />
DEMO<br />
Chris Green<br />
Fe<strong>at</strong>ures: Wall texture mapper and gouraud<br />
shaded floor and optional ceiling<br />
Verdict: A simple demo written in a week<br />
by Commodore engineer Chris Green.<br />
There are a number of configur<strong>at</strong>ion<br />
options but changes require re-assembly<br />
of the program. Walls fade into the distance<br />
which gives the demo a certain<br />
character.<br />
� WARP/S<br />
(TEXMAPP2)<br />
Stefan Heinsen / Martin Schlott /<br />
Oliver Groth<br />
Fe<strong>at</strong>ures: Walls, floors, ceiling, doors, enemies<br />
Verdict: Quite a complete demo with most<br />
of the fe<strong>at</strong>ures you’d expect. It’s the follow<br />
up to a previous version called<br />
Texmapp1. The screen size is generous<br />
although this is offset slightly by the large<br />
pixels. This engine could have become a<br />
ne<strong>at</strong> game.<br />
� TRICK OR TREAT<br />
Duncan Stuart<br />
Fe<strong>at</strong>ures: Walls, two player action<br />
Verdict: Trick or Tre<strong>at</strong> values gameplay<br />
over an advanced engine and is a fun texture<br />
mapped arena shooter for two players.<br />
Each player is alloc<strong>at</strong>ed their own<br />
mini-view of the maze which allows simultaneous<br />
play. Although it is shareware, the<br />
unregistered game has plenty of entertainment<br />
value.<br />
� WOLF 23 ISH<br />
Chris Colman (Findus)<br />
Fe<strong>at</strong>ures: Simple maze, background gradient,<br />
wall textures<br />
Verdict: The peculiarly named Wolf 23 ish<br />
is a fixed version of an engine which was<br />
previously known as Wolf 2. The AGA only<br />
engine is in a very early st<strong>at</strong>e and the programmer<br />
released it in order to determine<br />
the speed on other machines. The screen<br />
size is quite large but there isn’t much<br />
detail and the floor and sky are formed of<br />
a fixed background gradient.<br />
� WOLFPAC<br />
OnLineLoop, 1997<br />
Fe<strong>at</strong>ures: Walls, floor, background, ghosts, gameplay<br />
fe<strong>at</strong>ure<br />
� WALLS V1.7<br />
M<strong>at</strong>s Knip<br />
Fe<strong>at</strong>ures: Ray casting demo with maze<br />
designer<br />
Verdict: With a large screen size and<br />
mountainous backdrop Walls looks pretty<br />
good. There is no texture mapping but this<br />
keeps the engine speed high. The maze<br />
designer is a nice touch.<br />
� WOLF 3D<br />
Terence Russell<br />
Fe<strong>at</strong>ures: Walls<br />
Verdict: This is similar to Texture Map<br />
Demo in th<strong>at</strong> it’s a basic demo engine th<strong>at</strong><br />
includes its source code. There are few<br />
fe<strong>at</strong>ures apart from the basic wall textures<br />
but they congreg<strong>at</strong>e to form an art gallery<br />
hovering on an infinite plane.<br />
Verdict: Wolfenstein 3D meets Pac-Man and produces WolfPac, a 3D version of the<br />
famous 2D maze game. The first-person perspective removes the customary<br />
overview of the whole maze and places the action in a texture-mapped arena, to<br />
claustrophobic effect. WolfPac supports AGA and graphics cards and comes in<br />
flavours for 68K and PowerPC processors.<br />
apov 4<br />
57
apov 4<br />
58<br />
fe<strong>at</strong>ure<br />
Demos<br />
Scene demos usually included a range of standard effects and techniques, including texture mapping on<br />
cubes or other shapes. The following demos went a bit further and fe<strong>at</strong>ured sections of texture mapped<br />
mazes. Thanks go to Steffen Haeuser’s “Amiga Texture-Mapped Games FAQ” for listing these.<br />
� DOOMED<br />
Pearl<br />
Doomed is a demo scene release with a<br />
3D maze section. It’s not playable but the<br />
camera takes a trip around the maze and<br />
then exits through a door. Attempts to display<br />
the demo in an emul<strong>at</strong>or failed so a<br />
real Amiga is required – probably due to<br />
some clever hardware tricks.<br />
� MINDFLOW<br />
Stellar<br />
This demo may be filled with standard<br />
demo fe<strong>at</strong>ures, but sandwiched between a<br />
rot<strong>at</strong>ing cube and a fractal effect is a texture<br />
mapped underground section. The<br />
preceding and proceeding segments end<br />
and start as textures on a wall too, which<br />
is ne<strong>at</strong>.<br />
� FULL MOON<br />
Virtual Dreams/Fairlight<br />
The viewing window is quite small but this<br />
is a reasonable, if basic, rolling explor<strong>at</strong>ion<br />
of a 3D maze. It’s a sub section of a<br />
longer demo.<br />
� MOTION: ORIGIN<br />
2<br />
Bomb<br />
Part of this demo from The Party 1994 is a<br />
rolling demo of a texture mapped engine<br />
which looks suspiciously like the commercial<br />
Fears. After the demo has finished the<br />
engine is controllable with the mouse and<br />
it is indeed a scene demo section th<strong>at</strong><br />
became a commercial game.<br />
� THE HOI SAGA<br />
PART III: THE FINAL<br />
CHAPTER!<br />
Team Hoi<br />
The group behind the game Hoi released<br />
this demo, which has an on rails maze<br />
section. The colourful graphics and sky<br />
gradient give the 3D a different look to<br />
most other 3D engines, which are often in<br />
murky loc<strong>at</strong>ions. The main character from<br />
Hoi makes an appearance in the maze.<br />
� PHOBOS<br />
Cydonia<br />
Phobos is billed as a "50fps Wolfenstein<br />
routine on a stock Amiga 500" and is a<br />
rolling 3D engine which can also be controlled<br />
by the joystick. The display has the<br />
same sort of jaggy copper effect look as<br />
the Doomed demo.<br />
"In 1993, we fully expect to be the number<br />
one cause of decreased productivity in<br />
businesses around the world." id Software
Commercial Doom Clones<br />
fe<strong>at</strong>ure<br />
Each of the commercial Doom clones on the Amiga exhibits certain strengths and weaknesses. Trade offs<br />
typically had to be made between the speed of the game and the complexity of the engine. For example,<br />
some games restricted their levels to a single plane whereas others allowed variable height designs and<br />
stairs.<br />
Publishers often targeted their games for specific Amigas, realising th<strong>at</strong> the older machines such as the<br />
A500 weren’t up to the processor intensive job of texture mapping. An advanced engine demanded a<br />
powerful machine. Conversely, some developers cre<strong>at</strong>ed basic engines which would run on all Amigas and<br />
so benefit from the largest machine base.<br />
This summary will focus on shooters and omit some first person or texture mapped games which don’t fit<br />
the precise genre. Some games th<strong>at</strong> aren’t included are the two Trapped titles, which are texture mapped<br />
RPGs, and Aquakon, an outdoor based first person shooter with a traditional sprite based engine. De<strong>at</strong>h<br />
Mask is included since it was specifically marketed as a Doom style game.<br />
� ALIEN BREED 3D<br />
Team 17/Ocean, 1995<br />
Long before Grand Theft Auto made the<br />
jump from 2D to 3D one of Team 17’s flagship<br />
games threw off its top-down view<br />
and became a first person shooter. To be<br />
honest, there isn’t a gre<strong>at</strong> deal left from<br />
the original Alien Breed games but merging<br />
“Alien Breed” and “3D” in the mid-90s<br />
was enough to get most Amiga owners<br />
very excited.<br />
Alien Breed 3D’s screen is filled by a<br />
large interface and a small window in the<br />
centre. This is an understandable trade-off<br />
for a game which is designed to run on a<br />
basic A1200. The Enter key removes the<br />
interface and expands the screen size but<br />
results in a blocky display.<br />
The screen size may be small but this<br />
has allowed Team 17 to include some<br />
advanced fe<strong>at</strong>ures. Where some engines<br />
are restricted to one plane,<br />
Alien Breed 3D allows multiple<br />
levels and stairs,<br />
permitting sophistic<strong>at</strong>ed<br />
designs. There is an<br />
array of weaponry,<br />
including a massive<br />
rocket launcher and a<br />
plasma gun. There<br />
are also barrels which<br />
destruct in a fiery<br />
explosion, realistic<br />
w<strong>at</strong>er and a variety of<br />
alien sizes.<br />
� FEARS<br />
Bomb Software/Manyk/Guildhall/<br />
<strong>at</strong>tic, 1995<br />
This is the game which resulted from the<br />
programmer’s shareware engine, also<br />
called Fears. The commercial game is<br />
almost unrecognisable from the early<br />
demo and fe<strong>at</strong>ures a near full screen view.<br />
The pixel size is quite large and produces a<br />
blocky display but it’s a reasonable trade<br />
off for extra speed and the colourful loc<strong>at</strong>ions<br />
make up for it. Some configur<strong>at</strong>ion options allow fe<strong>at</strong>ures such as walls to be<br />
turned off and the horizontal screen size to be reduced.<br />
Fears fe<strong>at</strong>ures an excellent selection of weapons: a shotgun, machinegun, rocket<br />
launcher, plasma gun and saw. Due to some sort of transl<strong>at</strong>ion mix up the shotgun is<br />
labelled a rifle and the saw a chain saw. The more powerful guns have a respectable<br />
presence and impact in the game. There is a slight graphical variety to the level’s inhabitants<br />
but they don’t exhibit a gre<strong>at</strong> deal of intelligence.<br />
Fears’ secret weapon is a sophistic<strong>at</strong>ed level designer which is accessible from the<br />
main menu of the game. In line with the slickness of the rest of the game its interface<br />
looks smarter than most level designers. A CD32 port is also available.<br />
� BREATHLESS<br />
Fields of Vision/Power Computing, 1995<br />
Bre<strong>at</strong>hless, unlike Alien Breed 3D and the original Gloom, is intended for powerful Amigas.<br />
The almost full screen 1x1 pixel mode looks very <strong>at</strong>tractive, if your Amiga is capable of running<br />
it <strong>at</strong> a reasonable r<strong>at</strong>e. There are a number of different screen sizes ranging from a<br />
postage stamp 96x60 pixels to the full 320x200. The pixel size can also be changed for a<br />
chunkier but faster display.<br />
When Bre<strong>at</strong>hless was released it boasted a unique fe<strong>at</strong>ure th<strong>at</strong> had been omitted in<br />
the other commercial Doom clones. Using two keys, the player can tilt their view up<br />
and down in order to <strong>at</strong>tack enemies on balconies<br />
or those hiding <strong>at</strong> the bottom of<br />
steps. This adds an extra dimension to the<br />
action although it can now seem fiddly to<br />
modern players who are used to the freedom<br />
and preciseness of mouse look.<br />
Perhaps the weakest element of<br />
Bre<strong>at</strong>hless is the selection of weapons, each<br />
of which is too similar to the others and<br />
which don’t appear on the screen in front of<br />
the view. Like Gloom, they are generally of<br />
the plasma variety and lack the impact of,<br />
say, a Doom shotgun.<br />
apov 4<br />
59
apov 4<br />
60<br />
fe<strong>at</strong>ure<br />
� GLOOM / GLOOM DELUXE<br />
Black Magic/Guildhall, 1995/1996<br />
Gloom boldly eschews any notion of advanced 3D engine fe<strong>at</strong>ures and instead opts for<br />
fast-paced shoot-‘em-up action. First person games of this era are notable for their lack<br />
of enemy intelligence. Their usual plan of <strong>at</strong>tack is to move inexorably towards the player<br />
until stopped by overpowering weaponry. Gloom sidesteps this problem by filling rooms<br />
with crowds of cannon fodder which shuffle about and by providing plasma guns with<br />
varying levels of power to counter the<br />
horde’s thre<strong>at</strong>. The weaponry does suffer<br />
from a distinct lack of variety.<br />
The environment, and the foes you face,<br />
however, vary significantly. There’s a space<br />
ship full of marines, medieval c<strong>at</strong>acombs with transparent ghosts and a red hell popul<strong>at</strong>ed<br />
by demons. Gloom’s biggest drawback is the small screen size although this does maintain<br />
the speed of the action and allows for plenty of mayhem.<br />
Gloom Deluxe drops the AGA requirement but allows for a full screen ECS display on<br />
machines with enough memory and processor power and includes a flo<strong>at</strong>ing weapon for<br />
effect. Although Gloom’s engine isn’t the most advanced it does boast an excellent fe<strong>at</strong>ure:<br />
a playable Defender machine.<br />
� DEATH MASK<br />
Apache/Altern<strong>at</strong>ive, 1995<br />
De<strong>at</strong>h Mask is a bit of a che<strong>at</strong>. The first<br />
person view is produced using the same<br />
technique th<strong>at</strong> was employed for Dungeon<br />
Master and Hired Guns. Movement is<br />
block-by-block and not the free-ranging<br />
3D th<strong>at</strong> is expected in these games. Still,<br />
the game was marketed as a Doom clone<br />
(“360 degrees of rot<strong>at</strong>ing action”) and it<br />
does a reasonable job of faking the 3D so<br />
let’s look <strong>at</strong> it in this round-up.<br />
Once the disappointment subsides<br />
De<strong>at</strong>h Mask turns out to be a fun shooter.<br />
There are over thirty levels to work<br />
through for one or two players. In either<br />
mode the player view occupies only half<br />
the screen. A decent set of Doom type<br />
weapons are supplied, including a knife,<br />
double barrel shotgun and mini-gun. The<br />
weapons are anim<strong>at</strong>ed. It’s as if the developers<br />
were remorseful of their deception<br />
regarding the lack of a 3D engine and so<br />
included a number of ne<strong>at</strong> little touches<br />
and fe<strong>at</strong>ures.<br />
De<strong>at</strong>h Mask’s problems are general to<br />
this type of game with a step-by-step<br />
movement. Unlike Doom, the player can’t<br />
quickly dodge <strong>at</strong>tacks and must instead<br />
engage in one-on-one b<strong>at</strong>tles along corridors<br />
as each enemy awaits his turn.<br />
� BEHIND THE<br />
IRON GATE<br />
Ego/Black Legend, 1995<br />
Aimed squarely <strong>at</strong> the basic A500 market,<br />
Behind the Iron G<strong>at</strong>e runs on a lightweight<br />
and speedy engine. The walls and floors<br />
are gener<strong>at</strong>ed using wh<strong>at</strong> appears to be<br />
Gouraud shading. Gargoyle, monster,<br />
galaxy, pistol and Sigmund Freud textures<br />
adorn the walls. It’s close to monochrome<br />
but somehow looks good in a minimalistic<br />
way.<br />
A shop between levels provides an<br />
interesting selection of items, including a<br />
sniper rifle and other firearms. Money is<br />
earned by destroying robots in each level<br />
and levels are completed by activ<strong>at</strong>ing<br />
bombs and finding the exit.<br />
The default control system is a little<br />
tricky to get used to. The mouse is used<br />
to turn the view and to move, whilst holding<br />
down the right button moves the hand<br />
pointer which interacts with objects. There<br />
are three other control methods which<br />
provide vari<strong>at</strong>ions, including the sensitivity<br />
or allow control with the joystick. It’s quite<br />
fiddly and means th<strong>at</strong> gameplay is slower<br />
and quite like th<strong>at</strong> of an RPG.
� UBEK<br />
Twin Spark Soft, 1995<br />
At first UBEK appears to be a standard<br />
Doom clone but a few fe<strong>at</strong>ures mark it<br />
apart. The fundamental gameplay style is<br />
actually a cross between Wolfenstein 3D<br />
and Oper<strong>at</strong>ion Wolf. Although the view<br />
changes as the player moves around, the<br />
aiming reticle can be controlled with the<br />
mouse, allowing precise shooting. A<br />
Robocop-style identifying rectangle highlights<br />
noteworthy objects. Both the joystick<br />
and the mouse move the player<br />
through the game world.<br />
Precision is required since de<strong>at</strong>h is<br />
never very far away. The first level is dotted<br />
with spikes and unhelpfully fe<strong>at</strong>ures a<br />
base turret which reduces health to zero<br />
extremely quickly. Clearly the frontal<br />
assault option is out. Most of the game is<br />
in Polish so unless you understand the<br />
language there is much trial and error. On<br />
the first level the goal is to find an altern<strong>at</strong>ive<br />
entrance to the base. This is a small<br />
drain which provides another way in.<br />
UBEK is anchored in the real world and<br />
is closer to a stealth-based action game<br />
than a straight demon-action-fest. The levels<br />
are varied with some unique touches,<br />
including a shark infested sea and a prison<br />
level where one can poke mutant pigs with<br />
a fork. It’s necessary to solve a few puzzles<br />
to proceed, including finding a key for<br />
a door. It does get better than this; one<br />
puzzle involves finding a floppy disk for an<br />
Amiga, inserting the disk and then interacting<br />
with the computer to flick three<br />
switches to open a door. The texture<br />
mapped graphics are functional and the<br />
main pistol is slightly<br />
weedy but UBEK<br />
is sufficiently<br />
different to be<br />
an interesting,<br />
if difficult,<br />
game.<br />
CHUNKY VS PLANAR<br />
fe<strong>at</strong>ure<br />
How are graphics stored in memory? One possible graphical storage system<br />
would be to store the value (colour) of each pixel in a long row. For example, in<br />
order to store an image with up to 256 colours the following values could be<br />
placed in each consecutive memory address:<br />
00000000 (colour no. 0)<br />
10010000 (colour no. 144)<br />
00010110 (colour no. 22)<br />
00010110 (colour no. 22)<br />
In the above examples there are four pixels with colours 0, 144, 22 and 22. This is<br />
a Chunky graphics system and is the method used by the Doom-era PC.<br />
The Amiga uses a different system; Planar graphics. The bits for each pixel are<br />
displayed in different loc<strong>at</strong>ions (bitplanes) in memory and must be combined in<br />
order to find the colour of a pixel th<strong>at</strong> is to be displayed. For example, an eight<br />
colour Planar system would use the following bytes:<br />
Bitplane 1 0 0 1 1<br />
Bitplane 2 1 1 0 0<br />
Bitplane 3 0 1 1 1<br />
Bitplane 4 0 0 0 0<br />
Compare this to the Chunky system:<br />
00000100 00000110 00001010 00001010<br />
In the Chunky system each colour is displayed one after the other. In the Planar<br />
system each Bitplane row is stored <strong>at</strong> a different loc<strong>at</strong>ion in memory.<br />
In order to find the first colour the Chunky system needs only to make one read<br />
oper<strong>at</strong>ion: 0100. The Planar system needs to go to bitplane 1 then read 0, go to<br />
bitplane 2 then read 1, go to bitplane 3 then read 0 and finally to bitplane 4 and<br />
read 0.<br />
A 256 colour display would need eight reads since eight bits are required to store<br />
up to 256 numbers e.g. this is one pixel:<br />
Planar<br />
Bitplane 1 0...<br />
Bitplane 2 0...<br />
Bitplane 3 1...<br />
Bitplane 4 0...<br />
Bitplane 5 0...<br />
Bitplane 6 1...<br />
Bitplane 7 0...<br />
Bitplane 8 0...<br />
"With Doom the monitor screen became<br />
a magic rabbit hole, and you fell down it,<br />
screaming all the way." John Carmack<br />
The Chunky system is clearly faster than Planar since only one memory read is<br />
required per pixel r<strong>at</strong>her than up to 8 reads. This is one reason why Doom clones<br />
on the Amiga are quite slow compared to the PC.<br />
Planar, on the other hand, is supposedly better for scrolling, parallax type games.<br />
Less memory is also used by the Planar system to display low numbers of<br />
colours. This is because it doesn't require a full memory address for a small number.<br />
For example, a sixteen colour Planar pixel needs 4 bits whereas Chunky<br />
would probably use the whole byte (8 bits).<br />
D O O M I N N U M B E R S<br />
$250,000<br />
Amount paid to id Software by<br />
Atari for the Jaguar port of Doom.<br />
apov 4<br />
61
apov 4<br />
62<br />
fe<strong>at</strong>ure<br />
� PROJECT<br />
BATTLEFIELD<br />
TSA/Mirage Media, 1995<br />
Project B<strong>at</strong>tlefield is surely one of the<br />
least known Doom clones on the Amiga.<br />
The game is in Polish but this is not a<br />
major problem since most of the game is<br />
simple enough to understand and is generally<br />
wordless. The basic gameplay<br />
involves loc<strong>at</strong>ing key cards and using<br />
them on terminals dotted around a maze.<br />
The texture mapping is on a single level<br />
and is essentially without a ceiling or moving<br />
floor. However, a background mountain<br />
range with a gradient sunset and a st<strong>at</strong>ic<br />
two colour floor are reasonable replacements.<br />
Other fe<strong>at</strong>ures include a variety of<br />
wall textures, barrels which explode (r<strong>at</strong>her<br />
weakly), doors and the odd moving wall.<br />
The 3D, however, isn’t very fast. A choice<br />
<strong>at</strong> the start of the game allows the player<br />
to choose between a cut-down A500<br />
configur<strong>at</strong>ion and the larger screen of the<br />
A1200 version.<br />
There are some general gameplay problems<br />
with Project B<strong>at</strong>tlefield. Although<br />
there is a wireframe map (displayed with<br />
the right mouse button) there doesn’t<br />
seem to be a way to rot<strong>at</strong>e or zoom out.<br />
It’s therefore of little use when navig<strong>at</strong>ing<br />
around the large maze. Aiming <strong>at</strong> soldiers<br />
and robots is difficult and the gun doesn’t<br />
work when the enemy is too close. It’s an<br />
interesting game but ultim<strong>at</strong>ely too limited.<br />
� CITADEL /<br />
CYTADELA<br />
Arrakis Software/Virtual Design/<br />
Black Legend, 1995<br />
Citadel is the English version of the Polish<br />
game Cytadela. It’s possible to run it on an<br />
A500, albeit in an extremely tiny window<br />
(64x42 pixels!). The detail can be<br />
increased for faster machines and there’s<br />
a full screen mode which omits the interface<br />
altogether.<br />
Gore and violence abounds in Citadel.<br />
There are the usual hanging torsos and<br />
blood spl<strong>at</strong>tered walls. Blood pours down<br />
the screen when health has run out. One<br />
of the weapons is a flamethrower which<br />
can be used to set fire to foes instead of<br />
shooting them. The range of weapons is<br />
good and also includes a shotgun, minigun<br />
and rocket launcher. Barrels explode<br />
in a chain reaction when shot.<br />
Mouse control works well where the left<br />
button moves forward and the right button<br />
shoots. Keyboard control is also available.<br />
Perhaps the strangest fe<strong>at</strong>ure of Citadel is<br />
the energy sapping walls. Walk into a wall<br />
and your character will eventually head<br />
butt himself to de<strong>at</strong>h. This bizarre decision<br />
restricts freedom of movement. Although<br />
a sort of interference is displayed on<br />
screen when the character touches a wall<br />
this can be turned off. Interestingly,<br />
Cytadela has recently been turned into an<br />
Open Source game for multiple pl<strong>at</strong>forms.<br />
� PROJECT<br />
INTERCALARIS<br />
TSA/Mirage Media, 1996<br />
Project Intercalaris may well be a sequel<br />
to Project B<strong>at</strong>tlefield, judging by the similar<br />
name and publisher. Additionally, the<br />
feel of the game is very akin to<br />
B<strong>at</strong>tlefield. The maze, distant mountains,<br />
flo<strong>at</strong>ing weapon and robot enemies seem<br />
quite familiar.<br />
Although similar to B<strong>at</strong>tlefield, the game<br />
is a big improvement in a number of areas.<br />
The 3D display is bigger and although it’s<br />
fairly chunky it covers most of the screen<br />
and the upd<strong>at</strong>e is a bit more responsive.<br />
Explosions are more substantial and the<br />
hovering gun is heftier. The architecture of<br />
the levels has developed, with raised pl<strong>at</strong>forms,<br />
a proper floor and ceilings over<br />
some sections. This projects a more varied<br />
design even in the first small area.<br />
� ALIEN BREED 3D II: THE KILLING<br />
GROUNDS<br />
Team 17/Ocean, 1996<br />
At first glance, the fluidity of the first Alien Breed 3D is lost in this sequel, which<br />
demands a mighty Amiga. There is, however, a concession to slower Amigas. A<br />
cut-down 2Mb version is included with the standard 4Mb release. The 2Mb version<br />
is a pale imit<strong>at</strong>ion of its elder brother though. The advanced engine allows<br />
for a number of fe<strong>at</strong>ures th<strong>at</strong> are usually absent in other Doom clones. There are<br />
keys to look up, look down, to jump<br />
and to duck. Furthermore, there’s a<br />
useful wireframe map overlay.<br />
Perhaps the reason for these<br />
bonuses is th<strong>at</strong> is th<strong>at</strong> The Killing<br />
Grounds is the real deal. It doesn’t<br />
compromise as other Amiga first person games do. For example, the game’s guns are lit by<br />
the engine because they are rendered in 3D and aren’t simple bitmaps.<br />
Alien Breed 3D II has lost some of the distinctive colourful retro-Amiga look of the first<br />
game. Although this is disappointing it is oddly appropri<strong>at</strong>e, given how far it departs from the<br />
notion of an Amiga game. It was ahead of its time and is therefore best played on WinUAE<br />
and a fast PC and not on an Amiga. In this environment it becomes a much better game.
