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

Friday, 13 May 2016

Doman (Amiga)

Round about the mid-90s, though most people had cast the Amiga into the past, never to be thought of ahain, there was still enough of a following for the system that commercial game releases were still coming (and, in fact, would continue until at least the early 00s). It's in the mid-90s that a small Polish developer, named World Software, released a few belt-scrolling beam em ups, that would become infamous for their grim settings and gratuitous violence. Doman is one of those games.

I can't tell you anything about the plot, as obviously, all the game's text is in Polish. But I can tell you that it's set in a dark, bleak world of medieval fantasy, where the background has giant black mountains and foreboding forests, while the foreground has impoverished villages where all the inhabitants are hung up, or beheaded, or generally suffering some kind of severe misfortune. You play as one of two absurdly muscular barbarians, one with dark hair and a sword, the other with blonde hair, a beard and an axe. You walk from left to right, violently murderering groups of soldiers, orcs, wizards, demons, archers, and so on.

Despite coming out as late as 1994, it doesn't have any option (as far as I can tell) to use two-button controllers, nor does it have the typical beat em up combo system. Instead, you can perform different attacks by holding the fire button and pressing different directions. The most effective strategy is to rely on the attacks assigned to up and down. The up attack knocks enemies to the ground, allowing you to pummel whoever's standing with the down attack, which is pretty good for attack power, range and speed. When the downed enemy starts to get up, knock the current guy down and switch targets.

The structure is pretty strange: the first time I played, I though I was just doing really badly, and failing to get past an incredibly long first stage. After getting a game over and seeing the high score table, I realised I was wrong: the scores are just a simple percentage, which I assume is how far you made it through the game. So that's pretty interesting, the game being one long stage, right? There is one bad thing about the game, though: there's a lot of loading. It stops to load every time you walk a screen's distance, it stops to load whenever a group of enemies appear, and the load times at the start of the game, and between games are very long. Also, if you plan on playing it on real hardware, it comes on five disks, which will be an immense pain if you only have one disk drive.

Doman isn't a bad game. It can seem unfairly hard at first, but once you've got a hang of how the combat works, it gets a lot more manageable. Obviously, there's many, much better beat em ups on consoles and in arcades, but as far as they go on the Amiga, it's easily the best I've ever played. Plus, there's a little bit of novelty in playing an arcade-style game that comes from Poland, when in recent years, eastern Europe is probably more known for PC games, first person shooters, and so on.

Sunday, 27 March 2016

Curiosites Vol. 7 - Two Bad Neighbours

It's often said that the main strength of the UK microcomputer era is that anyone could make a game about anything, and get it published. The same also applied to licenced games: any TV show or movie could be made into a videogame, as long as it was even moderately popular at the time.

According to legend, the Australian soap Neighbours is actually more popular in the UK than it is in its homeland, and much of that audience is teenagers (I watched it a lot during my teenage years, even!). So there's an Amiga game based on it. Two, actually, one licensed and one a fangame. A fangame based on a TV soap opera over two decades ago! Unfortunately, they're both from the early 90s, roughly a decade before I was watching, so they'll mainly feature characters and stories that I've never even heard of. 
First up, I'll talk about the official game. It's a racing game, you play as some teenager on a skateboard, and your opponents are other teenagers, pretty evenly divided between boys and girls, riding skateboards, go-karts, bikes and so on. You race around the block, scoring points by going between traffic cones and collecting food. There's also obstacles all over the place, which are the kind of thing you'd expect to see in a version of Paperboy set in a very stereotypical version of Australia: cars, people walking around, and open manholes alongside Kangaroos and Emus (I don't remember ever seeing either of those animals in an episode of Neighbours, though maybe it was different back then?). It's mildly amusig for a few goes, but nothing you'd ever want to play for an extended period, and I don't think the novelty would warrant actually going to a shop and buying it. It does look very nice, though: very bright colours and charming little sprites. 

The fangame is known by the longer title Neighbours: The Adventure, and the title's pretty descriptive, since it's an adventure game based on Neighbours. The inro tells you that the evil capitalist Paul Robinson has bought all the land on which Ramsey Street stands and wants to evict everyone and sell it off for a profit, and you have to stop him.  

