1 - Commodore Is Awesome
1 - Commodore Is Awesome
1 - Commodore Is Awesome
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T H E 0 0 % IOVAAMIGA 100564AIGA 100%111<br />
1<br />
11CA<br />
Incorporating e ll the be st of ACE September 1992 £3.50 DM 19 Lire 11.500 Printed in the UK<br />
AMAZINCal 2 DISK 1<br />
ked with excellent demos, fantastic<br />
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7<br />
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if you can read this, your<br />
disk is missing.<br />
Ask the newsagent.<br />
disk is missing.<br />
Ask the newsagent<br />
•<br />
•<br />
EXCLUSIVE!<br />
'APIS SECO<br />
Revealed for the first time!<br />
.A.<br />
miere, Sha<br />
'92, Vikings + many more<br />
2 Graham Taylor's Soccer,<br />
,<br />
I<br />
l<br />
Delphine ,i(isits Another World!<br />
IS B FIN GOD?<br />
Beast 3, Guy Spy, Espana<br />
ilization, Monkey <strong>Is</strong>land<br />
ce and The Addams Family!<br />
,<br />
900<br />
11<br />
c \ J<br />
CO<br />
ID<br />
CD<br />
CD<br />
••0
A<br />
C O M P E T E<br />
WIl'H T H E<br />
C O M P E T E<br />
W I T H T H E<br />
E<br />
T RULYAWESOME<br />
OVER 30 EVENTS!<br />
Featuring ALL<br />
Track and Field<br />
disciplines.<br />
Stunning animation and<br />
breathtaking action!<br />
S T FREE DATA DISKS!<br />
Even more events<br />
which include:<br />
SWIMMING DIVING<br />
JUDO WRESTLING<br />
FENCING BOXING<br />
OCEAN SOFTWARE LIMITED<br />
6 CENTRAL STREET MANCHESTER - M2 5NS<br />
TEL 061 832 6633 FAX 061 834 0650<br />
"THE SPORTING STS AMONG YOU ARE CERTAINLY IN FOR A<br />
, 'Never before have I seen an athletics game with so many intricacies,<br />
authenticity of the management element, ESPANA '92 must go down as the
SPORTS_ SENSATION<br />
TREAT, THANKS To THE BEWIMERING DEPHIS OF ESPANA '92."<br />
facts and figures. coupled with the sheer abundance of events and the<br />
most complete athletics simulation of all tune - Excellent". AMIGA ACTION<br />
TEAM<br />
MANAGEMENT<br />
Put yourself in charge<br />
of training your squad<br />
for this summer's<br />
competition.<br />
HALL OF FAME<br />
Includes the history of<br />
the games and the<br />
winning contestants'<br />
achievements.<br />
Compare your team<br />
members' performances to<br />
those of the all time greats 1- A/<br />
as you attempt to break<br />
world records.<br />
AVAILABLE FOR:<br />
ATARI ST • CBM AMIGA • PC & COMPATIBLES
Editor<br />
David Upchurch<br />
Deputy Editor<br />
Gary White<br />
Head Of Design<br />
Jim Willis<br />
Designer<br />
Rob Carter<br />
Additional Design<br />
Allister Cordice Design Ltd<br />
In-House Scanning<br />
Becky Willis<br />
Group Advertising Manager<br />
Nigel Taylor<br />
Advertising Manager<br />
Maria Clarke<br />
Deputy Advertising Manager<br />
Tina lanelli<br />
Advertising Production<br />
Tina Gynn<br />
Publishing Director<br />
Mike 'Joystick<br />
- Managing FreyDirector<br />
Terry Pratt<br />
Editorial and Advertising Offices<br />
Priory Court<br />
30-32 Farringdon Lane<br />
London.<br />
EC1R 3Alit<br />
Telephone: 071 972 6700<br />
Far: 071 972 6710<br />
Distribution<br />
BBC Frontline Ltd<br />
Park Road<br />
Peterborough. PE1 2IR<br />
Telephone: 0733 555161<br />
Subscriptions & Back issues<br />
PO Boa 500<br />
Leicester<br />
1E99 ()AA<br />
Subs Enquiries<br />
Telephone: 0858 410510<br />
Credit Card Orderline: 0858 410088<br />
One <strong>Is</strong> ploducea AlitT t ia sKa p l-t o 4 sh in g . usin<br />
ELIA Eli:MS Ai Jae A C o b e Phainship and a host<br />
nines Film oulput 50 Tea, i , 1 1 0 d e a l Street _onclon W1 and<br />
PrePlez. 124.132 Clerkeniell Road. Lando EC IR Molex! hN• Caprufn<br />
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ntials, mechanical oi ciberyarse Mooed in a dab a retraala aYstemci In All Air<br />
way roped all.<br />
8e31 rt ima Jim And by Ito yo . thanis Hugh.<br />
tEMAP Images 1992<br />
cont<br />
11 NEWS<br />
Team 17 reveals its Streetfighter 2<br />
beater (geddit?) and Dr Who<br />
makes it onto Amiga - Just two of<br />
the red hot stories this month!<br />
18 LETTERS<br />
The place where YOU get to air<br />
YOUR views about the bonkers<br />
world of games!<br />
21 WORK IN<br />
PROGRESS<br />
Your chance to get the first peaks<br />
behind the security shields guarding<br />
the big games coming your<br />
way in the next few months. This<br />
time around we have the second<br />
part of our massive ELITE 2 exclusive<br />
and massive three-page features<br />
on FLASHBACK, Delphine's<br />
Another World follow-up, and THE<br />
SECOND SAMURAI, Vivid Image's<br />
stunning-looking sequel!<br />
In the second instalment of our E Work In<br />
Progress mini-series, we present screenshots depicting<br />
THE MOST INCREDIBLE 3D R ICS EVER<br />
SEEN! (And that's official!) •<br />
What's on them & how they<br />
,work„,<br />
34 GAMES<br />
CHALLENGE<br />
He's back and he s bad! (He's also<br />
rather sad.) Yes, Whitta accepts<br />
the gauntlet thrown down by a<br />
One reader to play... 11(+1<br />
36 WIN A<br />
PALMCORDER!<br />
39 REVIEWS<br />
The full list of all the games we;ve<br />
covered this month is over to the<br />
far right. Get stuck in!<br />
84 CHEAPOS!<br />
Attention, low-wage earners! Find<br />
out what's going down (in price,<br />
that is) in the Wunnerful World of<br />
Budget and Bundles.<br />
89 DIARY OF A GAME<br />
Right, get your thinking 'eads on!<br />
Andrew Braybrook's going to tell<br />
you all about the ins and outs of<br />
coding URIDIUM 2!<br />
94 SUBSCRIPTIONS<br />
Like the mag that much, huh?<br />
Then why not take out a year's<br />
subscription.., and get a FREE<br />
game into the bargain.
;ents<br />
.97 PD ZONE<br />
Software? For FREE? Unbelievable!<br />
101 QUESTIONNAIRE<br />
Yet another chance for you to air<br />
your views and tell us what you<br />
think about The One.<br />
104 PREVIEWS<br />
Gary Whitta gazes into his crystal<br />
ball (ooh-erl) and foretells the<br />
future of games.<br />
COMPO 3 6<br />
With a little luck, you could be the<br />
next James Cameron (well,<br />
almost), thanks to Core Design<br />
and their undying generosity. To<br />
celebrate the launch of Premiere,<br />
they're giving away ten copies of<br />
the game! Oh, and there's a Panasonic<br />
video palmcorder worth 900<br />
quid as well.<br />
107 GAMES INDEX<br />
Everything you ever wanted to<br />
know about the games released<br />
over the last eight months but were<br />
afraid to ask.<br />
KILL ZONE<br />
...The Middle Bit<br />
As 'The Ride Of The Valkyries<br />
plays away in the background, Kill<br />
Zone flies in like the 357th Air-<br />
borne Cavalry to save the day of<br />
all those poor unfortunates left<br />
high and dry by the substandard<br />
tips printed in other, inferior mags.<br />
THE SECOND IN<br />
SAMURAI....26<br />
Vivid image rise from the ashes<br />
of Mirrorsoft with another out-<br />
ing for their chop-socky hero!<br />
FLASHEIAC<br />
3 0<br />
Mon dieu! Those Gallic geezers<br />
Delphine Software are back<br />
with a pseudo-sequel to Another<br />
World, only this one stars a<br />
bloke in a suede jacket!<br />
GAMES FEATURED IN THIS ISSUE<br />
130 CONSTRUCTION REVI<br />
THE ADDAMS FAMILY TIPS PULLOUT<br />
BEAST 3 Lida,<br />
*CASTLE OF DR BRAIN 7,1b<br />
CIVILIZATION TIPS PULLOUT<br />
pt.J. IN THE U.S.A. CHEAPOS<br />
CRAZY SEASONS<br />
ICYTRON PREVIEW<br />
111LITE 2<br />
ERIK THE VIKI<br />
&ESPANA: THE GAMES '92 TIME<br />
m.<br />
FIFLASHBACK<br />
M i r '<br />
A1<br />
FIRE it ICE TIPS PULLOUT<br />
S11M<br />
GRAHAM TAYLOR TIPS PULLOUT<br />
CI GUY SPY REVIE<br />
NOMER°<br />
QUEST 2<br />
AMEGASPORTS<br />
CHEAPOS'<br />
TI MEGA itER 2 111=211"<br />
OMONKEY<br />
ISLAND 2 T I P S PULLOUT<br />
N MOTORHEAD .232111<br />
1•<br />
NARC<br />
1NARCO<br />
POLICE HEAPOS<br />
1 ORK TIPS PULLOUT<br />
MOUTLANDER<br />
ZPREMIERE<br />
ESAVAGE<br />
FRONTIER REVIEW<br />
. SECOND SAMURAI 11:ZMINI<br />
SWORD OF H1ikp411=111,<br />
TORNADO 1 1 : M t 5 [ M l i r<br />
VIKINGS 111111.21132M<br />
106<br />
10<br />
78<br />
70<br />
12<br />
85<br />
44<br />
105<br />
21<br />
84<br />
76<br />
50<br />
30<br />
4<br />
2<br />
68<br />
104<br />
86<br />
48<br />
6<br />
106<br />
85<br />
84<br />
14<br />
106<br />
40<br />
72<br />
26<br />
46<br />
106<br />
14
COVERDISKS<br />
SECTOR<br />
LOADING YOUR DISKS<br />
To be honest, you'd have to be a bit of a gonzo if you can't figure this out for yourselves<br />
by now. But you'd be surprised how many Amiga owners used to own STs not<br />
so long ago, and whose brains have never fully recovered from the experience (like<br />
Dave), So it is for the benefit of those poor tortured souls that we provide this easy<br />
to follow guide...<br />
(I) Select the disk you wish to have a one<br />
slot it in the correct manner into your Amiga's internal drive.<br />
-<br />
on<br />
-<br />
one e n t e r t a i n m e n t<br />
e x p e r i e n c e<br />
w i t h<br />
a n d<br />
Well, what more is there to say? For<br />
a full lowdown on Delphine's riproaring<br />
follow-up to Another World<br />
in development, whizz along to our<br />
exclusive Work In Progress starting<br />
on page 30. But oh, how inadequate<br />
static screenshots can be! Flashback's<br />
a game that's all about animation,<br />
and you won't get much<br />
of an idea of that from the WIP<br />
disk<br />
A 41<br />
FLASHBACK<br />
pictures. Where you will get it from<br />
is our top rolling demo, which plays<br />
out the game's entire introduction<br />
sequence in full (unfortunately bar<br />
the sound - that bit just wasn't ready<br />
in time).<br />
You don't need any instructions.<br />
Just sit back, switch oft the lights<br />
and prepare to be amazed!<br />
(<br />
2can't<br />
miss it, it's the one with the tatty logo on it<br />
) (3) Simply choose which thing you'd like to load and depress the corresponding<br />
T<br />
function key on your keyboard or double-click on it with the mouse pointer. The<br />
desired item will now load and run automatically.<br />
u<br />
Have lots of fun!<br />
r<br />
(5) Have even more fun!<br />
n<br />
"MATCH<br />
o<br />
OF THE DAY<br />
n<br />
y<br />
o<br />
u<br />
r<br />
big leagues, you'll just have to buy<br />
A<br />
m<br />
i<br />
g<br />
a tit<br />
• MATCH<br />
,<br />
O<br />
D F R Y<br />
the real thing.<br />
Match of the Day is entirely iconcontrolled,<br />
and as Manager you'll<br />
get to make big-time deals, control<br />
your players' fitness and injury lev-<br />
a<br />
n<br />
d<br />
w<br />
T<br />
H<br />
E<br />
els, organise the club's finances and,<br />
of course, pick the line-up for Saturday's<br />
big game. So what are you<br />
waiting for? Get managing!<br />
aHello<br />
and welcome to Match of the<br />
iDay!<br />
Yes, the show might not be on GETTING STARTED<br />
t<br />
the telly anymore but who cares!<br />
a<br />
Computer games are all about<br />
,escaping<br />
r<br />
from the real world anyo<br />
:may. Or something. Anyway. what<br />
u<br />
'you've got here is a playable demo<br />
n<br />
of Zeppelin's forthcoming game of<br />
d<br />
the show, in which you can guide<br />
f<br />
your team through an entire division<br />
o<br />
of top football management action!<br />
r<br />
As in the full game, you start in the<br />
a<br />
fourth division and the object is to<br />
b<br />
i<br />
progress upwards - this demo ends<br />
, t when you are promoted from the<br />
u<br />
top of the fourth at the end of the<br />
n<br />
ason. If you want to make it to the<br />
t<br />
i<br />
Plug a mouse into its port first of all.<br />
There, that didn't hurt did it? Now<br />
use it to select a team from the 20<br />
available in the fourth division by<br />
cycling through the arrow icons and<br />
clicking on ACCEPT when the one<br />
you want is displayed. Congratulations,<br />
you're the new manager!<br />
From here it's onto the main<br />
screen, where the real thrust of the<br />
game takes place. On the left is your<br />
diary (one day to a page) and on the<br />
right are the control icons. Refer to<br />
the icon panel for an explanation of<br />
each one. Now, to actually get all<br />
1
Jy<br />
n-<br />
'll<br />
ol<br />
vcl,ir-<br />
in<br />
ur<br />
te<br />
to<br />
of<br />
ill<br />
COVERDISKS<br />
We've said it before and we'll say it again. Our coverdisks are the<br />
absolute BUSINESS! We don't care who knows it. And having looked<br />
at them in all their gleaming excellentness on the front of the mag,<br />
you're probably inclined to agree with us. Right? And if you don't by<br />
now, you will once you've loaded them up and your Amiga has nearly<br />
exploded with glee at having the privilege of running such fine<br />
quality software. We can't wait any longer. Let's go!<br />
TINY SKINEEKS<br />
First there were Lemmings. Then, the<br />
Troddlers. And now there is a new<br />
breed of sickly-cute fluffy game characters<br />
- yes, they're the Tiny Skweeks.<br />
These little bundles of mischief will<br />
be weed ling their way onto your<br />
Amiga courtesy of Loriciels this<br />
Autumn, but in the meantime, why<br />
PHYSIO<br />
not cut your teeth on our TEN (count<br />
'em) exclusive, playable and totally<br />
complete levels?<br />
THE GAME<br />
Tiny Skweeks is a puzzle game where<br />
the object is to get each of the<br />
Skweeks (the furry creatures) on the<br />
screen Onto the lighted pads of the<br />
corresponding colour. It sounds easy,<br />
but of course it isn't, Although you<br />
can control the Skweeks directly,<br />
they're not very bright creatures and<br />
can only walk in straight lines, stopping<br />
only when they bump into a<br />
wall or some other immovable<br />
object_<br />
Visit your physiotherapist and you can have him report player fitness<br />
and prioritise which players should get his attention first, To do so, simply<br />
click on a player's name - a red cross appears to indicate that a physio<br />
session has been allocated, and the number next to it tells how many<br />
more days it will be before that player's fitness is raised by 1%.<br />
managerial and start making decisions,<br />
all you have to do is select the<br />
relevant icon and, holding the mouse<br />
button down, drag it into the square<br />
slot next to the diary entry you<br />
desire. You can do up to five things<br />
in a single day. If you don't want to<br />
do anything, simply leave the slot<br />
blank.<br />
That's your schedule set up for the<br />
day. Now, click on the single arrow<br />
icon in the top left-hand corner of<br />
the diary to advance, one at a time,<br />
through the various appointments.<br />
As you come to each one, a separate<br />
screen appears where, depending on<br />
what's happening, you can take<br />
action of some kind or just view<br />
information for reference purposes.<br />
When you reach the end of a day,<br />
your diary automatically flicks over<br />
to the next. You can set your sched-<br />
ule and preview upcoming matches<br />
up to 15 days in advance by clicking<br />
on the double-arrow icons at the<br />
bottom of the diary,<br />
THE AIMING SITS<br />
For the purposes of the demo, certain<br />
icons have been disabled and<br />
are only available in the full game.<br />
You can't, for example, select Team<br />
Talk, Trainer, Scout or Supporter's<br />
Club,<br />
PLAYING MATCHES<br />
When the time for the Match of the<br />
Day comes around (fixtures are set<br />
automatically into your diary), the<br />
score is calculated and the result,<br />
along will all others from that day,<br />
shown. In the full game you'll be<br />
able to see arcade-style match high<br />
-lights.<br />
The trick is to find a path that will<br />
lead each Skweek onto its coloured<br />
light with the minimum of fuss.<br />
Although a Skweek might be standing<br />
right next to its destination, you<br />
might have to send him in a convoluted<br />
path all around the screen to<br />
get him there as a Skweek will walk<br />
right over a light unless there's<br />
something to stop him when he gets<br />
there.<br />
SELECT TEAM<br />
On more complicated screens, it<br />
becomes necessary to constantly<br />
swap between Skweeks, moving<br />
them in the way of each other to<br />
provide obstacles and stopping<br />
points.<br />
CONTROLS<br />
Use FIRE to click through the title<br />
sequence. When the control screen<br />
appears, use keys Fl-Ftt to change<br />
control mode (joystick, mouse or<br />
keyboard), redefine the key controls,<br />
swap between music and SFX and<br />
enter level codes. When it's all set up<br />
hunky-dory, hit SPACE to begin.<br />
The player controls a squareshaped<br />
cursor that moves around<br />
the screen in four directions. To<br />
select a Skweek, move the cursor<br />
.Continued overleaf<br />
From hero, you pick your team for forthcoming matches. Click on any of<br />
the names in the squad roster to display information about that player.<br />
using the right mouse button you can cycle through Info. Goalkeeper,<br />
Defender, Midfielder. Attacker and Substitute. To actually select (or de-<br />
select) a player for the team. the pointer must be set to the appropriate skill. Your team<br />
can have a maximum of five in attack, midfield or defence up to a total of 13 includ-<br />
ing a goalie and two subs. You can't select players less than 80% fit.<br />
MIME<br />
soaa<br />
DEAL<br />
This section has been partly disabled for the purposes of this demo. You<br />
can't actually trade players, but you can use this to select a new trainer.<br />
physio and scout from those available.<br />
SPORTS PAGES<br />
Come here to keep up to date on match reports. upcoming fixtures,<br />
fer news and good old fashioned gossip. You never know what you mi<br />
aj discover._ The paper is updated after every match.<br />
FIXTURE LIST<br />
Shows you the order of all upcoming home and away matches - the next<br />
match is highlighted. Remember that the club only earns money from<br />
home games.<br />
LLa4GU<br />
E Pretty obvious really - selecting this shows how well you, and the rest of<br />
Tthe Ateams B in the league, are faring. At the end of the season the top three<br />
L<br />
teams<br />
E S<br />
are the ones that get promoted.<br />
CASHFLOIN<br />
Click here to get up to date with the club's finances. The club's sponsor<br />
provides a fixed sum of cash per season - after that it's up to<br />
you to balance the books. Fail and you could end up out on your ear.
COVERD<br />
...Continued<br />
over him and hit FIRE - you now have<br />
direct control over that Skweek.<br />
Remember, you can't change a<br />
Skweek's direction or stop him while<br />
he's walking. You have to wait until<br />
he hits an object and stops himself.<br />
SPECIAL THINGS<br />
The first level is easy-peasy and<br />
intended to get you into the swing<br />
of things. But from then on, extra<br />
features are added that make things<br />
NEBULA<br />
The first of our top-quality PD threepack<br />
this month is a high-velocity<br />
arcade blaster that should be familiar<br />
to anyone who's ever played classics<br />
like Battlezone or Encounter.<br />
Taking control of a super-fast landspeeder,<br />
your mission is to free the<br />
once-peaceful moon of Uropa from<br />
the clutches of the evil Kapones.<br />
They've set up nine energy rigs<br />
around the moon which are sapping<br />
the satellite's natural resources. Only<br />
you can foil their plans by planting<br />
AERs (Anti-Energy Rig bombs) by the<br />
offending structures, then detonating<br />
them to blow them up.<br />
Of course, the Kapones have a<br />
whole army of land-based assault<br />
vehicles to protect the energy rigs,<br />
and you'll have to do battle with<br />
these if you're to get anywhere. Blast<br />
away at them with your lasers to<br />
knock them out, being careful to<br />
avoid their own fire, which saps your<br />
ship's shields. If you wait around on<br />
I<br />
1SKS<br />
trickier - or easier, depending on how<br />
clever you are. The screens become<br />
populated with blockers, pushers,<br />
arrow-shaped direction-changers<br />
and other secret thingies, all of<br />
which have an effect over your<br />
Skweeks when they pass over them<br />
Remember that each level has a time<br />
limit, and extra time is available by<br />
running a Skweek over the alarm<br />
clocks that appear on screen every<br />
now and then.<br />
the title screen for a bit, you'll get a<br />
full rundown of all the enemies in<br />
the game<br />
PLAYING THE GAME<br />
Your GBV (that's the thing you're flying<br />
around in) is a nippy little beggar,<br />
and comes equipped with radar,<br />
shields, lasers and a cloaking device.<br />
The radar in the centre of the display<br />
shows all enemies in range - simply<br />
speed towards them and pump them<br />
full of laser fire. Don't worry if they<br />
don't blow up straight away most<br />
enemies need a lot of hits to kill.<br />
Once an enemy has been destroyed,<br />
pull away from it quickly, as the<br />
debris from the explosion can be<br />
damaging if it hits your own ship.<br />
To destroy energy rigs, locate one<br />
using your map and speed towards<br />
it using the compass as your direction<br />
finder. When you've got one.<br />
get right up close to it and drop an<br />
AER. Then pull away and detonate<br />
the device - it doesn't have to be<br />
close. So long as one piece of the farreaching<br />
debris from the explosion<br />
hits the rig, it will be destroyed.<br />
DON'T waste any bombs, as you only<br />
have the exact amount needed to<br />
complete the mission.<br />
As enemy hits and collisions sap<br />
your shields, seek out and collect<br />
Chromolite crystals (littered around<br />
the landscape) to replenish them. If<br />
things get really bad, you can always<br />
engage your cloaking device, which<br />
renders you invisible to enemy ships<br />
and gives you a rest from incoming<br />
fire - but there's only enough energy<br />
to keep the cloak on for a short time.<br />
KEY CONTROLS<br />
M Toggles game map on and oft<br />
B Drops an AER bomb.<br />
D Detonates the AER bomb<br />
C Toggles cloaking device on and<br />
off.<br />
P Pauses the game.<br />
K Activates keyboard controls<br />
J Activates joystick controls.<br />
Q Quits back to The One menu_<br />
F10<br />
Resets game.<br />
HELP<br />
Displays game information.<br />
PREMIERE<br />
Hey, there's no business like show<br />
business! And probably that's why<br />
Core Design have produced a game<br />
on it because it's definitely a platform<br />
experience like no other. Core's<br />
latest slice of arcade fun would normally<br />
cost you E30.99 in the shops,<br />
but with our preview disk you can<br />
get a playable taster of its smartness<br />
absolutely heel For more information<br />
about the game, flip to the<br />
awesome four-page review starting<br />
on page 40 and don't forget there's<br />
a smashing Core compo to win a<br />
1900 Video Palmcorder on page 36!<br />
This demo consists of a speciallyconstructed<br />
section of the first<br />
Western level, where the player's<br />
objective is to work his way through<br />
the landscape, battle the baddies,<br />
collect as many pickups and possible<br />
and reach the door at the far<br />
end.<br />
GAMEPLAY<br />
Couldn't be simpler. really. All control<br />
is via the joystick. Once you've<br />
hit FIRE to start, Clutch (that's you)<br />
is controlled thus - LEFT and RIGHT<br />
makes him walk in those directions,<br />
DOWN causes him to duck and UP<br />
makes him jump. Hit FIRE to lob a<br />
stick of dynamite.<br />
In addition, Clutch can flip<br />
between the background and fore-<br />
disk<br />
ground 'lanes' in certain parts of the<br />
level - this allows him to avoid or<br />
confront enemies and gain access to<br />
stairs, lifts and doorways. To toggle<br />
between lanes, pull DOWN and hit<br />
FIRE simultaneously-<br />
Pick up Oscars and other awards<br />
to collect points, and always use the<br />
switches that are set into the wall<br />
when you find them - just stand in<br />
front of them and hit FIRE.<br />
BAD GUYS<br />
Most of the enemies in this demo can<br />
be killed with one hit of dynamite,<br />
although some take more - be careful.<br />
Each time you take a hit from a<br />
baddy, one of your six energy points<br />
is removed - lose all six and its adios<br />
amigo. You've only got a limited supply<br />
of dynamite, so use it wisely and<br />
always collected extra bundles when<br />
you find them around the game area.
In War, two players battle for galactic<br />
domination in a superb mix of<br />
Risk-style boardgame strategy.<br />
resource management and spacebased<br />
arcade action. It's entirely<br />
icon-controlled and, though it looks<br />
a little overwhelming at first, is great<br />
fun once you've got into it. Don't let<br />
the fact that it's written in<br />
AMOS put you off either.<br />
Actually, you can play one<br />
player against the computer<br />
but from our own play-testing<br />
experiences in The One<br />
offices, you really need to<br />
grab a mate to get the most<br />
out of the game.<br />
Unfortunately, the instructions<br />
are far too long-winded<br />
and complex for us to document<br />
fully here. But, as luck<br />
would have it, the game<br />
Yes, it's Frogger! And not just any<br />
old Frogger. We reckon it's the best<br />
Amiga version of the classic arcade<br />
game yet. You must know what to<br />
do - guide your hapless frog from<br />
the dangerous highway at the bottom<br />
of the screen to his home at the<br />
top,<br />
To complete a level, you've got to<br />
get frogs safely into all the little leafy<br />
alcoves across the top of the screen.<br />
Your amphibious pal can hop in all<br />
four directions, but is instantly killed<br />
If he is hit by a vehicle or falls into<br />
the water. He'll also come a cropper<br />
if he's attacked by the rampant<br />
chicken that appears on the riverbank<br />
in the centre of the screen after<br />
Level One or leaps into an alcove<br />
occupied by the big-bad frog-eating<br />
IF or • um• • ,• •<br />
4<br />
411,,e -<br />
-1•••<br />
i • a s as<br />
N<br />
orco.o o<br />
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CROAK<br />
11,1,..21J v t4<br />
comes complete with all its own onscreen<br />
instructions. The option to<br />
read them appears before the main<br />
game loads. DON'T skip them and go<br />
straight into the game, because you<br />
won't last five minutes. Give them a<br />
proper readthrough, and you'll reap<br />
the benefits. Let battle commence!<br />
spider. Oh, and if the logs or turtles<br />
carrying you scroll off the side of the<br />
screen.<br />
As the levels progress the cars get<br />
faster, special bonuses appear (leap<br />
on the flies to swallow them up, but<br />
don't mistake the spider for one)<br />
and.- oh, it just gets more and more<br />
fun. And don't forget the time limit!<br />
You know what to do! Go to it!<br />
COVERDISKS<br />
Oh dear, your disk won't work. Well, first try disconnecting all your<br />
peripherals (2nd disk drive, printer, etc) if you have any and loading<br />
the disks again. If there's still no joy then never fear, a working replacement<br />
can be yours in a jiffy. Simply pop the offending disk into some<br />
sturdy packaging along with an SAE to the value of 28p and send to:<br />
The One Coverdisk Returns,<br />
PC Wise,<br />
Unit 3, Merthyr Industrial Park,<br />
Merthyr Tydfil,<br />
Mid Glamorgan,<br />
CF48 4DR,<br />
If you've got any other technical problems. you can call the PC Wise<br />
Helpline on (0443) 693233 between 10:30am and 12:30 pm weekdays.<br />
TA MUCHLY!<br />
NEBULA and CROAK are PD games that were supplied by Fortiss PD,<br />
PO Box 2, Earl Shilton, Leicester LE9 SW. WAR is a Shareware game<br />
supplied by 17 Bit Software, 218 Market Street, Wakefield WF1 1DH.<br />
And of course, thanks to Core Design, US Gold, Zeppelin Games and<br />
Loriciels for their fantastic demos!<br />
The game DragonTiles featured in the July<br />
edition was programmed and designed by<br />
Mr Steve Smith and is Shareware. To register<br />
with him send a f 5 cheque or postal<br />
order to the following address:<br />
Mr S. J. Smith,<br />
33 Cross Street,<br />
Oakfield,<br />
Ryde,<br />
<strong>Is</strong>le of Wight.<br />
If you also send a blank disk and an SAE, you'll<br />
also get a registered user disk which contains<br />
a new version of DragonTiles (lots of extra features),<br />
another of his games and the modified<br />
DragonTiles source code.<br />
-<br />
THE SMALL<br />
PRINT<br />
1 While we at The One make every<br />
effort to check the coverdisks for<br />
all known viruses, we can accept<br />
no responsibility for possible dam-<br />
age caused by viruses which may<br />
have escaped our attention.<br />
2. The One and its retailers are not<br />
liable for any unnotified changes<br />
to the contents of the coverdisks<br />
which may occur.
Screen shots from<br />
various formats.<br />
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,• -<br />
unveiled an all-new potential<br />
T hose blockbuster top boys in at development<br />
Team 17 have<br />
exclusively to The One. The software<br />
house behind the arcade classics<br />
Alien Breed and Project-X has lust<br />
commissioned an ambitious Street-<br />
fighter 2-style beat-'erri-up called<br />
Body Blows. It's expected to appear<br />
after Team 17's other two games currently<br />
in development. Assassin and<br />
Superfrog, which are due in the<br />
Autumn<br />
7<br />
1<br />
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6<br />
1<br />
,<br />
4<br />
1<br />
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t<br />
Body Blows, the company's second<br />
beat-'em-up after its debut game Full<br />
Contact, is being put together by a<br />
new development team headed up by<br />
programmer Junior McMillan. There's<br />
no storyline, of course • the idea is<br />
simply to cause as much GBH to your<br />
opponents as possible and progress<br />
through the rankings_ In combat,<br />
there'll be up to three players on<br />
screen at any time (any mix of human<br />
and computer fighters) from a cast of<br />
ten individual characters, each with<br />
1<br />
,<br />
1<br />
,<br />
t<br />
•<br />
i<br />
Al<br />
*."<br />
t -4117!<br />
,4" •<br />
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lk<br />
A selection of the fighter sprites from the forthcoming Body Blows On of<br />
the characters (bottom row, second from right) will be a flesh-covered<br />
android like the Terminator. Cor.._<br />
(Right) Team 17's<br />
Overdrive is already<br />
looking like it could be<br />
the game to top the<br />
plan-view racing genre.<br />
iust look at those supersmart<br />
graphics!<br />
(Below left) Like the<br />
influential Streetfighter,<br />
Body Wows will take the<br />
player around the world<br />
in his quest for violence -<br />
here a scraps taking<br />
place in a Russian air<br />
base, of all places.<br />
TEAM 17 GETS<br />
TOUGH!<br />
their own look, moves and fighting<br />
styles. Players can choose from an<br />
armoury of twenty martial arts<br />
moves and 'special effects'.<br />
It is. of course, expected to be<br />
extremely violent. "The idea is to create<br />
an arcade-quality beat-'em-up on<br />
the Amiga with fast, well-animated<br />
characters and excellent gameplay,"<br />
says Team 17. Here at The One we<br />
have our fingers well and truly<br />
crossed, what with there being hardly<br />
any decent beat-'em-ups available<br />
on the Amiga. If Body<br />
Blows is up to the standard<br />
of previous Team 17<br />
releases we should be in<br />
for a treat, but we'll have<br />
to wait until Jan/Feb next<br />
year to find out.<br />
Meanwhile, the motorracing<br />
game first revealed<br />
by us back in June as OHP<br />
Racing has now been retitled<br />
as Overdrive and<br />
these are the first screenshots.<br />
The new title is in<br />
reference to the game's<br />
NEWS<br />
bird's-eye perspective, similar to that<br />
used by the likes of Super Cars and<br />
Spy Hunter. Created by the Assassin<br />
team of Dave Broadhurst and Haydn<br />
Dalton, it's expected to arrive next<br />
March. "We're aiming for a superplayable,<br />
definitive version of the<br />
genre," say the lads. Vr0000000m!<br />
(Below) Oh we do like to be beside<br />
the seaside... Overdrive aims to take<br />
the player through all kinds of landscape,<br />
from the urban streets above<br />
to the sandy beaches shown here.
or weeks of speculation throught<br />
the games industry, Comodore<br />
has finally confirmed that<br />
re's another brand new Amiga<br />
mes machine in the pipeline.<br />
There's been talk over the last<br />
nth or so about a so-called A800,<br />
32-bit Amiga with super-fast<br />
30 processor, but <strong>Commodore</strong><br />
denying that any such machine<br />
ists. Firm details about the new<br />
iga's specifications are thin on<br />
ground, but it's expected to be<br />
tched somewhere between the<br />
, compact A600 (which has<br />
pparently been selling like hot<br />
kes since its recent launch) and<br />
bigger, high-end A1500.<br />
"The Amiga is not a product, it is<br />
technology and we do have plans<br />
improve the technology," coin-<br />
mented <strong>Commodore</strong>'s Manag<br />
ing Director Kelly Sumner in a rece<br />
issue of industry journal Compu<br />
teif Trade Weekly. "There will not, how-I,<br />
ever, be a product called the A8004<br />
I guarantee that. Over the ne<br />
twelve months there will be a ne<br />
Amiga and it will be a focus, mas<br />
market machine rather than<br />
end. That is not to say that the A60d<br />
is short term. It will be around foi<br />
quite some time. In fact, the A600<br />
will still be the biggest selling Amigli<br />
in 1993, but it will be close."<br />
It's only speculation at Hui<br />
moment, but it's looking as thoug<br />
the new mystery machine will ha<br />
some kind of superior technical sp<br />
- if only because it's difficult t<br />
imagine what else a new Ami<br />
could be. We'll keep you posted.<br />
ternative Software has p u p the righ to two B B C ' s toped<br />
TV shows, Doctor Who and (wait for it) 'Alto 'Alto. Both Amiga games<br />
e being put together as we speak and are scheduled to arrive in time<br />
r Christmas on the company's new £14.99 Admiral label.<br />
The game that's likely to attract most interest is, of course, Dr Who,<br />
hich has been timed to coincide with the show's 30th Anniversary next<br />
ar. Fans of the timelord have always been a bit short-changed in the<br />
ame department, having to put up with second-rate platform<br />
mes and the like - but Alternative is confidently predicting that<br />
s game, called Datek Attack, will be the best thing since that<br />
ally good episode where Torn Baker asked Davros if he wanted<br />
Jelly baby.<br />
The game's set in London in the year 2254, when the evil<br />
Daleks have taken over the planet Earth and enslaved its population<br />
(a bit like the film with Peter Cushing, eh?). Their plan is to<br />
destroy the planet's ozone layer - Alternative is claiming that<br />
4111 !environmental issues will play a major part in the story. Hmmm.<br />
Anyway, you get to be Sylvester McCoy, running around the<br />
futuristic city in an arcade-adventure type thing, battling the<br />
Daleks and their Robomen. Obviously not wanting to incur the<br />
wrath of hundreds of fanatical Doctor devotees, Alternative is<br />
'making sure the game stays faithful to the show, but is also bunging<br />
in a few new ideas of its own - the Daleks can now fly using hoverpads,<br />
for instance. Hopefully the special effect that accompanies this will<br />
be more convincing than the crappy one the BBC uses when the Daleks<br />
• have to float up stairs.<br />
On a much lighter note, there's 'Alto 'Alio, the game of the 'popular'<br />
'. ucy wartime comedy. There's not a great deal of information available<br />
on this one yet, other than it's a comic-strip arcade adventure based<br />
• around a 'crazy chase' to find the fallen Madonna with the big boobies<br />
... : (ho-ho), All your 'favourite' characters are in there, including the bloke<br />
who can't pronounce his vowels properly and the funny Nazis.<br />
We understand that the spirit of the show has been retained, so expect<br />
. lots of trousers falling down, suspender belts snapping and all sorts of<br />
• other racy French frolics - although we're promised it won't be that<br />
• naughty. In Alternative's own words, "It's aimed very much at the family<br />
market." We can't wait. Can you?<br />
0<br />
A<br />
ALTERNATIVE<br />
TIES UP TIP-<br />
TOP TEEVEE<br />
TWOSOME<br />
Good evening, this is the<br />
BBC_ on the left some<br />
scenes from the innuendofilled<br />
goings-on in<br />
Alternatives 'Alto 'Alto game<br />
• we were quite suprised to<br />
see how much the sprites<br />
look like their TV<br />
counterparts. Over on the<br />
right, the more serious (well,<br />
sort of) action of Dale*<br />
Attack. It's all very dark and<br />
broody, which is apparently<br />
what ye can expect of<br />
London in the year 2254.<br />
011
ma a 1<br />
1 fl o e , •<br />
411.,<br />
4<br />
"<br />
41011641=<br />
A<br />
• HARRIER<br />
CLEARED<br />
FOR<br />
TAKE-OFF<br />
After earning their wings with the likes of M1G-29 and, erm... MiG 29<br />
SuperFulcrum• Domark are branching out with a new flight combat simulation<br />
based around the American AV-8B Harrier Jump Jet, It's currently<br />
being coded by Simis, the 3D afficionados behind the MiG games,<br />
who've been beavering away on it for the last year. Apparently the team<br />
worked on the real Harrier's airborne software during their time at British<br />
Aerospace, so if nothing else it should have some semblance of technical<br />
accuracy.<br />
So what's the USP then? (That's Unique Selling Point to the unitiated.)<br />
Well, Domark claims that Harrier Assault (for that is its name) is a move<br />
away from conventional flight-sim ideology, because it mixes the 3D<br />
action with a proper strategic element where the player, as Commander<br />
of a Rapid Response Force, sets objectives for his troops on different<br />
missions, then flies support in the Harrier to help them do their job_<br />
There's also a special training section. where new pilots can prove their<br />
worth in a number of different testing aircraft, before trying the perilous<br />
controls of the famed VTOL jet.<br />
WO be interesting to see how Domark's game, out in October. stands<br />
up against the Harrier simulation that, as we speak, is being written by<br />
Vektor Graf ix for Microprose and due out not long after. That' game has<br />
yet to be shown publicly but it's promising a lot. Could we be in for a<br />
one-on-one Harrier dogfight between the two games in the Amiga skies<br />
commencing this October? We think so, so its tin hats all round and singsongs<br />
in the Anderson shelter for us_<br />
a ao ,a • v<br />
• • is no •<br />
Flight sim fans should be in for a treat over the next few months, what with<br />
two Harrier games (Domarh's one is pictured above) and Digital Integration's<br />
Tornado (see Previews) all on the way and looking dreamy. The question is,<br />
will any of the simple-minded lot at The One be able to get their heads<br />
round a spate of games that have controls more complicated than up-do<br />
le ft-right-fire ? (proba bly not • Ed).
NEWS<br />
,,Anco has announced that the<br />
long-awaited Kick Off 3 is to be<br />
the company's last Amiga product.<br />
After enjoying massive success<br />
with the console versions of<br />
K02. boss Anil Gupta has decided<br />
to plough all future efforts into<br />
more Sega and Nintendo work.<br />
There are still no more details to<br />
be had on Kick Off 3, nor on the<br />
equally long-awaited Player Manager<br />
2, as no-one was available for<br />
comment at the time of going to<br />
press. Both games are still due<br />
before the end of the year but<br />
beyond that, your guess really is<br />
as good as ours<br />
...With the lucrative Christmas<br />
season getting closer every day,<br />
Ocean is revving up for what<br />
could be its biggest festive season<br />
ever. This month it took the<br />
wraps off its 199213 Amiga lineup<br />
- and it's a bulging bag o'fun<br />
if ever we saw one. The games<br />
you can expect to see appearing<br />
between now and the new year<br />
include an isometric-3D arcade<br />
adventure called Universal Monsters,<br />
the official licence of the<br />
forthcoming movie Cool World,<br />
a new Golf game which, we're<br />
told, blows everything else<br />
away, WWF Wrestiemania 2<br />
(woo!), The Addams Family 2<br />
(actually the tie-in to the film's<br />
spin-off cartoon series) and<br />
Maxis' Sim Earth and a futuristic<br />
arcade battler called Robosport.<br />
It's going to be a long winter...<br />
...Staying with Ocean, we've just<br />
heard that the company's<br />
supposed Lethal Weapon 3 licence<br />
(revealed two months ago) is in<br />
fact a generic Lethal Weapon<br />
game, encompassing scenes from<br />
all three movies. Apparently it was<br />
decided that there wasn't enough<br />
material in the third film alone to<br />
make a whole game, so instead<br />
they bundled the best bits of the<br />
trilogy together and... Hey presto.<br />
It's out for Christmas...<br />
...Remember we told you a<br />
while ago that Team 17 were<br />
hoping to get Vic Reeves and<br />
Bob Mortimer to provide the<br />
sampled speech for their forthcoming<br />
cutesy platformer<br />
Superfrog? Well, the top comic<br />
duo unfortunately turned down<br />
the offer, so the hunt is now on<br />
for someone else to do the voices<br />
of Spud and Dudley...<br />
WE'RE PUTTY'<br />
POTTY! 0 4 1<br />
We know vve've already previewed it,<br />
but we thought we'd sneak in one<br />
last mention of System 3's forthcoming<br />
Silly Putty before we review it<br />
next month. Why? Because it's looking<br />
jolly smart, that's why.<br />
There's little to add to the preview<br />
information we ladled on a couple of<br />
months ago, but we can tell you that<br />
the guys and gals over at System 3<br />
are on the verge of exploding Scanners-style<br />
with excitement over this<br />
one - one spokesman confidently predicted<br />
that the wacky arcade funfest<br />
could become a phenomenon of<br />
almost Lemmings-like proportions.<br />
Well, of course, you've heard all that<br />
before and so have we - and though<br />
we like what we see so far, we will of<br />
course be reserving our official judgement<br />
until next month. In the meantime,<br />
you'll just have to feast your<br />
eyes and wait patiently like everyone<br />
else...<br />
OMR n r:<br />
IN' 1 P. 411 T<br />
la -<br />
MI<br />
,<br />
ALLMON, ALL-<br />
STAR CAST!<br />
I. not really. The One's editorial team has moved through a phase of evolution and upheaval (or something),<br />
• w your favourite Amiga games magazine is being created by an even more streamlined, razor-sharp team of gal<br />
ing commandos.<br />
So what's happened. then? Well, snivelling turncoat Editor Jim Douglas has left to head up the launch of EMAI<br />
super new official Nintendo magazine, so you'll not be reading any more of his acid wit. (Hooray! - The entire rea<br />
ership). What this means is that big boy Dave Upchurch is your flamboyant new Editor, and even bigger boy Gary Wh<br />
ta his toadying Deputy. We've got a new Staff Writer too, but we can't say much at the moment because it's very hu5<br />
hush and all that. But fear not, all shall be revealed next month.<br />
Apart from that, nothing's changed. We'll continue to do good things (like getting those big stories first) and avc<br />
doing bad things (like ending every other sentence with some peurile and over-indulgent quote from Wayne's Won<br />
in our on-going mission to provide you with the best Amiga games magazine that money can buy. What a gre<br />
bunch of guys we are.
