ISSUE 36 * SEPTEMBER 1991
DM 12.00
Lire 8,300
&£?
^Britain*. 7"!
Official*
<rw^rjr.r r 'f
POWER!
The Bitmaps Delv
Deep For A Dose
The Bitmaps Delve
Of Arcade Action
TWO MORE
FULLY-PLAYABLI
GAME DEMOS!
Gremlin's Pegasus and Infiltrator
from Psygnosis
i
a prayer with
Gremlin's
■.T>
Beast % meets the
Killing Came Show
in Psygnosis'
V
8>* 4fc^
v >i?
S*
■g
>>- »"
■
.wiiff*
A Trip To ™ c .
Ucasfilm Ranch
, \n California 1 -
BRAVE NEW WORLD
Gremlin's Utopia Takes On
Populous and Sim City
Your First Chance To See
Core's Norse Adventure
IT'S VIKING GOOD!
THE ULTIMATE
GAMES MACHINE!
What the stars would
like to see - page 39
*
>
INSIDE THIS ISSUE:
. OIINNINfi - Eye Of The Stom bvfmpire
t ?SaL TO litMEIAl - With Lotus 2
9034
GOLDefeaXE
Sift
Puzzles, conundrums, potions, a
caterpillar, mushrooms and n very
mad liattei for your IBM PC, Amiga,
Atari ST and Archimedes,
*
MM
m,
' I ,et s make no bones about it. Graftgold's REALMS
looks like being the game to topple PowerMonger as
the greatest strategy game on home computers.., it's
going to be <i stunner!" C&VG. Released in Autumn
on IBM PC, Amiga and Atari ST.
The smash hit coin op hacks an J slashes its
i the small screen, "best 16 bit coin op
coiners io it" - 1491 Golden Joystick Awards.
Available on IBM PC, Amiga, Atari ST r C64,
Spectrum and Amsfrad.
-1
k
Ronny's the coolest dude in town. 1 lelp him skate
through nine levels of bizarre creatures, superb
animation and weird power-ups. Released in
Autumn on IBM PC, Amiga, Atari ST and C64.
I he most authentic space
simulation ever. Released in
the autumn on IBM PC,
Amiga and Atari ST.
A rich blend of fighting, fantasy
,.11x1 st i vt in Arthurian
Britain. Available on IBM PC,
Amiga and Atari SI .
V **•«. aU
^
r
■ • id «S
I Dj
fc=i^S
C nrfuption, Guild ol Thieves and Fish - Hirer classic
ad\ i/'iituR's enhanced to run under Wonderlaiv
new Magnctii Windows system. Available on IBM
PC, Amiga, Atari SI and Archimedes.
Bat He vour w a\ through lour til the 1
selling games or all time Double I )ragon II,
Shinohi. Ninja Warriors and Dvnamite Dux.
ailable on Amiga, Atari ST, C64,
Spectrum and Amstrad.
Kb f** - "
part ot Hi Hi. Buster or |ohnnv in this i
through Fulehestei Not for sale to mil
tie on Amiga, Atari ST, C64, Spectrum and
Amstrad, Coming soon on the IT
"...the ultimate in strategy
. lassie" CU Amiga.
Available on IBM PC, Amiga,
Atari ST and C64
stfwwi
flejKWT
fi NEVER
rasfcwsp
WwSm
ADVENTURES, ARCADE, ARCADE ADVENTURES, BEAT 'EM UPS, COIN-OP
CONVERSIONS, COMPILATIONS, FRP, Pi ATI ORM, lire:, SHOOT 'EM UPS, SIMULATION,
STRATEGY. WHATEVER YOUR TASTE, THERE IS A VIRGIN CAME FOR YOU..
LESS MEANS MORE.
We may not have
much in the way of
reviews this month,
but what we do have
is all pretty
spectacular, Mega-Lo-
Mania, Utopia, Magic
Pockets, Rod-Land,
Head Over Heels.., for
once there's actually
a lot of good
software being
released during the
summer. Even so, it
looks like the best is
yet to come. Check
out our stunning
(new-look) Work In
Progress on Empire's
Eye Of The Storm to
see what we mean.
We guarantee you've
never seen a 3D game
like it- and no, it's
not ApriL We can't
leave this month
without saying a
fond farewell to our
long-time designer,
Gareth Jones (he's
been with us for 36
issues, two babies
and more migraines
than you could shake
a bottle of
Paracetamol at. He's
heading off to make
the pages of our
sister magazine PC
Leisure look good so
we wish him all the
best in his future
career.
Ciaran Brennan
42
NORDIC NONSENSE abound in Core Design's
Heimdall. As our Work In Progress reveals,
there's a lot more to this particular Viking
warrior than a horny hat!
7 THE SNEAK
PREVIEW DISK
Imagine a mixture of
The Killing Game Show
and Shadow Of The
Seastand you have
Infiltrator, a demo so
good that you'\ I believe
horses can fly.... which
they do in Pegasus, our
second cover demo!
10 LETTERS
Where would we be
without our readers?
Well, we'd
probably be
sleeping on park
benches, or
maybe we'd be
dustmen or
posties, or
perhaps we'd be
exploring the Amazon,
who knows?
14 NEWS
Y
So what's happening in
the wonderful world of
games software this
month? Well, Gremlin is
celebrating its seventh
birthday... Happy
birthday dear Gremlin,
happy birthday to you.
tfflNMIK-!
iMMH
iKNUDIH
{O 1991, EMAP Images, flritwy Court, JO-32 Fafringtf<m Lane, London EC1R 3AU.
• EDITORIAL: Editor Ciaran Brennan Group Art Editor Gareth Jones Associate Editor
Laurence Scotford Production Editor Heather Perry Designer Gordon Barrick Staff
Writer Paul Presley Trainee Staff Writer Joots Watsbam Contributors John Cook r
Christina Erskine, Kati Hamza, Rik Haynes, Gordon Houghton, Brian Nesbitt, George
O'Brien, Lee Paddon, Mike Pattenden, Dave Seymour and Ian Watson (photography} •
ADVERTISING: Manager Cathy Gates Senior Sales Executive James Cass Production
Assistant Michelle Da Costa •ADMINISTRATION: Publisher Terry Pratt Publisher's
Assistant Glenys Powell Marketing Manager Marc Swallow
The One for Amiga Games is produced via Apple Macintosh Desktop Publishing, using Quark &rpn?« v3-0 and
Adobe Illustrator. Film Output by Digital Typesetting, 20 Bowling Green Lane, London EC1R QBD. Colour
Origination by FroPrint, 750-753 Barking Road London El 3 and Balmoral Graphics, 190a New North Road, London
Ml. Printed by Southern Print, Upton Factory, Upton, Poole, Dorset. Distributed by BBC Frontline,
Telephone Numbers: Editorial and Advertising 071 251 6222/071 490 1094 (fax). Subscriptions and Back
Issues 0858 410510/410988 (AnsmerphDne). Newstrade Queries (0733) 555161
I HI
GTOHlMMMlll
one
SEPTEMBER
26 SOFTWARE
MAP OF THE
WORLD
Did you ever want to
know where all the
games in the world
come from? What...?
Yes, you did,,. Here's our
wonderfully stylish map
showing the greatest
software growing
regions of the world.
31 DESERT
ISLAND DISKS
In the second of our
series, Kick Off supremo
Oino Dini tells us what
games he definitely
wouldn't consider using
a* footballs, 'cos they're
so good.,. !