� NEMAC IV<br />
ZenTek, 1996/1997<br />
fe<strong>at</strong>ure<br />
Nemac IV has no lofty ambitions to advanced fe<strong>at</strong>ures apart from one. The display can<br />
be adapted to suit the capabilities of your Amiga. For example, a view size of 64x32 is<br />
permissible (if unplayable). A higher size of 320x256 brings gre<strong>at</strong> improvements. Even<br />
better is a size of 1024x768 or above. These high resolutions can be achieved using a<br />
graphics card or WinUAE’s emul<strong>at</strong>ed “uaegfx” card. On the PC the game runs extremely<br />
smoothly. The game also supports the Graffiti hardware add-on which provides the<br />
chunky graphics mode and even 3D glasses.<br />
The gameplay is a fast-paced run and gun affair, with the player controlling a large<br />
robot th<strong>at</strong> sports two large machine guns and grenade launchers. Barrels are helpfully<br />
placed around the levels and they explode in a pleasing way, if not one th<strong>at</strong> challenges<br />
Alien Breed 3D’s deton<strong>at</strong>ions. Progress is made by finding d<strong>at</strong>a keys <strong>at</strong> computer terminals<br />
and loc<strong>at</strong>ing the associ<strong>at</strong>ed door. There isn’t a gre<strong>at</strong> deal to the game but it’s a fun romp through a respectable amount of levels. A<br />
Director’s Cut is also available.<br />
� ULTIMATE<br />
GLOOM & GLOOM 3:<br />
ZOMBIE EDITION<br />
Gareth Murfin/Alpha Software, 1997<br />
Using the Gloom Deluxe engine, Gareth<br />
Murfin released the third in the Gloom<br />
series. The use of the same engine as the<br />
last game is both a strength and a weakness;<br />
the engine is good but its single<br />
plane levels restricts the variety th<strong>at</strong> can<br />
be achieved.<br />
This time the character of Gloom and<br />
Gloom Deluxe is up against an outbreak of<br />
zombies. Everyone loves zombies (well,<br />
nearly) and sticking them in a first person<br />
shooter is a good idea. Valve Software<br />
would l<strong>at</strong>er also think so when they cre<strong>at</strong>ed<br />
the Left 4 Dead games.<br />
Gloom 3 isn’t quite as polished as the<br />
original Gloom games but it does an<br />
admirable job of extending the game with<br />
lots of new levels.<br />
� TESTAMENT<br />
Insanity/APC&TCP/Islona/Signum,<br />
1997<br />
Testament is one of the l<strong>at</strong>er Doom<br />
clones on the Amiga but it is unashamedly<br />
old school. It eschews any notion of pushing<br />
the boundaries of 3D texture mapping<br />
and presents a fairly standard corridorbased<br />
shooter. Unlike Gloom, where there<br />
are considerable changes of theme,<br />
Testament is based in a horror setting<br />
throughout. The textures do vary but<br />
some more diversity in the loc<strong>at</strong>ions<br />
would have made a difference.<br />
There is a minor arsenal of four ballistic<br />
and plasma weapons each of which is anim<strong>at</strong>ed.<br />
A selection of monstrous enemies,<br />
including demons, zombies and flo<strong>at</strong>ing<br />
eye cre<strong>at</strong>ures, p<strong>at</strong>rol the levels.<br />
The game engine is fast, which keeps<br />
Testament fairly responsive and helps to<br />
cre<strong>at</strong>e a playable and entertaining game.<br />
It’s quite limited but suitable for a quick<br />
action fix.<br />
� MONSTRUM / MONSTER<br />
Dual System Production, 1995<br />
� ZOMBIE<br />
MASSACRE<br />
Gareth Murfin/Alpha Software, 1998<br />
The zombies are back in a standalone<br />
game which could almost be called Gloom<br />
4. Like Gloom 3, Zombie Massacre uses<br />
the Gloom Deluxe engine to cre<strong>at</strong>e a first<br />
person shooter in a horror setting.<br />
Gloom’s engine can throw a lot of<br />
enemy sprites <strong>at</strong> the player, so hordes of<br />
zombies are appropri<strong>at</strong>e adversaries.<br />
However, because the space marines of<br />
the original game are being reused with<br />
zombie graphics they do seem a bit too<br />
similar.<br />
Like Gloom 3, Zombie Massacre is a<br />
welcome extension to the Gloom levels,<br />
but be prepared for a limit to the amount<br />
of variety th<strong>at</strong> can come from the one<br />
engine.<br />
The gameplay to this Polish first person shooter is very plain and sees the player hunting<br />
down monsters in a series of arenas. The next arena loads when all the monsters are dead.<br />
The weapon used to effect this extermin<strong>at</strong>ion is underwhelming and makes its presence<br />
known only by a crosshair and bullet noise.<br />
The engine is reasonably fast and seems to use the fuzzy blitter style of rendering th<strong>at</strong><br />
results in serr<strong>at</strong>ed edges. Although the engine is simple, the background and use of colour<br />
produce a graphical variety and the general impression of being outside in an open arena.<br />
Different arenas contain different ogres and each is suitably monstrous in its size.<br />
However, their deportment is diminished by a low number of frames, which gives the impression<br />
of an early 80s 8-bit game sprite. The monsters flock to the player in open areas but<br />
get stuck behind blocks of walls; there is often a frantic search for the last, elusive beastie and the wall behind which he hides. This lack<br />
of monster intelligence does produce a basic game.<br />
apov 4<br />
63
apov 4<br />
64<br />
fe<strong>at</strong>ure<br />
� QUAKE<br />
clickBOOM/id, 1998<br />
When id’s Quake hit the PC scene in 1996<br />
it was a first r<strong>at</strong>e successor to Doom<br />
because - technical consider<strong>at</strong>ions aside -<br />
it was simply an awesomely playable<br />
game. Improbably, a few years afterwards<br />
an Amiga conversion was released by<br />
clickBOOM. This version is a faithful port<br />
and plays just as the PC version does.<br />
However, because of this the Amiga<br />
requirements are high.<br />
The environment is entirely in 3D which<br />
allows for intric<strong>at</strong>e and twisting levels. The<br />
nail gun, rocket launcher and lightning gun<br />
are excellent companions to the standard<br />
shotguns but unlike Doom 2 the player<br />
can’t use a chainsaw; one of the enemy<br />
character types is wielding it! The enemies<br />
in general are well-conceived and notable,<br />
ranging from Rottweiler dogs to lumbering<br />
Shamblers.<br />
Quake’s graphics have been criticised<br />
for looking a little too murky and brown<br />
but this is a minor complaint about an<br />
otherwise superb game. It is, however, not<br />
really worth playing on the Amiga if the PC<br />
version is to hand.<br />
� GENETIC<br />
SPECIES<br />
Marble Eyes/Vulcan, 1998<br />
Ge<strong>net</strong>ic Species was released in 1998,<br />
far beyond the commercial heyday of<br />
the Amiga. It also came some months<br />
after Quake II on the PC and a few<br />
months before Half-Life. The Amiga<br />
itself was seeing a perfect conversion<br />
of Quake. Ge<strong>net</strong>ic Species is therefore<br />
somewh<strong>at</strong> out of time but is still an<br />
accomplished game.<br />
At its core the engine is old fashioned and on a single plane. To make up for this, the<br />
developers have added some excellent fe<strong>at</strong>ures. Foes wander around the corridors in a<br />
realistic manner and lack a perfect aim, meaning th<strong>at</strong> some bullets hit the walls instead.<br />
They can also run away if about to die. Canisters and barrels explode in an organic way<br />
and there are a number of environmental<br />
effects such as drips of w<strong>at</strong>er and<br />
flames. There is a varied selection of<br />
weapons, including the industrial drill<br />
and a stun gun.<br />
A superimposed map is very useful<br />
to give an overview of the levels and<br />
areas but there is still a lot of roaming<br />
in the search for keys or buttons for<br />
opening doors. Some more in-game<br />
guidance would have been welcome.<br />
The Portable Probe Device (PPD) is a<br />
device with two unique gameplay<br />
effects: it shows a trippy view of<br />
wh<strong>at</strong>’s immedi<strong>at</strong>ely down the corridor<br />
and allows other characters to be controlled<br />
to utilise their access to rooms. Graphics<br />
cards are supported and provide a 640x480<br />
view which expands the lower resolution of<br />
the AGA mode. Ge<strong>net</strong>ic Species is a highly<br />
recommended game: it is sometimes<br />
old-fashioned but quite advanced and<br />
fascin<strong>at</strong>ing in other ways.<br />
Open-Source Conversions<br />
Releasing the source code of old games is an<br />
excellent way to bre<strong>at</strong>he some new life into them.<br />
It’s also good news for machines which normally<br />
wouldn’t have seen conversions of these games.<br />
The upside is th<strong>at</strong> gamers get a real version of a<br />
game and not some cunningly named clone. The<br />
downside is th<strong>at</strong> optimis<strong>at</strong>ion of the code may not<br />
have been a priority and the ports may run slowly. A<br />
full version of the game is often required since the<br />
ports are usually of the main executables.<br />
� Wolfenstein 3D<br />
D O O M I N N U M B E R S<br />
10,000,000<br />
Estim<strong>at</strong>ed number of people to<br />
have played Doom within the first<br />
two years of its release.<br />
id Software has released the source code for a<br />
number of their games. Thus, after a period of Doom<br />
clones on the Amiga, Doom itself and its sequel finally appeared. Its predecessor Wolfenstein 3D also<br />
made an appearance. After clickBOOM’s commercial port of Quake there was an additional Open Source<br />
conversion to the Amiga. This version is very similar to the excellent clickBOOM release. Heretic and<br />
Hexen also made their way to the Amiga via source conversions.
fe<strong>at</strong>ure<br />
Porting a game completely also opens up the possibilities of running add-on packs for the original game.<br />
Thus, when Amiga software became scarce l<strong>at</strong>e in the Amiga’s commercial twilight years, magazines such<br />
as Amiga Form<strong>at</strong> and CU Amiga reviewed Quake expansions and total conversions such as Malice.<br />
One notable Open Source conversion was Doom’s rival Duke Nukem 3D. Like the id games it was a game<br />
familiar to PC gamers in the 90s. These days there is little point in playing these exact reproductions on<br />
anything other than the original hardware unless you’re a die-hard Amiga owner with no plans to upgrade<br />
and living a monkish existence.<br />
� Duke Nukem 3D � Heretic � Hexen<br />
Beyond the Standard Amiga:<br />
PowerPC, OS4, MorphOS<br />
There came a point when the 68K Amiga was no longer able to run the gener<strong>at</strong>ion of first person shooters<br />
of the l<strong>at</strong>e 90s. A few of these games were released for the PowerPC machines and OS4. These won’t be<br />
covered in any detail in this article since I don’t have the necessary hardware or the games themselves.<br />
However, the games were ports from the PC and so will be familiar to many gamers already.<br />
Quake II’s world is<br />
larger and more<br />
open than its predecessor.<br />
The setting,<br />
too, is somewh<strong>at</strong><br />
different and takes<br />
place during an invasion of the Strogg pla<strong>net</strong>. It’s generally more<br />
colourful too and overall an excellent game. Hyperion released<br />
the Amiga version in 2002 for the PowerPC.<br />
� Quake III: Arena<br />
Shogo: Mobile Armor Division fe<strong>at</strong>ured two distinct level<br />
types: an outdoor environment fe<strong>at</strong>uring large mechs and little<br />
people and the more usual sort of corridor based setting.<br />
Shogo is a fun and commonly over-the-top shooter which<br />
was released by<br />
Hyperion in 2001 for � Quake II<br />
PowerPC machines.<br />
Quake III: Arena was ported to<br />
MorphOS in 2005 by Mark Olsen<br />
following id’s release of the source<br />
code. Unlike Quake 1, 2 and 4 there<br />
was no single player campaign and<br />
the game instead fe<strong>at</strong>ured multiplayer<br />
arena comb<strong>at</strong> against<br />
humans or bots.<br />
D O O M I N N U M B E R S<br />
$700,000<br />
Estim<strong>at</strong>ed production costs of<br />
Doom in 1993.<br />
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fe<strong>at</strong>ure<br />
Unreleased<br />
Most of the Public Domain Doom engines started as experiments or hobby projects but were probably<br />
anticip<strong>at</strong>ed to be full games <strong>at</strong> some stage. This c<strong>at</strong>egory is for games th<strong>at</strong> were one step further to<br />
becoming commercial titles and which generally had a publisher. Some of the games were conversions of<br />
commercially released games on the PC.<br />
� FACE ATTACK /<br />
FRATZENGEBALLER<br />
Oxyron<br />
The author of RPG texture-mapped games<br />
Trapped and Trapped 2 turned his talents<br />
to cre<strong>at</strong>ing a first person shooter called<br />
Fr<strong>at</strong>zenGeballer. This would have been<br />
more action orient<strong>at</strong>ed than his RPGs. A<br />
preview engine exists and demonstr<strong>at</strong>es a<br />
fairly advanced engine, with lots of<br />
options and fe<strong>at</strong>ures such as jumping,<br />
ducking, looking up and looking down. The<br />
game was left unfinished as the author<br />
moved on to other projects.<br />
� ATMOSFEAR / ENFORCER<br />
Vulcan<br />
Known as both Atmosfear and Enforcer, this is a very early version of a fake Doom clone<br />
written in AMOS. The selection of three weapons are standard; a pistol, shotgun and<br />
machine/plasma gun. Some sound and graphics, including the hand and pistol image, seem<br />
to have made a jump from Doom directly! A few monsters appear and <strong>at</strong>tack from all directions.<br />
It’s similar to De<strong>at</strong>h Mask in th<strong>at</strong> no real time 3D or texture mapping is involved. The first<br />
person view is cre<strong>at</strong>ed using the old Dungeon Master technique but some nifty anim<strong>at</strong>ion<br />
makes the transition between blocks smooth. When walking forward the view bobs up and<br />
down and progresses convincingly. Similarly, turning around on the spot looks right, because<br />
the background is being scrolled horizontally to simul<strong>at</strong>e the changing panorama.<br />
The bogus Doom style has its drawbacks in this case and produces a maze which is like the lines in graph paper. It’s excessively uniform<br />
and perhaps the limit<strong>at</strong>ions of the demo prevented further development. Vulcan would l<strong>at</strong>er publish Marble Eyes’ Ge<strong>net</strong>ic Species, so<br />
perhaps they realised the limit<strong>at</strong>ions of the fake style and went for the real thing instead.<br />
D O O M I N N U M B E R S<br />
$100,000<br />
Estim<strong>at</strong>ed amount earned per day<br />
by id Software from shareware<br />
registr<strong>at</strong>ions following the release<br />
of Doom on the PC.<br />
� BRAIN DEAD /<br />
BRAIN KILLER<br />
Virtual Madness/Titan<br />
The first version of this game is called<br />
Brain Dead and is a tech demo showcasing<br />
the 3D engine. The display is a reasonable<br />
256x198 and necessit<strong>at</strong>es faster<br />
Amigas. There are four options for the<br />
pixel size so this can be used to speed up<br />
the engine. A low colour pair of hands<br />
hovers in front of the view. The right hand<br />
punches assailants and the left hand is<br />
used to hold a mobile mapping device. A<br />
foot can also be employed<br />
to kick the enemy to<br />
de<strong>at</strong>h. The lifelike style<br />
of rendering and the<br />
functioning human<br />
appendages actually<br />
add a sense of reality<br />
to the engine.<br />
� TESTAMENT II<br />
Insanity<br />
Originally intended as a commercial<br />
release, Testament II was l<strong>at</strong>er released<br />
for free. It is quite similar to the first game.<br />
� SWITCHWORLD<br />
Union Interactive<br />
Little is known of Switchworld but the<br />
solitary screenshot in a Polish magazine<br />
preview shows a texture-mapped and<br />
graphically pleasing shooter.
� SiN<br />
Hyperion<br />
On the PC SiN was a fun action shooter<br />
set in a standard future of powerful corpor<strong>at</strong>ions<br />
providing priv<strong>at</strong>e security.<br />
Hyperion took on a conversion for<br />
PowerPC Amigas but in the end the company<br />
released only a Linux version.<br />
Summary<br />
� ALBION<br />
Blue Byte<br />
The cre<strong>at</strong>ors of The Settlers started<br />
developing this first person RPG action<br />
game on the Amiga but it was eventually<br />
abandoned and released on the PC. An<br />
early Amiga preview demonstr<strong>at</strong>es a 3D<br />
engine with interior and exterior loc<strong>at</strong>ions.<br />
fe<strong>at</strong>ure<br />
� SUBSTATION<br />
Unique Development Sweden<br />
Coming from the Atari ST, Subst<strong>at</strong>ion is a<br />
first person shooter much like Behind the<br />
Iron G<strong>at</strong>e. The walls are greyscale shaded<br />
for reasons of speed and the gameplay is<br />
very similar to Wolfenstein 3D, with a single<br />
level world, doors and keys. Although<br />
the Atari ST version was released the<br />
Amiga version was eventually cancelled.<br />
Doom was an excellent ambassador for encouraging PC users to<br />
upgrade their hardware. It’s a classic example of the so-called<br />
“killer app” which drives hardware sales and shifts large numbers of<br />
consoles. On the other hand, the Amiga 500 was a fairly self-contained and<br />
standard computer which often wasn’t upgraded beyond the usual half megabyte of<br />
memory. When the A500 started to show its age various successors, like the A500+ and<br />
A600, failed to provide enough extra raw processing power. The base A1200 and its improved<br />
upgrade capability went a little way towards cre<strong>at</strong>ing a new and faster Amiga but it wasn’t enough. The<br />
Amiga remained in a situ<strong>at</strong>ion where there weren’t enough upgraded machines to justify many graphically<br />
stunning games and there weren’t enough games to justify upgrading.<br />
The Amiga’s ageing hardware and ultim<strong>at</strong>ely limited upgrade route was therefore bad news for it as a<br />
viable gaming pl<strong>at</strong>form. However, as we’ve seen, it did produce a gre<strong>at</strong> range and variety of Doom-inspired<br />
engines. PD and demo scene coders were able to experiment with 3D and texture mapping techniques in a<br />
restricted environment.<br />
In the commercial world developers and publishers made games intended to run on one of three general<br />
pl<strong>at</strong>forms. The cut-down and almost colourless Behind the Iron G<strong>at</strong>e provided a Doom clone for ancient but<br />
numerous A500s, which made a lot of commercial sense. Gloom, Fears and Alien Breed 3D were aimed <strong>at</strong><br />
the standard A1200 configur<strong>at</strong>ion, offering a trade-off between processing power and a reasonable<br />
machine base. Bre<strong>at</strong>hless was expected to drive acceler<strong>at</strong>or purchases and to be run on upgraded A1200s<br />
and A4000s.<br />
Ironically many of these Amiga games really did need PC<br />
hardware to run properly. A modern laptop or PC running<br />
WinUAE is perhaps the best way to play Bre<strong>at</strong>hless, Gloom<br />
Deluxe or Alien Breed 3D II.<br />
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RUN ANY
WHERE<br />
Mobile gaming may be trendy but it is far from new:<br />
game consoles (including portables such as the Game<br />
Gear) have as long and varied a history as the home<br />
computer, with gener<strong>at</strong>ions of machines and users<br />
worldwide bringing the excitement of the arcade home<br />
to the living room.<br />
One of the most useful abilities of computers - the ability<br />
to run software originally written for other machines -<br />
ensures th<strong>at</strong>, though consoles may grow old, they never<br />
disappear. Emul<strong>at</strong>ion gives Amiga owners the chance to relive fond gaming<br />
moments from the past or to experience games<br />
on systems encountered for the first time.<br />
In the first part of a new<br />
series, Carl Stapleton<br />
checks out the range of<br />
console emul<strong>at</strong>ors on<br />
offer and gives his Amiga<br />
an identity crisis.
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fe<strong>at</strong>ure<br />
Back in the days when Atari was young and<br />
could actually sell things, the VCS (l<strong>at</strong>er 2600)<br />
was for many the introduction to home gaming.<br />
Despite having 128 bytes of RAM, five<br />
sprites and a rubbish version of Pac-Man, the<br />
2600 survived the crash of 1983/4 and waves<br />
of competitors from Japan to become the<br />
longest-commercially-lived games console.<br />
Low-powered it may be, but the 2600 is<br />
problem<strong>at</strong>ic to emul<strong>at</strong>e accur<strong>at</strong>ely due to its<br />
idiosyncr<strong>at</strong>ic display scheme and the use of<br />
various bank switching techniques and<br />
undocumented hardware fe<strong>at</strong>ures in many<br />
games. Virtual 2600, ported by M<strong>at</strong>thew<br />
Stroup from a Unix original by Alex Hornby, is<br />
capable but slow, falling short of real 2600<br />
speed even on an 060. The WarpUP port by<br />
Steffen Haeuser gets closer, but still no cigar.<br />
Bank switching for larger ROMs is supported<br />
though unstable.<br />
� Tanks. The only way to<br />
settle an argument.<br />
� Before Out Run, Sega Rally, MSR, MotorStorm or even Bump 'n' Burn, there was Enduro.<br />
Sound output can be toggled, though sound<br />
slows the emul<strong>at</strong>or down considerably and<br />
white noise (used in sound effects such as<br />
explosions) is not emul<strong>at</strong>ed. A screenmode<br />
option allows custom screens, a flickery "fast<br />
and ugly" mode or a window on the desktop.<br />
A faster altern<strong>at</strong>ive is Stella, again ported<br />
by the industrious Mr Stroup. Stella (the original<br />
codename of the 2600, fact fans) supports<br />
more games than V2600 and has a list of fe<strong>at</strong>ures<br />
guaranteed to please: high quality sound<br />
emul<strong>at</strong>ion, cartridge and Supercharger (cassette)<br />
image support, bank switching, screenmode<br />
selection and emul<strong>at</strong>ion of just about<br />
“Low-powered it may be, but the<br />
2600 is problem<strong>at</strong>ic to emul<strong>at</strong>e<br />
accur<strong>at</strong>ely.”<br />
any 2600 controller (joystick controllers, keyboard<br />
controllers, paddle controllers, driving<br />
controllers, CBS Booster-Grip controllers and<br />
even real Atari 2600 paddles). Basically,<br />
everything required to give the young 'uns a<br />
taste of retrogaming 1981-style and/or to<br />
bring fond memories of Comb<strong>at</strong> flooding back<br />
for the more m<strong>at</strong>ure among us. And for th<strong>at</strong><br />
extra-authentic<br />
hand cramp you<br />
must plays<br />
Comb<strong>at</strong><br />
Pitfall!<br />
River Raid<br />
Vanguard<br />
Enduro<br />
can, of course, plug Atari joysticks into the<br />
Amiga.<br />
A third option is MESS, the 'Multi Emul<strong>at</strong>or<br />
Super System'. This MAME-derived console<br />
and computer emu supports the 2600 (as well<br />
as hundreds of other systems) but the (PPC<br />
only) Amiga port was last upd<strong>at</strong>ed in 2000<br />
and so lags many revisions behind Windows.<br />
� Live out your (slightly blocky) Jedi fantasies in The Empire Strikes Back.<br />
1977<br />
1982<br />
1982<br />
1982<br />
1983<br />
� She may wear a bow but she's mean: Ms Pac-Man.
