Showing posts with label amiga. Show all posts
Showing posts with label amiga. Show all posts

Friday, 1 November 2024

Banshee (Amiga)


 It's a shooting game, and it's on the Amiga, so I'm sure many of you can predict that this won't be a positive review. I do have some nice things to say about Banshee, though, so look forward to that, at least. I'll start the slating here by stating that this game was only released on the 32-bit Amiga models, the 1200 and CD32. Why, though? There doesn't seem to be anything technologically strenuous going on here, and the 16-bit Mega Drive and SNES, and even the 8-bit PC Engine all have shooting games that are faster and more frantic.

 


That's not to say that Banshee is a bad-looking game, though. In fact, all of its positive qualities are in the visual department. But they're also all the result of some really great pixel artistry, not any special effects or graphical trickery. The game takes place in an exagerrated early twentieth century kind of setting, and all of the backgrounds and sprites are full of detail and life. One thing worthy of highlighting is the way that soldiers die. You're mostly fighting vehicles of varius kinds, but there are tiny little infantrymen running aorund and shooting at you, too. Sometimes when you shoot them, they'll fall over into a pool of their own blood, sometimes they'll crumble into a pile of bones. Sometimes, if you're quick enough on the draw to blow up the transport bringing them to the battle field, they'll flee from the wreckage, with their clothes ablaze.

 


For reasons I'll get into later, I only managed to get as far as the second stage, but it's set in the capital city of the enemy nation, and it's even more full of details. You see women pushing prams, soldiers on roofs who fall to their doom when you shoot them, or riding round the streets on motorbikes, with a gunner in a sidecar shooting at you. I could keep going on about all the cool little things I saw in the relatively small portion of the game I played, but I guess I have to get onto the reasons why all of these things represent a tragic waste of effort and talent.

 


The first problem you'll encounter is that your weapons feel incredibly weedy. Power-ups are rare, and seemingly ganded out at random, meaning a lot of the time, you'll only get useless junk (you can shoot the items to change them into other items, but each one only has between one and three possibilities, and a lot of the time, none of them will make you any more powerful. Another thing that seems to be random is how much of your power you get to keep upon death. Sometimes you'll stay at the same power level, sometimes it'll be slightly diminished, and sometimes it's straight back to the default peashooter. The second problem is one that dawns on you after you kill your first boss: the stages are insanely long. That first boss you kill, if it ended the first stage, would have represented the end of a stage with a perfectly fine and normal length. It actually represents you having gotten a third of the way through the stage, with two more boss fights to (eventually) reach and survive.

 


Another weird thing is that there's no music in the game! Not even in the CD version! I feel like shooting games as a genre are known for having great soundtracks, so one that doesn't have one at all seems very strange, and it feels a little cheap, too, to be honest. It really feels like the pixel artists for this game were let down by everyone else working on it. Looking at Lemon Amiga, this was very well received by magazines at the time, with no review scores lower than 80%. Now, the Amiga specialist magazines I can kind of see, they were clinging to a zombie system and some of the writers might not have played any console or arcade shooting games. But even Gamesmaster, a multi-format magazine, gave it a glowing review and a score of 83%! Doing their readers a disservice, all of them. I won't, though: don't play this game, it's not fun.

Saturday, 14 September 2024

Kid Chaos (Amiga)


 According to legend, this game started out as a pitch to SEGA for an Amiga port of Sonic The Hedgehog, or possibly an original Sonic game made for the Amiga. I don't know if that's true, but surely anyone would just pre-emptively assume that SEGA wouldn't endorse a port of their mascot character and hardware showcase to another company's system? Though rumours of an Amiga Sonic were pretty prevalent in the early nineties, with screenshots of something claiming to be such a thing appearing in some magazines.

 


It's clear that even if the above legend isn't true, that the gme was definitely heavily influenced by the Sonic games, at least. Your character (a caveman brought to the future by scientists, and inexplicably given a flat-top haircut and a leather jacket) runs really fast, with momentum being gained or spent running up and down hills. He attacks with a spinning jump attack. 