32 JACQUI
LYONS
SPECIAL
AGENT
Laurence 'Felix Leiter'
Scotford talks to the
woman who has a
licence to make lots of
money for games
developers,
39 THE IDEAL
GAMES
MACHINE
Once again we
assembled
our panel of
world
famous (?)
experts to
get all hot
and sticky
dreaming
about their
ultimate games
*> 'machine, and they've
come up with the
sexiest piece of
hardware (ooer) ever.
42 WORK IN
PROGRESS
Only The One could
bring you a bundle like
this: Heimdalt, Core's
excellent Norse arcade
adventure;
Deatbbringer, the first
game to feature
genuine parallax
scrolling; the first look
at three great new
games from Ubi Soft,
and fye Of The
Storm, the
ultimate in 3D
programming!
57
REVIEW
' Magic
Pockets is
finally finished
and it's looking
pretty special
Thunderbawk takes off
this month, and Head
OverWee/sisback in a
16-Bit incarnation. All
this and more in the
best Review section
anywhere,
94 BUDGET
Stunt Carreer for
under a tenner?!? You
must be bleedin')okin'!
We're not, you know,
and there's a lot more
where that came from .
96 ARCADES
The world's first
holographic arcade
game comes under
scrutiny in this month's
column, along with
clubbing of two kinds in
DD Crew and Dynamic
CC.
99 DEMOS
Yikes, Aliens infest the
Amiga in a slideshow
from the film, while
there are more calming
treats for your mince
pies in Fractal
Landscapes and the
smooth 3D of Virtual
Worlds.
102
STRATEGY
Lee Paddon takes over
where Matthew Stibbe
left off by examining his
simulation of the
Vietnam war, 'Nam.
104 TIPS
Our classic guides
continue
with Indiana
Jones and
The Last
Crusade, the
arcade
game, and
we've the
penultimate
parts of our
Goo's and
Monkey
bland
Guides. What more
could you want? Cheats
and Contacts pages?
OK!
GAMES FEATURED THIS ISSUE
BATTLE ISLE 48
BATTLI
Ubi Soft
CELTIC LEGEND 48
Ubi Soft
DEATHBRINGER 46
Empire
EYE OF THE STORM 52
Empire
HEIMDALL 42
Core Design
INFILTRATOR 7
Psygnosis
LIGHTQUEST48
Ubi SofT
MAGIC
POCKETS 58
Renegade
NEBULUS 2 73
21st Century Entertainment
PEGASUS 7
Gremlin
ROBIN HOOD 66
Millennium
ROD-LAND 76
Storm
ROLLING RONNY 79
Virgin
SLIDERS 89
Palace
THUNDERHAWK 62
Core Design
UTOPIA 68
Gremlin
TMCONl M I" I I MltlK 1991
■ 5
West Card Plus.
£24 worth of music*
video vouchers
in it for you.
The trouble with most banks is what they
tell you goes in one ear and out the other.
Well for once there's something worth
taking notice of
If you're aged 13-20, open a Card Plus
account and we'll give you a free WH Smith
£12 voucher to spend on any record, CD.,
cassette or video tape Plus a £12 voucher
hook for money off loads of music* and
videos in Smith's Sounds Department.
The bank account's pretty good too.
You get free plastic in the form of a
Cishcard, so you can get to your money 24
hours a day, 7 days a week. If you're 16 or
over you can also apply for a Servicecard and
a cheque book.
There's no charge for normal account
services either. En (act, we'll even pay you.
For every pound in your account we'll add
interest.
So if that sounds like what you're looking
for in a batik, all you have to do is fill in the
coupon and take it, together with some
identification, to your nearest branch of
NatWeSt or call us Free on 0800 300 400 for
more information, (any time from Sam to
3pm, Monday to Friday).
But get moving. Accounts must be
opened by 15th October because the
vouchers expire on 31st October 199 1 .
'for Ak timldi of ihli prootccfln. muiicilic- irwivjwrsii* ipifn wutri
If yim would like to open a NaiU'eit Card Plus
account, take this coupon to your neatest
NatWcst branch,
i Name
'Address
Postcode
. Accounts must be opened by Hth October 1991,
K.l I Nin llh]|p
A National Westminster Bank
We're J&ere to make life easier
WH SMITH
GIVING NEW MEANING to the
term 'raising your flops', Gremlin's
alternative flight simulator takes to
the sk'es in a mythological battle against
the bad guys.
The fuirgame {due for release in
October) will feature around 40 level s,
split over two different
sections - walking and
Flying. The idea is to
stop Satan from
enslaving Hie
four souls of death, time, (ate and war
and using them for his own means.
This means that you'll have to take
on all of his foul minions, in all of
iheir foul forms, with the aid of your
trusty magic sword (what did you
expect? An Uzi?) and, of course,
Pegasus the winged horse.
INSTRUCTIONS
Pegasus is a shoot 'em up, pure and simple, For the
purposes of the demo, you get to play through one
oF the flying sections. Controls via the joystick are as
you'd expect {up is up, down is down etc,) but there
are one or two things about your weapon that you
should be aware of7 namely, the power-ups. Take
Out an entire wave of enemies and you'll probably
be rewarded with a $core-boosting gem- A few or
the larger bad guys drop weapon Boosters when
they die. Only two are included for the demo, a
smart bomb and on extremely powerful loser
(lasers? In Greek mythology?).
nb ^^Bs^b
i&A
9th ^J?S '^W ^*i ^ V " * m f ' wy '
-
■M.-.tajff!
W
THE DO'S AND DON'TS FOR LOADING YOUR DISK
DO:
Remove all unnecessary peripherals while
your computer is switched off.
Turn on the computer and wait for the
workbench screen.
Insert your disk and wait for the menu.
Press the desired key to start one of the
demos.
DONT:
Attach your computer to a high -voltage
power grid.
Boil the disk in hot tar for three weeks.
Run naked across the pitch during on
England cricket match with the disk in a
strategically- placed position (then again,
we couid do with something, to liven it
up).
LOADING PROBLEMS AND
FAULTY DISKS
If you should experience any loading
problems with your disk, simply pop it
into a jiffy bog or padded envelope and
send it to:
The One Disk Replacements, PC Wise,
Unit 3, Merthyr Industrial Estate,
Pcntrcbach, Merthyr Tydfil, Mkf,
Glamorgan, CS48 4DR.
Think of a number between one and 20,
double it, subtract three ond if the result is
28, lhaf s how many days you'll have to
wait for your replacement to arrive. If it's
something else, start again until you get it
right.
THE ONE SEPTEMBER 1991
■ 7
®ne
DISK
MODELLING THE LATEST in hi-tech bnltl«-w«nr we hdVd the Inf illrator.
Her* we sea hfiti In n lovely two-piece jelpotk/mothhe gun
sombinotion, witb optional scanner Clap righl)>
Our hero (let's call htm Inty, for
want of a better name) has at his
disposal a gun and a jetpock.
Unfortunateh/, both have the
annoying habit of running ouf, so
constant refills need to be found.
Also dotted around the landscape
are various other objects (the
purpose of which can be obtained
by activating the computer
terminals). Inly needs to successfully
manipulate the objects with the
environment to progress further into
the game.
The jetpack is usee) by finding fuel,
then launching himself from one of
the takeoff/landing points. Inty can
then fly around to his hearts
content, providing there's fuel left.
To activate the computer terminals,
simph/ stand over them and press
fire to call up the menu (although
only the scanner ana 1 the object
identifier work in the demo].
SORRY!
You're probably wondering
why Aqua ventura isn't
swimming around on your
disk. The truth is, so ore we.
Due to seme sort of
production problem up in
Scouse-land, Psygnosis
couldn't put the demo
together in time so they sent
us Infiltrator instead. A fair
swap, wouldn't you agree?
