#04
30 ноября 1995 |
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Part 8 - Reviews.
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* PART 8 - REVIEWS *
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THE DIZZY COLLECTION - Rated: B+
Review taken from Amiga World, Nov. 1993
Who'd have imagined that a walking egg -
much less one wearing bright red boxing
gloves and sneakers - would take Europe by
storm? Dizzy's string of budget
arcade-adventures put the UK's Codemasters
label (just beginning its assault on the
US market) on the map, and they've
generously collected five of them under
one wrapper for [U.S.] $39.99: Fantasy
World, Magicland Dizzy, Dizzy: Prince of
the Yolkfolk, Kwik Snax, and Fast Food.
Yes, it's all rather twee and silly - and
perhaps better for the young or young at
heart - but I have a feeling you'll wind
up playing this almost as much as the
kids. It's very crisply presented, but the
accent is on playability rather than huge
production values. The levels are cleverly
assembled, and the puzzles are tougher
than you'd think. (Complaint: They've left
out my favorite, Treasure Island Dizzy.)
And when you've tired of the adventures,
there's always Kwik Snax and Fast Food
(sliding-block and maze-game spin-offs).
This egg isn't over easy. (Beware: Some of
the games don't work under 2.0 and 3.0
systems.)
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CODENAME MAT
Review taken from Crash No.4 - April 1984
Producer: Micromega
Memory required: All of 48K
Retail price: Ь6.95
Language: Machine code
Author: Derek Brewster
'Mission: Alien termination - the
desperate plan to place in the mind of a
teenager the combined tactical skills of
all the planetary leaders in the solar
system. MAT is manknd's last hope. Now
your mind is Mat's mind. Take control of
the Centurion and blast off on the
greatest adventure of all....
Inlay cards usually leave something to be
desired when describing a computer game,
but considering the scope of Code-Name
Mat, Micromega's is almost terse. For
decades the Myons have sought to dominate
the Solar system and they have launched an
all-out attack, knowing that Earth has
developed a revolutionary new space craft.
Unfortunately there is only the prototype,
USS Centurion, and you as Mat are in
command. How to describe the game? As we
said in our preview feature last issue, a
starting point might be Star Trek games,
but only as a convenient departure point,
for Code-Name Mat has gone boldly further,
resulting in a game of arcade action
combined with real simulation which calls
for a number of different skills. In
brief: The Myons are attacking Earth,
starting from the outermost planets of the
solar system. This divides the game up
effectively into sectors which equate with
the planets Pluto, Neptune, Uranus,
Saturn, Jupiter, Mars and Earth. The Myons
tend to attack a planet and attempt to
reduce it to rubble which will be used to
increase the numbers of their attacking
fleet. In the last event, it is better to
destroy a planet yourself than to let it
fall into Myon claws. The solar system is
seen on the Solar Chart.
The second chart is the Sector Scan, a 10
x 7 grid which shows the position of the
main planet, any satellite bodies like
moons, positions if Myon fleet units, your
own defence units (more later) and
positions of stargates (red - outer
system, cyan - inner system). Travel
between sectors within a planetary system
is done by means of a warp gate. A cursor
can be moved to the desired sector and
then the Centurion must be piloted (using
the view screen) at the gate which will
appear in front of the craft. Failure to
achieve the transition will result in the
Centurion ending up in some other sector.
Travel between planetary systems is done
by navigating through one of the two
stargates in much the same way.
Long range Sean is a 3D global
representation of your area of space. The
Centurion is seen as a dot at the centre.
This is one of the most amazing aspects of
the game and one of the hardest to get to
grips with. A Craft disappearing behind
you will reappear ahead. If you loop the
loop, the display will rotate vertically
as if you were looking down through a
revolving cylinder. To play well, you must
master your scanner. Instrumentation and
its use is very critical, flying by the
seat of your pants alone will not suffice.