Taking the basic premise of the 2600 (TVcomp<strong>at</strong>ible,<br />
cartridge-based, two-player fun<br />
box) and refining it, Nintendo's 8-bit<br />
Entertainment System revitalised the games<br />
console industry in the mid-80s and made a<br />
f<strong>at</strong> plumber a star. The Amiga has five NES<br />
emul<strong>at</strong>ors of varying vintage and capability,<br />
� Ch<strong>at</strong>ting up b<strong>at</strong>hing beauties in The Legend of Zelda.<br />
all of which include the name of the target<br />
machine in their title (two in punning fashion).<br />
Such a variety of emus reflects the enduring<br />
popularity of the NES and ensures th<strong>at</strong> Amiga<br />
owners after a Mario fix are c<strong>at</strong>ered for wh<strong>at</strong>ever<br />
their hardware setup.<br />
A/NES by Morgan Johansson and Fredrik<br />
Schultz is AGA-only (a separ<strong>at</strong>e version c<strong>at</strong>ers<br />
� The most dynamic plumber the world has ever seen.<br />
for CyberGraphX/P96-equipped machines) and<br />
fast (though this varies depending on screen<br />
activity). It has a GUI and supports b<strong>at</strong>tery<br />
backups, sound, two players, compressed<br />
files, Action Replay/Game Genie codes and<br />
CD32 pads. A speed limiter is useful for 040<br />
and 060 owners. v1.17beta1 was released in<br />
March 2010.<br />
May 2010 saw the release of a sequel,<br />
A/NES Professional. Designed for high-end<br />
Amigas (060s are a minimum), A/NES Pro is<br />
more accur<strong>at</strong>e than A/NES - the graphics<br />
engine has been completely rewritten - and it<br />
now supports ECS as well as AGA.<br />
AmiNES by the highly prolific<br />
Juan Antonio Gómez is an<br />
unfinished 'preview version',<br />
begun in order to facilit<strong>at</strong>e 6510<br />
emul<strong>at</strong>ion for begun in order to<br />
facilit<strong>at</strong>e 6510 emul<strong>at</strong>ion for the<br />
same author's AmiPC-Engine. Sound<br />
is supported, albeit imperfectly, and<br />
graphic handling is incomplete so somewh<strong>at</strong><br />
hit and miss, making some games unplayable.<br />
Mirroring is also unimplemented. Only two<br />
mappers are supported, drastically<br />
limiting the number of games th<strong>at</strong><br />
will work. A port to AmigaOS4 was<br />
made in 2005.<br />
Fredrik Olsson's CoolNESs is an<br />
AGA-only emul<strong>at</strong>or th<strong>at</strong> runs on all<br />
32-bit Amigas, with its chief merit<br />
its fast performance: full speed for<br />
most games on an 030<br />
and acceptable speed on<br />
an unacceler<strong>at</strong>ed A1200<br />
with fast memory. It has a<br />
wide range of fe<strong>at</strong>ures<br />
including sound, GUI, support<br />
for four-player adaptors,<br />
split screen, screen<br />
grab, b<strong>at</strong>tery save, internal<br />
IPS support, continue,<br />
more control options than<br />
you could shake a joypad<br />
<strong>at</strong> and a large number of memory mappers.<br />
Development stopped in 2000, with version<br />
0.78 the last to d<strong>at</strong>e, but the source code is<br />
available on the author's website.<br />
must plays<br />
The Legend of Zelda<br />
Megaman 2<br />
Super Mario Bros 3<br />
Ninja Gaiden II<br />
Kirby's Adventure<br />
� Neoww, zap! Crisis Force.<br />
1986<br />
1988<br />
1988<br />
1990<br />
1992<br />
fe<strong>at</strong>ure<br />
� Bam, right on the button: Punch-Out!!<br />
DarkNESs is an Amiga original by Mark Van<br />
Hal th<strong>at</strong> supports AGA and graphics cards<br />
(though surprisingly the emul<strong>at</strong>or ran faster<br />
on an AGA screen than on an 8-bit Voodoo3<br />
screen on my test system). Version 0.30 adds<br />
sound support, double buffering, improved<br />
scrolling and mapper support, a turbo mode<br />
and frame counter. A separ<strong>at</strong>e version utilises<br />
the MMU for extra speed. Screen refresh<br />
options allow a choice between tile-based and<br />
line-based modes, toggleable before or during<br />
“Amiga owners after a Mario fix<br />
are c<strong>at</strong>ered for wh<strong>at</strong>ever their<br />
hardware setup.”<br />
emul<strong>at</strong>ion. Control is by keyboard only.<br />
DarkNESs, as the author himself st<strong>at</strong>es, isn't<br />
the fastest NES emul<strong>at</strong>or for the Amiga (an<br />
040 doesn't manage full speed), but it is the<br />
most comp<strong>at</strong>ible.<br />
DarcNES (no rel<strong>at</strong>ion), a port from a Linux<br />
original, emul<strong>at</strong>es more than just the NES:<br />
with support for the Master System, Game<br />
Gear, ColecoVision, MSX, Apple ][ and PC<br />
Engine it qualifies as a small scale multimachine<br />
emul<strong>at</strong>or. Like many of M<strong>at</strong>hias<br />
'AmiDog' Roslund's ports, DarcNES requires a<br />
Power PC Amiga. Version 9b0313 from 2001<br />
is the most recent for the Amiga (besides the<br />
OS4 port from 2005), but the original source is<br />
available for any pioneering coders to upd<strong>at</strong>e.<br />
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fe<strong>at</strong>ure<br />
Unsophistic<strong>at</strong>ed in hardware terms but with a<br />
huge range of games and a long b<strong>at</strong>tery life,<br />
Nintendo's phenomenally successful handheld<br />
proved once and for all th<strong>at</strong> flash tech specs<br />
aren't everything. Several emul<strong>at</strong>ors bring the<br />
Game Boy's 8-bit action and monochrome<br />
graphics to the Amiga. Virtual GameBoy by<br />
Lars Malmborg is a port from a Unix original<br />
by Mar<strong>at</strong> Fayzullin (Lars was motiv<strong>at</strong>ed by the<br />
� Tom poised for mischief on a GBUK screen.<br />
fact th<strong>at</strong> an earlier port of v0.3 by M<strong>at</strong>thias<br />
Bethke and Michael Boese didn't work on his<br />
Amiga). Version 0.7 d<strong>at</strong>es from 1996 and<br />
lacks a GUI, display and speed options, but<br />
works cleanly and quickly (though I experienced<br />
some graphical glitches in Street<br />
Fighter II). A PPC port comes courtesy of Felix<br />
Schwarz.<br />
GBUK by Paul Gaze is another emul<strong>at</strong>or<br />
based on Fayzullin's Unix work. Sound isn't<br />
emul<strong>at</strong>ed, but there are speed and palette<br />
options, definable keys, snapshot save and<br />
image grabbing functions, a file requester and<br />
options for graphic emul<strong>at</strong>ion accuracy. The<br />
program runs on a custom AGA screen with a<br />
decor<strong>at</strong>ive Game Boy surround for extra<br />
<strong>at</strong>mosphere.<br />
GBE is a PPC-only port by M<strong>at</strong>hias 'AmiDog'<br />
Roslund of a 1999 Windows emu by Chuck<br />
� Ryu and Ken prepare to settle their differences (WzonkaLad).<br />
Mason and Steven Fuller (itself based on a<br />
DOS original). GBE supports CD32 pads and<br />
graphics cards and utilises a PPC C2P routine<br />
for fast AGA graphics. It is unique amongst<br />
Amiga Game Boy emul<strong>at</strong>ors in th<strong>at</strong> it supports<br />
Game Boy Color ROM images.<br />
AmiGameBoy by Juan Gómez is based upon<br />
a custom Z80 engine and runs well on an 030,<br />
though it hits the hardware to do so, disabling<br />
multitasking and only working on AGA<br />
screens. On the plus side, it has a nice GUI<br />
(familiar to users of Juan's other emul<strong>at</strong>ors)<br />
and supports two-button joysticks and CD32<br />
pads.<br />
Ville Helin's WzonkaLad - again based<br />
around a handwritten Z80 engine - adds multitasking,<br />
speed/colour control options and<br />
scalable window display support, though<br />
you'll need a graphics card and a fast processor<br />
(i.e. an 060) for bearable use of windowed<br />
� Game Boy Color classics: mode. Both AmiGameBoy and WzonkaLad last<br />
� Kirby Tilt 'n' Tumble...<br />
� Space Invaders...<br />
� ...and Zelda: Oracle of Ages.<br />
“The program runs on an AGA<br />
screen with a Game Boy surround<br />
for extra <strong>at</strong>mosphere.”<br />
saw upd<strong>at</strong>es in the previous century (1999, to<br />
be precise), but the source code for each is<br />
� Tetris 2 comes to Workbench via WzonkaLad.<br />
available should anyone wish to rectify th<strong>at</strong>.<br />
Regardless of emul<strong>at</strong>or, the Game Boy's 160 x<br />
144 display means th<strong>at</strong> playing on a custom<br />
screen (except via GBUK and its pseudo-Game<br />
Boy surround) makes for a lot of black.<br />
must plays<br />
Super Mario Land<br />
Gargoyle's Quest<br />
Metroid II<br />
Pokémon Yellow<br />
Wario Land 3 (GBC)<br />
1989<br />
1990<br />
1992<br />
1998<br />
2000
Developed as a rival to the NES, Sega's<br />
Master System (in wh<strong>at</strong> was to become a p<strong>at</strong>tern)<br />
had to play second fiddle to Nintendo's<br />
machine in the worldwide popularity stakes,<br />
though it was very successful in Europe and<br />
Brazil. Trivia fans might like to note th<strong>at</strong> the<br />
machine was originally named the Sega Mark<br />
III, after the earlier SG-1000 (Sega Game<br />
1000) and SG-1000 II. The Game Gear -<br />
essentially a hand-held Master System - was<br />
to the Game Boy wh<strong>at</strong> the Master System was<br />
to the NES: more powerful but less popular.<br />
The closeness in design of the Master<br />
System and the Game Gear means th<strong>at</strong> Amiga<br />
must plays<br />
Fantasy Zone (MS)<br />
Phantasy Star (MS)<br />
R-Type (MS)<br />
GG Aleste (GG)<br />
Pengo (GG)<br />
1986<br />
1987<br />
1987<br />
1991<br />
1992<br />
emul<strong>at</strong>ors support both. AmiMasterGear,<br />
brother to AmiGameBoy and AmiNES, is an<br />
emu for 68K Amigas th<strong>at</strong> runs well on an 030.<br />
It copes with most game images you throw <strong>at</strong><br />
it, has speed, frameskip, b<strong>at</strong>tery save, screen<br />
and sprite grab and NTSC/PAL options, supports<br />
a wide variety of control methods and<br />
generally gives AGA Amiga users a fast and<br />
fuss-free blast of 8-bit Sega gaming. The program<br />
has a ne<strong>at</strong> little fe<strong>at</strong>ure where it autodetects<br />
the type of cartridge image inserted<br />
and launches the relevant virtual machine<br />
when Power On is clicked. Display is via AGA<br />
custom screen only and, like Juan Gómez's<br />
other emul<strong>at</strong>ors, multitasking is disabled<br />
while the emul<strong>at</strong>ion is running, so desktop<br />
windowed mode is out. As with<br />
other handheld emus, the low<br />
resolution of the Game Gear<br />
(identical to the Game Boy's)<br />
ordinarily means th<strong>at</strong> the action<br />
is framed by a lot of black screen<br />
“It auto-detects the type of image<br />
inserted and launches the relevant<br />
virtual machine.”<br />
when playing on an Amiga, but<br />
AmiMasterGear has an option to<br />
colour the border according to<br />
the background of the emul<strong>at</strong>ed<br />
game. An upd<strong>at</strong>ed version with various fixes<br />
was released by Gaelan Griffin in 2002.<br />
MasterGear is a port for AGA Amigas by<br />
Mark Van Hal of a Unix original by the uberprolific<br />
Mar<strong>at</strong> Fayzullin. It emul<strong>at</strong>es more<br />
accur<strong>at</strong>ely than AmiMasterGear and adds<br />
� Bust th<strong>at</strong> move.<br />
� Mid-80s pl<strong>at</strong>former goodness in Wonder Boy.<br />
fe<strong>at</strong>ure<br />
graphic card support (as long as a mode promotion<br />
utility is used). A super-fast PPC port<br />
by Andre Osterhues supports graphics cards<br />
and windowed mode. A ne<strong>at</strong> GUI has options<br />
for control, English/Japanese mode, game<br />
save and autofire.<br />
� The launch screen and plentiful options of<br />
AmiMasterGear.<br />
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fe<strong>at</strong>ure<br />
Be<strong>at</strong>ing the Game Gear to the 'world's first<br />
colour hand-held' crown, Atari's 1989 Lynx<br />
was undone by a lack of sales and software<br />
support, much like the ill-f<strong>at</strong>ed Jaguar would<br />
be a few years l<strong>at</strong>er. Atari management, eh.<br />
(A quintessentially Atari-style masterstroke<br />
meant th<strong>at</strong> Lynx game development actually<br />
took place on Amigas as the Lynx dev kit<br />
couldn't run on the Atari ST. The fact th<strong>at</strong> the<br />
Lynx was designed by RJ Mical and Dave<br />
Needle, two of the Amiga's original progenitors,<br />
may not be entirely unrel<strong>at</strong>ed). Key reasons<br />
for the Lynx's lukewarm reception were<br />
its large size, short b<strong>at</strong>tery life and cost. The<br />
legend has it th<strong>at</strong> pre-release focus groups<br />
“The Amiga has a single Lynx<br />
emul<strong>at</strong>or, though it comes in a<br />
wide variety of flavours.”<br />
expressed a preference for a bigger machine:<br />
Mical revealed in a 2004 interview with<br />
1UP.com th<strong>at</strong> "they all told us to make it big,<br />
so we made it big," with the result th<strong>at</strong> "the<br />
� Gnarliness abounds in California Games.<br />
original Lynx was mostly air space inside."<br />
The machine's subsequent poor sales and<br />
complaints about its size would bring the<br />
value of this advice into question. As Mical<br />
himself put it, "never trust focus groups."<br />
It may not have sold well, but the Lynx is a<br />
capable machine with a 65C02 CPU (8-bit but<br />
with a 16-bit program counter and address<br />
bus), multiplayer<br />
<strong>net</strong>working capability<br />
and all manner of<br />
hardware sprite and<br />
graphical effects.<br />
The Amiga has a<br />
single Lynx emul<strong>at</strong>or<br />
<strong>at</strong> present, though it<br />
comes in a wide<br />
variety of flavours. Handy is a port of a<br />
Windows original, with version 0.95 released<br />
in 2009. Ports by James Jacobs, M<strong>at</strong>hias<br />
Roslund (v0.70) and Ilkka Lehtoranta support<br />
68K, WarpUP and OS4/MorphOS machines.<br />
The hardware requirements are quite steep,<br />
with a 68040 and 16MB RAM required as a<br />
bare minimum (insufficient for anywhere near<br />
playable speed) and OS4/MorphOS recommended.<br />
Fe<strong>at</strong>ures vary between ports, but the<br />
emul<strong>at</strong>or typically supports AHI, CD32 pads,<br />
game images in ZIP files, gameplay recording,<br />
snapshot load and save, autofire and turbo<br />
speed toggles, AGA and graphics cards and (in<br />
the case of Handy++) overlay support (for<br />
hardware acceler<strong>at</strong>ed real-time scaling) and<br />
an MUI GUI. Generally, if you have the Amiga<br />
to run it, Handy provides a very authentic<br />
emul<strong>at</strong>ed non-handheld handheld gaming<br />
experience. The lack of original games to run<br />
on it is, alas, an authenticity th<strong>at</strong> can't be<br />
helped.<br />
must plays<br />
Chip's Challenge<br />
Raiden<br />
Slime World<br />
Xenophobe<br />
Rampart<br />
� Dirty Larry: Renegade Cop asks<br />
a punk if he's feeling lucky.<br />
� Ride. In. To. The. Danger. Zone. Deadly dogfighting in Blue Lightning. � Now here's a sport. Bring those beach babes home with Malibu Bikini Volleyball.<br />
� Big, bigger, biggest: like Atari's<br />
VCS/2600, the Lynx had a Mk1 and<br />
Mk2. The original Lynx from 1989<br />
(above) and the revised model from<br />
1991 (left).<br />
1989<br />
1990<br />
1990<br />
1990<br />
1991
The successor to the Master System was a<br />
big hit everywhere except its n<strong>at</strong>ive Japan. A<br />
smart move by Sega was to provide backwards<br />
comp<strong>at</strong>ibility with the Master System:<br />
the earlier console's CPU and sound chip were<br />
incorpor<strong>at</strong>ed as coprocessors, and a cartridge<br />
adaptor allowed MS cartridges to be loaded.<br />
Both Mega Drive emul<strong>at</strong>ors for the Amiga<br />
require PPC machines. Gener<strong>at</strong>or is an open<br />
source multi-pl<strong>at</strong>form emu; the Amiga version<br />
comes courtesy of M<strong>at</strong>hias Roslund.<br />
AmiGener<strong>at</strong>or requires a WarpOS/graphics<br />
� Blue, spiky and iconic: Sonic the Hedgehog.<br />
An approxim<strong>at</strong>e contemporary of the Amiga,<br />
Nintendo's 16-bit machine was born in<br />
response to the PC-Engine and Sega's Mega<br />
Drive and, despite a 2-3 year handicap,<br />
inevitably conquered the world. Already<br />
boasting superior graphics and sound to its<br />
must plays<br />
Zelda: A Link to the Past<br />
Final Fantasy VI<br />
Super Metroid<br />
Yoshi's Island<br />
Chrono Trigger<br />
1991<br />
1994<br />
1994<br />
1995<br />
1995<br />
competitors, further enhancements (such as<br />
the Super FX chip) were craftily incorpor<strong>at</strong>ed<br />
via silicon into game cartridges themselves.<br />
The Amiga has two 68K-comp<strong>at</strong>ible emul<strong>at</strong>ors,<br />
AmiSNESE by Jesper Svennevid and<br />
card-equipped Amiga and has a<br />
high level of game comp<strong>at</strong>ibility.<br />
CD32 pads are supported and<br />
there are lots of options to boost<br />
speed (frame skip and de-interlace;<br />
graphics emul<strong>at</strong>ion can be switched between<br />
line-based and frame-based modes; emul<strong>at</strong>ion<br />
of the YM2612 and SN76489 sound chips<br />
and Z80 coprocessor can be toggled). Two<br />
versions of the emu are included in the 0.34<br />
distribution: a fully-fe<strong>at</strong>ured version and a<br />
cut-down 'Turbo' version streamlined for<br />
maximum speed. M<strong>at</strong>hias has also<br />
ported the emul<strong>at</strong>or to OS4.<br />
Genesisplus by Ventzislav Tzvetkov<br />
is a frequently upd<strong>at</strong>ed OS4-only port<br />
from the Nintendo Gamecube / Wii<br />
version of Charles MacDonald's original.<br />
The emul<strong>at</strong>or supports Amiga<br />
joysticks, Zip files, turbo mode, save<br />
st<strong>at</strong>es and fullscreen and handles a<br />
large number of game files.<br />
“Both Mega Drive emul<strong>at</strong>ors for<br />
the Amiga require PPC machines.”<br />
c c c c c c c c c c c c c c c c c c c c c c c<br />
MySNES by Martin Johansson, th<strong>at</strong> only made<br />
it to early beta versions (0.13 and 0.18<br />
respectively). AmiSNESE is system-friendly<br />
and supports graphics cards, though it won’t<br />
run games to a playable degree. MySNES is<br />
AGA-only and runs more than AmiSNESE,<br />
albeit a tad slowly on most machines. A ne<strong>at</strong><br />
little GUI provides a wealth of options including<br />
various speed-up tricks (frameskip,<br />
cacheskip, screen height, upd<strong>at</strong>e method)<br />
plus CD32 pad support and b<strong>at</strong>tery backup<br />
emul<strong>at</strong>ion.<br />
Snes9x, a port by Jesper Svennevid from a<br />
Windows original, is more fully-fe<strong>at</strong>ured than<br />
fe<strong>at</strong>ure<br />
must plays<br />
Revenge of Shinobi<br />
ToeJam & Earl<br />
Streets of Rage 2<br />
Gunstar Heroes<br />
Zombies<br />
1989<br />
1991<br />
1992<br />
1993<br />
1993<br />
� Virtua Racing has polygons aplenty<br />
<strong>at</strong> breakneck speeds.<br />
� Captain America and the Avengers is the be<strong>at</strong>-'em-up<br />
of choice for closet superheroes everywhere.<br />
the betas. It doesn't come with a GUI by<br />
default, but several have been written by third<br />
parties. WarpOS users can try Steffen<br />
Häuser's WarpSNES, while MorphOS users get<br />
a port courtesy of Fabien Coeurjoly.<br />
� B<strong>at</strong>tling the Bydo Empire yet again: Super R-Type.<br />
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fe<strong>at</strong>ure<br />
Technical consider<strong>at</strong>ions aside, the cultural<br />
impact of Sony's first foray into the video<br />
game market is hard to overst<strong>at</strong>e. The<br />
PlaySt<strong>at</strong>ion was the first bona fide 'crossover'<br />
machine th<strong>at</strong> conquered the mainstream and<br />
made legions of non-gamers into gamers.<br />
Good thing or not? Discuss.<br />
On the Amiga front, M<strong>at</strong>hias Roslund (who<br />
else?) strikes again: SOPE brings the delights<br />
of the PlaySt<strong>at</strong>ion to the Amiga, as long as the<br />
Amiga in question has a PPC processor and<br />
Warp3D. A PlaySt<strong>at</strong>ion BIOS is also required.<br />
No GUI or joypad support, but graphics options<br />
aplenty and reasonable speed (with the<br />
MiniGL and dynamic recompil<strong>at</strong>ion version).<br />
must plays<br />
PaRappa the Rapper<br />
Metal Gear Solid<br />
Resident Evil 2<br />
Tekken 3<br />
Tony Hawk's Pro Sk<strong>at</strong>er 2<br />
1996<br />
1998<br />
1998<br />
1998<br />
2000<br />
M<strong>at</strong>hias has also ported FPSE, the Free<br />
PlaySt<strong>at</strong>ion Emul<strong>at</strong>or. FPSE comes in flavours<br />
for OS4, MorphOS, AROS and even 68K/OS3<br />
machines. All versions require 32MB of RAM,<br />
a graphics card, AHI and MUI.<br />
c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c<br />
Nintendo's fifth gener<strong>at</strong>ion machine was a<br />
success but not on the scale of their earlier<br />
hits, nor of Sony's PlaySt<strong>at</strong>ion. A big factor<br />
was the decision to stick with cartridges<br />
r<strong>at</strong>her than move to CDs: this Atari-like move<br />
impacted game complexity and third party<br />
support. The N64 nevertheless saw plenty of<br />
classic games, with GoldenEye 007, Legend of<br />
Zelda: Ocarina of Time, and Super Mario 64<br />
three commonly cited standout titles.<br />
One emul<strong>at</strong>or for the Nintendo 64 has been<br />
converted to the Amiga: TrueReality. N<strong>at</strong>urally<br />
“TrueReality requires a heftilyupgraded<br />
Miggy.”<br />
� Unleash your inner boy racer with Gran Turismo 2.<br />
� Racing of a quite different kind in Mario Kart 64.<br />
enough, the WarpUP port by M<strong>at</strong>hias Roslund<br />
requires a heftily-upgraded Miggy: PPC, 3D<br />
graphics card (Permedia 2 is strongly recommended),<br />
32MB (more for large ROM files),<br />
WarpUP v4.0, CGFX v3 or l<strong>at</strong>er and Haage &<br />
Partner’s StormMESA. TrueReality has also<br />
been ported to MorphOS by Stefan<br />
Haubenthal. The only fe<strong>at</strong>ure<br />
not to survive<br />
the transl<strong>at</strong>ion is<br />
MiniGL's screenshot<br />
function.<br />
And th<strong>at</strong>'s about<br />
it for Amiga console<br />
emul<strong>at</strong>ors: as far as we<br />
know, nobody has yet<br />
written a S<strong>at</strong>urn, X-Box or<br />
� Scantily dressed fisticuffs in Soul Blade.<br />
must plays<br />
Super Mario 64<br />
GoldenEye 007<br />
Zelda: Ocarina of Time<br />
Banjo-Tooie<br />
Perfect Dark<br />
� Shootout in the gents? All in a day's<br />
work when you're Bond, James Bond.<br />
1996<br />
1997<br />
1998<br />
2000<br />
2000<br />
Wii emul<strong>at</strong>or. Have fun trying a few emus out<br />
and perhaps discovering new games. In the<br />
next issue, we'll take a look <strong>at</strong> emul<strong>at</strong>ors for a<br />
wide range of classic home computers.