 


There's also a non-conventional health system that's different enough from Sonic's rings, but you can see the influence in there: you start a stage with ninety-nine hitpoints, and after taking damage, you slowly recover at a rate of one HP per second, plus one for every one of the half-apples flowing around that you collect. One original element is your destructive quota: in each stage, you've got to destroy a certain amount of objects to open the exit. The objects in the first set of stages are flowers, which I did like. The idea of a game where a caveman who's dressed like a stereotypical modern-day thug on a mission to destroy every flower he finds has a kind of Beano-ish charm to it. One of the later stages has the object literally just being ring monitors from Sonic, which does dampen the originality points a little.

 


The weirdest part of this is how damage is dealt: instead of different enemies and hazards dealing different amounts of damage, each stage has a "damage factor" announced on the introductory briefing screen, and everything that can hurt you in that stage will do that amount of damage. These start out at a reasonable thirty or fourty points of damage, but rising to the ludicrous heights of eighty-five later in the game. Which brings up the game's biggest problem: the difficulty. I actually got as far as the second section of the second set of stages under my own power. That stage is run under a strict time limit, you've still got to find your quota of things to destroy, and there's spikes on almost every surface. Furthermore, the spikes are very small and don't stand out much visually when you're stood still, let alone when you're moving as fast as you can to beat the clock. On top of all of that, that most hated bugbear of European microcomputer platformers is also present: tiny drops of liquid that fall down from the ceiling and hurt/kill the player.

 


So, I used passwords to see later stages in the game, both to take more varied screenshots for this review, and to see if this stage was just a weird difficulty spike in an already-hard game. Nope, the game continues to be a miserably harsh experience. All the stupid comments people say about Sonic games, about how they're meant to be about speed, but the traps and enemies never let you go past (it's very telling that such "critics" have such a hard time with a series of games that are incredibly easy to complete) are actually true about Kid Chaos. Except it's not just that there's lethal enemies and hazards all over the place, but also that the eponymous Kid is so unruly in his movements. That is to say, he's always sliding arond everywhere! The game demands precision, but doesn't allow you to give it! 

 


I'm really disappointed in Kid Chaos. The idea of a weird reskin of a rejected Sonic project was interesting, and of course, being a Sonic-like means that the old "one button controls" problem wouldn't have mattered, either! This could have been one of the best Amiga platformers, and maybe one of the best Amiga games in general, but actually playing it is just such a thoroughly unpleasant experience.

Tuesday, 4 February 2020

Curiosities Vol. 17 - Blaze

So, back in the ancient mists of time, there was a preview in issue #115 (June 1991) of CVG of an Amiga version of Sonic the Hedgehog that never came into being. The reasons why such a game might have been cancelled are obvious: as soon as it was released in the UK, the first Sonic game, and Sonic in general launched a kind of SEGA-mania that would last for almost half a decade, and the Amiga was, in mid-1991, the only major 16-bit competition to the Mega Drive in the UK that didn't have to be imported. Sonic appearing on the Amiga might have hampered sales of the Mega Drive, which was in the UK, almost monolithic in a way that the NES/Famicom was in the US and Japan in the 1980s.

Some might have said that the Amiga just couldn't do everything that the Mega Drive did, and a substandard port might also damage the brand. Blaze, a fanmade demo for an Amiga Sonic-alike could be used as evidence for and against this theory. On the surface, it does do a lot of the fancy tricks seen in Mega Drive Sonic: high-speed scrolling, loop-the-loops, water-surface reflections, and so on. However, it came out in 1993, not 1991. And, to the best of my knowledge, no commercially released Amiga platformers attempted any of this stuff, despite how poentially lucrative it might have been.

It does as decent a job as you might expect of emulating the feel of a genuine Sonic game, too. Not only does it have loops, but one particular highlight is a massive series of five linked loops in quick succession. There's also robot crabs and hornets, and gems to collect in lieu of rings. Blaze even curls into a ball to attck when he jumps! Interestingly, though, if you press down while running, he doesn't curl into a ball, but goes into a Splatterhouse-esque sliding kick.