7 1<br />
ig), so<br />
gam<br />
VIAP's<br />
read-<br />
Whithush-<br />
avoid<br />
Yorld)<br />
great<br />
L<br />
You've got to hand it to the lads at<br />
Codemasters - they certainly know<br />
how to identify trends in the market<br />
and go after them. After watching<br />
the recent success of football games<br />
like Sensible Soccer and pinball<br />
games like the smart Pinball Dreams,<br />
(Left) Two of the footy-inspired<br />
tables available in Codemasters'<br />
forthcoming Soccer Pinball. No<br />
doubt the Codies will be cleaning up<br />
with soccer and pintable fans alike.<br />
Stay tune d to the Budge t se ction for<br />
a full review real soon_<br />
1<br />
they could have come up with just<br />
another clone of either type of<br />
game. But no! These boys have to<br />
go one better! So they've put both<br />
genres together and come up<br />
with.., wait for it... Soccer Pinball!<br />
Yes, we know, we didn't believe<br />
it at first either. But it's true, and<br />
here are the pictures to prove it.<br />
Basically, it's just a computer pinball<br />
game of the type we've seen<br />
plenty of times before, but all the<br />
tables have a footballing theme<br />
that's presented not just by the<br />
graphics, but in the gameplay too.<br />
ARMOUR-GEDDON<br />
SICK OF THIS...<br />
Here's a piccy of the new one from Psygnosis, Armour-Geddon II. It is, of<br />
course, the sequel to Armour-Geddon (Doh! - Patronised readers) and is<br />
due out in October at 125.99. Due to the notoriously vague nature of Psyggy<br />
press releases, there's not really a great deal to tell you, apart from the<br />
fact that the boys up in Liverpool almost making themselves sick with<br />
excitement over the claim that this i5 MUCH BETTER THAN THE ORIGINAL<br />
(no surprises there). If it is it will be well smart, as the original was a right<br />
cracking corker of a 3D shoot-'em-up. We await a finished version with<br />
bated breath.<br />
"Never!" we hear you cry. No, it's<br />
true, honest. Use those flippers to<br />
boot the ball about the 'pitch',<br />
knocking players over as you go!<br />
Brilliant! The idea is to score three<br />
goals and progress to the next<br />
table, etc, etc.<br />
Full marks for originality and derring-do<br />
- we'll see if the game<br />
itself's up to scratch next issue. It's<br />
due out within the next month or so<br />
at the ever-so reasonable price of<br />
£7.99.<br />
.THUNDER<br />
WRISTS!<br />
.4-146§m-, -•<br />
NEWS<br />
...Back in sequel city, it's been<br />
revealed that Domark is following<br />
up the success of its Rugby World<br />
Cup game with an all-new game<br />
based on the top sport. It's currently<br />
known as Rugby 2, would you<br />
believe.„<br />
-And still with Domark. flightsim<br />
fans will no doubt be over-<br />
joyed to hear that the company is<br />
releasing a 'Head-to-Head' double<br />
pack comprising their own MiG-<br />
29 Superfukrum and<br />
MicroProse's F-19 Stealth Fighter.<br />
It costs £39.99 and is due out<br />
round about now...<br />
...Mindscape sources have revealed<br />
that, not content with converting<br />
Wing Commander to the Amiga,<br />
they'll now be doing Wing Commander<br />
2: Vengeance of the Kilrathi<br />
as well! It's currently listed on the<br />
company's internal release schedules<br />
for April next year. Better start<br />
saving up now...<br />
We've had an overwhelming response to the on-going Waggie-O-Mania<br />
competition we set on last month's Letters page. Unfortunately the<br />
standard of entries has been pretty weak, with most efforts being easily<br />
toppable by us here in the office using only one hand! However,<br />
there have been a few outstanding achievements, the best of which<br />
being that sent in by Mr C. Baker of Coulsedon in Surrey. His score of<br />
330047 is one that even we found hard to beat, so he could well be<br />
on his way to picking up £150 worth of Amiga software. The competition's<br />
staying open for one more month, so you've got 28 days to<br />
beat C.B.'s effort. So get waggling, and remember that we MUST have<br />
a photograph of your screen to prove you actually did the deed. The<br />
address is: WAGGLE-0-MANIA, The One, Priory Court, 30-32 Farringdon<br />
Lane, London ECirli 3AU. The clock's already ticking...<br />
Can you topple C Ba ke rs ma ssive score of 3 3 0 0 4 7 ? Fra nkly we doubt it,<br />
e l l
•<br />
NEWS<br />
Recommended...<br />
Time to put away all the preening<br />
and posing and get right down to it.<br />
Just what are the best games to be<br />
released over the last couple of<br />
months? Well, if you ask us...<br />
CRAZY CARS III (Titus)<br />
If you've got any bad memories of<br />
the first two Crazy Cars games then<br />
this should eradicate them once and<br />
for all. If you imagine The Cannonball<br />
Run (racing across America pursued<br />
by the cops) on the Amiga then you<br />
should get some idea of what Crazy<br />
Cars Ill is all about. Blisteringly fast,<br />
incredibly responsive and unbelievably<br />
playable, CC3 is up there with<br />
Lotus and Jaguar.<br />
9 0 %<br />
FULL-PRICE TOP 40<br />
1 SENSIBLE SOCCER (Renegade)<br />
2 MONKEY ISLAND 2 (US Gold)<br />
3 FIRE & ICE (Renegade)<br />
4 LURE OF THE TEMPTRESS (Vir<br />
gin)<br />
A R T S<br />
M o n t<br />
h<br />
E n d<br />
i n g<br />
2 7<br />
t<br />
J<br />
u<br />
l<br />
y<br />
1<br />
9<br />
h<br />
01GENERATION (Mindscape)<br />
On for the nostalgia fans. DIGeneration<br />
is nothing special to look at (its<br />
all done, in simplistic isometric-3D) or<br />
listen to (a few bleeps and burbles)<br />
but to play it's something else entirely.<br />
As a heroic courier exploring a scientific<br />
lab overrun with weird<br />
mutants, it's your job to solve the<br />
puzzles in every room and rescue the<br />
trapped technicians, Quite simply the<br />
most fun we've had in a long time.<br />
8 9 %<br />
HOI (Hollyware)<br />
What the...! Where did this spring<br />
from? Out of the blue hops this little<br />
fella, Hoil As you can probably<br />
tell, it's a colourful, scrolly platform<br />
20 PACIFIC ISLANDS (Empire)<br />
21 0/GENERATION (Mindscape)<br />
22 MEGAFORTRESS (Mindscape)<br />
23 OH NO! MORE LEMMINGS (Psygnosis)<br />
5 THE GAMES ESPANA 92 (Ocean) 24 MEGA LO MANIA/THE FIRST SAMU<br />
6 CIVILIZATION (Microprose) RAI (Ubisoft)<br />
7 DYNABLASTER (Ubisoft) 25 LEGEND (Mindscape)<br />
8 ISHAR LEGEND OF FORTRESS 26 MEGATRAVELLER 2 (Empire)<br />
(Silmarils)<br />
27 EYE OF THE BEHOLDER 2 (US Gold)<br />
9 PROJECT-X (Team 17)<br />
28 THE ADDAMS FAMILY (Ocean)<br />
10 EPIC (Ocean)<br />
29 F-15 STRIKE EAGLE II (Microprose)<br />
11 PINBALL DREAMS (21st Centu- 30 ALIEN BREED (Team 17)<br />
ry)<br />
31 THE MANAGER (US Gold)<br />
12 DUNE (Virgin)<br />
32 DARK QUEEN OF KRYNN (US Gold)<br />
13 FORMULA ONE GRAND PRIX 33 SPACE CRUSADE (Gremlin)<br />
(Microprose)<br />
34 ROBOCOP 3 (Ocean)<br />
14 FLOOR 13 (Virgin)<br />
35 CASTLES (Interplay)<br />
15CHAMPIONSHIP MANAGER 36 DOJO DAN (Europress)<br />
(Domark)<br />
37 THE BITMAP BROTHERS VOLUME<br />
16 HOOK (Ocean)<br />
1 (Renegade)<br />
17 PGA TOUR GOLF + (Electronic 38 MYTH (System 3)<br />
Arts)<br />
39 PARASOL STARS (Ocean)<br />
18 STRIKER (Rage)<br />
19 JAGUAR XJ220 (Core Design)<br />
40 RAINBOW COLLECTION (Ocean)<br />
1<br />
1<br />
1<br />
•••Nd<br />
game set over five HUGE levels,<br />
packed full of endlessly-inventive surprises<br />
and beasties. It does have the<br />
odd rough edge but playability-wise<br />
it's a big soppy dream, and it's one<br />
we think you'd do well to share.<br />
9 0 %<br />
LURE OF THE TEMPTRESS<br />
(Virgin)<br />
Another addition to the graphic<br />
adventure genre lorded over by the<br />
likes of Lucasfilm and Sierra. But this<br />
one has a big difference - it's Made In<br />
Britain! And you can tell, because it's<br />
BUDGET TOP 20<br />
1 PANZA KICK BOXING (Kixx)<br />
2 MAGIC LAND DIZZY (Code Mas<br />
ters)<br />
3 TURRICAN 2 (Kixx)<br />
4 BUBBLE BOBBLE (The Hit Squad)<br />
5 FALCON (Digital Integration)<br />
6 PANG (The Hit Squad)<br />
7 MANCHESTER UNITED (GBH)<br />
8 JAIVIES POND (GBH)<br />
9 SUPER OFF-ROAD (Kixx)<br />
10 F/A-18 INTERCEPTOR (Star Performers)<br />
11 IK+ (The Hit Squad)<br />
12 RICK DANGEROUS (Kixx<br />
13 NORTH AND SOUTH (Digital Integration)<br />
14 PRO TENNIS TOUR (Hit Squad)<br />
15 SUPER HANG-ON (Hit Squad)<br />
16 BATTLE CHESS (Star Performers<br />
17 THE NEW ZEALAND STORY (The Hit<br />
Squad)<br />
18 RAINBOW ISLAND (The Hit Squad)<br />
19 ITALIA 90 (Tronix)<br />
20 WORLD CLASS LEADERBOARD<br />
(Kixx)<br />
as big as any of the US games but<br />
comes on just four disks. Ah, the<br />
relief. Although not as exuberant and<br />
weirdly humourous as Monkey <strong>Is</strong>land<br />
2, Lure is still a first-rate stab at the<br />
genre and bodes well for the future.<br />
9 OcYo<br />
MONKEY ISLAND 2 (US Gold)<br />
Sheer bloody brilliance. Basically<br />
more of what you got in the first<br />
Monkey <strong>Is</strong>land only bigger, better<br />
and funnier. The graphics are<br />
exquisite and the animations frequently<br />
hilarious. Coming on 11<br />
disks, swapping is an obvious problem<br />
but it's not as bad as you might<br />
think due to some nifty coding. Quibbles<br />
aside, the best graphic adventure<br />
on the Amiga. We can't wait for<br />
Indy IV._<br />
9 4 %<br />
THIS TIME LAST YEAR<br />
1 FULL CONTACT (Team 17)<br />
2 F-15 STRIKE EAGLE II (Microprose)<br />
3 MANCHESTER UNITED EUROPE<br />
(Krisalis)<br />
4 LOMBARD RAC RALLY (The Hit<br />
Squad)<br />
5 THE SECRET OF MONKEY ISLAND<br />
(US Gold)<br />
6 XENON 2 (Mirror Image)<br />
7 PGA TOUR GOLF (Electronic Arts)<br />
B FANTASY WORLD DIZZY (Code<br />
Masters)<br />
9 EYE OF THE BEHOLDER (US Gold)<br />
10 NORTH AND SOUTH (Action 16)<br />
The One's monthly Amiga charts are<br />
provided by Microbyte.
- r<br />
The Oast e In goes on being your trusT<br />
' A m i g a 5<br />
o f c<br />
0<br />
o<br />
0<br />
u<br />
,<br />
r<br />
and trade it in, we'll exchange it for a new generation Amiga CDTV multi-media<br />
s e .<br />
B<br />
i<br />
e c<br />
f<br />
a u s<br />
computer<br />
e<br />
pack for only 4399.99f That's £200 less than the normal retail price. And<br />
y o u remember, that includes an Amiga CDTV player with keyboard, mouse, floppy<br />
t<br />
i<br />
a<br />
t<br />
k e<br />
disc drive and a 12 month warranty - the whole shooting match. This<br />
n<br />
t<br />
g<br />
o<br />
fantastic offer to our Amiga customers closes at the end of September.<br />
y<br />
r<br />
o u So hurry, as they say, while stocks last. And don't forget the plastic.<br />
l ADE IN MACHINES o MUST cni.<br />
COMPLETE A N D IN ' D I K I N G ORDER. oPIER I N D S SOTH SEPTEMBER 1993. AVAILARTI AT SELECTED N I G H<br />
a l<br />
s t o c<br />
k i s t<br />
AMIGA<br />
CDTV<br />
STREET STORE'S INCLUDING DIXONS AND SPECIALIST INDEPENDENTS. FUR DETAlts OF TOUR LOCAL STOCKISTS CALL FREE Off GROB 61168611.<br />
• v - - . 2 0 1 1 1 1 1
CC<br />
LETTERS<br />
The poor old pasty nearly collapsed under the weight of letters<br />
we received this month. And what was the subject of<br />
99.99% of them? Why, the good old '<strong>Is</strong> SensiSoccer better<br />
than Kick Off 2?' debate, of course. The general consensus<br />
seems to be in favour of K02. Other than that, software piracy<br />
continues to be a bone of contention amongst many of you<br />
and - at last! - the Secret of Monkey <strong>Is</strong>land is revealed. At<br />
least, we think it is...<br />
If you have any views you want to air then write to us at;<br />
Letters, THE ONE, Priory Court, 30-32 Farringdon Lane, London<br />
EC1R 3AU. If you're a bit flash then you can also FAX us on:<br />
071-972-6710.<br />
CAN DINO DELIVER?<br />
Dear The One,<br />
I am an avid Dino Dini fan and I can't<br />
get enough of Kick Off 2. I have purchased<br />
every single title he has<br />
released and think they're the best<br />
things I've ever spent money on.<br />
(And just for the record, Kick Off 2<br />
thrashes the pants off SensiSoccerl)<br />
Whilst reading The One a couple of<br />
months ago, I learned that Dino was<br />
soon to be releasing Kick Off 3. This<br />
was brilliant news and I started licking<br />
my lips and saving my pocket<br />
money in anticipation of that magical<br />
day when I would see the game<br />
sitting on the software shelf begging<br />
me to buy it.<br />
BUT, the thing that's worrying me<br />
is that I can't see how Mr Dini can<br />
improve on Kick Off 2! So what I am<br />
asking is "What is Dino going to<br />
include in Kick Off 3 to make it better<br />
than its older brother?" As far as I<br />
-<br />
Mg P A i w o Ow. Ippur.er<br />
WY QIlPamerr ,Lede“<br />
ve<br />
can see, he's on a lost cause, as Kick<br />
Off 2 was the absolute perfect footy<br />
game and there was only one small<br />
thing wrong with it - often your players<br />
perform a sliding tackle when you<br />
don't want them to and this I find<br />
bloody annoying!<br />
Steven Statham,<br />
Nottingham.<br />
Believe you me, we're as interested<br />
to find Out what Mr Dini's up to with<br />
Kick Off 3 as you are. All we know so<br />
far is that's due for a late Autumn<br />
release around October/November.<br />
Suffice to say, as soon as we know<br />
anything more so will you.<br />
MORE MONKEY<br />
BUSINESS...<br />
Monkey <strong>Is</strong>land or, for that matter,<br />
any other island because it's all one<br />
big fairground ride. LeChuck is your<br />
brother Chuckle and he is after you<br />
because your parents sent him to get<br />
you. Weird? Yes, and a little bit disappointing<br />
because I can't see any<br />
way they can make a Monkey <strong>Is</strong>land<br />
3 unless they bring it into the 'real'<br />
world.<br />
Er,.. Yes Of course<br />
HEY, HEY, YOU'RE THE<br />
MONKEESI<br />
Ben Archer,<br />
Bradwell,<br />
Near Great Yarmouth,<br />
PIRATES AHOY!<br />
Dear The One,<br />
I don't want to sound like an old<br />
grandad but here I go. Yes, it's piracy<br />
- why do they do it? The people<br />
who crack games obviously know<br />
what they're doing so why don't they<br />
use their knowledge to do something<br />
creative like writing games? If they<br />
did I'm pretty sure that they would<br />
feel well ripped off if some one who<br />
liked the game pirated it instead of<br />
buying it. So, all you crackers out<br />
there, take my advice and do something<br />
creative for a change. You<br />
never know, you might even make<br />
some cash out of it!<br />
Simon Alton,<br />
Shifnal,<br />
Shropshire.<br />
Dear The One,<br />
I have figured out what the Secret of This is something we've been saying<br />
Monkey <strong>Is</strong>land is. It is that there is no for a long time, There's little doubt<br />
Dear The One,<br />
After reading David Abbott's letter last issue I was left<br />
thinking "Just what is the secret of Monkey <strong>Is</strong>land?"<br />
After many hours spent considering this vital question<br />
I happened to glance at your Reviews Introduction<br />
page. A distant memory from my childhood stirred in<br />
my brain. Something looked vaguely familiar...<br />
Suddenly it struck me! (And the cover fell off the<br />
magazine.) Yes, your secret is out! Come on now, it's<br />
no good shuffling about and looking guilty - you've<br />
been rumbled. The composition of your photos and<br />
the zany expressions on your faces... Need I say more?<br />
Very well, if you're not going to admit it then I'll<br />
have to tell everyone. You've been watching the hit<br />
60s TV show 'The Monkees', haven't you? Your photos<br />
bear more than a coincidental similarity to the intro to<br />
this piece of televisual history. What!? You're still denying<br />
it? Okay, turn to page 36. Yes, that's right. You<br />
mention a certain Dave Jones. Wasn't he The Monkees<br />
drummer?<br />
I'm afraid you're no match for my deductive abilities.<br />
Evening all!<br />
Bah! And we would've got away with it too if it hadn't<br />
been for you pesky kids...<br />
that these pirates know their Amiga<br />
'stuff', but their talents are sadly misdirected.<br />
It's sheer laziness, we sus•<br />
pect. It is, after all, far easier to rip<br />
somebody else's stuff off rather than<br />
create anything of your own. Sad,<br />
really.<br />
CONFESSIONS OF A<br />
PIRATE<br />
Dear The One,<br />
When I was nine my friends were all<br />
into computer games. So, after much<br />
pleading, my Dad bought me an<br />
A500. I had great fun completing<br />
New Zealand Story and Batman but<br />
then I became bored with the games<br />
I had and began looking for some<br />
new ones.<br />
Then one day a friend came<br />
around with about seven games, all<br />
full-price. With a disk duplication utility<br />
I went through them all, copying<br />
the games. It was only later that I<br />
found out it was illegal to do this but<br />
I told myself that it didn't matter and<br />
you don't hear of anyone getting<br />
caught, do you?<br />
So I went on copying. It was easy.<br />
I found regular contacts at school<br />
who would swap copied games with<br />
me so over a couple of years I built<br />
up quite a collection of games. I<br />
could expect to get around six games<br />
a month but the really sad fact is that<br />
I was still bored with the games I got.<br />
They would only last about three<br />
days before they were consigned to<br />
the back af my two bulging disk<br />
boxes.<br />
Then one day I received a copy of<br />
Another World, my all-time favourite<br />
game. Imagine my supreme frustration<br />
when the pirated game crashed<br />
crashed just after you'd been<br />
launched from the arena. Frustrated,<br />
I stormed off to Boots and actually<br />
bought it. I was amazed how much I<br />
still enjoyed it even after completing<br />
it three times over. Then I went and<br />
bought Kick Off 2 (the expanded version)<br />
and enjoyed it as much as<br />
Another World.<br />
As I'd bought these games I felt no<br />
guilt because I wasn't depriving Anco<br />
and Delphine of their dosh for producing<br />
such brilliant games. I then<br />
realised that I had about 11000worth<br />
of stolen software in my possession,<br />
so I decided to re-format<br />
them each night before I went to bed<br />
and I'm almost finished.<br />
I now feel much better with myself<br />
I can tell you. I now have three new<br />
games bought from the shop down<br />
the road and they're all excellent -<br />
Project-X, Jaguar XJ220 and<br />
Wolfchild. Now my disk boxes are<br />
only filled with blank disks_ I wrote<br />
this letter as a confession and as a<br />
warning to all pirates; as a confession<br />
because I am truly and deeply sorry<br />
for what I have done and as a warn-
a<br />
ing to casual pirates who are cheating<br />
themselves out of great games by<br />
not buying them.<br />
Name and address withheld.<br />
A tragic tale indeed. Not only is software<br />
piracy illegal, immoral and<br />
depriving software companies of the<br />
revenue to develop new Amiga<br />
games, its also ruins your enjoyment<br />
of the games_ Good software takes<br />
time to enjoy - you don't get any-<br />
. thing out unless you put something<br />
in - and if you've got a stack of twenty<br />
new (copied) games to try out<br />
chances are you'll be so keen to move<br />
onto the next title that the one<br />
you've just loaded up will only get a<br />
cursory 'once over before it's consigned<br />
to the 'seen it, done it' pile.<br />
Piracy not only shortchanges the softcos,<br />
it also shortchanges the pirate.<br />
TIPS SLIPS<br />
Dear The One,<br />
In your last Letters page there was a<br />
letter called Radio Ga-Ga which dealt<br />
with the problem of tips and complete<br />
solutions coming out before<br />
anyone's had a chance to even purchase<br />
the game, So what do you in<br />
the very same issue? Well, exactly the<br />
same thing.<br />
I'm talking about Monkey <strong>Is</strong>land 2,<br />
of course, which has only been out<br />
for a few months yet there it is - a<br />
complete solution. How are people<br />
supposed to enjoy a game if they<br />
complete it in a couple of hours? It<br />
takes the whole fun out of the game<br />
and, let's face it, that's what it's all<br />
about. I feel that tips and complete<br />
solutions should only be used as a<br />
last resort.<br />
I know what you're thinking - just<br />
don't look at the solution. Well, I can<br />
tell you it's just too tempting not to.<br />
Say you're stuck on Monkey <strong>Is</strong>land 2.<br />
The first thing you do is take a peek<br />
at a solution rather than try to sort<br />
out the problem for yourself, which<br />
is far more rewarding.<br />
I suggest you wait a bit longer<br />
before printing your solutions, so<br />
that people can get the most out of<br />
their games, especially when Monkey<br />
<strong>Is</strong>land 2 costs over f 35,<br />
Andrew Smith,<br />
Farnham,<br />
Surrey.<br />
Judging just when and how to print<br />
tips, especially complete solutions, is<br />
always tricky. On the one hand you<br />
don't want to be too early or, as you<br />
say, a lot of people's fun will be<br />
spoiled while on the other hand you<br />
don't want to be too late or people<br />
will have given up on the game<br />
you're tipping and forgotten all<br />
about it. We like to think that we got<br />
it about right with Monkey <strong>Is</strong>land 2.<br />
For one thing the solution is spread<br />
out over three months<br />
(the second part is in this<br />
issue) so that players have<br />
plenty of time to make<br />
their own progress before -<br />
the next instalment appears.<br />
Also, by presenting the solution<br />
like a 'story book', anyone stuck can<br />
scan the page for a picture that<br />
relates to their predicament and just<br />
read the corresponding caption and<br />
no more. Hopefully, this will be<br />
enough to help the player on their<br />
way. And don't forget that, at the<br />
end of the day, no-one's forcing you<br />
to read the solution. If you can't<br />
resist the temptation, well...<br />
A CLASSIC<br />
UNDERACHIEVER<br />
Dear The One,<br />
Me being a classic underachiever I<br />
thought it would be an idea to store<br />
information on a disk rather than my<br />
brain. So, I started to flick through<br />
<strong>Commodore</strong>'s manual 'Using The<br />
Amiga Workbench 2.04'. Then, to my<br />
delight. I found a chapter on 'Storing<br />
Information On A Disk'. So I loaded<br />
my Workbench and to my great<br />
disappointment I found that by carefully<br />
following the manual step-bystep<br />
I managed to scrub my Workbench<br />
disk clean - and me with no<br />
back-up either (stupid me). You are<br />
probably wondering what the point<br />
of this letter is. Well, tell you in<br />
nice big letters - WHY ON EARTH<br />
CAN'T COMMODORE MAKE THEIR<br />
BLOOMIN' MANUALS EASIER TO<br />
UNDERSTAND? I asked my dad, who<br />
is normally a whizz at following<br />
Instructions, to take a look but he<br />
didn't even know what half the<br />
words meant! Please could you send<br />
me some software to take my raging<br />
mind off COMMODORE MANUALS!<br />
Steven Hay,<br />
Newtin Mearns.<br />
Glasgow.<br />
This sounds like the sort of letter<br />
Sergeant Software used to get when<br />
he was on his tour of duty with The<br />
One. We sympathise with your manual<br />
problems - they tend not to be<br />
the best written things in the world<br />
if you're a computer novice. In fact,<br />
we were so overcome with pity for<br />
you that we were going to despatch<br />
some software to you but how do we<br />
know that you're not going to do<br />
something foolish with any disks we<br />
send you and end up erasing them as<br />
well? Sorry, we think we'll keep 'em<br />
here where they're safe...<br />
LOVE LETTER<br />
Dear The One,<br />
I would like to take this chance to<br />
LETTERS<br />
...AND YOU COULD<br />
LEAVE YOUR FRONT<br />
DOOR OPEN...<br />
Dear The One.<br />
<strong>Is</strong> it me or am I correct in thinking that more and more games are clones<br />
of other games, which in turn are clones of others? We've had numerous<br />
'God' Sims and with the Olympics starting there will no doubt be<br />
hundred of 'Track and Field' rip-offs. Can't games designers think of any<br />
original concepta any more?<br />
When I had my C64 in its hey-day, there were loads of original games<br />
out. Who can forget Bounty Bob or Star Paws, for example? (Who hell<br />
they? 'Ed.) I still own my C64 and still play on it. It's a joy to look back<br />
and replay the old games.<br />
Many people keep going on about the point-W.-click system used in<br />
today's adventure games. But can you remember Spellbound and its<br />
brilliant 'Windowmation' technique? Some credit must go to the guys<br />
who developed this. The list goes on and on. I could talk all day about<br />
the likes of Kickstart and Seaside Special. (Remember that?)<br />
What I'm trying to say is that I don't want the Amiga to go down<br />
that eternal hell-hole of clones and unoriginal game designs that plagues<br />
the Speccy and C64 in its last days.<br />
I (and no doubt many others) would love it if old 8-bit games were<br />
given a new lease of life on the Amiga and spiced up with better graphics<br />
and sound. Now that would be great!<br />
Brendan Phoenix,<br />
Crumpsall, Manchester.<br />
Hang on! One moment you're pleading for original games and the next<br />
you say you want to see old games converted onto the Amiga! Actually,<br />
we won't chastise you too much because all of us at The One office<br />
have a special plate in our hearts for some of the old 8-bit hits, which<br />
is why we're well chuffed to be the printing Andrew Braybrooles diary<br />
about the creation of Uridium 2 on the Amiga. If Only others would follow<br />
his lead and revive some more ancient classics. Games we'd personally<br />
like to see resuscitated include Impossible Mission, Dropzone<br />
and just about any Ultimate title, such as Knightlore, Underwuride or<br />
Sabre Wulf.<br />
As to your complaint about the lack of original Amiga games, we<br />
think you're being a little blinkered. What about games like Pushover,<br />
Shadowlands, Civilization and Dune, to name but four titles that have<br />
appeared in the last few months? All are original game concepts. Sure<br />
there are lots of rehashed ideas doing the rounds, but as long as they're<br />
clone in a slightly fresher way or better than what's gone before there's<br />
nothing inherently wrong in that. Look at The Addams Family, for example.<br />
There's nothing particularly original about it but as it's all been<br />
done so well who cares?<br />
give a special mention to Graftgold.<br />
Andrew Braybrook and the rest of<br />
the team have time after time produced<br />
some of the best games to<br />
ever come out on the Amiga and that<br />
makes us Amiga owners proud to<br />
possess such a fine machine,<br />
It was great to read through the<br />
start of the Uridium 2 Diary - it was a<br />
brilliant game on the C64 and I'm<br />
sure I won't be disappointed with it<br />
on Amiga.<br />
I would like to ask one question,<br />
though: Does Andrew have any<br />
future plans to convert Morpheus to<br />
the Amiga? It was a great game on<br />
the C64 and I'm sure it would convert<br />
well,<br />
Also, thanks for the player's guide<br />
to Fire & Ice. Hopefully now I'll be<br />
able to find more of those hidden levels<br />
and rooms!<br />
Steve Allan,<br />
Brighton.<br />
Aaah, how sweet! It's always nice to<br />
know that some of you out there do<br />
appreciate the creative, hard-working<br />
talents behind today's top games. As<br />
for Morpheus on the Amiga... Well,<br />
who knows what'll happen. At the<br />
moment Andrew's got his hands<br />
more than full enough with Uridium<br />
2 (by the way, glad you're enjoying<br />
the diary) but after that it's anybody's<br />
guess as to what he'll do<br />
next. I wouldn't hold your<br />
breath though...
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•••••••• • a - • _a_ •••••aaaiatti•utliblidlimalmar.<br />
ELITE 2 WORLD EXCLUSIVE! PART 2<br />
A game without<br />
FRONT' ERS<br />
not talking about Elite 2.<br />
B Although I could be because it<br />
lis.<br />
But anyway. no, the prime source<br />
oof<br />
my sweatiness is the unusually blis-<br />
otering<br />
weather that's assaulting Cam-<br />
dbridge<br />
as I step off the train. Fortu-<br />
y nately it's only a short toddle to where<br />
HDavid<br />
Braben can be found slaving<br />
eover<br />
a hot keyboard, frantically try-<br />
ling<br />
to make Elite 2 'happen in time<br />
l<br />
for its release via Japanese giants Konami<br />
at Christmas. The inordinately<br />
,<br />
long time that the game has been in<br />
i<br />
development once prompted a KOnami<br />
t<br />
official, when asked about the<br />
'<br />
release date, to reply: "It will definitely<br />
be s coming out at Christmas, Just<br />
don't h ask me which one."<br />
o Fortunately, it's at last looking as<br />
though t Elite 2, despite its monumental<br />
. scale and the amount of work<br />
still A to be done, will hit its completion<br />
date n and all will be right with the<br />
world. d For a start, a proper name for<br />
the n game has at last been decided -<br />
it's o to be called High Frontier, with<br />
Elite , 2 (or perhaps "The Sequel to<br />
Elite") appearing as a prominent sub-<br />
I<br />
title.<br />
'<br />
But, as anyone involved with soft-<br />
m<br />
ware development will tell you, it<br />
doesn't do any good to get complacent,<br />
particularly during a project's<br />
later stages. so Braben is currently<br />
battening down the hatches to make<br />
sure that everything he still needs to<br />
do is done on time.<br />
If you read last month's first part, a long way to go before they're work-<br />
you'll know that that's still quite a lot. ing properly.<br />
Although the game's play environ- Seeing it a month later, there seems<br />
ment - a working model of our home to be a lot more actual 'game' in there<br />
galaxy, precise to the finest detail now - when docking at a space sta-<br />
from the distances between solar systion, you can visit various departtems<br />
to the orbits and surface details ments, trade in goods, upgrade and<br />
of each individual planet and moon - repair your ship and visit the bulletin<br />
is more or less complete, the complex board to check up on situations vacant<br />
mechanics that Braben must imple- and wanted (basically a greatly<br />
ment in order to make the program enhanced version of the original<br />
function as a playable game still have game's missions).<br />
As David Braben continues to hammer away at the sequel to his<br />
blockbusting space opera Elite, Gary VVhitta popped back up to<br />
Cambridge on the Network Southeast for the second, more<br />
detailed and, of course, utterly EXCLUSIVE look at how the biggest<br />
game of the decade is coming together. Returning with a tape cas-<br />
sette full of quotes and a disk packed with some of the juiciest<br />
screenshots in the Western Hemisphere, he is, as they say, well<br />
pleased with himself...<br />
But although the front end may be<br />
looking smart, the only element that's<br />
actually working is the goods trading<br />
- and Braben's well pleased with it.<br />
Rather than having to transport goods<br />
from place to place to make a profit,<br />
the player can make money simply by<br />
staying docked and watching market<br />
prices fluctuate. The prices of<br />
goods go up and down as other<br />
traders in the station buy and sell, so<br />
it's a little like playing the stockmar-<br />
Nzg.<br />
ket - buy low, then sell high to make<br />
the profit.<br />
High Frontier's more complex elements,<br />
like interacting with computer-controlled<br />
characters and giving<br />
these members of the supporting cast<br />
artificial 'life', are the next items on<br />
Braben's agenda. Creating characters<br />
that seem to have lives of their own<br />
is no easy task and though<br />
Braben acknowledges that he's<br />
quietly bullish that he can
0 e<br />
"Elite<br />
doesn't a r e<br />
to my Pr ious<br />
3D stuff -<br />
very much more<br />
sophisticated."<br />
achieve his extravagant aims. "Obviously<br />
it's quite a difficult thing to do,<br />
but I'm confident it will work," he<br />
says.<br />
In a typical situation, for example,<br />
an advertisement on the bulletin<br />
board offers a reward for information<br />
about a missing person who you<br />
may have seen hiding out in another<br />
system. But passing on that information<br />
could result in you becoming<br />
a target for assassination as it's<br />
revealed that the party after said<br />
missing person are Mafia-style baddies<br />
who don't want any witnesses<br />
to their villainous dealings. In another,<br />
an anonymous character offers a<br />
huge amount of cash for passage to<br />
another planet with "no questions<br />
asked". That last statement. plus the<br />
dosh involved, is enough to suggest<br />
that taking the job could end up with<br />
you being pursued by the galactic<br />
Navy, the police or even worse.<br />
So how does it all work? "Well,<br />
there are lots of individual characters<br />
that the computer constantly keeps<br />
tracks of and it will generate new<br />
ones to replace those that have been<br />
killed," explains David. "There will<br />
continuously be new ones added, just<br />
to keep the game changing. So<br />
although there will be a large body<br />
of characters that you will deal with,<br />
you will always see some people disappear<br />
and new ones arriving:'<br />
As to how many of these supporting<br />
players there will actually be.<br />
David is unsure. "It's a non-specific<br />
amount of the moment, mainly<br />
because of the memory they take, but<br />
it's likely to be somewhere in the<br />
region of a thousand. It's quite a lot."<br />
It would have to be, with David planning<br />
to have every single ship in the<br />
game piloted by a real character -<br />
there are no "drone" ships that are<br />
sible far-reaching repercussions<br />
h time you shoot one down in<br />
(Above) The planet Earth in all its<br />
greeny-blue glory, as seen in High<br />
Frontier. Wherever possible, Braben<br />
has modelled surface detail on the<br />
real thing, so in this shot you ca<br />
nclearly see the familiar shapes of<br />
Europe, Great Britain and Africa.<br />
Major cities are marked Out to help<br />
players find their destinations more<br />
easily.<br />
(Below) One of High Frontier's more<br />
sophisticated spaceships, the Hawk.<br />
Like all the rest, its assembled from a<br />
library of individual components •<br />
note the landing gear and pilot in the<br />
cockpit. Though capable of space<br />
travel, these more "plane-like" ships<br />
would be more commonly seen flying<br />
over planet surfaces.<br />
combat. "The thing that is a bit of a<br />
variable between now and when the<br />
game is completed is just how much<br />
of that is implemented," he explains.<br />
Technically, Braben is confident<br />
that what he's doing with Elite 2's 30<br />
graphics is going to, not to put too<br />
fine a point on it. blow a lot of people<br />
away. When asked how his work<br />
here stands up against his previous<br />
3D projects and contemporary vector-based<br />
games, he says simply, "It<br />
ri<br />
t<br />
just doesn't compare - it's very much<br />
more sophisticated. The whole thing's<br />
very hierarchical, so you can add bits<br />
on bits with no problem at all. Just<br />
on the speed side it's much much<br />
quicker - much quicker than the Virus<br />
routines for instance The original Elite<br />
had a very different set of restrictions,<br />
like the memory was really tight. We<br />
had to get the whole game into 22kl"<br />
For the purposes of development,<br />
David is working from an Amiga 2000<br />
High Frontier's rather<br />
impressive level of surface<br />
detail may be a little too much<br />
for the humble Amiga at times.<br />
so speed-hungry players will be<br />
able to simplify the graphics.<br />
So a typical shot of a city in<br />
high detail like this...<br />
...becomes this on the lowest<br />
settings. Frivolous details, like<br />
building lights and ad<br />
hoardings are removed, and<br />
only the major structures<br />
remain, The result is less interesting,<br />
but a hell of a lot<br />
smoother,<br />
with a built-in accelerator card that<br />
boosts the machine's 68000 processor<br />
to the speed of a 68030 - this<br />
allows him to play around with the<br />
3D world at fifty frames a second, the<br />
smoothest update possible. Even with<br />
the 'rocket card' disconnected, the<br />
game runs at an impressive rate of<br />
knots, but if anything it will be detail<br />
more than speed that is set to stun<br />
the end user - as the screenshots here<br />
testify. Braben's "different approach"
I<br />
I<br />
atI<br />
is<br />
th<br />
of<br />
ail<br />
Jn<br />
re<br />
h''<br />
ELITE 2 WORLD EXCLUSIVE! PART 2<br />
t n Mina I<br />
igpe G OU gellais lstar i e d<br />
g e a r s .<br />
to vector graphics techniques has<br />
produced a level of detail that's way<br />
beyond any of today's 3D offerings.<br />
Ships, space stations and other structures<br />
are designed using a specialised<br />
construction kit program - individual<br />
working components, such as<br />
engines, cockpits, wings, undercarriages<br />
and weapons are defined sep•<br />
arately, then bolted together to produce<br />
literally hundreds of different<br />
ship types.<br />
4.Neliene.anAo<br />
(Left) As you venture further out<br />
into the galaxy, planets have less<br />
friendly names. Forget about<br />
Venus. Jupiter and Pluto - you're<br />
looking at Wolf 3595a. From this<br />
distance the orbiting moon looks<br />
bigger than the planet, which<br />
means that Wolf itself is some dis-<br />
tance away. Gas planets like this<br />
one were to have Bespin-style<br />
floatinf cities beneath the<br />
atmosphere that would allow<br />
traders to "land". Now, as the project<br />
reaches its later stages, it<br />
looks as though ambitious<br />
features like this simply won't<br />
have time to be included,<br />
The same 'kit car' system that's<br />
used to design ships is also used to<br />
allow pilots to customise them in the<br />
game. When weapons and other shipboard<br />
systems are bought, they<br />
appear not just in the equipment<br />
inventory, but can be seen physically<br />
attached to the hull, A ship like the<br />
Cobra Mkill that the player starts<br />
Out in is, in its standard form, a single<br />
3D polygonal shape but, as new<br />
gear is bought, the 3D program snaps<br />
(Lett) Flying high over a typical city in High Frontier. Each population<br />
centre is created using a specialised design algorithm to<br />
recreate the look of a real city. The big, close-together skyscrapers<br />
form the central industrial area, then the buildings get smaller<br />
and more widely spaced as you come out, breaking down into<br />
suburban housing districts, parks lakes and mountains in the<br />
outer regions. For the sheer hell of it, Braben has programmed<br />
the clock in this citys local church to keep the correct time.<br />
litan Eitg Bulletin Bcrd<br />
II<br />
riMP IP (II IR<br />
‘I's e eild<br />
WRITED Passage on Fast ship [No questions asked]<br />
to Plpha Centauri system Will pag IMMO.<br />
ESECRIS REQUIRED Convoy to lilpha Centauri<br />
sgitem Will pa g CHB per day Fur well armed ships.<br />
Ga1i15 BOUGHT MID 501.11 lit Fritz Solo's Gouts<br />
Emporium Highest prim paid For REM interesting<br />
or otherwise.<br />
MISSME PERSON<br />
, sgstem Fritz Reward CHUB For illormaloon retulting in<br />
S<br />
surresslut<br />
o l<br />
lotation,<br />
o<br />
l a s t<br />
* Message<br />
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from<br />
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Titan<br />
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(ity —111<br />
Please n thane aeitestisement P i t<br />
1krImk<br />
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--<br />
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1,40i advert<br />
P h i e<br />
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a n<br />
lAbove) A scene from one of the games thousands of space stations<br />
- this is the bulletin board, where goods and services are<br />
advertised. The face of the characters on the left change as you<br />
move from station to station - created by artist Paul Mitchell,<br />
they're made up of hundreds of photofit-style sets of eyes,<br />
noses, mouths and hairstyles that are pieced together to create<br />
the millions of different faces the game requires.<br />
(Left) As well as the system and star maps, a complete view of<br />
the games entire playing area is available • it measures roughly<br />
100,000 light years from side to side. As the player zooms in<br />
and out of the map, the image is 'cleaned up' by the program<br />
to give the nicest picture of the Milky Way possible. At this distance,<br />
only the largest features, like the Major Arc and Pegasus<br />
arm can be seen. Zooming in closer will reveal systems and,<br />
closer still, individual planets and moons_<br />
on the relevant shapes. Players will be<br />
able to use the system to their advantage,<br />
as it's easy to see instantly how<br />
well equipped other ships are and<br />
thus avoid any suicidal confrontations<br />
with heavily-armed fighters.<br />
Most of the 3D code that handles<br />
all this stuff • including the layout of<br />
cities, fighter combat tactics and<br />
everything else - is pretty much functional<br />
at this stage, but with the completion<br />
date now only a few months<br />
away, David is having to become more<br />
realistic about what more he can and<br />
can't do. Some of his more ambitious<br />
plans, such as creating floating 'cloud<br />
cities' (as seen in The Empire Strikes<br />
Back) to enable contact with gas planets<br />
with no solid surface, may not<br />
make it into the final game.<br />
The time for adding radical new<br />
game elements is pretty much over -<br />
David's now got to concentrate his<br />
time on screwing down existing elements<br />
and putting together the rest<br />
that will make the game play properly.<br />
"I'm trying to get what's in there<br />
now to be nice and consistent, and to<br />
work well It's very important, for<br />
example, that the interaction with<br />
other characters works."<br />
"It depends how you defi ne<br />
playable," he continues. "It's technically<br />
playable now, in the sense that<br />
you can buy and sell things and<br />
improve your ship. From now until<br />
the end of the project it will become<br />
more and more playable." When<br />
asked if it's easier to design a game<br />
like High Frontier, which is completely<br />
open and 'free-range' with its gameplay<br />
and objectives than a more conventional<br />
mission-based affair like<br />
Epic, David bristles a bit. "No, it's not,<br />
it's an absolute nightmare," he says<br />
authoritatively. "You have to program<br />
the game completely generally. A lot<br />
of games are like railway lines, with<br />
just a few junctions. But this is very<br />
generel and has to cater for the player<br />
doing absolutely anything. With<br />
more rigidly-defined games you know<br />
the player can only do certain things<br />
and there isn't a lot of scope because<br />
the game says where they are and<br />
aren't allowed to go."<br />
As Braben continues, he explains<br />
that it's not enough just to define a<br />
gigantic detailed play area like High<br />
Frontier's and launch the player<br />
into it to do his own thing. "If<br />
you don't think about what the
player's likely to get up to and put in<br />
interesting things for him to do,<br />
they'd get bored silly. It'd be a case<br />
of 'Ooh, very pretty but where's the<br />
game?' Even though the original Elite<br />
wasn't particularly enormous, it was<br />
compelling because you always wanted<br />
to get the next bit for your ship<br />
or reach a million credits or whatever.<br />
People want things to do. they<br />
want to be able to chase somebody<br />
across the galaxy or whatever. If you<br />
don't put that sort of thing in, all it<br />
is is a graphic demo."<br />
And so time goes on. David's anxious<br />
to actually get back to doing<br />
all the stuff he's been chatting about<br />
for the last hour or so and if I don't<br />
get the next train back I'll not be<br />
home in time for The Bill. So that's<br />
that settled, and that's your lot until<br />
next month's final instalment. If you<br />
want to stay and look at the pictures<br />
a bit longer, fine, but don't get too<br />
excited - you'll make yourself sick.<br />
LIdI<br />
millk.••••<br />
doriti<br />
(Above) David's made docking a<br />
much easier excercise than the<br />
painful procedure in the original<br />
Elite - the ship in view here is even<br />
docking upside down. Note the helpful<br />
landing lights.<br />
(Left) Lost your way? Simply refer to<br />
the astronomically-accurate core system<br />
map to find your destination.<br />
iFe<br />
'll<br />
eworma MAN fr e-siesticere.!or<br />
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ArorA<br />
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David OBraben's<br />
nifty 30 routines can<br />
C<br />
produce R<br />
l some VERY impressive little<br />
O touches 0 - close in on the Cobra<br />
L<br />
Mkill c N 5 engines, for example, and<br />
1 H<br />
you'll 4 get to read this warning sign.<br />
O<br />
which 1 W expands from the tiniest dot<br />
V E (top) to i a full-screen panorama (bot-<br />
J<br />
tom). r -<br />
aSmart!<br />
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Your own Elite 2 planet!<br />
We kid you not. You may have seen those adverts in the paper that<br />
allow you to have some obscure star registered in your name at a<br />
Swiss observatory, and all that guff. But, being the great guys<br />
that we are. we've gone One better and are offering you the once-<br />
in-a-lifetime opportunity to have one of the planet, moons or space<br />
stations in the forthcoming Elite 2 named after you!<br />
With a game as huge as Elite 2, there are plenty of stellar bodies<br />
just aching to be named - and tour lucky winners will be christen-<br />
ing one each! Just think - your name in lights, suspended in space<br />
for posterity. You'll be in good company, as John F. Kennedy and<br />
several other top figures from history have already had bodies<br />
named after them.<br />
To win, all you have to do is answer this stupidly simple question:<br />
WHO CO-WROTE THE ORIGINAL ELITE WITH DAVID BRABEN?<br />
The rules are: You can christen the planet, moon or station with<br />
any name you like, just so long as it's no more than 19 characters<br />
long (including spaces and punctuation) and it MUST NOT BE RUDE!<br />
Got that? Other than that it's up to you - if you want to be boring<br />
you can just have your name or you can go for something a bit<br />
more interesting. You could maybe call a planet WAYNE'S WORLD<br />
If you're called Wayne. Or something. Whatever, it's entirely in your<br />
hands.<br />
Send your answers, along with your name and address, on a<br />
postcard to: SOON THE EARTH WILL BE IN MY GRASP Compo,<br />
The One, Priory Court, 30-32 Farringdon Lane, London EC1R 3AU.<br />
Don't forget to say whether if it's a planet, moon or space station<br />
that you want naming and how you want it named. The first four<br />
correct answers we receive will scoop the honours, so get moving!<br />
Oh, and if you have an idea for something that you'd like to see<br />
included in Elite 2, scribble that down as well. All suggestions will<br />
be passed onto David Braben and, who knows, he might even use<br />
them!<br />
(Abovei The original Elite's fabled Generation Ships make<br />
a pseudo-appearance in High Frontier, as these gigantic<br />
cruisers with entire cities on the top. These monoliths<br />
come protected by entire squadrons of fighters - you can<br />
see a few racing away in the background.<br />
(Left) London by night - what a pretty sightl
Ititt<br />
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SHOW JUMPING<br />
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CYCLING<br />
With stunning 3D<br />
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and exciting race of<br />
your life.<br />
MARATHON<br />
The unique marathon is a test of strategy and technique<br />
as you take your runner through "the wall".<br />
• The marathon, linking oil other events together, alows<br />
you to tackle the ultimate chalenge. • 4 courses • Choice<br />
of six different runners, • Changes in terrain, weather ond altitudes,<br />
DIVING<br />
• Over 40 dives to pick from on 1, 3 and<br />
5 metre boards, together with a medley<br />
option. • More than 140 frames of<br />
animation gives this<br />
event unsurpassed<br />
realism and<br />
gameplay.<br />
SWIMMING<br />
Test your skills in the 100m<br />
Breaststroke, 200m Freestyle, 400m<br />
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• Sharp reflexes will be needed<br />
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• 4 totally different events<br />
offering a wide spectrum of<br />
chalenges from pistols to double<br />
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WORK I N P R O G R E S S<br />
(Below) Vivid<br />
Image's Mev<br />
Dinc has a cosy<br />
chat about royalties<br />
with a<br />
Mirrorsott<br />
employee earlier<br />
this year.<br />
PROJECT: The Second Samurai<br />
PUBLISHER: To Be Decided<br />
DEVELOPER: Vivid Image Design -<br />
Mev Dins (Design)<br />
Raffaele Gesso (Programming, design)<br />
Teoman Irmak (Graphics)<br />
INITIATED: Autumn 1991<br />
RELEASE: December 1992<br />
4:4\_1<br />
1-<br />
?\<br />
deserve to. Others are destined<br />
S ome for greatness games fail but because fail due they to<br />
nothing more than good old-fashioned<br />
rotten bad luck - and there can<br />
be no doubt that Vivid Image<br />
Design's The First Samurai falls<br />
squarely into the latter category. Noone<br />
would dispute that it's one of the<br />
classiest arcade adventures in recent<br />
times - and it might well have been<br />
one of the most successful too, had<br />
a certain portly newspaper magnate<br />
not taken an unexpected nose-dive<br />
off his luxury yacht earlier this year.<br />
Cap'n Bob's untimely demise led<br />
to the collapse of The First Samurai<br />
publisher Mirrorsoft shortly after and<br />
sadly the game was only on the software<br />
shelves for a single week, Since<br />
then it's eked out a reasonable living<br />
as half of a UbiSoft double-pack with<br />
fellow Mirrorsoft casualty Mega-lo-<br />
Mania, but for the team that spent<br />
nearly two years creating the awardwinning<br />
arcade opus, it's scant recompense.<br />
"Even if you ignore the financial<br />
aspect, it was very, very disappointing<br />
for us," comments Vivid Image<br />
Design's director Mev Dinc.<br />
"After all the coverage and<br />
After the critical triumph - and undeserved<br />
commercial disaster - that was The First Samurai,<br />
creators Vivid Image Design are bouncing back with<br />
a sequel that they hope will earn them the success<br />
they missed the first time round. Gary Whitta<br />
braved the perils of an underground journey to<br />
North Narrow to investigate...<br />
response the game received, it was<br />
very sad not to see it on the shelves.<br />
The product literally died."<br />
Mov admits that it's partly the feeling<br />
of being short-changed with The<br />
First Samurai that has led to VID producing<br />
a sequel - the first they've<br />
ever done. "That's definitely got<br />
something to do with it. Hopefully<br />
it'll make up for the disappointment<br />
of the first one, I think we would<br />
have done a sequel anyway, but<br />
maybe not quite so soon." Mev goes<br />
further still, suggesting that The Second<br />
Samurai, despite the obvious<br />
title reference, isn't really a sequel at<br />
all. "The main character looks and<br />
controls pretty much the same but<br />
the rest of the game is completely<br />
different, The only real similarity is<br />
the name. We're still trying to use the<br />
good elements of the first game but<br />
from the outset we were determined<br />
that this one wouldn't be just the<br />
same game with new graphics, as so<br />
many sequels seem to be these<br />
days."<br />
As all game developers do when<br />
thinking about a follow-up, the boys<br />
at VID have spent a lot of time<br />
reflecting on the first game and trying<br />
to pin-point areas where it can be
Meanies killed in The Second Samurai can earn you more than just points.<br />
When these flying fish are killed they explode, dripping water on the floor<br />
that causes plants to grow. You can climb up them to reach higher platforms.<br />
improved, "Mainly, there's just one<br />
thing about The First Samurai that we<br />
were slightly disappointed with and<br />
that's the overall size of the game_<br />
Maybe it was too big, each level was<br />
too long,'' says Mev, "Now we feel<br />
its important that the player is able<br />
to make progress as quickly as possible<br />
to keep the interest going, so<br />
though The Second Samurai will<br />
overall be just as big as the first game<br />
it will be broken down into more,<br />
smaller stages."<br />
op) The dcl l e r w a y<br />
first stage,. J n the<br />
Oround rota e plan<br />
the way.<br />
.(Lett middle) Standing on some en<br />
y's heads can be a useful mode of<br />
ensport in The Second Samurai, parularty<br />
across dangerous terrain<br />
is flame-covered area. The idea is<br />
at the game's, other characters w'<br />
much more involved than last ti<br />
und.<br />
eft bottom) The glowing sphere<br />
rely visible by the grandfather<br />
ck is a portal that leads to o<br />
game's many secret rooms.<br />
p along to collect a few bon<br />
ins or play a quick sub-game,<br />
hen you've had enough, pop<br />
the main action.<br />
As Mev explains, however, the reasons<br />
behind this new approach are<br />
only partly to do with rectifying the<br />
original game's faults. With The First<br />
Samurai soon to appear on the Super<br />
NES, VID are conscious that their<br />
sequel must be. if anything, even<br />
more 'console-friendly', i.e. it has to<br />
be the sort of game that's well suited<br />
to the Sega and Nintendo<br />
machines if it is ever to make it onto<br />
any of those formats at a later time.<br />
Hence the smaller levels - console<br />
WORK I N P R O G R E S S<br />
Just look at that speed blur! The first level at Ihe Second Samurai is pretty<br />
surreal stuff - note the giant pencil stubs. The telescopic arm thingy can be<br />
jumped on and used for transport.<br />
games are notorious for consisting<br />
more of bite-size stages than the<br />
sprawling levels that Amiga owners<br />
have become used to over the years.<br />
"In effect were designing this game<br />
for the Super NES on the Amiga."<br />
says Mev, "which is good for the<br />
Amiga, because hopefully you'll end<br />
up with a pure console game on the<br />
Amiga."<br />
"It's almost impossible to originate<br />
a product purely for consoles,<br />
because it's so expensive." he continues.<br />
"I think a lot of publishers are<br />
using the Amiga as a testing ground,<br />
doing their games on that machine<br />
first to see the reaction from the public<br />
before they take the plunge with<br />
the consoles." Mel/ reckons that VID<br />
is taking this ideology one step further<br />
by actually designing the game<br />
(Left) The<br />
ous end-of<br />
she's a Qui.'<br />
for consoles from the word go, and<br />
hopes ifs something that Amiga<br />
garners will welcome_ "I believe that<br />
most home computer games in the<br />
UK concentrate too much on the visu-<br />
al aspect and not enough on gameplay<br />
_ We're trying to break away<br />
from that and create something closer<br />
to the idea of console games,<br />
where the fun element is always the<br />
most important part."<br />
The Second Samurai follows on<br />
directly from where The First left off,<br />
Having chased the evil Demon across<br />
time from feudal Japan to the far<br />
future and vanquished him there, our<br />
hero realises that the Demon, though<br />
slain, is still very much alive. Now, to<br />
finish the job, the samurai has to pursue<br />
his foe back through the ages to<br />
his oriental homeland - the only place<br />
ial prepares for battle against one of the game's numer-<br />
,- guardians - a big. bad Queen beet How do we know<br />
he's wearing a crown, of course!<br />
(Below) Bonus coins aplenty, but collecting them is tricky as they're<br />
protected by fire. Slicing up that flying fish might help.,.