apov 4<br />
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fe<strong>at</strong>ure<br />
The Beckhams had long lived in their est<strong>at</strong>e,<br />
in the opulence which their eminence afforded<br />
them. Their position, however, was unfortun<strong>at</strong>ely<br />
disadvantageous, in part due to a<br />
surfeit of male heirs and a paucity of those of<br />
the eligible, female breed. This scarcity was,<br />
however, but a minor deficiency when viewed<br />
against the master of the household's team<br />
position in Sensible Soccer, an antediluvian<br />
recre<strong>at</strong>ion which had remained archaically<br />
unchanged in form for many years... (Oi! Less<br />
of the Austen pastiching! This is supposed to<br />
be a factual article about all the versions of<br />
Sensible Soccer. - Ed)<br />
Sensible Soccer<br />
This, then, is a guide to all the releases of<br />
Sensible Soccer. Why, you might ask, is such<br />
a guide needed? Surely such a well-known<br />
game needs no such investig<strong>at</strong>ion? Pshah, we<br />
say. It does, or to be more accur<strong>at</strong>e, it did,<br />
when the Hall Of Light d<strong>at</strong>abase entries were<br />
cre<strong>at</strong>ed. It's hardly a puzzle which requires a<br />
Rosetta Stone to decipher but the Sensible<br />
Soccer games did have many releases and<br />
upd<strong>at</strong>es, which do cause some confusion<br />
about which was released in which year. The<br />
guide <strong>at</strong>tempts to cross-reference different<br />
sources, including version numbers from the<br />
floppies and magazine review months.<br />
The original Sensible Soccer releases spanned the years 1992 to 1994. They are quite straightforward and were usually assigned<br />
version numbers on the titlescreen. Of note are the CD32 versions and a couple of spin-offs: the Amiga Power "England vs<br />
Germany" demo with a black and white mode and Amiga Action's Unsensible Soccer coverdisk which fe<strong>at</strong>ured an "apples versus<br />
oranges" game.<br />
Title Version Year Developer Publisher Selected Magazine Reviews<br />
Sensible Soccer V1.0 1992 Sensible Renegade<br />
Sensible Soccer: European<br />
Champions / Sensible Soccer<br />
v1.1<br />
Sensible Soccer: England vs<br />
Germany<br />
V1.1 1992 Sensible Renegade<br />
V1.1 1992 Sensible<br />
Unsensible Soccer V1.1 1993 Sensible<br />
Sensible Soccer: European<br />
Champions / Sensible Soccer<br />
v1.1 CD32<br />
Amiga Power<br />
(Future<br />
Publishing)<br />
Amiga Action<br />
(Europress<br />
Interactive)<br />
The One: Jun 1992<br />
Amiga Action, Amiga Form<strong>at</strong>, Amiga<br />
Power, CU Amiga: Jul 1992<br />
Zero: Aug 1992<br />
Amiga Computing: Sep 1992<br />
CU Amiga: Dec 1992<br />
Amiga Action, Amiga Form<strong>at</strong>, Amiga<br />
Power: Jan 1993<br />
Amiga Power Coverdisk demo (issue 21,<br />
Jan 1993)<br />
Amiga Action Coverdisk demo (issue 42,<br />
Mar 1993)<br />
V1.1 1993 Sensible Renegade Amiga Form<strong>at</strong>: Jan 1994
Sensible Soccer<br />
Sensible Soccer: Intern<strong>at</strong>ional<br />
Edition v1.2 / Intern<strong>at</strong>ional<br />
Sensible Soccer: World<br />
Champions<br />
Sensible Soccer: Intern<strong>at</strong>ional<br />
Edition v1.2 CD32<br />
V1.2 1994 Sensible Renegade<br />
V1.2 1994<br />
Apache /<br />
Sensible<br />
Renegade<br />
fe<strong>at</strong>ure<br />
Amiga Form<strong>at</strong>: Jul 1994<br />
Amiga Action: Aug 1994<br />
Amiga Action, Amiga Power: Mar 1994<br />
Amiga CD32 Gamer: Sep 1994<br />
Sensible World of Soccer (SWOS)<br />
The era of Sensible World of Soccer is a little more confusing. Seasons are used in many of the releases and so the version<br />
number must be discovered using another method. Although the original Sensible Soccer disks were in a non-DOS form<strong>at</strong>, the<br />
SWOS disks are in an AmigaDOS form<strong>at</strong>. If the RNC compressed "swos2" file is examined, it reveals version numbers and even<br />
wh<strong>at</strong> appear to be compil<strong>at</strong>ion times.<br />
Of note here is th<strong>at</strong> SWOS 1.1 was available both as a standalone version and an upd<strong>at</strong>e disk. There was also an Amiga Action<br />
magazine demo set on the moon with a peculiar version number th<strong>at</strong> mentions The One magazine. After the last official version<br />
of SWOS a couple of unofficial upd<strong>at</strong>es brought the SWOS d<strong>at</strong>a up to the time of the 1998 World Cup.<br />
Title Version Year Developer Publisher Selected Magazine Reviews<br />
Sensible World Of Soccer<br />
Sensible World Of Moon<br />
Soccer<br />
Sensible World Of Soccer<br />
v1.1 & Upd<strong>at</strong>e disk<br />
Sensible World Of Soccer<br />
95-96<br />
Sensible World Of Soccer<br />
95/96: European<br />
Championship Edition<br />
Sensible World Of Soccer<br />
'96/'97<br />
Sensible World Of Soccer<br />
97/98<br />
Sensible World Of Soccer<br />
1998 World Cup Upd<strong>at</strong>e<br />
VERSION 61 (disk 1)<br />
60 (disk 2)<br />
(06/12/94 10.50PM)<br />
ASM 6/12/1994<br />
CJ0612235200<br />
THE ONE SWOS<br />
COVERDISK PRE-<br />
RELEASE VERSION<br />
(13/10/1994)<br />
1310<br />
CJ1310181833<br />
SWOS VERSION 81<br />
(23/05/95 11.30PM)<br />
ASM 23/5/1995<br />
CJ2305112836<br />
Upd<strong>at</strong>e disk:<br />
SWOS VERSION 80<br />
(22/05/95 06.30PM)<br />
ASM 22/5/1995<br />
PCJ2205183953<br />
SWOS VERSION 135<br />
(01/12/95 11.35)<br />
ASM 1/12/1995<br />
CJ0112114509<br />
SWOS VERSION 144<br />
(18/04/96 21.50)<br />
ASM 18/4/1996<br />
CJ1804215359<br />
SWOS VERSION 152<br />
(06/11/96 13.55)<br />
ASM 6/11/1996<br />
CJ0611135245<br />
1994 Sensible Renegade<br />
1994 Sensible<br />
Amiga<br />
Action (IDG<br />
Media)<br />
1995 Sensible Renegade<br />
Amiga Power: Dec 1994<br />
Amiga Computing, Amiga Form<strong>at</strong>, CU<br />
Amiga, The One: Jan 1995<br />
Amiga User Intern<strong>at</strong>ional: Mar 1995<br />
Amiga Action Coverdisk demo (issue<br />
65, Christmas 1994)<br />
1995 Sensible Renegade Amiga Power: Jan 1996<br />
1996 Sensible Renegade<br />
Amiga Form<strong>at</strong>, Amiga Power, CU<br />
Amiga: Jul 1996<br />
1996 Sensible Renegade CU Amiga: Jan 1997<br />
Unofficial release 1997 Gideon<br />
Cresswell /<br />
Sensible<br />
Unofficial release 1998<br />
Gideon & Dom<br />
Cresswell /<br />
Sensible<br />
CU Amiga<br />
(Emap)<br />
apov 4<br />
79
There's nothing quite like locking<br />
horns with a pal in a good multiplayer<br />
game. The Amiga is blessed with<br />
plenty, and some of the best come<br />
from the world of PD. Carl Stapleton<br />
and Adrian Simpson get cosy on the<br />
sofa and bring you the lowdown on<br />
twenty tête-à-tête PD classics.
apov 4<br />
82<br />
fe<strong>at</strong>ure<br />
CROAK 2 � SELWYN STEVENS � 1995<br />
DR. MARIO � TRASH � 1992<br />
Croak 2 plays a fine game of Frogger – for it<br />
be a remake of th<strong>at</strong> classic – and is faithful to<br />
the original in all the places it counts. Any<br />
differences are generally improvements: the<br />
graphics are crisp, colourful and slightly-3D;<br />
contextual sound effects add bounce; bonus<br />
pickups mix things up a bit; there are seven<br />
spots to fill <strong>at</strong> the top r<strong>at</strong>her than the five of<br />
the original. The only thing missing is a jolly<br />
tune.<br />
A direct clone of a NES original, Dr Mario<br />
gives one or two players the chance to play<br />
doctor in a Tetris-y pill-rot<strong>at</strong>ing fashion.<br />
Variously-coloured germs are sc<strong>at</strong>tered<br />
around the play area and must be wiped out<br />
by dropping pills to cre<strong>at</strong>e lines of four m<strong>at</strong>ching<br />
colours horizontally or vertically.<br />
Played alone, the game is one of (more or<br />
less) quiet concentr<strong>at</strong>ion. Adding a second<br />
player, however, transforms the dynamic<br />
GRINGOS � MARIO SPERANDA � 1998<br />
AIR TAXI � DAVID C MAY � 1994<br />
Players of a certain age will recognise the<br />
inspir<strong>at</strong>ion behind Gringos: an ancient arcade<br />
game called Boot Hill (or the even older Gun<br />
Fight). Cowboy on the left, cowboy on the<br />
right, cacti or other objects between them and<br />
a stagecoach whizzing periodically up the<br />
middle. Thus assembled, wh<strong>at</strong> do the two<br />
cow-gentlemen in our little scene do? Shoot<br />
<strong>at</strong> each other, of course!<br />
A shot to the belly kills instantly, but a shot<br />
Up to five (!) players b<strong>at</strong>tle to ferry customers<br />
about with the winner the one with the most<br />
cash <strong>at</strong> the end. Drive a taxi? Easy. Ah, but<br />
you don't drive about - you fly, so there's<br />
Thrust-esque gravity and inertia to contend<br />
with as well as the other players. And the<br />
game has a steady supply of new hazards to<br />
keep things fre<strong>net</strong>ic.<br />
Speedy and smooth is the way to make<br />
bucks. Practice pays: play for a while and<br />
EXTREME VIOLENCE � SI GREEN � 1992<br />
It's one-on-one killing here; nothing more,<br />
nothing less. Run your little chap around your<br />
half of the split screen and get your opponent<br />
before he gets you. There are bonus pickups<br />
to randomise things up a bit but things invariably<br />
boil down to a short-range zig-zagging<br />
shoot out. Unless one player grabs the homing<br />
missile bonus, th<strong>at</strong> is.<br />
First to ten kills wins, and it's funny how<br />
many times the scores are neck and neck,<br />
The game is fun played solo, but the addition<br />
of a simultaneous two-player mode gives the<br />
whole thing an extra dimension. Having a<br />
competitor to race against as well as the<br />
clock gets the old adrenaline going, and<br />
scrapping for landing spots (and points) when<br />
things are fre<strong>net</strong>ic is gre<strong>at</strong> fun. A slight oddity<br />
is the way the game ends for both players<br />
when one player is out of lives. Best to go for<br />
high scores in one-player mode, methinks.<br />
entirely: it becomes a ruthless b<strong>at</strong>tle where<br />
anything goes. The small but key factor<br />
responsible is th<strong>at</strong> completing lines on your<br />
side means random gunk gets dropped on<br />
your opponent's side, messing everything up.<br />
The graphics are better than the somewh<strong>at</strong><br />
weedy ones of the original, and the music is a<br />
distinct improvement over the NES's beepy<br />
tunelets. A fine two-player game, Dr Mario<br />
can no<strong>net</strong>heless cause tempers to flare.<br />
to the leg merely wounds: the wounded player<br />
can then only move half as fast (a tragic spectacle)<br />
but can still win. It's a very s<strong>at</strong>isfying<br />
thing, actually, hobbling around on one leg<br />
and still managing to nail th<strong>at</strong> flea-bitten<br />
varmint on the other side. Graphics are bright<br />
and colourful but anim<strong>at</strong>ion is minimal, as<br />
befits a clone of a 70s game. Gringos is an<br />
example of a game distilled down to the<br />
gameplay essentials.<br />
you'll find yourself performing all manner of<br />
nifty little manoeuvres to pinch a customer<br />
before someone else.<br />
You can lose money as well as make it: fuel<br />
has to be replenished, and you get fined if you<br />
come to grief with a customer on board. This<br />
of course means th<strong>at</strong> unscrupulous players<br />
can go kamikaze and deliber<strong>at</strong>ely take out a<br />
rival. Collisions can be turned off, though<br />
anyone using th<strong>at</strong> option is probably a girl.<br />
necessit<strong>at</strong>ing a sudden de<strong>at</strong>h decider. But<br />
then perhaps it isn't so strange, as the game<br />
is so completely equitable it's basically like<br />
tossing a coin each time. No-one is ever going<br />
to lose ten-nil <strong>at</strong> Extreme Violence. Fact.<br />
The simple gameplay perhaps makes<br />
Extreme Violence more of a quick blast than a<br />
game played <strong>at</strong> any gre<strong>at</strong> length, but within<br />
its limit<strong>at</strong>ions it provides laughs and more<br />
than a little tension.
KNOCKOUT � BEN WYATT � 1996<br />
Like many of the games here, the gameplay in<br />
Knockout (5 stars out of 5 in APoV 1) could<br />
fairly be described as 'pick up and play'. Take<br />
control of a little car and try to knock your<br />
opponents off the edge of a continually<br />
shrinking circle. Then drive off it to safety.<br />
Sounds easy? You've obviously never played<br />
this exercise in barely-organised chaos, then.<br />
Car handling takes a little getting used to,<br />
but only a little, and a handy option means<br />
BIPLANE DUEL � PETER MASON � 1989<br />
KNIGHTS � REAPER � 1994<br />
Take on a friend in mortal, barely-airborne<br />
comb<strong>at</strong> with a remake of an ancient<br />
Intellivision game. Biplane Duel is very similar<br />
to the air comb<strong>at</strong> games in VCS Comb<strong>at</strong> –<br />
single-screen, one shot kills, clouds to sneak<br />
behind – but there is one significant addition<br />
th<strong>at</strong> makes this far more demanding: gravity.<br />
If you take your foot off th<strong>at</strong> pedal, you're<br />
heading for terra firma in a hurry.<br />
Controls are highly tricky to pick up <strong>at</strong> first,<br />
Many of the games looked <strong>at</strong> in this fe<strong>at</strong>ure<br />
borrow from hits of the past. For Knights, the<br />
inspir<strong>at</strong>ion is the Spy vs Spy series. For, while<br />
you are perfectly free to tackle your opponent<br />
in traditional swordplay style, you can also set<br />
traps for him (such as bear traps, poison needles<br />
and spring blades). Ouch.<br />
Like Gravity Power, Knights is two-player<br />
only. It, too, uses a split screen but lacks GP's<br />
serial cable option so the players must share<br />
GRAVITY POWER � BITS PRODUCTIONS � 1995<br />
GUNFIGHTER � OVERDOSE � 1994<br />
A famous PD game, and justifiably so, for it<br />
has to be one of the most addictive multiplayer<br />
games ever devised. GP is a special edition<br />
of Gravity Force 2, made for the admiring<br />
folks <strong>at</strong> Amiga Power.<br />
The idea is to pilot little Thrust-y spaceships<br />
around intric<strong>at</strong>e levels and ruthlessly<br />
blow the crap out of your opponent. So why is<br />
it so good? Put simply, everything about the<br />
game is done well. Controls are intuitive and<br />
Wh<strong>at</strong>ever else it may be, Gunfighter is certainly<br />
a unique-looking Amiga game. The graphics<br />
are digitised clay models, in model desert<br />
scenery, and the effect is highly surreal. The<br />
game itself is simple to the very limit of existence:<br />
the two players each control a gunslinger<br />
and must shoot the other guy twice to<br />
win. (The first shot blows your opponent's h<strong>at</strong><br />
off, Gringos-style). Only one key is thus<br />
required to play, so the illustr<strong>at</strong>ive images of<br />
fe<strong>at</strong>ure<br />
you can adjust the friction to taste anyway.<br />
Knockout is a highly configurable game all<br />
round: there are options aplenty, editors for<br />
vehicle graphics, music and sound samples,<br />
five altern<strong>at</strong>ive game modes (normal, team,<br />
ball, elastic and mag<strong>net</strong>ic) and anything up to<br />
eight players can join in.<br />
Simple, fun, and addictive, Knockout offers<br />
a safe outlet for those demolition derby urges<br />
we all get from time to time.<br />
as acceler<strong>at</strong>ion has to be mastered along with<br />
th<strong>at</strong> old favourite 'down for up, up for down'.<br />
With a little perseverance, though, you'll soon<br />
be diving and loop-da-looping with the best of<br />
'em. (Plus there's an auto-speed option).<br />
The game may be simple, but the intense<br />
one-on-one action it offers is very compulsive.<br />
Graphics are minimalist, but th<strong>at</strong> doesn't<br />
m<strong>at</strong>ter zip. Like all the best games, Biplane<br />
Duel's all about the gameplay.<br />
a single monitor. Honesty is thus required as<br />
stealth and surprise are major factors.<br />
The controls and interface are very nicely<br />
realised and there are options galore. With<br />
customisable quests, randomly gener<strong>at</strong>ed<br />
levels and configurable computer-controlled<br />
enemy activity (zombies and b<strong>at</strong>s roam the<br />
dungeons) there's plenty to keep it fresh,<br />
quite beside the extemporaneous, get-himbefore-he-gets-you<br />
n<strong>at</strong>ure of the gameplay.<br />
precise; anim<strong>at</strong>ion and scrolling are silky<br />
smooth; there's a ton of options (the game is<br />
configurable to a ridiculous degree); there are<br />
masses of different landscape designs and<br />
types (and you can even design your own),<br />
plus gre<strong>at</strong> variety in the weapons available.<br />
The concept might be simple but there's<br />
scope for lots of str<strong>at</strong>egies, so wh<strong>at</strong> works<br />
once may well not work a second time.<br />
In short, just play it. A true classic.<br />
the space bar and enter keys being pressed in<br />
the intro are a thoughtful if superfluous touch.<br />
Don't draw too soon, though: you have to wait<br />
until a sampled voice says "draw" before<br />
reachin' for it. Otherwise, for some unknown<br />
cosmic reason, your gun won't work and you<br />
just have to wait for the grisly end.<br />
Gunfighter is shallow but fun (so, n<strong>at</strong>urally,<br />
Adrian loves it), and is one of those games<br />
th<strong>at</strong> you literally can't be too drunk to play.<br />
apov 4<br />
83
apov 4<br />
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fe<strong>at</strong>ure<br />
PARACHUTE JOUST � 17-BIT SOFTWARE � 1990<br />
The pre-credit sequence of Moonraker (not to<br />
be found in the original novel) sees Bond<br />
wrestle with Jaws for possession of a single<br />
parachute. Parachute Joust is th<strong>at</strong> pre-credit<br />
sequence, on the Amiga, for two players.<br />
We're offered no explan<strong>at</strong>ion as to why two<br />
men are jumping out of an aeroplane and<br />
fighting a duel for a single, precious lifeline<br />
but we can presume th<strong>at</strong> it is an extreme<br />
sport where the second prize is de<strong>at</strong>h.<br />
TANKKK � HIPPOPOTAMUS DESIGN � 1994<br />
Tankkk does nothing more than turn your<br />
(once) powerful Amiga into an Atari 2600.<br />
Moving tanks around a monochrome screen<br />
will be a familiar first gaming memory to<br />
many so perhaps Tankkk taps into a node of<br />
gaming nostalgia.<br />
Up to five players can enter the maze and<br />
shoot <strong>at</strong> each other, making the game a must<br />
for g<strong>at</strong>herings. Although not recommended as<br />
a Christmas Day family pursuit it's perfect for<br />
TRICK OR TREAT � DUNCAN STUART � YEAR<br />
Once a rotund wizard has mastered the<br />
arcane art of spellcasting there is little else to<br />
do but comb<strong>at</strong> other rotund wizards in a 3D<br />
arena. In Trick or Tre<strong>at</strong> these old men rush<br />
around a maze, firing their machine guns in<br />
an <strong>at</strong>tempt to be the last wizard standing. The<br />
maze is uncomplic<strong>at</strong>ed so there is no chance<br />
of getting lost and it is rendered using a simple<br />
but fast and effective texture mapping<br />
engine.<br />
TENNIS CHAMPS � MENTAL SOFTWARE � 1995<br />
The Amiga saw a number of unexceptional<br />
commercial tennis games. Tennis Champs, an<br />
Amiga Power coverdisk game coded in AMOS<br />
by the excellently named Elton and Elliot Bird,<br />
manages to be better than all of them by taking<br />
its inspir<strong>at</strong>ion from the world of consoles<br />
and simply being a lot of fun. A clever and<br />
intuitive control system allows all manner of<br />
shots to be played with a one-button joystick.<br />
There are four different playing surfaces and a<br />
AERIAL RACERS � INSANE SOFTWARE � 1996<br />
Racing games with dinky little cars tap into<br />
deep memories of childhood and Scalextric<br />
sets. The cars usually aren't fixed to the track<br />
either (except in Microdeal's Turbo Trax), so<br />
the player is free to fling his car about in wh<strong>at</strong><br />
the colonials might call a 'gnarly' fashion. On<br />
the Amiga, one of the best racing games is<br />
Skidmarks and Aerial Racers turns out to be a<br />
PD version of it.<br />
Like Skidmarks the perspective is <strong>at</strong> an<br />
Parachute Joust works because, although it's<br />
silly and simple, there is a modicum of tactics.<br />
For example, it's possible to dive quickly<br />
to avoid your approaching opponent or to surrepticiously<br />
grab the parachute when both<br />
players are behind a cloud. Unlike Moonraker<br />
there is no conveniently placed circus to<br />
break the loser's fall. F<strong>at</strong>e has instead placed<br />
a sheep farm underne<strong>at</strong>h the plummeting<br />
sportsmen.<br />
beer drinking sessions with friends. There are<br />
a couple of different mazes and a number of<br />
settings to tweak the game.<br />
The main reason why Tankkk is so good is<br />
th<strong>at</strong> bullets bounce off walls. This seemingly<br />
simple fe<strong>at</strong>ure expands the game's potential<br />
gre<strong>at</strong>ly since bullets can affect parts of the<br />
area away from the tank's immedi<strong>at</strong>e vicinity.<br />
Thus an arena with five players soon becomes<br />
extremely hectic.<br />
The screen is split into two views so each<br />
player must abide by a gentlemanly agreement<br />
not to che<strong>at</strong>. The wizards can cast<br />
spells, each incant<strong>at</strong>ion doing something<br />
amusing to the other player. For example, the<br />
Mag<strong>net</strong> disrupts your opponent's compass,<br />
the Projector cre<strong>at</strong>es a false image of your<br />
wizard, the Freeze stops them in their tracks<br />
and the Attractor teleports them to your loc<strong>at</strong>ion.<br />
variety of players to choose from, and even a<br />
tournament mode.<br />
Graphics are clean and lively, but the game<br />
is most enlivened by a number of gloriously<br />
silly voices. Everything comes together to<br />
form a superb two player game th<strong>at</strong> is miles<br />
better than the (still enjoyable) one player<br />
mode. Tennis Champs was l<strong>at</strong>er commercially<br />
released by Audiogenic as the slightly more<br />
serious Super Tennis Champs.<br />
angle which produces a pleasant fixed-3D<br />
view of the winding, bump-laden tracks. Other<br />
touches - most noticeably the tyre skidmarks<br />
- remind one of Acid's classic, too. Up to three<br />
human players are supported and there is<br />
even a three-way split-screen view. Playable<br />
and <strong>at</strong>tractive, a number of car configur<strong>at</strong>ion<br />
options and a track editor make this a very<br />
worthwhile multiplayer PD game with a fair bit<br />
of lastability.