The physics do occasionally feel a little off, particularly with regards to running up and jumping off of quarter pipes. This can be forgiven, though, by that fact that this was made in an age before widespread internet access, and long before there was the meticulous observation and analysis of Sonic phyisics that there is today. In fact, it's obviously impossible to be totally one hundred percent certain about this, but I think Blaze might be the first ever Sonic fangame!

So, that's Blaze. An interesting thing in many ways. It's a shame it never got fleshed out into a full game. It would obviously have been too late to have saved the Amiga from its inevitable doom, but it would at least have freed Amiga fans from decades of pretending Zool was as good as any platform game that originated on consoles.

Wednesday, 12 June 2019

Satan (Amiga)

Black Tiger is something of an unsung hero in Capcom's late 80s arcade oeuvre. Though it's a great game, it never achieved the level of fame enjoyed by the likes of Ghosts and Goblins or 1942. In fact, though it got ported to various microcomputers in Europe, the first official console port didn't come until 2010, 23 years after its debut! Despite being mostly forgotten, though, it does have its advocates. For example, the first time I encountered it was a fan-made port on the Korean handheld the GP32 in the early-mid 00s, and it had a rethemed spiritual sequel in the form of Sonson 2 on the PC Engine in 1989. Why is all of this relevant? Because the first half of Satan is clearly very influenced by Black Tiger, further cementing its place as a minor cult hit, despite having fallen from the collective conciousness.

Satan's plot is about a warrior who wants to kill the eponymous demon, but realises he needs to become a wizard to do so. To become a wizard, he journeys through some kind of subterranean world killing monsters and collecting money and power ups, until he faces off against what looks like a white dragon from Castlevania. Then his wizardly diploma falls from the 'bove, he grows a beard, and sets out on the second part of the quest. This bit is okay, like a poor man's Black Tiger, pretty much. But Black Tiger is really good, so that's not too harsh a criticism.

The game's second half has you playing as the newly-qualified wizard, using money to buy spells with which you fight Satan himself, who, upon defeat, splits into two and then four flying demons. There's also something about rescuing captured wizards before Satan can kill them, but this is where the game reveals itself to be broken: those wizards are all on platforms that are too high to reach. It seems like there's a whole exploratory part of this half of the game that's just totally inaccessible because your jump isn't high enough. You can still fight and kill Satan in his various forms, though if you go back to the shop once he starts flying, there's a good chance that when you come back outside, he'll be offscreen somewhere, killing wizards with impunity.

It really is a shame, as like I've mentioned on this blog before, it often feels as if the Amiga is a system that coasts by on nostalgia, and doesn't really have many actual good games, and Satan is so close to being a good game. It just lets itself down with one stupid mistake in the latter half. Tragic!

Thursday, 28 March 2019

Castle Warrior (Amiga)

Castle Warrior represents a concept I've rarely seen before: the into-the-screen sprite scaling beat em up (the only other example I can think of is Jinmu Densho on PC Engine). Well, it starts out as that, anyway, with your warrior walking down a corridor (in a castle, of course), being assailed by bats and wall-mounted monster arms, and the occasional enemy big enough to force him to stop and fight it for a bit. While the bats and the arms are dispatched with a direct swing of the sword, these larger opponents are battled in a silly little game of violent tennis, whereby they shoot perfectly spherical fireballs at you, and you try to bat them back with your sword. At the end of the corridor waits a big dragon, so big in fact that it doesn't even fit on the screen. This battle, and a later boss fight against a similarly massive snake monster, is fought by moving left and right to avoid attacks, and chucking spears when you get the chance.

The second stage has a similar into-the-screen premise, but this time you're kayaking down an underground river and avoiding stalacmites, angry fish, and other such things. All the stages and boss fights so far have a feel to them that's a kind of combination of a simple LCD game and one of those games they had on saturday morning TV shows in the 1990s, where kids could call in and control a character by shouting directions down the phone. It's all very simplistic, very slow, and very stiff.