8
IHt ONE SEPTEMFihK 1'i'H
^^^^B
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u
■l . 1
K
H|^1
P^*™^*!
R^B^^al
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• I
OCEAN SOFTWARE . V ; TtD
JTRAL STREET MANCHESTER '■'-' F\:"
x 932 -::
L|N' is a ffrg:4lercd trademark of LJN Lid.
8 E 1991 UN AH rights «s*-vtd
II SI
SPECTHJM it
one
LETTERS
Welcome once again to the pages written by you,
the readers of The One For Amiga Games. We've
had a mixed bag this month, covering all sorts of
topics, from the demise of Cinema ware to the play-
testing of our Sneak Preview disks. But it wasn't
mixed enough to throw up a single entry that we
deemed worthy of winning our coveted Letter Of
The Month price. Come out of hiding all of you
clever contributors and set our minds racing with
the sharpness off your thoughts. Remember, there's
a T-shirt In it for the reader who comes up with the
best, and most thought-provoking, entry.
MOVIE ENDING
Dear The One,
A friend of mine told me
that he read in a magazine
that Cinemaware won't be
producing games any more.
I can't believe this. Why
did they stop producing
games'? They made the
Amiga look brilliant with
superb games (perhaps I
should say movies instead of
games) like Rocket Ranger,
Wings, It Came from The
Desert; and so on.
A friend of mine bought an
Amiga just through seeing
their work on it! Didn't
Cinemaware sell enough, or
what 1 ?-
Bearing all of this in mind,
will TV Sports Baseball ever
appeal And when will 4D
Sports Boxing be available in
the shops'?
Andre Warringa,
Holland,
Never fear Andre,. Cinemaware
may have ceased trading after
running into cashflow problems
while producing TV Sports
Baseball, but all is not lost -
Bob Jacobs, the man belaud
Cinemaware is back with his
own development company,
Acme Interactive, while
Mirrorsoft now owns the
Cinemaware name. Put the two
together and you can expect
imminent releases of both TV
Sports Boxing and TV Sports
Baseball followed by the wacky
futuristic gladiatorial
simulation they're calling
Rolkrbahes.
NEVER MIND
THE BOX
Dear The One,
Like most computer users,
I'm waiting in anticipation
for all of the new re-releases
which are currently flooding
the Amiga market.
Games such as TV Sports
Football, Waterloo and the
Infocom adventures are
bound to do very well
indeed. People who missed
them first time around can
now get these titles at a
fraction of the original cost.
No doubt Amiga owners
have noticed that the budget
companies package their
products in small, non-gloss
but adequate cases and
boxes.
I suppose this is because
these companies have too
little money to waste on
large flashy boxes. Whatever
the reason, it's good sense. A
game is a game no matter
the style or size of its
packaging and besides, you
should never judge a book
by its cover!
Why some software houses
spend huge amounts of cash
on Jarge boxes I'll never
know. True, they make a
title more appealing, but
tend to be extremely bulky
and take up too much shelf
space in the smaller
computer shops.
Even certain reviewers
claim that a large box can
often hide a rubbish product
underneath.
If companies were to
produce smaller boxes, they
would save money - cash
which could be better used
for funding future product.
Furthermore, do companies
think about what damage
they are doing to the
environment by wasting
(limited) paper in this way£
What are your views on
this subjects
Stuart N. Hardy,
Wales,.
Sheffield.
Another month, another letter
from Smart Neil Hardy! These
I letters are becoming about as
regular as press releases from
I Electronic Arts telling us that
I Birds Of Prey has been
■. delayed. Anyhow, Stuart, we
I agree that re-releasing games
! At a lower price is a good idea:
i not only does it give people a
\ ehance to catch up on old
i favourites, it also gives people
: who 've only fust got their
computers & chance to get their
hands on some of the still-
playable games that would
otherwise be difficult to get hold
of- the only thing we're not
sure of is whether the prices arc
low enough. On the subject of
packaging, most software
companies package their games
the way that the bigger stores
such as Boots and W.H. Smiths
ask them to, so if you've got any
reason to complain, complain to
them. Right then Smart, you've
had your say, how about
leaving the letters pages free for
some of our other readers is
write in?
DISK MANAGER
Dear The One,
Over the past few months,
the cover disks on many
magazines have contained
two or more files - a recent
copy of CU Amiga had a
formatter and a calculator
for example. This isn't
exactly what we want to see
on our disks.
Instead of the files just
mentioned, would it be
possible to have readers send
in the teams which they've
\ nurtured on Anco's Player
\ Manager and put these onto
| the cover disk instead.
\ This, I believe, would be
; extremely popular, as these
: teams can also be used on
: Kick Off 2.
How about it^
Neil Higgins,
St, Helens,
Mersey side.
How about it indeed?- We
notice that you didn't favour us
with any of your own Player
Manager teams, hut if any
other readers would like to see
this happen, why not send us
the teams on disk to the usual
address?
BRAZIL NUTS
Dear The One,
1 will be going to teach kids
in Brazil soon. I would like
to know if I can use my
trusty Amiga in South'
America - is the power
supply the same as what we
use over henei
I hope it is, because I don't
want to sell my trusty old
companion.
Mr. A. Dalli,
Lambeth,
London.
Interesting point number 345-
did you know that Amiga
actually means 'girlfriend'' in
Spanish? Yes, of course you
did, sorry about bringing that
up again. In answer to your
question: as far as we are
a wa re, all latin A mtrican
countries use the 110-volt
system, whih means that your
'trusty old friend' would be as
good as useless to you (however,
it might be a good idea to check
with the Brazilian embassy for
confirmation of that). Anyhow,
what are you doing taking a
computer to Brazil with you?
Get out there and see the
world. . . you may never get
REVENGE OF THE SCRATCH CARD!
WHEW! WHAT A RESPONSE we got to
last month's cover-mounted scratchcard
competition, The phones hardly stopped
ringing, as you all claimed your free games
and discounts - and one of you even walked
away with £5,000 worth of software (we'll
be revealing that name next month!). Now,
for the benefit of our overseas readers, here
are the details of what was on the end of
those incredibly popular phone lines...
0839 500813
0839 335516
you have won a free game !
you have won a discount off a
ftHjO,,^, S 3 ™ frowActivisLon or Ubi Soft
voa?jjO'Ol/-yuiihavewonadiFcouiitoffa
game from Ocean
0839 335518 - you have won 3 discount off a
Same from US Gold
0839 335519 - you have won a discount off a
gam? fram MicroFiosc
Now all you have to do is check your
number, then follow the instructions
printed on pages 10 and 11 of last issue.
10.
THtONE fihPTEMBFR 1991
one
LETTERS
TIRED OF TRYING
Dear The One,
Your response to Mr
Clayton's letter in issue 34
was the standard 'try before
you buy' spiel. While
desirable, this isn't always
possible,
In Edinburgh., we have two
specialist computer shops.
both of which are excellent
for hardware, but have a
very limited selection of
games {many of which have
been sitting on the shelves
for over a year).
The Virgin Mega stare has
an excellent selection of
games, but no computer
with which to 'try before
you buy'. John Menzies has
both software and
computers, but if you ask to
see more than one game at a
time, the staff get decidedly
unpleasant. This is mostly
due to the fact that on
Saturdays and Sundays - the
only days 1 can get in - the
place is full of kids treating
the place like a free arcade.
And anyhow, how are you
supposed to try games like
Populous. Powtmottger or
Dungeon Master in five
minutes, while standing in a
shop4 It takes hours just to
read the manual!
