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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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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 />

Pie pal or Ns tragazne can be rabfnat'011ransnuned by any ,<br />

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 />

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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 />

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CROAK<br />

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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.


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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 />

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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 />

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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 />

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411.,<br />

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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 />

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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 />

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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 />

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surresslut<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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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 />

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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


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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 />

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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 />

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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


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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 />

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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 />

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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 />

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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 />

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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 />

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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 />

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lO<br />

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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 />

R E V I E W<br />

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 />

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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 />

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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 />

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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 />

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a<br />

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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 />

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PRIT H THROUGH I D 1HE<br />

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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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You must not<br />

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touch their heads - you<br />

can only jump<br />

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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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U<br />

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, 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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d a<br />

out<br />

f by<br />

ice<br />

r on<br />

and<br />

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ake<br />

rop<br />

our<br />

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into<br />

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 />

•<br />

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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 />

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m i r<br />

p<br />

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t<br />

m m<br />

a<br />

-...<br />

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games based around the roister-<br />

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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 />

Owned b9 Lcird<br />

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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 />

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getting cut to bits.<br />

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-<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 />

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MEMORY DISKS<br />

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LI5THILITY<br />

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i 1 ability to set your own victory condi-<br />

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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 />

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ma.<br />

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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 />

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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 />

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GAMES - '92 DATABASE<br />

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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 />

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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 />

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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 />

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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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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 />

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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 />

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u<br />

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transfer market added and a few<br />

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more<br />

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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 />

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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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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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and doesn't have the word 'simulator'<br />

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on simplistic eight-way platform fun<br />

in the vein of The New Zealand<br />

Story.<br />

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long drops, deadly spikes and all<br />

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manner of traps.<br />

,<br />

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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 />

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Titles marked * are not yet available and will be sent on day of release.<br />

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offers are available Moil tinter only..Telepbone orders: mon•Fri 9asn-7ptu. Saturday 10am-4piii.<br />

Fax orders : 0268 590076. Tel Orders : 0268 - 590766 Next Day Service available ring for details<br />

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 />

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1599<br />

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12.99<br />

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.19.99<br />

9.99<br />

- .........--,...19.99<br />

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. 19.99<br />

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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 />

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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 />

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Corection 1 6 . 9 9<br />

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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 />

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1 6 . 9 9<br />

.<br />

Pang<br />

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. 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 />

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Ant<br />

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+ Pop<br />

)<br />

ulous<br />

Sirnpsore<br />

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Sin, Or Dle<br />

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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 />

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Team Yankee...................._...__...... .. 19.99<br />

Tearn - , Vn 2 (1 Meg) 19.99<br />

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Turbo Challenge<br />

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Tuitc Challenge 2 1619<br />

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Turbo Challenger 16 99<br />

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. TV Spoils &Ve b e r- , .19 99<br />

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. Ultima 6 1 Meg)<br />

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. Utopia , 19.99<br />

. Litoce Dale Disk 9119<br />

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Wing Commander 0 Mellr .22.99<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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(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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WOLFCHILD<br />

Guide Saul, the powerful wolfchild. in<br />

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CHUCK ROCK<br />

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CORPORATION<br />

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1<br />

ONE ANA GET A FREE GA<br />

locate and obtain an embryo from the<br />

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CAR-VUP<br />

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FRENETIC<br />

<strong>Is</strong> there life beyond the outermost<br />

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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 />

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through the defences and reach the<br />

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Go further than any ship has dared<br />

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TORVAK<br />

Evil lingers all around a shadow of<br />

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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 />

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ENTIRE<br />

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HOW TO ORDER: Make cheques/postal orders (sorry, no credit cards) payable to Pentlre PD and<br />

send to the address above stating titles and disk numbers required. Please note prices are per disk<br />

and not per title. Titles with a number in brackets denotes the number of disks. Note: we do not<br />

stock pornography, so please don't ask for it.<br />

CATALOGUE DISK V FRED FISH TO ORDER GLAMOUR WE ALSO STOCK A<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 />

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.<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 />

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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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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 />

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Under f20<br />

120 to f30<br />

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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 />

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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 />

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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 />

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GAME DEMOS<br />

r<br />

N<br />

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• 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 />

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• REVIEWS<br />

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• 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 />

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LU<br />

LU<br />

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 />

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1 at<br />

be<br />

lie,<br />

ave<br />

try-<br />

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,<br />

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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 />

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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 />

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BUB IIIMBH<br />

CAL 61111ES 2<br />

WHOA<br />

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MISCAPE<br />

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TEAM 17<br />

PS16110SIS<br />

US 6010<br />

PIA? BYTE<br />

MIELE<br />

PSY610SIS<br />

PSYHOSIS<br />

S011<br />

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ELECTRONIC ARTS<br />

ELECIR0 1C ARTS<br />

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IS 6 010<br />

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US GOLD<br />

IMO all 92<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.


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