WORK I N P R O G R E S S<br />
he can be killed for good.<br />
For the purposes of the sequel.<br />
graphic artist Teoman Irmak has<br />
redesigned the main Samurai character<br />
- he now stands a good 253/4<br />
taller and comes kitted Out in a<br />
snazz<br />
y control and the abilities of the char-<br />
nacter e remain much the same, con-<br />
w sisting of the familiar array of speed-<br />
gblur r sword slashes, but now he's got<br />
e<br />
more<br />
e<br />
freedom to use his weapon in<br />
the air.<br />
n<br />
As part of VID's attempts to make<br />
a<br />
The Second Samurai more console-<br />
n<br />
esque. the style of the actual play<br />
d<br />
area has been radically rethought.<br />
r<br />
Whereas the first game put heavy<br />
e<br />
emphasis on exploration (to the point<br />
d where players could get lost in the<br />
olandscape),<br />
here the environment has<br />
ubeen<br />
put together in a much friendli-<br />
ter<br />
manner There's less vertical<br />
fscrolling<br />
and the general way for-<br />
iward,<br />
that leads the player to the bad<br />
tguy<br />
at the end of each stage, is much<br />
. more rigidly defined, so even if you<br />
Tdo<br />
stray off the beaten track, it won't<br />
h<br />
be too hard to get your bearings<br />
e<br />
again. Those who like to explore will<br />
still be able to but as Mev puts it: "If<br />
people go exploring it will be<br />
because they want to, not because<br />
they have to." To encourage the<br />
more intrepid player, the levels have<br />
been designed to hold a multitude of<br />
secret rooms, chambers and pick-ups.<br />
The game's cerebral aspect is now<br />
a lot simpler, too. Puzzles are more<br />
localised, so while there's still some<br />
object manipulation to be done,<br />
things don't have to be carried<br />
halfway across a level; if something's<br />
blocking your way, vvhatever's needed<br />
to get you past it is sure to be<br />
nearby. Indeed, the concept of interacting<br />
with background items has<br />
been very much played up so as well<br />
us lugging objects around, the player<br />
can now ride on the backs of some<br />
enemies and even use them to help<br />
him solve puzzles.<br />
It's not clear how many different<br />
levels and stages there will be in the<br />
final game, or where they will be set,<br />
but t se first level - the only one that's<br />
actually working at the moment -<br />
takes place in a surreal 'twilight zone',<br />
including such oddities as giant pencil<br />
stabs, flying fish and bouncing<br />
statues. The levels are created initially<br />
by programmer Raf Cecco, who lays<br />
Out t le whole thing like a blueprint<br />
In the bees<br />
domain on the<br />
first level, the<br />
backdrops take on<br />
a honeycomb texture,<br />
complete<br />
with the golden<br />
sludge dripping<br />
from some of the<br />
orifices.<br />
Mmm,mmm. So<br />
far, only the level<br />
one graphics have<br />
been drawn, so<br />
what the rest of<br />
the game will look<br />
like is a mystery to<br />
all but Teoman<br />
Irmak at the<br />
moment, You'll<br />
just have to wait<br />
and see_<br />
using VID's powerful level-map editor,<br />
and then it's down to Teoman to<br />
provide the graphic atmosphere.<br />
building smart backgrounds around<br />
the bare bones that Raf has created<br />
It's this aspect that accounts for most<br />
of the work still to be done. The<br />
game mechanics are up and running.<br />
and the first few stages are fully<br />
playable. The task now is to design<br />
the rest, which includes not just the<br />
level layouts but also the graphical<br />
concepts for the rest of the levels.<br />
So there's still plenty of work to<br />
be done but given that the game has<br />
come this far it seems surprising that<br />
this is the first time it's been seen<br />
publicly since it was started late last<br />
year. Mev explains why: "We've<br />
always taken our time with our products.<br />
We don't show them to the<br />
press until we're happy with what<br />
we are doing. That's always been our<br />
policy, but especially so with The Second<br />
Samurai. We obviously want to<br />
make sure the game is going in the<br />
right direction, but we're also taking<br />
our time with the placement of the<br />
product with a publisher. After what<br />
happened with Mirrorsoft, we have<br />
to make sure that doesn't happen<br />
again." That's why, even with the<br />
game nine months into development<br />
and Vivid Image Design hoping for<br />
a release at Christmas. no publisher<br />
has yet been approached with the<br />
game so where it'll eventually end up<br />
is still anybody's guess. But one<br />
thing's for sure it will definitely not<br />
be a company run by a tubby Czech<br />
with his own private yacht...<br />
(Lett and right)<br />
Two of the<br />
games secret<br />
rooms. On the<br />
left a treasure<br />
chamber packed<br />
with coins and,<br />
on the right, an<br />
Asteroidsinspiredsubgam.<br />
where the<br />
player smashed<br />
statues with his<br />
sword.<br />
DOUBLE IMPACT!<br />
As it turns out, The Second<br />
Samurai is a bit of an apt<br />
title because the game has<br />
actually got one - a second<br />
samurai, that is. AHD are planning<br />
a simultaneous twoplayer<br />
mode that, if all goes<br />
well, will work both as a cooperative<br />
and competitive<br />
game element. "Hopefully it<br />
will create a lot of competition,"<br />
says Mee. "The two<br />
players can work together as<br />
well as against one another -<br />
its going to be very funny.<br />
The samurais will work to<br />
destroy a big boss together,<br />
but at the same time will<br />
always be rushing<br />
forward to get the bonuses<br />
before their partner."<br />
Mev is keen, however,<br />
to limit the competitive<br />
side of things so that it<br />
doesn't actually escalate<br />
to the point of the two<br />
samurais trying to kill<br />
each other. "The samurai<br />
is so powerful, it would<br />
take very little for them to<br />
kill one another, so what<br />
we're probably going to<br />
do is-allow the players to<br />
stun each other for just a<br />
second or two, so they<br />
can rush and get the icon<br />
or whatever first."
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WORK I N P R O G R E S S<br />
PROJECT: Flashback<br />
PUBLISHER: US Gold<br />
DEVELOPER: Delphine Software -<br />
Paul Cuisset, Philippe Chaste', Benet<br />
Aron, Frederic Savoir, Thierry Goerthner<br />
(Programming)<br />
Denis Mercier, Christian Robert, Thierry<br />
Perreau, Fabrice Visserot, Patrick Daher,<br />
Thierry Levastre (Graphics)<br />
Fabrice Visserot, Jean Baudelot (Music<br />
and sound effects)<br />
INITIATED: October 1991<br />
RELEASE: November 1992<br />
Having stunned an unsuspecting public with the amazing Another<br />
World, Delphine Software have been strangely quiet. Just what<br />
are they cooking up over there in France? In a rather feeble<br />
excuse to stock up on some Duty Free pop, David Upchurch went<br />
on a day trip to 'Gay Paris' to find out. And - Doh-la-lal<br />
wonders he brought back to show you...<br />
Another World? Ah, all of you -<br />
H ands just as up I suspected. those of you Now, who hands liked<br />
up those of you who thought it was<br />
too easy? Ah, all of you - just as I suspected.<br />
Even the most jaded games player<br />
would have to admit that Another<br />
World was something of a classic, Its<br />
unique blend of Prince of Persia-ish<br />
platform action and breathtaking<br />
animated interludes earned it a place<br />
in computer games history as one of<br />
the most revolutionary and groundbreaking<br />
pieces of software ever. But<br />
it was easy, wasn't it? Will Flashback<br />
manage to be a<br />
longer-lasting snack? "If there are<br />
Like Another World,<br />
Flashback's hero is<br />
your everyday normal<br />
guy thrown into a<br />
bizarrely alien environment.<br />
The game opens<br />
with the hero, Conrad<br />
B. Hart, awaking in a<br />
strangely exotic jungle<br />
suffering from<br />
severe amnesia.<br />
limits at<br />
all they are<br />
those of our<br />
imagination, not<br />
the Amiga!"<br />
Just precisely where he is or how he<br />
came to be there is a mystery. As the<br />
game progresses Conrad has 'flashbacks'<br />
(hence the game's title) as his<br />
memory starts returning, allowing<br />
the player to gradually piece together<br />
Conrad's whole sorry story. We<br />
don't want to spoil your fun by giving<br />
too much away but suffice to say<br />
it's all centres around an alien plot to<br />
dominate the Earth.<br />
This use of 'flashbacks' to slowly<br />
reveal the game's plot is a very cinematic<br />
concept. As Paul Cuisset, the<br />
project's lead programmer and former<br />
coder of Operation Stealth,<br />
freely admits: "Movies<br />
Paul Cuisset,<br />
Flashback's lead<br />
programmer<br />
any have greatly infl uenced<br />
every stage of<br />
Flashback's creation,<br />
its look and sound and<br />
the scenario." In fact,<br />
until very recently the<br />
game was actually<br />
going to be called Cinemail.<br />
The game is<br />
packed with references<br />
to famous science-fiction<br />
fi lms;
movie buffs will have a field day<br />
spotting the influence of films such<br />
as They Live!, Total Recall, Alien and<br />
Terminator 2, amongst many others.<br />
First impressions of Flashback<br />
would seem to indicate that it's some<br />
sort of pseudo-sequel to Another<br />
World. But, graphic similarities aside,<br />
Flashback and Another World are<br />
substantially different games. Paul is<br />
keen to stress that although there's<br />
Jots of exhilarating running, jumping,<br />
swinging and fighting to be enjoyed<br />
as in Another World. there's also<br />
plenty for the more serious-minded<br />
gamer to get his or her teeth into -<br />
Flashback has as much in common<br />
with Paul's earlier Operation Stealth<br />
DELVING IN L P H I N E<br />
Delphine Softwa s established in<br />
1988. An offshoot e French music•<br />
publishers Delphine- handle major<br />
stars from around the globe, including<br />
Richard Clayderman (swoon!) - the<br />
Paris-based coding geniuses burst on<br />
the games scene with Future Wa<br />
rcritically-acclaimed graphic adve<br />
which pioneered Delphine's Cine<br />
'click-n-point' games system,<br />
As a follow-up to Future Wars,<br />
released Operation Stealth and Cruise for a Cor<br />
peach of which expanded and built on the version-<br />
Cinematique which had gone before.<br />
However, it was the release of Another World I<br />
years which really showed the world the way t<br />
Delphine saw the future of games, with the intro.<br />
duction of a remarkable animation technique which<br />
used polygons rather than sprites or bitmapped<br />
graphics. Not only did this system allow smoother<br />
animation, the memory-efficient polygons also<br />
meant that more space could be devoted to atmospheric<br />
music, sound effects and deeper gamepla •<br />
(and anyone who's played Guy Spy will know h<br />
important that is).<br />
as Another World, since the player is<br />
able to communicate with the people<br />
he meets and pick up and use the<br />
various alien artifacts he comes<br />
across.<br />
"It's true to say that the actions<br />
that the player has to perform are<br />
frequently 'moving' actions - running,<br />
jumping, picking up objects,<br />
etc." admits Paul, "but Flashback is<br />
also a genuine adventure and there<br />
are plenty of other tasks to be completed.<br />
There are traps and security<br />
cameras to be avoided and infrared<br />
detectors which operate doors that<br />
have to activated so that you can<br />
progress through the game. Flashback<br />
has many similarities to an<br />
WORK I N P R O G R E S S<br />
"The beauty of the<br />
Cinematique system<br />
is that it allows you<br />
to create freely<br />
without being constrained<br />
by your<br />
programming<br />
skills."<br />
Paul Cuisset, Flashback's lead<br />
programmer<br />
adventure or a role-playing game<br />
because of its great depth of gameplay.<br />
However, the animations and<br />
the player's ease-of-control over<br />
Conrad make it feel more like an<br />
action game."<br />
Paul recognises that Another<br />
World was perhaps a little too easy<br />
and he's keen to give Flashback's<br />
players greater 'Value For Money'.<br />
"Flashback takes considerably longer<br />
to complete than Another World," he<br />
claims, ''It's not because the action<br />
sequences are particularly tougher<br />
but because of the game's many<br />
involved adventure/puzzle aspects."<br />
His claims would appear to be true:<br />
one of US Gold's game testers, who<br />
finished Another World in just five<br />
hours, confided to me that he's been<br />
playing Flashback for nearly fifty<br />
hours and hasn't even reached the<br />
halfway point yet!<br />
In action, Conrad resembles a certain<br />
Prince from Persia. His athletic<br />
range of moves is impressive to say<br />
the least: Conrad can walk, run,<br />
jump, climb, roll, skid, duck, hang,<br />
throw, pick up - you name it. It all<br />
looks amazingly realistic. Paul is surprisingly<br />
tight lipped when it comes<br />
to explaining how these superb animations<br />
were achieved: "The game's<br />
characters were animated using<br />
Rotoscoping, our Top Secret programming<br />
methods and our amazingly<br />
talented artists!" is all he'll say<br />
on the matter. Of you want to know<br />
more about Rotoscoping, refer to the<br />
"Let's Go 'Scoping Now" box.)<br />
One of the Flashback program-
WORK I N P<br />
mers' most impressive<br />
feats is how they've managed<br />
to store all of Conrad's<br />
animation frames in<br />
memory and still have<br />
enough left over for the<br />
game itself. The secret lies<br />
in the fact that all the<br />
bitmapped graphics are<br />
stored in memory in a<br />
highly-compressed format<br />
that uses a fraction of the<br />
space uncompressed<br />
graphics do_ "All the<br />
sprites use a unique highspeed<br />
decompression routine to get<br />
them from memory and onto the<br />
screen as quickly as possible,"<br />
explains Paul.<br />
As in Another World there are<br />
many animated interludes and cutaways.<br />
"The animated sequences are<br />
all created from polygon graphics,"<br />
explains Paul. The advantage of this<br />
memory-efficient, polygon-based system<br />
is that some very complex animations<br />
from unusual camera angles<br />
can be achieved at a fraction of the<br />
memory 'traditional' bitmapped animations<br />
would use.<br />
"There are far more of these animated<br />
sequences than there were in<br />
Another World," boasts Paul_ In fact,<br />
in this respect the Amiga version<br />
should b e superior to the<br />
Megadrive's, which is being programmed<br />
almost simultaneously:<br />
"Because Amiga disks can store much<br />
more than a cartridge." explains Paul,<br />
"we're able to add loads more animations,<br />
the Amiga Flashback has at<br />
least fifty such sequences!"<br />
Much of the game's success lies in<br />
the versatility of Cinematique. the<br />
graphics adventure system which<br />
Delphine pioneered with Future Wars<br />
way back in 1988. Since then, it's<br />
been refined and altered by each new<br />
game the company's produced, most<br />
radically by the introduction of the<br />
polygon-based animation routines<br />
seen in Cruise for a Corpse and<br />
Another World. "The beauty of the<br />
Cinematique system." states Paul, <strong>Is</strong><br />
that it allows you to create freely<br />
without being constrained by your<br />
programming skills. That said, strictly<br />
speaking the graphics system in<br />
Flashback isn't actually Cinematique<br />
at all, it's a new system that's been<br />
specially designed for Flashback<br />
which is much more orientated<br />
towards doing animation."<br />
When Paul's asked whether he and<br />
his team have reached the limits of<br />
what can be achieved by Cinematique<br />
on the Amiga his answer is<br />
quite emphatic: "Not at all - the<br />
Amiga can still be pushed a lot further.<br />
The Amiga has a few faults but<br />
it's still a good machine. If there are<br />
any limits at all they are those of our<br />
imagination, not the computer!"<br />
So what of Cinematique's<br />
R 0 G Ft<br />
\J<br />
k<br />
l<br />
A<br />
LET'S GO 'SCOPING NOW!<br />
It seems that everybody's doing it<br />
nowadays. Teque London, DMA<br />
Design and now Del phine Software<br />
they're all at it, you know, What<br />
do you mean what am I on about?<br />
I'm talking about Rotoscoping, of<br />
course, you dirty-minded devil!<br />
Rotoscoping is a process that<br />
was pioneered by cartoon animators<br />
(Walt Disney, amongst them)<br />
way back at the beginning of the<br />
century to achieve more realisticlooking<br />
animation. Basically an<br />
actor or actress is filmed performing<br />
the action the animator wants<br />
to reproduce. The animator then<br />
•<br />
DELPHINE SOUND OFF!<br />
It's no surprise, given Delphine Software's musical parentage, to learn that<br />
they consider music and sound effects to be an important facet of their<br />
games. To help them create they have a massive recording studio at their<br />
disposal, containing just about every hi-tech gadget known and capable of<br />
recording sound in 32 channels, However. using the studio's facilities to<br />
,make computer music is a bit like using a sledgehammer to crush a peas.<br />
"Unfortunately," sighs Paul, "we can't make as much use of the studio as<br />
we'd like to because computer sound chips a,re comparatively weak in terms<br />
of what they can handle musically."<br />
future? Will it ever evolve to the<br />
stage where it'll allow us to play true<br />
'interactive movies'? Paul is cautiously<br />
optimistic; "Bit by bit we're<br />
getting closer to that ideal - but<br />
there's still a long way to go. If you<br />
wanted to create truly interactive cinema<br />
you'd have to work in a proper<br />
3D environment (such as Virtual Reality)<br />
with accurate and subtle camera<br />
angles that correctly simulated the<br />
player's view. At the moment the<br />
technology just doesn't exist to do<br />
it, but we're getting there!"<br />
uses the film as a template for his<br />
drawings.<br />
It's only recently that computer<br />
graphics artists have picked up on<br />
the benefits of this animation tech-<br />
nique. Jordan Mechner is arguably<br />
the first games designer to show<br />
how Rotoscoping can really<br />
improve a game. He wrote Prince<br />
of Persia, a good but not really that<br />
amazing platform game that was<br />
elevated to classic status by the use<br />
of Rotoscoped sprite images.<br />
More recently Teque London<br />
have been Rotoscoping athletes for<br />
The Carl Lewis Challenge and DMA<br />
1<br />
O<br />
w<br />
.<br />
Design have Rotoscoped actors for<br />
the intro to its Walker game. Flashback.<br />
however, has more in common<br />
with Prince of Persia's animation<br />
than either o f the<br />
aforementioned games. The way<br />
that the heroic Conrad runs, jumps<br />
and clambers about the exotically<br />
alien landscape is nothing short of<br />
astounding. My favourite bit is<br />
when he draws his gun from out of<br />
his jacket's inside pocket, crouches<br />
and fires, Very nice in fact, it's a<br />
bit like watching a clip from some<br />
top Hollywood action movie. Intentional?<br />
Probably!
I<br />
I<br />
4<br />
0<br />
1<br />
W<br />
,<br />
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e<br />
r<br />
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w<br />
I<br />
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TH<br />
GAMES CHALLENGE<br />
Eve body's Ku Fu Fighti<br />
And so it begins. After a month of rest in which<br />
to practice and steel himself for combat, the<br />
time has come for The One's very own games<br />
champion Gary Whifta to defend his crown<br />
against the first in a long line of worthy reader<br />
challengers.<br />
The Game: I K + .<br />
The Challenger: Grant Harrison.<br />
The Rules: T w o men enter the Challenge<br />
'Chamber. One man leaves.<br />
Let battle commence...<br />
Well, a lot of you certainly<br />
S o, seemed Whitta's to think a soft so touch - the is chal- he?<br />
lenges have been flooding in! Anyone<br />
who can hold a joystick, from<br />
Dorset to Dusseldorf, has offered to<br />
publicly humiliate Whitta in front of<br />
his 'fans'. But at the end of the day<br />
it was Grant Harrison. a plucky<br />
young lad from Balham in South<br />
London, who was chosen to face the<br />
mammoth might of Whitta. His<br />
boast was simple but effective: "Give<br />
me a decent joystick and half a<br />
chance, and I'll give Whitta a kicking<br />
so hard his mother'll feel it."<br />
As it turned out, it was a confrontation<br />
that no-one would<br />
ever forget...<br />
THE CHALLENGER<br />
year-old Grant Harrison.<br />
.gx • An Amiga owner for<br />
_ t h r e e years, he's a dab<br />
hand at Speedball 2,<br />
C " In Mega-lo-Mania, the red corner... Hudson 16-<br />
Hawk, Lotus 2 and Jimmy White's<br />
Whirlwind Snooker. But he chose IK +<br />
as his challenge game, having made<br />
it to black belt level a mere week<br />
after buying it on budget earlier this<br />
year. Unfortunately what he didn't<br />
know is that Whitta has been an IK +<br />
black belt since 1989 - but then he's<br />
not played it in nearly two years. A<br />
case of youthful enthusiasm versus<br />
jaded experience if ever there was<br />
one.<br />
CHA ENGE!<br />
M O S 4 0 0<br />
0 2 0 1 , 0<br />
THE CHALLENGE GAME: IK+<br />
Four years after its release, Archer Maclean's IK+ is still indisputably the<br />
best beat-'em-up on the Amiga ever, A sequel to his earlier 8-bit classic<br />
International Karate, the game pits three fighters against each other in<br />
a martial arts free-for-all tournament where the idea is simply to stay<br />
alive until the end of each bout and progress through the belt rankings.<br />
Moves available in the high-speed fumpin' action include a lethal<br />
array of kicks, punches and, our favourite, a skull-cracking headbutt.<br />
Though the full-prire version has since been discontinued, it's still available<br />
on Hit Squad at the bargain budget price of £7.99. If you don't<br />
have a copy, buy it now. We said NOW!<br />
TO THE CHALLENGE<br />
CHAMBER!<br />
After the initial face-off and weighin<br />
(the balance on the scales when<br />
Whitta stepped up was too embarrassing<br />
to print - "I had a big<br />
lunch," he protested feebly), it was<br />
down to business.<br />
IK+ is played over in 30-second<br />
bouts of increasing difficulty<br />
between three fighters - two human,<br />
one computer-controlled. The first<br />
fighter to reach six points (accumulated<br />
by landing kicks and punches<br />
on opponents) is declared the winner.<br />
For the purposes of this challenge,<br />
the object is to stay alive until<br />
either Whitta or Harrison is knocked<br />
out • the survivor then wins. To pre-<br />
I.1<br />
vent any fluke results, the winner<br />
shall be declared by a 'best out of<br />
three' competition.<br />
ROUND ONE<br />
The flip of a coin determined that<br />
Whitta would wear the white jimjams<br />
and Grant would wear the red.<br />
A brief flurry of pre-match trumpeting<br />
from Whitta seemed to indicate<br />
that he felt he had the psychological<br />
advantage - but any confidence he<br />
may have had was quickly shattered<br />
when, just four seconds into the first<br />
bout, Grant expertly floored him<br />
with a perfectly-timed front kick.<br />
As Whitta lay crumpled and<br />
dazed. Grant went on to make short<br />
work of the blue-clad computer<br />
fighter. But the fat Dep Ed, now fully<br />
recovered, stormed back in with a<br />
forward somersault quickly followed<br />
by a lethal face punch. Grant went<br />
down, giving Whitta his much-needed<br />
first point and bringing the score<br />
to 3-1.<br />
Over-confident Whitta then tried<br />
to take on the computer player, but<br />
a mistimed block let in a high kick to<br />
the jaw that won the computer two<br />
points and left the champion with<br />
no option but to lay on the ground<br />
as the last few seconds ran down. A
er<br />
of<br />
at<br />
,<br />
nid.<br />
•n<br />
te<br />
:al<br />
he<br />
ed<br />
'St<br />
irn<br />
er<br />
Ily a<br />
ed<br />
nt<br />
ore<br />
ed<br />
iut<br />
to<br />
%I 0<br />
th<br />
nd<br />
A<br />
IT'S A DIRTY JOB...<br />
But somebody's got to do it. The first challenger may have been slain by<br />
the mighty Whitta, but that's not to say you will! So come on. this is your<br />
chance for glory. Write to us at: WHITTA HAS DEFINITELY GOT HIS COM-<br />
ING. The One, Priory Court, 30-32 Farringdon Lane, London EC1R 3AU. Tell<br />
us what game you choose for your challenge, as well as your name, age,<br />
address and, if applicable, phone number. Selected challengers will get to<br />
visit The One's offices, meet the team, challenge Whitta (of course) and,<br />
If successful, walk away with literally armfuls of free software. So get moving!<br />
Every day you don't write in is another day we have to put up with<br />
Whitta*s intolerable boasting...<br />
GAMES CHALLENGE<br />
11111111111111111<br />
dreadful defeat in the first round for<br />
Whitta, it looked as though the<br />
young challenger could well be on his<br />
way to victory!<br />
ROUND TWO<br />
Obviously enraged by his bitter<br />
first-round pasting. Whitta was taking<br />
no prisoners. Grant bit the dust<br />
in the first few seconds, victim of a<br />
lightning-fast low kick, and the<br />
computer player quickly followed.<br />
As the binary fighter tried a<br />
footsweep. Whitta somersaulted<br />
over him and reverse kicked him as<br />
he got back up. Four points already<br />
in the bag!<br />
Then the computer came back,<br />
swiftly bringing down Grant with a<br />
headbutt, and things looked bad.<br />
Whitta needed only one more strike<br />
to win the round and level the score<br />
• and he did just that, backing the<br />
defensive Grant into the corner and<br />
crippling him with an unblockable<br />
crouch punch. One-all with one<br />
round to go!<br />
FINAL ROUND<br />
Both players knew what was at stake<br />
as they entered the third and final<br />
round - it was the difference between<br />
the sweet smell of victory or the<br />
repugnant whiff of defeat. Not surprisingly,<br />
both combatants decided<br />
to gang up on the computer first,<br />
flooring the blue boy for one point<br />
each then turning on each other. As<br />
they squared off for what would be<br />
the last time, there was a kind of<br />
grudging respect between the two<br />
titans - and then, in what seemed like<br />
slow motion, the final confrontation<br />
took place.<br />
Whitta broke the deadlock, moving<br />
in with a mid kick only to have it<br />
blocked by Grant and countered with<br />
a face punch, which was blocked in<br />
return. Grants flying kick failed to<br />
connect, but Whitta didn't waste the<br />
opportunity to hit home with a<br />
reverse high kick as his opponent<br />
landed. Three points to one in favour<br />
of Whitta.<br />
By this time the computer player<br />
was back in the fray. Preoccupied<br />
with his challenger, Whitta failed to<br />
notice and was taken down by the<br />
blue man's mid kick into the lumbar<br />
region. As Grant got up, the computer<br />
made short work of him too,<br />
catching him with a low kick to the<br />
shin. But then, against all odds. Whitta<br />
recovered and miraculously picked<br />
up the winning two points with an<br />
astonishing flying kick to the back of<br />
the computer's neck. Whitta is the<br />
victor!<br />
THE RESULT<br />
It was a close one, but Gary Whitta<br />
lived to fight another day, sneaking<br />
through 1-3, 6-0, 6-1, The plucky<br />
young challenger was, of course, dismayed<br />
but Whitta was listening to<br />
no excuses, preferring instead to<br />
strut around the office proclaiming<br />
his brilliance. The smug git.<br />
(Below) What happens when a challenger<br />
takes on Whitta and fails.<br />
Don't worry folks, we got his parent's<br />
permission before decapitating him.
C O M P E T I T I O N<br />
And, in an all-too-typical fit of out- "I don't care how much it costs!"<br />
One, you know. Ask anyone rageous generosity, Core Design have he bellowed in a gruff yet friendly<br />
I n t that visits the office and decided to toast the game's way. "Our games are the best and I<br />
e they'll tell you to never bring up the<br />
lsubject o of old 50s science-fiction<br />
vmovies e or Dave'll bore you to death.<br />
tJim<br />
Willis has seen Eisenstein's Bat-<br />
htleship<br />
Potemkin 48 times. And as for<br />
e asking Gaz about the works of Ing-<br />
mmar<br />
Bergman, forget it!<br />
o<br />
And those gorgeous geezers at<br />
v<br />
Core Design obviously share our passion<br />
for the silver screen, 'cos they've<br />
i<br />
just gone and produced a top plat-<br />
e<br />
form game all based around the<br />
s<br />
whacky world of showbiz - Premiere!<br />
aIt<br />
looks beautiful (the graphics are by<br />
t the bloke wot did Heimdall, you<br />
Tknow),<br />
it sounds fantastic (dig that<br />
hEgyptian<br />
ditty!) and it plays like a<br />
edream.<br />
inevitable and well-deserved success<br />
by holding a super-special compo<br />
open to all The One's ever-lovin' readers<br />
<strong>Is</strong>n't that nice of them?<br />
SO WHAT'S THE PRIZE<br />
THEN?<br />
Core asked us for some ideas as to<br />
what sort of prize they could offer<br />
you and we're ashamed to admit that<br />
we came up with some pretty tawdry<br />
and cheap suggestions. A boxed set<br />
of Herbie videos (including Herbie<br />
Goes To Monte Carlo, of course). An<br />
old issue of Premiere film magazine<br />
(because it's got the same name as<br />
the game) The original script for The<br />
expect our compo prizes to be the<br />
same, You lot are useless. Let me sort<br />
it out,"<br />
And so he did.<br />
And we're glad he did 'cos this<br />
prize he came up with is just brilliant,<br />
You see, if you win this compo you'll<br />
receive a brand-spanking-new Panasonic<br />
NV-SS Palmcorder worth 1900!<br />
Smart or what<br />
7 good i n prize that we're all thinking of<br />
fleaving a c t the , company so that we'll be<br />
iallowed t ' to s enter ourselves.<br />
s The u NV-55 c is an amazing bit of kit<br />
h<br />
and boasts:<br />
a<br />
• Full VHS compatibility,<br />
• Lightweight (just 700g!) portability.<br />
Mind you, not that we have to tell Sound of Music,<br />
• A 12X zoom factor, so you can<br />
you all this - you can find out for "Enough!" shouted Core's supre- really get into the action.<br />
yourself by reading the massive mo Jeremy Smith. "How about a • A digital image stabiliser, so you<br />
review starting on page 40 and video camcorder?"<br />
can get a rock-steady picture even if<br />
playing the fantastic demo on "B-b-b-but they're so expensive!" you suffer from the shakes.<br />
this month's coverdisks! we cried.<br />
• A snapshot facility, permitting<br />
Mint Video<br />
order Werth<br />
f900!<br />
storage of up to 1080 still pictures on<br />
a 45-minute tape, with an accompanying<br />
recorded soundtrack if you<br />
want!<br />
• Loads of weird video trickery,<br />
such as mirroring the image down<br />
the middle or taking shots every few<br />
moments so that you can create a<br />
bizarre strobing effect.<br />
In short, the NV-55 is simply one<br />
of the best video palmcorders you<br />
can buy or, in your case, win! In addition,<br />
there are ten copies of the game<br />
to help cheer up the runners up who<br />
so very nearly made it to the First<br />
Prize.<br />
LENIME AT IT!<br />
Negotiations with a big-name movie<br />
company are currently underway to<br />
make a major multi-million dollar<br />
movie epic based around The One<br />
team. Bruce Willis is already signed<br />
up to play Douglas and apparently<br />
Woody Allen has shown some interest<br />
in portraying Whitta but there's
ie<br />
to<br />
ar<br />
?cl<br />
:ly<br />
Cr-<br />
one big, big problem holding it all<br />
back.<br />
You see, there's no script. So what<br />
we want you to do is thrash out a<br />
plot (or 'treatment', as they call it in<br />
the movie bizz) for the film so that<br />
scripting can start. The person who<br />
comes up with the best treatment<br />
will win the palmcorder.<br />
Before you get scribbling there are<br />
some things you should bear in mind:<br />
• The treatment should be no longer<br />
than 300 words.<br />
• The treatment should feature the<br />
whole The One team, including Jim<br />
Douglas, Dave Upchurch, Gaz Whitta<br />
and Jim Willis.<br />
• Other than that you're free to do<br />
whatever you want!<br />
When you've written your epic, fill<br />
Out the coupon below, attach it to<br />
your treatment and send it to: THE<br />
ONE: THE MOVIE, EMAP Images, 30-<br />
32 Farringdon Lane, London EC1R<br />
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Good luck and get writing!<br />
The One. The Movie<br />
COMPETITION<br />
Dear The One,<br />
s<br />
C O M P E T I T I O N<br />
And it's all thanks<br />
to CORE DESIGN<br />
THE RULES<br />
This competition is not open to employees o f EMAP Images o r Core Design,<br />
their friends o r relatives. The com petition will close on September 21st and<br />
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and n o correspondence w ill be entered in to . No alternative prizes will be<br />
given and, wh ile every care is taken, EMAP Images cannot be held responsible<br />
for entries lost o r damaged in the post.<br />
I've got this great idea for a movie. Please see the<br />
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40 Premiere (Core Design)<br />
44 Crazy Seasons (Idea)<br />
46 Sword of Honour (ELKO<br />
48 MegaTraveller 2 (Empire)<br />
SO Fascination (Digital Integration)<br />
68 Guy Spy (Empire)<br />
70 Castle of Dr Brain (Sierra)<br />
72 Treasures of the Savage Frontier (S.S.I./LIS Gold)<br />
74 Vikings (Krisalis)<br />
76 Espana: The Games '92 (Ocean)<br />
78 Beast 3: Out of the Shadows (Psygnosis)<br />
TO<br />
r<br />
7<br />
:<br />
S<br />
(<br />
A<br />
E<br />
S<br />
All elements of our games are rated out of a possible<br />
maximum score of a hundred. But what do the scores actually<br />
mean?<br />
0-25 R u b b i s h . Offensively low quality.<br />
26-49 B e l o w average. Not acceptable by today's<br />
standards.<br />
50-60 A b o v e average. But still plenty of room for<br />
improvement.<br />
61-70 F a i r to good. Lots of nice points, but in no<br />
way perfect.<br />
70-80 P r e t t y smart. Above accepted standards.<br />
81-90 E x t r e m e l y good. Top notch impressiveness.<br />
90+ S i m p l y excellent. Breathtaking.<br />
T"1E C"'<br />
r%.1<br />
1<br />
Obviously, at the end of the day, when all is said and done,<br />
the Overall figure is the best gauge as to whether the game is<br />
any good or not. While representative of the elements, it is<br />
not an average of the other scores. That's why it isn't called<br />
THE AVERAGE.<br />
File Stat<br />
CLOSED<br />
JIM DOUGLAS<br />
Tragedy. Jim went on a covert mission behind<br />
enemy lines and. strangely, never returned. He has<br />
been officially pronounced 'Missing in Action'. He<br />
will be missed. Except by Dave "I'm laughing"<br />
Upchurch, who's now the Editor. And Gary "Cut out<br />
the dead wood Whitta, who's now Deputy Editor.<br />
A bit suspicious, that...<br />
DAVID UPCHURCH<br />
Yet more tragedy. Ultimate power has gone straight<br />
to the big lads head and he's now taken to<br />
goosestepping around the office, slicking his fringe<br />
across his forehead and even growing what looks<br />
like a tiny moustache. He's already promising big<br />
changes, like free Porsches for senior staff,<br />
unlimited use of the canteen jaccuzzi and 55% pay<br />
rises all round. Oh, and he'll probably try to improve<br />
the mag as well.<br />
GARY WHITTA<br />
A small spark of light in a sea of blackness, our Gaz<br />
has been far more level-headed than Dave about his<br />
promotion. 'Success hasn't changed me at all,'<br />
smiled the decreasingly lardy Whits in a benevolent<br />
and slightly God-like manner. "I'm still the great,<br />
down-to-earth man of the people that I've always<br />
been. All hail to me."<br />
JIM WILLIS<br />
Well, what a surprise. Jim has been promoted to<br />
Head Of Design Obergruppenfuhrer, which means<br />
even more sitting around on his backside, smoking<br />
big fat cigars and leering at the female staff<br />
members (More!? <strong>Is</strong> that possible?). Thank<br />
goodness for Rob Carter. He's not afraid of a bit of<br />
hard work and so it is he who'll be taking over the<br />
design duties in full from next month.<br />
KHALID HOWLADAR & RICHARD AUSTIN<br />
With the editorial team cut down by a third we've<br />
had to call in the cavalry in the form of these two<br />
bionic games reviewing marines. They insisted on<br />
no pictures. They do the work for the honour of it,<br />
not the glory.
-<br />
E W<br />
ore Design's latest is in t<br />
nd Gary Whitta has a fro<br />
row seat. And why not.<br />
deep, deep trouble. After three<br />
their competitors, find the six allimportant<br />
film canisters and swipe<br />
F long and sleepless nights of cut- them back in time, maybe the end-<br />
iting<br />
together the latest blockbuster ing will be as sugary and nice and<br />
lfrom<br />
movie giants Core Pictures, he's totally vomit-inducing as one of Core<br />
m more than just a little put out Ito say Picture's own formula movies.<br />
ethe<br />
least) when, after a well-earned Maybe.<br />
dnap,<br />
he awakes to find that all six So off trots Clutch, sneaking onto<br />
i<br />
canisters of his work have been<br />
t<br />
swiped by a rival studio! When studio<br />
boss Buster Smith calls in to<br />
o<br />
remind Clutch that he needs the film<br />
r<br />
ready in time for this afternoon's pre-<br />
C<br />
miere, he knows that he's in big trou-<br />
lble.<br />
Unless...<br />
u One chance. If he can make it over<br />
the Grumbling Pictures backlot,<br />
where no less than six top movies are<br />
in production. To get back those vital<br />
silver tins, he'll have to explore the<br />
sets of each and every one, avoiding<br />
the malevolent stars (who for some<br />
reason have a serious grudge against<br />
intruders) and dangerous back-<br />
Premiere's backgrounds are slightly<br />
3-dimensional, with parts of the<br />
floor consisting of a background and<br />
foreground. Clutch can hop between<br />
the two. but the bad guys can't, so<br />
Its a handy way of giving them the<br />
slip. Apart from that, its use is limit-<br />
t<br />
to Grumbling Pictures, the scene-<br />
cstealing<br />
rival studio notorious for all<br />
h manner of nefarious activities against<br />
G<br />
grounds. Sounds contrived? Well of<br />
course it is, what do you expect? This<br />
is Hollywood. after all!<br />
ed to avoiding and accessing features<br />
like traps, ladders and<br />
platforms.<br />
a<br />
bQUIET<br />
ON THE SET!<br />
Each of Premiere's levels takes place on the set and behind the scenes of on. of Grumbling Pictures' six movies<br />
lcurrently<br />
in production. There's a canister to be be gotten from each sound stage but only if you can make it all the<br />
e<br />
way through and complete the end-of-level sub-game. And there's no stuntman to double for y<br />
i<br />
s<br />
p<br />
i<br />
„<br />
n<br />
:!n t h e t r i c k y b i t s . . .<br />
WESTERN<br />
Grumbling Pictures is obviously trying<br />
to breathe life into this tired old<br />
genre with a new rootin'-tootin' production,<br />
set amid a rolling backdrop<br />
of stables. saloons and jailhouses.<br />
Star-shaped sheriffs stomp about,<br />
accompanied by big-breasted ladies,<br />
six-shooting cowboys and, of course.<br />
plenty of injuns. Clutch protects himwith<br />
sizzling bundles of<br />
namite that roll across the<br />
or and explode on impact.<br />
SLACK & WHITE<br />
Ah, the good old days. it's back to<br />
pre-Technicolour times for the second<br />
level, that takes Clutch through<br />
a variety of monochromatic scenes.<br />
starting off in an Egyptian temple<br />
complete with mummies and 'living'<br />
hieroglyphics. There's also a smattering<br />
of cats because, as us educated<br />
types know, the ancient<br />
Egpytians revered them as gods. Use<br />
those bags of flour (?) to ward off<br />
the bad guys as you progress.<br />
HOR<br />
It's 1t c<br />
tClutch i o n i n on the set of the lat-<br />
aest gory l l shocker. After a brief trek<br />
across a haunted graveyard, you've<br />
t<br />
got to<br />
h<br />
get through a spooky old<br />
e mansion, populated by monsters,<br />
wzombies,<br />
winged demons and the<br />
aubiquitous<br />
scuttling severed hands<br />
y 'bottles of holy water provide your<br />
only protection. in practice it's all<br />
wabout<br />
as scary as an episode of<br />
hCatchphrase,<br />
though.<br />
e<br />
n<br />
He might be stuck behind a desk all<br />
day, but Clutch Gable is just as athletic<br />
as any of his adversaries. He can<br />
walk, jump, duck, climb stairs and<br />
ladders, punch and chuck a variety of<br />
weapons. H is e ne rgy come s in the<br />
form of a bar that's depleted each<br />
time he has a run-in with a baddy -<br />
lose the lot and it's back to the last<br />
restart point with one le ss life .<br />
-<br />
CARTOON •<br />
Its like Who Framed Roger Rabbit<br />
gone mad on this level! The animated<br />
antics hero are all set in a bizarre<br />
oversized house landscape, which <strong>Is</strong><br />
patrolled by an assortment of characters<br />
odd enough to do Hanna-<br />
Barbera proud. Furry creatures,<br />
musical instruments, buzzing<br />
insects.- and look out for the oneton<br />
weights. However, unlike Wile E.<br />
Coyote, there's no shrugging off<br />
these vicious attacks...
SF B<br />
-Ray-gun<br />
in hand,<br />
Clutch battles beyond<br />
the MOstars<br />
next. taking<br />
on VIthe<br />
cast of a low-budget<br />
sci-fi flick. As well as<br />
futuristic spacemen and starships<br />
to contend with, the alien<br />
landscape is covered with venomspitting<br />
aliens that look like The -<br />
Clangers and, what's more, is high- •<br />
ly volatile, erupting and spewing<br />
flames all over the shop. Nasty.<br />
mg<br />
the to<br />
uilding.<br />
g inside,<br />
e it's our<br />
Clutch.<br />
overseeme<br />
crucial<br />
mute edit-<br />
es<br />
awing the<br />
ine to its<br />
devices.<br />
mg past<br />
noozing<br />
r, the mysman<br />
swipes<br />
the film canisters!<br />
The swine!<br />
•<br />
E • AUSE FIRST IMPRESSIONS LAST...<br />
the total Premiere experien•<br />
Pfor<br />
a cinematic . u n g scene-setting i n title f,<br />
Rbit<br />
, instead,-.<br />
t h ‘ ,<br />
Equence.<br />
t r oO<br />
r<br />
j<br />
M<br />
r<br />
I<br />
E<br />
R<br />
E<br />
I<br />
N<br />
T<br />
R<br />
u<br />
e<br />
s t<br />
a d<br />
O<br />
Clutch awak<br />
Swith<br />
a sta<br />
Who could it be<br />
Eat<br />
this hour?<br />
Q<br />
U<br />
E<br />
N<br />
C<br />
E<br />
:<br />
Lumme, it's<br />
er Smith,<br />
f the stue'sexpecting<br />
his film to<br />
be ready in time<br />
for tonight. No<br />
problem.<br />
Now, where did<br />
he put those<br />
canisters..<br />
AAARRRGG<br />
FANTASY<br />
For the final level,<br />
Clutch takes on the perilous<br />
sets of a surreal<br />
medieval, swashbuckling<br />
blockbuster. Take on odd<br />
knights on horseback and a veritable<br />
cornucopia of baddies so odd<br />
that if we told you what they<br />
were, you wouldn't believe us, so<br />
we wont even bother. You'll Just<br />
have to be good enough to get<br />
there and find out for yourself.
R E V I E W<br />
There's always plenty of old odds and ends left<br />
lying around on studio sets, and those at<br />
Grumbling Pictures are no exception. Scoop up<br />
those carelessly-discarded Academy Awards and<br />
SAFTAs (at least that's what they look like) for<br />
points, and typical movie-going foodstuffs like<br />
burgers and popcorn for extra energy. Most useful,<br />
though, are the clapperboards. Pick one of<br />
these up to activate a restart point there, so you<br />
don't get sent right back to the start of the level<br />
when you lose a life.<br />
THE BAD GUYS<br />
When you finally locate the canister of film at the end of a level, you've<br />
got to complete a special unique sub-game before you can be off with it<br />
and onto the next stage. Let us take a gander at a few of them, shall we?<br />
On the Western level Clutch comes<br />
face to fact with a gunslinging<br />
bulldog in a showdown played<br />
out to a smart rem ix of The<br />
Good, The Bad and the<br />
Ugly's theme musk. Big<br />
Butch's fingers twitch<br />
on his holster for a<br />
few seconds,<br />
when he goes f<br />
gun you've<br />
beat him to the<br />
by hitting th<br />
button before<br />
shoot. Draw too eddy<br />
or too late and you'll<br />
bite the dust. If you can<br />
plug Butch three times in<br />
succession, he goes down to<br />
good and it's onto the next le<br />
All the baddies in<br />
Premiere inflict the<br />
same amount of<br />
damage per hit.<br />
but some take<br />
more to kill than<br />
others. A single hit<br />
with whatever<br />
weapon you've got<br />
will take out most<br />
meanies, but some<br />
need to be to be<br />
hit twice before<br />
they'll roll over<br />
and die. Thankfully<br />
there's plenty of<br />
spare ammo lying<br />
about the place.<br />
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This is a tricky one. Trapped at the end of the horror level,<br />
the only way for Clutch to escape is to jump onto the giant<br />
tradmill and pedal like a hamster on steroids - the wheel<br />
controls the mechanism that slowly winches up the exit<br />
door. Only problem is, the devil himself likes to come along<br />
every few moments to prod Clutch with his pitchfork. To<br />
get rid of him, you have to jump off the treadmill, causing<br />
the door to start sliding back down, and assault him with<br />
— -•••••.- - -—4,.,/lIA<br />
•-•.. d y n a m i t e until he blows up. This process is painstakingly<br />
— • - l<br />
d..I<br />
i.-<br />
1<br />
e0<br />
, l<br />
I<br />
dO<br />
W<br />
eI<br />
l.<br />
e<br />
ls<br />
. c<br />
r i p e a t e d until the door locks open at the top and you can<br />
a<br />
p<br />
e<br />
.<br />
N<br />
o<br />
t<br />
e<br />
a<br />
s<br />
y<br />
.<br />
NCORE<br />
058 00<br />
Emma -1<br />
011111•TI<br />
I IVES. A M<br />
-<br />
1<br />
1<br />
1<br />
1 T h e ending of the Black & White level is suitably<br />
romatic, consisting of a frantic train chase.<br />
Clutch standing on a runaway platform, the<br />
t is to keep the pursuing locomotive at bay<br />
onstantly hitting it with dynamite. As you roll<br />
you've got to jump over broken sections<br />
rack, duck under signal posts and collect<br />
ammo from trackside dumps.