I would like to see more
software houses doing
demos of their games, for
shoot 'em ups, platform and
puzzle games, one level or a
few select screens would
suffice. For large or
complicated games, the
recent Midwinter 11 demo
disk is a good example of
what could and should be
done, some animation a few
screen shots and a simple
interactive sequence, that
add up to a good overall idea
of the game concerned.
If these were released to
shops or PD libraries so that
one could obtain several
demos for a nominal fee, it
would save me and many
other people like me a lot of
trouble,
Derek Richardson,
Restalrig Park,
Edinburgh .
Some fair points there Derek.
Choosing software is never
tasty but we try to help you otil
with our cover-mounted demo
disks. Also, many publishers do
distribute demo disks of the
type that you describe - why
not ask the chap behind the
counter at your local specialist
software skopC.
GOING FOR GOAL
Dear The One,
As the Kick Off 2
competition is now .finished,
please could you tell me
what you have done with all
the disks which have Goal-
den Goals on them£
I suppose you could make
a tidy packet selling them or
you could just use them
yourself and never buy any
more, T am sure that many
other footballers will be
eager to know what has
happened to their
masterpieces.
Stephen Knight,
Ashton-Uoder-Lyne
Lancashire,
How dare you suggest that
we 'd sell your disksl We have
far too many uses for them
ourselves. If it's more Goal-den
Coals you want though, why
not check out the News section
for details of an exciting new
Public Domain development <■ It
could be just what you're
looking for.
BOLD ADVENTURER
Dear The One, -
I've decided that adventure
games - Lucasfilm ones in
particular - are the best
form of entertainment ever
devised for the home
computer. 1 recently
purchased The Secret Of
Monkey Island and ths:
enjoyment I milked from
this was immense. It also
happened to be my first
adventure game ever.
I used to buy all the latest
arcade conversions., but
found that they quickly
became boring and
repetitive. 1 thought that
people who played
adventure games were
funny, socially-rejected
creatures that hid away in
darkened rooms with a
mouse in one hand and their
glasses in the other.
Because of my new-found
love for adventures I plan to
buy all of Lucas film's
previous titles, including
Loom, Zak .McKraken and
Indiana Jones And The Last
Crusade. 1 will await their
next game with enthusiasm.
SPEAKER'S
CORNER
WELCOME. BACK TO THE COLUMN where debate rages
over long-running topics, or points of common interest
that get you tapping at your word -processors and
scribbling on notepads. This issue, mail order software and
PD companies have attracted some more attention -
strangely, most of it positive.
Keep sending in your thoughts on these and anything else
that captures the imagination to Speaker's Corner and we'll
shove them io.
THE MAIL ORDER MUST GET THROUGH
Michael Dickinson of Atherton in Lanes was just one of
«.-veral people who wrote in to congratulate mail order
companies on their speedy service:
"Until recently I had never ordered games from a mat! order
company, mainly due ts not knowing if a company will send you
the goods. The name applies to PD suppliers. I chose Crazy Joe's
and I received my order three days later. This shows that there
are companies that can be trusted. *
Michael also suggests that we:
"Print a list of the Top iO mail order companies and PD
suppliers. This would help first-time buyers and possibly stop
people from being ripped-off. "
This wouldn't be such a bad idea., but it seems that
service varies, not just from company to company, but
from game to game. Sometimes, though, you can't stop
people using an opportunity like this to grab some free
coverage. M. Foord of Cheshire writes to tell us:
"I expect that you, like me, have heard many horror stories of
the 'cheap' PD companies. Goods not arriving, cheaues cashed,
weeks to wait, bad disks and so on, ad infinitum. I tried one
company and I have to compliment them on their service. They
sent me a free disk with my first order, helped me solve my virus
problems (caused by a mistaken tangle with another 'cheapo
firm') and even exchanged a disk which I didn't like! [have
never had any trouble with the disks and have always found
them to be a friendly, helpful bunch. They have well over 100
disks, so range is not a problem, it sometimes is for 'cheapos'."
The name of this wonder company 1 ?- Warlock FD. We
wonder if our correspondent is in any way related to this
noble firm 4
MORE STICK
The age-old problem of joystick durabihty rears its
analogue head this issue, Phil Mulholland from
Harrogate, Yorkshire has a good whinge at the standard
of today's sticks. Apparently they don't make them like the
used to:
7 don't mind paying Out for a good joystick, but if it breaks
after eight weeks it's a waste of money."
Basically Phil's message as another stick comes apart in
his hands, is:
"Get it together, or get out of the market I "
Strong words indeed to end the column. What we could
do with is a few of you to write in and let us know which
joysticks have proved themselves over the years - any
offers^ Anything else on your chests You know where we
are - get ranting!
THE ONE SEPTEMBER 1991
.11
LETTERS
SERGEANT
soi iM\m;
Once again, the N.C.O. with
a heart of stone carelessly
flicks through his maiL.
FIIVN-ISHED WITH SOFTWARE
Dear Sarge,
I am 13 year old Finnish boy with two problems. My first
problem is that I can only buy a game every three to four
months, because they are so expensive here in Finland
(£30-£40!). My second problem is: that my friend
brought me back a copy of Kick Off 2 from Germany
{games are cheaper there), Unfortunately, the
instructions are all German (and the game is). So I send
you the instructions. If you are a nice Sarge you can
replace them with English ones.
Mikkeli,
Finland.
/// was a nice Sarge t would.
SOFTWARE TO GET YOUR TEETH INTO
Dear Sarge,
I am writing to you as a last resort, since a complete
tragedy has befallen me.
Last summer, my family had a great day out at Windsor
Safari Park. It was only when we got home that we
found that a tittle lion cub had snuggled itself onto the
roof-rack of our car.
He became part of the family, and we named him
'Cuddles'. That was almost 10 months ago, but last
week, something terrible happened. Cuddles, rather than
eating his usual tuna- flavoured Whiskas, decided to eat
my brother. This was a real disaster, particularly because
my brother had my entire games collection in his pockets.
Since then, my life has not been worth living. I really
hope that you will take pity on my plight and send me
£100 of software so that my life can return to normal.
Paul Hudson,
Staffs.
Even if I gave you the software it wouldn't bring back your
brother, would hi Show a little compassion to tht.goor animal
and feed it your parents, it must be hungry agflm<py now.
PLAYING WITH FIRE
Dear Sarge,
At the beginning of the .summer holidays my family and I
went to France. When we got back we found that our
house had been broken into and our television and video
had been stolen. When our son went upstairs he found
not only his computer and games gone, but also the
money he had been saving to buy King's Quest V. He is
totally devastated about this, so I thought I'd write to
you and ask if you could send him a copy.
A Pleading Mother,
Great Barr,
Birmingham.
Come on, what am I- an insurance company ■£ Forgetting to
cancel the milk when you go on holiday falls outside my job
description toe. Nevertheless, S was so moved by your sort's
plight that / was just about to pop a copy of King's Que
the post until I realised he didn 't have a computer to play it on.
Sorry, but that's life...
So, if you shun adventure
games as I did, think again
and buy one. All I can say to
Lucasfilm/U.S Gold is more,
please. By the way, have you
any news of upcoming
I.ucasfiJm adventuresi
Jorin Sievers,
Tauranga,
New Zealand.
Fumy you should ask Jorin.. as
we've revealed over the last
couple of issues, there's a
swashbuckling sequel to
Monkey Island on the way
called LeChuck's Revenge (due
next year). Clad to hear your
eyes have been opened - but by
the way, have you had them
tested recently!-
HOWLED OVER
Dear The One,
On the subject of last issue's
cover disk I would like to
comment on one of the
previews - Graham Cooch
World Class Cricket.