I'll have to make an admission here and say that not only am I not really a fan of adventure games, I'm also not very good at them. As a result, I quickly got bored of fruitlessly clicking on things hoping to make something happen and got nowhere. The presentation is nice, though, with low-res digitised photos and actual music from the show, though the few points that use animation do look ridiculous. Generally, though, it looks and feels more professional than the official game. I guess if you like adventure games and want something with a mundane surburban setting, look it up?  

I didn't really go into either of these games expecting them to be good, I just thought it was an odd footnote in history that an Australian soap managed to somehow get two videogames made out of it, and both for a market literally on the other side of the world. I wouldn't recommend wasting your time on either of them, to be honest.

Sunday, 13 March 2016

Fightin' Spirit (Amiga)

Now, I don't mean to badmouth the Amiga when I say this, but Fightin' Spirit is one of the best-presented titles I've seen on the system, and it wouldn't look out of place on the SNES or Mega Drive a few years earlier. It's harsh, but it's true: by the time the 90s were in full swing, the gap in budget and size of development team between console/arcade games and Amiga games was at the point where, even with the more powerful hardware of the A1200, Amiga games were starting to look very dated in comparison.

This is a really well-presented game, though. There's menus full of options (which I'll get to later), big colourful fonts, character portraits, and all the stuff you'd expect from a post Street Fighter II fighting game. There's a bunch of different fighters, though they're mostly from the US, for some reason, with one guy each coming from Thailand, China, Japan and India. Plus there's a tiger from parts unknown and a dinosaur that, for some reason, hails from Brazil. Did Blanka make the developers assume that Brazil was just a land of monsters or something? Bizarre. The game's storyline gimmick is that all the human characters have "animal spirits" that appear over their bodies when they do certain special moves, which looks kind of like Joe's Tiger Knee from SNK's games, but with a whole bunch of different animals. Of particular interest is the token female character, Sheila, who has the dolphin as her animal spirit, but can also summon and throw ethereal starfish at her opponents.

Like I said earlier, there's a lot of options in this game. Some are taken from more popular games, like the King of Fighters-esque team battle mode, and the Deathmatch mode from World Heroes 2, with it's momentum-based shared health bar. There's also control options for one and two button controllers, and, more usefully, the four-button CD32 controller. There's also some odder options, like the option to either choose your opponent in single-player mode, or fight opponents in random order, and the inexplicable option to turn off special moves.

Well, once you start to play the game, that last option won't seem entirely inexplicable. One of the biggest problems this game has is that even if you have a movelist handy, specials just can't be performed reliably. The biggest problem, though, is that the fights aren't very exciting. Everything feels stiff, stilted and awkward, and the fact that specials only come out some of the time only adds to that feeling. Of course, the AI players can perform specials perfectly everytime, and they do. Repeatedly.


Fightin' Spirit might be better than the infamously bad Amiga ports of Street Fighter II, but compare it to any of its contempories on other formats, and it doesn't hold up well at all. I know those games had more powerful host hardware, bigger budgets and bigger, more experienced development teams, but it's the way it plays that lets Fightin' Spirit down, not the graphics or production values.

Sunday, 14 February 2016

New York Warriors (Amiga)

So, European-developed shooting games, especially ones on the Amiga historically have had a repuatation for being terribly designed, boring and just generally not very good. New York Warriors, though it's not a patch on the likes of Mercs or Gun.Smoke, at least tries to redress that balance by being actually pretty good.

It's been said before that one of the main signifiers of quality for a home game in the 1980s and early 90s was how much like an arcade game it was, and New York Warriors (as it's called in adverts and on the game's box, though the title screen says N.Y. Warriors) is a lot like an arcade game, in more ways than just mechanically. It takes the grand old Japanese arcade tradition of "taking inspiration" and "paying homage" to other media in its setting and character design and makes it its own, with the setting itself being a mish-mash of The Warriors and Escape From New York, with one of the enemy gangs also being called "The Ramboids" and described as being "very sly".