After the boat ride, you fight the aforementioned snake monster, and after that, the game suddenly changes perspective, as the final battle is viewed from the side. This seems like a strange decision, having the final boss fight be less graphically impressive than the rest of the game. This fight is against a wizened old wizrd in a red cloak, sitting in a flying throne made from the lower jaw of a giant demon statue. It's also incredibly hard, as the wizard's attacks are both difficult to dodge and massively damaging. I've made a few attempts at beating him, but even with an infinite lives cheat, I could never land more than one or two hits.

There's one last thing to be said about Castle Warrior that I haven't already: it's incredibly short. Like, less than ten minutes. I assume that the huge difficulty spike represented by the final boss is just there so that people can't say they completed it on their first try with no problems at all. Though it's a pretty unique game, and even Jinmu Densho is pretty different to it, so there's not really any alternatives, I can't really recommend Castle Warrior. It's an incredibly short game, and still somehow feels like a bit of a slog.

Wednesday, 30 January 2019

Sol Negro (Amiga)

I decided to play this game based entirely on the boxart, which featured the hero and heroine looking like they were from some cool european sci-fi action comic. Though the cover wasn't a total bait-and-switch, as those two characters are actually the protagonists, the world they inhabit is more like an uglier, more luridly coloured version of a nineties platformer world. More interesting is the story, which is a rip-off of the story from the 1985 fantasy movie Ladyhawke. Ladyhawke, if you don't know, is about a warrior and a lady who love each other, but are kept apart by a curse that means when he's a human, she's a hawk, and when she's a human he's a wolf. The main characters in Sol Negro have a similar dilemma, except that the guy in this case turns into a fish. Also they'e both rifle-toting post-apocalyptic soldiers.

So, at the start of the game, you pick one of the characters, who you play as in human form, while rescuing/protecting the other, who obviously appears in their animal form. The most interesting thing about this is that it means each character has different stages: the male character starts the game in a surreal place with mountains and giant mushrooms and flowers, while the female character starts under the sea. Beyond that, however, I can't tell you any more, since this is yet another Amiga game, that's absurdly difficult, and after many attempts, I never made it past either character's first stages.

The game's mechanics are as much of a rip-off as its story, as it sees you walking and flying along narrow horizontally-scrolling stages shooting groups of small enemies, a lot like the arcade game Atomic Robo-Kid (in the interests of fairness, it should be mentioned that Atomic Robo-Kid and Sol Negro were released in the same year, and the Amiga version of ARK didn't even come out until two years later, so the similarities might just be a coincidence). Though obviously, Atomic Robo-Kid is a lot better than this in pretty much every way. Sol Negro has terrible collision detection, pointless non-enemy characters that do nothing but float around making you wonder what you're supposed to shoot, and various other problems. The most hateful of all, I think, is the dolphin that appears in the female character's underwater stage: it can't hurt you, but unlike all the other peaceful characters, if you accidentally shoot it, a bunch of tridents fly in from off screen and kill you as punishment.

In summary, Sol Negro is a bad game, despite having unique presentation and an endearingly shameless/bizarre plot. Just play Atomic Robo-Kid instead, to be honest.

Wednesday, 28 November 2018

Hellraider (Amiga)

The most interesting thing about this game is that it turned out to be a totally different kind of game than I thought it was when I started playing. When I started playing, I thought it was an incredibly difficult Bosconian knockoff with some weird quirks, where you were supposed to fly around an eight-way scrolling world and destroy every enemy base. Turns out I was totally wrong: it's an incredibly difficult (but kind of original) shooting/escort type thing!