I am a great fan of cricket
and I'm also an Essex
supporter, sol was
particularly pleased to get a
copy. It was with a great
deal of trepidation that I
loaded the demo and elected
to bowl. I was impressed
with the graphics, but 1
found a few bugs and
inaccuracies that I hope can
be corrected before the
game's release. This should
be the aim of a public demo
should it not - to find what
the public thinks^
The first problem I found
was the amount of 'byes 7
that were taken to the
wicket keeper. He often
appeared to have the ball,
but one, two, three and often
four byes were given.
Secondly - and more
seriously - there is a bug that
could ruin what promises to
be an excellent game. I have
found a place (just outside
off stump, mid-way down)
where you can dismiss the
batsman employing either
spin or seam on one-third
power. Once I found this
spot I managed to dismiss
four batsmen in as many
balls. This does not happen
in cricket (except maybe
when. Curtly Ambrose is
bowling at Graham Hick)
and therefore doesn't
represent a true simulation
of the game.
Also, when David Gower
came to the wicket he
proceeded to bat right-
handed. Couldn't the sprite
have been flipped to turn
him into the left-handed
player he is4 This would
have made the game more
accurate.
I would dearly love Graham
Gooch World Class Cricket
to become the definitive
simulation of this great
sport, but these bugs are
going to ruin any hope of
this. I'm not writing this to
have a go at Audiogenic, but
for the benefit of cricket fans
everywhere who have waited
a long time for a simulation
like this.
Alan Harding,
Cringleford,
Norwich.
We put these iriticisms to the
powers that be at Audiogenic
who received them with thanks
and are now looking into them.
This was, after all, just an early
demo version, so there were
limitations, but by the time the
finished version emerges, David
Gower should eventually
materialise as a left-hander.
STRAIGHT TO
THE POINT
Dear The One,
Why are your letters always
so longi
John Noms,
Wellingborough,
Northants,
Beats us!
Got something to get off your chest? Then why not
put it on paper and send it to us here at The One,
EMAP Images, 30-33 Farrlngdon Lane, London EC1K
IAU (Sergeant Software tetters should be clearly
marked as such). The Letter Of The Month (should
we decide to award it) will earn its author a T-shirt.
All correspondence should be confined to one side
of the paper and, where possible, confined to a
single sheet. The editor reserves the right to edit
any letters as he sees fit. Please do not Include an
S.A.E. as, due to the volume of mall received, we
are unable to make Individual replies.
12.
THE ONE SEPTE.VIIil- K 1991
THE BITMAP
O T
BHOTMLK&
They've nicked his bike.
They've whipped his helmet.
This time they've gone too damn far...
NO ONE MESSES WITH THE BITMAP KID
features:
stacks of levels * heaps of weapons ■ swarms of intelligent nasties
bonus games * secret rooms • loads and loads of power-ups
CI, Molropolitan W h * r 1 , Wmpplna Wwll, London Ef »SJ
■i) 1 ■ • 1 W ft * B I t m m p BratHnr*. Put lllAflf * Y Rtnigida
NEWS
SEPTEMBER 1991
say HAPPY
BIRTHDAY TO
GREMLIH as it
makes it to a MAGNIFICENT
SEVEN ... get to grips
with all the LATEST IN
JOYSTICK TECHNOLOGY ... see
WHAT THE ^~^~
STARS ARE
PIAYIHG ...
check out SIX OF THE REST
as the one
recommends its TOP
SOFTWARE ...
stay ahead
with the
hottest CHARTS around
AND MUCH, MUCH MORE.
DELUXE PAINT
MAKES FOUR
JUST WHEN YOU THOUGHT that you were getting
the hang of Dehtxe Paittt IIVs unique features, Electronic
Arts has announced the
release of yet another
enhanced version - and
there are no prizes for
guessing the title!
The latest version of the
best-selling art program has
been redesigned to
incorporate the ability to
paint and animate with all
4,096 colours in HAM mode.
Other facilities include the
ability to create 'inter-frames' for smooth animation, a VCR-
styk control interface which enables the user to point and
click instead of working through menus and a 'metamorphosis'
option which transforms the shape and image of one brush.
into another.
And that's not all. There are also enhanced gradients, a new
colour mixer, tinting and translucency options for special
effects and a 'stencil paints' mode which allows greater control
when manipulating an image.
Also included in the package are two further art disks as well
as a utilities disk with Instant Stideshow and Player which
allows the user to create standalone productions. Because of all
of these extra features, the publisher recommends that your
Amiga should have at least 1Mb of memory (doesn't
everyone's^).
The new package is available to first time users for £89.99,
while existing owners of any previous incarnation of DPahit
can upgrade for between £45 and £65 (depending on the
version owned). Further information is available from
Electronic Arts on (0753) 549442.
14 1 THE ONE SEPTE
:MBER 1991
one
NEWS
DEVELOPERS' GET-TOGETHERS
IF YOU FANCY YOURSELF as
more than just an average Amiga
games player and would like to get
involved in developing software
rather than just playing with it t
then there are a couple of
conferences coming up that may be
just what you're looking for.
Firstly, on September 5ch and 6th,
our sister magazine ACE is holding its
Advancing Computer Entertainment
conference in London's Earls Court
complex. The theme of this conference
is 'New Media. New Directions', with.
its organisers claiming that this is the
first European forum of this type (get-
togethers like this are now
commonplace in the US).
There are a number of speakers lined
up to attend, including Chris Crawford
(author of Balance Of Power), Tim
Child of Broadsword Television (the
company behind Ktiighttnare) and
Lucasfiim's Brian Moriarty (previously
of Infocom, designer of such classics as
Beyond Zork and Loom).
Registration starts at £70 - those
interested in attending should contact
Steve Cooke or Sarah Ewing on (071)
251 6222 for further information.
Delegate numbers are extremely
limited, so tickets will be distributed
on a first come, first served basis.
In a slightly more specialist vein, the
Society of Software Authors (SSA) is
holding its third developers conference
(Devcon 3) in late November. The last
conference was attended by 100
delegates, including David Braben and
Jez San - the SSA hopes that this
year's event will be equally as well
attended.
Once again, places are available on a
first come, first served basis. Further
information from the SSA's chairman,
Nalin Sharma, on (081) 503 2521.
CHE DY CHARACTER
WE'VE REPORTED SOME
OBSCURE TIE-INS in our
time, but a new Italian
strategy release which
immortalises crusty old
guerrilla Che Guevara has
got to be up there with the
best of them.
Che, Guerrilla In Bolivia
recreates the failed 1966
revolutionary campaign
which launched a million
posters In students' 1
bedrooms, putting you at the
head of the freedom fighters.
The simulation recreates the
Bolivia of that period, forcing
the player to manage troops,
plan ambushes, ensure there
is enough food for your
troops and put together a
realistic strategy to try and
win the war.
Licensed from Lago
Softmail, Che, Guerrilla In
Bolivia is published in this
country by CCS, priced at
£24.99. More details on (081)
558 5274.
THE ARGONAUT TEAM take time out to visit a
school of falconry when tht-y should hi: in (he office
finishing Birds Of Prey.
PREYING FOR TIME
AFTER A SEEMINGLY ENDLESS FOUR
YEARS in production and an estimated 10
man years of development time, software
development house Argonaut has
announced that it's almost completed its
multi-aircraft flight and fight sim, Birds Of
Prey.
The eight-man team has been slaving away on
what publisher Electronic Arts is calling the
'ultimate flight simulation' since completing its
last original game Starglider II and the
conversion of Afterburner in 1988 (only taking
a break to produce Mindscape's Days Of
Thunder in between).