MASTER BLASTER � ALPHA BROTHERS � 1994<br />
ROKETZ � THE FARM � 1995<br />
Master Blaster is, of course, Bomberman.<br />
Players drop bombs which, after a time,<br />
explode in four directions. Players must c<strong>at</strong>ch<br />
their opponents in an explosion and avoid<br />
being caught themselves. Destroyed walls<br />
reveal bonuses which make longer explosions<br />
and allow more bombs to be dropped <strong>at</strong> once.<br />
These concepts fit together perfectly to form<br />
an awesome game.<br />
Master Blaster supports up to five players,<br />
Roketz is a shareware Thrust clone. Some<br />
Amiga PD games look as bad as good modern<br />
art but Roketz is thoroughly fine-looking and<br />
polished. The game makes use of the AGA<br />
chipset and has a rendered look which was<br />
still fresh on the Amiga in the 90s. The graphics<br />
and the classy white line intro give the<br />
game a professional feel.<br />
Roketz fe<strong>at</strong>ures only six arenas, a small<br />
number compared to Gravity Power. This<br />
SCORCHED TANKS � DARK UNICORN � 1993<br />
In 1829 the Duke of Wellington and the Earl of<br />
Winchilsea fought a duel. The Duke fired wide<br />
and the Earl didn't raise his pistol. Honour<br />
was thus s<strong>at</strong>isfied without bloodshed. Today,<br />
the Duke and the Earl might have played<br />
Scorched Tanks where, in the classic<br />
"Artillery" game fashion, players take turns to<br />
fire <strong>at</strong> each other across a landscape. This is<br />
done by estim<strong>at</strong>ing power and elev<strong>at</strong>ion and<br />
then firing to see the result.<br />
SUPER FOUL EGG � IMPACT PRODUCTIONS � 1995<br />
SNEECH � PAUL BURKEY � 1994<br />
Super Foul Egg is an <strong>at</strong>tempt to convert Dr.<br />
Robotnik's Mean Bean Machine to the Amiga.<br />
Inspired by an Amiga Power request, the<br />
name itself references one of the magazine's<br />
in-jokes. There is something s<strong>at</strong>isfying about<br />
the core Tetris gameplay of combining<br />
m<strong>at</strong>ching shapes. It's even more s<strong>at</strong>isfying to<br />
perform a massive chain reaction and clear<br />
the screen of eggs.<br />
Eggs disappear when combined in horizon-<br />
"Snake" or "Light Cycle" games are based on<br />
the simplest of concepts; a snake or trail<br />
unceasingly travels around an arena collecting<br />
food. Each piece of food extends the snake<br />
which in turn makes it increasingly difficult<br />
for the snake to avoid crashing headfirst into<br />
itself. This basic gameplay idea, seen in Tron<br />
and early mobile phone games, incorpor<strong>at</strong>es<br />
an ever-increasing level of complexity.<br />
In Sneech the challenge is multiplied by the<br />
fe<strong>at</strong>ure<br />
an amount th<strong>at</strong> pushes the limit of the number<br />
of gamers who can comfortably fit around<br />
one Amiga. There are some brilliant power<br />
ups, including a bomb th<strong>at</strong> can be<br />
deton<strong>at</strong>ed on demand to trap an unwary<br />
opponent and remote controlled bombs th<strong>at</strong><br />
can be used to chase a concerned foe.<br />
Collecting lots of coins is a good str<strong>at</strong>egy for<br />
players who wish to buy power ups and gain<br />
an early advantage in the next round.<br />
might affect the longevity of the game but lots<br />
of fun can be had in the short term as each<br />
arena is well constructed and solid. Weapons<br />
and shields can be equipped and bonuses<br />
collected; two players can shoot <strong>at</strong> each other<br />
using the game's split screen mode, a single<br />
player can play the CPU in full screen or the<br />
Amiga can play against itself. Altogether,<br />
Roketz is not very original but it's a slick,<br />
playable and well put together game.<br />
The basic Artillery gameplay is already highly<br />
addictive but Scorched Tanks builds on this<br />
base by including a stupendous array of<br />
weaponry. At the start of the round each<br />
player uses his funds to buy a selection of<br />
weapons, most of which have the power to<br />
significantly alter the landscape. Some<br />
destroy the ground and some add to it. The<br />
weapon variety and the ever-transforming<br />
world keep Scorched Tanks fresh.<br />
tal or vertical rows of four. The chain reactions<br />
are set up by eggs falling into the<br />
desired combin<strong>at</strong>ion after disappearing eggs<br />
free up space. Your success neg<strong>at</strong>ively affects<br />
your opponent and vice versa so the two player<br />
mode is a b<strong>at</strong>tle of one-upmanship th<strong>at</strong> can<br />
be intense and highly addictive. Remember to<br />
demonstr<strong>at</strong>e your AP knowledge and shout<br />
"Taste my foul eggs you cur!" as you fill your<br />
opponent's area with eggs.<br />
ten player mode. All of these players can be<br />
controlled by the CPU but there is a limit of six<br />
human players. Still, th<strong>at</strong>'s a lot of people<br />
around a single screen. Sneech's arena<br />
(visually similar to the one in Speedball II)<br />
soon becomes very busy with ten snakes<br />
slithering around and th<strong>at</strong>'s before the obstacles<br />
appear. Throw in various images of<br />
Salvador Dalí and bingo, you have an Amiga<br />
multiplayer PD classic!<br />
apov 4<br />
85
apov 4<br />
86<br />
fe<strong>at</strong>ure<br />
All this talk about Amiga multiplayer gaming was too much for Carl and<br />
Adrian to resist. Joypads <strong>at</strong> the ready for the bitchingest clash since<br />
two old ladies had words over the last iced bun <strong>at</strong> the bakery counter.<br />
Modern multiplayer gaming is a world away<br />
from Amiga gaming of yesteryear. Amiga<br />
gamers crowded around a screen in the same<br />
room and played Dyna Blaster competitions.<br />
Today gamers can be on different continents.<br />
Yes, in those days there were online comb<strong>at</strong><br />
games like Air Warrior and MUD RPGs. And<br />
yes, today some gamers g<strong>at</strong>her in the real<br />
world for LAN parties.<br />
But, where's the fun? The last time your<br />
writer played Lord of the Rings Online he had<br />
to go "cold turkey" after excessive g<strong>at</strong>hering<br />
of boar pelts caused repetitive strain injury.<br />
Back in the day the only real life danger was<br />
getting caught having Amiga tournaments in<br />
SETTING UP<br />
The plan was to play some Amiga multiplayer<br />
PD games across the Inter<strong>net</strong>. Initially the<br />
idea was for Carl and Adrian to leave the APoV<br />
office and to reloc<strong>at</strong>e to Land's End and John<br />
o'Gro<strong>at</strong>s. This was revised to be "somewhere<br />
near Manchester" and "outer London."<br />
Kaillera is a piece of software which allows<br />
Inter<strong>net</strong> multiplayer gaming on emul<strong>at</strong>ion.<br />
Emul<strong>at</strong>ors must specifically support Kaillera<br />
and some years ago a version of WinUAE was<br />
extended thus by Sane and Thrill.<br />
Unfortun<strong>at</strong>ely, the development of th<strong>at</strong><br />
CHOOSE YOUR WEAPON<br />
So our two titans had identical emul<strong>at</strong>or<br />
setups. Was there anything else (besides plain<br />
old skill <strong>at</strong> gaming) th<strong>at</strong> could make the<br />
the secluded boarders' area <strong>at</strong> school.<br />
Enjoyable online games of Counterstrike were<br />
abandoned after che<strong>at</strong>ing appeared to be<br />
endemic. The only che<strong>at</strong>ing on the Amiga was<br />
the jovial kind; coughing <strong>at</strong> crucial moments<br />
or spiking drinks with sleeping drugs.<br />
This air of nostalgia for a lost era of multiplayer<br />
PD gaming encouraged Carl and Adrian<br />
to set out on an experiment more exciting<br />
than HMS Endeavour's observ<strong>at</strong>ion of the<br />
transit of Venus. Wh<strong>at</strong> if, like during Cook’s<br />
voyage, modern technology could meet old<br />
technology? Wh<strong>at</strong> if we could achieve this<br />
without being e<strong>at</strong>en by cannibals? Exciting<br />
thoughts, we're sure you'll agree.<br />
particular branch of the emul<strong>at</strong>or was<br />
abandoned and the main WinUAE code, as<br />
developed by Toni Wilen, has steamed far<br />
ahead in terms of upd<strong>at</strong>es and fe<strong>at</strong>ures.<br />
In order for the magic to work, both PCs<br />
had to be running a special Kaillera version of<br />
WinUAE. Each install<strong>at</strong>ion was in the same<br />
loc<strong>at</strong>ion on the hard disk and with the same<br />
ROM files and game ADFs. An old version of<br />
WinUAE was used to cre<strong>at</strong>e the configur<strong>at</strong>ion<br />
file and this had to be recre<strong>at</strong>ed each time a<br />
new game was played. The similar setups<br />
difference between winning and losing? Wh<strong>at</strong><br />
about the joypads they used, you might ask.<br />
Good question, we might reply.<br />
Adrian used a Saitek P380 (right), a PS2esque<br />
dual analogue effort th<strong>at</strong> according to<br />
the makers offers "f<strong>at</strong>igue-free gaming."<br />
Carl, on the other hand, used a Logitech<br />
Precision (left), a pad with slightly 'My First<br />
Computer' styling bought because "it was the<br />
only thing they had in the shopping centre."<br />
There you have it. A contrast indeed. A<br />
significant one? Probably not.<br />
The technology th<strong>at</strong> would make it happen<br />
was Kaillera, WinUAE and a load of Amiga PD<br />
games.<br />
avoid problems of synchronis<strong>at</strong>ion between<br />
the two clients. Both players started WinUAE-<br />
Kaillera and used the special tab to find a<br />
Kaillera server. When connected, one player<br />
cre<strong>at</strong>ed a game on the server and waited for<br />
the other player to join. Then the game was<br />
started and both emul<strong>at</strong>ors sprang into action.<br />
� Adrian's a big fan of gun<br />
metal colouring. His<br />
kitchen appliances are<br />
all co-ordin<strong>at</strong>ed, you<br />
know.
DAY 1<br />
Master Blaster<br />
Carl had played Dyna Blaster before but was<br />
unfamiliar with this particular clone. This<br />
wasn't a serious problem since Master<br />
Blaster doesn't vary much<br />
from the basic Bomberman templ<strong>at</strong>e,<br />
except in the case of certain powerups,<br />
such as the timed bomb which<br />
explodes immedi<strong>at</strong>ely when the fire<br />
button is released. This probably<br />
caused too much bias in Adrian's<br />
favour and allowed him to win the<br />
game.<br />
DAY 2<br />
Gravity Power<br />
By this stage the connection was<br />
good and much multiplayer fun was<br />
being had. Carl had bizarrely never<br />
played the game th<strong>at</strong> was Gravity<br />
Force 2 meets Amiga Power but still<br />
repe<strong>at</strong>edly triumphed and secured a<br />
heroic victory. The large selection of<br />
levels, options and frantic comb<strong>at</strong><br />
made this an ideal multiplayer game.<br />
Dr. Mario<br />
The first game of the second<br />
day was the puzzler Dr. Mario.<br />
Another de-synchronis<strong>at</strong>ion<br />
c<strong>at</strong>astrophe caused this round<br />
to be abandoned. Still, the<br />
speed problem was mostly<br />
solved when Carl hosted a<br />
Kaillera server on his own PC.<br />
fe<strong>at</strong>ure<br />
Biplanes<br />
There were some initial setup problems but these were soon resolved.<br />
However, the game speed was sluggish and slightly unresponsive. It was<br />
unclear whether this was due to a reason other than high pings. Both Carl<br />
and Adrian were familiar with Biplanes and its tricky controls but the speed<br />
caused some inconvenience. Still, b<strong>at</strong>tle was joined and Adrian comfortably<br />
won, having fired holes through Carl's biplane and several balloons.<br />
Extreme Violence<br />
Much confusion reigned as both players claimed to<br />
have won against a feeble and confused opponent<br />
who seemed to be having trouble with the controls. It<br />
was concluded th<strong>at</strong> there was some setback which<br />
had resulted in a synchronis<strong>at</strong>ion problem. The game<br />
was nullified.<br />
Tennis Champs<br />
There were still some speed<br />
issues but a full game of tennis<br />
was conducted. Both players<br />
were able to communic<strong>at</strong>e<br />
across the court using the very<br />
handy in-session ch<strong>at</strong> (F11).<br />
Tennis Champs demonstr<strong>at</strong>ed<br />
how fun remote multiplayer<br />
gaming on the Amiga could be.<br />
Carl won an overwhelming<br />
victory against Adrian and walked away with the game and a virtual cup.<br />
Super Foul<br />
Egg<br />
Another round<br />
saw another<br />
puzzle game.<br />
This time it was<br />
the hugely<br />
entertaining<br />
Super Foul Egg, which was<br />
somewh<strong>at</strong> new to Carl. Still, he soldiered on under<br />
waves of rocks produced by Adrian's shape m<strong>at</strong>ching<br />
combos. In the end Adrian's prior Super Foul<br />
Egg experience paid off and he won.<br />
Knock Out<br />
The last round had both players on the<br />
edge, literally. The ever-diminishing<br />
circle of Knock Out reminded Adrian and<br />
Carl of the transitoriness of life but they<br />
continued with the game anyway. All the<br />
computer cars were initially involved but l<strong>at</strong>er this<br />
was scaled back to a more manageable number. Sadly,<br />
the last round was cut short by an emul<strong>at</strong>or crash.<br />
At the end of the two multiplayer sessions Adrian had narrowly won (Wh<strong>at</strong>?! - Asst Ed) although th<strong>at</strong> was mainly due to Carl's unfamiliarity with some of<br />
the games. Technical problems had also played havoc with a number of the rounds.<br />
Beyond the practicalities of connections and old emul<strong>at</strong>or versions, multiplayer gaming over the Inter<strong>net</strong> can be a lot of fun. These games are still<br />
hugely enjoyable today and the (fairly) modern software opens up new possibilities in remote gaming. If only the upd<strong>at</strong>ed WinUAE supported <strong>net</strong>play...<br />
apov 4<br />
87
�<br />
Abime Software brings<br />
War and Peace:<br />
Did you read Volume I of War and Peace and realise th<strong>at</strong> you still had 1,000 pages to go?<br />
� Did you rent out the 1967 Sergei Bondarchuk film and find out th<strong>at</strong> it was over 6 hours long?<br />
� Did you try to w<strong>at</strong>ch the BBC adapt<strong>at</strong>ion only to discover th<strong>at</strong> it was nearly 12 hours in length?<br />
�<br />
Then this Amiga game is for you! Abime has skilfully adapted the whole* of War and Peace for the<br />
Amiga in five thrilling, bite-size levels:<br />
Level 1: Play the comical Captain<br />
Tushin as he controls his artillery<br />
b<strong>at</strong>tery <strong>at</strong> the b<strong>at</strong>tle of<br />
Schöngrabern! Can you stand<br />
against the odds and remain <strong>at</strong><br />
your post? This level uses the ingenious method of joystick waggling<br />
to simul<strong>at</strong>e cannon reloading.<br />
Level 3: Pierre has decided to<br />
become a b<strong>at</strong>tle tourist <strong>at</strong><br />
Borodino. Control him as he<br />
w<strong>at</strong>ches the b<strong>at</strong>tle and avoids<br />
being killed! The b<strong>at</strong>tle is realistically<br />
portrayed using Abime Software's amazing Realview 3D engine.<br />
Level 5: Napoleon's Grande<br />
Armée is rapidly vanishing during<br />
the retre<strong>at</strong> from Moscow. You<br />
play Napoleon in a race against<br />
time as the Krasnoi skirmishes<br />
reduce your army's numbers. Can you avoid losing 400,000 men?<br />
Level 2: Play Andrei as he<br />
<strong>at</strong>tempts to stop the Russian<br />
retre<strong>at</strong> <strong>at</strong> Austerlitz! Napoleon<br />
has masterfully and decisively<br />
be<strong>at</strong>en the Russians and<br />
Austrians. Can Andrei stop the rout? Try to control each unit as it<br />
fails to respond to the controls.<br />
wounded to complete the level?<br />
N.B. Not available on Atari ST version<br />
Level 4: N<strong>at</strong>asha wants to help<br />
the wounded during the burning<br />
of Moscow but the conflagr<strong>at</strong>ion<br />
is spreading. Can you avoid the<br />
inferno and collect enough<br />
Epilogue bonus level: Play as<br />
Hitler as he forgets the lessons of<br />
1812 and invades Russia.<br />
* Excepting... Anna Scherer’s soirée, Pierre Bezukhov’s arrival and indecision, Dolokhov’s bet, the name day celebr<strong>at</strong>ions, Nikolay and Sonya’s rel<strong>at</strong>ionship, N<strong>at</strong>asha and Boris’ talk, dinner <strong>at</strong> the Rostovs’, Prince Vasily’s inheritance machin<strong>at</strong>io<br />
tion, Kutuzov’s nap in the war council, quite a bit of Austerlitz, the retre<strong>at</strong>, Boris’ wounds, Andrei near to de<strong>at</strong>h, Bagr<strong>at</strong>ion’s dinner, Pierre and Dolokhov’s duel, a birth and Lise’s de<strong>at</strong>h, Iogel’s ball, Nikolay’s debt, Bazdeyev and Pierre’s discus<br />
and Alexander’s meeting, an oak tree, springtime, the oak tree again, Andrei and the Legal Code reform committee, Pierre’s agreement for a reconcili<strong>at</strong>ion with Hélène, Berg and Vera’s dowry, N<strong>at</strong>asha and Boris’ love, N<strong>at</strong>asha’s first ball, Andr<br />
and Marya’s discussion, the Rostovs and the Bolkonskys, the opera, N<strong>at</strong>asha and An<strong>at</strong>ole, Madame George’s recital, An<strong>at</strong>ole’s <strong>at</strong>tempt to leave with N<strong>at</strong>asha, Pierre and N<strong>at</strong>asha’s talk, An<strong>at</strong>ole’s departure, N<strong>at</strong>asha’s <strong>at</strong>tempt <strong>at</strong> suicide, the co<br />
and Napoleon’s Grande Armée <strong>at</strong> Smolensk, Napoleon’s march on Moscow, old Prince Bolkonsky’s de<strong>at</strong>h, Marya and the peasants, Pierre and Andrei, lots of Borodino, slaughter, de<strong>at</strong>h, Andrei and An<strong>at</strong>ole’s injuries, the Russian’s lose, Kutuzov<br />
in Voronezh with Marya, Sonya’s letter, Pierre’s interrog<strong>at</strong>ion, execution and Pierre’s reprieve, Andrei’s de<strong>at</strong>h, Napoleon and Kutuzov’s letters, pre-b<strong>at</strong>tle prepar<strong>at</strong>ions, the Cossacks <strong>at</strong>tack, the Grande Armée leaves Moscow, Denisov and Dolo<br />
and Nikolay and the illusion of free will.
you Tolstoy’s<br />
The War Bits<br />
Amiga £25.99<br />
Atari ST £19.99<br />
ns, the count’s de<strong>at</strong>h, the inspection <strong>at</strong> Braunau, the stolen purse, the burning of the bridge, Andrei’s journey with the disp<strong>at</strong>ches, most of the Schöngrabern b<strong>at</strong>tle, Pierre’s marriage, Vasily and An<strong>at</strong>ole <strong>at</strong> Bald Hills, the Emperor’s inspecsion,<br />
Pierre’s freemasonry, Anna’s soirée, Andrei’s est<strong>at</strong>e <strong>at</strong> Bogucharovo, Pierre’s reforms, old Prince Bolkonsky and Pierre, Denisov’s crimes and time in a hospital, Nikolay and Boris <strong>at</strong> Tilsit, the rejection of Denisov’s petition, Napoleon<br />
ei and N<strong>at</strong>asha’s ball, Andrei’s visit to the Rostovs, Andrei and N<strong>at</strong>asha’s secret engagement, Nikolay on the hunt, the capture of a wolf, N<strong>at</strong>asha’s dance, Christmas, Sonya and Nikolay’s love, Nikolay’s regiment, Pierre in Moscow, Pierre<br />
met, Napoleon, Alexander, Balashev and Mur<strong>at</strong>, Balashev’s dinner with Napoleon, Andrei and Pfuel, the war council, a storm, N<strong>at</strong>asha’s illness, communion and mass, Pierre’s vision about Napoleon, Petya <strong>at</strong> the Kremlin, the Emperor, 1812<br />
, the possible defence of Moscow, retre<strong>at</strong>, the Rostovs’ departure, the wounded, Napoleon’s arrival <strong>at</strong> Moscow, the gre<strong>at</strong> fire, Pierre’s saving of Ramballe life and dinner together, N<strong>at</strong>asha with Andrei, Pierre’s arrest, Hélène’s de<strong>at</strong>h, Nikolay<br />
khov’s plans for an <strong>at</strong>tack, Petya’s de<strong>at</strong>h and Pierre’s rescue, the French retre<strong>at</strong> continues and losses mount, news of Petya’s de<strong>at</strong>h, Kutuzov’s de<strong>at</strong>h, the rebuilding of Moscow, Pierre and N<strong>at</strong>asha’s meeting, Count Rostov’s de<strong>at</strong>h, Marya
apov 4<br />
90<br />
fe<strong>at</strong>ure<br />
Curiouser and Curiouser<br />
E I G H T P E C U L I A R A M I G A G A M E L I C E N C E S<br />
Motorhead (1992, Virgin)<br />
Motörhead is a heavy metal/rock band<br />
formed in the 1970s. The band's songs<br />
include Ace of Spades, Overkill, Love Me<br />
Like a Reptile and Jailbait. Someone with<br />
more knowledge of the band's class of<br />
music might be able to write a more<br />
accur<strong>at</strong>e description but they appear to be<br />
the sort of band s<strong>at</strong>irised by Spinal Tap.<br />
At some point in the early 90s somebody<br />
decided th<strong>at</strong> the world needed an Amiga<br />
game based on the band with the horned,<br />
armoured face emblem. The plot of the<br />
game sees the band travel to some<br />
In the days of licenced Amiga games the licence itself was usually an obvious<br />
choice. Robocop, B<strong>at</strong>man the Movie and the Lord of the Rings are examples of<br />
mainstream properties th<strong>at</strong> guaranteed big-selling games. Some licences, though,<br />
were a bit more leftfield than these. Adrian Simpson, a chap with a nose for the<br />
bizarre, is just the man to bring these oddities to light. Note th<strong>at</strong> the peculiarity of<br />
the licence is not a reflection of the quality of the game.<br />
unnamed small town to play a gig. However,<br />
the band's imminent arrival has made someone<br />
very nervous. The band members, save<br />
for 'Lemmy', have gone missing and a note<br />
has been left, noting the kidnapper's worries<br />
about the effect of Motörhead's 'overkill' on<br />
the town. Lemmy must make his way<br />
through a number of horizontally scrolling<br />
Golden Axe-like levels in his quest to save<br />
his fellow musicians.<br />
As a be<strong>at</strong>-'em-up, Virgin's game is less<br />
about Motörhead's music and more about<br />
intolerance. Each level fe<strong>at</strong>ures a different<br />
'villain', such as rappers, country &<br />
western music fans, Japanese karaoke<br />
singers, skinheads, goths and ravers.<br />
The idea is to bash each altern<strong>at</strong>ive<br />
music lover with Lemmy's guitar. Why<br />
can't these fans be left in peace to<br />
enjoy their favourite music? Okay, it's<br />
understandable for rap music. And rave<br />
music. And karaoke.<br />
APoV Peculiarity Index:<br />
3/10
In the 1970s working men smoked<br />
cigarettes, drank beer and played darts in<br />
pubs and clubs across the UK. It was never<br />
an energetic pursuit. In the 1980s it became<br />
even less of an active recre<strong>at</strong>ion as millions<br />
turned on the television to w<strong>at</strong>ch contestants<br />
play darts on the game show Bullseye.<br />
The programme was hosted by Jim Bowen<br />
whose c<strong>at</strong>chphrase is widely remembered<br />
as "Super, smashing, gre<strong>at</strong>!"<br />
Things took an even more bizarre turn<br />
when the TV programme of the sport was<br />
turned into an Amiga game of the TV<br />
programme of the<br />
Like Bullseye, 'Allo 'Allo! was another<br />
popular TV programme in the UK in the 80s<br />
and 90s and your writer must admit to<br />
w<strong>at</strong>ching both shows before he realised th<strong>at</strong><br />
television was the opium of the people and<br />
th<strong>at</strong> getting rid of the television set was both<br />
desirable and necessary.<br />
Anyway, 'Allo 'Allo was strange because<br />
the show was set in Nazi-occupied France<br />
with characters in the Resistance and the<br />
Gestapo. Of course, comedy doesn't have to<br />
be about pleasant ideas to be funny and<br />
relevant. Dr. Strangelove, for example,<br />
s<strong>at</strong>irises the nuclear holocaust<br />
sport. Jim Bowen seems to be absent from<br />
Bully's Sporting Darts but Bully, the show's<br />
overweight mascot, makes his presence<br />
known throughout the game.<br />
Darts are a peculiar pastime to be turned<br />
into a computer game. Whereas most programmers<br />
aim to offer the player a slick<br />
control system, games based around darts<br />
deliber<strong>at</strong>ely sabotage the controls so th<strong>at</strong><br />
the skill lies in overcoming this handicap. In<br />
Bully's Sporting Darts the dart-holding hand<br />
flo<strong>at</strong>s in front of the dartboard, moves with a<br />
noticeable inertia and is constantly being<br />
pulled downwards by a mysterious force.<br />
fe<strong>at</strong>ure<br />
Bully’s Sporting Darts (1993, Altern<strong>at</strong>ive)<br />
APoV Peculiarity Index:<br />
4/10<br />
'Allo 'Allo Cartoon Fun (1993, Altern<strong>at</strong>ive)<br />
("Gentlemen, you can't fight in here! This is<br />
the War Room!") and Blackadder Goes Forth<br />
highlights the absurdities of World War I.<br />
However, there was always something not<br />
quite right about the subject m<strong>at</strong>ter as<br />
primetime TV entertainment, especially in<br />
the light of WW2 documentaries such as The<br />