As the HMS Hellraider, you're tasked with collecting gems from the surface of the planet Hell (nothing to do with the Ngihtwish song though, as far as I can tell), where the intense heat and pressure cause the local volcanos to just spit them out like nobody's business. Though for most of the game, you don't actually control the Hellraider itself, but its four little scouting/escort ships, called Orbitals. The Hellraider will float around slowly, seemingly at random, picking up gems as it flies over them. When its hold is full of gems, the stage is over and you go onto the next one. The problem of course being that not only is Hell a hazardous planet to begin with, being peppered with volcanos, lava lakes, and  big rocks to crash into, but there are also apparantly rival mining interests already here, who are far more organised than you and not willing to share. So the main point of your mission is to pilot an Orbital escorting the Hellraider, and protect it from any enemy ships, turrets or mines that want to destroy it. If the Hellraider gets destroyed, you do get to fly around shooting enemies until your Orbital goes down, but you can't actually finish the stage. If all four Orbitals get destroyed, you can then control the Hellraider directly. It moves very slowly, but it can take a lot of hits (assuming it hasn't already been shot to near destruction, anyway), and can shoot in seven directions.

You might notice that all the screenshots I've taken are of the first stage. This is because, despite playing for over two hours, I never managed to complete it (though I did come close once or twice). I only know there even are more stages because I looked it up on youtube! I think there are two main problems that make this game such a chore. The first is that there's no radar, so you never know when enemies are going to suddenly fly in and start shooting your mothership to bits, or when you're about to stumble upon a nest of enemy turrets. Also, if you do chase an enemy ship and end up away from the Hellraider, there's no way of knowing how to get back to it.  The second is that the Hellraider itself just seems to move around at random, often just flying straight past convenient clumps of gems all stuck together. The stage would be over much quicker, and you wouldn't have to protect it for as long (the stages can go on for over five minutes!) if it had some kind of gem-seeking AI (apparently, you can play a kind of co-op game, with player one controlling the Orbitals and player two controlling the Hellraider, but I haven't been able to try it. If so, that sounds like a much less stressful game).

Hellraider is interesting: it's a game that I initially thought was a low-quality knockoff of an arcade classic, but it turned out to be an interesting and original game, ruined by a couple of huge flaws. I've said in the past that people's nostalgia for the Amiga keeps them from admitting that most of its games looked amazing, but played like garbage, but I have to admit that the low barrier for entry does result in a lot of experimentation in design that can result in games that, even if they aren't actually fun to play, are at least different and cool conceptually.

Tuesday, 1 May 2018

Aaargh! (Amiga)

Oddly, I'd played this game long before I'd ever even heard of Rampage. It was among the boxes of pirated games that came with the second hand Amiga 500 I got one year as a kid, and for a couple of years, it was the only reference I had for games about being a big monster that wrecks stuff. Interestingly, it's also one of a few Amiga games that was also released on the Amiga-based Arcadia arcade hardware, making it an oddity in two ways: a European-developed arcade game, and one that was ported from a computer to the arcades (or possibly the other way round? Though since they're pretty much the same machine I don't think it really matters).

Is it good though? We'll get to that in a while. First, it might be more useful to compare it to its more famous American forebear. In terms of originality, at least, Aaargh! fares pretty well. It's got a slightly beat em up-like perspective so you can walk up and down as well as left and right, meaning the cities can have more interesting layouts than just a bunch of buildings all in a row. There's also a secondary goal alongside smashing everything, which is to find the roc's egg hidden in each stage, which takes you to a bossfight/bonus stage against the one of the two selectable monsters you didn't choose.

So anyway, the game sees you as one of two giant monsters (a giant lizard or a cyclops) destroying various human-built locations throughout history. The locations are pretty varied, and other than the first stage always being the jungle village, they seem to appear in random order, too, so even if you can't get far, you'll at least be able to see a lot of them with some perseverance. There's sterotypical east asian temples, desert cities carved into the sides of cliff faces, colonial American towns, and so on, and they all look pretty nice (though naturally, some are more colourful and detailed than others). No matter what location in time or space you end up, though, you always seem to be under attack from a human-directed trebuchet and giant prehistoric mosquitos.