The game will be available (for 1Mb Amigas
only) in late November, priced at £29.99.
SEPTEMBER 1991
1 NE FULL CONTACT
Team 17
2 T F-15 STRIKE
EAGLE II
MicroProse
3 NE MANCHESTER
UNITED EUROPE
Krisalis
4 A LOMBARD RAC
RALLY
Hi! Squad
5 ▼ THE SECRET OF
MONKEY ISLAND
US Gold
6 NE XENON 2
Mirror Image
7 ▼ PGA TOUR GOLF
Electronic Arts
8 T FANTASY WORLD
DIZZY
Code Masters
9 NE EYE OF THE
BEHOLDER
US Gold/SSI
10= NORTHANDSOUTH
Action 16
2 YEARS AGO
1 NE FEDERATION OF FREE TRADERS
Gremlin
2 NE 5EUCK
Palace
3 NE FALCON: THE MISSION DISKS
VOUJME0NE
Spectrum BaJaByte
4 A KICK OFF
Artco
5 ▼ GUNSHJP
MieroProse
6
NE
THE NEW ZEALAND STORY
Ocean
7
A
TEST DRIVE II
Accolade
8
NE
POWERDRQMI
Electronic Arts
9
T
MILLENNIUM 2.2
Electric Oreami
10
▼
SILKWORM
Virgin
THE ONE 5EPTEMBEK199
.15
NEWS
Or 1 "^
t*#^J0g£'A
READ ALL ABOUT IT! Tlte Ow publishes worst
ever cover! Oh dear, oh dear... what happened^
Someone came up with the great idea of using a
rather fwzsry shot of Elite's Paperboy throwing
papers to flag some of the other games featured in
the issue. You see, the pictures were supposed to be
photographs on the paper and the game names were
supposed to he the headlines, and the,., faiargh! It
was all a bit of a miserable failure really. Still, at
least Gareth 'J was on holiday' Jones didn't have
anything to do with it - or did he? Paperboy itself
fared a little better inside where we delivered it a
resectable 80 per cent. Strangely though, the
highest scoring game in this issue was the Defender
Of The Crown clone, Kingdoms Of England which
clocked up a regal 81 per cent (whatever happened
to that one*}. Also subject to the beady eyes of our
reviewers were Software Toolworks' surgery
simulator, Life And Death and US Gold's conversion
of St rider. In the news this month was Hewsom,
with a line-up of 'hot new titles'. The headline was
'Hewson Hits Top Gear', but at the time nobody
had the slightest idea that less than two years later
the same firm was going to crash. Meanwhile,
Virgin had announced that it was about to exploit
two extremes of the comic world - Viz arid Judge
Dredti, Unfortunately neither game
was close to being as entertaining
as the original comics (despite
being 50 times more expensive).
On the subject of weird licences,
^/ p "jr*/* Core Design (which hadn't yet
•*?** ^^M Am. begun ta publish its own games)
had been given the task of
trying to cobble a game out of
the wealth of material that is
Monty Python and Domark was
attempting to follow up its
Trivial Pursuit success with a
version of Ficti ottaty . The
only other licence worth
mentioning was Gkostbusters
II, which turned out to be a
really frightening game - it was
frightening to discover that games really
could be that bad. At the same time some games
were gaining a little more respect, namely Fopufoas,
which was in the running for a 1 990 British Design
Award. Populous creator Bullfrog came under
further scrutiny in our Work In Progress section.
The Guildford boys allowed us a sneak peak at
secret projects W, f, and X, which turned out to be
respectively; Powertttottger, Hood, and the yet to be
released B*fr r Under fire in Backspace was erstwhile
Micro Prose boss, Stewart BelL When queried about
the decision for MicroProse to publish Greenpeace;
Rainbow Warrior he replied with: "The Fact is, we at
MicroProse would rather see wars fought on
computer than in real life. We care about the
environment as much as anybody else." Mr. Bell left
us with these parting words: "We will continue to
develop and sell product as we have always done.
The result - the best software money can buy."
Now that the same Stewart Bell heads his own rival
software company, Electronic Zoo, we wonder if he
is still quite as enthusiastic about those good old
MicroProse games..,
• Laurence Scotford
BROTHERS IN ARMS
THESE TWO SHADY DUDES are Mobo and Robo Bonanza - the
Bonanza Brothers - who'll be making their bid for computer stardom
next month (November), when US Gold releases the game that's been
named in their honour. The gameplay involves the brothers testing the
security system of a huge corporation, collecting evidence of robbery
along the way. We'll bring you more details as we get them.
TUNE IN TO THE WIRELESS
SP1CTRAVIDEO WANTS TO FREE YOUR JOYSTICK
from the "yards of wire" which link them to your
computer.
Its answer to this "problem" is the Freedom Connection, a
peripheral which transforms your favourite joystick into a
free- moving infra-red affair.
Retailing at £19.95, the Freedom
Connection comes in two parts,
with one plugging into your
joystick port and the other
which clips onto your belt. For
further information, call
Spectravideo on (081) 900 0024.
THIRD RUN FOR MERCENARY
NOVAGEN, A COMPANY
WHICH COULD JUSTIFIABLY
CLAIM to be among the
quietest in the business, has
just broken its silence by
announcing the imminent
release of Mercetmr y HI,
Once again deigned and
executed by Paul Woakes, the
game will feature the same blend
of exploration and futuristic flight
simulation, only this time with
the added attraction of an enemy
to fight.
Novageo is keeping quiet about
the plot,, price and release date as
yet. We'll let you know as soon, as
this situation changes.
^^^^^^
«« 1
16.
M II ONE AUGUST 1991
THEY DESTROYED EVERYTHING HE HAD
ALL THAT HE LOVED
EVERYTHING THAT HE WAS
OW CRIM HAS A NEW ENEMY
AND JUSTICE HAS A BRAND NEW FACE
TM & € 1 990 UNIVERSAL
CITY STUDIOS. INC.
ALL RIGHTS RESERVED.
LICENSED BY MERCHANDISING
CORPORATION OF AMERICA. IMC.
ATARI ST
CBM AMIGA
SPECTRUM
AMSTRAD
COMMODORE
OCEAN SOFTWARE LIMITED . 6 CENTRAL STREET . MANCHESTER M2 5NS . TEL: 061 832 6633 . FAX: 061 834 0650
one
NEWS
A SENSIBLE ALTERNATIVE
ALTHOUGH THEY'VE JUST COMPLETED Megfi-h-
Mania and are still up to their ears in putting the finishing
touches to WizKid, the irrepressible chaps at Sensible
Software are already planning their next effort - would
you believe, a football game to challenge Kick Off 2$
Currently without a title, the game will feature the same top-
down pitch view as Anco's classic, but there will also be a
number of changes: for example, players will be ahle to see the
sideline and goal simultaneously, your on-screen players' moves
will be determinable in advance of them receiving the ball and
there will be tons of animation including movement from the
crowd and the bench.
The picture above shows an early version of the game,
featuring the match between Cameroon and England in last
year's World Cup (a game which cost the Sensible boys big
money, as they had a huge bet on Cameroon to win the contest).
Watch out for further news over the next few months.
PIT YOURSELF AGAINST THE BEST
ATARI'S PIT is no place for
wimps - only dynamic,
dangerous - and digitised -
heroes can hope to pick up
the prize money in this all-
action fight for survival.