Sorrow and the Pity. The Amiga game of the<br />
TV show isn't concerned with such m<strong>at</strong>ters<br />
and nor should it be. Altern<strong>at</strong>ive's game fe<strong>at</strong>ures<br />
gre<strong>at</strong> represent<strong>at</strong>ions of René Artois<br />
and the other characters and transl<strong>at</strong>es the<br />
programme's comedy into an appropri<strong>at</strong>ely cartoonish style. Still,<br />
one can't completely escape the show's<br />
peculiar setting when playing the game.<br />
APoV Peculiarity Index:<br />
5/10 91<br />
apov 4
apov 4<br />
92<br />
fe<strong>at</strong>ure<br />
Monty Python's Flying Circus (1990, Virgin)<br />
We all love Monty Python and its dead<br />
parrots, Spanish Inquisition, lumberjack<br />
song and the fish slapping dance. The TV<br />
show was famous for its non-conformity and<br />
irreverent style. At a time when licenced<br />
games were often fairly formulaic, how<br />
could Monty Python be turned into a pl<strong>at</strong>former<br />
or multi-staged licence game?<br />
The answer is... pretty well, actually.<br />
Monty Python's Flying Circus, the game, has<br />
a level-based structure but disguises it with<br />
inter-level cartoons and non-linear levels.<br />
There are plenty of Monty Python references<br />
littered throughout. The graphics are<br />
rendered in a Terry Gilliam style, giving the<br />
impression of playing through one of his<br />
surreal cartoons.<br />
It's interesting to specul<strong>at</strong>e about an<br />
Amiga game based on one of the plot-based<br />
Monty Python films. In the Holy Grail, King<br />
Arthur would have to perform a number of<br />
tasks in each level such as speaking to God,<br />
avoiding a falling cow, answering the questions<br />
of Tim the Enchanter and using the<br />
Plan 9 From Outer<br />
Space (1992, Gremlin)<br />
B-movies don't have to be bad films. 1954's<br />
Them! fe<strong>at</strong>ures giant, mut<strong>at</strong>ed ants but still<br />
manages to be a gre<strong>at</strong> film. However, Ed<br />
Wood's 1959 film Plan 9 From Outer Space<br />
is most definitely dreadful with its terrible<br />
special effects, bad acting, awful script and<br />
expiring actors.<br />
One of the advantages of acquiring a<br />
licence for the film must surely have been<br />
the low cost. The l<strong>at</strong>est Arnold<br />
Schwarzenegger blockbuster would have<br />
been expensive because of its contempo-<br />
Holy Hand Grenade of Antioch against a<br />
deadly rabbit. In the Life of Brian, the titular<br />
character would have to join the Peoples'<br />
Front of Judea, correct a L<strong>at</strong>in sentence, fly<br />
through space in an alien craft, avoid<br />
becoming a prophet and sing along to<br />
Always Look on the Bright Side of Life on<br />
the cross.<br />
APoV Peculiarity Index:<br />
6/10<br />
raneity. Most games<br />
bought licences to<br />
ride the wave of<br />
popularity and<br />
recognisability but a<br />
few games were<br />
based on decadesold<br />
films, like Fantastic Voyage or Plan 9<br />
From Outer Space.<br />
Of course, Gremlin's plan was to market<br />
their game on the film's cult appeal. The<br />
game box is suitably B-movie in style and<br />
proudly proclaims th<strong>at</strong> Plan 9 From Outer<br />
Space was "Voted the worst movie of all<br />
time..." This raises the question whether a<br />
game based on a bad film should also be a<br />
bad game. There were certainly bad games<br />
based on good films and bad games based<br />
on bad films. Still, it's a peculiar licence th<strong>at</strong><br />
even comes with a VHS cassette of the film.<br />
Carlos (1994, Microids)<br />
Carlos AKA Carlos Dolto AKA Jean-<br />
Christophe Doltovitch AKA Yvan-<br />
Chrysostome Dolto was a French singer who<br />
died in 2008. The rotund Carlos sang a number<br />
of songs which can best be described as<br />
"peculiarly French." The lyrics of 'Papayou',<br />
for example, go something like "Papayou,<br />
papayou, papayou, papayou lélé, j'ai le plus<br />
beau des papayou lélé."<br />
The lyrics for the song 'Le Tirelipimpon' are:<br />
Tirelipimpon sur le Chihuahua<br />
Tirelipimpon avec la tête avec les bras<br />
Tirelipimpon un coup en l'air un coup en bas<br />
Touche mes castag<strong>net</strong>tes moi je touche à<br />
tes ananas!<br />
On a superficial level, the songs seem to be<br />
aimed <strong>at</strong> children but they actually contain a<br />
number of sexual references.<br />
French publisher Microids released a<br />
game based on Carlos, called Carlos.<br />
APoV Peculiarity Index:<br />
8/10
Mr Blobby (1994, Millennium)<br />
The character Mr Blobby arose from Noel<br />
Edmonds' TV show Noel's House Party, in a<br />
sketch where celebrities were fooled into<br />
thinking th<strong>at</strong> they were taking part in a children's<br />
TV series. The idea was th<strong>at</strong> the<br />
imbecilic Mr Blobby (Noel Edmonds in a<br />
large pink suit) would embarrass the<br />
celebrity and provide some entertainment. It<br />
wasn't exactly the wit of The Importance of<br />
Although<br />
the game had<br />
the potential to<br />
be an early Guitar<br />
Hero-style musical extravaganza<br />
(without the guitar), Carlos does<br />
not sing in any of the five levels.<br />
Instead, Carlos is a pl<strong>at</strong>form game<br />
where Carlos must rescue some trendy<br />
kids, a sort of allig<strong>at</strong>or/lizard/green/woman thing<br />
and wh<strong>at</strong> appears to be her<br />
broom. A missed opportunity!<br />
APoV Peculiarity Index:<br />
10/10<br />
Being Earnest or Kind Hearts and Coro<strong>net</strong>s<br />
but admittedly, it was slightly amusing.<br />
Mr Blobby then took on a horrifying life of<br />
its own and became popular in its own right.<br />
It wasn't the sort of development th<strong>at</strong> saw<br />
The Simpsons outgrow the Tracey Ullman<br />
Show. It was a perplexing popularity th<strong>at</strong><br />
highlighted the continual dumbing down of<br />
television (and this on a show th<strong>at</strong> was<br />
never highbrow in<br />
the first place). The<br />
nadir came when a<br />
Mr Blobby song<br />
went to number one<br />
in the UK charts,<br />
A disturbing number<br />
of people spend<br />
their free time<br />
c<strong>at</strong>ching up on the<br />
lives of fictional<br />
people in so-called<br />
'soap operas'. These<br />
dramas are reputedly based on real life, or<br />
<strong>at</strong> least on situ<strong>at</strong>ions where the participants<br />
shout <strong>at</strong> each other endlessly.<br />
Some soap operas, such as Coron<strong>at</strong>ion<br />
Street and EastEnders, have been running<br />
for a long time. In the 80s someone had the<br />
idea to cre<strong>at</strong>e an Australian soap opera set<br />
in a cul-de-sac called Ramsay Street.<br />
Instead of the dreary streets and tedious<br />
kitchen dram<strong>at</strong>ics of Coron<strong>at</strong>ion Street, the<br />
fe<strong>at</strong>ure<br />
although th<strong>at</strong> may also be indic<strong>at</strong>ive of the<br />
st<strong>at</strong>e of popular music in the 1990s.<br />
Mr Blobby on the Amiga was published by<br />
Millennium. However, the game was originally<br />
Super Troll Islands, a conversion of a<br />
SNES game fe<strong>at</strong>uring the troll toys th<strong>at</strong> also<br />
fe<strong>at</strong>ured in the Amiga game Trolls. Someone<br />
in Millennium decided th<strong>at</strong> the Mr Blobby<br />
licence would be more suitable and would<br />
presumably make more money. Think of the<br />
poor developers!<br />
Neighbours (1991,<br />
Impulze/Zeppelin)<br />
APoV Peculiarity Index:<br />
7/10<br />
new show, Neighbours, would fe<strong>at</strong>ure sunlit<br />
streets and tedious kitchen dram<strong>at</strong>ics.<br />
Faced with the insurmountable odds of<br />
accur<strong>at</strong>ely representing the TV programme<br />
as an Amiga game, Zeppelin decided to<br />
cre<strong>at</strong>e a Paperboy style racing game<br />
instead. The game box mentions curiously<br />
capitalised cre<strong>at</strong>ures: "rogue Kangaroos,<br />
Wallabies, Emus, Koala Bears and of course,<br />
the dreaded Mrs. Mangel." The box also<br />
announces th<strong>at</strong> "Zeppelin presents the game<br />
no-one else dared bring you..." The TV show<br />
was also the subject of a Public Domain<br />
adventure, also called Neighbours.<br />
APoV Peculiarity Index:<br />
9/10<br />
apov 4<br />
93
Amiga Paradigm November 2009 $ 8.00 � www.amiga-paradigm.com<br />
THE magazine for serious Amigans!<br />
PRINTER<br />
DRIVERS<br />
We reveal wh<strong>at</strong>’s HOT and wh<strong>at</strong>’s<br />
not in the most exciting roundup<br />
this year!<br />
PLUS: Interview with Dirk Gruenewald, mousem<strong>at</strong> collector<br />
Mod your Amiga part 19: make it a real girlfriend<br />
Amiga Inc - on to a winner in Kyrgyzstan?<br />
PostScript, HP, even - yes! CalComp! RTS PBM? You can with a printer...<br />
No.68<br />
SIXTH SENSE<br />
INVESTIGATIONS<br />
SHOGO: MAD<br />
MYST<br />
FROGGER V1.28
12<br />
NEWS<br />
T<br />
AmiLCARS<br />
Digital living for Amigans<br />
� Developer: Uberholt Computertechnik<br />
� Release d<strong>at</strong>e: Winter 2009<br />
� Price: 495 Euros<br />
here are many Amigans who enjoy the<br />
science fiction show Star Trek. This is<br />
quite understandable, as the show fe<strong>at</strong>ures a<br />
future where mankind lives in harmony,<br />
space travel is commonplace and women<br />
wear skimpy outfits as a m<strong>at</strong>ter of course.<br />
Another <strong>at</strong>tractive aspect is the computer on<br />
board the Enterprise, which can be activ<strong>at</strong>ed<br />
by voice and can control the lights, doors,<br />
coffee machines and all other systems on the<br />
ship. And which talks in a female voice.<br />
Many are the Amigans who wonder when, if<br />
The AmiLCARS hardware fitted inside an A500<br />
ever, such a thing will m<strong>at</strong>erialise (as in the<br />
m<strong>at</strong>erialis<strong>at</strong>ion of a person who has used a<br />
teleporter in the show Star Trek) in their<br />
own lives. The incredible news is th<strong>at</strong> th<strong>at</strong><br />
time is now.<br />
Beam me up<br />
Demonstr<strong>at</strong>ed for the first time <strong>at</strong> the recent<br />
Amiga show 'Amiga Extreme Baden-Baden<br />
2009', AmiLCARS is an ingenious expansion<br />
th<strong>at</strong> connects to the Lisa chip and clock port<br />
and uses wireless signals to control every<br />
device in your house. Once installed, the system<br />
is entirely voice activ<strong>at</strong>ed and even<br />
responds in a customisable voice (defaulted<br />
to "19-year-old female cosplay fan"). A tiny<br />
but sensitive microphone listens for voice<br />
commands through the PCMCIA port and<br />
transmits these to the processor. AmiLCARS<br />
currently recognises eight thousand phrases,<br />
including "Lights," "Tea, Earl Grey, hot" and<br />
"Vibr<strong>at</strong>e the chair a little more, ohhh, yeah...<br />
th<strong>at</strong>'s it, now tell me again about the nasty<br />
things you'd like to do with my joystick."<br />
The software used to control the gadget th<strong>at</strong><br />
will control your house comes on three floppy<br />
disks and supports Amiga OS 1.2 and up.<br />
Disk 1 has an install<strong>at</strong>ion script which should<br />
be executed to begin install<strong>at</strong>ion. Users<br />
without hard drives can run the software<br />
from floppy, though disk swapping is<br />
required if you want your refriger<strong>at</strong>or door<br />
to open or your toaster to give muffins a<br />
light toasting.<br />
Playing house<br />
AmiLCARS is the work of little-known<br />
German Amiga hardware startup Uberholt<br />
Computertechnik. Their previous credits<br />
include the Agricola scanquadrupler and a<br />
trapdoor expansion card th<strong>at</strong> gives A1200s<br />
the processing power of a Cray XT5, though<br />
this l<strong>at</strong>ter product only ever made it to the<br />
prototype stage.<br />
At the Baden-Baden show, lead developer<br />
Alexander Koch took the AmiLCARS system<br />
through its paces and answered questions<br />
from show <strong>at</strong>tendees.<br />
The installer interface<br />
Using his voice alone, Alexander dimmed the<br />
lights in the exhibition hall, boiled a kettle<br />
and loaded Cannon Fodder on every Amiga<br />
in the room. Two <strong>at</strong>tendees fainted when<br />
AmiLCARS responded to his commands in a<br />
sultry affirm<strong>at</strong>ive.<br />
Co-developer Ernst Fuchs was unable to<br />
make the show, a guru medit<strong>at</strong>ion on his<br />
A1200T leaving him locked in his apartment<br />
with hyperactive furniture and Let's Hear It<br />
For the Boy looping continuously from his<br />
MP3 system.<br />
Wowed Amigans immedi<strong>at</strong>ely hailed the<br />
product as a gre<strong>at</strong> advance. Mark Eargle of<br />
the South Brampton Amiga User Group<br />
placed a pre-order <strong>at</strong> the show and told<br />
Amiga Paradigm th<strong>at</strong> AmiLCARS "will allow<br />
Amigans to spend even less time away from<br />
their machines doing real world stuff and<br />
more time arguing about the rel<strong>at</strong>ive merits<br />
of Wings and Captive on Amiga boards."<br />
A man pointing <strong>at</strong> a Mac and saying something<br />
Coder Knud Olesen excitedly squealed th<strong>at</strong><br />
"it will be just like having an actual female<br />
housekeeper, except this one won't ask for a<br />
raise or thre<strong>at</strong>en to sue for harassment!"<br />
Registered AmiLCARS users will be able to<br />
download software upd<strong>at</strong>es from the<br />
Uberholt website, including GUI skins and<br />
additional female voices in IFF form<strong>at</strong>. The<br />
developers hope to have an OS4 version<br />
ready for 2011.
Frogger V1.28<br />
A new froggame for AmigaOS 4?<br />
F<br />
rogger is a new game for AmigaOS 4,<br />
though the game concept isn't new - the<br />
original of wh<strong>at</strong> we can call a "frog crossing<br />
the road before crossing a river simul<strong>at</strong>ion"<br />
was released many years ago, by those<br />
Japanese pioneers Konami.<br />
The talented Amiga development team Ultra<br />
Future Amiga Boing have now brought<br />
Frogger up to d<strong>at</strong>e by cre<strong>at</strong>ing a new version<br />
for AmigaOS 4, MorphOS and the Casio SL-<br />
460L.<br />
The title has been a WIP (Work In Progress)<br />
for approxim<strong>at</strong>ely 7 (seven) years, with<br />
demos shown <strong>at</strong> Amiga shows such as<br />
Pla<strong>net</strong>a Amiga 2003 and North Humberside<br />
Amiga User Group Expo 06. A YouTube video<br />
of lead programmer, Aki-Petter Aravirta,<br />
playing Frogger has been the subject of message<br />
board discussions for some time. Each<br />
to their own.<br />
Getting it<br />
� Developer: Ultra Future Amiga Boing<br />
� Release d<strong>at</strong>e: August 2009<br />
� Price: 35 Euros<br />
Frogger, like all the best Best of Country &<br />
Western CD compil<strong>at</strong>ions, is not available in<br />
any stores (in the "physical premises th<strong>at</strong><br />
you can walk into and exchange money for<br />
products" sense), but th<strong>at</strong> anachronistic<br />
method of purchasing software is no gre<strong>at</strong><br />
loss in the shiny new world of Inter<strong>net</strong> connectivity<br />
and Amigas. The game can be<br />
ordered from the developers' homepage and<br />
probably Amazon.<br />
The requirements for running the game are<br />
fairly typical for modern Amiga games: An<br />
AmigaOne, AmigaOS 4, and 85 MB hard disk<br />
space is required. Altern<strong>at</strong>ively MorphOS<br />
can be used if configured correctly, and the<br />
authors hope th<strong>at</strong> the twelve people who<br />
use it will buy their game! Classic Amigas,<br />
expanded with PowerPPC cards and<br />
Cybervision PPC graphics cards, will not run<br />
Frogger.<br />
Installing via the installer<br />
This exciting review is about to get even<br />
more exciting as the following words<br />
describe the install<strong>at</strong>ion procedure!<br />
Install<strong>at</strong>ion is a m<strong>at</strong>ter of following the steps<br />
of booting up your Amiga system, inserting<br />
the game CD, opening the main directory<br />
and double-clicking the icon marked<br />
"Install". This action brings up an installer,<br />
which prompts the user to select various<br />
options and enter a code from the game<br />
inlay. Clicking "continue" on the above-mentioned<br />
installer interface leads it to continue.<br />
The program then installs to the hard drive,<br />
in a loc<strong>at</strong>ion specified by the person using<br />
the installer.<br />
The install<strong>at</strong>ion process is simple and professional,<br />
and is available in six languages so<br />
most Amiga users should be able to follow it.<br />
Game fundamentals<br />
"Frogger is a game where arcade skills are<br />
tested along with thinking skills and keyboard<br />
skills". This is how Frogger is described<br />
on the homepage of the team th<strong>at</strong> wrote the<br />
game! Does this description m<strong>at</strong>ch the way I<br />
am to describe it? Th<strong>at</strong> depends on how the<br />
game plays, and my opinion of it will be<br />
revealed in the rest of the review where I<br />
will write about how I found the game to<br />
play.<br />
The scenario of the game should be familiar<br />
to everyone who has ever enjoyed video<br />
games, as this is one of the most popular<br />
video games in history and so should need<br />
no explan<strong>at</strong>ion. The game revolves around a<br />
frog (the frog from which the game takes its<br />
title) th<strong>at</strong> has to get from a grassy bank to a<br />
frog pond (or from the bottom of the screen<br />
to the top). This simple-sounding task is<br />
made difficult by the fact th<strong>at</strong> hazards occupy<br />
the space between starting and finishing<br />
point! First, the frog (via player control)<br />
must negoti<strong>at</strong>e a busy road, on which cars<br />
Language options<br />
Frogger supports French, English,<br />
German, Spanish, Italian and Esperanto.<br />
Developer homepage<br />
http://www.ufab/gamestore<br />
Minimum requirements<br />
A1 G3 800 MHz, 256 MB RAM, Radeon<br />
7000 32 MB, CD, HD, 32" TFT<br />
and trucks race. The road is not very realistic,<br />
I must say, for the traffic never eases up and<br />
drivers never change lane. And, worst of all,<br />
the lanes go in altern<strong>at</strong>ely opposite directions!<br />
You'd never see th<strong>at</strong> in Germany.<br />
Once the player has successfully negoti<strong>at</strong>ed<br />
the road, he or she must hop from turtle to<br />
log to log to turtle to log to safety. The danger<br />
here is not in getting squashed, but in<br />
missing a log (or turtle) and ending up in the<br />
w<strong>at</strong>er. Why this should be a problem, when<br />
frogs are widely known to be adept in freshw<strong>at</strong>er<br />
environments, is not clear. Also, riding<br />
along too far and colliding with the edge of<br />
the playing area means th<strong>at</strong> a life is lost and<br />
the player must start from the roadside knoll<br />
again. Occasionally, snakes and allig<strong>at</strong>ors<br />
appear which are certainly worth avoiding.<br />
The level is complete when the player lands<br />
five frogs (one <strong>at</strong> a time) in the ponds <strong>at</strong> the<br />
top. A little piece of music plays, then a new<br />
level begins. If the player runs out of lives, in<br />
the traditional way of things, the game is<br />
over.<br />
A consol<strong>at</strong>ion is th<strong>at</strong>, if the player has<br />
amassed a high-score, he or she will be<br />
prompted to enter his or her initials on the<br />
high-score table, which are then displayed<br />
alongside the high score he or she has just<br />
scored.<br />
Worth the Hasselhoff?<br />
Frogger is a very good conversion of the classic<br />
Frogger game from the early Eighties. The<br />
graphics, sound and other such enhancements<br />
have been gre<strong>at</strong>ly improved to take<br />
advantage of the Amiga's powerful hardware<br />
and oper<strong>at</strong>ing system. This game is very<br />
addictive, and well worth spending 35 Euros<br />
on as it will keep anyone who plays it playing<br />
it for a long time. The installer is also very<br />
good.<br />
17<br />
REVIEW
28<br />
INSIGHT<br />
S<br />
Play It Again<br />
Make way, Rockstar: an Amiga gameteam with big plans<br />
� Interviewer: Bernhard Hartgesotten<br />
� Interviewees: BoingTechnik Studios GmbH<br />
� Nagging sense of futility: Our readers<br />
ome might say th<strong>at</strong> the Amiga is dead<br />
as a games pl<strong>at</strong>form. But then some<br />
might say th<strong>at</strong> Germans have poor fashion<br />
sense. Such people are, as th<strong>at</strong> second sentence<br />
should imply, silly fools who should<br />
not be permitted to express opinions. The<br />
point is th<strong>at</strong> the Amiga is still very much a<br />
viable pl<strong>at</strong>form for games, a fact endorsed<br />
by the incredibly active development team<br />
who are the subject of this interview:<br />
BoingTechnik Studios GmbH.<br />
Lead programmer and BoingTechnik CEO,<br />
Markus Schnaufbilt, showed me round their<br />
plush offices and gave me a sneak preview of<br />
some upcoming releases in between bouts<br />
of disco freestyle.<br />
“Our str<strong>at</strong>egy is to g<strong>at</strong>her the best Amiga talent<br />
and produce games th<strong>at</strong> take advantage<br />
Wh<strong>at</strong> the Amiga version of Army Men: RTS may well eventually look like.<br />
of the huge advances in Amiga hardware.<br />
We want to bring Amigans the cutting-edge<br />
games th<strong>at</strong> console and PC owners enjoyed<br />
<strong>at</strong> least five years ago.”<br />
First up is Army Men: RTS, a landmark Red<br />
Alert knock-off th<strong>at</strong> will appeal to armchair<br />
Napoleons and Toy Story fans alike. The<br />
Find out wh<strong>at</strong> it's like to dress a woman, with Barbie BB.<br />
demo th<strong>at</strong> Markus showed me lacked sound<br />
and graphics, but in all other respects was a<br />
faithful reproduction.<br />
“We've been working on it for three years<br />
now and though the game engine has yet to<br />
be compiled the title screen is 80% complete<br />
and we have some really good Protracker<br />
stuff. With luck, the game will be finished in<br />
time for the all-important post-Christmas<br />
sales window.”<br />
I invited Markus to take me through some of<br />
the technical intricacies involved in making<br />
games.<br />
Bits and pieces<br />
“Before we cre<strong>at</strong>e the graphics, sound or<br />
gameplay for a game we need to design a<br />
base table of string<br />
classes th<strong>at</strong> the SDK will<br />
reference during the<br />
transliter<strong>at</strong>ion stage.<br />
This way the pointer<br />
bits stay tagged within<br />
their memory segments<br />
and we can slurp the<br />
buffer handler into the<br />
algorithm without having<br />
to devi<strong>at</strong>e the<br />
intrasegments. In the<br />
case of conversions, the<br />
graphics are captured<br />
from a YouTube video<br />
of the game running on<br />
a PS2 and converted to<br />
IFF form<strong>at</strong> by sending<br />
them up and down a<br />
SCART-RGB cable a few<br />
times. This is how all the big development<br />
houses do it.”<br />
Video stars<br />
One of BoingTechnik’s most exciting-looking<br />
games, Silverbloke, fe<strong>at</strong>ures FMV sequences<br />
of a silver bloke. Was the central character<br />
based on movement capture then rendered<br />
in a package such as Cinema 4D?<br />
“No - we thought we needed to do something<br />
different in 2009, so we filmed the<br />
sequences for real. Th<strong>at</strong> silver guy you see<br />
striding through an exploding warehouse is<br />
actually Anders, our production manager.<br />
We had to do it in one take as his silver paint<br />
began to melt.”<br />
As well as stunning FMV graphics, the finished<br />
game will fe<strong>at</strong>ure a wholly interactive<br />
environment and gameplay inspired by<br />
Revolutionary graphics in Silverbloke.<br />
Dragon's Lair and Golem.<br />
Other titles in BoingTechnik's ambitious<br />
development schedule include 3D<br />
Lemmings, Earthworm Jim 2 and Barbie<br />
Beauty Boutique. Games will be available for<br />
download from an area on the BoingTechnik<br />
website modelled on the Xbox Live Arcade<br />
system, but with Boing Points.<br />
Markus gets down. Th<strong>at</strong> shellsuit is actually pink.<br />
“The digital distribution model has been<br />
shown to work on other pl<strong>at</strong>forms, so we're<br />
confident th<strong>at</strong> the Amiga will provide a<br />
viable income stream.”<br />
I asked if it was all about content.<br />
“It's all about content. Our games will buck<br />
the trend th<strong>at</strong> says the average Amiga owner<br />
would r<strong>at</strong>her have a w<strong>at</strong>er buffalo tapdance<br />
on his family jewels than have to actually<br />
fork money out for a game.”<br />
There you have it. Proof th<strong>at</strong> this is not just<br />
another false dawn for Amiga gamers, but<br />
the beginning of an exciting new era.