To finish a stage, you either destroy every building, or you find and pick up the roc's egg. The first method will just take you to another stage full of stuff to smash, while the second will take you to the aforementioned bonus bossfight. The bonus bossfights aren't very good. There's no health bar or other indication of who's winning, and you and your opponent just flail at each other for a few seconds until inevitably, you fall over and your opponent wins. It doesn't really matter though, since losing these fights doesn't result in a game over anyway. The game's other big problem is the controls: since it's an Amiga game, that means the designers had to shoehorn multiple actions onto one fire button (I mean, the Amiga could totally use two button controllers, but for some reason most developers for it never bothered with a second button). So, if you tap the button, you breath fire. If you hold it and press left and right, you punch, up and you do an uppercut (for killing mosquitons) and down is for picking up items or humans off the ground.

These controls would be fine, were it not for two problems: firstly, you have four-way movement in this game, but because of how the controls work, you can't punch buildings while you're facing up or down, meaning you can only destroy them with fire. Fire that's limited, but you don't have any kind of onscreen meter or anything telling you how much you have left. (As an aside, one pretty cool thing you can do with your fire breath is set buildings ablaze, and they'll gradually fall apart and collapse while you go and do other stuff). The other problem is that sometimes, the controls just don't respond. I'm sure there's some kind of special knack to getting your monster to punch or whatever whenever you want them to, but as it is, sometimes you'll be holding the button and pressing the directions and your monster will just walk around, or breath fire instead of doing what you ask. It's this problem especially that's the game-killer.

So, Aaargh! is a game with some good ideas, and some bad ideas (why not have both monsters in the field looking for the egg simultaneously? That would make a lot more sense.), and some very bad execution. And it's the execution that prevents me from being able to recommend playing it, unresponsive controls of this degree are just unforgivable.

Monday, 29 January 2018

Vindex (Amiga)

This was going to be a post about a game entitled "Space Harrier: Return to the Fantasy Zone", which is one of those semi-official western sequels to Japanese games I talked about in my review of Dragon's Revenge. It's an especially obscure one, too, since as far as I can tell, it was only released in a compilation along with the original Space Harrier as well as a couple of other arcade ports. Unfortunately, it only had the option to play using the mouse, which was so fiddly and useless as to render the game completely unplayable. And that's not just my personal dislike of mouse controls in action games, Harrier really did just seem to jerkily zip around the screen at random. So instead, here's Vindex, another sprite scaling shooting game on the Amiga.

Vindex at least has functioning controls, which puts it a step above SH:RttFZ. Unfortunately, that's about all it has. Well, that's not fair, some of the backgrounds look okay in a minimalist sort of way. Only the backgrounds, though: your ship and the enemies look very generic and bland, with the final boss looking particularly like a very unimaginative child's drawing of a robot.

As lackluster as the graphics are, at least they're there, which is more than can be said for the music. It might just be because I associate sprite scaling games with SEGA and Taito, two companies who always put great soundtracks in their games, but Vindex's lack of music is really weird and jarring, and makes the game feel incredibly empty.

It doesn't play well, either: all the hitboxes seem to be huge, and every time you lose a life, you go back to the start of the current stage. It's an exercise in tedium, and completely devoid of fun or excitement. I even resorted to using a level select cheat just to take a few more varied screenshots (which is also how I saw the rubbish-looking final boss, who is also incredibly easy to kill, probably easier than any other part of the game). It probably goes without saying at this point, but Vindex is a game I definitely don't recommend. It's so tedious, in fact, that I had to look at the earlier paragraphs in this document to remind myself of its name. I don't like writing such overwhelmingly negative reviews, but sometimes there's just nothing positive to be said about a game.

Monday, 3 July 2017

Wizkid (Amiga)

I'm not sure if this game is really obscure. I think of it as one of the better-known Amiga games, but I've never actually seen anyone on the internet talking about it, and even the best-known Amiga games don't tend to have a lot of fame outside the UK. So I think it's safe. It's also a childhood favourite of mine, and it's pretty unique, too.