Featuring huge
digitised characters
fighting it out
against real
industrial
backdrops
(rumoured to be
Atari's
warehouse!), Atari's
Pit Fighter became the
hardware giant's fastest-
selling coin-op machine upon
release last year. Now,
Domark is pitching it as its
candidate for this year's
coveted Christmas Number 1
spot,
Frogrammed by the London-
based Teque team, the
conversion features the
original sprites and graphics
from the arcade
machine along with,
the publisher
claims, the same
pan and zoom
effects as the
original.
Readers of The
One will be able to
test their mettle with
an exclusive demo of this
unique game on next month's
sneak preview disk - the full
game will be available in
November, priced at £24.99.
ia.
THE ONI- SEPTEMBER 1991
THE ULTIM
SPORTS COMPILATION
Football, tennis, golf or motor racing.
Experience the thrills of four major inte motional
sporrs in one sensational pack.
Gazza's Super Soccer. Play world class
football with Europe's most talented player
Gazza brings Hie game alive in this thrilling
action packed sports simulation.
Pro Tennis Tour. Travel around the world,
play in four of the top International
Tournaments, feel the excitement os you make
your way to the top in the World Champion of
Tennis Games.
Continental Circus. Taito's smash coin-op
stretches your driving skills to the limit as you
battle your way around Hie World's top eight
Grand Prix Circuits,
World ClaSS Leaderboord, Play on the
same courses that have challenged the Greatest
names in golf. The look and feel are so life-like
ifs no wonder this has become the Greatest
Golf Game ever.
W&
*ggs35^ "wibubsidw,
SKSEtw^ 015
All screen shots — AMIGA
Available on:
AMIGA
ATARI ST
CBM64CASS
CUM 64 DISC
SPECTRUM CASS
AMSTRAD CASS
AMSTRAD DISC
ARTWORjK & PACKAGING© DOMAK GROUP LTD. PU«LISHED6Y
DO MARK SOFTWARE Lit, f ERtV HOUSE. 51-57LACY ROAD. LONDON
SWI51MLTEL-MIIM1-7902M4.
PRO TENNIS TOt* © UBtSOfT BLUE BYTE.
GAZZA© 1 9B9 ENTERTAINMENT INTERNATIONAL PJKj LTD. -&AZZA' IS A.
TTlADEMARfc Of PAUL GASCOlGNE PROMOTIONS LTD.
CONTINENTAL CHCUS-LICENSED FROM©TAJTO CORP.® 1 ?S9 VIRGIN
MASIERTRONICLTD.
WORLD OASS 1EABEREOARD™ £) 1 9BB ACCESS SOFTWARE
INCORPORATED. ALL EIGHTS RESERVED-. MANUFACTURED UNDER UCENSE
FROM ACCKS SOFTWARE IfcEOSfOBATTD BY DOMAfitC gi 1 ?BS U.S GOLD
LID.
NOTE. ATAfl ST AND CSU U VE&ONS PREVIOUSLY SOtD WOB! THE TITLE
OF LEADERBQARD.
LFASEft BGW r " © 1 fSi ACCESS SOFTWASE INCORPORATED Ml RICT15
SESHVFD MANUFACTURED UNDES LICENSE f ROM ACCESS 50FTWASF
WC0SPORATE0 W DOMARt £ 1 <W> US. GXP IH>.
®ne
NEWS
FALCON
COMPILED
MIRR0R5OFT
HAS
ANNOUNCED a
new edition of
Spectrum
HoloByte &
ground-
breaking flight
sim Fala>»>
Falcon • The
Classic
Collection is a
compilation
which brings
together the
original sim
and its two
mission disks.
The entire pack
offers new
players 36
missions and
should retail at
just over £30.
WORLD
SPORTS
HERE'S A TITLE
THAT SHOULD
take games
enthusiasts
back to the
Halcyon days of
the Epyx Games
series.
international
Sports
Challenge from
Empire is one
of those multi-
event sport
sims that'll
have you
waggling your
joystick
furiously. The
gamp, due Out
in November,
comprises six
events:
swimming,
cycling, show
jumping,
diving,
shooting, and
marathon.
GREMLIN HIT!
IT'S BEEN SEVEN YEARS
since Sheffield's leading
software publisher Gremlin
Graphics first emerged onto
the games scene. In that time
it's given us classic titles such
as the Monty Mote series, Team
Suzuki and Lotus Esprit Turbo
CUattettge. To
celebrate this
momentous
occasion, the
company
announced five
new titles for
the winter.
Possibly the
most impressive
in terms of scope
and scale is
Daemmtsgfite I.
an RPG based
around the siege
of a town
which, Gremlin
claims, will be
the largest and
(since size isn't
everything)
most in-depth
game of its type.
The story
revolves around
the city of
Torrnis which is
suddenly, and
inexplicably,
besieged by a
large army. In
the time-
honoured role-
playing fashion
you command
an expedition
1 % Jb J|
""■■■■■■
which has to find a way out of the
city and gather information about
the army outside to help end the
siege before the city collapses.
Dewsbury-based Magitech, the
development team which is
currently putting the finishing
touches to the game, claims to
have created
one of the most
rational fantasy
environments
ever seen - and
with that
environment
including some
131,000 playing
screens, eight
fully-interactive
team members
and a further 32
other
characters, it's
difficult to
disbelieve this.
The company,
which has been
responsible for
converting a
FROM TOP
TO BOTTOM:
Daemonsgale 1,
VideoKid, Flag.,
Harlequin and
Suspicious
Cargo.
20
THLONL AUGU5T1991
number of SSI titles in the past (as
well as Ultima V to the Amiga)
decided not to concentrate on the
combat elements, as American
RPG publishers often do, but on
the quest itself.
Magitech is also responsible for
another forthcoming Gremlin
release, Suspicious Cargo, a
graphic sci-fi adventure.
This cyberpunk-style plot
centres around Jonah Hayes, the
captain of a space freighter who's
blackmailed into smuggling a
genetically-engineered weapon
back to earth. Suspicious Cargo is
a mixture of text, animated
graphics and arcade sequences,
which should find its way onto
your screens by October.
Two arcade titles are also
scheduled to appear this side of
Christmas in the shape of
VideoKid and Harhquiti.
VideoKid has one of the most
hackneyed plot lines ever, in
which a child who watches too
much TV is dragged into his video
recorder, but don't let that put
you off what is an excuse for a
trusty multi-directional shoot 'em
up from the relatively new
Harrogate-based development
house, Twilight .
The action takes place across five
classic film genres including
westerns, space, gangsters and
horror, but the main attraction is
the arcade-speed scrolling and 16-
colour parallax which Twilight
claims gives it the look and feel of
a console game.
Harlequin meanwhile, exploits
that other favourite arcade
medium - the platform game.
Programmed by relative
newcomers Warp Factory, the
game has an added dimension of
fast eight-way scrolling as you
swing, jump, swim, crawl and run
through 20 levels of action.
Flag should be the last of
Gremlin's latest batch to see
release. Due early
next year, this is
the new game
from the team
that brought you
Ocean's Ttte Lost
Patrol, Ian
Hading and
SEVEN
Simon Cook.
Here, two villages divided
by a river with one bridge
are forced to battle for the
possession of a flag every 20
years by a bored wizard.
Basically this transplants
the idea of paintbail fighting
to a more involved fantasy
setting, allowing you to set
defensive or offensive
strategies with the added
facility to build
fortifications and employ
magic in the struggle for the
other village's flag-
Here's to the next seven
years!
LOTUS TO BLOSSOM AGAIN
LESS THAN A YEAR after the release of Lotus Esprit
Turbo Challenge, its sequel (named, would you
believe, Lotus Turbo Challenge IT} is already set to
burn rubber.