—t. _ _ _<br />
Entering doors on the<br />
set takes Clutch behind<br />
the scenes, to where<br />
extras hang out, props<br />
are stored • and handy<br />
objects and shortcuts<br />
are to be found.<br />
Sometimes going backstage<br />
is the only way to<br />
get round obstacles on<br />
the set, so it's worth<br />
exploring every door<br />
you come to.<br />
Proyres in Premiere involves as much vertical<br />
movement as horizontal, with many of the game's more<br />
interesting bits found high above the studio floor, sus.<br />
pended on precarious platforms and accessed by climbing<br />
ladders and stairways. You can't get hurt by falling<br />
too far from a height, but it is possible to drop through<br />
holes in the floor and plunge to your death beneath the<br />
game area. Aalieeeel<br />
You just can't be a platform game in the 90s unless you<br />
have some switches somewhere, so here they are. Set<br />
into the wall around the sets, they perform special functions<br />
when thrown - though not necessarily on that very<br />
screen. They do all sorts, like opening doors, removing<br />
obstacles and activating moving platforms, so flick 'em<br />
when you find 'em.<br />
=pip<br />
IF VERDICT<br />
Unlike The 8th Day's first creation Heimdall,<br />
R E V I E W<br />
Premiere's a game that doesn't take itself<br />
s<br />
lit e more than a couple of times, the animated<br />
rIntroduction<br />
sets the comedic mood and tone for<br />
i<br />
What's to follow perfectly - and that brash,<br />
o<br />
olourful style is something that is sustained<br />
u<br />
sonsistently<br />
throughout the entire game. The<br />
l raphics really are very nice indeed, with enough<br />
variation y between levels to ensure there's<br />
Mayer, C ore<br />
Design<br />
Developer:The OW Da y<br />
110.99 Out Now<br />
always a something new to see around the next<br />
t outer. As platform-based arcade adventures go,<br />
Premiere a is certainly one of the most polished,<br />
MEMORY DISKS<br />
IMbI 4<br />
l<br />
a<br />
l<br />
nThere's<br />
a lot of fun to be had exploring the sets<br />
81%<br />
.<br />
d and T discovering new things. If the main thrust of ',E19<br />
a<br />
4 40<br />
the h gameplay has a weak spot, it's that the<br />
m<br />
Alp1<br />
a o<br />
du<br />
S<br />
n•<br />
on't add a great deal to the fun. It's not the<br />
v g<br />
gfault<br />
of the baddies themselves, more the fact h<br />
eh<br />
sthat<br />
Clutch isn't really that versatile - he can't i<br />
ry<br />
t fire while jumping or ducking, for instance.<br />
so<br />
l<br />
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Abilities<br />
u<br />
like these might have allowed for far<br />
h<br />
PLAYILIILITT l<br />
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more varied and interesting confrontations, but<br />
e<br />
ias<br />
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1<br />
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ebecome<br />
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o<br />
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of that, this is a game that's likely to be appreci-<br />
an<br />
t ated more by arcade adventurers and platform kl5TABILITI<br />
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fgarners<br />
than those who are just out for a quick<br />
ei<br />
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and a high bodycount. You've got to<br />
nk<br />
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p<br />
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ro<br />
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for the music, which adds so much to the fun.<br />
tw<br />
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i a<br />
anice<br />
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ct<br />
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s win any Oscars for originality, but who cares?<br />
uc<br />
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pretty, it's fun and it's long-lasting. And<br />
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ahat'll<br />
do me nicely.<br />
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(Above and below) The game starts with a short intro illustrating how our<br />
pengoid scientists came to be in such a universe-destroying situation. As<br />
you can see, its not really the most inspiring of sequences. These two pen.<br />
goids are the characters you control during the game although they don't<br />
seam to have been given namoi So much for individuality. i<br />
si<br />
tt.<br />
(Right) There are four seasons to play through during the game.<br />
You are given the option at the beginning whether you wish to<br />
start on Spring or Summer. The later ones only become available<br />
should you perform well enough to earn the privilege.<br />
•••••••••-•<br />
sit<br />
AMIN<br />
The time has come to save the<br />
Universe and only Khalid Howladar<br />
has the platform skills to pull it off<br />
your thinking - with a name like<br />
C razy that Seasons? it must be Yes crap. I know But wait! what<br />
Bear with me and you'll see that behind<br />
the poor title there's a reasonably<br />
playable piece of software screaming to<br />
get out.<br />
Now I've come across some corny<br />
plots in my life but get a load of this,<br />
Two scientists (who I assume are meant<br />
to be penguins) are putting the finishing<br />
touches to their time machine when<br />
KA-POW ! The capsules containing the<br />
(read slowly) Time Fluid have moved out<br />
of alignment, causing an explosion that<br />
scatters them across the globe. The pen-<br />
• I<br />
nom<br />
guiniscientists must recover the Time<br />
Fluid capsules before the entire universe<br />
is sucked into a mega Time-Space Black<br />
Hole.<br />
Hmrnm Obviously a lot of thought<br />
went into that one.<br />
But you can forget the story (Hooray<br />
- The whole world), 'cos basically the<br />
game is a level-based platform affair<br />
where you Must shunt the Time Fluid<br />
capsules around the screen until they<br />
are lined up in the desired order which<br />
is shown at the bottom of the screen. If<br />
you are feeling a bit social a mate can<br />
get involved for simultaneous two-player<br />
fun.<br />
--'•1111111•1
It<br />
(Above)Each season is preceded by a short little intro of its own which. I<br />
think although i'm not sure, are meant to be funny. Having watched the slow<br />
little animation I was left feeling quite numb and confused after trying desperately<br />
to understand the Italian sense of humour.<br />
0080850<br />
C I 00 B<br />
(Above) To kill the numerous meanies<br />
that mill *round you have to<br />
shove blocks onto or through them.<br />
The first strike simply stuns the<br />
baddies and they must be hit twice<br />
to destroy them. Once killed they<br />
leave an item of some sort which<br />
can be collected either for a point t<br />
bonus or some special power.<br />
(Right) Ah, Spring has sprung. The<br />
strip of icons on the score panel at<br />
the bottom of the screen show the<br />
order in which the Time Fluid capsules<br />
must be arranged to<br />
complete the level. These are •<br />
shoved by standing neat to them<br />
and hitting FIRE. If you make a mistake<br />
you can push it up against a<br />
wall or other object. Pressing FIRE<br />
, original position.<br />
sesszele<br />
Anyone will tell you the most<br />
important aspect of these cutesy<br />
platform-type games is the<br />
playability. The graphics and<br />
sound can be<br />
MHT FI RICE<br />
WO Fut; it TRIP!!<br />
WI Pie laa<br />
THE VERDICT<br />
good but If<br />
there's no<br />
playability<br />
there's no game.<br />
In this respect,<br />
Crazy Seasons<br />
fares rather<br />
well. The controls are simple and<br />
easy to use and everything<br />
moves smoothly and relatively<br />
fast (mind you, not that there's<br />
exactly a lot ever on-screen at<br />
any given time). It's quick and<br />
easy to get into but it soon<br />
begins to falter. You see, once<br />
gotten into, there isn't really<br />
much to keep you there. Yeah,<br />
okay, so the graphic style<br />
changes every ten levels or so<br />
from Spring to Summer (that's<br />
why it's called Crazy Seasons,<br />
you see clever, eh?) and so on<br />
but that's hardly going to keep<br />
you addicted, and shunting<br />
blocks around becomes a tad<br />
tedious after a while.<br />
Aesthetically, its nothing special<br />
and sound is the usual plethora<br />
L publisher: Idea<br />
of burbling noises and<br />
cutesy tunes. To be fair<br />
Crazy Seasons is mit a<br />
bad attempt but this sort<br />
of thing has been done a<br />
lot better elsewhere<br />
(Rainbow <strong>Is</strong>lands and<br />
7<br />
Developer: I n-house<br />
£2599 Out Now I<br />
loystle k<br />
MEMORY DISKS<br />
IM b 2<br />
111/IIC5<br />
SD 111111<br />
PLIYABILIT1<br />
16%<br />
LISTIIILITY<br />
10%<br />
OVERALL<br />
Parasol Stars, to name<br />
but two) and these are<br />
probably more deserving<br />
of your hard-earned cash<br />
than this.
WHIM<br />
ILITIIILITY<br />
I151•1111.111<br />
• - • - .<br />
4<br />
b . . . a b<br />
l . . t a t<br />
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6 0 . • :<br />
Z w o h l<br />
a . .<br />
E V I E W<br />
Tr-rE VERDICT<br />
Ninja-based beat-'em-ups are always<br />
popular (the Last Ninja series,<br />
Shadow Warriors or Shadow Dancer,<br />
anyone?) so a new entry to the genre<br />
has got to be something really special<br />
to stand out from the crowd. Sword<br />
of Honour has several points in its<br />
favour. The animation of the your<br />
character is quite smooth and he<br />
looks quite hard while doing his com-<br />
bat rolls, flying kicks and the usual<br />
plethora of karate moves. The back-<br />
drops, however, look a bit hazy and<br />
ill-defined and this can lead to annoy-<br />
ing deaths where you can't see the<br />
enemy missiles or traps. Sound is<br />
rather unimpressive, consisting main-<br />
ly of whistling wind and trickling<br />
river background effects overlaid<br />
with a few grunts and groans. The<br />
hand-to-hand combat, which makes<br />
up the meat of the game, is quite<br />
1%<br />
enjoyable and you get some pretty<br />
good fights due to the instinctive<br />
selection of attacks. The computer<br />
character 'interaction', though limit-<br />
ed, adds a deeper dimension to the<br />
game which helps prolong interest as<br />
you try to find a use for the objects in<br />
the game. Overall. Sword of Honour<br />
isn't a half-bad game but doesn't<br />
really push the boundaries of the<br />
beat-'em-up genre any further either.<br />
Still, its a pleasant enough timewaster.<br />
This fearsome Samurai will do you some serious damage should he lay<br />
those fearsome swords upon your person. Its quite nifty the way he spins<br />
ing up to a fight you may be able to bribe your way past. Hmmm, he<br />
must be very hot inside all that armour - maybe you've got scurwthing<br />
to cool him down...<br />
SP:fr):1<br />
-11<br />
?JJ 1: .<br />
9:p<br />
1characters for computer games.<br />
N It's probably due to the fact<br />
ithey<br />
possess lightning reflexes and fists<br />
nof<br />
steel, not to mention that huge arse-<br />
jnal<br />
of exotic pointy weapons So. It's no<br />
a 1surprise C]<br />
to learn that Sword of Honour,<br />
s being a beat-'em-up, casts you in the<br />
hrole<br />
of a warrior of the night eager to<br />
acomplete<br />
a quest to recover the stolen<br />
v<br />
sword of his Shogun and thus protect<br />
his master's honour.<br />
e<br />
\_<br />
It's a side-on-viewed affair although,<br />
a<br />
at various junctions, the player is given<br />
l<br />
the option to walk up 'into' the screen<br />
wor<br />
down 'out of' it into new areas of<br />
a<br />
exploration. Progress through the flick<br />
y<br />
s<br />
li<br />
b<br />
e<br />
e<br />
n<br />
p<br />
o<br />
lO<br />
p<br />
u<br />
l<br />
a<br />
r<br />
V,<br />
--• • • • • • • • -• allodW• -<br />
Ninia-San Khalid Howladar looks to the<br />
Land of the Rising Sun as he delves into<br />
D.M.L's chop-socky extravaganza<br />
screen world is generally a matter of<br />
chopping up various enemy ninjas and<br />
bushido warriors who are out to stop<br />
you in your tracks.<br />
There's also an element of arcade<br />
adventuring. Various objects are dotted<br />
about and these are used to 'interact'<br />
(after a fashion) with some of the characters<br />
you meet, i.e. give a person something<br />
they want and they'll either let you<br />
pass or give you something useful to use<br />
elsewhere. Some objects you can actually<br />
use for yourself, such as healthrestoring<br />
food or a few one-shot<br />
shuriken death stars (especially useful as<br />
they allow you to take enemies from a<br />
distance).<br />
Various buildings<br />
can be entered by<br />
pushing UP or<br />
DOWN on the joystick<br />
when outside<br />
the entrance. The<br />
monk you<br />
encounter here<br />
inside an ancient<br />
monastery proves<br />
quite uncommunicative.<br />
However,<br />
maybe a little<br />
something from<br />
your inventory will<br />
loosen his still<br />
tongue and let you<br />
progress a little further?<br />
Here's a tricky situation. That poisoned arrow means instant death should it<br />
strike you. Due to the animation the process of leaping is actually quite a<br />
slow one, so a good sense of timing is essential to jump over it successfully.<br />
The bar along the top of the screen allows you to use, give and drop any<br />
objects you come across. The icons along the bottom allow you to control<br />
your Ninia using a mouse; needless to say that doesn't work very well at all.
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I n t<br />
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EGATICaLi<br />
The intro sequence takes the form of a home video which shot while on holiday<br />
on Rhylanor, Your severely bespectacled guide is showing you the<br />
Ancient relics when suddenly the ground starts shaking. As the site slowly<br />
awakens toxic green slime oozes out of the corroded structure. As you leave<br />
you notice two shadowy figures fleeing the structure. Who could they be?<br />
Why were they there? What is their significance? Tune in next week to find<br />
out.<br />
Khalid Howladar leads his squad of<br />
interplanetary adventurers in a mission to<br />
save the planet Rhylanor- Gosh!<br />
Traveller 2 is the sequel to<br />
the first MegaTraveller.<br />
oWell, u I'll be blowed, what will they<br />
lthink d of next? MegaTraveller 3, prob-<br />
yably.<br />
In the meantime fans of the<br />
opopular<br />
star-spanning role-playing<br />
u series will have this to be going on<br />
bwith.<br />
Set in the far future you and<br />
eyour l four chums are interplanetary<br />
i<br />
adventurers,<br />
e<br />
ex-military geezers<br />
who, having retired, are trying to<br />
v<br />
e<br />
or _erfri .you r e
J. Bourne linucHszza<br />
rmor<br />
-<br />
1<br />
1 *VIP 0<br />
*.<br />
-<br />
tir<br />
ciaact Ltsr<br />
,<br />
high -Passage<br />
ammander<br />
c<br />
Bourne fret<br />
t w i hF<br />
i I engineerinq grav vehicle<br />
oirrter<br />
view<br />
Male human<br />
e r i l<br />
str Laser lick<br />
laser weapon 3<br />
r<br />
dm Confiscated —,-,----, pilot<br />
end E<br />
nship<br />
tactics 11<br />
streetuese<br />
139E'<br />
LIPP OBEPLIC<br />
irrt<br />
ovacc<br />
suit<br />
High Passage<br />
Bar* ilccmsnt edu<br />
u<br />
01,133 sac IE<br />
t<br />
e<br />
This is where you can Examine, Use, Drop and Exchange r the various objects<br />
that you find. These are present in a scrolling window that needs to access<br />
the disk as each item appears on-screen. Also present are the skills and<br />
attributes of the characters such as hit points. career and that oh-so-important<br />
money. This can either be pooled or shared out amongst various party<br />
members as one sees fit,<br />
J.ODurne 514 Rawlings<br />
This is one place you'll be seeing quite often. Here you can either book passage<br />
on a liner (which uses pre-set passage routes) or charter a ship (useful<br />
for travelling to interdicted worlds). If you possess your own ship (it does<br />
happen you know!), this too is boarded here, and the crew automatically<br />
take the stations for which they are best suited. For example, someone with<br />
a high Pilot skill would be on the bridge, another with a high Turret skill<br />
would man the guns and so on.<br />
Fights involve selecting a target then choosing one of the relevant combat<br />
options • Attack, Flee, React (if someone shoots you, shoot back without the<br />
need for targeting) and Reserve (which sends the weaker characters into<br />
cover when the action starts). This makes for very limited player involvement<br />
which basically leaves the computer to do everything after the initial set<br />
-Space<br />
combat is pretty much the same,<br />
up.<br />
Publisher: Empire<br />
Developer, Paragon<br />
29.99 Out Now<br />
keyboard.loystkkAilouse<br />
MEMORY DISKS<br />
1Mb<br />
IRAHIE5<br />
ILAYIIIIITY<br />
115TIMITY<br />
R E V I E W<br />
THE VERDICT,<br />
Although you shouldn't judge a<br />
book by its cover, it has to be said<br />
that MegaTraveller 2 doesn't make<br />
much of a first impression. The<br />
game's graphics are very poor; the<br />
cityscapes are uninspired and the<br />
poorly-defined icons make it<br />
extremely difficult to determine<br />
which building is which. Worse,<br />
every city on each planet looks<br />
almost exactly the same. Not only<br />
is this very boring, it also serious-<br />
ly hinders any impression of<br />
exploration or progression - surely<br />
vital elements in any good RPG?<br />
Matters aren't helped by the<br />
tedious movement system that<br />
makes a big fuss about letting you<br />
go anywhere and the unexciting<br />
combat system leaves you feeling<br />
strangely detached and apathetic<br />
about the whole thing. Worst of<br />
all, however, is the incredibly<br />
tedious disk accessing, even on a<br />
dual-drive system. It seems that<br />
you can't do anything without the<br />
computer spinning the disk. A<br />
good example is at customs, a<br />
rather pointless affair where you<br />
try and sneak contraband such as<br />
guns onto planets. First the game<br />
loads the officer's jaw animation<br />
(poor at best) and,then it accesses<br />
the disk some more and for what? Just so that his face<br />
can twitch!! Would it have been so difficult to make<br />
these distressing features switched off-able, thus let-<br />
ting the RPGer concentrate on the actual game?<br />
Probably, but that's good old-fashioned<br />
thoughtlessness for you. I'm ustrally a great RPG fan -<br />
both on tabletop and computer - but I'm afraid any<br />
initial interest I felt just got slowly ground away. It's<br />
a pity because the MegaTraveller universe is a varied<br />
and Interesting one and the plot had a lot of<br />
potential. it's just a pity it wasn't realised.<br />
A
R E V I E W<br />
Publishev l o t<br />
Devetoper7Coktel<br />
mu.<br />
Vision<br />
129.99 Out Now<br />
512K 2<br />
H<br />
M<br />
E &AMIN<br />
M<br />
O<br />
R<br />
Y P<br />
D<br />
I<br />
5 a 11 R<br />
S<br />
K<br />
S<br />
THE VERDICT<br />
,Im really not quite sure who<br />
ascination is meant to appeal to.<br />
s an RPG it's severely underdevel-<br />
ped. The game is very linear in<br />
e way that it does not really<br />
you to progress until you<br />
done everything you need t<br />
o within a particular set of<br />
r<br />
osts<br />
of finding objects and then<br />
c nding the relevant use for them<br />
a h then leads to either anothe •<br />
t<br />
t or a bit of information. The<br />
i<br />
o ace is easy and simple to use<br />
nbut<br />
limited in what it can achieve<br />
PLIYAIILITY s<br />
.<br />
.e. you can LOOK, TAKE and US .<br />
ut not much else. So, if you're not<br />
P<br />
rgoing<br />
to buy this for the role-play-<br />
oing<br />
what does that leave? Hmmm, J<br />
b<br />
LASTIIILITY think it's the (and I quote) "fasck<br />
l<br />
, nation e with your female charade<br />
m,<br />
rticularly sensual and erotic pe<br />
s pective" or to put it simply, the<br />
gItillation<br />
aspect. At every opportu-<br />
e the game will take the chance<br />
n<br />
some naughty pixellsed pin-<br />
e<br />
rups.<br />
A good example was when I<br />
adecided<br />
to search the bathroom.<br />
l"Good,<br />
I needed to get out of<br />
•<br />
l<br />
e clothes" your character says<br />
y<br />
c<br />
proceeds to take a shower!<br />
Needless to say the pi oa<br />
t followed made me laugh.<br />
Being French the game ngraphics<br />
are of a reasonably high<br />
standard; the objects are - dearly drawn and backgrounds<br />
are detailed so you can see objects present easily. The<br />
music is competently done - - -<br />
l i f<br />
although there are few s<br />
effects. I suppose there a • ,<br />
4••<br />
people who enjoy this so ...1, .....<br />
of thing and hopefully th<br />
don't take it too seriously<br />
t at thirty quid these c<br />
nly aren't cheap thrills.<br />
100 1r<br />
UAT<br />
Khalid Howladar puts on a big dirty<br />
raincoat and gets fascinated by the sleazier<br />
side of French software...<br />
•••••11/<br />
01-<br />
Fontcst. A n 3JcDtor. : can use<br />
roy iccx<br />
This is where you start your wild adventures. On the bed is the dead passenger's<br />
briefcase, within you must find the vial and then hide It somewhere<br />
else! I mean, it would be foolish to carry it around wouldn't it?<br />
So whore would be a good place? That fridge looks handy and that jug of<br />
water convenient. Any ideas?<br />
envy them. They've the food,<br />
T he the French, wine, eh? the You've women, got the to<br />
seedy software. That's right, seedy<br />
software is a small but important<br />
part of French culture. Don't ask me<br />
Here are a couple to<br />
interact with. Your<br />
friend has some useful<br />
information<br />
although she<br />
doesn't know it and<br />
there are some<br />
extremely useful<br />
objects around if<br />
you're sharp enough<br />
to find them.<br />
Remember, objects<br />
can be used on other<br />
objects.<br />
why - I'm no population psychologist<br />
- but the fact is illustrated perfectly<br />
by Coktel Vision's latest release. After<br />
all, it IS billed as the 'role-playing<br />
game to be enjoyed when the kids<br />
have gone to bed"<br />
The game is different<br />
from most RPG's in<br />
that the central character<br />
is a women<br />
(although I very much<br />
doubt they did it in<br />
the name of sexual<br />
equality). You see, you<br />
play an airline pilot<br />
called Doralice May, a<br />
femme fatale out to<br />
have a good time.<br />
However, on a flight<br />
from Paris to Miami<br />
one of your passengers<br />
keels over and<br />
dies but not before he<br />
implores you to take a vial from within<br />
his briefcase and deliver it to Jeffery<br />
Miller, President of Quantum<br />
Unlimited Labs.<br />
Within the vial is an amazingly<br />
powerful cerebral chemical that will<br />
revolutionise neuro-p.ychiatry as we<br />
know it. Should it fall into the wrong<br />
hands, however, its potential for<br />
harm is immense. Needless to say,<br />
you accept the mission,..
• ',•••••••••• •<br />
'X" X-X Z I T CO • .1<br />
- X - X<br />
1<br />
KRISALIS<br />
.<br />
G<br />
4 FIRE A ICE RENEGADE<br />
T<br />
6 MONKEY ISLAND 2 US GOLD<br />
I<br />
A<br />
Fr) THE ADDAMS FAMILY OCEAN<br />
H<br />
A12<br />
CIVILIZATION -<br />
M M I C R O P R<br />
TOiiS<br />
SSNP E TIPS<br />
A<br />
Y15<br />
GAMES SIMONY<br />
L<br />
It's O amazing! It's incredibis!<br />
R<br />
KILL ZONE! Month after stunning<br />
month, Kill Zone tackles the<br />
games other magazines are too<br />
scaredy cat to touch. Where else<br />
can you find up-to-the-minute tips<br />
and complete solutions to the<br />
games you're playing now, not<br />
the ones you gave up on six<br />
months ago? Answer: Nowhere.<br />
You know the one to trust. Kill<br />
Zone. We'll Wink you'll agree<br />
that, as they say, respect is most<br />
definitely 'due'.<br />
Hey! Let's get physical! Gather up the Kill Zone<br />
pages between your thump and forefinger then,<br />
with your other hand, grasp the rest of the magazine.<br />
Flex your mighty muscles and tug, cleaving<br />
The One and Kill Zone in twain. Amazing - not only<br />
the finest Amiga games magazine this side of<br />
Regulus IX but also a superb tips supplement!
1<br />
CC<br />
2<br />
Think you could do better at managing a football team than the real Graham Taylor? Well,<br />
let's face it, you couldn't do much worse•<br />
Sack the man, that's<br />
chances of success will be greatly enhanced<br />
.<br />
once you've absorbed these top tips from<br />
what w e<br />
Krisalis. Perhaps Graham himself should have a read as well.<br />
s a y .<br />
A<br />
,<br />
n y w a y<br />
when asked how many weeks y you<br />
want him for, This should abort the<br />
loan, and so allow you to send r out<br />
o u<br />
TRAINING<br />
For optimum results, make your boys<br />
train four times a week and always<br />
employ team training (as opposed to<br />
individual player training) as often<br />
as possible. Select your training<br />
method carefully as each programme<br />
will have different effects<br />
on your players' skills Circuit training's<br />
good for stamina, outdoor<br />
game helps overall skills/set piece<br />
practice, and indoor game improves<br />
passing,<br />
However, you shouldn't let yourself<br />
get carried away. For one thing,<br />
avoid prolonged use of any one<br />
method, as this can have a detri•<br />
mental effect on players' moral and<br />
may also lead to injury • not a good<br />
thing to happen to a footy team.<br />
During June you may give your<br />
players the break they deserve -<br />
after all, everyone needs a holiday<br />
now and then_ Missing training for<br />
just one month will not harm your<br />
players' skill levels but you must<br />
resume training promptly in July.<br />
No-one said being a top footy boy<br />
was going to be easy on either you<br />
or them!<br />
TRANSFERS<br />
No, not those little coloured designs<br />
you lick and stick on your arm -<br />
we're talking about the buying, selling<br />
and loaning of top players here.<br />
If you're going to loan a player, it<br />
makes sense to find out how good<br />
the player is beforehand, as even a<br />
player from a higher division may<br />
have lower skills than most of your<br />
own squad. First find an available<br />
I r th n enter r i.hfi<br />
l<br />
e<br />
%<br />
0<br />
a scout to have the player watched.<br />
Compare the player's skills with<br />
those of your own players and, if<br />
suitable, loan him_<br />
When putting your own players<br />
on the transfer list, try not to price<br />
them too high or you may scare off<br />
other clubs. Examine a player's value<br />
from the contracts and use a similar<br />
amount.<br />
Time takes its toll on everyone,<br />
even football players_ It's a harsh<br />
necessity but, as you climb the<br />
leagues, think about getting rid of<br />
as many your old players as you can.<br />
This will enable you to replace them<br />
with new blood with skills to match<br />
their opponents. Remember, one<br />
good player is more valuable than<br />
two average ones.<br />
How does a team win a football<br />
match? Ely scoring goals, of course.<br />
Saturday , -sr° ougust 1.991<br />
TRA THINS' I<br />
CGE<br />
CGE<br />
CGE<br />
C.GE<br />
C GE<br />
CCE<br />
CGE<br />
CGE<br />
ILGE<br />
CGE<br />
CGE<br />
UGE<br />
t GE<br />
LGE<br />
LGE<br />
3/13/g1<br />
10/8-f.g1<br />
1 7 / 8 ' S I<br />
2 0 / 8 / 9 1<br />
2 4 / 8 / 9 1<br />
.31/5/S1<br />
7./9/91<br />
1.41/9,91<br />
2 1 / 9 / 9 1<br />
2 8 / 9<br />
, 5/10<br />
9, 142 ' 1 0 , 9 1<br />
.19/10, 1<br />
31<br />
4<br />
a1<br />
245/1.0/91<br />
rnictiot_v I<br />
FIXTURES<br />
A V<br />
O P<br />
Notts 1<br />
Luton<br />
Luton<br />
SheArf<br />
Le ec.':;<br />
s • Nomptn<br />
5 • Henptn<br />
0.• P R<br />
Hon C t t i<br />
ay send 1<br />
NottS C .<br />
d i e <strong>Is</strong>teo<br />
Coventry C i t y<br />
mar I<br />
Exrr<br />
It makes sense, then, I at t e 11'0<br />
player you should aim on buying 1.,<br />
is a really good goalkeeper. When In<br />
Division 3, save up for a f 100,000<br />
plus keeper, and you'll find that this<br />
will solve half your problems<br />
If you're a bit clever you can LAC<br />
the transfer list a bit like a slockmar<br />
ket and play it to your best advan<br />
tage. It is possible to make money by<br />
giving a full contract to a trainee<br />
(only select the very best) and then<br />
putting him on the transfer market<br />
ready to be snapped up at a profit<br />
Give him time, however, and his skills<br />
will blossom, allowing you to sell him<br />
off for a higher price or keep him on<br />
if he's really talented.<br />
•<br />
•
ire!am<br />
Tay! r<br />
11<br />
.• • a<br />
O▪ M..<br />
7<br />
IN GENERAL<br />
When picking out your team, play<br />
players out of position if necessary,<br />
rather than opting for a trainee to<br />
fill the gap. Naturally, the all-important<br />
goalkeeper should be excepted<br />
• f r o m this tactic.<br />
Watch as many of your own<br />
matches as you can, as the result will<br />
be more of a realistic reflection of<br />
• y o u r teams selections and players'<br />
skills. It's also good fun!<br />
Choose your words carefully when<br />
it comes to team talk. While, on the<br />
one hand, you don't want to upset<br />
the gaggle of prima donnas under<br />
your command, on the other, they<br />
have to be told firmly and fairly<br />
what's what from time to time. As a<br />
general rule use the responses<br />
PRAISE. NO COMMENT and REPRI-<br />
MAND whenever necessary.<br />
Remember to check your players'<br />
contracts and re-negotiate with val-<br />
ued players regularly. You must try<br />
to avoid a player out of contract<br />
choosing to walk out on your club<br />
(typically just when you need him<br />
most!) as you will not receive full<br />
value for him in compensation.<br />
Since the game is based on reality,<br />
you should try and make realistic<br />
decisions whenever possible. When<br />
BlignIEV ENSIRE55 SATIO2DaY TED AJGLIK1 i t<br />
seekin n o w job •ust starting<br />
out, try a t diu ct<br />
large crowds in reality, as r<br />
ground capacities are included in the<br />
game. As a starting guide, go for<br />
Burnley, Carlisle or Cardiff and avoid<br />
Doncaster, Halifax and Torrance.<br />
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UNDERWATER WORLDS MAPS<br />
There are four 'official' levels to explore<br />
••••11) 1<br />
-<br />
1- 1.4<br />
-<br />
1. i i<br />
-<br />
1 • • •<br />
1<br />
Cool Coyote's adventure<br />
continues under<br />
the sea and through<br />
the rain forest.<br />
Andrew Braybrook<br />
gives you hints on<br />
how to survive...<br />
UNDERWATER<br />
WORLD<br />
The puppies travelling by boat<br />
across the sea, our intrepid hero<br />
dons scuba gear for a quick exploration<br />
of the murky aquatic depths.<br />
First, just spend a couple of<br />
moments getting used to walking<br />
underwater - Cool Coyote reacts<br />
more sluggishly to your joystick<br />
commands and you must take this<br />
into account when exploring.<br />
Most of the creatures that lurk in<br />
the depths are, of course, fish. These<br />
come in various shapes and sizes, but<br />
they all have a couple of of things in<br />
common: they're all pretty weird and<br />
they're not particularly friendly.<br />
Being underwater, any frozen fish<br />
wilt iust drift to a stop. If it drifts into<br />
a wall of solid rock it'll shatter.<br />
As a general rule, the ugly fish<br />
tend to lurk near the surface, the<br />
propeller fish live deeper down and<br />
the torpedo fish tend to group<br />
together in caves. Crabs and squid<br />
you can find just about anywhere.<br />
THE WAY<br />
THROUGH, -<br />
DEEP BREATH<br />
From the starting point head off to<br />
the right and follow the rock face<br />
down to the seabed. A quick visit<br />
into the cave to the left will make<br />
our hero a few doubloons richer. It's<br />
at this point that you can have a<br />
play with a clam. Mastery of the<br />
clams is a real must for later on so<br />
pay attention now lightly stepping<br />
on a clam causes it to slam shut; to<br />
get it to bounce you upwards you<br />
need to jump down on it then jump<br />
up as late as possible just as the clam<br />
springs open.<br />
Take care to get all the fish<br />
before descending into the caverns<br />
or it's 'clam time' to get back to the<br />
surface again. At some point you'll<br />
have to hurl our hero down one of<br />
the holes to the right of the area.<br />
The left hole is the deepest, but<br />
probably the safest, as the right hole<br />
emerges in a cave containing a propeller<br />
fish and a crab in. You can<br />
reach this cave by clamming your<br />
way back up from the deep shaft_ A<br />
bone-us also awaits here. Tread<br />
carefully as the crabs are sometimes<br />
difficult to spot. From the bottom of<br />
the deep shaft you can go left<br />
behind the rock formations, but<br />
keep firing as other fish could also<br />
be behind there. Grab all the sunken<br />
treasures and take the exit.<br />
A LIFE ON THE<br />
OCEAN WAVE<br />
Here you have a choice of obtaining<br />
iJATIC<br />
')VERSA; iliS<br />
DIVER<br />
Hits to freeze: 2.<br />
Points: 150.<br />
CRAB<br />
Hits to freeze: 1.<br />
Points: 200.<br />
PROPELLER FISH<br />
Hits to freeze: I.<br />
Points: 200.<br />
UGLY FISH<br />
Hits to freeze: 1.<br />
Points: NO.<br />
SQUID<br />
Hits to freeze: 1.<br />
Points: 250.<br />
TORPEDO FISH<br />
Hits to freeze: 2.<br />
Points: 500<br />
GIANT EEL<br />
Hits to freeze: 20.<br />
Points: 10,000.<br />
11<br />
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the key the hard way, by freezing all<br />
the creatures you can find, or by<br />
locating the secret exit which takes<br />
you to another land where all the<br />
remaining key parts are just begging<br />
to be taken. In this secret area, as<br />
well as an exit back to A LIFE ON THE<br />
OCEAN WAVE, there's also a second<br />
secret exit to TUNNEL OUT.<br />
THE CAVE OF<br />
GOOD FORTUNE<br />
Follow the normal routine - find<br />
those key parts. The warp will take<br />
you to a secret world full of treasure<br />
and key parts!<br />
TUNNEL OUT<br />
This land's name suggests the location's<br />
exit but doesn't hint at the<br />
large eel that guards it. If you have<br />
a suitable special weapon, such as<br />
multi-fire or sonic bark, and a few<br />
spare snowbombs then find the eel<br />
as soon as possible and deal with it.<br />
Duck under or jump over the fishbones<br />
that it spits out. These can also<br />
be shot Out - the sonic bark or snowbombs<br />
being best for this.<br />
You'll have to take the tunnel<br />
opposite the exit to get back to the<br />
surface if you've missed any fish up<br />
there. Beware the shoals of torpedo<br />
fish that live deeper down - they're<br />
fast and take two shots to freeze.<br />
Use the turtles near the surface to<br />
reach higher areas and locate all<br />
eight of the ugly fish.<br />
JUNGLE JAPERY<br />
The quest continues amidst<br />
Amazonian flora and fauna. Here is<br />
a world of constant danger with<br />
enemies are all around, each desperately<br />
trying to stop Cool Coyote<br />
from completing his mission.<br />
THE WAY<br />
THROUGH...<br />
RAIN FOREST RAMPAGE<br />
There's only one way to go and<br />
that's forwards. Take things slowly,<br />
don't alert any more Incas to your<br />
presence than you need to. The first<br />
obstacle you'll come across is a Venus<br />
Fly-Trap - you must jump high over<br />
this. They're slow to react, so just<br />
C<br />
keep moving. Wait until any fires<br />
caused by spear-throwing Incas have<br />
died down before venturing forth<br />
over the next Fly-Trap.<br />
Keep an eye out for charging big<br />
cats and get ready to jump to avoid<br />
them. The field of Fly-Traps is the<br />
next big obstacle you'll encounter;<br />
stand on the Incan Idol's right hand<br />
to trigger its movement, then jump<br />
on one or other of the hands contin-<br />
uously to avoid the snapping jaws.<br />
As you near the level's end, watch<br />
the volcano in the distance: if it<br />
awakens, burning rocks will fall to<br />
the ground a-plenty. You can try to<br />
dodge them, run away or duck<br />
under the block below the exit and<br />
use it to shield you.<br />
THE MECHANICAL<br />
WONDER<br />
Here you are faced with a choice:<br />
either head off to the right with<br />
reckless abandon or leap into the<br />
hole in the ground, leaving the<br />
puppy behind (at least temporarily).<br />
Heading down gives you the<br />
chance of gaining two bonus lives by<br />
way of one puppy rescued and a<br />
JUNGLE JAPERY'S MAPS<br />
bone-us. Let the puppy lead the way<br />
from platform to platform, taking<br />
out most of the nasties on the way.<br />
Once past the chameleon you can<br />
either leave by touching the gold<br />
heart or venture upwards for more<br />
goodies, but be careful that you<br />
don't blast the bamboo bridge. Grab<br />
the bone-us at the top left and make<br />
a lunge for the gold heart - you'll<br />
end up back in the jungle.<br />
Any bonus weapon collected from<br />
the cave will shortly come in very<br />
handy, but don't be too wild with<br />
your fire - the bridge can't take much<br />
knocking. Watch what the puppy is<br />
up to as if the bridge goes completely<br />
it won't be able to make the jump.<br />
Now the coyote faces his biggest<br />
challenge yet - the Inca flying<br />
machine. Don't touch it - it's hot -<br />
and beware it's flame-throwing<br />
mouth and the Inca with a blow-pipe<br />
crouching in the tail section. First<br />
destroy the head and tail sections -<br />
snowbombs or a sonic bark will help<br />
soften it up - then concentrate fire<br />
on the body. Incas will leap Out and<br />
attack, but you can let the puppy<br />
deal with them.<br />
RAIN FOREST<br />
RASCALS<br />
PARROT<br />
Hits to freeze: 2.<br />
Points: 250.<br />
CAT<br />
Hits to freeze:1.<br />
Points: 500.<br />
CATERPILLAR<br />
Hits to freeze: 3.<br />
Points: 750.<br />
INCAS<br />
Hiding types:-<br />
Hits to freeze:1.<br />
Points: 400.<br />
Walker types:-<br />
Hits to freeze: 1.<br />
Points: 500.<br />
CHAMELEON<br />
Hits to freeze; 5.<br />
Points: 500.<br />
INCA FLYING MACHINE<br />
Tail:-<br />
Hits to destroy: 20.<br />
Points: 5,000.<br />
Head:-<br />
Hits to destroy: 25.<br />
Points: 10,000.<br />
Body:arl<br />
Hits to<br />
freeze: 30.<br />
Points:<br />
25,000.<br />
Just two 'official' levels and one not-so-secret to explore, but<br />
you'll find them the toughest challenges you've yet<br />
encountered by a long, long chalk.<br />
RAIN FOREST RAMPAGE<br />
THE MECHANICAL WONDER<br />
•<br />
4/0.6
LeChuck continues to wreak his terrible revenge in the second part<br />
of this complete solution to the Lucasfilm masterpiece!<br />
PART TWO<br />
.THE FOUR MAP PIECES<br />
At sea at last, there's a task to perform before you start treasure hunting.<br />
Next to the cabin doorway is an empty bag of Parrot Chow - grab it and go<br />
inside the boat. Ask to look at the map and set sail for...<br />
Make your way over to the fisherman on the jetty. Give him a good oldfashioned<br />
slanging match and he'll offer you a fishing competition. Leave<br />
the island for..<br />
...Run after it right up until it gets blown to the cliff-top then head back<br />
to the mansion, Go upstairs to Elaine's room and nab the oar. Make<br />
your second escape attempt picking up the guard dog as you leave.<br />
I 1<br />
1<br />
1<br />
-"het <strong>Is</strong>land. Your<br />
11<br />
vicit will get off to a miserable start as a Burly Guard<br />
will catch you and dump you in jail. To escape first check Out beneath the<br />
less-than•chatty prisoner next door. Working as a bribe, the leg bone will<br />
persuade the dog<br />
11<br />
to fetch you the cell key. On leaving 'borrow the two<br />
envelopes from the shelf and open them to reveal all your possessions and<br />
mattress in your cell - you'll find a stick. Use it to get a leg bone from the<br />
a certain Mr Gorilla's. Head for...<br />
1<br />
Amble round to the side of the house and create a nuisance of yourself by banging<br />
the dusttnns. When the cook gives chase, head for the front of the mansion and<br />
then keep going round in order to lose the cook, Having done a complete circle.<br />
enter through the back door and take a fish from the basket. Leave both the room<br />
and the mansion, destination
I<br />
...The library. Open the top of the lighthouse and take the lens, then<br />
engage the librarian in conversation until you are the proud owner of a<br />
temporary library card. The card catalogue should aid you into making the<br />
following book choices: Book of He* found under Recipes, Great<br />
Shipwrecks - listed under Disasters and finally any other of your choice. Leg<br />
it over to...<br />
,..Booty <strong>Is</strong>land. Go to<br />
the Costume Shop<br />
-<br />
aHOn<br />
over to the shop-<br />
nkeeper<br />
to collect your<br />
d charming fancy dress<br />
hcostume.<br />
Head<br />
atowards<br />
Governor<br />
nMarley's<br />
house. Give<br />
d the invitation to the<br />
t<br />
LeChuck lookalitte and<br />
h<br />
start the drag act to<br />
e<br />
keep making<br />
i<br />
progress. Finish the<br />
n<br />
journey to...<br />
v<br />
i<br />
t<br />
a<br />
-<br />
The Big Tree. Use the oar in the hole that is adjacent to the one with the plank<br />
stuck in it and walk up your makeshift stairway. Oh dear. That wasn't very<br />
clever, was it? Never mind • enjoy the trip. pick up the bits of oar and go back<br />
to town.<br />
...The first alley on the wharf. Watch the gambling then follow the lucky<br />
winner to the nest alley. Watch his routine and then, when he's left, knock<br />
on the door. Pay attention to the number of fingers the doorman holds up<br />
the first time (ignore the second lot) and give this as the password. Repeat<br />
this three times and you'll be rewarded with the Wheel of Fortune's lucky<br />
number. Return to the alley, place your bet and select the invitation to<br />
Governor Marley's Mardi Gras Party as your prize.<br />
„The mansion. Join in<br />
with the party-goers<br />
and try to escape<br />
with the map piece<br />
you can take off the<br />
wall. This attempt<br />
will fail but as a<br />
result of it you'll<br />
meet op with Elaine<br />
Marley. your es-love.<br />
Slip into your best<br />
smooth-talking mode<br />
until she throws the<br />
map piece away in a<br />
fit of passion. Now,<br />
panic...<br />
Pay a visit to the Booty Boutique and purchase the rusty saw, a<br />
ships horn and the sign on the wall. Us. the Parrot Chow bag on the<br />
hook that was holding the sign so that you can buy the mirror,<br />
Return to..,
•Jr E 3E.<br />
Continued<br />
...Scabb <strong>Is</strong>land. A visit to the Woodsmith should sort out<br />
the problem with the broken oar, after which you can<br />
call in on Wally and offer the lens to him to replace the<br />
monocle. Go to the Men of Low-Moral Fiber" and saw<br />
off the the first mans wooden leg - after which you<br />
need to beat a hasty retreat. On returning to the<br />
Woodsmith's abode, you discover that by pure coincidence<br />
he is absent. Take the opportunity to 'borrow'<br />
the hammer and nails. Go to the...<br />
—Mott <strong>Is</strong>land. in a classic example of extreme sneakiness cover your face<br />
on the 'Wanted' poster with Kates leaflet. Head out of town and watch<br />
Kate get arrested. before returning back to town immediately and making<br />
a bee-line for the jail. Tait, the Vanilla envelope and extract the Near•Grog<br />
from it. Release Kate and go to...<br />
•LeChuck's<br />
O<br />
R<br />
e<br />
v<br />
e<br />
n<br />
4<br />
i-nlocongir,a tv lat.? vou arid 'give<br />
g<br />
this t isiereiselasemoriative<br />
4 '<br />
0 4<br />
,<br />
e<br />
—<br />
r<br />
a<br />
1<br />
M<br />
1<br />
...The Spit , Competition. Here, blow the ship's horn. When the illustrious<br />
Spitmaster . leaves, rearrange the flags and us. the straw in conjunction with the<br />
green concoction • which has the amazing property of being a spit-thickener. A<br />
few Herculean gobs will win you a plaque, which you can then sell to the<br />
Boutique Keeper for the not-to•be-spitted-at sum of 6000 Gold Pieces. Head for.-<br />
...Bloody Lip Bar and buy<br />
two drinks (a Yellow Beard's<br />
Baby and a Blue Whale) with<br />
the aid of your library card<br />
You should also get a free<br />
straw. Try your hand at the<br />
art of cocktail making by<br />
mixing the two together to<br />
form a green 'drink'. Grab<br />
the monkey after using the<br />
banana on the metronome.<br />
Another sea crossing will<br />
take you to...<br />
...The cliff edge. A spot of fishing with the pole should nab the piece of map<br />
off the ledge then follow the bird to the Big Tree. Use the plank along with<br />
your reinforced oar to reach the treehouse. Go into the biggest and use the<br />
dog on the pile of maps in order to gain your first piece of map. Now make<br />
your way to the highest treehouse where there is a telescope for the taking.<br />
...Governor Phatt's mansion. Fool the guard by telling him there's a fire in<br />
the kitchen and make haste up the stairs to the bedroom. Utilise the worth-<br />
less book you (legitimately) borrowed from the library with the one on the<br />
Governor's stomach and to-and-behold, you have a book of Famous Pirate<br />
Quotations. Go to...<br />
...Scabb isle. Use Stan's key to get the ashes from the crypt in<br />
the cemetery. Look up Rapp Scallion's quote in the book of<br />
Pirate Quotations and search for the coffin with the quote that<br />
matches. Open this coffin and take some of the ashes. Visit the<br />
Voodoo Lady. try to nab some Ash-2-Life from her shelves then<br />
hand over the ashes and the book on voodoo recipes when<br />
requested. Return to the cemetery and put the Ash-2-Life potion<br />
on the remainder of Rapp's ashes. Go to...