Aesthetically, it gets the whole 80s VHS apocalyptic dystopian action movie look down pretty well, and all the stages look excellent. There's nice little details, too, like rats scurrying across the streets occasionally, and people sleeping on park benches. There's some problematic elements too, though, like the enemy gang of Chinatown being ninjas, and the one black gang being called "The Ganjas" and looking like lazy caricatures. And the fact that you get points for killing the aforementioned sleeping homeless people.

How does it play, though? It plays pretty well, actually. It's fast-paced, and though it's very difficult, rarely feels unfair. In fact, at first glance, it'll look a lot harder than it is. In some ways, it's actually ahead of its time too. For example, there's pretty much always massive clouds of enemy bullets coming from every direction, and though they don't have the elaborate patterns of later danmaku-style STGs, and the emphasis is on destroying the enemies quickly to stop the flow of bullets rather than being able to weave a path through them, it's still a striking sight to see in such an old game. There's also a nice touch regarding the power-ups: if you collect one power-up while you still have remaining ammo on a previous one, the game'll remember the earlier power-up and switch back to it when the newer one runs dry. It even does this for multiple power-ups, so long as you manage to stay alive that long. Another nice idea it has is that along with easy, normal and hard difficulty settings, there's also one named "flame", which is harder than the hard setting, but tilts the scales in your favour somewhat by giving you an unending supply of the best weapon in the game, the exploding fire laser.

If you can get past the few unpleasant elements, which are presumably more the result of the game being made by a bunch of late 80s European teenage boys just trying to make a videogame version of the movies they'd seen on video than the result of actual malice, New York Warriors is definitely worth a look. Especially since, as I mentioned, good Amiga shooting games are few and far between.

Friday, 14 August 2015

Robbeary (Amiga)

I recently had a minor revelation regarding this game: for years, I'd assumed the title was pronounced like "Robb-ear-y", which is meaningless and makes no sense, but the player's character is a teddy bar, so obviously, it's meant to be "Rob-bear-y", which is still pretty stupid, but at least makes a little sense. Anyway, it's a single screen platformer about collecting stuff and scoring points.

Yeah, your bear goes around these pretty simply laid out stages and collects every giants fruit they contain before going on to the next stage. Obviously, there's also a bunch of enemies running around trying to stop you, and one touch from them kills you. Unusually, and more typical of "collect everything" maze games than platformers, you have no reliable means of defence against the enemies. Other than randomly appearing power ups that turn them into points items, all you can do is try your best to avoid them. To make this even harder, there's a timer, and when it runs out, all the enemies go into cocoons and hatch out twice as fast as they were before. If you take too long finishing a stage, this can even happen more than once!

Not only are the items that appear random, but so are the movements of the enemies: they just randomly walk back and forth, sometimes stopping for a second or walking off the edge of platforms. These things make the game not only hard, but dependent almost entirely on luck. You can't form  a strategy to make sure you get a power up in the nick of time, because you don't know when or where the power ups will appear, and you can't learn the enemy patterns to work out the best way around them because the enemies don't have any patterns. It's only when one of the random items (a green key, not to be confused with the gold key that appears at the end of the stage or the silver key which apparently does nothing at all) opened a door to a bonus stage that I realised that there's a chance that the developer had misinterpreted Bubble Bobble's elaborate system of secret items, room and stages as being random and tried to copy it.

Now I know that there have been a few games covered on this very blog where I've said that randomness has ruined them, but I should clarify that randomness isn't an inherently bad thing. Some of my favourite games use a lot of it: Shiren the Wanderer, One-Way Heroics and Minecraft being but three. But you'll notice that none of those games are arcade (or arcade-style) score-based action http://games.In games like this, scoring and progress should always be as close as possible to 100% about skill, knowledge and understanding of the game mechanics on the part of the player, and random elements totally ruin that.

Though it holds a little bit of nostalgia value for me (it was in a huge box of pirated games that came with the pre-owned Amiga I got for Christmas as a kid one year), I definitey can't recommend that you bother playing Robbeary.