M<br />
oggen, of the town of Vombetes, who<br />
endlessly worked as a soldier, died on<br />
Thursday <strong>at</strong> the young age of 30, whilst faithfully<br />
in the service of Jos XVIII.<br />
To the peasantry of Vombetes, Moggen<br />
was a hardworking farmer who grazed sheep<br />
on the steep hills surrounding the village.<br />
However, F<strong>at</strong>e would soon bring Moggen far<br />
from the incessant ble<strong>at</strong>ing of the lambs.<br />
Moggen strongly believed in the existence<br />
of a god and one th<strong>at</strong> looked down on the<br />
land and guided events from afar. It was<br />
imbued with this spirituality th<strong>at</strong> Moggen<br />
stood in the Vombetes square and married<br />
Tofofboy. They would l<strong>at</strong>er move into a barn<br />
and live happily together. But not ever after.<br />
The arrival of Powermonger Jos XVIII<br />
brought war to the village. Moggen was soon<br />
recruited and given a pike. At first the regi-<br />
Rick Dangerous<br />
Derring-do adventurer<br />
ick Dangerous has died for the sixty<br />
R sixth time since lunchtime. He expired<br />
MOGGEN OF VOMBETES<br />
Sheep farmer who enlisted in the army and died in b<strong>at</strong>tle<br />
mented life and work was hard with endless<br />
wood-chopping, bo<strong>at</strong>-building and engineof-war-constructing.<br />
Marched off to war, Moggen took part in<br />
and died <strong>at</strong> the b<strong>at</strong>tle of Bferem. Although his<br />
after being impaled on spikes which had suddenly<br />
appeared from nowhere.<br />
Coming from a family of adventurers,<br />
Rick was acutely aware of the dangers of<br />
exploring ancient ruins. His grandf<strong>at</strong>her was<br />
Allan Qu<strong>at</strong>ermain, a famed explorer of<br />
Africa, who was present <strong>at</strong> the Last Stand of<br />
the Greys and rediscovered King Solomon’s<br />
Mines. His f<strong>at</strong>her was Dr. Henry “Indiana”<br />
Jones, who survived a nuclear explosion in a<br />
fridge.<br />
Having died <strong>at</strong> the hands of an arrow<br />
which had been fired following the pressing<br />
of a switch, Rick was then crushed by a<br />
rolling rock, spl<strong>at</strong>tered after falling from a<br />
Sir Loin of the Northern Wastelands<br />
Knight Errant<br />
S<br />
ir Loin of the Northern Wastelands lost<br />
his head yesterday when he engaged a<br />
fellow knight in single comb<strong>at</strong>. Having faced<br />
and defe<strong>at</strong>ed R<strong>at</strong>men, Troggs, Baloks and<br />
even the strange swamp monster thing, Sir<br />
Loin was supremely confident.<br />
However, unbeknownst to Sir Loin, the<br />
other knight was in possession of a fearsome<br />
weapon of mass decapit<strong>at</strong>ion; the fabled<br />
Sword of Sharpness!<br />
Sir Loin had gone off in pursuit of the<br />
Questing Beast which, according to Sir<br />
Thomas Malory, “had in shape a head like a<br />
serpent's head, and a body like a leopard, buttocks<br />
like a lion, and footed like an hart; and<br />
in his body there was such a noise as it had<br />
been the noise of thirty couple of hounds<br />
questing, and such a noise th<strong>at</strong> beast made<br />
wheresomever he went.”<br />
This detour led Sir Loin straight into the<br />
p<strong>at</strong>h of the yellow knight and to his ultim<strong>at</strong>e<br />
doom.<br />
Experts in the cities of Highwood and<br />
W<strong>at</strong>erdeep were unable to fix Sir Loin’s head<br />
on again; not the healer and not even Mythral<br />
the Mystic.<br />
body fell and froze to the hard midwinter<br />
ground, witnesses report th<strong>at</strong> his soul miraculously<br />
flo<strong>at</strong>ed up to Heaven.<br />
Moggen is survived by ten children and<br />
sixteen sheep.<br />
precipice and killed in an explosion.<br />
As he ceased to be, expired, went to meet<br />
his maker, became bereft of life, rested in<br />
peace, kicked the bucket, shuffled off his<br />
mortal coil, ran down the curtain and joined<br />
the bleedin’ choir invisible, a disembodied<br />
voice was heard to cry, “For fuck’s sake, not<br />
again!”<br />
Then the aliens arrived.<br />
Rick leaves one daughter, Lara, who also<br />
became an adventurer and married a Mr.<br />
Croft.<br />
Yet perhaps, despite his de<strong>at</strong>h, the most<br />
remarkable episode in Sir Loin's long and<br />
storied life is still to come. Tomorrow, he will<br />
miraculously rise from the grave when the<br />
mysterious, omnipotent “Player One” visits<br />
Stonehenge.<br />
apov 4 101
apov 4<br />
102<br />
"It's easy to become lost in the mines."<br />
O<br />
nly two guides for you this issue, but they're comprehensive A-Z walkthroughs for a pair<br />
of tricky old games th<strong>at</strong> may well have left one or two of you be<strong>at</strong>. And hey, if WHAM can<br />
help just one gamer nail a problem<strong>at</strong>ic game and regain some semblance of sanity in the<br />
process, we figure it's served its purpose. After all, "There's nothing worse than an enjoyable<br />
arcade adventure th<strong>at</strong> you can't get past level 3 on," as Mark Twain might well have said.<br />
110<br />
Colorado<br />
Get the gold and the girl with our guide to this westernstyle<br />
arcade adventure.<br />
Needs<br />
You<br />
We want to know which games<br />
you, the gre<strong>at</strong> APoV-reading<br />
public, would like help with. Got<br />
an adventure g<strong>at</strong>hering dust on<br />
your hard drive because you got<br />
stuck on it in 1993? Then tell us.<br />
Want to know how to play Sensi<br />
like a master? Just say the word.<br />
Curious about unlocking the<br />
rumoured elk porn Easter Egg in<br />
103<br />
Into the Eagle's Nest<br />
This WWII-themed Gauntlet-ish classic is notoriously<br />
hard to be<strong>at</strong>. Read our guide and complete your mission.<br />
Knights of the Sky? Better keep<br />
th<strong>at</strong> one to yourself.<br />
So, yeah. If there's a game you'd<br />
like to see fe<strong>at</strong>ured in a future<br />
edition of WHAM, simply fire off an<br />
e-missive to apov.contact@<br />
<strong>abime</strong>.<strong>net</strong> describing wh<strong>at</strong> you'd<br />
like help with and we'll see wh<strong>at</strong><br />
we can do.
Our guest tipper this issue is Major Cornelius "Taffy" McFaversham,<br />
who was present <strong>at</strong> the Siege of the Peking Leg<strong>at</strong>ions, Kohima, Arnhem<br />
Bridge and the Imjin. Adrian Simpson speaks to the veteran who will<br />
be guiding us through the various ultra-difficult missions of Into The<br />
Eagle's Nest.<br />
Only the most ill-prepared and foolhardy hiker<br />
would venture into unfamiliar mountainous<br />
territory without a map. In the United Kingdom<br />
and Ireland walkers regularly use maps from<br />
their respective country’s Ordnance Survey,<br />
an organis<strong>at</strong>ion th<strong>at</strong> origin<strong>at</strong>ed in the military<br />
realm. And a bally good job too!<br />
On the other hand, in the gaming field during<br />
the Amiga era, programmers often send<br />
gamers into the most confusing <strong>net</strong>works of<br />
�������� ��� ������<br />
There are four distinct missions to complete.<br />
In the first three missions the objective is to<br />
loc<strong>at</strong>e a fellow soldier. In the fourth mission<br />
the objective is to blow up the castle. After<br />
one mission is complete the next mission<br />
loads.<br />
When a game is begun a selection allows<br />
the player to choose one of four levels. These<br />
levels determine <strong>at</strong> which mission the player<br />
begins.<br />
Rescue the<br />
Prisoner<br />
Rescue the<br />
Prisoner<br />
corridors on a voyage of<br />
reconnaissance. This can be<br />
part of the game’s challenge and a<br />
chance for a spot of self-mapping on graph<br />
paper. However, the fun of mapping the castles<br />
of Into the Eagle’s Nest is neg<strong>at</strong>ed by the<br />
endless waves of Nazis which allow little<br />
bre<strong>at</strong>hing space for explor<strong>at</strong>ion. Our intelligence<br />
suggests th<strong>at</strong> the boxed game originally<br />
came with one map without pinpointing<br />
In order to play all four missions you have to<br />
select level 4.<br />
Each mission is played on the same four<br />
floor layouts. The only difference is th<strong>at</strong> deton<strong>at</strong>ors<br />
are present on each of the four floors<br />
on the demolition mission but not on the rescue<br />
missions. In the rescue missions the<br />
placement of the prisoner varies but there is a<br />
p<strong>at</strong>tern to the floor on which the captive can<br />
be found:<br />
Rescue the<br />
Prisoner<br />
Blow Up Castle<br />
Loc<strong>at</strong>ion Basement First Floor Second Floor All Floors<br />
Level 1 Mission 1<br />
Level 2 Mission 1 Mission 2<br />
Level 3 Mission 1 Mission 2 Mission 3<br />
Level 4 Mission 1 Mission 2 Mission 3 Mission 4<br />
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crucial loc<strong>at</strong>ions.<br />
We therefore present surveyed maps of the<br />
castle’s floors. These maps are a snapshot of<br />
the situ<strong>at</strong>ion on the ground <strong>at</strong> the commencement<br />
of play.<br />
Keys: collect these. Keys are<br />
retained between floors<br />
Metal doors: use the keys to<br />
open these<br />
Wooden doors: shoot these<br />
Dynamite: don’t shoot this!<br />
Elev<strong>at</strong>or pass: collect this to access<br />
the elev<strong>at</strong>or. Disappears once used;<br />
must be collected each time a floor<br />
is visited<br />
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The rescue missions are completed by loc<strong>at</strong>ing<br />
the captive soldier, escorting him to the<br />
nearest lift and to bringing him to the point <strong>at</strong><br />
which you entered on the ground floor. The<br />
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captive looks like a weaponless version of<br />
your character and will follow you when<br />
you’re close by. He appears to be invulnerable<br />
and can be shot <strong>at</strong> to make him move out of<br />
the way. He also seems to disappear quite<br />
easily if you lose him.<br />
The prisoner loc<strong>at</strong>ions are as follows.<br />
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The castle demolition mission requires the<br />
player to visit every floor and press (shoot) a<br />
deton<strong>at</strong>or on each one. Once all four have<br />
been pressed, exiting via your entrance point<br />
will complete the level.<br />
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In the starting room (S) collect Key 1.<br />
Use Key 1 to exit this room by unlocking either<br />
Door 1 or Door 2.<br />
Shoot Wooden 1 and Wooden 2.<br />
Collect Key 2 and Key 3.<br />
Collect Key 4.<br />
Open Door 3.<br />
Collect the Elev<strong>at</strong>or Pass (EP).<br />
Don’t go through the closest door or you’ll run<br />
out of keys. Instead, retrace your steps back<br />
past the starting room and go through Door 4.<br />
Shoot Wooden Door 4. Collect Key 5 and Key 6.<br />
Go through Door 5 and Door 6.<br />
Shoot Wooden Door 5 and shoot a p<strong>at</strong>h through<br />
Barrels 1.<br />
Shoot Wooden Door 6, collect Key 7 and shoot<br />
Remember th<strong>at</strong> elev<strong>at</strong>or passes must be<br />
collected each time you visit a floor if you<br />
want to leave it again. The altern<strong>at</strong>ive is to<br />
face an infinite number of Nazis with a finite<br />
number of bullets. The whole floor, including<br />
Wooden Door 7.<br />
Shoot Wooden Door 8, Wooden Door 9 and collect<br />
Key 8.<br />
Go through Door 7, collect Key 9, shoot Wooden<br />
Door 10 and collect Key 10. Avoid shooting the<br />
dynamite!<br />
Head back out of this area and go through Door<br />
8, then shoot Wooden Door 11.<br />
Go up, left and shoot Wooden Door 12.<br />
Collect Key 11 and shoot Wooden Door 13.<br />
Go through Door 9 and shoot Wooden Door 14.<br />
Shoot Wooden Door 15. Collect Keys 12 and 13.<br />
Go through Door 10, shoot your way through<br />
Barrels 2 and go through Door 11.<br />
Without shooting the dynamite, fire a shot <strong>at</strong> the<br />
Deton<strong>at</strong>or (DET) to arm it.<br />
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doors, also resets when you leave and return.<br />
The following walkthrough does not explicitly<br />
mention every item (e.g. valuables, food,<br />
ammo or first aid) so it’s up to you to pick up<br />
sufficient to make it through the level.<br />
There are a few areas which might be worth<br />
exploring but we need the keys for the next<br />
level, so skip them for now. Here’s a rundown of<br />
these major areas:<br />
1) Go through D12, shoot Barrels 3 (in the middle<br />
to avoid the dynamite) and go through Door 13.<br />
2) Go through Door 14 or Door 15, then Door 16.<br />
Collect K14 and supplies and valuables.<br />
3) Shoot Wooden Door 16, kill the officers and do<br />
the usual collecting.<br />
4) Go through Door 17 and Door 18, collect the<br />
gold and kill the officer.<br />
5) Go through Door 19 and get the gold.<br />
Go all the way back to the beginning and to the<br />
Elev<strong>at</strong>or (ELEV).<br />
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If all went well in the last floor you’ll start this<br />
level with three keys.<br />
Upon exiting the Elev<strong>at</strong>or (ELEV) shoot<br />
Wooden Door 1 and grab Key 1.<br />
Go back past the elev<strong>at</strong>or and head all the<br />
way up to Door 1.<br />
Shoot Wooden Door 2 then shoot through<br />
Barrels 1 to get Key 2.<br />
Go to Wooden Door 3, shoot it and collect Key<br />
3.<br />
Visit the eastern side of the map and shoot<br />
through Wooden Doors 4 and 5. Shoot Barrels<br />
2 to collect Key 4 but w<strong>at</strong>ch out for the sneakily<br />
placed dynamite.<br />
Travel back around the map in an anti-clockwise<br />
direction and shoot Wooden Door 6.<br />
Collect the Elev<strong>at</strong>or Pass (EP).<br />
Use four keys to pass through Doors 2, 3, 4<br />
and 5.<br />
Fight through to Wooden Door 7, shoot it and<br />
then pass through Door 6.<br />
Activ<strong>at</strong>e the Deton<strong>at</strong>or (DET).<br />
Other areas of interest on this<br />
floor are listed below. Again,<br />
keep your remaining key for the<br />
next level.<br />
1. Through Door 7 and Barrels 3<br />
is an area with Key 5 and some<br />
other items.<br />
2. Wooden Door 8 opens into a<br />
room with five officers.<br />
3. Wooden Door 9 leads to health<br />
and an officer.<br />
4. Behind Door 8 are twenty<br />
three chests.
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You should have one key left from the previous<br />
level.<br />
Go up to the top left hand corner of the map<br />
and collect Key 1.<br />
Shoot Wooden Door 1.<br />
Go to Barrels 1 and carefully shoot them away<br />
to access the Elev<strong>at</strong>or Pass (EP).<br />
Retrace your steps past the place<br />
th<strong>at</strong> Wooden Door 1 was<br />
loc<strong>at</strong>ed and activ<strong>at</strong>e the<br />
Deton<strong>at</strong>or (DET).<br />
Although we have the<br />
Deton<strong>at</strong>or<br />
and Elev<strong>at</strong>or Pass we should stock up on keys<br />
for the next floor.<br />
Shoot Wooden Door 2, then Wooden Door 3. In<br />
this room collect Key 2.<br />
Exit the room and go round to Wooden Door 4.<br />
Shoot this and collect Key 3 in this room.<br />
Go back to the Elev<strong>at</strong>or and through Wooden<br />
Door 5. In this general area collect Keys 4 and<br />
5.<br />
Shoot Wooden Door 6 and pick up Key<br />
6.<br />
Go to the room <strong>at</strong> the bottom of the<br />
map, collect Key 7, shoot Barrels 2<br />
and collect Key 8. Be aware th<strong>at</strong><br />
there is dynamite next to Barrels 2<br />
and also beyond th<strong>at</strong>. Fire only as<br />
much as is required to destroy<br />
the barrels.<br />
Go through Wooden Door 7 and<br />
get Key 9.<br />
Shoot both Wooden Doors 8 and<br />
9. Get Key 10.<br />
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Go back and through Wooden Doors 10 and<br />
11. Collect Key 11.<br />
You can now head to the Elev<strong>at</strong>or (ELEV) or<br />
check out these other areas of interest:<br />
1. Food behind Wooden Door 12.<br />
2. Treasure and an officer behind Wooden<br />
Door 13.<br />
3. Gold and health behind Wooden Doors 14<br />
and 15.<br />
4. Key 12 and treasure behind Door 1.<br />
5. Gold and a chest behind Wooden Door 16.<br />
6. Treasure behind Wooden Doors 17 and 18.<br />
7. Food and treasure behind Door 2.<br />
8. Gold bars and food around Barrels 3 and 4.<br />
9. Avoid Door 3 and go through Wooden Door<br />
19 for food and treasure.<br />
10. Treasure and an officer through Wooden<br />
Door 20.<br />
11. Doors 4, 5, 6, 7 and 8 can be avoided if<br />
you go through Wooden Doors or other routes.<br />
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On this last floor of mission 1 you should have<br />
12 keys.<br />
Take Key 1 in this first room and exit through<br />
Door 1 or 2.<br />
Get the nearby Key 2.<br />
Ignore all the doors along this corridor and<br />
head to Door 3. Go through it.<br />
W<strong>at</strong>ch out for the dynamite in this area and go<br />
through Wooden Door 1. Collect Key 3.<br />
Go up to Door 4, collecting Key 4 along the<br />
way.<br />
Beyond Wooden Door 2 is Key 5.<br />
Go through Wooden Door 3, Door 5 and<br />
Wooden Door 4.<br />
Go around the edge of the storage room and<br />
go through Door 6. Shoot through Barrels 1.<br />
Door 7 leads to Wooden Doors 5 and 6. In<br />
these rooms there is food plus Key 6, a<br />
replacement for the key used to go through<br />
the last door.<br />
Wooden Door 7 opens into a room containing<br />
Key 7. Beyond Wooden Door 8 lies treasure.<br />
Go through Wooden Doors 9, 10 and Barrels 2<br />
to find Key 8.<br />
Go through Wooden Door 11 or Wooden Doors<br />
12 and 13, via an officer.<br />
Doors 7, 8 and Wooden Door 14 lead to the<br />
b<strong>at</strong>hroom, where the Elev<strong>at</strong>or Pass is hidden<br />
in a cubicle.<br />
Go all the way back and through Doors 9 and<br />
10. Work your way through the maze of dynamite.<br />
Activ<strong>at</strong>e the Deton<strong>at</strong>or (DET).<br />
Head for the elev<strong>at</strong>or and take it to the ground<br />
floor.<br />
Other points of note on this floor are:<br />
1. Barrels 3 and Door 11 are part of an altern<strong>at</strong>e<br />
route through the storage room.<br />
2. Wooden Door 15 leads to an officer.<br />
3. Doors 12 and 13 lead to not much <strong>at</strong> all.<br />
4. Wooden Door 16 and Doors 14 and 15 lead<br />
to Key 9 and gold.<br />
5. Door 16 and Wooden Door 17 conceal an<br />
officer and a painting.<br />
6. Door 17 opens to Key 10 and gold.<br />
7. Door 18 reveals chests and necklaces.<br />
8. Wooden Door 18 has a chest and some<br />
gold.<br />
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Go back to the start position (S). There should<br />
be enough keys left over to go through the<br />
doors.<br />
Well done<br />
Your mission was a success<br />
The castle has been destroyed<br />
You must now return to base
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It is 1801 and David O'Brian is a trapper who comes across an elderly,<br />
dying Cheyenne. The old geezer wants to be buried as a warrior and so swaps a map to<br />
the "legendary Lost Gold Mine of Pocahontas" (no, it's not the Lost Dutchman Mine)<br />
for a decent burial. This guide will help you reach the gold mine.<br />
In retali<strong>at</strong>ion against political correctness this article will refer to Indians and not to N<strong>at</strong>ive Americans. This<br />
will firmly place it in the primitive 1990s. Colorado fe<strong>at</strong>ures both mindless, wild, pugilistic Indian warriors<br />
and those wise chiefs who embody the idea of the noble savage.<br />
Controls<br />
Canoe<br />
Exit canoe: up<br />
Board canoe: walk towards canoe<br />
Head downriver: right<br />
Movement<br />
Left, right: move horizontally<br />
Up left, up right, down left, down<br />
right: move diagonally<br />
Actions (When facing<br />
to the right)<br />
Fire + left: turn around<br />
Fire + right: high <strong>at</strong>tack<br />
Fire + right & down: low <strong>at</strong>tack<br />
Fire + up: jump<br />
Fire + down: crouch<br />
Fire + up left: reload rifle<br />
Fire + up right: throw small barrel of gunpowder<br />
Fire + right (when no weapon is brandished): make sign of<br />
peace<br />
Items<br />
Some items are necessary for the completion of the game.<br />
These are:<br />
w Silver bullet<br />
w Two gunpowder barrels (small)<br />
w Gunpowder barrel (large)<br />
w Medallion<br />
w Papoose<br />
Item Usage<br />
F1 to F6: equip weapon or use item<br />
F7: toggle pick up / drop mode<br />
In drop mode + F1 to F6: drop item<br />
In pick up mode + down left (if facing right): pick up item<br />
Other items can be used to replenish ammo and health:<br />
w Gunpowder horn: used to reload your gun<br />
w Small gunpowder barrels: can be used to kill enemies but<br />
keep one (see above)<br />
w Health potion: used to increase health<br />
Some items are only used in trading for other items:<br />
w Necklaces: can be exchanged for small gunpowder barrels<br />
w Gold nuggets (small): can be exchanged for health potions<br />
w Pelts: can be exchanged for gunpowder horns<br />
Certain items such as gold nuggets, necklaces and pelts can be<br />
stacked in the inventory.
walkthrough<br />
Area 1<br />
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Screen numbers refer to the annot<strong>at</strong>ion on the APoV map. The game is split into six areas. Most of the areas are connected<br />
via the one-way Colorado River. Hidden or initially blocked access points lead back to areas previously visited.<br />
The intrepid explorer begins his journey <strong>at</strong> screen 1 after stepping from his canoe.<br />
� Go right once to screen 2 and kill the <strong>at</strong>tacking Indian. Avoid falling into the river.<br />
� Go right twice to screen 3. Take the upper p<strong>at</strong>h to the left and go left once to reach<br />
screen 4.<br />
� Fight the Indian here and go left to screen 5.<br />
� Fight the Chief and collect the necklace th<strong>at</strong> he drops. Collect the pelt.<br />
� Next, go up the mountain p<strong>at</strong>h on screen 6 and go past the camp (save menu) to<br />
screen 7. Collect the gold nuggets.<br />
� Head back down the mountain p<strong>at</strong>h to screen 3 and then go right to screen 8. Kill the<br />
Indian firing the arrows.<br />
� Go right to screen 9 and jump over the river.<br />
� Go right twice to screen 10 and Mac Biggle's trading caravan. In order to trade face<br />
the open window and walk straight towards the caravan. A trading screen will pop up<br />
autom<strong>at</strong>ically. Trading works by exchange and when an item is exchanged the only<br />
indic<strong>at</strong>ion is th<strong>at</strong> your inventory upd<strong>at</strong>es. Exchange the necklace for the small barrel<br />
of gunpowder, the pelt for the gunpowder horn and the gold nuggets for the health<br />
potion. Items gained l<strong>at</strong>er can be exchanged here but keep one small barrel of gunpowder<br />
for the entrance to the mine.<br />
� Go right to screen 11 and start climbing up the cliff face by walking to it and pushing up.<br />
� An Indian is waiting <strong>at</strong> the top of top of the cliff on screen 12.<br />
� Go two screens to the left to screen 13. Retrieve the gold nuggets <strong>at</strong> the edge of a precipice.<br />
� After camping on screen 15 go right (not up the steps) to 16 and defe<strong>at</strong> the Indian blocking the way. W<strong>at</strong>ch out for the Indian using the slingshot<br />
and stones <strong>at</strong> the window.<br />
� Go right to screen 17 and fight the Indian. He will drop a necklace.<br />
� Go right again and fight another Indian on screen 18.<br />
� Go right once to screen 19 and leap over the two gaps.<br />
� Go right once again to screen 20 and fight the Indian. Collect the dropped necklace and the pipe.<br />
� Go back to screen 15 and go up the steps.<br />
� After another screen of steps fight the Indian on screen 21. Avoid the slingshot thrower.<br />
� On screen 22 there's another slingshot thrower and an<br />
Indian who will drop a necklace. Collect this.<br />
� On screen 23 drop the pipe in front of the chief and<br />
collect the silver bullet th<strong>at</strong> he places on the ground.<br />
� Go back to screen 1 via<br />
Mac Biggle. Trade the items<br />
th<strong>at</strong> you have to ensure th<strong>at</strong><br />
you now have <strong>at</strong> least the<br />
pipe and two small barrels of<br />
gunpowder.<br />
River Section 1<br />
Paddle down river, avoiding the <strong>at</strong>tacking Indians, and stop off <strong>at</strong> the first shore on the right bank.<br />
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Area 2<br />
� Leave the canoe <strong>at</strong> screen 24 and go right.<br />
� Go right again and defe<strong>at</strong> the bear <strong>at</strong> screen 25.<br />
� Go right and <strong>at</strong> screen 26 take the upper right p<strong>at</strong>h to camp <strong>at</strong> 27 or continue to the next screen on the lower right p<strong>at</strong>h.<br />
� On screen 28 kill the wolf. A single low swipe with the axe works well, if timed right.<br />
� Collect the gold nuggets <strong>at</strong> screen 29 and enter the mines to the right.<br />
� On screen 30, throw one of the small barrels of gunpowder <strong>at</strong> the pile of rocks to the right of the screen. This will clear an entrance. Head right.<br />
� It's easy to become lost in the mines. See the APoV map for door letters on some of the more confusing passages.<br />
Fight the miner on screen 31 and he'll probably run away after a while. Go right.<br />
� Go right four times to screen 32 and defe<strong>at</strong> the miner holding the boy captive.<br />
� Follow the boy to screen 33 and wait as he slips through a narrow gap and opens a secret entrance for you (door<br />
H). Leave this entrance for a minute and go to screen 34 to collect the gold nuggets.<br />
� Return to screen 33 and go through the secret entrance.<br />
� On screen 35 go through the lower right door.<br />
� Defe<strong>at</strong> the miner on screen 36 then go right.<br />
� Collect the gold nuggets on screen 37 but avoid the mine cart which will appear from the right side of the screen. Go right.<br />
� Fight the miner on screen 38 and go right.<br />
� On screen 39 fight the miner and get the large gold nugget. If you have no space in your inventory do the following section first, free the space<br />
used by the small barrels of gunpowder and then return for the large nugget.<br />
� Go back to screen 35 and take the upper right door this time.<br />
� On screen 40 jump over the chasm and go right.<br />
� On screen 41 take the lower right door.<br />
� On screen 42 kill the miner.<br />
� Go back to screen 41 and take the upper right door.<br />
� On screen 43 kill the old man in the wheelchair. Shoot<br />
him and avoid his shots. He will drop a document:<br />
"A landslide has blocked the<br />
northern entrance near the<br />
big cross. I'm going back to<br />
St. Louis to get a big barrel<br />
of gunpowder. Joe"<br />
The document is for inform<strong>at</strong>ion only and is not a required item.<br />
� If you left the large nugget behind on screen 39, go back for it. Then go right to screen 44 and throw a small barrel of gunpowder <strong>at</strong> the blocked<br />
exit.<br />
� The unblocked exit leads to screen 7 of Area 1. This is how we return to Area 1<br />
even though the canoe is down river. If you need to you can exit here and visit Mac<br />
Biggle.<br />
� Go back through the<br />
mines to screen 24 and<br />
the canoe. Go down river.<br />
River Section 2<br />
Paddle down river and stop off <strong>at</strong> the shore on the left bank.