KEY SLAND 2<br />
...Phaft island. Give the fish to the fisherman in exchange for his fishing<br />
pole who said Guybrush never made any fair deals?!?) before sailing to...<br />
Bad c in the village, find out the shipwreck's coordinates by looking in the Great<br />
Shipwredis book. Charter Kate's boat and go to the coordinates mentioned on<br />
the map, Dive underwater to find the boat, take the monkey head from its<br />
prow and then strike for the surface using the anchor. Travel back to...<br />
...The waterfall. Walk to the top of the waterfall along the path where<br />
you'll find a pump. Use the monkey on it and walk back along the path,<br />
where you will suddenly find a larspa gaping hole. Walk down it, through<br />
the strange tunnel until you emerge into daylight again and see a...<br />
—lam Scallion's Weenie shack. Turn off the gas<br />
using the key you have been given. Now, return<br />
to Rap and resurrect him to get the final map<br />
piece. Bring all the pieces to Wally and do the<br />
errand he asks you to do. On returning you<br />
realise that he has been kidnapped by LeChuck.<br />
-.Booty island. Collect a leaflet from Kate, then go to Stan's Coffin Shop.<br />
remember him'- and ask to see a coffin. Stan jumps inside one, so slam the<br />
lid shut and nail it down. Steal the Crypt Key and collect your complimentary<br />
handkerchief off Stan while you're at it. Go to...<br />
...Booty island. Pay another visit to the boutique and exchange the monkey<br />
head for the second map piece. Go sea-faring eosin, this time to._<br />
...Cottage. After trying to murder the pirate inhabitant you will have to settle<br />
for a drinking competition instead. Pour your grog onto the pot plant<br />
and fill your mug with near grog. As soon as the other pirate is<br />
-out<br />
of it, take the empty mug, place the mirror in the empty frame and<br />
completely<br />
open the shutters then adjourn outside. us; the telescope on the statue<br />
before returning inside and pushing the loose brick cunningly revealed to<br />
you. Down in the basement, take the third map piece and leave by the hole.<br />
Another sea trip is due, this time to...<br />
o<br />
'T<br />
Tune in to the third and final<br />
part to see the climactic showdown between<br />
Guybrush and LeChuck. Be there, pirate!<br />
1<br />
3<br />
0<br />
uic
Last issue we revealed so s e t ooms a howed you how to<br />
collect the best power-u Now, having got them, you can go<br />
about winning the game -<br />
th - Part oTwo u next r month. Are w ood to you or what?<br />
e x c l u s i v e<br />
b l o w - b<br />
b<br />
BATTLING<br />
l o w<br />
BIG<br />
sBIRDo l u<br />
y<br />
t<br />
-<br />
Enter the door on the bottom left of<br />
i o n<br />
the stairway - this will lead you to<br />
the tree. Climb it and when you<br />
reach about halfway up an energy<br />
bar will appear down the right-hand<br />
side of the screen. This is to indicate<br />
the energy of the big bird. Climb to<br />
the top left and attack the bird by<br />
jumping on its head. But beware -<br />
jumping on the wing will result in<br />
the loss of a heart!<br />
Once you have killed the bird you<br />
will receive an extra heart which<br />
means you can now be hit three<br />
times before you die You will also<br />
be given a code - make a note of this<br />
so you can enter it to restart from<br />
this point You will not be given<br />
those extra lives you spent so long<br />
collecting earlier though - you will<br />
have to recollect them.<br />
THE FREEZER<br />
Return to the stairs and enter the<br />
top right room - this takes you to<br />
the kitchen. Go to your left until you<br />
reach a door with the Addams 'A'<br />
symbol above it. Striking this block<br />
with your head gives you a clue, as<br />
all the 'A blocks do.<br />
Keep going left, grabbing the<br />
Super Gomez 'G' as you go. Upon<br />
entering the next section you are<br />
confronted by a bouncing snowman<br />
- time your jump so that you land on<br />
its head when its at the bottom of<br />
its jump. Carefully make your way<br />
right, collecting coins on the way.<br />
When you reach the next section<br />
the first thing to do is get across two<br />
pits with birds above them. Bounce<br />
off the birds to make the jumps,<br />
then proceed to the right collecting<br />
coins. When you reach the next section<br />
you will meet the rolling snowmen.<br />
Collect as many as possible<br />
without getting hit and proceed to<br />
the right until the end - you will<br />
see two hearts and speed ups<br />
-<br />
V<br />
I:<br />
•<br />
j<br />
•<br />
5<br />
fi t<br />
41<br />
00001 10 0<br />
lHINi H 1_110- I<br />
PRIT H THROUGH I D 1HE<br />
calma<br />
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ynno-<br />
,0"•<br />
beneath the floor. To collect these<br />
simply walk through the wall before<br />
the first heart. Exit the secret part<br />
the same way you entered it then<br />
proceed to the right.<br />
Go through the next section collecting<br />
hearts and coins where you<br />
will see another 'A' symbol above<br />
the door. Don't enter this door yet,<br />
instead run towards the right wall<br />
and just before you reach it duck<br />
down_ You will slide under the wall<br />
into a section containing hearts and<br />
coins. Collect them all and drop<br />
through the bottom of the room to<br />
come Out above the door.<br />
ICE, ICE BABY!!<br />
Enter the doorway and you will be<br />
confronted by a big snowman. You<br />
can only hurt him when he is in the<br />
snowman form. If you attempt to<br />
lump on him in snowball form you<br />
lose a heart. Wait until he is a snowman<br />
then bounce on his head once,<br />
then run to the left. Dodge the<br />
snowball he throws. He will then roll<br />
towards you. Dodge the icicles that<br />
drop when he hits the wall. He will<br />
then roll towards you again. Jump<br />
over him and as he regains his snowman<br />
form jump on his head again.<br />
Repeat this until he is destroyed -<br />
you will then gain another heart<br />
and entry code.<br />
On defeating the snowman the<br />
right hand side of the screen will<br />
become an exit - go through it. You<br />
TO THE BIG TREE<br />
will then be at the door where you<br />
entered the freezer. Continue to the<br />
right and exit the kitchen. You will<br />
be back at the stairway.<br />
THE<br />
CONSERVATORY<br />
Enter the bottom right room which<br />
is the conservatory. Proceed to the<br />
right, until you come across some<br />
red plant pots. Stand on the bottom<br />
right pot and pull down. You<br />
then 4 enter a secret room containing<br />
coins, Will a heart and a speed-14i<br />
Collect them, drop through out of<br />
the room and go .right. You wilr<br />
come to another pair of shoes and<br />
a platform to your left. You will now<br />
enter another secret room with<br />
three rows of four coins. It will look<br />
like you cannot reach the upper two
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TO THE FREEZER<br />
TO THE CONSERVATORY<br />
rows, but if you jump you will find<br />
that blocks appear under your feet.<br />
Collect all coins and exit the room at<br />
the top right-hand corner.<br />
Go right and try to ecollect<br />
all of<br />
the coins. You will then reach a platform<br />
with a coin, a heart and an<br />
on/off switch. You get 4to<br />
the platform<br />
by jumping on and bouncing<br />
off a bird. Collect the coins and turn<br />
the switch to off_ Go ; right and go<br />
through the first door you come to.<br />
Go right until you come to a pit<br />
full of purple birds 'with<br />
a hole<br />
underneath. Drop through the hole,<br />
collect the coins and go back left<br />
until you come to a ' switch underneath<br />
a platform. To get to this<br />
switch you must fall down the righthand<br />
side of the platform 1 onto the<br />
spikes but as you reach them a platform<br />
will appear. Now walk left<br />
through the wall and hit the switch. ‘<br />
Walk a little to the right until Gomez<br />
is hidden from view, and then jump<br />
up. Carry on to your left until you<br />
come to a door on a platform , above.<br />
Go through it.<br />
There is a switch above your head<br />
- do not hit this but bounce off the<br />
rabbit in front of you to make this<br />
jump. Go right collecting all the pickups.<br />
There will be some coins that<br />
look out of reach. Below the bottom<br />
coins there is a hidden block. Hit the<br />
next switch and carry on to your<br />
right until you reach the next switch<br />
- hit this also. At the end of the level<br />
there are ropes - you must jump<br />
from rope to rope without hitting<br />
the spikes above and below you.<br />
Enter the door to the far right.<br />
You will now have to battle three<br />
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centipedes to gain your next heart.<br />
You must not<br />
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touch their heads - you<br />
can only jump<br />
1<br />
off their bodies. Make<br />
a note of the code and proceed<br />
right.<br />
MASTERING THE<br />
MAZE<br />
The room you now enter is a small<br />
maze. You must hit the first switch<br />
which is located in the top right corner.<br />
Drop down and go left and you<br />
will find a heart and a switch. Collect<br />
the heart and hit the switch, drop<br />
through to the right and go left,<br />
drop down again and collect the<br />
coins, hit the switch, jump back up<br />
and go right. Fall down the righthand<br />
side and go right.<br />
You are now in a small section<br />
which contains several extra lives but<br />
getting them is not easy. First you<br />
must kill the creature in front of you<br />
then ignore the switch on the right<br />
hand side and hit the block that is<br />
two blocks to the left of the switch -<br />
it will disappear. Repeat this until you<br />
can get onto the platform above the<br />
switch. Stand above the switch and<br />
jump up. You will begin to reveal hidden<br />
blocks above - there are four.<br />
Return to the platform you just<br />
dropped from and at the end of this<br />
is antither hidden block. Jump to the<br />
platform Ntou have just created and<br />
make your way to the top, removing<br />
blocks on the left hand wall. There<br />
you will see a moving platform. Go<br />
on this and jump up filling blocks in<br />
above you. Duck when you see the<br />
switch above - hit this and a platform<br />
will appear below you. Jump up<br />
onto the switch and jump again and<br />
a block will appear above you. Get<br />
onto this block and jump left and<br />
drop down to the left. Collect your<br />
extra lives and drop to the very bottom<br />
and exit this room. Remember<br />
to hit the switch at the bottom right<br />
to open the door - go right and exit.<br />
NEXT MONTH: Part Two, of course! Doh!
...4,6111••••••••••1•••••—.•-•_...•••• —<br />
01.<br />
Sid 'Railroad Tycoon'<br />
Z=<br />
0<br />
Meier's done it again!<br />
Forget playing about<br />
with trains - Sid's lat-<br />
est entrusts you with<br />
the Future of<br />
Mankind! A weighty<br />
responsibility,<br />
indeed, which is why<br />
you should find these<br />
copious tips a boon!<br />
START<br />
BUILDING!<br />
First off, it has to be said that there's<br />
no right or wrong way of playing<br />
Civilization - it's all down to the individual<br />
player. The most enjoyable<br />
level to play on is Warlord Level with<br />
four competing civilisations. Pick<br />
your tribe wisely as each leader has<br />
different tendencies, e.g. Genghis<br />
Khan (Mongols) can be expected to<br />
be very aggressive at the expense of<br />
the development of his own cities<br />
but Mao Tse-Tung (Chinese) is generally<br />
concerned with building a<br />
strong civilisation and doesn't seek<br />
to expand aggressively. The leader<br />
biographies can be found in the<br />
manual pages 112-115.<br />
Whenever you play the game it's<br />
always an advantage to have the<br />
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e •<br />
Civilisation •<br />
U<br />
• Advances Chart (found in<br />
•<br />
M<br />
•<br />
the 1<br />
•<br />
, very back of the manual) handy<br />
•<br />
•<br />
as • this can help you build more<br />
•<br />
advanced • units quickly, e.g.<br />
•<br />
Alphabet • + Masonry + Mathematics<br />
a<br />
= wCatapult<br />
Unit. If, in the early years<br />
l<br />
of • your civilisation, you concentrate<br />
• on the above advances you can build<br />
•<br />
the • catapult unit which is stronger<br />
•<br />
than • any of your enemies units<br />
•<br />
(unless • they have better technolo-<br />
•<br />
gy). a It's also an idea in the early days<br />
•<br />
to • lower the tax rates thus increas-<br />
•<br />
ing • your science rate.<br />
•<br />
• The more advances your civilisa-<br />
• tion has acquired before play<br />
•<br />
begins, • the worse you can expect<br />
•<br />
your starting position to be Several<br />
advances may mean that enemy<br />
civilisations are starting nearby, that<br />
you are distant from rivers or grasslands<br />
or that you are on a small continent.<br />
Starting with a few or no<br />
advances indicates that either your<br />
economic position is good or enemies<br />
are distant, or both.<br />
To speed play, turn off the Palace<br />
and Animations options from the<br />
game menu. To go even faster, turn<br />
off the option to watch enemy<br />
movements.<br />
UNIT FACTORS<br />
The earliest units you acquire should<br />
be selected for defensive, offensive<br />
and mobility factors Your first two<br />
militia or other military units should<br />
V O S !don Lo C I , IL OP<br />
4'<br />
be used to defend your city but use<br />
more mobile units to open up the<br />
frontiers of your civilisation. Fortify<br />
the units on the city because these<br />
units can only be destroyed one at<br />
a time. If you fortify them elsewhere<br />
then even with two or more units to<br />
a square a single enemy unit could<br />
destroy them all in one move.<br />
Whenever a unit becomes old<br />
through new technologies always<br />
replace it for a more capable unit.<br />
It's pointless paying for and feeding<br />
an older unit when more capable<br />
ones are available. For example,<br />
replace the Cavalry unit for a Knight<br />
unit when they become available.<br />
Across the World there are minor<br />
tribes. Moving onto them can uncover<br />
wealth, wisdom, friendly tribes or<br />
angry barbarians. Because of the barbarians<br />
you should only move onto<br />
these squares with a military unit<br />
with a high defensive factor.<br />
A way to avoid this if exploring<br />
along the coast is:- As long as the<br />
tribe is in clear terrain, land adjacent<br />
to the tribe with a unit that has two<br />
movement points. On the following<br />
turn, move your unit into the tribe's<br />
square. If a horde of barbarians is<br />
uncovered, immediately move the<br />
unit back onto the ship before the<br />
barbarians get a chance to attack.<br />
When the technology arises you<br />
will be able to set sail, first of all in<br />
Trirernes, These ships are not deep<br />
water vessels and can be lost at sea<br />
very easily so it's a good idea to<br />
keep them near to the coast.<br />
However, if you get the opportunity<br />
to get to the nearest unexplored<br />
land mass, do so but try not to stay<br />
in deep water for too long. On the<br />
ships you are exploring with, you<br />
PPA<br />
should carry other units, namely a<br />
Diplomat, Settler and a strong military<br />
unit. With all these units you<br />
gin cope with any the problems that<br />
arise - barbarians (military unit),<br />
other civilisations (diplomat) or<br />
empty continents (settlers).<br />
PLAY THE<br />
GAME!<br />
You can play Civilisation defensively<br />
or offensively but will usually end up<br />
doing both. Start off by building up<br />
your defences and technologies and<br />
making peace treaties with other<br />
civilisations (do this so you can put all<br />
your energies into new technologies<br />
and building more military units).<br />
Keep a Diplomat or two in enemy<br />
territory even while at peace. If one<br />
of the enemy's cities goes into disorder,<br />
your Diplomat can run in and<br />
cause a revolt. If you can afford to<br />
subvert the city, the revolt doesn't<br />
break any peace you may have<br />
established. In addition, you get<br />
control of the city's units, some cash<br />
and possibly a civilisation advance.<br />
This strategy is only viable if you<br />
have a sizable treasury and strong<br />
economy.<br />
LIMN'<br />
emir<br />
IN THE<br />
To destroy an unwanted city, especially<br />
one that you have captured<br />
and that is hard to defend, take the<br />
following steps:- Create as many<br />
entertainers/taxmen/scientists as you<br />
can in the city, thus reducing food<br />
productton and thereby starving the<br />
population. When the city gets to a<br />
population of one, build a Settler
a<br />
unit and the city will be destroyed.<br />
If a city has nothing better to<br />
build, have it build Caravans. They<br />
can be moved to another city,<br />
change their home city and then be<br />
used to establish a trade route to the<br />
new city. They can also be stockpiled<br />
for later use in the speedy construction<br />
of a newly discovered Wonder.<br />
WAR! HUH!<br />
When a neighbouring civilisation<br />
becomes a threat or a problem you<br />
will need to open hostilities. Before<br />
you do this, however, you should get<br />
an idea of the enemy's technology<br />
level. To do this, you'll need to estal}lish<br />
an embassy in an enemy city (use<br />
a diplomat for this) If the enemy is<br />
more technologically advanced than<br />
you, you might consider postponing<br />
your aggression until you are more<br />
evenly matched. You can catch up<br />
with the enemy in one of five ways:<br />
1) Concentrate on research, building<br />
libraries and universities and devoting<br />
a larger proportion of your revenue<br />
to scientific research.<br />
(2) Exchange technologies with<br />
friendly civilisations (preferably not<br />
with the one you are about to go<br />
into war with).<br />
(3) Build the Great Library Wonder;<br />
any time two other civilisations<br />
obtain the same advance, it becomes<br />
yours as well.<br />
(4) Steal the technology by the way<br />
of a diplomat.<br />
(5) Spread some of your units around<br />
inside their territory The proximity<br />
of your units may compel them to<br />
switch from a Republican government<br />
to a Monarchy, slowing down<br />
their research.<br />
If you wish to capture a city, don't<br />
move into it if its population is only<br />
one. Sit outside and wait for it to<br />
grow to two before entering. A<br />
defended city, not containing City<br />
Walls, must be three or higher for it<br />
to survive being captured because<br />
the destruction of each defending<br />
unit also destroys one point of population.<br />
When you are at<br />
war don't be afraid<br />
to take a breather<br />
during a long campaign.<br />
You can go<br />
too far, exhausting your<br />
resources and your peoples<br />
willingness to fight.<br />
From time to time your<br />
enemies will offer to<br />
make peace with you. If<br />
need be, accept the<br />
treaty and use the time<br />
to rebuild your combat<br />
forces, replenish your<br />
treasury and increase the<br />
public's moral and support for<br />
your undertaking. During the<br />
respite from war place ships on<br />
sentry outside enemy harbours,<br />
post troops along land borders and<br />
fortify units around enemy cities.<br />
Have diplomats ready to undertake<br />
spy and sabotage missions as soon as<br />
hostilities are resumed.<br />
Later on in the game you will be<br />
faced by the nuclear dilemma, either<br />
because your use of nuclear weapons<br />
will lose you points in the game or<br />
that an enemy, after threatening<br />
you, says "Our words are backed up<br />
by nuclear weapons!". This should<br />
be carefully and warily heeded.<br />
Though an enemy is unlikely to use<br />
nuclear weapons, it's a good idea to<br />
build an SDI over your capital or<br />
other important cities. Use of nuclear<br />
weapons hastens the world<br />
toward global warming and polar<br />
melting. If you use nuclear weapons<br />
you should have plenty of settler<br />
units in readiness to clean up the<br />
mess Nuclear warheads are best<br />
used as deterrents, never as tools.<br />
ALMOST<br />
THERE.-<br />
If nearing the end of the game and<br />
you are not being threatened, get<br />
cities building nothing of use to produce<br />
SDI Defence improvements.<br />
Once finished these can be immediately<br />
sold for 200 coins. If several cities<br />
are doing this, you can use this income<br />
to completely fund your civilisation.<br />
Toward the end of a game in<br />
whirl, you are doing very well, you<br />
may be able to dramatically<br />
•ncrease your Luxury and/or<br />
Science Rates. If<br />
you can fund your<br />
civilisation a s<br />
mentioned above<br />
or if you have a<br />
treasury try cutting<br />
your Tax Rate<br />
to 0%. If you then<br />
raise your Luxury<br />
Rate, many of<br />
your cities will celebrate<br />
We Love<br />
The King Days,<br />
thus adding a new<br />
population point<br />
each turn. Increased science rates<br />
will generate faster discoveries of<br />
future technology. Both new populations<br />
and future technologies<br />
increase your civilisation score.<br />
PAYS TO BE A<br />
WINNER<br />
There are two ways to win in<br />
Civilisation: either defeat all the<br />
other civilisations (this may not be<br />
possible as they may be as strong as<br />
you) or win the space race to Alpha<br />
Centauri. To win the the space race<br />
you must complete the Apollo<br />
SiTo<br />
Program Wonder. After this you will<br />
be able to build parts for your spaceship,<br />
i.e. SS STRUCTURE, SS MODULE<br />
and SS COMPONENT.<br />
Your goal is to build a spaceship<br />
that can hold as many colonists as<br />
possible, yet travel at a reasonable<br />
speed and with a reasonable probability<br />
of success. As construction proceeds<br />
keep an eye on its characteristics<br />
(POPULATION, SUPPORT,<br />
ENERGY, FUEL, FLIGHT TIME and<br />
PROB. OF<br />
-100%<br />
or above).<br />
SUCCE The more propulsion units your<br />
SS starship has, the faster it reaches<br />
aAlpha l Centauri. l The more colonists<br />
syou hattempt<br />
to deliver Alpha<br />
o<br />
Centauri,<br />
u l<br />
the more your starship's<br />
d<br />
mass. Try to install two propulsion<br />
units for every complete colonist<br />
b<br />
package - habitation, life support<br />
e<br />
and solar power modules - you<br />
intend to launch.<br />
While starship building, keep an eye on<br />
your capital!! Losing it brings your interstellar<br />
program to a very quick close. Also,<br />
watch the clock - you must reach Alpha<br />
Centauri before your reign expires. If<br />
other civilisations launch before you do,<br />
you should make a mad dash for their capital<br />
in hope of capturing it before their<br />
starship reaches its destination. Finally,<br />
don't launch unless your ETA at Alpha<br />
Centabri is less than 20 years. If it is<br />
more thamthat, add more fuel and<br />
propulsion units.<br />
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SNIP TIPS<br />
Huzzah! It's time to<br />
visit that section of<br />
the KillZone devoted<br />
to those cheats and<br />
hints just too damn<br />
small and cuddly to<br />
get into the mag anywhere<br />
else. PLUS Dr<br />
Upchurch opens up<br />
the Games Surgery<br />
once again and treats<br />
some deserving (and<br />
some not-so-deserv-<br />
ing) cases.<br />
EPIC (ocean)<br />
We printed fairly copious tips to this<br />
short but sweet space extravaganza<br />
a couple of months back but only a<br />
few of the passcodes. For those of<br />
you who want to know how to skip<br />
to your favourite level here's the full<br />
nine passwords:<br />
1- AURIGA<br />
2- CEPHEUS<br />
3- APUS<br />
4- MUSCA<br />
5- PYXIS<br />
6- CETUS<br />
7- FORNAX<br />
8- CAELUM<br />
9- CORVUS<br />
Incidentally, if you're finding the<br />
Epic Missions, given away on last<br />
month's coverdisk, a bit tricky then<br />
try this: Hold down the right SHIFT<br />
key and slowly type in NEM YDID<br />
EHT (followed by ENTER). If you've<br />
done it correctly you should hear a<br />
ping. Now tap C to instantly complete<br />
the mission.<br />
ORK (Psygnosis)<br />
Okay, so perhaps it's not the most<br />
exciting game that Psygnosis have<br />
ever released but one thing's for<br />
definite - it's one of their toughest.<br />
If you've bought it then you'll fully<br />
appreciate this little cheat: Enter a<br />
computer and press FIRE in each of<br />
the four corners of the screen.<br />
Then try hitting the following keys<br />
- A (to replenish your ammo). F (to<br />
top up your fuel), H (to got your<br />
health back) or ENTER on the keypad<br />
(to take off or land anywhere).<br />
Smart!<br />
PROJECT-X<br />
(Team 17)<br />
Yes! Yet another cheats-stroke-hint<br />
for Project-X, without a doubt the<br />
best Amiga blaster ever!<br />
So you can't get past the Level 2<br />
Guardian, yeah? Well, when the big<br />
boy first appears it'll dive at you and<br />
fly to the bottom-left corner of the<br />
screen. Quickly fly to the very topright<br />
corner of the screen and fire<br />
your lasers like they're going out of<br />
fashion. Now, relax and prepare for<br />
the Bonus Level. As Rig Daddy used<br />
to say, "Easy! Easy! Easy!"<br />
'._ALY SPY (Hit Squad)<br />
"Now, Mr Bond, prepare to die."<br />
"Not sho fasht, Blofeld."<br />
Oh, they're great those old James<br />
Bond films, aren't they? Where<br />
would ITV be on Bank Holidays without<br />
'em? If you fancy a bit of Bondlike<br />
action then you could do a lot<br />
worse than Sly Spy, just re-released<br />
on budget. However if you find the<br />
going hard then for infinite energy<br />
try typing in 007 as your code then<br />
SHAKEN NOT STIRRED (followed by<br />
ENTER) during play.<br />
WINE<br />
WFIESTLEMANIA<br />
(Ocean)<br />
Okay, okay, so it's not that good a<br />
game but you may get a giggle out<br />
of this little tippette. Start off by<br />
going into two-player practice<br />
mode. Get one player to clamber on<br />
top of the top-left turnbuckle and<br />
get the other player as near to the<br />
samecorner as possible. Now make<br />
the player on the turnbuckle drop<br />
and kick the other player. Your<br />
wrestler has now turned into a<br />
ghost! Watch in amazement as he<br />
walks through the ropes! Get him to<br />
pick up the chair and bring it into<br />
the ring. Tap ESCAPE and try competing<br />
for the belt. Wonder of wonders<br />
the chair is still in the ring and<br />
ready for using!
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hen<br />
by<br />
d a<br />
out<br />
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r on<br />
and<br />
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ake<br />
rop<br />
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omonand<br />
Dear Doc,<br />
I'm totally flummoxed by EYE OF<br />
THE BEHOLDER 1 I thought I was<br />
sailing through the game but now<br />
I've come to a complete halt. It's on<br />
Level 3 of the Catacombs where<br />
rve reached a room full of pressure<br />
pads that I just can't get past. rye<br />
put items on the pads in every<br />
combination and pattern I can<br />
think of but no luck. Am I doing<br />
something wrong? Please help - I'm<br />
going crazy!<br />
Yours desperately,<br />
Darren McCall,<br />
Romford.<br />
I think I know what you're<br />
talking about, Mr McCall.<br />
As you enter the room<br />
you should see a door<br />
opposite you and three<br />
row of three pads on the<br />
floor, yes? On the first<br />
row (right in front of you<br />
as you enter) put an item<br />
on the left pad and the<br />
right pad. On the next<br />
row put an item on the<br />
middle pad. On the last<br />
row (in front of the exit) put an<br />
item on all three pads. The door<br />
should now open. Does that help<br />
you? By the way, in the next series<br />
of chambers beware illusionary<br />
walls - there are hundreds of them!<br />
Dear Dr Upchurch,<br />
I really hope you can help me with<br />
this big problem! I can't complete<br />
any level of DRAGON'S LAIR and I<br />
was hoping that you could tell me<br />
how you do it. I would love to complete<br />
this great game.<br />
Best regards,<br />
Mr Bomber,<br />
Norway.<br />
Sadly, Mr 'Bomber', I lack the space,<br />
the time or indeed the inclination<br />
to print a full solution to this crim-<br />
\ GAMES SUMER'<br />
Doctor Upchurch: "The Surgery's particularly busy this month, Nurse."<br />
Nurse Ratched: "It certainly is, Doctor. News of your games-solving<br />
brilliance is spreading across the country like chronic nappy rash across a<br />
baby's backside. You're an inspiration to us all, Sir."<br />
Doctor Upchurch: "Yes, I suppose I am. But enough dawdling. Please send<br />
the first patient in, Nurse, and be quick about it."<br />
Ratched (Thinks) "Sigh! What a guy!"<br />
Ily unplayable game. However, I<br />
can provide you with a cheat that'll<br />
automatically play the whole game<br />
right up to the end scene before<br />
your very eyes - you should then be<br />
able to glean some hints as to what<br />
to do in your various predicaments<br />
by watching it. To access this cheat,<br />
start the game as normal and when<br />
Dirk has crossed over the bridge<br />
hold down the keys ESC, R, /, L, N<br />
and 7 all at the same time. The<br />
Amiga will now take over.<br />
Dear Doctor,<br />
Pleasy-weasy help me with the<br />
game HOOK. I'm totally stuck<br />
because I cannot get Jake drunk so<br />
that I can steal his trousers. Also,<br />
how do I get the magnet? Please<br />
help me.<br />
Yours extra faithfully,<br />
lee Stokes,<br />
MacDuff,<br />
Scotland.<br />
To get Jake drunk you have to give<br />
him three mugs of beer which you<br />
buy from the barkeeper and to do<br />
this you need good or gold. Go to<br />
the dentist and ask him to pull your<br />
teeth twice - each time you'll be<br />
rewarded with a gold tooth with<br />
which you can get two foaming<br />
jars. To get the third piece of beer.<br />
buying gold check the pockets of<br />
the jacket you steal from the<br />
clothes line. To get the magnet you<br />
have to find yet more cash • try<br />
looking in the pots on Hook's ship.<br />
Dear Doc,<br />
Could you please help me with my<br />
problem? I badly need a cheat for<br />
LAST NINJA 2. It would be great If<br />
you could help me regain my sanity.<br />
After all, you are a doc.<br />
Yours faithfully,<br />
Basil Al-Rawi,<br />
Co. Kildare, Ireland.<br />
I am a 'doc' but unfortunately I am<br />
not a miracle worker. According to<br />
my sources there are NO cheats for<br />
this aging Oriental action/adventure.<br />
You have my sincerest sympathies.<br />
Dear Doc Dave,<br />
I have only had THE SECRET OF<br />
MONKEY ISLAND two weeks.<br />
Could you please print the replies<br />
to the Svvordmaster's insults so<br />
that I can beat him<br />
Yours,<br />
Dave Shah,<br />
Streatham<br />
Young people are so impatient<br />
these days. I suspect it's the influence<br />
of that appalling MTV that<br />
young 'kids' seem to find so enjoyable.<br />
Anyway, Mr Shah, about your<br />
'problem'. I'm afraid I refuse to<br />
print all the insult replies so that<br />
you can sail through the game.<br />
Instead, let me offer you some<br />
advice about playing the game...<br />
Get some money and buy swordfighting<br />
lessons. If the tutor claims<br />
you aren't good enough insist that<br />
you are until he lets you in. Then,<br />
once your lessons are over, stand<br />
around and pick fights with any<br />
pirates who happen to pass by.<br />
Keep fighting until you've heard all<br />
the correct insult replies then try<br />
fighting the Svvordmaster. Good<br />
day, Mr Shah and remember: Hard<br />
work never hurt anyone.<br />
Dear Doctor Upchurch,<br />
I've just bought LURE OF THE<br />
TEMPTRESS. It looks like it'll be a<br />
great game. I say it looks like it will<br />
be because I've got a small problem<br />
- I can't escape from the cell<br />
right at the beginning! I've set fire<br />
to my bed and run out when the<br />
Skorl Guard comes in to inspect it.<br />
Trouble is, there doesn't seem to<br />
be any way out of the dungeon<br />
and the Guard keeps recapturing<br />
me. Please, please, please HELP!<br />
Regards,<br />
Michael Wilson,<br />
Chatter's.<br />
Oh dear, this is rather tragic. If<br />
you're having this much trouble so<br />
early on then Goodness knows how<br />
you'll cope with the rest of the<br />
game. Still, you should get good<br />
value for money from the game, at<br />
least! To stop the Guard recapturing<br />
you quickly lock the cell door<br />
behind you when you make your<br />
escape - he'll be held captive now.<br />
Now you have to find a way out of<br />
the dungeons. I don't want to give<br />
too much away, but basically you<br />
have to free Ratpouch and get him<br />
to push the loose bricks in one of<br />
the dungeon's rooms. The rest<br />
you'll just have to find out for yourself!<br />
THE SURGERY IS NOW<br />
CLOSED<br />
Bad breath? Fetid feet?<br />
Aromatic armpits? Ugh! Go<br />
away - Doctor Upchurch can't<br />
help you. However, if you're<br />
stuck on a game and need<br />
some medication BAD then he<br />
is most definitely the man to<br />
talk to. To make an appointment<br />
give full written details<br />
of your complaint and send<br />
them to: Or David Upchurch.<br />
Ltames Surgery. The One,<br />
Priory Court, 30-32 Farringdon<br />
Lane, London ECM 3AU. Dr<br />
Upchurch regrets that he is<br />
unable to deal with problems<br />
over the phone because he's a<br />
grumpy old so-and-so at the<br />
best of times.<br />
3<br />
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SOFTWARE<br />
'<br />
3<br />
.0s
Bond movie, Guy Spy puts you<br />
S ounding in the sweaty distinctly shoes like of a James secret<br />
agent battling against - you guessed<br />
it - the forces of evil, Baron Von Max,<br />
twisted relic of the defeated Third<br />
Reich, dreams of World domination<br />
with his lethal Doomsday weapon,<br />
the Tower of Armageddon. The big<br />
problem is that conventional fuels<br />
cannot power the deadly device -<br />
only the fabled Crystals of Armageddon<br />
are up to the lob. However, after<br />
Von Max's goons don't waste any<br />
time in trying to do away with<br />
Guy. As soon as he walks onto the<br />
Berlin subway platform in the first<br />
scene they open fire-, Not<br />
wanting to be outdone, Guy<br />
enthusiastically returns the<br />
compliment. A neat touch here is<br />
that the dead bodies don't disap-<br />
IJIISPY<br />
pear as is the case in many games;<br />
and the Crystals of Armageddon<br />
After the Dragon's Lair and Space Ace series, Readysoft has been<br />
strangely quiet. Now it's back, claiming to have a game with<br />
cartoon-quality graphics AND proper gameplay to boot! Shaken but<br />
not stirred, Richard Austin gets ready for some covert action...<br />
much research, the evil sausagemuncher<br />
has finally discovered the<br />
Crystals' hidden resting places and<br />
sent his henchmen to recover them.<br />
enter Guy Spy, the Secret Service's<br />
best agent, who's been called up to<br />
get the Crystals first and avert global<br />
catastrophe. The only thing Guy's<br />
got going for him is the fact that the<br />
Crystals are useless unless every single<br />
one has been collected, meaning<br />
if he can get to Just one of the crystals<br />
first...<br />
The makers of Guy Spy claim that<br />
the game "sets a new standard in<br />
adventure gaming excellence".<br />
Hmmm What it basically boils<br />
down to is a series of loosely-connected<br />
sub-games, each based<br />
around a particular game style. Guy's<br />
globe-trotting mission takes him<br />
through thirteen of these mini arcade<br />
sequences, including shoot-outs,<br />
beat-'em-ups, puzzle sections and the<br />
like. Off you go then._<br />
One of Guys unwritten codes is that he cannot hit women. This proves to be<br />
a bit of a disadvantage as Olga. pictured here, has no qualms about giving<br />
Guy a hefty right-hander. The aim of the level is to outmanoeuvre Olga as<br />
quickly as possible so Guy can get out of the cabin and continue his chase<br />
after Von Max. Every time Guy gets hit he is forced back a step, though he<br />
can attempt to duck in order to avoid Olga's meaty palm. if Guy is continual-<br />
ly forced backwards, he'll be sent flying out of the cabin to his death.<br />
0 r 1<br />
.<br />
0<br />
1<br />
1<br />
.<br />
t-<br />
Short, animated sequences such as<br />
these crop up throughout the game,<br />
They serve both as a brief introduction<br />
to the action and to connect all the<br />
levels together, thus furthering the<br />
plot and possibly giving you clues as<br />
to your mission. Fortunately, the manual<br />
contains a description of each<br />
scene in case you really don't have a<br />
clue what's going on.
•<br />
1<br />
Interested to see how<br />
Guy's adventure shapes<br />
up during play? Then<br />
read on....<br />
Guy receives a tip that Von Max is<br />
heading for the Berlin train station<br />
in order to make a break for<br />
Switzerland- Losing no time in getting<br />
to the station, he stops only<br />
to buy a ticket (I) before making<br />
his way down to the platform.<br />
Once there, Guy is surprised to find<br />
goons galore on the wrong side of<br />
the tracks, all trying to shorten his<br />
lifespan considerably. Here, he rolls<br />
madly across the floor in an<br />
attempt to avoid eating too much<br />
lead. The bullets leave their mark<br />
behind on the platform.<br />
Periodically, a train flashes across<br />
the screen, temporarily hiding Guy<br />
from the goons (and vice versa),<br />
giving everyone a chance to reposition<br />
themselves and gain the<br />
advantage, Unfortunately, none of<br />
the trains stop and give Guy the<br />
opportunity to make an early exit.<br />
Guy mercilessly wastes all the bad<br />
guys, conveniently resulting in the<br />
train that Guy needs arriving. Guy<br />
jumps on as the train heads into<br />
the mountains, impatient to<br />
continue his quest—<br />
The next destination on Guys 'World<br />
Tour' is Egypt. He runs into a large<br />
pyramid known to possess one of the<br />
fabled crystals, but unfortunately a<br />
maze prevents him from making easy<br />
progress. His task is made even more<br />
difficult by the many traps awaiting<br />
him, including spikes, doors that suddenly<br />
slam shut, holes in the ground<br />
that need to be jumped over in true<br />
Indiana Jones style, raging fires and<br />
creatures such as spiders and snakes.<br />
Guy's relief at getting out of the<br />
maze is short lived as he comes face<br />
to face with an Egyptian mummy<br />
intent on killing him. The battle<br />
involves not only brawn but also Clan-<br />
ni n g in trying to outmanoeuvre the<br />
mummy and get in a good position<br />
to slash the Hell out of him with your<br />
sword. Six levels down, only another<br />
seven to go...<br />
Chasing Von Max up a Swiss<br />
mountain, Guy finds that the gondola<br />
directly in front of him is filled with<br />
more gun-toting goons. A firefight<br />
between the two groups ensues, with<br />
Guy shooting out of the smashed<br />
windows, taking cover behind the<br />
wall to re loa d. Guy ha s to be quick to<br />
kill his e ne mie s, since the y ha ve the<br />
added advantage of possessing sticks<br />
of dynamite. If they manage to throw<br />
one of those in the cabin with Guy,<br />
then death is unavoidable.<br />
THE VEPriICT<br />
the big question is: Has Ready-<br />
ft finally produced gameplay to<br />
atch the quality of its cartoon<br />
aphics? And the answer is_ Well,<br />
, not really. If anything, first<br />
ppearances seem to indicate a back-<br />
ard step. The graphics, although in<br />
o way bad, don't seem as<br />
R E V I E W<br />
mpressive as in previous Readysoft<br />
orts and, for some reason, the<br />
rtoon graphics just don't suit Guy<br />
py's slightly more 'serious' subject<br />
atter. Sound is nothing special,<br />
Ither. Admittedly, the gameplay<br />
AS been improved - it's much more<br />
teractive than the likes of Space<br />
ce - and the level structure permits<br />
varied mix of game styles. Almost<br />
verything in Guy Spy is similar to<br />
mething you've seen elsewhere,<br />
hich wouldn't be a particularly bad<br />
ing, but for the fact that they're all<br />
• rebiithsv: Empire<br />
votary<br />
,<br />
129.99 : Out Now<br />
R e<br />
aJoystkkitoyboord d<br />
y s<br />
e f t<br />
stinctly average. You get the feeling that by trying to<br />
please everyone Readysoft have ended up pleasing no-one.<br />
The controls are sometimes finicky, often making matte<br />
overly difficult. A good example of this is the first level,<br />
where the already tricky task of aiming at the goons while<br />
avoiding enemy fire <strong>Is</strong> made unnece:sarily difficult by the<br />
juddering gunsight. This may be a realistic imitation of gun<br />
recoil, but it's still bloody annoying. This is all capped off by<br />
the poor manual, which contains elementary spelling and<br />
grammar mistakes, not to mention incorrect gamepiay<br />
DISKS<br />
4<br />
LAiTIIILITY<br />
Instructions. If you got off on Readysoft's previous products<br />
en you will robably enjoy this too, otherwise steer well
R E V I E W<br />
CAS1<br />
ICOR 13111<br />
David Upchurch dons<br />
his thinking cap and<br />
takes a cerebral journey<br />
into the Castle<br />
of Dr Brain<br />
Took all your GCSE's at the age<br />
S of 4, have a degree in Astro-<br />
o physics and are member of Mensa,<br />
yyeah?<br />
In that case, then. Sierra's lat-<br />
oest<br />
is probably a tad too easy for you<br />
u but for the rest of us mere mortals it<br />
tmay<br />
well prove a challenge.<br />
h<br />
Dr Brain is a famous but eccentric<br />
mad scientist who has the modest<br />
i<br />
aims of creating new inventions, sav-<br />
n<br />
k<br />
ing the world and cleaning up his<br />
secret basement. However, for all his<br />
y<br />
genius he still needs an assistant. So.<br />
o<br />
responding to an ad in the local<br />
u<br />
paper, you decide to take up the<br />
'offer.<br />
To make sure he gets the best<br />
r<br />
e<br />
s<br />
m<br />
a<br />
r<br />
t<br />
, Here you are in a small<br />
e hallway. The door to the<br />
left requires a pass of<br />
h<br />
some sort to progress. At<br />
? the far end there's a<br />
strange console. To the<br />
right there's an open door<br />
- seems like the best place<br />
to explore first...<br />
assistant possible he has set a number<br />
of puzzles to be solved in the<br />
numerous rooms throughout his<br />
crazy castle. Complete all the rooms<br />
and you get the job.<br />
Sounds simple, right? Well, you're<br />
wrong because it's not at all. The<br />
puzzles come in all forms, from rela-<br />
%emit/<br />
Ah, the computer room! The<br />
two massive terminals floating<br />
in the centre of the room<br />
are what's important here.<br />
That screen covered in the<br />
red writing gives obscure<br />
instructions on how to complete<br />
the puzzle on the adjacent<br />
screen.<br />
tively easy (on Novice level anyway)<br />
memory tests (Simon lives!) to logical<br />
brain-teasers to three-dimensional<br />
mazes.<br />
As I've already applied for the job<br />
why don't you all come along with<br />
me as I explore Dr Brain's Castle! Here<br />
we go...<br />
40algy<br />
1<br />
11====•.••<br />
,<br />
It seems that the various<br />
components must be placed<br />
in the correct positions thus<br />
allowing the circuit to function.<br />
The clues to the order<br />
are are given on the adjacent<br />
terminal. Once completed<br />
this allows you to use the<br />
terminal on the right.<br />
(Below) A poor robot is trapped within<br />
the maze and it's your solemn duty<br />
to help it escape. However, it just<br />
stupidly trundles forward unless it<br />
bumps into a wall in which case it'll<br />
turn around. The only way to steer it<br />
is by activating/deactivating rotators<br />
on the floor. Green crosses are<br />
switches for the spiral teleporters<br />
which send you back to the start.<br />
Now this one here's a binary<br />
puzzle. The numbers in the<br />
left column must be<br />
represented in binary form<br />
by switching between one's<br />
and zero's. This can be done<br />
by trial and error as your<br />
current number is displayed<br />
In the right column.