Sunday, 12 October 2014

Black Viper (Amiga)

I don't cover a lot of Amiga games on this blog, because though pretty much every Amiga game is obscure outside of Europe, in Europe, it had a pretty big following, so there's still quite a few games that are well known by a lot of people.

But by about 1995-ish, the system had been pretty much abandoned by big publishers and, to be honest, most people buying new games too, leaving only dedicated enthusiasts making and laying new Amiga games. Black Viper comes from well into that era, being released in 1996.

It's an into-the-screen sprite scaling motorbike riding game, like Super Hang-On, but with guns. The player is Efrin Kadan, a lone fighter for freedom on a post-apocalyptic earth ravaged by a war with aliens. Though for some reason, the aliens all seem to ride around in mad max-esque cars and motorbikes, covered in rust and spikes. The fight for freedom taking the form of riding a motorbike (the titular Black Viper) long distances, shooting the alien vehicles, and not shooting the "innocent" articulated lorries.

The graphics are a mixed bag, with the backgrounds being beautiful vistas of blasted wastelands and deserts, and the sprites being indistinct grey-brown lumps. Also, someone on the development team must have been a Cradle of Filth fan, since two of the selectable BGM tracks are named "Summer Dying Fast" and "The Black Goddess Rises", though unfortunately, they ear no resemblence to their namesakes.

Black Viper should be a fast, exciting game with tons of action, but because of various stupid little problems, it's more of a chore to play. Since it adds a bit of shooting action to the usual racing shenanigans, it stands to reason that it has a mechanic whereby the player takes damage, and can eventually be killed, resulting in a game over. This is fine, but not only does Black Viper only allow the player to partially restore their health between stages, but because of some slight clunkiness in the way the game handles collisions, situations in which the player gets caught between the side of the road and another vehicle are not only common, but also devastating, often taking almost half the player's health in a few seconds. There are power-ups on the road, that can instantly restore some health, or offer a temporary shield, but thanks to their random placement and the fact that they whizz by almost instantly, collecting them is a matter of luck more than anything else.

Also available between stages are weapon power-ups, though buying them is a very bad idea, since every time I have, halfway through the following stage the message stating "weapon damaged" has been displayed, leaving me weaponless, and not long after, dead.

The most ridiculous problem this game has, though, is the fact that though it was released in the year 1996, long after anyone with an Amiga had already started using a Mega Drive controller with it's many buttons, it inexplicably only recognises a single fire button. There is a control setting in the options screen that claims to include an option for two-button controllers, but setting it seems to make no difference at all. It is effectively a painted-on fire alarm.

In summary, Black Viper is a bad game with some nice backgrounds (though since it's so broken, you'll probably only see two of them). Oh, another small point in its favour is that it puts the intro on a seperate disk, so you never have to waste time watching/skipping it, plus it includes an option to turn in-game cutscenes off too. If only modern developers were so kind.

Sunday, 10 June 2012

Metal Law (Amiga)

Despite the name, this game doesn't feature the members of Manowar running about in underpants slaying posers with axes. It's actually about a futuristic cop of some kind who, rather than fighting crime, goes about the place shooting monsters.
The intro claims the game is set in the future, in a place called "Neo York". Is that a futuristic version of New York, or a futuristic version of York? Since the first couple of stages take place in a kind of castley, dungeony setting, I guess it must be York. But then the second set of stages are in a Giger-esque bio-world, so who knows? Or cares?
The two most immediate things that become obvious when you start to play Metal Law are the controls (because it commits the heinous, and all-too common Amiga platformer crime of having jump mapped to up on the d-pad), and the fact that the makers were obviously big SEGA fans.
The main character and the nonsensical plot are obviously based on SEGA's game ESWAT, and the game itself plays a fair bit like Shinobi, and the player's character can even crawl on his knees in the exact same manner as Joe Musashi.
Anyway, it's not a massively complex game: you go right, shoot the (impressively ugly) monsters and try not to fall down any bottomless pits. And there are lots of bottomless pits. And to make things even worse, Metal Law commits another grave platform game crime by having a lot of leaps of faith. You do start to recognise them after a couple of goes, but the situation isn't helped at all by fake-helpful arrows that lead to an unseen pit, nor by power ups that seem to have been placed to lure players to an annoying and cheap death.
Despite it's flaws, which are both numerous and large, Metal Law is still a lot of fun to play. Jumping around the stages, collecting power-ups, and shooting enemies are all enjoyable actiities in this game. It is just a shame about the stupid mistakes the makers made. There are definitely much worse Amiga platformers, though, so it's strange that this one seems to have been so forgotten.