It's the sequel to a much-loved (though I never got into it) C64 shooting game called Wizball, and you play as Wizball's son, Wizkid. Like his dad, Wizkid is a floating orb with a face. He's tasked with defeating screens full of enemies by headbutting bricks in their general direction. If you run out of bricks on a screen, you move onto the next uncompleted screen, minus any power-ups you had. The power-ups on offer are a clown's nose (which lets you juggle bricks on top of your head) and dentures (which let you hold bricks in your mouth. There's also coloured notes that gradually fill spaces on a tune at the top of the screen. When the tune's filled, it rains money and the game completely changes.

First, you're taken to a shop, where you can buy an assortment of seemingly-random objects, like a newspaper, or some coloured glasses. All the items have uses somewhere, though a lot of them are very obscure (I think the developers must have realised this, since the game tells you when to use them). The big change comes with the exits from the shop screen, of which there are too: one that takes you back to being just a head, knocking bricks around, and another that gives you a body, letting you play the other half of the game.

That other half is a kind of simple adventure game taking place in the backgrounds of the head stages. Adventure games have a reputation for having their own logic at the best of times, but Wizkid takes this to extremes. For an example, I'll describe for you some things you can encounter in the first stage. You can ring a bell to summon a door, behind which hides an angry, barking dog. Post a newspaper in the door's letterbox and open it again, and the dog will be calmly sat on a toilet, reading, allowing you to go inside and solve a little weight/pressure pad puzzle. Alternatively, you could go do the well, where you'll find men's and women's toilets. In the women's toilets, you can sit on a toilet and make poo shoot out of a volcano, while in the men's toilets, you can flood the well by flushing a blocked urinal, or you can put a token in the condom machine, inflate the condom that comes out and use it to float away to a series of secret rooms.

And the whole game is full of weird nonsense like that. The point of the game is that you're trying to find a bunch of lost kittens to row a boat to the villain's castle and rescue your dad. I actually got to the "rowing the boat" part as a kid, though I never had enough kittens to get any further. There's one kitten on each stage, and they're hidden in different places, or sometimes you get them by clearing every screen in the head-only game.

Wizkid is a game I definitely recommend. There's nothing else like it, it's bizarre and funny and actually fun to play. Playing it now, though, it seems that I'm a lot worse at it than I was 20 years ago. Boo.

Thursday, 22 December 2016

Elevation II (Amiga)

I've given up, at least temporarily, on finding anything interesting in the Assassins PD compilation disks, as after looking at a few, it seems they were almost exclusively interested in making compilations of uninteresting clones of old arcade games. So instead, here's a solitary PD Amiga game that, rather than copying verbatim an old arcade game, offers up an original game that wouldn't have looked out of place in arcades a decade before its actual release.

So, you're a little man, and you have to run across the floors of a building until you reach your lady love at the top. Obstructing you are elevators, with various levels of speed and erraticnes. It's incredibly simple: the only controls are left and right, and touching an elevator results in a lost life. There's also various kinds of items that fall from above at random intervals, including extra lives, invincibility, points bonuses and items that instantly move you up or down a floor.

Scoring is pretty simple, too: other than the 1000 points item that might fall down, at the end of each stage, you get a bonus based on how quick you were, as well as fifty points for each stage you've cleared and a hundred for each remaining life you have. Obviously, the items appearing at random can mean that your score isn't totally a reflection of your skill, and there's always something of a luck element. Unlike in other games where I've slated such an aproach, though, I think Elevation II is just about simple enough to get away with it.

It would be remiss to let this review end without mention of the game's presentation. Since the game is a one-man job from 1993, it's obviously very simple, but at the same time, there's a lot of nostalgic charm to it. I'd describe it as a kind of mix of the black backgrounds and simple sprites of classic arcade games and the cheap and cheerful brightly-colored working class charm of 1980s ITV Saturday night light entertainment.

Elevation II is an incredibly simple game, and even at the time of its release, it couldn't possibly have been considered meaty enough to be a commercial release on either home systems or in arcades, but it remains one of my favourite Amiga games. It just has a timeless quality, it's a ton of fun to play, and surprisingly addictive.