Instruments provided at the base of the
view screen are Energy (basically a
strength factor - when it reaches zero -
you're dead), Velocity, Angles from a
tracked object both vertical and
horizontal, Object range, Object number,
Shield Status, Tracking Computer Status.
When the Tracking Computer is on, it will
automatically switch between a forward and
reverse view from the ship to face any
object being tracked, such as an enemy
fighter, and you always fire in the
selected direction. You are up against
three types of enemy craft: Fighters,
which will attack as soon as you enter an
area containing one, Cruisers, will only
attack when within a range of 3,000; Base
Stars (nicknamed hamburgers), which will
attack immediately. If their shields are
worn down, hamburgers run away for two
minues until the shields are regenerated.
The Myon attack continues once the game
has started quite independently of your
actions unless you stop them, of course,
and it takes a great deal of skill to
contain their movement through the solar
system. Your instrumentation is vulnerable
to damage, which can leave you blind, but
park-in orbit around a planet will result
in a drone coming up to meet you. This
refuels and repairs all damage. If you
wish to play with full strategy options,
then selecting the second mode, Commander,
means that you are also in control of
Planetary Defence Fleets. These can be
moved about and used to help in the battle
to great effect, opening up a whole new
game. Fleets are communicated with via the
Subspace Transmitter. To describe fully
the complexities of Code-Name Mat would
take a volume, and this introduction only
scratches the surface of the game.
CRITICISM
'Although there are loads of keys and
functions to get used to, you do find that
they are all very useful, and it doesn't
mean that you can't start to play
immediately. The graphics have hit a new
high for the Spectrum; they are extremely
fast and you are given an amazingly
realistic 3D view and they are varied as
well. I like the way that even if you have
lost your engines through enemy action,
there is still a way of limping to a
planet for repairs by keeping your finger
on the thrust key. This causes the engines
to stutter. The Planets are all drawn very
well, as are the drones that come to
refuel the Centurion. This game is well
balanced between strategy and arcade and
there is a lot of interaction between
player and computer. Forward planning
plays a major part too. I don't think I
can find any way of telling people to buy
this game that would be sufficiently
adequate. Just buy it!
'First impression of Codename Mat are
terrifying. Not only are there a lot of
screens to cope with, but also a lot of
keys, although joysticks may be used. But,
despite appearances, this turns out to be
a user-friendly game and, despite it's
complexity, it isn't one where you seem to
get lost in space like so many other
similar games. Mind you, I can't think of
another game to really compare it with.
You might just have climbed into a
spaceship and hurtled skywards, it's all
so realistic. All the graphics are superb,
and all the instrumentation is essential
to successful playing. Perhaps the only
cheap effect in the whole game is the
stargate warp effect, with it's flashing
colours. The 3D is not only effective,
it's also varied. The Long Range Scan is a
really exciting development. Realism is
even taken to the degree that when the
forward view flicks to the rear, the keys,
of course, alter their left/right function
which can be confusing at first. The depth
of the game will ensure that it is played
for a long time to come.'
'Amazing 3D graphics! Enemy craft really
do come from hundreds of miles away until
they zoom over your shoulder. Only the
planets are a bit jerky as you approach,
but then with so many of them and in such
good detail, and only 48k, that's not
suprising. It is obviously going to take a
long time to plumb the intricacies of
Code-Name Mat, and that means high
addictivity, helped along by exciting
space-battles and tremendous playability.
If there's anyone out there who doesn't
like this game, perhaps they should go
back to Ludo'
COMMENTS
Control Keys : 6/7 Left/Right, 8/9
Up/Down, 0 Fire : Engines: 1/2 decelerate/
accelerate, 3 decelerate to full stop, go
to cruising speed, 5 go to full speed (not
available with cursor joysticks): W warp
drive, D shields on/off, A tracker, T
transmit subspace, F front view, R rear
view, L long-range scan,
S sector scan, C solar chart
Joystick : AGF, Protek, Kempston, ZX2
Keyboard Play : Instantaneous
Use of Colour : Well used
Graphics : Outstanding
Sound : Continuous, well-used
Skill Levels : 2, in effect, although they
make for different games, and in addition
there is a short game, full game with
medium sized attack fleet, and full game
with full-scale attack fleet.