Sunday, 13 May 2012

Odyssey (Amiga)

Apparently, people want to see more posts about european computer games on here. Stuff for the Amiga, C64, Spectrum, and so on. i don't write about these things a lot, as although their games are super-obscure in America, over here, a lot of the game are fairly well-remembered. So it feels like I'm writing about games that everyone knows. Plus, there are people who are obsessed with the games on these systems, and my knowledge of them isn't so great, so I don't want to make myself look stupid, either.
Odyssey, then. It's a platform game with huge stages. Really huge stages. It's also got nice graphics. The best part of those graphics being the fact that the player character actually has different sprites for when he's facing left and right, so his sword stays in the same hand! Amazing!
Anyway, there are seven stages in Odyssey, and as I said, they are huge. They're also split into three segments: The first three stages are the outer islands, and each of these contains a crystal and a sphere of influence. The crystals allow you to turn into animals (one is a grasshopper, another is a sparrow, and the third I haven't managed to get yet.). The spheres allow you to do so on the second set of stages, the inner islands. Each of the inner islands holds a key, and when all the keys are found, you can go to the final stage: the king's castle, where the wizard is being held captive.
You can visit the stages in any order, but you won't be able to do anything in the inner islands until you have the spheres and crystals, and you can't get inside the castle without the keys. Unfortunately, I have managed to find only two of the crystals and none of the spheres, so I can't tell you about the later parts of the game.
But the stages I have played were a lot of fun. You go around caves solving simple puzzles (switches, keys, that sort of thing), and also climb trees, cliffs, ledges and towers high up into the sky. You fight enemies like rock-men that roll around in an annoying manner, and black and red poisonous spiders. You murder harmless innocent little clay-men.
I don't really have much more to say about this game. It's fun, very nice to look at, but also hard. Not hard in the "constantly dying" sense, but rather the "lost and frustrated" sense, though.

Friday, 9 September 2011

Wild Streets (Amiga)

This will only be a short review, as this game is so awful, I couldn't bear to play it for very long. I don't even know why I'm bothering to write about it at all, even.
It's a beat em up in which your character is accompanied by a panther. It must take a special kind of talent to turn this into such a terrible game.
I'll start with the controls. It uses a control scheme that a fair few other action games also use on the Amiga: you hold the fire button, and different things happen when you press a direction. Pressing down shoots, left or right punches and up does a flying kick.
The gun kills enemies instantly, but you only get six shots. Sometimes enemies drop ammo, but this is a random occurance, so you can't plan and ration your bullets or anything. The flying kick is almost useful, as it knocks down any enemies it hits, and does a decent amount of damage. Unfortunately, it ends up being useless because it takes away a fairly large portion of your health. So, you're mostly left with the punch to defend yourself. This too is fairly useless, as thanks to the game's control scheme, you have to be stood still to punch. and the enemies have longer arms than you, so a lot of the time, you walk towards them, stop to punch, then get knocked back by their punch and start again.
Going back to the issue of health, you don't seem to lose any from being hit by enemies, though as i said, you do lose health for using your flying kick. And also sometimes you just lose healh for no obvious reason. When you run out of health, the action just stops dead, no matter what's happening, shows the text "GAME OVER" for a couple of seconds, then goes to the high score table.
One last thing, i might be nitpicking here, but the game is entitled "Wild Streets", but the first stage is in some absurdly affluent looking area full of mansions with huge gardens. Admittedly, i didn't get past the first boss, but still.
The only good thing about this game is the loading screen, which is at the top of this review because there's no title screen.