:hity<br />
It<br />
rs<br />
ry<br />
Hmmm... No way in. You haven't got a key and no-one's answering the doorbell<br />
although each time you press it a block in the arch lights up. A puzzle.<br />
perhaps? Pressing the block causes the sequence to repeat but with an extra<br />
colour. Sound familiar? Yep, it's like that old Simon game, and on completion<br />
you are rewarded with plaque and a hint coin<br />
You have entered a room filled with<br />
docks of all kinds. ',our gaze is dram to<br />
the four-button panel next to the cuckoo<br />
alalloglitiotamifit.„<br />
Wa-hey-hey! Having<br />
completed these puzzles<br />
you are rewarded with a<br />
magnetic data pass which<br />
allows you into the robot<br />
maze room, where yet<br />
more brain-mangling<br />
conundrums await...<br />
How's this for a teaser? The elevator<br />
door at the far end will only open<br />
when you've punched in with your<br />
timecard. The timecards needed are<br />
no doubt in the drawer. However.<br />
the drawer won't open until the<br />
place is quiet. But the objects won't<br />
shut up until the correct sequence of<br />
buttons is entered on the remote<br />
control panel. And to top it all<br />
you've got a time limit! Phew!<br />
(Above) Once in the elevator you are<br />
told that you must navigate your<br />
way through a maze to the exit.<br />
Although in three-dimensions it is<br />
really quite easy (Novice level<br />
remember!) as there aren't that<br />
many dead ends.<br />
•<br />
nelffi t<br />
R E V I E W<br />
To be honest I wasn't really expect-<br />
ing much from Castle of Dr Brain. The<br />
flash on the box reads "An adventure<br />
game to strain your brain" but its<br />
not really an adventure in usual<br />
sense, as there's no real chance to<br />
explore and the plot is inconsequen-<br />
tial. What there is, however, is a<br />
whole load of puzzles that come<br />
together surprisingly well and do<br />
actually make for an adventurish feel.<br />
The puzzles are widely varied in style<br />
and they're all surprisingly<br />
engrossing. Normally puzzle-type<br />
games suffer on the graphics front<br />
Not so Dr Brain; the backdrops been<br />
hand-painted and then digitised and<br />
this makes for some colourful and<br />
highly-attractive scenes. Being a<br />
Sierra game there's the inevitable<br />
disk accessing which can prove quite<br />
tedious at times; two drives are<br />
essential. That said the long wait<br />
between sections is often welcome, as it gives your grey<br />
matter a chance to cool down before it melts and dribbles<br />
slowly out of your ears. Dr Brain would make an ideal game<br />
for a younger player, as it's actually quite educational (yes,<br />
educational!) in play. Topics touched upon include chronolo-<br />
gy, astronomy, robotics (relax, you uon't need a engineering<br />
degree or anything), logic and maths. At last, all those of you<br />
who swindled your parents into buying an Amiga by saying<br />
"It'll help me at school!" have found the game to show off<br />
to them when they ask you how you're putting their hard-<br />
earned £399 to use. At the end of the day, Dr Brain will<br />
either appeal to you or it won't. I liked it<br />
Publisher: Sierra<br />
, sidetoper: in-house
IRIPHICS<br />
51111111)<br />
IIIIIIILITY<br />
LASTIMITY<br />
THE VERDIC1<br />
While S.S.I.'s Eye of the Beholder<br />
series appeals to a large audience<br />
and attracts those garners whose<br />
who have little or no RPG<br />
experience, the 'Gold Box' series of<br />
RPG's (of which this is one), howev-<br />
er, don't offer nothing to anyone<br />
who isn't a rabid DOW aficionado.<br />
The graphics are poor verging on the<br />
off-putting, with crude animation.<br />
sprites and 3D views, while the<br />
sound is probably best left<br />
unmentioned. Now, while I agree<br />
that these aesthetic factors are sec-<br />
ondary to good gameplay, easy con-<br />
trol system. absorbing plot,<br />
interesting characters, etc. etc, that<br />
is no reason to neglect them entirely.<br />
Used correctly, graphics and sound<br />
can increase a game's atmosphere<br />
ten-fold (the aforementioned<br />
Beholder games are proof enough of<br />
that) and atmosphere is one of the<br />
most important aspects of a decent<br />
RPG. Thing is, these games do sell<br />
and there's no doubt that Treasures<br />
will be snapped up by the same peo-<br />
ple who bought the last in the series<br />
and they'll be delighted with the<br />
chance to use their characters again<br />
(I know I would be) and continue the<br />
adventure. But the rest of us who<br />
are looking for something a bit more<br />
stimulating both visually and<br />
intellectually won't find it here.<br />
When travelling around the admittedly large fantasy world the view<br />
cuts from the pseudo-isometric one used in combat to this. As you<br />
can set graphics are in first-person 30 but they're very unimpressive.<br />
There's certainly precious little feeling that you're exploring an<br />
ancient city under the heel of the foul Zhentarim.<br />
1=<br />
-<br />
L-<br />
LL<br />
E<br />
cL<br />
Feeling a bit mercenary are we? Hey! So is<br />
Khalid Howladar. Join him and U.S. Gold in<br />
searching for the myriad treasures of the<br />
Savage Frontier<br />
II<br />
nationt (Namely, America.) When<br />
Gary Gygax created the Dungeons<br />
t' and Dragons universe, did he ever sus-<br />
s pect that it would eventually become<br />
tone<br />
of the biggest gaming phe-<br />
hnomenons<br />
of all time? I doubt it. Any-<br />
e how, given the game's success, it was<br />
s<br />
inevitable that it would somehow find<br />
e<br />
it way onto computer. And sure<br />
n<br />
enough it did, courtesy of S.S.I.<br />
Treasures of the Savage Frontier is<br />
s<br />
the second in the Savage Frontier<br />
a<br />
series. Having defeated the Zhentanm<br />
t<br />
in the first game, you've gone for a<br />
imuch<br />
deserved break in the holiday<br />
otown<br />
of Yartar. Meanwhile, however,<br />
n the retreating enemy have met up with<br />
t<br />
he<br />
r m<br />
ae<br />
e f<br />
4110<br />
t tam Illb •<br />
ss<br />
w—<br />
. .<br />
e<br />
. . e<br />
m i r<br />
p<br />
e m<br />
t<br />
m m<br />
a<br />
-...<br />
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shame the same<br />
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put into the other<br />
areas of the game,<br />
reinforcements and are heading back<br />
to their stronghold of Llorkh, The<br />
enslaved dwarves of Llorich desperately<br />
need help to mount a rebellion and<br />
guess who's sprung to mind? Vep,<br />
you've guessed it. And it's not Lassie,<br />
let's put it that way.<br />
S 5.1. (obviously not wishing to get<br />
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to the isometric-3D of Shadow Sor<br />
cerer. Treasures of the Savage Frontier<br />
can best be described as the bastard<br />
offspring of both these games as it features<br />
watered-down elements from<br />
both. However, attractive it is not._<br />
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Very similar to the tabletop game, combat takes place in rounds. Depending<br />
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round. Obviously the better a character's dexterity the faster they'll act. You<br />
then choose a combat option such as MOVE, USE, CAST, AIM, etc. As usual,<br />
each character has a limited number of hit points and a range of weapons<br />
and spells to do battle with_ Combat ends when one party is either dead or<br />
made to flee.<br />
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games based around the roister-<br />
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Britain in Krisalis' latest<br />
So will Vikings: Fjords of Conquest<br />
(mmm, good name) make up for this<br />
lack of Norse nutters on the Amiga?<br />
Probably not, actually. It's a strategy<br />
game in which you and up to five<br />
other friends (either computer or<br />
human) seek to conquer the poor,<br />
beleaguered British <strong>Is</strong>les and become<br />
King. Having landed and constructed<br />
a base fortress you set your beady<br />
gaze upon the surrounding territo-<br />
There are eight different types of troops available in the game. Each possesses<br />
differing skills for use during battle. Archers have two attacks per turn<br />
compared to one for crossbowmen but they're not as accurate. Pikerrien are<br />
twice as effective in defensive situations as they are in OffetliSiVe ones and<br />
. h e n<br />
most common type of troop and they're cheap to boot. so they're<br />
c<br />
always<br />
e are<br />
good<br />
best<br />
for<br />
left<br />
making<br />
to defend<br />
up the<br />
fortifications.<br />
numbers.<br />
Swordsmen are by far the<br />
If the territory<br />
attacked contains a<br />
fort the aggressor<br />
must first break<br />
through its walls.<br />
Catapults are needed<br />
for this along with<br />
missile troops to keep<br />
the defending missile<br />
troops occupied. If left<br />
alone. the enemy<br />
archers will constantly<br />
attack the catapults.<br />
slowly but surely<br />
reducing their effectiveness.<br />
As a wail is<br />
destroyed the percentage<br />
effectiveness of<br />
your troops should<br />
they storm the walls<br />
Increases.<br />
Fjords of Conquest<br />
ties. However, the other five lords are<br />
doing the same and it's inevitable<br />
that your mutual predatory aims will<br />
lead to eventual hostilities.<br />
Like a boardgame, the players take<br />
turns to act, with each 'go' split into<br />
several parts in which you can<br />
address the various aspects of warmongering:<br />
taxing or feeding your<br />
ever loyal subjects, building or<br />
improving fortifications, creating or<br />
beefing up existing armies and, of<br />
course, invading neighbouring territories<br />
with the aim of kicking the<br />
butts of all those who stand in the<br />
way of your own special brand of<br />
peace and justice.<br />
Most of your time will be spe nt<br />
on the ma p screen from which<br />
you control the a ction, so le t's<br />
take a look a t it sha ll we ? Each of<br />
your a rmy units has fifte e n da ys<br />
available for va rious a ctions, each of<br />
which has a time 'cost'. For example,<br />
camping costs one day, while force d<br />
march ga ins, da y. Crossing the ma p<br />
takes va rying a mounts of time<br />
depending on the na ture of the<br />
terrain.<br />
Grassland is the easiest type<br />
of te rra in to cross a nd generally<br />
only uses up a fe w days,<br />
unless it be longs to one of your neighbours.<br />
in this case the y'll proba bly<br />
have some thing to sa y a bout your<br />
impre ssive a ntics.<br />
Woods are a little more awit•<br />
ward tha n your sta ndard fie ld a nd<br />
takes a bit longe r to tra ve l<br />
through. Once a gain the time to<br />
I s roughlydoubledifthey<br />
belong to someone e lse . The y<br />
also re duce the e ffe ctive ne ss<br />
of mounte d troops.<br />
Viking Icons<br />
1.Arrhy Orde rs - Used to give those a ll importa nt commands to your<br />
marauding horde s.<br />
2. Te rritory I nforma tion - This enables you to find out a pie ce of la nd's taw<br />
value, popula tion a nd othe r such tidbits. Howe ve r one thing it doe sn't te ll<br />
you is how ma ny • if a ny - opposing soldie rs the re a re .<br />
3. Ore production - Shows a mounts of va lua ble ore s produce d.<br />
Generally needed to construct a ll .na nne r of fie ndish bits.<br />
4. Improve/Repair Ca stle - Any te rritory ca n be slowly<br />
improve d to produce a castle, For example, a towe r outpost<br />
ca n be constructe d on cle a re d la nd. This ca n<br />
then be improve d to a ke e p and so on until<br />
eventually it's a working gre a t fortre ss.<br />
5. Ne w M e n/ite ms • This is used<br />
for cre a ting ne w troops, ca ta pults<br />
andior ships with mone y from your<br />
treasury, which ca n the n be tra nsfe rre d to<br />
By fa r the most difficult te rra in, this means<br />
about a we e k of ha rd climbing. Howe ve r, a<br />
bit of prospe cting might turn up some<br />
valuable ore s such a s gold or silve r. I f a<br />
mine is constructe d this substa ntia lly<br />
adds to the dolla r va lue of the prope rty,<br />
i.e . more ta x revenue.<br />
Home Swe e t Home. This is the seat of your<br />
kingdom. Apart from sleeting some morale<br />
boosting influmie e on ne a rby te rritorie s. I t<br />
also controls the a mounts of troops tha t<br />
are dra fte d a nd tra ine d. Lose thie little<br />
place and you can sa y goodbye to victory.<br />
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1<br />
Afte r each battle you are<br />
given a summary of the<br />
conflict showing how excellently<br />
you trashed the<br />
opposing troops. In<br />
general, its best not<br />
to get involved unless<br />
you have odds of two<br />
to one or greater. Any<br />
less and Its wiser to<br />
beat a hasty retreat<br />
and fight another<br />
day rather than risk<br />
getting cut to bits.<br />
112•q.<br />
-<br />
HE<br />
v<br />
-<br />
t first glance Vikings bears a passing<br />
similarity to other strategy games such<br />
as Carthage and Cinemaware's classics<br />
Defender of the Crown and Lords of<br />
the Rising Sun. However, these all<br />
managed to generate an absorbing<br />
, atmosphere by good use of graphic<br />
scenes and music. Vikings,<br />
unfortunately, lacks such aesthetic<br />
frills and sadly there's little feeling of<br />
actually being a Viking lord attempt-<br />
ing conquer and subdue your<br />
R E V I E W<br />
Norsemen neighbours. One of the<br />
_OMNI&<br />
Putilisherf Krisa lis<br />
beeelaper Realism<br />
Entertainment<br />
125.99 Out Now<br />
Moine<br />
MEMORY DISKS<br />
512K 1<br />
so ill<br />
PLIMILITY<br />
6q%<br />
LI5THILITY<br />
80%<br />
l<br />
i 1 ability to set your own victory condi-<br />
g<br />
tions in the form of the number of ter-<br />
aritories<br />
that must be conquered before<br />
m.<br />
the game ends. Thus Inexperienced<br />
e‘<br />
garners can set it for about<br />
'<br />
s<br />
fifty whereas budding<br />
m<br />
Rommels can set it at<br />
o<br />
two hundred. A nice<br />
r<br />
touch. The graphics<br />
e<br />
t<br />
are small but clear (functional' <strong>Is</strong> probably<br />
h<br />
the best word to describe them) although th<br />
o<br />
sound in non-existent. It's a shame that they're<br />
u<br />
are no Cinemaware-ish arcade sequences to provi<br />
g<br />
h<br />
some light relief and variety. Whereas purists will<br />
t this is how strategy games should be. I feel that for most<br />
f garners Vikings, although initially engrossing, will<br />
u tend to prove a tad tedious in the longterm. This s<br />
l<br />
of thing has been done a lot better before and<br />
f<br />
e Ings doesn't really add anything to the genre. Howev<br />
aIf<br />
you're looking for some serious Nordic pillaging you cou<br />
t do a lot worse.<br />
ma.<br />
u<br />
r<br />
e<br />
s
R E V I E W<br />
David Upchurch, who is to an athletics track what a tramp is to<br />
personal hygiene, is probably the least qualified of The One's boys<br />
to review Ocean's new Olympics game. But his was the name first<br />
out of the hat so tough on him. Get sweaty, lardbutti<br />
(Right) ludo is one<br />
of the more complex<br />
sports on offer in<br />
Espana: The Games<br />
'92, with eight combat<br />
moves available.<br />
However, for an<br />
experienced gamer<br />
It's still pretty simple<br />
stuff and once<br />
you've got your athlete<br />
up to a reasonable<br />
fitness you<br />
should have little<br />
problem beating the<br />
opposition.<br />
Okay, how about Ocean's<br />
y ou Espana: want The value Games for '92 money? then?<br />
It'll let you compete in just about any<br />
event you care to name. All the track<br />
and field events are present in full<br />
(including things like the shot putt, the<br />
javelin, the high jump and so on),<br />
there's all manner of swimming and<br />
diving shenanigans and on top of that<br />
there's boxing, wrestling, judo and<br />
fencing fun to be had. All in all, there<br />
are over thirty individual events to<br />
compete in Wow!<br />
But there's more to the game than<br />
madly waggling a joystick to pedal<br />
your sprite around the screen faster<br />
than the computer can. You see,<br />
there's a simplistic 'team management<br />
section too, where you<br />
have pick out the athletes from your<br />
team best suited to compete in the various<br />
events and then train them up so<br />
that they're at peak fitness on the big<br />
day.<br />
But the question is: have Ocean<br />
opted for quantity at the expense of<br />
quality? You'd better read on to find<br />
out, hadn't you?<br />
(Right) The Reference Section is the<br />
game's most appealing element by a<br />
long chalk. Here you can read up on<br />
the history of the Olympic Games<br />
from ancient times to the modern<br />
day, find out who has won the van.<br />
ous events since the Games started<br />
and even get information on the stadia<br />
and courses (including maps and<br />
diagrams) that were used in this<br />
year's Barcelona Olympics.<br />
Comprehensive is not the word,<br />
(Left) This is your office. You'll pass<br />
through it a lot in the course of the<br />
game. From here you can access all<br />
the games important 'departments',<br />
including the medical room, the<br />
exercise room, the athletes' files, the<br />
Save/Load Game screen and, of<br />
course, the various sporting arenas.<br />
For fun you can try clicking on the<br />
objects littering the room to see<br />
what happens, i.e. click on the fan to<br />
start it whirring or on the pens to<br />
hear them rattle. Ho-ho.<br />
n 4 • n -4<br />
u • u<br />
H PR 1<br />
- - <strong>Is</strong> 1!..L<br />
E<br />
•<br />
F RAC"<br />
- I<br />
C E<br />
bovel Most of the events centre are<br />
ling. However, rather than success d<br />
ttle the stick, here it's more to do w<br />
with the athlete's feet or, in this case,<br />
I<br />
l go before the<br />
iOlympics<br />
start,<br />
and it's time<br />
w<br />
to start getting<br />
o the team into<br />
wa<br />
semblance of<br />
e fitness...<br />
e<br />
k<br />
s<br />
t<br />
o<br />
GAMES - '92 DATABASE<br />
1101110Erw-s--
IIOkay, down to business. Clicking<br />
on the office's filing cabinet<br />
brings up a screen bearing mini-portraits<br />
of the whole team. Clicking<br />
on a portrait then brings up a<br />
screen like this, detailing the selected<br />
athlete's strengths and which<br />
events he or she is eligible to enter_<br />
Let's stick with the luscious Kin and<br />
train her up...<br />
"pinto the medical room Here you<br />
ilLican get up to all sorts of scalpelrelated<br />
larks- You can even bring up<br />
Kiri's K-Rays Phwoar, look at that<br />
bone structure! But on to more serious<br />
matters... A click on the oscilloscope<br />
reveals that Kiri's Stamina<br />
Rating is a unimpressive 74%. The<br />
disc recommends vigorous exercise<br />
and a practice session at least twice<br />
a day_ Fair enough._<br />
a l t r<br />
a = r<br />
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In the exercise room you can set<br />
the athlete training at anything<br />
from nothing to a maximum of<br />
three hours per day. The athlete will<br />
then work out at this rate every day<br />
until told by you to do otherwise.<br />
Best keep an eye on them as the<br />
days go by to make sure that you're<br />
not over<br />
-darlings!<br />
workin<br />
g 4 either Time for make some Kin action. i practice You auto- can<br />
tmatically h e un which case you can sit<br />
m back and relax as she goes through<br />
- her paces) or take matters into your<br />
t<br />
own<br />
h<br />
hands and get some joystick<br />
waggling time in. By the way, can<br />
e anyone tell me why the stadium is<br />
lpacked i and the Olympic flame is<br />
tburning t even though there are still<br />
ltwo eweeks<br />
to go before the event?<br />
£29.99 Out Now<br />
Keyboar•JoystiOiNouse<br />
A<br />
DIAIIIC5<br />
5 II J1 D<br />
55<br />
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OVERALL<br />
R E V I E W<br />
1- IVL_<br />
i<br />
Wlettering<br />
on the packaging, Espana:<br />
i<br />
The Games '92 certainly looks impres-<br />
t<br />
h<br />
sive, boding well for the game inside.<br />
cBut l a life is full of bitter<br />
adisappointmeats,<br />
and Espana: The<br />
nGames<br />
'92 is yet another one of<br />
d<br />
em. To be blunt, it's not that good.<br />
s<br />
h e crudely-an mated sprites, jerkily-<br />
iscrolling<br />
backdrops, PC-<strong>Is</strong>h colour<br />
nschemes<br />
and droning music would all<br />
y<br />
be bearable if the game was decent<br />
g<br />
ough but... The pre-Olympics 'man-<br />
l<br />
i<br />
k<br />
b<br />
a<br />
t<br />
y<br />
o<br />
u<br />
c<br />
a<br />
n<br />
v<br />
a<br />
r<br />
y<br />
:<br />
t<br />
h<br />
e<br />
n<br />
u<br />
m<br />
b<br />
e<br />
r<br />
s<br />
o<br />
f<br />
agement' section, for example. The<br />
idea is to train up your athletes in the<br />
two weeks before the Games so that<br />
they're fit to compete. You can, if<br />
you wish, fast forward past the train-<br />
ing straight to the Games but your<br />
athlete will be so feeble that their<br />
chances of winning will be minimal.<br />
In training, there are only two things<br />
hours per day the athlete spends<br />
working out and the amount of prac-<br />
tice they do. Since the doctor in the<br />
medical room will quite happily tell<br />
you exactly what you have to do to<br />
get your athlete up to peak efficiency<br />
there isn't a lot of hard decision mak-<br />
ing Involved, and the ar:tual process<br />
of taking your athlete out for practice<br />
runs (or whatever) every day until the<br />
Games is tediotis to say the least. And<br />
though the number -)f events covered<br />
<strong>Is</strong> impressive, they're all fundamental-<br />
ly simplistic rhythmic<br />
joystick waggiers with<br />
little subtlety or lasting<br />
Interest. That the best<br />
acpect of the whole<br />
package is the Olympics<br />
database probably says<br />
more about the quality<br />
of the game as a whole<br />
than a thousand words<br />
of critique. So, enough<br />
said?<br />
•
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T<br />
h<br />
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R E V I E W<br />
Howladar must return to the world of<br />
KaraftIOCtri to defeat the evil Maletoth<br />
once and for all. Will Psygnosis finally<br />
get the tricky mix of beat-iem-up action<br />
and brain-aching puzzles right this time?<br />
summer for block-buster<br />
E veryone sequels. knows We've that got Batman this is the 2,<br />
Lethal Weapon 3 and Alien 3 at the<br />
cinema and now we've got Beast 3<br />
on the Amiga Not content with one<br />
sequel, Psygnosis have taken a leaf<br />
out of Hollywood's book and decided<br />
to make the Beast series a trilogy.<br />
The lead character is no longer a<br />
monster (rumour has it he was<br />
charging too much to reprise his<br />
role) and is now fully human, this<br />
being his reward for defeating the<br />
evil Archmage Zelek in Beast 2. Has<br />
also looks not a little unlike Indiana<br />
Jones, so he did pretty well out of<br />
the deal.<br />
It appears our hero has turned his<br />
attention to the Beast Lord Maletoth.<br />
_ • -• • • -• • -<br />
He's had it his way for just far too<br />
long and the time has come to end<br />
his foul evil reign once and for all.<br />
Basically what this entails is advanc<br />
-ing your way across four scrolly levels<br />
filled with all of manner of esoteric<br />
puzzles and exotic beasties, all<br />
out to do you some serious damage.<br />
(Or are they...')<br />
Developers Reflections have listened<br />
to the critics of the first two<br />
games. While the first was criticised<br />
for its shallowness the second was<br />
berated for its obscure puzzles- This<br />
third instalment to the Beast series<br />
boasts a more 'player friendly' arcade<br />
adventure element to complement<br />
the rugged beat-'em-UP action.<br />
So, the question is: Will Psygnosis<br />
be third time lucky with Beast 37<br />
Let's find out, shall we?<br />
The guardians in this game are reall t h • r e d Mutha is<br />
found after a long hard trek at the en e Forest level. As you advance<br />
onto the screen the music increases in o , building up the tension. He<br />
then swoops down, wings flapping ominously. The larger monsters Hike<br />
this) invariably guard the end of the level or a useful object.<br />
,ne of the more unus<br />
al puzzles present in the gan<br />
and comes in two part<br />
Almost all of us have had a go<br />
on a sliding block puzzle at<br />
one time in our lives so this<br />
one should really prove no<br />
problem. However unlike suth<br />
games as Terminator 2 and<br />
Back To the Future 2 (more<br />
sequels!), the picture when<br />
'eted reveals what seems<br />
food chainI7
is<br />
•<br />
• -<br />
with e n m I I I bri<br />
bat-ta r a m and It h a p p<br />
the level. One proble a v e r -<br />
you've got to repair<br />
cia t i v i t y did<br />
level y o u know) b<br />
they must have some<br />
twisted people up<br />
there at Psygnosis.<br />
these— 'things'... are in<br />
he service of the Beast<br />
Lord and so guard the<br />
way onwards. Attempt<br />
to pass under the<br />
I bridge and they'll puM<br />
their heads off and<br />
hurl them at you. But<br />
don't think its over yet<br />
They then grow back so<br />
they can do it again.<br />
Weird or w<br />
d a<br />
t : i n g o t<br />
is :Somehow<br />
Progressing further we come<br />
across a bizarre aquarium infested<br />
with all manner of exotic fish<br />
Attempting to wade throw.<br />
,results in you being ripped to<br />
bons by the piranha-thingies.<br />
ther exploration yields a little co<br />
trol booth which allows you 1,<br />
control a movable fish tank with<br />
which you can - would you believe<br />
• move fish between tanks. But<br />
tor what purpose? (Clue: Remember<br />
the sliding-puzzle diagram...?)<br />
I - • 1_ • .1.1<br />
' • Pt - 4 • -<br />
Nom 1.• "Nip • • •<br />
This is the end-oflevel<br />
guardian on<br />
the Castle level. He<br />
swirogs his mace at<br />
varying heights so<br />
lightning reflexes<br />
are a must if you're<br />
to dodge his blows<br />
AND return fire<br />
with your shuriken.<br />
The shun ken have a<br />
limited range so<br />
don't think you can<br />
sit back and pound<br />
him from a<br />
distance. The re a re<br />
also hammers to<br />
collect but they are<br />
used to move<br />
objects around<br />
(each hit knocks<br />
the object along)<br />
and this feature is<br />
vital for solving the<br />
numerous<br />
problems.<br />
Past the headless monsters' bridge you come to a cliff face. As Yazz said<br />
"The only way is up!". Standing on the branches causes them to flex<br />
which then gives you that extra spring needed to get higher. On the top<br />
branch is a bird's nest; disturb this and the mother bird will feel threatened<br />
and attack.<br />
•<br />
PPWI
R E V I E W<br />
The way forward is that ledge far to the left.<br />
Trying to leap from the edge of the platform<br />
leads to a horrible death on the spikes below.<br />
The switch causes the platform to swing to the<br />
left, but unfortunately the counterbalances pull<br />
It back to the to right. Use a heavy object of<br />
some kind to weigh it down, perhaps?<br />
Dropping into a pit, you find yourself trapped. The door to<br />
the right is sealed and one of the two switches is out of<br />
reach. Pulling the only one available opens the sluice gates<br />
allowing a deluge of water to pour through. Your character<br />
doesn't float and being a bit of a wimp can't swim and so<br />
drowns. The table, however, does float. Every object in the<br />
game, no matter how insignificant it may be, has a use. Even<br />
bits of scenery prove useful, and just because you've used it<br />
once doesn't mean you can't use it again.<br />
(Left and below) A problem (depending on how you looked at it)<br />
with Beast 2 was the fact that it was very open. It was just one<br />
large level and the puzzles could be attempted (though not<br />
solved) in any order. The average gamer found this difficult to<br />
handle and hence encountered problems. This time round the<br />
game is split into four themed levels, Caves. Forest (pi<br />
here). Castle and Temple. At certain locations during the level a<br />
ghostly Spectre appears telling you what you need to do to<br />
progress, be it twenty pieces of gold or a vial of red elixir.
L<br />
g'<br />
e<br />
o<br />
t<br />
i<br />
p<br />
i<br />
•<br />
1411<br />
Gore is becoming a common feature in computer games<br />
nowadays. Not that I'm a bloodthirsty maniac or anything<br />
but a bit of excessive bloodspurting action always<br />
goes down well (Total Recall, anyone?). Within the<br />
Forest level you encounter a Pygmy village complete<br />
with huts, watchtower, campfire, girlscouts, etc.<br />
Needless to say they prefer strangers to be cooked<br />
before they get to know them better...<br />
Cascading spheres begin to fall once you<br />
arrive at the entrance to the Castle. It is<br />
quite nicely done: the shiny balls drop into<br />
the bucket from above, and being hinged, it<br />
then tips over and pours the balls onto any<br />
unwary adventurers (although if you do<br />
manage to miss this, you probably need<br />
your eyes checked). Obviously, then, that<br />
bucket must be destroyed!<br />
Here we have yet another example of Reflections' warped imaginations,<br />
The pulsating 'things (quite a useful word that) lie dormant,<br />
nestling within the branches. As you approach however, they slowly<br />
begin to expand and then explode, releasing masses of purple<br />
ooze (for want of a better word) in your general direction.<br />
Needless to say that should they come into contact with your character<br />
you suffer a serious energy level drain.<br />
R E V I E W<br />
THE VERDICT<br />
It's difficult to mix two genres and<br />
make the resulting game work, the tendency<br />
being for it to fall between two<br />
stools and hence not really appeal to<br />
fans of either game style. In Beast<br />
case I'm pleased to say (and I bet y<br />
saw this coming) that Psygnosis and<br />
Reflections can be justly proud of Beast<br />
3 - they've got the mix just right.<br />
There's enough action and eye-popping<br />
gore to satisfy even the most jaded<br />
arcade-orientated gamester, and a<br />
sharp eye and a quick hand are needed<br />
if you're going to make it past some of<br />
e tougher nasties. However, brawn<br />
istone won't suffice and some of the<br />
puzzles are quite complex and difficult<br />
to fathom. Trial and error along with a<br />
bit of careful thought should see you<br />
Publahmr: Psygnosis<br />
Oeve/operi<br />
Reflections<br />
129.99 Out Now<br />
Joystick<br />
1;1111JUN<br />
PLIIIIILITY<br />
LISTABILITY<br />
through and once you've completed a puzzle you'll be k<br />
yourself for not seeing the solution earlier. Apart from provid-<br />
ing a bit more satisfaction the problems add longevity to the<br />
game ensuring that you'll be playing it for quite a while. The<br />
graphics are of the usual high Psygnosis standard with some<br />
superbly animated and imaginatively dr_awn sprites. The colours<br />
chosen look good and contribute to the aesthetic feel of the<br />
themed levels. Sound is also impressive and serves to enhance<br />
the dense atmosphere still further. A nice touch is the way the<br />
music becomes more dramatic when reaching a particularly<br />
important point of the game, such as an end-of-level guardian.<br />
All these elements combine to produce a highly-playable game<br />
that should provide ideal entertainment for garners looking to<br />
exercise their minds as well as their joysticks. Highly recom<br />
-mended - this Beast is the best by far!
C O M P E T I T I O N<br />
SOME CLASSIC<br />
FOOTY MOMENTS!<br />
Crikey! Twenty lucky readers will win a<br />
Match Of The Day video PLUS a copy of the<br />
Match Of The Day game in this luvverly<br />
compo courtesy of ZEPPELIN GAMES!<br />
(delete as applicable)! Once again the<br />
C ome footballing on you season redsiblues/greensiyellows/peuces<br />
is upon us. Ahead stretch<br />
many happy evenings in front of the box, a can of<br />
pop in one hand and the remote control in the other,<br />
flicking around the channels desperately trying to<br />
catch the highlights from the fourteen top matches<br />
which the TV companies, in their infinite wisdom,<br />
have decided to schedule at the same time.<br />
You know if you ask me, footy on the telly hasn't<br />
been the same since Aunty Beeb took good or Match<br />
Of The Day off the air. Every Saturday night that<br />
famous theme tune rang out - Dah-dah-dah-duuhdadah-dah-dah-duuuh<br />
- and millions of happy fami-<br />
lies across the country settled down to watch hand-<br />
some Jimmy 'Reckon' Hill as he presented the pick of<br />
the week's top matches. Ah, memories.<br />
But now, thanks to Zeppelin Games, you can enjoy<br />
those halcyon days again. To twenty lucky readers<br />
those lovely zippy Zep boys are giving away a video<br />
of classic Match Of The Day moments PLUS (as if that<br />
wasn't enough) a copy of their brill Match Of The<br />
you've got to do now is win the compom<br />
0 Day soccer management game. Excellent, eh? All<br />
WHAT YOU'VE GOT<br />
TO DO TO WIN<br />
Okay, here's the, if you<br />
will, 'scenario'. A big fivea-side<br />
football league has<br />
been set up in the magical<br />
land of computer games.<br />
You, lucky devil that you are, have been chosen as<br />
The One's team manager. What you've got to do is<br />
decide who's going to play for us and where and<br />
why. The players can be any top character from the<br />
wacky world of games.<br />
Being a five-a-side game you have to pick five<br />
players (obviously): two to go in attack, two to go in<br />
defence and a keeper. Maybe you'd have LeChuck in<br />
goal because he'd scare<br />
the opposition away from<br />
the net. Or how about<br />
putting Zool in attack<br />
because he's so nippy on<br />
his feet? After the compo<br />
closing data, we'll all sit<br />
down and pick out who's<br />
selected the best team and who's come up with the<br />
most amusing reasons why and thus decide who<br />
wins. Got that? Good - get thinking!<br />
The R ule s<br />
The compe tition is not ope n to e mploye e s to EiMAP I ma ge s or Ze ppe lin<br />
Games, the ir frie nds or re la tive s. The compe tition close s on Se pte mbe r<br />
21st. The Editor's de cision is comple te ly fi na l a nd no corre sponde nce will<br />
be e nte re d into.<br />
Fill I n this coupon a nd se nd it to: The One 's Top Te a m C ompo, The One ,<br />
Priory C ourt, 3 0 -3 2 Fa rre ngdon La ne , London EC 1 R 3 AU .<br />
I.<br />
Name-<br />
Address-<br />
Having pondered long and hard on this matter, I have<br />
decided that my Top Five-A-Side Team Of All-Time would<br />
consist of the following footballing heroes:<br />
In attack I would have a n d<br />
b e c a u s e<br />
In defence I would have a n d<br />
• b e c a u s e<br />
In goal I would have b e c a u s e<br />
If I win - some chancel - I would like a video of Match Of<br />
The Day containing game highlights from the<br />
1960s/1970s/1980s (delete as applicable).
* REVOLUTION IN FOOTBALL MANAGEMENT *<br />
Addams<br />
DIVISION<br />
ONE 92 REV 1<br />
MATCWSTATS Your judgement will be put to the test<br />
in this fatigue 4 minute matchistals stmaialson against<br />
accurately simulated opposition. This is the measure of<br />
your team and your most reliable source of information.<br />
There are displays of: match flow. two teams player.<br />
withthe-ball. Injuries, discipline. substitutions. in-match<br />
tactics, goal scorers. possession breakdown and<br />
performance amcsament.<br />
"(The Midnight till) treat soccer in the sophisticated way<br />
Americans treat their national games." . T h e Guardian<br />
REVISION ONE<br />
The beu Just gut better<br />
. to Diutsital One 92 over the last in months. In addition<br />
THE GAM E Everyone has their own Om on what makes a soccer tram H e re<br />
. the All match screen has improved, opposition team into<br />
the opportunity to put Limo practice your own ideas. Operating from the English list<br />
divisiou you must build a squad to challenge for the league title. the I A and League Cups<br />
and the 3 European trophies. Arid as players age, rebuild the team while holding off<br />
relegainan,<br />
-SQUADSrFRANSFER M AR KET In a 3 squad system list team squad, reserve squad<br />
u<br />
expanded,<br />
p d a t<br />
a European<br />
e s<br />
transfer market added and a few<br />
t<br />
more<br />
h<br />
minor<br />
a<br />
changes.<br />
t<br />
An edit program and a<br />
h a v e<br />
customisation program have also been added. The<br />
b e e<br />
n manual has been expanded and the packaging impmved,<br />
mEDIT PROGRAM a , Edit the t o m and players that make<br />
and youth squad), ale the ciamonnous intake tst youth players and naming program to disp Division e One. Produce your lova DIN•15.14.1a (hie, or<br />
create a squad whose skills reflect your ideas Supplement these skills with carefully Soinith League, British League. European League.<br />
selected transfer market acquisitions As they age. veterans fade and youngsters develop, German/Spanithfrench/ltaliao..etc _etc. On even make<br />
keep an eye on the changing skills of your team<br />
up a league oir all the best teams you've ever teen.<br />
SKILLS All players have a balance of 5 skills (nu "skill ks-ela i which you mud develop<br />
CUSTOMISATION PROGRAM Customise the 45<br />
by experimenting with your team Even more imponant wiU be your judgement about the man starting squad. I se your own favourite players, or<br />
effect of the particular leans balance Or skill constrinaison tin the outcome of the match, and your local side. How about as squad with Pek,<br />
subsequently a season of football. Suitable training can develop.enhance skills.<br />
Eleckenbauer. Best, Cnty fi r Maradonna ....?<br />
WHAT IS DIFFERENT ABOUT THIS GAME?<br />
DlYnium One 92 inmslorrns the soccer management game You can eneuentrate on the football. Experiment with players, I<br />
cInTluIxum and cheat it OW In accutarely I c a siatui.lated m s,,aockup t y l t•,11,11! e s results . t iarm twin m • oinuue i d mem! tumult hurry pass. u,,kte. deicrubliKA by tte plaser<br />
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I<br />
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'Headcoach' 'TV Sports Foothill!" head to head.'<br />
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MIDNIGHT<br />
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Tel Sales:<br />
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FOR<br />
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Stevenage Y S62 KRX<br />
POSTAL SALES<br />
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Please supply:<br />
DC D I M<br />
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Ding-ding! All aboard the budget bus for another three pages of cream-of-the-crop<br />
cheap° action! There's more than enough stuff to satisfy the pocket-conscious Amiga<br />
gamer this month, including a Rainbow <strong>Is</strong>lands clone, a pair of fine re-releases, the<br />
latest elephantine release from those Masters of Code and, in what must be a new com-<br />
pilation record, no less than 30 sporting events packed into one bulging box from US<br />
Gold. So tarry no longer, stout yeoman! Venture forth into the budget wilderness. We'll<br />
be right behind you.—<br />
ERIK<br />
Atlantis £7.99<br />
Clones of successful games are nothing<br />
new. In fact, they're incredibly common.<br />
So, who wants a blatant rip-off<br />
of Rainbow <strong>Is</strong>lands? Well, that' what<br />
you've got with Erik.<br />
Erik is an uninspiring platform romp<br />
in which everything has been done<br />
before - only better. As in Rainbow<br />
<strong>Is</strong>lands, Erik must make his way<br />
through four vertically scrolling worlds,<br />
killing numerous cute creatures and<br />
collecting the crystals they leave<br />
behind. The crystals award either<br />
points or cash, the latter to be spent<br />
in shops to upgrade your weapons.<br />
The panel showing score, hi-score,<br />
world number and so on is just like<br />
Rainbow <strong>Is</strong>lands. and shooting certain<br />
parts of the 'air' results in extras<br />
appearing. Sound familiar? Also, you<br />
can collect bubbles that spell out the<br />
word 'BONUS', too- Oh yes, each world<br />
is split up into sub-levels (1-1, 1-2, 1-3,<br />
etc) and at the end of each world<br />
there's a big bad guardian.<br />
The grap<br />
appearance but nothing to write home<br />
about and the sound is equally unexciting.<br />
The gameplay's not too bad<br />
although it can be frustrating at times;<br />
Erik dies after just one hit but the enemies<br />
invariably take three or four hits<br />
to kill - unless you manage to save up<br />
for a really powerful weapon. Annoyingly,<br />
some of the deadly traps give no<br />
warning of their existence until it's too<br />
late to avoid them. To make matters<br />
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weapons you may have bought.<br />
Erik may keep you satisfied for a<br />
couple of hours but then it's likely to<br />
be discarded. It's not too bad in its own<br />
right but it's so unoriginal - and definitely<br />
not as good as Rainbow <strong>Is</strong>lands.<br />
To tell the truth. I can't see any point<br />
buying Erik, especially since the genuine<br />
article is already out on budget.<br />
65%<br />
NARCO POLICE<br />
GBH £7.99<br />
Narco Police is probably best<br />
described as a cross between Operation<br />
Wolf and Dungeon Master. Well,<br />
Operation Wolf moving through 3D<br />
tunnels, at least. Set in 2003, the<br />
story tells of a world in which a fifth<br />
of the population are addicted to<br />
drugs and the drug barons are in control<br />
of everything. In desperation, the<br />
Narco Police, a crack drug-busting<br />
unit, have been set up in an effort to<br />
eliminate the drug market by destroying<br />
its nerve centre, a major processing<br />
laboratory just off the coast of<br />
Colombia.<br />
The mission is split into two distinct<br />
stages. The first involves sending your<br />
men onto the island, battling through<br />
access tunnels in order to reach the<br />
centre point of the island. In the second<br />
section, you must fight your way<br />
around the lab itself in order to plant<br />
the bombs necessary to blow up the<br />
complex. The task isn't easy, with<br />
armed guards, commandos, electronic<br />
systems, tanks and gun emplacements<br />
all out-to thwart you.<br />
Action-wise. Narco Police is very<br />
similar to the aforementioned Operation<br />
Wolf but with a little more strategy<br />
involved Different weapons and
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trapped in various States! So, with-<br />
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and doesn't have the word 'simulator'<br />
in the title, you probably don't<br />
need to be told that 0 in the USA<br />
is a platform game in the now well-<br />
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than your average<br />
Dizzy escapade, concentrating more<br />
on simplistic eight-way platform fun<br />
in the vein of The New Zealand<br />
Story.<br />
On each of the four levels, 0 has<br />
to make his way around the maze of<br />
platforms and obstacles, constantly<br />
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to take a long, twisty-turny route<br />
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requiring pixel-perfect jumps over<br />
7<br />
long drops, deadly spikes and all<br />
,<br />
manner of traps.<br />
,<br />
Like The New Zealand Story, there<br />
patrolled by all manner of stereo- really isn't that much to 0 in the<br />
• -- cial American sprites (ball players. USA but what's there is a lot of fun.<br />
' wboys, street gangs and even the And though its four levels are unlike-<br />
Klux Klan among them) to get to ly to present too much of a challenge<br />
here the relevant family member to seasoned platformers, there's<br />
s been trapped - each one is more than enough to justify-the out-<br />
, fended by the obligatory outsize lay. It's by no means a classic but it'<br />
, d-of-level guardian.<br />
To defend himself, 0 can blow<br />
cute, playable and has some ser<br />
ously mellow music on the titid<br />
adly peanuts out of his trunk and screen. What more do you want f<br />
row the bombs that he collects eight quid?<br />
long the way. The layout of the<br />
ame means, however, that the<br />
4illik<br />
76<br />
equipment have to be chosen and this<br />
plays a major part in the game, since<br />
ammunition, medical kits, transporters<br />
to contact reserve men and so<br />
on are all limited in supply.<br />
The graphics are reasonable -<br />
though the 3E) is a bit ropey in places<br />
• with some average looking still.<br />
screens thrown in for good measure.<br />
The music at the beginning of the<br />
game is atmospheric, and the sound<br />
FX are impressive on the whole - the<br />
gunfire noise makes is worth a mention<br />
of its own. The gameplay is<br />
enjoyable, if a little difficult at first. All<br />
in all, this is is a fun game that is definitely<br />
worth checking Out if you are<br />
a fan of action-packed blasters.<br />
80%<br />
4<br />
NARC<br />
The Hit Squad<br />
E7.99<br />
'You're busted<br />
" speech upon loading. I wish this game<br />
hollers<br />
was (busted, that is) • then I wouldn't<br />
have to put up with any more of its<br />
t h e<br />
profoundly frustrating shoot-'em-up<br />
d i g i t<br />
'action'. The original Williams coin-op<br />
icame s and e dwent<br />
without making too<br />
much of a dent - which is a bit of a<br />
shame, because it's actually a really<br />
good laugh, sporting some of the<br />
nicest high-res graphics I've seen, top<br />
blasting fun from start to finish and<br />
even a worthwhile message behind the<br />
scenario, i.e. winners don't use drugs,<br />
etc, etc.<br />
Ocean'; conversion, however, is a<br />
rather tawdry affair. In it, two narcotics<br />
cops Hit Man (I) and Max Force (II) get<br />
tooled up and take to the streets to<br />
bring down Mr Big and his powderpeddling<br />
enterprise. Forget search warrants<br />
and departmental procedure -<br />
here justice is delivered by blasting your<br />
way through twelve levels of horizontally-scrolling<br />
mayhem on the streets,<br />
in the subways and eventually the drug<br />
refineries themselves. Armed with a<br />
lethal machine gun/rocket launcher<br />
contraption, your aim is to take down
as many of the bad guys (easily recognisable<br />
by their long brown trenchcoats)<br />
and seize as much of the coke as<br />
possible<br />
Gameplay-wise, it's a little like a<br />
beat-'ern-up with guns - just blast<br />
away at everything in sight and keep<br />
on moving from left to right. Now all<br />
this is fine in theory, but in practice it's<br />
a lot more tricky and a hell of a lot less<br />
fun. The main problem is caused by the<br />
rabid alsatians that constantly attack<br />
you • they can only be shot by crouching<br />
down, and whenever one bites you<br />
it forces you to stand up, so when they<br />
attack in packs (as they most often do),<br />
it's almost impossible to defend yourself<br />
and you end up dying very quickly,<br />
very unfairly and very frustratingly_<br />
When kitted out with some power-ups<br />
for your weapons, like the rapid autofire,<br />
you can put up a fight for a short<br />
time, but when they run out its back<br />
to throwing the joystick at the screen<br />
and storming off in a huff for the<br />
umpteenth time.<br />
It's a real shame because technically<br />
the game is fast, slick and actually<br />
quite impressive. It's one of those<br />
games that looks like it really could be<br />
a lot of fun, so it's all the more frustrating<br />
when you find that a collection<br />
of silly mistakes have made it little more<br />
than an exercise in aggravation. Fans<br />
of the coin-op would most definitely<br />
NOT be impressed, even at this price<br />
48%<br />
MEGA SPORTS<br />
US Gold £25.99<br />
''Aaailieeel PC attack!" Sorry to get<br />
over-excited so soon but can you<br />
blame me? Mega Sports comes supplied<br />
on no less than SEVEN disks along<br />
with a chunky manual Such a pile of<br />
plastic is something of a novelty for an<br />
Amiga compilation but the reason is<br />
simple: there are a total of five complete<br />
games included in the pack -<br />
Summer Games 1 and 2, Winter<br />
Games. The Games: Winter Edition and<br />
California Games.<br />
These games are a mixture of rereleased<br />
product and others getting<br />
their first airing. It will probably come<br />
as no great surprise that this package<br />
is devoted entirely to sporty pastimes<br />
and, with the exception of California<br />
Games (the sequel to which was<br />
reviewed last issue), nearly all the<br />
events take place in an Olympic Arena.<br />
What? You think this pack was<br />
released simply to cash in on the<br />
Barcelona Olympics? Surely not! Stop<br />
being so cynical!<br />
But enough of the waffle. All the<br />
games are presented in true Epyx style<br />
- big opening and closing ceremonies,<br />
presentation of all awards<br />
and roughly six events in each individual<br />
game. I won't bore you with a complete<br />
list of them all, but suffice to say<br />
that there are over thirty sports simulated.<br />
Summer Games 1, for example,<br />
contains the pole vault, diving, the 4 x<br />
400m relay, the 100m dash, gymnastics,<br />
freestyle relay, 100m freestyle and<br />
skeet shooting. You can compete for<br />
gold with your mates or against the<br />
computer.<br />
The graphics and sonics generally<br />
look and sound ropey though, to be<br />
fair, this is because of the age of some<br />
of the games. However, the gameplay<br />
is definitely above average, ranging<br />
from joystick - and arm! - knackering<br />
waggling to more sedate events like<br />
archery which involves aiming the<br />
arrow while taking wind speed into<br />
consideration. Many bf the events are<br />
actually quite good fun when you get<br />
into them, although there are bound<br />
to be some turkeys and others which<br />
you personally dislike.<br />
Another problem is the similarity<br />
between some of the events. <strong>Is</strong> there<br />
really much difference between aiming<br />
a gun and a bow, or running 100m<br />
instead of 400m? However, given the<br />
number of events the lastability of the<br />
compilation should be guaranteed. Personally<br />
I feel that this sort of game is<br />
dated, but the package really is value<br />
for money and comes recommended<br />
to those who are interested in athletics<br />
and/or chance to reminisce over the<br />
good old days.<br />
80%<br />
COMPFIIIION<br />
oeI l L<br />
ROCHA 6811 1X1 110<br />
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He, along with a team of Amiga experts<br />
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NAIL a ORDER: 2 1-4 The Mews, Hatherley Ad, Sidorp, Kent, as<br />
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before you decide when to buy your new Amiga products we suggest you Mink very carefully out<br />
WHERE you buy exam Conscle<br />
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Titles marked * are not yet available and will be sent on day of release.<br />
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GAME P R I C E GAME P R I C E GAME PRICE<br />
4 Wheel Dnve 1.1 meg) 1 9 99<br />
12 Meg Upgrade . 2 4 . 9 9<br />
12 Meg Upgrade with dock, . 2 6 . 9 9<br />
40 Dnvin 11 Meg) _ 12 99<br />
2 Hel To Hanole .............16.99<br />
Alien 3 ' . . 19 99<br />
Arsenal EC • 1 6 99<br />
Ashes or Empire • 2 2 99<br />
Award %Oren 1 6 99<br />
Addams Family ... 1 6 9 9<br />
Artias . 2 2 09<br />
Av Duel"<br />
Av Suppoil • 1 9 . 9 9<br />
Altered Beast . 6 9 9<br />
Assaue on Ald e r& - 1 6 99<br />
AMOS 2 9 99<br />
AMOS 30 2 4 . 9 9<br />
Fun School 4 5 , 1 6 99<br />
Fun School 4<br />
7Fun<br />
School 4 under 5 ................16.99<br />
.1 1<br />
1Gaines<br />
92<br />
6 -Global<br />
Eltect (1 meg) ....... . . . . . .19 99<br />
.<br />
1699<br />
9Eseen<br />
9e.<br />
Ghcols And . Moab ...... -<br />
Gobans• . _ 1 6 .9 9<br />
1..<br />
. .<br />
Gods • 1 6 . 9 9<br />
9 . Godlather Action .. • . 1 9 , 9 9<br />
96<br />
Godiather . Advenhee 9 9 • (1 meg) 2 4 . 9 9<br />
9Graham<br />
Taylor 1 8 . 9 9<br />
22.99<br />
Guy Spy . ...... ....-- .- 1 9 .9 9<br />
Halt Driven . • 9 9 9<br />
Harpoon IlMegl. . . ..... ,. 2 2 . 9 9<br />
PGA Gott Courses .<br />
PGA Tour Golf.. .._ ..<br />
Pinball Dreams ,<br />
Player Manager<br />
Plal piat<br />
mPecis<br />
ol Darkness (1 Meg)<br />
9Fr Populoto 2 (1 Meg)<br />
orn Power nalq<br />
OPowe<br />
gv '<br />
dP"e<br />
Da<br />
er<br />
ta<br />
R Type 2 _<br />
"W<br />
r RBI 2 Baseball .<br />
rnor Remit* 3<br />
Sger<br />
Rainbow Collection<br />
tDRainbow<br />
<strong>Is</strong>lands<br />
. _999<br />
16.99<br />
1599<br />
.. . .. .. 24 99<br />
12.99<br />
6.99<br />
19_99<br />
6.99 .19.9<br />
.19.99<br />
9.99<br />
- .........--,...19.99<br />
.16.99<br />
. 19.99<br />
699<br />
13.99<br />
6.99<br />
AMOS Compiler-<br />
Another World 1 9 . 9 9<br />
Arkarrod 2 8 . 9 9<br />
9 17 Flying Fortress al Meg)* 2 2 . 9 9<br />
Bards Tale Triple Pack • 2 4 . 9 9<br />
Batman tie Caped Crusader ...<br />
Balman The Movie 9 . 9 9<br />
Mine Chess 2. ................15<br />
Battleloads• . 19 99<br />
99<br />
&esti:osiers , 9 99<br />
Beach Volley 6 99<br />
Boaro Genos. - , - - - _ 1 9 9 9<br />
Brds 01 Pray ( i Meet _,..... . .. •2 2 99<br />
Bock Cryd (1 M e g ._ 1 9 • 9 9<br />
Bkos Brothers . . . . . . . 1699<br />
Bonanza Bros ....................1 5 9 9<br />
40 Boxing • . . . . 1 6 9 9<br />
BLOOle Bodes • , . 5 99<br />
&Oaken ........................8 . 9 9_8.99<br />
Cabe •<br />
Campaign •. _ 2 2 , 9 9<br />
Castles 11 Meg) . . 1 9 , 9 9<br />
Crlarl Alia :e l . • 1999<br />
Chase HO .•<br />
Capcom Collodion • 1 9 . 9 9<br />
California Games ........6 . 9 9<br />
California Games 2 • 1 8 . 9 9<br />
Carl Lewis Challenge • • 18.99<br />
Cavadar i 2 99<br />
Cadaver Data Disc ..........9 9 9<br />
Cade* . 1299<br />
Common. • 8 99<br />
Chanoionsnip Manager (110eg) 1 6 99<br />
Chaos Engto • 1 6 99<br />
Chuck Rack 2 • 1 6 99<br />
Civilisation II Magi_ _ 2 2 . 9 9<br />
Conan The Cimmerian* . 1 9 , 9 9<br />
Continental Circus . 6 . 9 9<br />
Coo/Crac Twins' _ 1 6 9 9<br />
Coyert Acton (i Meg) 2 2 . 9 9<br />
Crazy Cars 3 • - 1 5 . 9 9<br />
Curse at Azure Bonnie (i Meg) _ ......... ...-- t 9.99<br />
C<br />
yDaley<br />
Thompson Challenge_ , 699<br />
Dark Sun Shattered Lands' . , 21 99<br />
bDeatebringer<br />
1 9 99<br />
eDear,<br />
Knights 01 Krym II meg) . 1 9 99<br />
Demoonsgate • • 2 2 . 9 9<br />
rDisney<br />