Area 3<br />
� You start on screen 45. Leave the canoe and go right twice.<br />
� On screen 46 w<strong>at</strong>ch out for the fire. A single leap should clear it. Go right.<br />
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� On screen 47 take the upper right p<strong>at</strong>h.<br />
� Mac Biggle is on this screen (48). If you haven't already done so, trade your small gold nuggets for health potions and the large nugget for a large<br />
barrel of gunpowder. If you need more ammunition, return to screen 47, collect the pelt and trade it for the gunpowder horn.<br />
� Go right and <strong>at</strong> screen 49 take the upper right p<strong>at</strong>h.<br />
� On screen 50 make the sign of peace and collect the parchment th<strong>at</strong> the chief puts<br />
on the ground. It says:<br />
"Beyond the dead, on the last bridge, only the silver bullet can destroy 'Lone Wolf', the<br />
guardian of the spirit"<br />
� Drop the parchment. Go back to screen 47. Take the lower right p<strong>at</strong>h.<br />
� On screen 51 fight the Indian. Go right.<br />
� On screen 52 make the sign of peace to the chief and collect the parchment. It says:<br />
"The eagle of the mountains is taking my papoose away to its eyrie, on the gre<strong>at</strong> peak.<br />
Bring it back. Your Cheyenne brother will reward you."<br />
� The papoose (a small baby in an animal skin cradle) is on the peak back in Area 1 but th<strong>at</strong>'s up river and there is<br />
no access back yet. Drop the parchment and go back to the canoe on screen 45. You should have the silver bullet and<br />
a large barrel of gunpowder.<br />
Area 4<br />
River Section 3<br />
Paddle down river to the next shore on the right bank.<br />
� Exit the canoe on screen 53. Go right four times.<br />
� On screen 56 fight the Indian.<br />
� Go right to Mac Biggle on screen 57.<br />
� Go right again to screen 58 where you can fight an<br />
Indian for a necklace and<br />
collect a pelt on the<br />
ground. � Trade with Mac<br />
Biggle if you need supplies but ensure th<strong>at</strong> you are carrying the large gunpowder barrel and the silver bullet.<br />
� Go back to screen 55 and take the upper right p<strong>at</strong>h then go right again.<br />
� Fight the Indian on screen<br />
59 and go right.<br />
� Screen 60 fe<strong>at</strong>ures an<br />
Indian on the other side of a<br />
chasm so either shoot him<br />
or throw a small gunpowder<br />
barrel. Jump across the gap<br />
and go right.<br />
� Camp on screen 61 and<br />
go right.<br />
� Climb the cave wall on screen 62.<br />
� Go left on screen 63.<br />
� Place the large barrel of dynamite near the pile of rocks<br />
by using it and then move away quickly. It will blow a hole. Go left.<br />
� On screen 65 take the lift down.<br />
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Area 2 (Part II)<br />
The lift has arrived <strong>at</strong> screen 42 of Area 2, in the mines.<br />
� Go left once, take the upper right exit then right to get to screen 44.<br />
� Go right to exit the mines.<br />
Area 1 (Part II)<br />
� Having exited the mines and returned to Area 1 on screen 7, go right to screen 66.<br />
� Climb the cliff wall until you reach screen 67.<br />
� Fight off the eagle with the axe and grab the papoose.<br />
� Go back into the mines on screen 7.<br />
Area 2 (Part III)<br />
� You enter the mines again on screen 44. Go back to screen 42 and take the lift up again.<br />
Area 4 (Part II)<br />
You're back on screen 65 in Area 4.<br />
� Go all the way back down the way you came previously and return to screen 54.<br />
� There's a p<strong>at</strong>h unhelpfully hidden behind the big bush. Take the upper left exit.<br />
� On screen 68 fight the Indian and collect and trade the necklace if you want another small gunpowder barrel. Go left.<br />
� On screen 69 leap across the w<strong>at</strong>er and go left.<br />
Area 3 (Part II)<br />
You've come back to the Cheyenne village on screen 70.<br />
� Go back to the chief on screen 52. Drop the papoose in front of the chief and collect the medallion.<br />
� Return to the canoes on screen 45.<br />
River Section 3 (Part II)<br />
Go back down river in the canoe to Area 4.<br />
Area 4 (Part III)<br />
� Exit the canoe on screen 53 and make your way back up the mountain to screen 63.<br />
� Go right and fight a bear on screen 71.<br />
� Go right again to screen 72. Exit the caves by going right.
Area 5<br />
� Having left the caves you arrive in the snow covered mountains and screen 73. Go right.<br />
� A wolf will charge on screen 74. Whack it with the axe. Go right.<br />
� Kill an eagle on screen 75. Go right twice.<br />
� Fight the wolf on screen 76. Go right.<br />
� Attack the wolf on screen 77. It will run away. Go right.<br />
� Camp on screen 78 and go right twice.<br />
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� Two wolves will <strong>at</strong>tack in succession on screen 79. Kill them. Fire off any bullets in your rifle and use the silver bullet. This will load the gun with<br />
the ammunition necessary to kill the 'Lone Wolf'. Your normal weapons won't work. Go right.<br />
� On screen 80 move forward a bit to entice the 'Lone<br />
Wolf' to charge and then fire a low shot. If timed correctly,<br />
the wolf will be shot as he leaps in the air to <strong>at</strong>tack. Go<br />
right.<br />
� Screen 81 has a strange barrier th<strong>at</strong> prevents those not<br />
bearing the medallion from passing. You have it, so go<br />
through the barrier and right.<br />
� Take the canoe on screen 82 and head down river one last time.<br />
Area 6<br />
River Section 4<br />
Paddle all the way down and stop <strong>at</strong> the beach on the left bank.<br />
� Leave the canoe on<br />
screen 83 and go right.<br />
� On screen 84 drop the<br />
medallion in front of the<br />
chief. A doorway in the<br />
mountain wall is revealed.<br />
Enter this doorway.<br />
"Pocahontas' Mine was really fabulous. Nuggets as big as your fist grew there like mushrooms. It took me a<br />
month to g<strong>at</strong>her everything up.<br />
I married 'Two Moons' the chief's daughter and then set up 'Old Betty' the most famous trading post in the<br />
region. I was the happiest and richest man in Colorado. Life was really worth living."<br />
The End<br />
apov 4 115
apov 4<br />
116<br />
The APoV<br />
Charts<br />
1 (1) � THE SETTLERS<br />
2 (2) � SENSIBLE WORLD OF SOCCER<br />
3 (4) � WINGS<br />
4 (3) � TURRICAN 2<br />
5 (5) � FLASHBACK<br />
6 (9) � SPEEDBALL 2<br />
7 (6) � DUNE II: BATTLE FOR ARRAKIS<br />
8 (7) � CANNON FODDER<br />
9 (8) � CHAOS ENGINE<br />
10 (13) � PIRATES!<br />
11 (20) � KNIGHTS OF THE SKY<br />
12 (10) � LEMMINGS<br />
13 (11) � THE SECRET OF MONKEY ISLAND<br />
14 (12) � CIVILIZATION<br />
15 (14) � EYE OF THE BEHOLDER<br />
16 (15) � FRONTIER: ELITE II<br />
17 NEW GODS<br />
18 NEW SLAMTILT<br />
19 NEW SENSIBLE GOLF<br />
20 (16) � MONKEY ISLAND 2: LECHUCK’S REVENGE<br />
Chart comment: APoV readers love stability, if this chart is anything to go by: only three new<br />
games in the chart and one new face in the top ten. It’s as you were <strong>at</strong> the top, though Wings<br />
and Turrican 2 continue their tussle over third spot. Of the new entries last time, only Knights<br />
of the Sky survives: Hired Guns, Elite and IK+ have returned from whence they came.<br />
To vote, list your five favourite games and email apov.contact@<strong>abime</strong>.<strong>net</strong><br />
Image: Blue C4D Abstract<br />
by ~ayerun<br />
http://ayerun.deviantart.com
Inter<strong>net</strong> forums are notorious for their rambunctious n<strong>at</strong>ure, with the most innocuous threads veering wildly off-course and posters<br />
getting extraordinarily wound up about the most trivial of m<strong>at</strong>ters.<br />
In these hallowed pages, however, we hope to cultiv<strong>at</strong>e a more civilised and - dare we say - urbane <strong>at</strong>mosphere; one where<br />
Amiga fans can write about their pastime without having their sanity and/or parentage called into question by some guy* who WILL<br />
NOT ACCEPT th<strong>at</strong> there are, in fact, some worthwhile pl<strong>at</strong>formers for the machine.<br />
Th<strong>at</strong> said, we reserve the right to publish any idiotic missives we do get sent, and to reply to them with c<strong>at</strong>hartic mockery.<br />
*You know the sort. Endlessly pedantic and never been kissed.<br />
"Had to endure"<br />
Hello to the little elves who make APoV<br />
possible,<br />
Firstly I would just like to give you a<br />
metaphorical hug and say a big thank<br />
you for all the hard work you have put<br />
into the magazine, keep up the good<br />
work! Unfortun<strong>at</strong>ely I have slowly been<br />
pulling my hair out while waiting for<br />
issue 4, could you please send me £10<br />
so th<strong>at</strong> I can buy myself a nice wig and<br />
a letter of apology for the wait I have<br />
had to endure.<br />
The article on how to make an HD<br />
installer for Strider was nice to see,<br />
since it is pretty difficult to find any<br />
decent tutorials/guides on the subject<br />
and I am sure the WHDload chaps will<br />
be happy to get any help they can. It<br />
started making me think about the different<br />
programming languages th<strong>at</strong> were<br />
used on the Amiga and how gre<strong>at</strong> it<br />
would be if you did a little article on<br />
them. I know AMOS is probably your<br />
favourite language, but it would be nice<br />
to read about your thoughts on assembly<br />
(*cringe*) or how Blitz Basic is anything<br />
but basic.<br />
I would appreci<strong>at</strong>e it if you did not<br />
write any mocking responses to this letter<br />
or I will be forced to spend your £10<br />
on booze to get over the humili<strong>at</strong>ion,<br />
thank you.<br />
Your bald reader,<br />
Donovan AKA Sk<strong>at</strong>eblind<br />
Apologies for the wait, and sorry about<br />
the hair, but we're sure you’ll agree th<strong>at</strong><br />
compared to the Godot-like wait for<br />
issue 3, this one's been a breeze.<br />
Glad you liked the WHDLoad piece.<br />
An article on programming languages,<br />
eh? We’ll stick it on the 'possible' list.<br />
Oh, and thanks for the hug - we'll pass<br />
it onto the elves.<br />
"Pain in the ass"<br />
Dear APOV,<br />
Apart from the fact th<strong>at</strong> you're the gre<strong>at</strong>est<br />
amiga magazine on earth, i would<br />
also like to point out th<strong>at</strong> you're the<br />
gre<strong>at</strong>est magazine ever.<br />
To be frank it was a pain in the ass to<br />
choose between you and playboy but<br />
since i'm married, i guess th<strong>at</strong> i could<br />
live without playboy BUT NOT WITH-<br />
OUT APOV.<br />
� Ooh, a college football roundup.<br />
I may become polygamous because of<br />
my choice of ranking you EXCLUSIVE-<br />
LY FIRST but hey be honest...you<br />
couldn't care less.<br />
Let's write a poem to celebr<strong>at</strong>e this<br />
surprising, inspiring and fulfilling event :<br />
There was APOV number one<br />
you surely remember the one!<br />
There was APOV number two<br />
the one you committed to..<br />
there was APOV number three<br />
which simply put you on your knees.<br />
and there may be APOV number four<br />
the one you'll give up your sex life for -<br />
long live APOV !<br />
yours.<br />
P Bareges<br />
Now I don’t know much about poetry,<br />
but I know wh<strong>at</strong> I like. And thanks for<br />
the hero worship, but we'll understand if<br />
you want to enjoy Hefner's organ too.<br />
Adrian certainly does.<br />
"I could finally read"<br />
Dear Sirs,<br />
I was very pleased when i finally could<br />
download the l<strong>at</strong>est APOV issue with<br />
my A4000 and Ibrowse. As i'm using a<br />
SLIP connection i've left my computa<br />
connected all night to be able to finish<br />
the job.<br />
When i came up the following morning<br />
i rushed to the front of the screen in<br />
excitement, so i could finally read the<br />
magazine. To much of my disappointment<br />
the only thing i got was a download<br />
error as my SLIP connection fall<br />
down, because of a weird computa th<strong>at</strong><br />
the SLIP was <strong>at</strong>tached was turned off,<br />
because of something called 'hibern<strong>at</strong>e'(?)<br />
as i l<strong>at</strong>ter was told. I never trusted<br />
much of leaving my trusty A4000<br />
near a 'window' because something bad<br />
could happen.<br />
L<strong>at</strong>ter when i could resume the connection,<br />
(when my brother put is password<br />
to revive the 'hibern<strong>at</strong>ed window')<br />
i've waited another 9 hours to finish the<br />
download.<br />
Then began my problems to read the<br />
magazine. I've fired up A<strong>PDF</strong> and<br />
something strange happened as i had a<br />
requester saying the 'file is not comp<strong>at</strong>ible'.<br />
As i assumed something could be<br />
not upd<strong>at</strong>ed on the program, i went to<br />
Ami<strong>net</strong> and installed version 2.2 and<br />
apov 4 117
apov 4<br />
118<br />
letters<br />
ART CORNER<br />
This jolly represent<strong>at</strong>ion of issue 2's<br />
cover was sent in by Alfredo Kiraldi, a<br />
talented young artist from Argentina.<br />
Good work, Alfredo!<br />
th<strong>at</strong> was it. But again, to my disappointment<br />
i had another requester saying 'not<br />
enough memory'. And from now on i<br />
don't know wh<strong>at</strong> to do. I have 20MB of<br />
ram on my computer and it is not<br />
enough.<br />
So the purpose of this letter is to<br />
know if you could help me by sending a<br />
printed copy of #3 or more SIMMs for<br />
my Amiga. This way i could read all<br />
issues of this awesome public<strong>at</strong>ion without<br />
having to bother you again.<br />
Hope to hear from you soon.<br />
Thanking you in advance i send you my<br />
best regards.<br />
Yours,<br />
Esoj Txecp<br />
Nice to know Amiga users are reading<br />
the mag. We’ve sent an email to help<br />
you out of your fix.<br />
"Under my bed"<br />
I am writing this letter out of my own<br />
free will and not <strong>at</strong> all because a certain<br />
editor kept complaining about the lack<br />
of letters, nor because said editor promised<br />
certain services (which shall remain<br />
unnamed here) in return. *cough*<br />
So I did some mining in the rich layers<br />
of magazines under my bed -- a<br />
most perilous task -- and retrieved some<br />
more or less well preserved Amiga magazines.<br />
I then began reading through<br />
some of the old letters (not <strong>at</strong> all in<br />
order to plagiarize them, but simply<br />
because, umm… well, I had legitim<strong>at</strong>e<br />
reasons, I did), and funnily enough I<br />
came across several letters and editorial<br />
comments concerning the lack of reader<br />
mail.<br />
The wonderful irony aside, I am telling<br />
you this in the hope th<strong>at</strong> it will give you<br />
some comfort in the knowledge th<strong>at</strong> the<br />
editors of the past share your pain.<br />
Keep up the good work, and don't<br />
despair too much. Apparently lack of<br />
feedback is another fine Amiga tradition.<br />
Best regards,<br />
Markus T. from O. in G.<br />
Aha, so computer mag readers have<br />
always been lazy sods. Th<strong>at</strong> explains a<br />
lot. Oh, and Adrian says he'll give your<br />
"wink wink" a "nudge nudge" you'll<br />
never forget. The mind boggles.<br />
"Gross injustice"<br />
Dear APoV<br />
Firstly, congr<strong>at</strong>ul<strong>at</strong>ions on an excellent<br />
magazine. All the hard work really<br />
shows. My only complaint is your<br />
(increasingly obvious) h<strong>at</strong>red towards<br />
the Bitmap Brothers. Every issue I go<br />
straight to the list of reviewed games<br />
hoping to see Gods, Chaos Engine,<br />
Cadaver or even Xenon 2 there, but<br />
they never are. Do you have any plans<br />
to EVER review one of these Amiga<br />
classics, or will your bl<strong>at</strong>ant, anti Bitmap<br />
bias continue?<br />
Please rectify this gross injustice<br />
a.s.a.p, or I may be forced to take my<br />
money elsewhere.<br />
Karadoc the Dwarf<br />
Stuck on Level 4,<br />
Castle Wulf,<br />
Warwickshire<br />
The Bitwh<strong>at</strong> whonow? Are they the folks<br />
who wrote Surf Ninjas?<br />
"How the diggity"<br />
I've been living in Japan for the last 4<br />
years with my PAL A1200. All the TVs<br />
do NOT support PAL... WHDLoad can<br />
run games in NTSC, but doing this it<br />
speeds the game up, sometimes<br />
doesn't even load up!<br />
Now how the diggity do I get my (now<br />
dusty) A1200 working on these TVs???<br />
Is it possible!??<br />
APOV, please help meeeeeeeee!<br />
Ta<br />
Tim<br />
P.S. I've kinda answered my own question<br />
by getting stuff from<br />
amigamaniac.com though.<br />
Th<strong>at</strong> does sound like a diggity of a prob.<br />
Basically you have three options, all of<br />
which involve buying stuff. You could<br />
buy a PAL-NTSC converter (though<br />
some folks reckon the picture quality<br />
isn't the best) or go the whole hog and<br />
buy a multisystem TV. Altern<strong>at</strong>ively, you<br />
could ditch the TV idea altogether and<br />
buy a scandoubler so you can use your<br />
Amiga with any common-or-garden VGA<br />
monitor. Choices!<br />
"All time high"<br />
APoV,<br />
Amiga fanboyism is <strong>at</strong> an all time high. It<br />
must be stopped. Are you with me, or<br />
against me?<br />
En Garde!<br />
Alan Smithee<br />
Wh<strong>at</strong> an affable young man, and wh<strong>at</strong> a<br />
refreshingly direct style. To address the<br />
substantive point of your letter - to wit,<br />
the necessity of stopping the all-time<br />
highness of Amiga fanboyism - we first<br />
need to establish the actuality of this purported<br />
highality, then (and only then)<br />
consider whether stopping it would be a<br />
desirable course of action.<br />
We asked a resting prof for his take on<br />
it all, and he obligingly whipped up a<br />
quick present<strong>at</strong>ion demonstr<strong>at</strong>ing th<strong>at</strong><br />
Fanboyism (F) is directly proportional to<br />
the number of years since a system's<br />
heyday (H), with something or other then<br />
being divided by the square of games<br />
released in the past twelve months (G).<br />
The Amiga in 2009 came out <strong>at</strong> 28.4 on<br />
the Fanboyism Index (FI), against a<br />
1993 low of 6.8 and an average of 18.1.<br />
Pretty convincing stuff.<br />
So should it be stopped? Naysayers<br />
would argue th<strong>at</strong> fanboys are essentially<br />
benign; th<strong>at</strong> eagerly snaffling up any<br />
trace of a new Amiga game keeps them<br />
harmlessly occupied, when they might<br />
otherwise be rampaging through the<br />
streets. But on the other hand, they are<br />
pretty irrit<strong>at</strong>ing. Hmm.<br />
We're with you. Unleash the hounds of<br />
inter<strong>net</strong> forum disparagement.<br />
Write, damn you, write. If you can't write,<br />
draw. If you can't write or draw, send a<br />
handprint or a photocopy of your ass.<br />
apov.contact@<strong>abime</strong>.<strong>net</strong><br />
Actually, make th<strong>at</strong> your girlfriend's ass.
Editor<br />
Adrian Simpson<br />
Assistant Editor<br />
Carl Stapleton<br />
Design<br />
James Greenhorn<br />
Image Contributor<br />
Erkan Orhun<br />
Contributors<br />
Johnny Dickshot<br />
Cliff Faragoza<br />
Staff Writers<br />
Graham Humphrey<br />
David Musc<strong>at</strong><br />
Sebastian Rosa<br />
Publisher<br />
Pierre Astruc<br />
© 2010 <strong>abime</strong>.<strong>net</strong><br />
We welcome feedback<br />
and submissions, and<br />
are always interested in<br />
expanding our team. If<br />
you’ve got some work<br />
you would like to see in<br />
APoV, or you would<br />
like to know more about<br />
joining us, email<br />
apov.contact@<br />
<strong>abime</strong>.<strong>net</strong><br />
apov.<strong>abime</strong>.<strong>net</strong><br />
n one mor page thys issue is<br />
over, Yet drede not for thaere<br />
shall be another. Yon public<strong>at</strong>ion<br />
shall thee knew As the fifth Amyga Poynt<br />
of View. In pages thither fynde perchance<br />
Fe<strong>at</strong>yres impressyve and abundante:<br />
Emulaytores of computeres paste, For<br />
those in neede of an 8-bit blaste. A tutorial<br />
on DVD authorshippe, From the pen of<br />
oure young faelow Bip. Mor conseil on<br />
gaymes ful vexing, wyth Mappes and<br />
Guydes for gaymes perplexing. Sondry<br />
surprizes, all of them cute, Woaven with<br />
japes and funnies sooth soote. Plus<br />
reviewes and newes and<br />
chartes and mor; Tis<br />
safe to saye thou knowest<br />
the score. APoV 5,<br />
mayst thou wel loke out<br />
for it: T’wil be the<br />
sayme as this one, But<br />
with newe stuf in it.<br />
An APoV Scribe busting hys bunnes.