Friday, 6 May 2011

Wicked (Amiga)





It's nice to play a unique game, that doesn't have anything else like it. Wicked is a unique game, as far as I know. Even now, 22 years after its release, there doesn't seem to be any copycats or clones.
I should probably talk about it now, then.
The intro tells the tale of some guy (that's you) who has undergone a painful ritual to become a firey star thing to battle evil. The battle against evil is mainly about the cultivation of celestial mould.
The game's a single screen shooter, and each stage has various things in it. There's you, an enemy (just one), the sun/moon and lots of gold and grey mould. The gold mould is good, the grey mould is evil, and your job is to make each stage only have good, gold stuff in it. Among the mould are big pimple-looking pod things, which are what creates the mould. These things also create seeds at random, the good seeds you have to pick up and strategically drop on the good mould to encourage it's growth, and the evil seeds will sound an alarm, and you have to go over and kill them before they make another evil pod.
Shooting the evil mould turns it red for a few seconds, which kind of "fertilises" it, making it possible for the good mould to grow over it (though of course, evil can grow over good whenever it likes). You win the stage once all the evil pods are covered by good mould.
It's not completely simple, though! There are complications! The biggest being the previously mentioned enemy that's on each stage. These enemies take the form of various "evil" things: dragons, demons, spiders, etc. and the hover about shooting stuff at you and trying to kill you.
There's also the sun/moon thing in the centre of the screen. When it's showing the moon, you can't hurt the enemy (but you can still shoot the mould, or the game would be insanely hard). They can still hurt you when the sun's out though. Killing the enemy is only temporary, but it does make things a lot easier not having them around for a while.
Sometimes the face in the centre will open up, revealing a tarot card and releasing an orb. Collecting the orb has a different effect depending on the card shown. Some are helpful, others not. I won't list all of them, but make sure you never ever collect the moon or tower orbs, or they'll make things a lot more difficult for you.
The game is pretty well presented, having a generic occult/pagan/new agey theme, and the title screen music is very atmospheric, though it's a shame there isn't any music in-game. The stage selection screens are especially nice to look at.
I used to have this game when I was a kid and owner of an actual amiga. I liked it back then, and I still do now. It's unique, atmospheric and fun. Go and play it.

Wednesday, 28 July 2010

Mean Arenas (Amiga)


This is a maze game for the Amiga, presented like one of those deadly future gameshows thatr seemed to be so popular on that computer (there was this, the killing game show... I'm sure there were others too...)
The most obvious thing to talk about with this game is the presentation, which is quite nice, despite the game having an obviously very small budget and probably being made by only a couple of people. There's lots of voice samples, all the time while you're playing, such as your character going "ooh!" when taking damage, the crown cheering when you kill enemies, and the presenters commenting when you collect power-ups or die. I had this game as a kid, and the main thing I remembered about it before playing it again in recent times was the "Studio" bits before each stage, where the two presenters of the show would tell you the theme of the next stage (dungeon or spaceship or whatever), and something would happen like one of them farts, or a microphone breaks. Those bits were hilarious when my age was only a single digit, but now they just seem a bit weak and embarassing. But the game was probably made by a couple of fourteen year olds, so it's unfair to be too harsh on the rubbish humour. The best part of all the voices (and possibly the whole game) is the sample that plays when you finish a stage, that says "MARRRRRVELLOUS" in an amusing upper class cad sort of manner.
The game itself is pretty average. You go around the mazes, which are all quite a bit bigger than the stages in most games of this type, the smallest being a few screens high, and later one the stage start to have multiple floors and the like, too.
There are more differences between Mean Arenas and most other maze collecting games, too. The pace is a lot slower than say, Raimais or Pacar. As well as collecting a power up that lets you kill enemies by walking into them for a short time, as is common with these games, you can also collect fireballs that you can store to shoot at anytime, too. There are lots of keys to open doors, switches to change the stage's layout and other gimmicks and traps in each stage too, a change from the typical maze game which has the enemies posing the only threat.
Overall, the game is pretty good, though the slow pace and huge stages, while different, do make the game seem a bit of a boring slog at times. It's entertaining enough for a couple of games, though.