Lives : As it should be - only 1!
General Rating : Out of this world!
USE OF COMPUTER : 88%
GRAPHICS : 95%
PLAYABILITY : 94%
GETTING STARTED : 98%
ADDICTIVE QUALITIES : 92%
VALUE FOR MONEY : 93%
OVERALL : 93%
You can play this great game RIGHT NOW! It
is included on this months snapshot pack!!
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THE HOBBIT
Review taken from Crash No.4 - April 1984
Melbourne House
I stood at the edge of the Black River
(not very wide across) and pondered my
situation. I had the short strong sword
and the rope courtesy of two dead
(literally stone-cold dead) trolls, and
the valuable golden rlng snatched after
great effort from under the nose of a now
dead Gollum. (It seems pathological
killers are well catered for in this
game.) I had been incarcerated in, and
escaped from, the notorious Goblln's
Dungeon with a little help from my
friends. I had met the friendly elf
Elrond, and found refuse in Beorn's house.
My companions, a singing dwarf and a
wandering wizard, had long been left
behind. Well armed and supplied, I had
crossed mountains, killed goblins and
acquired maps. Familiar with the almost
certain fatality encountered by taking
some routes, I had now reached an impasse,
I could see no way of finding the dreaded
dragon, Smaug, or his hoard of treasure.
However, the game's superiority over other
adventures available to me, and its unique
feature of independently moving
characters, persuaded me to persevere and
my capture by a Wood Elf led me deeper
into this complex game. Eventually, by
following the plot in the famous book, I
found and killed the dragon and laid claim
to his treasure. Unfortunately that is
only half the game, as the treasure has to
be carried back to a now far distant
starting point. The most remarkable
features of this Game strike you very
quickly. The high resolution graphic
displays promised are delivered in the
title page when the game is loading; Smaug
the ferocious dragon belches such
realistic flames at you that I almost felt
the need for an asbestos shield! Any
adventure played for the first few times
invariably seems to result in frequent
death, and after restarting a few times
the second powerful feature becomes
apparent; the characters move
independently of you, so you are never
sure whether your two companions will help
you in the next location or whether they
will hurriedly depart to leave you in the
mercy of vicious thugs like Wargs or
Goblins who will quite happily decapitate
you despite your pleas for mercy. Yes! I
said pleas for mercy beacuase you can
communicate with friend or foe depending
on your inclination. This device is very
helpful in exploiting the abilities of
your companions, and much of the game
depends on successfully communicating your
ideas to allies.
These features in addition to the
fantastic scenario and depth of
imagination used in Tolkien's book (Whose
plot seems tailor made for conversion into
an adventure game), make this program a
remarkable achievement. The high-
resolution pictures, of which there are
about 30, were drawn with the help of an
artist, whose eye for colour and detail
provoke the atmosphere of Tolkiens book at
the various locations: the Bewitched
Gloomy Place is dark and forbidding while
the Bleak Barren place is suitably
inhospitable. The Hobbit is accompanied by
the original book, which is followed
faithfully, and many clues are to be found
therein. An instruction booklet is also
contained in the package and explains the
highly flexible user friendly language
'Inglish' which the game understands.
This, incidentally, was developed by a
linguistics expert and allows for longer
more complicated sentences without the
limit of one objective per sentence. The
instruction booklet is well written and
the game is easily entered into. The
high-resolution colour displays help your
imagination to envisage The Hobbit's
world, and the response to instructions is
very quick. Quick responses are also
required of the player as The Hobbit plays
in real time, thus adding to the
excitement. I can wholeheartedly recommend
this game as it is easy for the novice and
provides the veteran with a welcome change
from the limited uninspired text only
adventures. A scoring system (mine is
77.5%) allows for friendly competition. At
Ь14.95 it is very good value.
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