Animation. 5 9 9 9<br />
bDizzy<br />
Corection 1 6 . 9 9<br />
Double Dragon 8 • 9 9<br />
aDouble<br />
Dragon 2 8 . 9 9<br />
l()able<br />
Dragon 3 • .. ....... ,., ......... -,...._ ...... 16.99<br />
Dragon Nine 6 . 9 9<br />
l<br />
O<br />
6r<br />
Oune.. , 1 9 .9 9<br />
Dynablastell 1 9 9 9<br />
. e<br />
Elvira 2 11 Meg) 2 4 9 9<br />
9a<br />
Epic 1 9 . 9 9<br />
d<br />
9Euro<br />
Football Chafer . _ 1 6 . 9 9<br />
nELM<br />
SOCCer • . 1 8 . 9 9<br />
oEye<br />
of the Berober (1 mug) .,_ ......... __ ... _19.99<br />
Eye of the %h a le r 2 (1 Meg) 2 1 . 9 9<br />
u<br />
Eye or the Storm • . 1 9 .9 9<br />
g<br />
F I 5 Stnke Eagle 2 (1 Mg) . ............<br />
l<br />
e F19 Stealill Eighler. . 1 9 99<br />
•<br />
Falcon 3 • . .2499<br />
.<br />
Final Fight 1 6 99<br />
Fire and Ice.. 1 6 99<br />
.<br />
First Samurai + Mtge Lc Wale . 1 9 . 9 9<br />
_Flag<br />
• . 1 9 . 9 9<br />
• Flight of Tye bemire ................1 4 9 9<br />
.<br />
Flood 0 . 9 9<br />
.<br />
Formula One Grand PrIX 11 Meg) .2 2 .9 9<br />
Footterl Do d o ( 2 (1 Meg) .. _ 1 6 . 9 9<br />
.<br />
FOOlthli Crazy 1 4 . 9 9<br />
.<br />
.<br />
.<br />
.<br />
Harpoon Banleset 3... 9 9 9<br />
Harpoon Baniese 4 . . ...... . 9 .9 9<br />
etarpaon Sooner* Edilor .... . ..... - - . 13.99<br />
He ad Ole( 'teals ....................6 . 9 9<br />
Hearl ot China (1 Meg). • • 22 90<br />
Heimdail (1 Meg) . - „ 19 99<br />
Harlequin • . . . . . . 1899<br />
Hechkers Guide „. - ....... 7 1 9<br />
1 6 _ 9 9<br />
Hook • 1 6 _ 9 9<br />
Henter _ . 1 9 . 9 9<br />
HiAson Hawk . 1 6 . 9 9<br />
Hurnans • 1 9 . 9 9<br />
Ian Botham _ ... . .1993<br />
IK. . . 6 . 5 6 1<br />
Immortal (1 rhog) • 0 9 9<br />
Indy Jones•Aeanile ACton • 1 9 . 9 9<br />
Indy Janes•A9amis kherecre • (1 meg) 2 4 , 9 3<br />
Int Sporls Challenge. . 1 9 . 9 1 9<br />
Idol' .. .. 1 9 , 9 9<br />
tvanhotr. • . 6 . 9 9<br />
Jaguar Xj229<br />
- Jack 1 1 Nidilaus f re e ccorses 9 • 9 9<br />
m<br />
Jack<br />
e<br />
Nicklaus<br />
g i<br />
urernited Gad (1 Meg) 1 9 .9 9<br />
_ Jack Jimmy Nickaus Whiles Clipart' Snooker ..... 1..... .., 9 9 . . 99 9 1Jain<br />
Madden. • 1 6 . 9 9<br />
6John<br />
Barnes (1 meg) • _ 1 6 9 9<br />
, Kink 011 2 • . • . . . ,, 9_99<br />
9KO<br />
011 2 (1 Meg) 1 1 99<br />
9<br />
Kings Ouest 5 (<br />
1 Knigiltmare M e 9 ) . 1 9 . 9 9<br />
KO 2 Final Whis9e • 8 , 9 9<br />
-<br />
KO 2 Gales ot Ek111;90 7 . 9 9<br />
2KO 2 Return 2 ot Europe 7 . 9 9<br />
_K 0 2 Mfirgi,rg 9 Tactics . • .5.99<br />
9Knrghls<br />
or the Sky 11 meg). ..................22.99 22.99<br />
Lasi rents 2 .............................5.99<br />
Iasi Nola 3 1 6 99<br />
Leander - 16.99<br />
Leather Goddess • ... ........ _____ ....... 7 99<br />
Leisve Sul Larry 5 11 Meg) ...___. ...... ..... .. 22 99<br />
Lemmings1 4 99<br />
Lemmings Conalludein<br />
. Lemmings Ka • Data Disk ..., .... ..... _ 1 3 _ 9 9<br />
.19.99<br />
1 6 9<br />
LAMM Weapon 3• . . . . . - 1 6 .9 9<br />
9Lees<br />
- • ..,.-- . 24.99<br />
Lord al the Rings • . 1 9 9 9<br />
Lure al The Tameness_ .<br />
la •<br />
Magic Pockets . . 16 4<br />
9MagicEty<br />
. .<br />
Mega Fortress (1 'm g r. 2 2 . 9 9<br />
Mega La Mane. ....... ..... .................... -----1 2 .9 9<br />
MEW Sports' - , . . •1 9 .9 9<br />
Mega Traveller 1(1 Meg] • . _ 1 9 .9 9<br />
Mega T<br />
, klomprose Gob (1 Meg) ... _ _ 2 2 .9 9<br />
4Vell<br />
lactoprase Soccer ... . . ..... - . .6 .9 9<br />
keg 29 Simer Flamm .. .. - „ , _ 2 6 _ 9 9<br />
ef<br />
krbonsione (1 Meg) 1 9 . 9 9<br />
2 M1 Tank Platoon 1 9 . 9 9<br />
( Menem Resistance _ 6 . 9 9<br />
1 Midwirler 2 l 1 Megl__________ 2 2 .9 9<br />
M<br />
Myth .. . . . . 1 6 . 9 3<br />
e<br />
New leaver 81cry .. . 6 . 9 9<br />
eNigel<br />
1,4ansse Micirld Ch a re p '..-- 1 E1 9 9<br />
t Nigmbreed Actio n _ . . . . . 6.99<br />
. Nino Collection 1 3 . 9 9<br />
•<br />
Operation Thurdvrt011- ...... , , .- . . 6.99<br />
°parallel Won.. • ......... ...... , .6 .9 9<br />
.<br />
Ork<br />
.<br />
1 6 . 9 9<br />
.<br />
Pang<br />
.<br />
. Pacertoy . 2 . . .. _ 1 6 . 9 9<br />
. Parasol _ Stars ........ .... ..... - . . _ 1 6 .9 9<br />
.<br />
.<br />
1<br />
oi<br />
Railroad Tycoon (I M o ..<br />
Rampar ts'.<br />
. 16.99 2.9<br />
os<br />
Reams (1 Meg) •19.99<br />
c<br />
l Red Baton (1 Meg)<br />
22.99<br />
1Red<br />
Heat • .,6 99<br />
. Reach . for the Sides • -22.99<br />
. Red . Zone. .16 99<br />
Renegade. ........6.99<br />
. Rick . Dangerous<br />
6 99<br />
. Rise . Or The Dragon (1 Illegl .<br />
2699<br />
R,sky Wodis•<br />
.16.99<br />
. R000noe .<br />
_6.99<br />
. R000cop . 3 .......16.99<br />
Rotonod • .16.99<br />
. Rugby Weld Cup • .12.99<br />
. Rules ot Engagment .. .18.99<br />
Run The Gealtlet .<br />
. Sortable Soccer ................................ 16.99<br />
. Secret ot Monkey <strong>Is</strong>land (1 lig )..<br />
.16 16<br />
Secret of Maritey IMAM 2 (1 Mg) 24.99 i<br />
Shadow Lands . .19.99 :<br />
Shadow So rt e d<br />
19,99<br />
Shadow Warriors<br />
.6.99<br />
Silly Putly*<br />
.16.99<br />
Shoot. •<br />
_8.99<br />
Shoot Ern Up Ka<br />
899<br />
Silkworm Silent Service<br />
,22 99<br />
'<br />
Sm<br />
" 2<br />
Ant<br />
(i<br />
m<br />
Stn CAiy<br />
e g<br />
+ Pop<br />
)<br />
ulous<br />
Sirnpsore<br />
.<br />
Sin, Or Dle<br />
. .0.99<br />
Space 11389 (1 Meg)<br />
_19.99<br />
Space Crus ade<br />
. 16.99<br />
Space Glo9..<br />
1 16.99<br />
Special Forces (1 M e g )-- .22.99<br />
Steve Davis.... 2 .7.99<br />
Strider •<br />
2<br />
Striker .. . . . . . . . . . . . . . . . . . 16.99<br />
1<br />
Sea) Poker 2 + DMa ............ _ _ _ _ _ _ ........ 8.99<br />
Super Hang On 6 .6.99<br />
S<br />
18.99<br />
9<br />
uShuttle*<br />
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pSturm<br />
C a il<br />
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e<br />
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:<br />
r<br />
TFeer<br />
Skwit<br />
16_99<br />
9<br />
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-The<br />
Manager 16.99<br />
.<br />
M<br />
9<br />
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Team Yankee...................._...__...... .. 19.99<br />
Tearn - , Vn 2 (1 Meg) 19.99<br />
S<br />
y<br />
ce<br />
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9<br />
' Teenage Mutant %dee 2 - .16.99<br />
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. Their . F.e st Hour .......1999<br />
. Thar Finest M a si=<br />
r<br />
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. Tip Ott . 16.99<br />
. Taus the Re 18 99<br />
-Ink<br />
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. Trccidevs• - • .. 16 99<br />
.<br />
Turbo Challenge<br />
899<br />
.<br />
Tuitc Challenge 2 1619<br />
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Turbo Challenger 16 99<br />
.<br />
Turbo Outrun<br />
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6<br />
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. TV Spoils &Ve b e r- , .19 99<br />
9<br />
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.<br />
. UMpeceabies _6.99<br />
. Ultima 6 1 Meg)<br />
19.99<br />
. Utopia , 19.99<br />
. Litoce Dale Disk 9119<br />
.<br />
Voyager .• 6.99<br />
.<br />
Wing Commander 0 Mellr .22.99<br />
. vicethio 16.99<br />
.<br />
, Wo rtl CUP Ore** 1 Meg 19.99<br />
. Worb Wrestling Fed . ._16.99<br />
. Wizbali _6_99<br />
. MAO • 16_99 99<br />
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.<br />
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JOYSTICKS<br />
Ovickloy Jettighter _ 1 0 _ 9 9<br />
ickloy Megaboord 1 9 . 9 9<br />
Fighter 4 . 9 9<br />
Comp Pro Ext ra 1 4 _ 9 9<br />
Ouickloy Tu rb o 2 8 . 9 9<br />
Ouick shot 3 Turbo (Sega Cone:1) 1.99<br />
Ouickloy Topster 1 6 . 9 9<br />
BLANK DISKS<br />
Top Quality Unbranded<br />
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10 x 3.5" 11S1)1)<br />
20 x 3.5" DSDD 1 0 . 9 9<br />
50 x 3.5" DSDD ...... -23.99<br />
100 x 3.5" DSDD 4 4 . 9 9<br />
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441._<br />
16,<br />
Last month Andrew Braybrook, coder extraordinaire, described<br />
the laying of the the first binary foundation stones to his lat-<br />
est opus - Uridium 2, the long-awaited sequel to his classic<br />
<strong>Commodore</strong> 64 blaster. Having got his super-sexy, 32-colours,<br />
50-frames-per-second scrolling routine up and running,<br />
Andrew continues his saga here - and remember, it's only in<br />
The One!<br />
PART TWO - JUNE/JULY<br />
Uridium 2, in my mind's eye, has to<br />
start where the first Uridium left off.<br />
All the playability from the original<br />
C64 game has to be there - the speed,<br />
the dynamics. etc - but that must be<br />
the starting point, not the finish. I<br />
have to add to that. Certainly the<br />
graphics can be brought up to date<br />
but new features must be incorporated<br />
too, and overall the game must<br />
be much bigger.<br />
The old adage that a sequel has to<br />
be at least 237 times better than<br />
the original to be perceived as better<br />
at all is certainly true. I'll not pretend<br />
that this is going to be easy. In order<br />
to give me the best chance of mak-<br />
ing this game stand out, decisions<br />
must be made now as to the hardware<br />
requirements of this game. In<br />
order to get speed out of the Amiga<br />
I don't want to be limited by thoughts<br />
of how to make this run on other, less<br />
capable machines. Only the Amiga<br />
version matters.<br />
Also. I think I'm going to need<br />
more than 512K, so it may be a 1M1a-<br />
Only game. I know that many of you<br />
have upgraded your 512K machines<br />
with extra RAM - anyone who hasn't<br />
yet ought to seriously consider it as<br />
many more games will be corning out<br />
for the larger machines. After all, an<br />
extra 512K can be bought for around<br />
120 - less than the cost of one game!<br />
Monday June 22nd<br />
Today has been a day of optimisation<br />
and consolidation. Rather than developing<br />
any new code I wanted to speed<br />
up certain functions within Uridium<br />
2. For example, every time a bullet is<br />
fired, the fire routine asks our operating<br />
system for some memory to<br />
store the bullet's position, speed, etc,<br />
in,<br />
As with all operating systems, no<br />
matter how well written, this is a bit<br />
of a slow process. It's much better to<br />
have forty or fifty blocks of memory<br />
ready and waiting in a list so that<br />
when you want to fire a bullet it just<br />
says "NEXT!" rather than "Excuse me,<br />
Mr Operating System, but would you<br />
mind awfully sparing a little of your<br />
valuable time..." etc, etc. It may not<br />
seem much now but it could mean I<br />
can run a couple more objects around<br />
if I keep the code as lean as possible<br />
I've also put in the score printing<br />
routines using multi-tasking so that<br />
even if both players' scores need<br />
updating, the actual printing of the<br />
score is done whenever there's a<br />
spare moment rather than immediately,<br />
which could cause a crisis if the<br />
game is getting busy. This would<br />
manifest itself as a 'glitch' or shudder<br />
as the game failed to complete<br />
all the processing required within one<br />
fiftieth of a second.<br />
Uridium 2 is also the first ever<br />
game I've done with a simultaneous<br />
two-player option, so it's a bit of a<br />
tangle working out which score to<br />
update. One Manta ship leads while<br />
the other plays wing-man, but the<br />
lead Manta could be either Player One<br />
or Player Two, each with a separate<br />
score. The bullets fired by each must<br />
be tagged to say who fired them so<br />
that when an enemy ship is<br />
destroyed, it knows whose bullet did<br />
it<br />
Phillip Williams, the graphics<br />
artist, has just finished all 46 of<br />
the Manta's animation frames,<br />
in 16 colours only, on Cyber-
U<br />
/ I<br />
cr40%eil<br />
paint 2. I now have to convert the<br />
graphics to IFF format and load them<br />
into DPaint so that I can convert<br />
them to 32 colours. Our palette at<br />
the moment consists of four colour<br />
series in six shades. Trying to get all<br />
32 colours Onto any one sprite will<br />
be difficult but at least we can get<br />
different combinations onto various<br />
objects. We have a green series, a<br />
blue series, some red/orange/yellow<br />
explosions and some garish purples,<br />
'Whatever happened to good old<br />
grey? I'll talk him into it somehow.<br />
Tuesday June 23rd<br />
No work on Uridium 2 today, it was<br />
a fiery, icy day.<br />
Wednesday June 24th<br />
One of the problems with the<br />
Amiga's 32-colour mode is that I've<br />
never done anything with that many<br />
colours before. And, although I've<br />
written the plot routines to run in<br />
16- or 32-colour mode ('cos I like to<br />
think ahead), we have no graphics<br />
for 32 colours and only one art package<br />
that can cope, i.e, one copy of<br />
DPaint.<br />
I drew a font in 16 colours using<br />
the ever faithful font book for Fire &<br />
Ice that never got used. This seemed<br />
like a good opportunity to add a few<br />
more colours to it using a procedure<br />
which goes something like this:<br />
(1) Load the ,NE0 format picture<br />
into CyberPaint on the 4 Mega ST.<br />
(2) Save the picture out as a .1<br />
file , which is nearly the same as a<br />
.NEO. 11<br />
(3) Move the sloppy disk to the PC<br />
and run a conversion utility to change<br />
the picture to DPaint-compatible IFF<br />
format.<br />
(4) Move the sloppy disk to the<br />
Amiga and load it into DPaint.<br />
Finally I get to play with real pixels!<br />
I added about another eight<br />
colours onto the font. Of course,<br />
everybody complains that they<br />
can't read it. I'm just putting the<br />
font in as a series of sprite images so<br />
that I don't have to write a new print<br />
routine. This should allow for a more<br />
dynamic title sequence.<br />
Thursday June 25th<br />
In order to cut down on the work<br />
done every fiftieth of a second I'll<br />
have to be careful not to move too<br />
much at once when printing text.<br />
Once a letter has stopped moving I<br />
can fix it in the background and then<br />
forget about it.<br />
The closest analogy I can think of<br />
is that if you have twenty police cars<br />
patrolling a town and you want to<br />
make it look like more, you drive<br />
them to specific locations, drop off<br />
your policemen, and get out the fullsize<br />
cardboard cut-out police car. You<br />
then drive the real car away to the<br />
next site. This gives the illusion of<br />
having more than twenty police cars.<br />
Of course, hot pursuit in the cardboard<br />
cut-out is not a good idea. In<br />
fact the idea is so far-fetched it could<br />
never happen in real life.<br />
Friday hone 26th<br />
Found out most of how to get a PAL<br />
Amiga 500Plus to think it's an NTSC<br />
machine. You can do it by doctoring<br />
the circuit board with a couple of<br />
well-placed wires and an optional<br />
switch. An easier way is to phone<br />
Tony Crowther, who will tell you to<br />
hit the register at WWI DC with...<br />
Well something. A bit of experimentation<br />
soon finds out at least one<br />
value that works.<br />
• • e• PANIC 115:1<br />
• ••• 111/111110J<br />
(Above) Gosh, look at those explosions!<br />
These are what you'll see<br />
when the Manta crashes, to<br />
though you may be sulking, you'll<br />
have something nice to look at.<br />
(Above left) The big mothership,<br />
originally to be the craft that<br />
dropped off the Manta at the start<br />
of the level, may now be used as<br />
an end-of-level baddy.<br />
(Left) The new graphics have<br />
already mad. the world of<br />
difference to tilridium 2's physical<br />
appearance - its already looking<br />
like a polished game. Note the<br />
tank and Uridimine launcher in the<br />
centre of the screen, two nestles<br />
that are already functioning.<br />
I'm one of those people that likes<br />
to get each bit of code working perfectly<br />
before going on to the next bit,<br />
so if something goes wrong there's<br />
a good chance it was down to the<br />
code that I'm working on at the<br />
moment. Sometimes though you<br />
need a lot of code to test a new feature<br />
out. Let me elaborate...<br />
I've just finished the score printing<br />
routine which I need for debugging<br />
information (I just get it to print<br />
any number of interest rather than<br />
the score) but... In order to test that<br />
I need to be able to really score<br />
points, so... I need bullets to fire<br />
(which are done) and I need a target<br />
to shoot at. Rather than code all of<br />
• efOltIN e<br />
The old adage<br />
that a sequel has to<br />
be at least 237 times<br />
better than the<br />
original to be<br />
perceived as better<br />
at all is certainly<br />
true. 5 5<br />
the enemy ship formation routines I<br />
have set up my cursor to be an<br />
enemy bullet and an enemy ship, so<br />
I can shoot it for points or run into<br />
it to test the explosion routines.<br />
Monday June 2fOth<br />
Took delivery of some explosion<br />
graphics and a large mine, which I<br />
used as a Undimine, a device used to<br />
chase unwanted players away from<br />
the nice friendly alien motherships.<br />
Having three different sets of explosions<br />
means that we can make the<br />
explosions more varied, mixing<br />
frames, choosing random sets and<br />
seeding small explosions from big•<br />
ger ones.
is I<br />
an<br />
SO<br />
ItO<br />
on<br />
h<br />
to<br />
3M<br />
Ps,<br />
i10-<br />
:he<br />
n g<br />
nd<br />
g-<br />
1<br />
1 coa<br />
1 ,-<br />
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,<br />
(Left and below) Andrew's recently<br />
added a hangar roof to the<br />
background graphics - the Manta<br />
can pass under the grille for a neat<br />
3D effect. The result's certainly<br />
impressive<br />
below, , in you can see the second ship<br />
tinside h e the hangar - but getting it<br />
to t wwork o has caused Andrew no end<br />
of - aggravation. Notice also the<br />
first p l aenemy y ships, which are<br />
attacking e r in firing to preset<br />
spatterns.<br />
Currently, this is all there<br />
41 h<strong>Is</strong><br />
of the background to see - it's<br />
obasically t just a short toothed used<br />
to make sure everything's function-<br />
ing correctly. The proper<br />
background designs will be implemented<br />
at a later stage.<br />
• • - - • - R / 0 - . . . . . •<br />
(Lift) The man himself when<br />
Andrew came down for the photo-<br />
shoot, he thought he'd squeeze in<br />
a quick plug by wearing a Fire &<br />
Ice T-shirt. unfortunately we decided<br />
to cut out the actual logo - if<br />
you want an ad in this mag. you'll<br />
have to pay like everyone else. So<br />
there.<br />
(Above) The Manta is hotly<br />
pursued by the games first set of<br />
flying meanies_ Note the craters in<br />
the background ships hull - in the<br />
final version there will be dozens<br />
of destructable surface features.<br />
Tuesday June 30th<br />
Put in the drop-off ship which Phillip<br />
has been working on. It's 96-pixels<br />
square and the player's ship or ships<br />
are launched from a rear hatch, ready<br />
for battle. The drop-off ship then runs<br />
for cover. It looks best in darkish,<br />
moody greys so I think I've finally<br />
talked him into getting the greys into<br />
the game. Nag, nag, nag.<br />
Wednesday July 1st<br />
The problem with wanting to just try<br />
things out is that you write the code<br />
quickly because you want to see<br />
results. Then you think of things that<br />
you can't do with what you've written<br />
so you have to rewrite it. A game<br />
with five different game modes and<br />
three different control methods per<br />
MINIEM10011110(<br />
player, able to detect possibly both<br />
devices while playing a demo game,<br />
amongst other things, becomes a<br />
right tangled mess. And it's watching<br />
for a change of those options as<br />
well. Coupled with the editor on the<br />
PC crashing at an important moment,<br />
all this made for a confusing day. And<br />
the game doesn't look any different<br />
apart from an animated high score<br />
display.<br />
Thursday July 2nd<br />
Put in an option select screen so I can<br />
see if the game is playing the same<br />
game as I think I've selected, with all<br />
the right control modes. it is. Wow!<br />
Spent the rest of the morning designing<br />
the data layouts for the enemy<br />
ship formations. All features from the<br />
original Uridium must be incorporated<br />
plus enough room to add extra<br />
features. By the end of the day I had<br />
two formations, one of three ships<br />
and one of five, created, moving, firing,<br />
being shot, and purging if too<br />
far away from the player(s). All that<br />
took at least a fortnight to write<br />
and debug in the original game.<br />
Wonder if the boss will give me<br />
the next two weeks off?<br />
=-•<br />
I<br />
/<br />
2
Got my new keyboard to play<br />
with No, not a Peavey DPM3SE plus<br />
super synthesizer but a 287,000-key<br />
PC keyboard, with sensible function<br />
keys down the side where you can<br />
get them SHIFTed or ALTed with one<br />
hand. What a good idea_ I'm sure our<br />
original PC XTs could do that five<br />
years ago, then some bright spark<br />
thought: "Let's move all the F-keys<br />
to the top where they're really awkward<br />
to get at!" Brilliant!<br />
Friday July 3rd<br />
Black Friday. Today the first hardware<br />
sprite graphics got drawn - the<br />
enemy ship bullets. But can I get this<br />
brute of a computer to display them?<br />
All I get is a strip of garbage down<br />
the screen, Those routines all worked<br />
in Fire & Ice. What is it that I don't<br />
understand about this? I'll have to<br />
take this slowly and just test one<br />
image at a time, I'm sure it's a hardware<br />
problem. I hate leaving problems<br />
to solve overnight, let alone<br />
over a weekend. My mind just works<br />
overtime and I get cross.<br />
Monday July 6th<br />
As I suspected - and I'd been planning<br />
the test to prove this all weekend<br />
- the sprites displayed get their<br />
size and position from the first two<br />
words of the display data. These are,<br />
in fact, nothing to do with size and<br />
position, which it was told about earlier.<br />
This all worked in Fire & Ice so<br />
why doesn't it work here? Well, I'm<br />
fed up with it. And what do I do with<br />
code that I'm fed up with? Throw it<br />
away and write something better.<br />
So, for the first time I now have a<br />
sprite multiplexor on the Amiga that<br />
allows me to re-use the three 15colour<br />
hardware sprites that aren't<br />
already busy. "Not much spectacular<br />
about that," I hear you say. But<br />
this routine has a contingency plan.<br />
Since the hardware sprites are being<br />
used for enemy bullets it would be<br />
a blow if some flickered, or worse,<br />
didn't get displayed at all, i.e. the<br />
Shot-By-Invisible-Bullet syndrome.<br />
What my routine does is use the<br />
hardware sprites as best it can and<br />
any that don't fit which would disappear<br />
are converted to normal blitter<br />
objects. I never thought I'd ever<br />
do something as ridiculous as that<br />
after all, it's a technique used by the<br />
AmigaDos graphics library. For an<br />
encore I've put in some background<br />
collision detection so that player bullets<br />
and the player ship stop when<br />
they hit walls or other tall objects.<br />
Tuesday July 7th<br />
Worked on our disk system to make<br />
it more AmigaDos friendly. Failed_<br />
Went to see the great rock band<br />
Spinal Tap at the Albert Hall.<br />
Wednesday July Oth<br />
What a band! Great atmo-<br />
—t_ ..1• • • •<br />
sphere, had a marvellous time. Go,<br />
Nigel, Go! In the absence of our<br />
wayward graphics artist and going<br />
by the old saying "If a job's worth<br />
doing, it's worth doing yourself" I<br />
got Out the old DPaint disk and had<br />
a play with some spinning circles for<br />
a coming-out-of-Hyperspace effect.<br />
I thought I'd write an eight-line BASIC<br />
program to generate some co-ordinates<br />
using sines and cosines but<br />
could I get it to work? Fallback mode<br />
consisted of some paper, a pencil, a<br />
calculator, and a Braybrook-canround-a-negative-number-betterthan-a-grotty-BASIC-program<br />
frame<br />
of mind!<br />
Thursday July 0th<br />
Still no graphics artist. Apparently<br />
he's on holiday_ Looks like I'll have<br />
to do the graphics myself again<br />
today. I nearly shuffled all the colours<br />
in the palette and remapped all the<br />
graphics to that palette, just to get<br />
better shadow effects, then I thought<br />
better of it. The shadows cast in the<br />
game at the moment are fairly subtle.<br />
Had I gone ahead with the palette<br />
changes they'd have been about as<br />
subtle as Rambo catching butterflies.<br />
Friday July 10th<br />
I've been thinking about Monday's<br />
sprite multiplexor all week. The data<br />
to plot is stored in hardware sprite<br />
format, so if it gets overloaded it has<br />
to convert the data to Witter format<br />
and plot it the slow way. So just<br />
when it's busy it has to do even more<br />
work, This is not clever. Against that<br />
the data is nice and compact. If I<br />
store the data in Witter format, when<br />
it gets overloaded the data is all<br />
ready to plot, and when it's not busy<br />
it has time to unravel the data and<br />
convert it to hardware sprite format,<br />
which has to get copied to another<br />
place for display purposes. It's more<br />
efficient in my head - whether it is in<br />
the game is more difficult to tell.<br />
Monday July 13th<br />
Gary had us all staring at the screen<br />
watching for what he<br />
-background<br />
graphic momentarily<br />
said changing wand a then s changing back<br />
aagain.<br />
This is, of course, impossible.<br />
Only he could see it, and despite<br />
many times saying "Look! It did it<br />
again!", nobody else spotted it. Time<br />
to get him certified. I reckon.<br />
The main changes today have<br />
been in darkening the colours in the<br />
palette and doing the shadows in<br />
black, This is by no means elegant of<br />
code, fleet of foot or pretty as a picture<br />
but it is more striking and is in<br />
to stay.<br />
Tuesday July 14th<br />
Something was stomping all over<br />
some important data tables in memory.<br />
It took only a few seconds to<br />
realise what was happening, but the<br />
-<br />
7 .A I ,<br />
0495.515253545536575859468<br />
x<br />
—<br />
-<br />
-<br />
,<br />
a<br />
g<br />
a<br />
z<br />
real question was "Why?" It's one of<br />
those esituations<br />
where any feature<br />
added k that afternoon could have<br />
caused t it, which was a blow because<br />
I'd only i added one new feature and<br />
that hadn't t been executed yet. Desperation<br />
i says that a line of code<br />
somewhere v has gone AWOL so<br />
restore o it from yesterday's backup<br />
and it'll L go away. It didn't!<br />
Just by luck on one test run the<br />
game lived a little longer, time<br />
enough for me to spot that the shadow<br />
plotter wasn't working and a<br />
blob appeared on the control panel<br />
in the shape of a shadow.<br />
My new feature required a change<br />
to an important data table that causes<br />
all routines to be re-assembled,<br />
and the shadow plotter was a new<br />
one that missed that process. But,<br />
although I now know why it was<br />
going wrong. I don't really know<br />
how. I suppose it doesn't matter, 'cos<br />
it's fixed now.<br />
The new feature was a system for<br />
fast targetting by homing missiles.<br />
Say you had a tin-can fetish and<br />
wanted to find all the different ones<br />
in Tesco's. Rather than search through<br />
all the aisles, it would be nice if there<br />
was a map by the door showing<br />
where the cans were. So Tesco's is<br />
the list of all objects in the game, the<br />
cans are enemy targets, and the<br />
fetishist is the homing missiles being<br />
launched. Easy, eh?<br />
The other major addition today is<br />
an animation for player bullets hitting<br />
walls, another use for the hard-<br />
(Left) A selection of the latest<br />
Manta sprites - it's possible the<br />
final ones will have less bright<br />
colour schemes. The frames in the<br />
bottom half of the screen show<br />
the ship turning into a<br />
Transformer-like robot • it's possible<br />
this feature will be included in<br />
the game for when the ship lands<br />
at the end of a level.<br />
ware sprite multi-plexor. And I've got<br />
it doing the Manta jet bursts as well,<br />
Glad I wrote that one.<br />
Wednesday July 15th<br />
Discovery of the day: "move.w<br />
ccr,c14" is not a real 68000 instruction<br />
at all, contrary to my reference<br />
book. It's only implemented on<br />
68010 CPUs or better. Getting hold<br />
of something as simple as the carry<br />
flag for later reference without suddenly<br />
destroying it becomes a major<br />
problem. All I Want to do is see if the<br />
player has tripped over a 10.000point<br />
boundary to award a bonus<br />
life. How difficult can it be?<br />
Put in a hangar roof for the player<br />
to fly under to give the game a 3D<br />
look. This led to problems • the homing<br />
mines must also go under the<br />
roof (easy) but not take short cuts<br />
through walls (tricky). The homing<br />
mines were not doing any background<br />
collision detection. Now, at<br />
least, you can give them the slip by<br />
hiding behind walls.<br />
Thursday July 16th<br />
Bad day for the interleaved plotter<br />
(the routine plotting most of the<br />
objects using the blitter)_ I found two<br />
cases where an object is partially off<br />
screen and the background doesn't<br />
get restored where it was,<br />
A kludge fix can isolate that case<br />
and compensate but the whole thing<br />
needs a rewrite. It's bad news<br />
because nearly all the other specialised<br />
plot routines are based on it.<br />
NEXT MONTH!<br />
Will Andrew manage to fix his plotting routine or will a kludge<br />
suffice? Hold on to your potatoes - you'll find out next issue!
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1
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Choose from one of the following<br />
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WOLFCHILD<br />
Guide Saul, the powerful wolfchild. in<br />
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CHUCK ROCK<br />
Help Chuck Rock in his quest to rescue<br />
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CORPORATION<br />
—<br />
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headquarters of the Corporation and
1<br />
ONE ANA GET A FREE GA<br />
locate and obtain an embryo from the<br />
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yourself with special tools, avoid the<br />
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of security guards_ A sinister adventure<br />
game set in a complete 3 dimensional<br />
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CAR-VUP<br />
As Arnie, you drive round all eight<br />
worlds featured within the games 48<br />
levels attempting to turn Captain<br />
Grim's evil back into good. You must<br />
rescue your kidnapped friends, make all<br />
the worlds a better place again and<br />
then go on to defeat Captain Grim at<br />
the exciting climax of the game.<br />
FRENETIC<br />
<strong>Is</strong> there life beyond the outermost<br />
edges of the universe? Join the<br />
scouting team which is sent to break<br />
Address •<br />
Warzone<br />
Car•Vup<br />
Chuck Rock<br />
Torvak<br />
source code: 0026G<br />
J source code: 0022P<br />
—I source code: 0024X<br />
J source code: 0028C)<br />
Frenetic<br />
• Corporation<br />
Wolfchild<br />
I enclose a cheque/postal order (payable to EMAP Images Ltd) for<br />
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Signature<br />
v;-<br />
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through the defences and reach the<br />
distant edges of the mapped universe.<br />
Go further than any ship has dared<br />
venture before._<br />
TORVAK<br />
Evil lingers all around a shadow of<br />
despair has been cast over your<br />
homeland. Avenge your people and<br />
complete the 600 screens over five<br />
levels to the final confrontation with<br />
the evil necromancer.<br />
ORDER FORM<br />
- source code: 00271<br />
—1 source code: 0025C<br />
J source code; 0023T<br />
WARZONE<br />
The year is 1999. World peace is being<br />
threatened by an unknown enemy<br />
force. you and your accomplice have<br />
been chosen to lead an allied attack<br />
which will take you through eight<br />
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1)477 GENEOLOGY (1 MEG) (P)<br />
1)478 ANT-FLICKA<br />
11479 MANDEL MOUNTAINS<br />
U480 R E D DEVILS 6<br />
U48I R E D DEVILS 4<br />
11482 POWER LOGO<br />
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U485 CATALOGUE W/SHOP 1 (P)<br />
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11490 ANALYTICALC (2) (P)<br />
11492 CROSS DOS<br />
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11499 DESKSID<br />
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D265 FRANKLYN FLY (P)<br />
DI 30 IRAQ DEMO<br />
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D182 L I A O TEENAGER (P)<br />
D206 JUSTIFY MY LOVE (1.5Mb)<br />
D207 RESCUE ME (P)<br />
0131 MADONNA III (3)<br />
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3330 SHORT MODULES (P)<br />
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3238 KRIONIC NEVERWHERE<br />
3267 PHENOMENA iNTERSPACE<br />
3298 GHOSTPOOL (P)<br />
3288 SPACE ACE (P)<br />
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ALCATRAZ ODDESSY<br />
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PACK PRICE £4.00<br />
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REBELS MEGADEMO'S<br />
4 DISKS OF VARIOUS DEMOS FROM<br />
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PACK PRICE /3.75<br />
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HOW TO ORDER: Make cheques/postal orders (sorry, no credit cards) payable to Pentlre PD and<br />
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CATALOGUE DISK V FRED FISH TO ORDER GLAMOUR WE ALSO STOCK A<br />
1500 TITLES AND 1-BAG PLEASE STATE LARGE RANGE OF<br />
CONSTANTLY UPDATED COLLECTIONS STOCKED OVER 18 PC SHAREWAR E<br />
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GI 71 LAME ST PORTS<br />
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GLAMOUR<br />
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BLONDE BEAUTIES (P)<br />
SAM FOX (2) (P)<br />
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GIRLS 2<br />
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MADONNA<br />
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SAM FOX VOL 2<br />
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PUZZLES (P)<br />
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CINDY CRAM-EMI:D:2 DRIVES)<br />
FRED FISH<br />
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(P)<br />
Due to the sheer number of<br />
programs of Fish & T-Bag it is<br />
impossible to guarantee<br />
compatability of all programs,<br />
however, most will run within<br />
CLI or SHELL.
-<br />
1<br />
1<br />
1<br />
1<br />
1<br />
•<br />
•<br />
-<br />
-<br />
Here, every month<br />
in deluxe<br />
Technic°lour, we<br />
present the best<br />
that the Wonderful<br />
World of Public<br />
Domain has to<br />
offer. Come with<br />
us, to the land<br />
where dreams can<br />
come true if you<br />
wish hard enough...<br />
(Time you took a<br />
holiday - Ed.)<br />
QUICK MONEY<br />
Public Domain (512K).<br />
Assassins Disk 23.<br />
No-so-far into the future, a new<br />
sport has been devised to keep the<br />
increasingly blood-thirsty TV viewing<br />
masses from channel hopping.<br />
It's hard. It's fast. It's deadly. Its<br />
Quick Money. In vast maze-like arenas,<br />
competitors compete one-onone<br />
for the ultimate prize - survival..,<br />
and a huge cash prize!<br />
Quick Money is a game for two<br />
players. The aim? Hunt down the<br />
other player and kill 'ern. Things are<br />
made more complex by the random<br />
appearance of semi-intelligent<br />
drones which mill about the metallic<br />
alleyways. And that's it, really.<br />
Ali. - _ _ _ _ _<br />
Brilliantly simple, simply brilliant.<br />
The most appealing things about<br />
Quick Money is its slickness; the<br />
game screen is split horizontally<br />
We'vba<br />
d Assassins a compilation disks<br />
wsent hin othis<br />
month. Rather<br />
lthan e review all the games on<br />
weach edisk<br />
we've listed the<br />
ddisks g and their contents below<br />
and e given a single line<br />
comment o on each game unless<br />
they're f particularly good (or<br />
excruciatingly bad) in which<br />
case we've pulled them Out for<br />
a full review. Okay?<br />
Quick Money. See review elsewhere.<br />
Biplane 2 - See review elsewhere.<br />
Interferon - Playable Dr<br />
Mario/Tetris rip-off.<br />
Arcadia - Strictly average<br />
Arkanoid variant.<br />
Revenge of the Mutant Camels -<br />
Another Jeff Minter psychedelia<br />
explosion but not half as much<br />
fun as Llamatron.<br />
Nebula • Excellent 3D combat<br />
game (featured on this month's<br />
coverdisk),<br />
Croak • The best Frogger clone<br />
yet (featured on this month's<br />
coverdisk).<br />
Dux - Mildly amusing shooting<br />
gallery sim (also happens to be<br />
the secret bonus game in Gremlin's<br />
Lotus Esprit Turbo Challenge,<br />
trivia fans).<br />
3D Maze<br />
- IMMO<br />
Er.<br />
a<br />
down 3 1the<br />
middle, so that each player<br />
3 has a window on the action centred<br />
m around a their own ship. The<br />
speedy z e vertical scroll is as smooth<br />
.<br />
PD Z O N E<br />
E-Type - So-so updating of Asteroids<br />
with power ups and poor ship<br />
control (reviewed in the July issue<br />
of The One).<br />
Hernroids - Very bland and boring<br />
Asteroids clone.<br />
Copper - Another Arkanoid clone<br />
only marginally less interesting<br />
than Arcadia.<br />
Mr Brick - See review elsewhere.<br />
Mr Wobbly Leg versus the Invaders<br />
from Space - Space Invaders for<br />
the '90s... the 1890s, that is.<br />
ASSi<br />
Super Pacman - Attractive but notvery-playable<br />
Pacman 'tribute'<br />
(reviewed in the August issue of<br />
The One).<br />
Smash TV - Brilliant rip-off of the<br />
classic blaster marred by incredibly<br />
low difficulty quotient (reviewed<br />
in the May issue of The One).<br />
Ashido - A puzzle/boardgame,<br />
decent but drab.<br />
Bally 3 - A primitive-looking but<br />
playable version of Zolyx.<br />
Peg - Basically Towers of Hanoi.<br />
'Nuff said.<br />
-<br />
I<br />
S<br />
yTwelve<br />
card games (Pyramid,<br />
sGolf.<br />
Corners. Castle. Klondike,<br />
tCalculation,<br />
Canfield, Video<br />
ePoker,<br />
King Albert. Demon, Montana.<br />
m Black Jack) - Well, it all<br />
depends 4 - on how much you like<br />
. S<br />
ce<br />
ae<br />
r as silk, and there's even some sexy<br />
r<br />
d<br />
parallax. All the aliens zip about<br />
e<br />
g<br />
nicely and the player's control over<br />
v<br />
his ship is superb. On the downside<br />
ai<br />
me<br />
ew<br />
s e<br />
rl<br />
es<br />
ae<br />
lw<br />
lh<br />
ye<br />
. r<br />
. e<br />
. .<br />
A<br />
.<br />
.<br />
'<br />
-
•<br />
PD Z O N E<br />
there's just one maze layout so it all<br />
becomes dull a lot quicker than it<br />
ought to. A one-player option and<br />
some really aggressive computer<br />
drones wouldn't have been a bad<br />
idea, either. As it stands Quick<br />
Money is a good game that could've<br />
II<br />
been great if only the authors had<br />
spent a bit more time on it.<br />
BIPLANES 2<br />
Public Domain (512K)-<br />
Assassins Disk 23.<br />
On the title screen of Biplanes 2 the<br />
author reveals that the game was<br />
inspired by an old Intellivision cart.<br />
For those of you who don't remember,<br />
the Intellivision (along with the<br />
Atari VCS and the ColecoVision) was<br />
one of the primitive consoles that<br />
started the whole home computer<br />
entertainment biz way back at the<br />
dawn of the 80s. It's good to see<br />
that some of the young whippersnappers<br />
programming today still<br />
have respect for their roots.<br />
Anyway, Biplanes 2 (subtitled The<br />
Salmon-Pink Max) is a single-screen,<br />
side-viewed air combat game. The<br />
aim is simply to fly your little prop<br />
plane around the screen and get<br />
the other guy before he gets you.<br />
The big deal here is whereas the<br />
first Biplanes game was a twotplayer<br />
head-to-header only, this game<br />
has been radically improved by the<br />
addition of a player-versus-computer<br />
option. It's a prime example<br />
of quality Public Domain - bright,<br />
colourful, refreshingly shallow,<br />
immensely playable and great fun.<br />
You wouldn't pay E25.99 for it but,<br />
then again, you're not being asked<br />
to. Well worth making a part of<br />
your PD collection,<br />
MR BRICK<br />
Public Domain (512K).<br />
Assassins Disk 25.<br />
What a tragic little affair. If Miner<br />
Willy saw this he'd turn in his grave.<br />
It's only when you see a shoddy<br />
travesty of a platform game like this<br />
that you realise how good things<br />
like The Addams Family and Fire &<br />
Ice really are.<br />
The aim is to guide the Mario-ish<br />
Mr Brick around the platforms and<br />
ladders, over the water pits and deadly<br />
piles of gravel (!), in a quest to<br />
ASSASSINS<br />
PERI<br />
Without wishing to turn the PD<br />
Zone into an extended advert<br />
for Fortiss PD, we do have to<br />
say that've they've got some<br />
cracking Assassins disk offers on<br />
the go.<br />
A few months ago we mentioned<br />
that Fortiss we're offer-<br />
ing The Assassins Disks 1-22 for<br />
a mind-blowingly low £19.99<br />
(inc. P&P). To complement this,<br />
they're now offering Disks 23-27<br />
PLUS a catalogue disk PLUS a<br />
free disk voucher for just E6.99<br />
(inc. P&P)! Value or what?<br />
To order, write your name<br />
and address on a piece of paper<br />
and state whether you want the<br />
'Assassins Game Pack' or the<br />
'Assassins Update Pack'. Write<br />
out a cheque or postal order<br />
made payable to Fortiss PD for<br />
the required amount and send it<br />
all to: Fortiss PD, P.O. Box 2, Earl<br />
Shilton, Leicester 1E9 RV Alternatively<br />
you can order with an<br />
Access. Visa or JCB credit card<br />
dr<br />
p<br />
h<br />
o<br />
ION<br />
1 1 1 1 1 1 1 0 9 1 1 1 1 1 1 1 1 t<br />
recover all the magic coins before<br />
heading for the level exit. Sounds<br />
okay, you're thinking.<br />
But you haven't seen Mr Brick in<br />
action. If you looked up "Unplayable"<br />
in the dictionary it'd say "See under<br />
'Mr Brick<br />
— like a constipated snail, only coming<br />
. to life when he performs his strange-<br />
Oly spasmodic u r and totally uncontrol-<br />
'lable h ejumps.<br />
Like many poorly-pro-<br />
rgrammed o ' stars he has a tendency to<br />
s<br />
drown<br />
h u<br />
even though he's half-stand-<br />
f<br />
ing<br />
fl<br />
on dry land and jump twice in a<br />
row without warning, usually straight<br />
e s<br />
into a deadly trap_<br />
a r<br />
Don't get me wrong. I'm not try-<br />
o<br />
ing to be vicious for the sake of it<br />
u<br />
and I know that the game costs you<br />
n<br />
nothing and that the programmer<br />
dwrote<br />
it for the love it but... it's crap!<br />
S<br />
• W1<br />
1 1<br />
115<br />
1111•111,1111 •<br />
=<br />
•11 l<br />
• a<br />
MI*<br />
•<br />
• WOO<br />
MOW<br />
• We b<br />
1111111imen,
a<br />
re<br />
Js<br />
in<br />
e"<br />
er<br />
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it<br />
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Pt<br />
SYSTEM 4<br />
Public Domain (111Ab;<br />
not A500+/A600<br />
compatible).<br />
Assassins Disk 26.<br />
System 4 is a cutesy action game,<br />
with obvious strong influences<br />
from the old arcade classic (Theft.<br />
The player has to guide a cute green<br />
blob around a series of tiled landscapes.<br />
Every tile the blob touches<br />
gets painted in. Paint 'em all and -<br />
you must be reading my mind! -<br />
you get to the next level. To spice<br />
the pot up a bit there are various<br />
bad guys to avoid and power-ups<br />
to collect - the usual, in other<br />
words.<br />
Being one these isometric pseudo-3D<br />
jobbies, the diagonal control<br />
takes a bit of getting used to but<br />
after that it's a right hoot. After Mr<br />
Brick, System 4 has restored my<br />
faith in humanity, More please.<br />
IIIE 'II" ;,• • II SL<br />
Nintendo GAME BOY,.<br />
THE ULTIMATE<br />
GAMEROY<br />
SIMULATOR<br />
Public Domain?<br />
(512K). Produced<br />
by Symbiosis.<br />
This disk just turned up out of the<br />
blue, with nothing to indicate who<br />
sent it. And, on reflection, that's<br />
not so surprising because I suspect<br />
that if Mr Nintendo ever found out<br />
who produced this little baby he'd<br />
be down on 'em like a ton of bricks.<br />
You see, it's a simulation of a Nintendo<br />
Gameboy running Tetris. Boot<br />
it up and a superb imitation of the<br />
Gameboy's white casing and yellowish<br />
LCD screen pops up. The Nintendo<br />
logo appears with a ping (just like<br />
the real thing!) and then the Tetris<br />
title screen appears (just like the real<br />
thing!!) and then the game starts<br />
and IT'S JUST LIKE THE REAL<br />
THING<br />
1are<br />
spot on, right down to the wib-<br />
!!!! bly noise when you get a Tetris.<br />
E Considered v<br />
purely as a simula-<br />
etion n it's not quite perfect. There's<br />
t<br />
h<br />
Ninlendo GAME BINTM<br />
are none of the original's option<br />
screens so you always have to start<br />
on Skill Level 0, all the catchy tunes<br />
are missing and (perhaps understandably)<br />
there are no head-tohead<br />
link-up possibilities. However,<br />
PD Z O N E<br />
A couple of months ago you may<br />
remember that we reviewed Battiecars<br />
2 from Fortiss PD. Gary<br />
Daines at Fortiss asked us to<br />
print the following:<br />
I Fortiss PD would like to apolo-<br />
!'gise to their customers, David<br />
1 Jameson and the Central<br />
Licenceware Register for the<br />
review of the game Battlecars 2<br />
which appeared in The One.<br />
Apparently this was a development<br />
copy of a licenceware<br />
game called 'Motor Duel' which<br />
is available from any Central<br />
Licenceware Register distributor<br />
and has therefore been<br />
withdrawn from our library. 1111<br />
for all its monochromatic limitations<br />
this is by far the most playable<br />
version of Tetris to have yet<br />
appeared on Amiga. A pretty<br />
damning indictment of the 'official'<br />
versions, don't you think?<br />
IMO
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OH DEARHagain)<br />
l<br />
e<br />
1<br />
5<br />
'<br />
-<br />
Ii<br />
Male<br />
qiidelk -<br />
Just think, this idiot has complete<br />
control over The One, its contents<br />
and its look.<br />
We need help. Yours.<br />
We need to know all about you<br />
and your Amiga, what you like<br />
and dislike about The One and<br />
what you'd like to see The One<br />
doing in the future.<br />
We know this takes time and<br />
effort so we're offering a rather<br />
attractive incentive. On the 21st<br />
September there will be Grand<br />
Draw at The One's office. The<br />
FIRST TEN questionnaires picked<br />
out of the tombola will EACH<br />
RECEIVE A BUMPER BUNDLE OF<br />
BIG•NAME SOFTWARE WORTH<br />
200.<br />
Good, eh?<br />
Now all you've got to do is fill<br />
this damn thing in...<br />
PART ONE -<br />
GETTING TO KNOW YOU...<br />
2, Which sex are you?<br />
I I<br />
3. How old are you?<br />
4. What do you do for a living?<br />
At school<br />
In further education<br />
University/Poly<br />
Full-time employment<br />
Part-time employment<br />
Unemployed<br />
Take a good look<br />
at this man. This<br />
is David<br />
Upchurch, your<br />
new<br />
editor.<br />
Worrying, isn't<br />
it?<br />
1. What is your name and address?<br />
Female<br />
S. Which of the following techno-gadgets do you<br />
own or have access to?<br />
CD player<br />
I 1 [ I 1Mb RAM expansion<br />
8. How much time per week do you spend on your<br />
Amiga?<br />
Li<br />
2<br />
-<br />
5-10 hours<br />
4<br />
hMore<br />
than 10 hours<br />
o<br />
9. How u do you spend the majority of the time on<br />
your Amiga? r<br />
s<br />
Playing games<br />
IT<br />
Name<br />
-<br />
Address' 1<br />
-<br />
7<br />
Second disk drive<br />
CD-ROM drive<br />
Hard drive<br />
Printer<br />
Monitor<br />
Action Replay<br />
Less than 2 hours<br />
Programming<br />
Graphics applications<br />
Sound applications<br />
Business applications<br />
Education<br />
10. What do you think of the following game genres<br />
(1 =hate; 10=- love):<br />
I<br />
j<br />
A<br />
d<br />
v<br />
eI<br />
nS<br />
th<br />
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s-<br />
Li '<br />
Fe<br />
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Beat-rem-ups<br />
Puzzle games<br />
Sports simulations<br />
11. When you buy a game, which of the following<br />
strongly influence your purchasing decision?<br />
Magazine reviews<br />
Display in a shop<br />
L<br />
•<br />
I<br />
S<br />
i<br />
Q U E S T I O N S .2<br />
CD-I unit<br />
12. How much do you spend on games software<br />
every month?<br />
j<br />
VI<br />
Video recorder<br />
l_.1<br />
i<br />
Under f20<br />
120 to f30<br />
d<br />
ePART<br />
TWO -<br />
oYOU<br />
AND YOUR AMIGA...<br />
130 to £40<br />
£40 to £60<br />
c<br />
a6.<br />
Which breed of Amiga do you own?<br />
Over £60<br />
m<br />
e<br />
r<br />
a<br />
A500 A 5 0 0 Plus<br />
A600 A 6 0 0 H D<br />
A1500 L i A2000<br />
13. Where do you normally buy your software<br />
from?<br />
Fl High-street chainstore<br />
A3000 A m i g a CDTV<br />
Independent retailer<br />
Mail order<br />
7. Which of the following Amiga peripherals do<br />
you own or intend to buy in the next six months? 14. Which, if any, of the following computers/<br />
consoles do you own?<br />
Own / Intend to buy<br />
H Atari ST<br />
IBM PC<br />
Arcade adventures<br />
Platform games<br />
RPGs<br />
Strategy games<br />
Advertising<br />
E l<br />
Sega Game Gear<br />
S<br />
NES<br />
1=1 Sega Megadrive<br />
e<br />
g<br />
Super NES<br />
fl<br />
a N15.<br />
Which, if any, of the following magazines do<br />
Mi<br />
you read?<br />
an<br />
stI<br />
I Amiga Action I Amiga Computing<br />
te<br />
e<br />
E l<br />
n<br />
r<br />
A<br />
Dd Amiga Power A m i g a Shopper<br />
S<br />
m<br />
o<br />
D<br />
y<br />
i gAmiga<br />
User International<br />
G<br />
s<br />
a<br />
Amiga World CU Amiga<br />
t<br />
F Ti m CVG<br />
Zero<br />
e<br />
o<br />
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m<br />
r Other<br />
b<br />
m<br />
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a<br />
y<br />
t<br />
APART<br />
THREE<br />
m<br />
iYOU<br />
AND THE ONE...<br />
g<br />
a 16. How often do you buy The One?<br />
M<br />
a Every issue<br />
I nI<br />
Often<br />
i<br />
a Rarely<br />
El<br />
17, How easy is it to obtain The One in your area?<br />
Ti<br />
Li<br />
Li<br />
Easy<br />
Okay<br />
Difficult<br />
18. Apart from yourself, how many people will<br />
look at this copy of The One?<br />
1<br />
2<br />
3<br />
4<br />
543<br />
13-20<br />
9-13<br />
21 or more
#<br />
1<br />
4<br />
QUESTIONS 2<br />
19. Generally speaking, what do you think of The 27. What do you think aboUt the way the<br />
One's coverdisks?<br />
magazine is split up?<br />
I 1<br />
20. How much influence do the coverdisks have<br />
on your decision to buy The One?<br />
i<br />
L<br />
21.<br />
o<br />
Please rate the following 'specials' that have<br />
appeared<br />
t<br />
on The One's disks (1 = rubbish:<br />
10=excellent):<br />
s<br />
r<br />
S Bullfrog Interactive WIP<br />
o EPIC Mission Disk<br />
m<br />
Flashback Preview<br />
e<br />
1<br />
22.<br />
N<br />
What is your opinion on the composition of<br />
demos o and Public Domain games on The One's<br />
disks? n<br />
e•<br />
GAME DEMOS<br />
r<br />
N<br />
o<br />
t<br />
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n<br />
o<br />
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g<br />
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1<br />
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a<br />
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o<br />
m<br />
u<br />
c<br />
h<br />
• PUBLIC DOMAIN GAMES<br />
Not enough I 10kay<br />
L 1<br />
23_ <strong>Is</strong> there anything else you'd like to see on the<br />
disks?<br />
24_ Please rate the contents of this issue of The<br />
One (1= rubbish; 10=-excellent):<br />
[_1<br />
Very good r i Good<br />
Okay r i Poor n Rubbish<br />
Cover<br />
Boot Sector<br />
News<br />
Letters<br />
Work In Progresses<br />
The Games Challenge<br />
1<br />
Reviews<br />
Cheapos!<br />
PD Zone<br />
Games Index<br />
25. If there's any aspect of the magazine that you<br />
particularly dislike please explain what it is and<br />
how you would like to see it improved:<br />
26. What do you think about the semi-technical<br />
hardware features that The One has presented<br />
(i.e. Amiga From Hell, A570: The Machine Behind<br />
The Myth, Eh? 600?)<br />
Excellent p Good<br />
Okay n Poor<br />
I 1 Rubbish<br />
Too much 1 Kill Zone<br />
Diary of a Game<br />
Previews<br />
• NEWS<br />
1<br />
Okay<br />
-<br />
N<br />
o•<br />
WORK IN PROGRESSES<br />
t<br />
e Not enough 1 Okay<br />
n<br />
o<br />
• REVIEWS<br />
u<br />
•••-••••••<br />
g Not enough<br />
h<br />
• KILL ZONE<br />
fl<br />
N<br />
o<br />
• CHEAPOSI<br />
t<br />
Okay Too much<br />
e<br />
n<br />
o<br />
Not enough E ] Okay<br />
Too much<br />
u•<br />
PD ZONE<br />
g<br />
h Not enough 1 Okay T o o much<br />
• PREVIEWS<br />
1 1<br />
Li<br />
T<br />
o<br />
o<br />
m<br />
u<br />
c<br />
h<br />
Too much<br />
Okay I Too much<br />
• COMPETITIONS<br />
L<br />
N<br />
o<br />
t<br />
Okay Too much<br />
Yes ] N o<br />
e31.<br />
Now you get your chance to really let rip. Are there any ways that you think The One could be<br />
nimproved?<br />
(Write your comments on a spare piece of paper if this space is insufficient.)<br />
o<br />
u<br />
g<br />
h<br />
1 1<br />
1 I<br />
Not enough I Okay<br />
Thank you for your time! Now, pop this in an envelope and send it to:<br />
QUESTIONS 2,<br />
The One, EMAP Images, Priory Court, 30-32 Farringdon Lane. London EOR 3ALI.<br />
I 1 Too much<br />
28. Are there any aspects of the Amiga games<br />
scene that you feel The One doesn't cover but<br />
should?<br />
29. Are there any free gifts that you would like<br />
The One to give away on its cover?<br />
30. We're looking for people to take part in an<br />
occasional Readers' Panel, where a group of readers<br />
will be invited to The One's office to meet the<br />
team and chat about what the magazine is doing<br />
and what it should be doing. Would you be interested<br />
in taking part?
