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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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apov 4<br />

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reviews<br />

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 />

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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 />

31


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 />

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apov 4<br />

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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 />

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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 />

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apov 4<br />

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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 />

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� 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 />

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� 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 />

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� 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 />

apov 4<br />

65


apov 4<br />

66<br />

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 />

apov 4<br />

67


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.


apov 4<br />

70<br />

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 />

apov 4<br />

71


apov 4<br />

72<br />

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 />

apov 4<br />

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apov 4<br />

74<br />

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 />

apov 4<br />

75


apov 4<br />

76<br />

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 />

78<br />

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 />

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apov 4<br />

84<br />

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 />

�����<br />

wham<br />

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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������ ��� �������� ��������� ������ � �� �<br />

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 />

����� �� ������� �� ������ �����<br />

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����� �� ������� �� ����� �����<br />

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 />

������ �����<br />

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 />

wham<br />

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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��������<br />

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.


����� �����<br />

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 />

wham<br />

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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������ �����<br />

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 />

������ ����� �<br />

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


apov 4<br />

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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 />

wham<br />

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 />

wham<br />

� 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 />

wham<br />

� 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.

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