VI<br />
M<br />
IT<br />
C<br />
ro<br />
-<br />
, R<br />
DIAL -A Tip<br />
Cheats, Tips, and Game Solutions<br />
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P R E V I E W S<br />
Prey ews<br />
First of all, sorry about last month's little 'faux pas' with the Campaign preview being<br />
printed twice. As you've probably guessed, the text on the first page should have been<br />
Guy Spy but... Well, you know what it's like. It wasn't our fault, honest. But anyway,<br />
we've decided to make it up to you by giving you six of the most nut-crackingly good<br />
previews you'll see this side of Christmas. These are the previews with nowt taken out.<br />
And no fat or gristle, guaranteed. And what's more (Go home and lie down - Ed.)<br />
LEGACYLEGACY OF SORACEN<br />
HERO QUEST 2 (Gremlin)<br />
IL 'To '14<br />
(Virgin)<br />
would be so popular? Well, Gremlin obviously did - and that con-<br />
W ho fidence would was have rewarded thought when that their a simple adaptation board of game M.B. Games' conversion Hero<br />
Quest stormed to the top of the charts last year. The success was repeated<br />
earlier this year with the pseudo follow-up Space Crusade, and now the<br />
went to a Motorhead concert<br />
once," Alexei Sayle is<br />
I I quoted as saying. "Someone<br />
shouted out 'sexist crap'<br />
and they thought it was a<br />
Sheffield software maestros will be looking to make it hat trick with this request." Yes, quite. Hard-drink-<br />
return to the sword-n'-sorcery world of Hero Quest,<br />
ing, head-banging, no-holds-<br />
Actually, despite the game's subtitle. Gremlin is stressing the point that, barred heavy metal band Motorhead would, you might think, be the last<br />
strictly speaking, this isn't really a Hero Quest sequel. This one has been licence you'd ever see turning up on your nice clean Amiga - but you can<br />
designed by the programmers themselves, rather than being converted from always trust the people who brought us Viz (oh dear) to come up with the<br />
an existing last thing that anybody'd expect.<br />
board game - In Motorhead the game, the player take5 on the role of Lemmy out of<br />
the only similar- Motorhead, whose mission is to re-assemble the other members of the band<br />
ity is the Hero so that they can play a gig at the end of the game. There's one waiting at<br />
Quest game the end of each scrolling beat-'em-up level - but getting to them won't be<br />
engine, which easy. Each stage is based on a different musical styre, including Nashville,<br />
Gremlin hopes Rave and Karaoke (1), with baddies tailored to suit the theme. So in the Rave<br />
will form the level, for instance, you have spaced-out dancers floating up to you and try-<br />
basis not just for ing to bite you.<br />
Legacy of Sora- Fortunately you can fight back by picking up bottles of whisky and cans<br />
cen but for a of lager, which bestow you with super bad breath (yes, this is all true, hon-<br />
whole series of est) as well as a special smart bomb in the form of a gorgeous dolly bird<br />
12S<br />
Dk<br />
isometric-3D<br />
RPGs to come<br />
over the next<br />
couple of years<br />
who comes on and stuns<br />
all the baddies into submission.<br />
We kid you not...<br />
There's also a selection<br />
,<br />
That engine, as<br />
of bizarre bonus levels,<br />
including a 'smash the<br />
you might expeLt, has ",! been considerably revamped for this new outing,<br />
which will see the player leading his adventurous party (selected from eight<br />
standard RPG types) 11 through a number of scenarios (there should be around<br />
a dozen of them) created by an ex-Games Workshop RPG designer.<br />
The lack of any constrictions 4<br />
imposed by board game conversion has<br />
allowed Soracen's programmers to be much more ambitious in their<br />
approach to the game. Not only have the graphics been given a noticeable<br />
facelift, but the gameplay and control systems have been radically rethought<br />
too, hopefully producing<br />
a system that's as flexible<br />
as advanced role-players<br />
need it to be, but simple 4 j i *<br />
enough for first-time<br />
players to get their heads I<br />
round. That sounds like T i r<br />
just the sort of thing the ) C 1<br />
genre could do with to . 0<br />
us. Come November, )<br />
we'll see if the finished • g i<br />
product lives up to the rIn<br />
vc orotv D e x<br />
team's bold claims, .11<br />
1<br />
,<br />
hotel bedroom' scene<br />
without which no rock-n'roll<br />
game would be complete,<br />
but it's unlikely that<br />
the game will feature any<br />
of Motorhead's marvellous<br />
melodies. To make up<br />
for it, negotiations are<br />
underway to bundle a<br />
'greatest hits' cassette<br />
with the game, which<br />
should make for a pretty<br />
smart package. Oh, and<br />
the name's not yet set in<br />
stone either. One possible<br />
alternative title that's been<br />
put forward by Virgin is...<br />
Wait for it... lemmyings.<br />
We can hardly wait for<br />
November to roll around_<br />
14, et<br />
1<br />
1<br />
lic
!ast<br />
:an<br />
the<br />
: of<br />
tnd<br />
1 at<br />
be<br />
lie,<br />
ave<br />
try-<br />
ns<br />
,<br />
i<br />
r<br />
d<br />
(Psygnosis)<br />
Stemember Andrew Braybrook's<br />
Paradroid 50? That's the game<br />
where the player controls a<br />
small robot battling lots of bigger,<br />
tougher robots after they attack a<br />
group of innocent humans. Well. in<br />
Psygnosis* latest, Cytron, the player<br />
controls a small robot battling lots of<br />
bigger, tougher robots after they<br />
attack a group of innocent humans.<br />
. 'Talk about things that make you go<br />
"Hmmm..."<br />
Of course, it could be that any similarity<br />
between this game and Graftgold's<br />
classic is purely coincidental,<br />
and being the benevolent souls that<br />
we are, we're always willing to give<br />
the benefit of the doubt. The storyline<br />
goes that a gang of evil mechanoids<br />
have attacked and taken over an<br />
underground scientific complex for<br />
the purpose of stealing its priceless<br />
i materials. Sent in to deal with the bad guys and rescue the scientists is you,<br />
a state-of-the-art Cytron robot capable of splitting into two independent<br />
halves. This neat twist allows for a 'unique' dual control method whereby<br />
1 the player takes charge of both sections of the Cytron as they perform<br />
lr separate tasks.<br />
Presented from a plan-view perspective (hold on, isn't that a bit like...),<br />
Cytron is supposedly another of those thinking man's shoot-'em-ups. Apart<br />
from the 'split personality' element, the game features a wide range of<br />
OUTLANDER<br />
(Mindscape)<br />
every time some software chap trots out<br />
W yet another post-Apocalyptic game sce-<br />
e nario. "Society ha5 been obliterated.., small pockets<br />
c of civilisation remain.., you are the last hope<br />
for a humanity..." Zuzzz. It's not just that it's boring,<br />
n it's that it's so depressing. Outlander's as<br />
guilty ' as the rest of this, but at least it's got a better<br />
t excuse than most, as it's a hybrid product of<br />
Mindscape's h<br />
Mad Max licence, which the company's<br />
e had for ages but has yet to bear fruit.<br />
l One quick look at the game synopsis and it's<br />
not p difficult to see why Outlander was originally<br />
called Road Warrior (the name that Mad Max goes<br />
b<br />
by in the States). It's an action game split into two<br />
u<br />
distinct sections - a first-person 3D driving game<br />
t<br />
g<br />
e<br />
t<br />
a<br />
f<br />
e<br />
e<br />
l<br />
i<br />
n<br />
g<br />
o<br />
f<br />
d<br />
and a sideways-scrolling beat-'em-up. Between<br />
them, the two elements feature enough violence<br />
and destruction to keep the most psychotic headbanger<br />
happy, as the player (a government mercenary)<br />
ventures into the 'Outland' (a giant penal<br />
colony harbouring the world's most dangerous<br />
criminals after a biological disaster wipes Out half<br />
the planet's population) to rescue a kidnapped scientist,<br />
bolt-on weaponry, an interactive environment (you know, with switches<br />
and pressure pads and things) and console-style bonus tokens that do<br />
snazzy things like grant invincibility, freeze enemy robots and home in<br />
on the hostage scientists,<br />
"Cytron beats the opposition.., by half," blurts the emphatic press<br />
bumph. Well, if it's half as good as the game it seems to bear some striking<br />
similarities to, it should be a corker. Priced at £25.99, the game's out<br />
in October and with any luck will be reviewed next nth.<br />
Mot M I M I •111101Mi<br />
In true Mad Max style, the player gets to have<br />
point-blank battles with other cars while racing<br />
along the sun-scorched desert highways, and on<br />
foot kick seven shades out of the prison's criminals<br />
in the interspersed scrolling levels. It sounds<br />
like a cross between Max and Escape from New<br />
York to us, which of course is no bad thing_ Our<br />
appetite has certainly been whet - look out<br />
for the finished game in November.
PREVIEWS<br />
(Digital Integration)<br />
he flight simulation is one of those genres<br />
where, no matter how many games there<br />
are, there always seems to be room for just<br />
e more At least it'll always be that way so long<br />
companies like airborne stalwarts Digital inteation<br />
are around. The company that effectively<br />
ve birth to the genre in the early BOs with Fight-<br />
Pilot on the Spectrum are still trying to push that envelope. S time<br />
ith a simulation of the British multi-role aircraft that did so well kicking<br />
ass in the Gulf war.<br />
As you might expect from DI., Tornado's not the sort of game you pick<br />
p and learn to fly in five minutes flat, As ever, the emphasis has been<br />
laced on technical accuracy and, above all, detail. At its highest level, the<br />
me's variable landscape detail is reputedly the most "visually dense"<br />
t seen, including realistic fields, waterways, roads and rail lines, forests,<br />
e<br />
kouds.<br />
The aircraft itself has been recreated with the help of real Torna-<br />
eo<br />
aircrew, and comes with two cockpit views - the front seat for the pilot,<br />
s d the rear for the navigations/weapons man.<br />
a The game is mission-based, taking a pilot through a combat career that<br />
n gins with spending flight time in a simulated simulator (should be inter-<br />
d ting), through training and then a 'live' campaign comprising twenty mis-<br />
(<br />
w<br />
3D e C 1STRU .1 KIT 2<br />
t<br />
(Domark)<br />
h<br />
i<br />
n<br />
k game, but since you make your own with it and the first one was<br />
W f ell such alright, a big success the game's amongst up. 3D the Construction gaming public, Kit we 2 isn't think exactly it's only a<br />
fair o that this should get some airtime, even if strictly-speaking it's an application<br />
r program.<br />
tOf<br />
course, no-one's really going to be fooled by Domark's claim that with<br />
3DK2 h you can 'create your own Virtual Reality', but you can knock up some<br />
very e jolly 3D adventure games using the Freescape techniques pioneered by<br />
Incentive for games like Castle Master. What users will be getting is pretty<br />
f<br />
i<br />
r<br />
s<br />
t<br />
t<br />
i<br />
m<br />
e<br />
,<br />
b<br />
u<br />
t<br />
c<br />
o<br />
r<br />
r<br />
much more of<br />
the same, but<br />
with a host of<br />
interesting<br />
new features,<br />
including a<br />
Clip Art disk<br />
filled w i t h<br />
hundreds of<br />
ready-made<br />
3D objects, a<br />
sound effects<br />
editor, where<br />
SFX can be created<br />
and fid-<br />
sions that range f<br />
seek-and-destroy bombing<br />
runs to fighter/troop<br />
escorts and dogfighting<br />
with enemy planes and'<br />
helicopters.<br />
When D.I.'s F-16 Combat<br />
Pilot was released a<br />
couple of years ago, it<br />
was acclaimed as the<br />
best thing since Falcon.<br />
With the company claiming<br />
that this baby knocks<br />
its last effort into a cocked hat, we could be in for something very special<br />
come the end of September.<br />
died with, and a computerised video recorder that allows you to record and<br />
playback your 3D worlds.<br />
Talking of videos, the product once again comes packaged with a video<br />
cassette that provides new users with a guided tour of the program's features,<br />
along with top world-creating hints. It's not exactly our cup of tea, but<br />
judging by the popularity of the first one, there are plenty of punters who<br />
will only be too eager to snap up this more enhanced version. Who knows?<br />
One of you grubby lot could be the next David Braben..
,<br />
GAMES I N D E X<br />
GAIIIIIES<br />
NEOIEJI<br />
dismay that our Games Index was an even more indispensable guide than his<br />
1 1 1 1 e heard recently that Thompson the cat committed suicide after discovering to his<br />
Local Directory. While this does, of course, sadden us greatly (he was such a cute<br />
thing, so full of life and vigour), we feel at the same time a strange sense of satisfaction<br />
and achievement. We've always known that our Games Index is far and away the most<br />
authoritative guide to Amiga software released over the last year, but it's always nice to<br />
have these little morsels of confirmation.<br />
Of course, we couldn't possibly round up EVERY game released for your machine over<br />
the last twelve months - not without causing serious damage to the Brazilian rainforests<br />
every month - but what we CAN do is give you concise and informative low-downs on the<br />
vast majority, including all the big names, prominent releases and a few gems you might<br />
have missed. Not content with a smelly five-star rating, we give you full marks for Graphics,<br />
Sound, Playability, Lastability and Overall, as well as a summary comment AND, in<br />
case you yearn more information, the issue of The One in which you'll find the game<br />
reviewed and (if applicable) tipped. How long can we keep this up, you ask? The truth is<br />
we don't know, but we're going to have a lot of fun finding out!<br />
THE COMPETITION<br />
This thing gets more and more popular every month. It must be something to do with the<br />
recession, with so many people frantically scrabbling for a few free games. Maybe we<br />
should just cut the crap and bring back Sergeant Software. But anyway, here we are<br />
again, bringing you the opportunity to walk away with a large amount of top Amiga software,<br />
and all for just answering a few simple questions based on this month's Index. Off<br />
we go then...<br />
(1) Which recent game is "simple and excellent" and has a "good variety of puzzles"?<br />
(2) What is the highest-scoring game in the Index?<br />
(3) How many games do Virgin have in the Index?<br />
Get your answers on a postcard to us at: Games Index Compo 5, The One, Priory Court,<br />
30-32 Farringdon Lane, London EC1R 3AU. The closing date is 21st September 1992.
A310 AIRBUS<br />
GAMES I N D E X<br />
40 SPORTS BOKI<br />
40 SPORTS OR 16<br />
1HE IODIRIS FAMILY<br />
IWO BREED<br />
A6011<br />
1<br />
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APIOYA<br />
ASHES Of EMPIRE<br />
AQUA 1ENIURA<br />
BARBARIAl II<br />
01111E ISLE<br />
016 RUN<br />
IRDS 01 PREY<br />
BLACK CRYP1<br />
THE BLUES BROTHERS<br />
00IANZA BROS<br />
0031011 BOMB CLUB<br />
BUB IIIMBH<br />
CAL 61111ES 2<br />
WHOA<br />
MIHOSCAPE<br />
MISCAPE<br />
OCEAN<br />
TEAM 17<br />
PS16110SIS<br />
US 6010<br />
PIA? BYTE<br />
MIELE<br />
PSY610SIS<br />
PSYHOSIS<br />
S011<br />
STORM<br />
ELECTRONIC ARTS<br />
ELECIR0 1C ARTS<br />
THUS<br />
IS 6 010<br />
SIMARIS<br />
011<br />
US GOLD<br />
IMO all 92<br />
IMO J111 92<br />
16 MARCH 92<br />
5121 JOIE 92<br />
10 OCT 91<br />
512H FEB 92<br />
5121 JAI 92<br />
5121 MAY 92<br />
10 Alf 92<br />
512K AUG 92<br />
5121 IOU 91<br />
5121 DEC 91<br />
5121 MARCH 92<br />
IMB OEC 91<br />
1010 MARCH 92<br />
5121 DEC 91<br />
5121 FEB 92<br />
5121 NOU 91<br />
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NI II cms Ililial Ilpli iii Sli Mil OW las a Eel. Inn ill a<br />
ovum MINI, lii Ellin lid isesit liii lioller n sill is 111101.11m im<br />
nine lulls dpi I iii. 111111IS iffil II.<br />
Ilm Men lim UMW rill 0 INV ill Ii 11111 limn a win<br />
IWO iS liii II. N M a urn Ii sari Heir 33111111 111/11111111 Ile NA<br />
silillin ill iiihsul II IN 18111 el WWII, EMI IN NE Mel Iresirallul Ii Nil.<br />
IS III lione a lair Milli II trill lit jruiuchuu I leceil pau roo IIIrI Irltip<br />
sin lin wrt Mill Ii ut ilnualli N lines it pu limn trii<br />
am II Ile Mils. Suer Wing a minis win Ilitst<br />
luilit rani illsliniou. Sr lalir in 11119111 ii 1111141111311111311111411<br />
limn SIll. eilirslip in il II Iliol iauaieueuiinn Eon flail mu iiutiiis<br />
Ille lilt lir slid is Ilion <strong>Is</strong> fill 11111131111<br />
Tic Nil aliruil m11111141. emr. 1111111 iii Nein Ilion WU H. Merl<br />
INA Illitim ilali111111 111:111111811111 au rano<br />
slis III kin ha Wirt 11 in In<br />
lale Sirlpiii ItialP111 lien lam Sol. INN ow: ing<br />
Ma al In Imam ilit :Malmo 10111.111111 iii min lies li lall<br />
Hull I Hilo Illin II Wirlsti. Sum Si SOS u ICE trill clier. NMI1<br />
line ill ism Ile 14111 limn MO 011 lin twilit ilal I enol lact. III:<br />
II Nrials Milt In Mar li In lin Nil lit Oslo. Morin<br />
II III. III Oil Oils III i INI ilimr.<br />
is <strong>Is</strong> Sons liii SON inel. 11111 urilciiar Illist rn N husiltea.. 1.1.1 Ills<br />
li liii ill lii INS I I s mo Win Ili lig' IL INK Nu HI I<br />
lint in mite<br />
II in 1111111 nal ION a ollii in 111111 psi I le MEI ito ciao InotrIc<br />
iris Ile in ill In dell IN MINES lit WIN 11111<br />
neer 111111)<br />
1 in EMI ill I Ile Sic cum Ills 11111 lei. 111 i siprsuli ilalir1111111 set IW<br />
Ilm saint lull: WI III ilatilill sipl<strong>Is</strong>licalei ill li's miler11111 limit ill<br />
cm:11111i sirmiliii. learnt 11 he a 111. lii ill.<br />
IliniSlIe Ilisi mi riu a illir II :glare 11151 I cuilili IN ticisilli 1111111<br />
irlhhls ilmilirt. III Weil plies ill INNS 1131114 I riScie III cilliret III<br />
milicint II: isi Imola. IS lon II I SIlk NI nitt,<br />
um Wow i 11111 II ip ill I torte loom" lilt Ii lurluluuIl has<br />
mini tie air oil 11 or No moil ail licrIlli his are Willi Ii. NO IN<br />
lin all mil Ill Wu. III lilt ill III lentils urn. Mr culla<br />
to NM IN pill lin Ill lii iller 1111111 lit int III lim III No.<br />
plitimi allies IOW till ow t i l l ile Iloilo 11 pluo WOOL<br />
II iclulli 515 len 11111111 li MI Ile III Ill lii nn its Oil<br />
<strong>Is</strong>iiIrm LI II WIN Iii puullsI. INN I slap 1s5511411 hflPIiluli ou tom Iwo 1111<br />
11111111 mei I n t ill la' ill Ill Sue limolui<br />
pileillil 11111119 hr ciplinillil IN.<br />
Mr IN Mir Ill lie WIN oil 11 liriltel lir NON 1111 Sill rt NI uNIN<br />
oul rtilaill IMO:111W Will Ow 111; c i i i i lasin inn<br />
lean. as It's inal. Fl 11111111111 rain Illti III 11E1 Iris lilt<br />
Pill Ill pill nil 5111110ln 31111 111115.113 all len n11111110<br />
SE:iii II lull 11111 plattr's 0111 nilir ham III 1131 ilei sal 5111111 iglitl.<br />
Win 11 tut re111111111111<br />
INNI loci lin a multi ainlime 111111 tm. <strong>Is</strong>lir <strong>Is</strong> ate 11111111 lOuis tills<br />
Iuutne ini111111 non. hEN 1111 Inillo nil till twilit tin ilillalt i trill,<br />
lit 101 NIEL
MIME COO<br />
JAGUAR KJ220<br />
JIM 1910E1<br />
J. HMS FOOTBALL<br />
J. WWII 100T111.1<br />
10 61611E5<br />
1110<br />
1<br />
5 16HIS Of 1HE SHY<br />
O<br />
E11111E9<br />
N<br />
LEM<br />
5<br />
LEISOITESUl LARRY 5<br />
LIVERPOOL<br />
LOTUS 2<br />
LURE OA IEMPIRESS<br />
THE MANAGER<br />
MOONEY ISLAND 2<br />
MICROPROSE GOLF<br />
MOONSTONE<br />
MYTH<br />
ORl<br />
PACIFIC ISLANDS<br />
=//0<br />
CI=<br />
1611<br />
COW<br />
COW<br />
rns: nre le N 18 JUNE 92<br />
1ORICIEL 512K JOU 92<br />
NRISALIS IMO MAY 91<br />
1:L.••<br />
COM<br />
COO<br />
E1ECTIO11IC KITS 10 FR 92 JULY 92<br />
Malan 5121 MARCH 91<br />
SIERRA 1910 OCT 91<br />
MICROPIOSE 512K DEC 91<br />
PSY6POSIS 512H 1101 91<br />
OS CAPE 5121I JUNE 92<br />
SIERRA 1118 MARCH 92<br />
GRANDSIAM IMO AUG 91<br />
GREM 1 5121 OCT 91<br />
1166111 GAMES IMB JULY 92<br />
OS GOLD 5I1K MARCH 12<br />
ITS GOID 1 JULY 92 16 OCT 02<br />
OTICROPROSE 190H11 5121I Jill 92<br />
MINTISCAPE 512K J1192<br />
SYSTEM 3 IMO APRIL 92<br />
PSY6110SIS 5121 JUNE 92<br />
EMPIRE 5121 MAY 92<br />
90 02 86<br />
18 42 68<br />
90 02 92<br />
8<br />
1<br />
04<br />
68<br />
GAMES I N D E X<br />
sq 79 06 79 05<br />
05 ON 00 11<br />
10 10<br />
56 /I<br />
56 50 65<br />
61 04<br />
1 00 80 16 80<br />
81 81 92 09 91<br />
63 70 04 60 65<br />
93 90 69 90 90<br />
89 01 86 08 1/<br />
92 93 94 93 93<br />
00 50<br />
65 14<br />
69 05 91 07 90<br />
89 06 08 88 90<br />
65 62 15 1 15<br />
1<br />
94 /6 19 85 94<br />
91 91<br />
02 83 00 12<br />
92 93 93 93<br />
19 64<br />
/0 69<br />
THE VERDICT<br />
LINE 2 lintt all On Jill 1011111MME ill IOW 111-11r11 rin :nni<br />
lie iron Si ir ini •nni. OHMiruuiiiin UI mint II lull nine<br />
Innin omit on ne<br />
1r;IOu is iri INir iii bet ir 1111-1111111 riIiIuq lair lip<br />
KIN. Iii leri IP riser oil elm 1; In Oill lull III I1CI1I1II "tains<br />
larlikeilorlit IMO au Inn il 11111111<br />
facelleil• Inn :1111111 lour In Iln Iii 2. .11111 linti ti :111111% IOW IN<br />
mu. iiiLitwin sitinleill IllIa iii lirs11101 tar 1111 III 11111111 il na<br />
III plinr 111113<br />
a MIL IN NMI i f Oil INsI 1unIu Use IS inn<br />
'UMW eon' len 111N 11111111111rIN Knit 1111110 pins ilual III Iliel<br />
11m11111111 inn lot!. WNW In all au I 1111111<br />
sumo num 111110011 plli aiuiier Min irtili<br />
Sill I r11 NEI MN 111111N1 INN 11111111 etinlaill EMU 11111ininlir 1111111<br />
II 111 lure 13 r111111 ilal hi sill lair Ills Snot<br />
Pule nu bill 11111 NCR liul is 111111111N III Ni en ONO UI lili pur<br />
lin Me li 1111 r i l e Nu. Ill I: ppialli a III cireiril<br />
lir oursIi lie II glim<br />
Inner :Jamul! mm11111101111 ill licripin.1111 list Ile almmil<br />
lilt IS naie II !le Ill IliMri pion Ill Moe lert110 Suihilli 1111111 pier the<br />
1111 lilt lii ill Mil iesirill ill illisplem:<br />
fuellell Oiling till Inn calorie' Vile ninny el rally loren1011111<br />
relMel a1111%.1111te ulllru nil NI 1111111111 a nin al. IBM tun 111111.<br />
lin II alNtilent ellen<br />
II mil 11111 le ill uiue NI 111111M11111111e 11111N:1 111111111111E111111<br />
1/111111111111 I nine 11 Olt IN Invert Iris lull •inlyi 11111 piir IPI :1111.<br />
Bo villa al Minion 11211t 111111111mil IItole<br />
IS in <strong>Is</strong> 1111111111a N 10 M II1111111111111111m, III II It loin III ore it<br />
a lime Urn '11111<br />
, ri heir IMINce$1.111N11 I II let<br />
ofruleu<br />
Illerill111111111/ leisi II illir lull NIP uieriih<strong>Is</strong> 10 rislp n chi nor limi<br />
inose: r apirl Ito a NO t o 31 olim 111111 III IIUPNII1III. Intin 0<br />
lmit i ill sni plam<br />
inn esis i 1111111 Ille P10511111 MIMS plit1<br />
s 1Nri i11111111S Ile moil I till illtle111111111 01 IIIIMIIOMI 111<br />
tIlalmr 11111 i 111111 l allips Ill NM Ili ill loll till Imu I huM iPICIOr ell Ile<br />
l<br />
ice m i t t Sall 1111111e lol arcift PM:<br />
icri l NI i P111:1 r pile /Inert CIlia piellini moll. IS 11113 ir len MOM<br />
min r Plitt. i Imirwilis 11111 rill milt Ilrlial flealre, siert Clarinet: 11<br />
Oft Min iti Innen Ileitis II pier it11113,111, ruin<br />
i<br />
n nil IN 0111 Ihlapolul pun 111 IN IS 1551101111 r0117 In PU <strong>Is</strong>i<br />
Ins<br />
I<br />
Wes puillillii Ml N clime le Wulf illInil tie piner 11111111111<br />
inn 1 IN 11111111111111111111 II 11:111111ef iron Ill lu ilh III 1111.<br />
t<br />
lin 1 111113111 1 111111111 MM. 1111111111e IINICI Oil 110 <strong>Is</strong>irioll 111111<br />
<strong>Is</strong> Muir a slipli 001011. laoll navel IIMI1III Ills 1113111 11Sf 111<br />
sillillilen:<br />
1 1<br />
1<br />
11111 lilt lir illmim! IN Ill IIIN 1011 iicrIIrls lill 11<br />
111 aml sills Cil 111111111111 F Mel i limillu l aN i :Ill f Oulu is poi incs olli IN twilit<br />
111111sot<br />
l e n<br />
OUhil<br />
t<br />
011111311<br />
I<br />
mil Mullin<br />
:<br />
lot 11111 NMI Mulls,<br />
lin 1 otri Ill illrnnii II i nee 11111 111111111mi NM/no II<br />
Ill Iiin manila III II pit re ban II lull 1111rIler. Ire': nil imic<br />
real hlleNhrill 1101111*111111311n 11111110151p.<br />
III lilt 111:1 en 1i:11111111111 IN 111 NKr HMI Cilium null non li It<br />
aiNa• lit11111111111C; II ill 1151 111111111 n11111: INI MIN ni ril II 111<br />
111111:1111111 mull Mellott<br />
IOW pkul ti II NI IN Pinion ulalO. P :11111111111 rinitr lilt 15?111111<br />
latimull: loran mulles Salim on Innis MON Ill amine II Slit<br />
3311f1111 Ill 111111111111<br />
10131111111111 111111011111 Inlet Ill lim 111111 lINt nem III 111111<br />
lie loll Meiling lull all Oleo icrit 51111 ipe 1111111 IN11111<br />
Ilical panic:101 Orin <strong>Is</strong>m mimic" asitcl teilni? 01510 elt
GAMES I N D E X<br />
GAME<br />
NAME<br />
MASK STIRS<br />
NOW DREAMS<br />
PITTIOHTER<br />
PLAN 9<br />
WOOS 2<br />
PROJECT-1<br />
PSY010<br />
PUSHOVER<br />
RACE 011111111<br />
1<br />
REALMS<br />
RED BARON<br />
RED 10111<br />
RISKY WOODS<br />
— R080000<br />
T<br />
t<br />
A<br />
M<br />
C<br />
O<br />
R<br />
ROOOCOP 3<br />
SHISIBIE SOCCER<br />
SHADOW SORCERDIT<br />
SHADOWIAKOS<br />
SPACE ACE II<br />
OCEAD<br />
— • • • Ei<br />
21SI CE1110111<br />
1<br />
DOMARI<br />
6REMLIK<br />
REC 1801C ARTS<br />
TEAM 11<br />
LORICIELS<br />
OCEA1<br />
DOMARK<br />
16 1<br />
OVIAMIN<br />
PSY0HOSIS<br />
ELECIROHIC ARTS<br />
MILLEDIUM<br />
OCEAl<br />
?II MAY<br />
RENEVALIE<br />
US 601D<br />
0MARK<br />
READYSDEI<br />
5121<br />
5121I<br />
1M0<br />
1011<br />
IMO<br />
5121I<br />
513<br />
5121<br />
5121<br />
1M8<br />
5121<br />
5121<br />
5121<br />
1M9<br />
512K<br />
T<br />
M<br />
!<br />
APRIL 92<br />
APRIL 92<br />
1100 91<br />
MAY 92<br />
DEC 11<br />
MAY 92<br />
MAY 92<br />
J IE 92<br />
APRIL 92<br />
JAI 92<br />
FEB 02<br />
AUD 92<br />
JULY 92<br />
DEC 91<br />
DEC 91<br />
FEB 92<br />
JOIE 92<br />
DEC 91<br />
MARCH 9?<br />
JAH 9?<br />
us-1 THE<br />
JIM 92<br />
MAY 92<br />
AUG 92<br />
Mg 92<br />
11 90 80 80 02<br />
90 91 90 80 89<br />
83 19 03 18 62<br />
14 05 04 0 19<br />
0<br />
90 93 91 91 95<br />
90 90 90 88 90<br />
62 55 64 58 60<br />
05 82 83 19 83<br />
02 60 06 84 85<br />
02 Oa 19 00 01<br />
92<br />
62<br />
9<br />
1<br />
50<br />
09<br />
15 00 14<br />
05 65<br />
00 8/<br />
06 69 88 80 04<br />
91 89 94 93 93<br />
90 02 80 8/ 03<br />
01 86 1 56 66<br />
0<br />
08 Oh 94 93 93<br />
/9<br />
93 81 93 90 93<br />
92 9? 55 56 55<br />
IE ICI<br />
IN ill IOW sill lc 1mi, In inn ml lati ulli NIS II IPI liii N;<br />
II a InlailicallI111101111agiri roe ur 'men ohl iroll/<br />
heir ul <strong>Is</strong>Siallt Sur' multi lil ill mile is Nal isIl Inv Wing<br />
Ilsi II Mir lal li Itp1111 il nilalislulairs. it bet le lal<br />
a iin eNiliill nominee in int 11111 lel/ lin II ge IWItteti<br />
lilts ill ila INS inlell Iris rine' lanais li cum raviolis lir.<br />
I rills Nils int 1111 tie (11111 MI II <strong>Is</strong> multi Iris Ma ail OM NI Nil<br />
sl Stilling' Urn: li Ills ctitiri;IN II uiieririuii<br />
1 ir.<br />
1lit<br />
III UU IUrINIh tat 11 Ile int <strong>Is</strong> l l ' s 1 III II I Imente<br />
, cumin III rlii 11111111 It ftV ilitilinII It will. In Ire IEIISI 51<br />
1slim<br />
i plel "i11 lin i<br />
7[WW1<br />
illiel 11 111 viol NI Its1 hi III. 1111111rillst UI1111[1<br />
1 1lirrihli<br />
1111Nsit1meshI lU P11 m Iasi iin 01 Win Illtit mitIINir<br />
111e<br />
Null Ina! 11111 ail 1;girl Willi not<br />
1spie<br />
sing. 131 les mill" 11 11 awe ii tie lulu 11 e i r<br />
: 11111111111101; ill al 1113111i131111 11111111111uupi.. Slitt 11011<br />
130111111.<br />
11111 01030 11111111111111i. 113111111_<br />
1Ill<br />
ICFIU 111111111t :Wu ill Wig 10013,111:101/1 huh Mom Him<br />
111111111<br />
I s 1111 III Ill al ;win. ilium liii, IIin' li IN tile iris<br />
1<br />
II II! 'ME .111111111133 1111M SIM Ilin<br />
1Inn<br />
Imo lit lulus 1[11 rinlitler ii prilFili 11 IN Nil Nut INSI 111111<br />
1lin<br />
nal II a list lis II lila 11 1i IIIINN IIIil lilt rig iiiNclii lain<br />
priparlish II Intl ill iSt IN nit till irailla iii. Uris a lei*.<br />
1<br />
7I<br />
iuiruiiiii 1h!lhit al111111 il t lisl Willi uiuiP Milli II letsel r11111<br />
1<br />
Inst milli' sin WM NIL WS I [iming usrilisila lirtint Ms il<br />
leri Sul II s 311011111SM<br />
1<br />
iINS<br />
i lur IN Ille illirlingli. bitit illirs"Irlulli Win tIM mhIl 1111<br />
hilauhirl is iti lit 111 slin IS int list leit II II <strong>Is</strong>tal mill lilt 111:1 slarl<br />
l<br />
eller lil lei:1111u <strong>Is</strong> i plaille ill 113111<br />
a<br />
i<br />
icaniiei,Milirlii ii 111 irii taiiii el urISlir 111 Milli 111111 li lilt lilt<br />
0111111 SNOW lilt n1111 is itlii 111111 N 11,11101 Nall 11011 itiri M. Slig<br />
l<br />
iel iirispiuiln liii Ills el lint littallillt irwrisuiii lir 1111111<br />
l<br />
1 sri iii 111P lor Ii ille iulIiUlhi. Ill leit 1icrllc13 1113111 iIIuullllIIIU1II lic<br />
nen all 111111111N int l e i nen lir IL II IN<br />
Shut IF Nil SNI Willi lin 111 <strong>Is</strong> lit lilt lit 111_<br />
III wall lit 111111111014 p5113511 lilt lillt ovIt Ill liii ill Win rillict<br />
lri II Insult 11111011r Mu Sulk tour' limas al 1131111<br />
11111131 Irislr1111111101<br />
151111<br />
Int It mins" C111 ilia elm Sul I: clui is MIN IN mot li 11411111<br />
1111 lin laic 1111111111al mini 11 i 1111511 Ill lit ien introit" lull 1111:<br />
111 Ii larcult Sal intrINItm 1131111 tints III al 1 W1111111111<br />
r 11111011 11111 lalli ler ken 1151 lit till pigs!' livirtlitin 11 lie Slim cis lil 11<br />
Iruin bpoi I Ill, S ill 1i mill, I i ne 11 lit les 11111 mm1111111013 atalilel<br />
I1111111 t lilt it iliespiert<br />
Ali sin 1 mil. Slim 11111 SWIM 11111 iarlIIl II 311111 11111 leiels oilci art<br />
ig<br />
l i flirt o a i1 Sing 11 <strong>Is</strong>tiNIN urn" III inn 111111111 lall fin<br />
a<br />
Win<br />
l<br />
teller till Willir tot liri 11 ININst NI lit 1111113111mile Mt<br />
nMunn<br />
r I Ing I lilt n Plat III 111411111113111 11 Innis Ihn OIl li lit<br />
a31113<br />
ill r III 11111111111111<br />
i1<br />
;Sri 111111311111 e III iiiistrial Iiriel wl II lirhi ail WI il lusil Ills lit<br />
: 1lilt<br />
111111in t 1/1011! II Ile Ma illi lan el lielr I I I cm bill bill lit<br />
1Itri<br />
I Intl m11 <strong>Is</strong> !milli minim lii art IrSs lir Ill cirt Wpm<br />
1 Ill ills II oill Fill IiIlI5 Nies shill 11 Ill!. III 1111111111 it IN<br />
i/Maim<br />
inIte 131 hit 3111113111111 aim /win nit SION rilp<br />
l iFill pralssult iiiin "Ill ilinitrIc ;lull III lit nit 11111.<br />
l lilt Itmo's Int ail halt 11 Hun ir ham Ice INN intli III 1 mown".<br />
isiernINI<br />
NI ill gni la it 5142111 111111 al 1411 111100 ii 111111111 III sr<br />
all 10 111111 IN 1/11, WS 11 IN 11141 lit Min_
1<br />
• • • • • -<br />
HEE<br />
1I SPACE CRUSADE<br />
SPACE<br />
SPACE 00E31 10<br />
SPECIAL FORCES<br />
SPOILS OF WAR<br />
SIARUSH<br />
STEEL EMPIRE<br />
STRIKER<br />
SUPER SP. INVADERS<br />
SUPER SKI 1<br />
SUPER If IRIS<br />
TIP OFF<br />
TITUS THE HA<br />
10 SPORTS OASEITATI<br />
1MAIII<br />
1160001<br />
VIDEO RID<br />
WIRY HAMM<br />
IDLITECHILO<br />
WWF WHESTIEMADIA<br />
Lama<br />
J U L<br />
M1CROPROSE 5I2K FEB 92<br />
INERDECIDE<br />
URI SOFT<br />
i=11 1=1<br />
&LAI<br />
6,11<br />
1•111<br />
CI=<br />
cion<br />
CO2<br />
11=11<br />
611<br />
16.1.4<br />
COO<br />
6REMLIN 5121 APRIE 92 ADO 92<br />
OCEAN 5121I APRIL 92<br />
SIERRA 10 MAY 92<br />
1110<br />
512N<br />
JON 92<br />
JULY 92 n<br />
EMPIRE 5126 MARCH 92<br />
RA6E 10 JULY 92 016 92<br />
0MARK 5121I NO H 91<br />
MICIOIOS 51R FM 92<br />
MICREIPROSE IMO AUG 92<br />
A NCO 5I2K EO 92<br />
TITUS 5121 APRIL 92 JUN 92<br />
MIDOSCAPE IMO 1 JULY 92<br />
0 10SCAPE IMO J 1E 02<br />
LAIHHOli 5121 APRIL 92<br />
61EMEIN 5121I MARCH 02<br />
SIERRA 10 MARCH 92<br />
CORE DES161 5126 JAD 92 MAY 92<br />
OCEAN 512K JAH 02<br />
•<br />
m h o • • • • MMa•<br />
MEI MEI<br />
EMI ME mEt din<br />
•••• =ZO e.t<br />
IT= MED • • •<br />
05 89 90 09 09<br />
/4 19 19 1 /5<br />
0<br />
52 11 25 44 40<br />
00 19 00 02 01<br />
11<br />
GAMES I N D E X<br />
45 82 40<br />
56 60 64 11 59<br />
69 10 15 01 /5<br />
02 70 80 16 81<br />
00 /5 10 /2 13<br />
17 60 15 65 61<br />
18 66 88 88 62<br />
75 55 40 50<br />
06 09 04 00 87<br />
04 06 09 06 88<br />
83 71 71 95 1<br />
1<br />
00 BO 80 00 89<br />
05 00 00 06 82<br />
94 93 83 06 64<br />
04 05 02 88<br />
lig 66 1<br />
0<br />
1<br />
0<br />
00<br />
THE VERDICT<br />
nuel II lie Mir pillar lel Nell Mt 1111 MrsIII P11Wu<br />
II :Inlet' al allitirh Pesti ilaitIN. lithilii 1 rcht<br />
ihrin Itrlfl riin lip spiny Mil inns elle 11 unlink<br />
len lit MI IrillIlIlIll ilit II lit int Ills Ilmertiliffillilcill Min<br />
nuns 1<br />
1IIIl<br />
ill 9111 sill mri 114111 scr111111 ill ine II114 31 NI.<br />
0'11 I rah eilirliiirt 11111119e VIM pir Mau Perri 1 'MINI NMI<br />
11mp iminit all/Mins all lie lilia's cancel bit lei uarI irlc M suI siol<br />
h<br />
ft 11111e<br />
M<br />
11111111tillill<br />
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We were sitting around the office the other day (as you do), pondering on life's little ironies. You know,<br />
those twists of fate that make you either smile or cry.<br />
Like the fact that because we're the hard-working geezers who actually produce the magazine, we can't<br />
enjoy it a-fresh like you do. See, when you read the latest copy of The One, it's all new and exciting to you<br />
but to us - Pah! Old hat!<br />
And nothing brought that home to us more than when we started thinking about what we'll be bringing<br />
you (lucky devils, that you are) next month. For instance...<br />
• THE CHAOS ENGINE. At last! Probably the most eagerly-awaited game of this (or any other) year finally<br />
breaks cover. In a breathtakingly massive Work In Progress we'll be chatting to the legendary Bitmap<br />
Brothers about the creation of a modern masterpiece.<br />
• LEGEND OF VALOUR - We know we promised to bring this to you last month but this time, we promise,<br />
it's really going to happen. No, really. We'll be talking to Key Bulmer and the top lads at Dementia about<br />
the problems behind programming one of the most amazing RPGs ever. Believe us, you've never seen 3D<br />
this good!<br />
• REVIEWS BY THE BUCKETLOAD - Things start hotting up on the Reviews front next month as the soft-<br />
ware companies let their sizzling games for Autumn out of the traps. Expect to see full in-depth analysis of<br />
Gremlin's LOTUS 3, System 3's SILLY PUTTY, Ocean's SIM EARTH and maybe even Mindscape's WING COM-<br />
MANDER...<br />
• AND THAT'S NOT ALL. - There'll be the usual heady mix of the hottest News, Previews and Interviews<br />
PLUS KillZone,16 pages of essential tips, including the final part of the complete MONKEY ISLAND 2 solution<br />
and the start of massive guides to EYE OF THE BEHOLDER 2 (yes, really) and LURE OF THE<br />
TEMPTRESS.<br />
• AND THAT'S STILL NOT ALL! Don't forget the next instalment of Andrew Braybrook's URIDIUM 2<br />
Diary, and the final part of our ELITE 2/HIGH FRONTIER Work In Progress.<br />
Not a bad line-up, is it? You don't<br />
know how lucky you are.<br />
October <strong>Is</strong>sue on sale September 21st<br />
If we weren't writing it, we'd be reading it.
ow. A<br />
•••••„4,*<br />
• • • •<br />
•<br />
mid.. ohm. •••••• •P•<br />
•<br />
*<br />
SCREEN SHOTS TAKEN FROM<br />
AM I GA VERSION<br />
k1SA<br />
1 r six levels whiclrulo represented as dilleittnt movie sets.<br />
1<br />
Or; -<br />
-<br />
youn room the o r e the film's premiere. Youiii.k is to search<br />
n<br />
g t s i x different movie sets ranging from black and<br />
i<br />
g l<br />
white, science fiction and horror levels through to cartoon,<br />
e western and fantasy sets to retrieve the stolen canisters.<br />
m<br />
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Will you find the stolen film before the<br />
o<br />
Premiere?<br />
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wpm s<br />
01:1•15M r<br />
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• - 0<br />
AVAI LABLE ON COM M ODORE<br />
n<br />
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, moos 3 AMIGA 1 MEG ONLY'<br />
e<br />
Tradewinds h<br />
i<br />
House, 69/71A Ashboume Road, Derby, DE3 3FS. Telephone (0332) 297797. Facsimile (0332) 381511
.,0••••••••<br />
EXPLORE THE<br />
WORLD OF WIZARDRY®<br />
Ask any seasoned role-playing<br />
garners about the Wizardry series, and<br />
they'll tell you just how deep it is.<br />
Wizardry 6 - Bane of the Cosmic<br />
Forge now goes even deeper. with over<br />
200 hours of gameplay, 11 character<br />
races, 14 professions to choose from<br />
and a mystical plot that weaves its<br />
way through a journey of wondrous<br />
magic and adventure.<br />
Not everything about Bane of the<br />
Cosmic Forge is fantasy though; its<br />
reviews are most certainly for real.<br />
BUT REMEMBER TO COME BACK!<br />
PC Review and Zero awarded 90<br />
4<br />
4and Strateff Plus magazine's readers<br />
voted it Test Role-Playing Game"<br />
and "Best Game of 1991". Not bad<br />
when you consider it has never<br />
officially been available in the U.K.<br />
1.1.<br />
-<br />
of the rlio Beholder 1 and II. know a great<br />
ld,<br />
RPG<br />
w<br />
title when they see one. Now<br />
h<br />
they've signed up Sir-tech. the<br />
o<br />
brains b behind the Wizardry series,<br />
r<br />
so that o you can experience deep<br />
u<br />
role-playing g for yourself.<br />
h<br />
t<br />
11.04E OF THE COSMIC FORGE COPYR IHT ,<br />
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T E C K<br />
But before you begin, a little<br />
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Have something to eat and drink as<br />
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y!<br />
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