The reason for this speedy appearance is. according to Gremlin,
that the original attracted more letters than any of the company's
other games in 1990: many of these demanded a sequel or
suggested improvements. But how can you improve on
something that scooped two 'European
Racing Game Of The Year' prizes as
well as the 'Licensed Froperty Of
The Yea r J title at the UK's industry
awards 4
That problem was passed on to
Gremlin's resident race game
programmers, Shaun Southern and
Andrew Morris. The duo decided
straight away that they wouldn't just
recreate Lotus with a new set of tracks.
One of the most major alterations
means chat up to four players can now take part by linking two
machines, A further change is the introduction of a full-screen
display for the solo game — of course, you can still play the split-
screen two-player mode. Speed fans will also appreciate the newly-
included choice of two cats: the Lotus Esprit has been joined by
the Lotus Elan.
But probably the most notable difference beween the two games
won't become apparent until you're in the thick of the action:
Lotus II will feature eight courses divided into timed checkpoints,
each with its own graphics, weather conditions, trackside
obstacles and sound effects. These should appear as follows:
• NIGHT: You can't see where you're going and you're travelling
at ISOmph One consolation is that objects grow brighter as they
approach you.
• DESERT: Miles of sand with no trackside markers. Veer to the
left or right and you'll slide like Torville and Dean.
• SNOW: An expanse of grey and white on all sides. Visibility is
severely li raited by a constant fall of snow,
• FOREST: Logs and trees (fallen or otherwise) are interspersed
with surprise patches of water and the occasional river winding
across the road.
•Cn~Y: Watch out for two-way traffic! Daredevil drivers will no
doubt cross the central reservation, skilfully dodging the oncoming
vehicles.
• MARSH: Here r sections of the track are completely submerged.
Look out for the broken wooden bridges - they could allow you to
leap over many of! the hazards.
• STORM: Dramatic stormcloudSj Rashes of lightning, rumbling
thunder, sheets of rain - and miles of hills and dales. N ice if you're
| the poetic type, but not so good for driving in.
• FOG: An effect that you're not likely to have seen in any racing
game so far.: cars and objects loom out of a hazy distance.
/>1«kiim
entertainment, inc
ACCLAIM™ AND MASTERS OFTHEGWUE™ ARS TRADEUARkS Of ACCLAIM, ENTERTAINMENT IMC.
THE SIMPSONS'" TM 4 £ 1 990 TWFTI6T H CEHTliWf FOX FILM CQfiPOfWIOM. fLl RIGHTS flESERVSO.
> ne
NEWS
SAWHAT THE
again, The One's chirprest cub reporter
gets on the blower to quiz the big names of
software development an whaf 5 been tickling
their particular fancies over the last month,.,
ARCHER MACLEAN
Now that the coding giant has finished his latest marvel,
Jimmy White's Whirlwind Snooker, Mr. MacLc.in has
got plenty of free games playing time on his hands.
Lemmings and Ferns have been the favourites for him
this month, but when the computer foils- to impress,
Archer makes for the arcades and a good old blast on
the Defender sequel, Star Gate, or that other golden
ordie, Robotron.
NED LAMGMAN
(Storm)
Storm's graphics guru, Ned is something of a veteran at
this stage, having worked in the past on Silkworm, St.
Dragon, WVand, more recently, Double Dragon 3. "\
enjoy a good blast," Ned reveals, which comes as no
great surprise. Battle Squadron is one of his computer
favourites, with Exiie and Tetrls coming in dose
behind, Just like Archer, Ned likes to visit the local
arcade and by some kind of weird coincidence, he
too likes Robotron and other old classics, Why?
Because: "Everyone these days just tries to impress
people with 3D stuff," he explains.
ERIC MATTHEWS
{The Bitmap Brothers)
Space Quest A on the PC gets the shaded Bitmap's vote-
mostly for its "stunning music." On the console front
however, comes Actraker on the Super FamiCom- but
the end of level guardians are stopping him
completing it: "they're too tough," Eric whinges.
Speedball2 has, of course, enjoyed its fair share of
joystick waggling - but not too much mind, because
Eric is busy rattling his brain for new games, which
will include creatures with "the intelligence of Goo's
monsters" he says.
MARK 'MAC AVERY
(Core}
Core's 3D polygon genius is really quite mysterious- so
mysterious in fact that until The One's investigative
team got on the job, the management at Core didn't
even know his real name {come to think of it, until The
. One's investigative team got on the job, he didn't even
.. know his real name). Anyhow, the man in the know is
spending his spare time with Sword of Vermillion, a
role-piaying game on his MegaDrive, Apart from the
fact that "the graphics are really ace," it's
apparently also "one of those games that you just
want to keep playing." Thunderhawk also gets the Avery
accolade -but then again, he would say that, wouldn't
he?
GEORGE ALLAN
With Venus - The Fly Trap and Switchblade 2 now long
behind him, George has got loads of time on his hands
to play games and generally enjoy himself. He managed
to complete the arcade version of Strider in no time
{along with R-Type, Nemesis and Trilogy t he says
modestly), but one arcade great that's still causing
him problems is Street Fighter 2. "I piay it with my
mates, " is George's excuse for not beating the
machine. But now he's been given the task of
working on a new "arcade Style" game (secretive,
huh?), so all that arcade time wit) have to he used for
MORE STARS NEXT MONTH...
SOMETHING FISHY
AT MILLENNIUM
SMARTER THAN A SALMON, stronger than a shark, Fond is
back- Having defeated the evil Dr. Maybe in Millennium's
original James Pottd (those were the dace), our finny friend is
due to return in RoboCod.
Cod knows, the mission is a ruffe one. Salmon-chanted evening. Dr.
Maybe ordered his mussel-bound agents to infiltrate 10 of the wor!d J s
largest toy factories, and to kidnap Santa himself] The sole-less
Doctor has also planted tiny explosive devices into the entire stock of
Christmas toys - arid now he plans to deliver them to the world's
children himself... what a pollock!
Not one to carp on about the dangers or mullet over for too lung,
Pond accepts the mission.. Unfortunately, our subaquatic churn is so
well known to Maybe and his cronies, that he's haddock to undergo
biotechnological surgery. The result^ He's now half -fish, half-
machine,
[ [is brill new powers include an 'extendi- head', the ability to walk
on land, robotic armour and a big gun. He's- also a dab hand at leaping
across platforms, perching, pouting and skating,
The factories are no plaice for molly-cod-dling wimps; each one is
split into a number of sections, from four to 12, according to
difficulty. All are based on a theme, from board games to computers,
and Pond has to destroy the afflicted toys on every level. Brave as he
is, eel flounder without your help.
If all goes swimmingly, this fishy tail should be with you in
November - and that's o-fish-ial,
KICK OFF 2 FOR PD?
SINCE THE DEMISE of our Goal-den Goals competition,
footle extroverts have had nowhere to show off there
wares to the general public - until now, that is.
Irish-based Kick Off 2 enthusiast Derek Doran is putting
together a series of 'Goal-den Disks 7 to be distributed on PD
through all of the usual channels.
So, if you reckon that you've scored a goal so great that the
whole world will want to see it, then gave it on disk and send
it to: Derek Doran, 3 Glenaulin Park, ChapeHzod, Dublin
20, Eire. Readers who want their disks returned should also
include a padded envelope and 50p to cover the costs of
postage and handling,
j4h il
THt ONE AUGUST 1391
ECES SHOW
CANCELLED
A MAJOR BLOW OCCURRED to the computer
games industry last week, when EMAP
International Exhibitions announced that it was
cancelling this year's Computer Entertainment
Show.
A spokesperson for the company claimed that the
current economic climate has forced most of the major
software companies to stay away from this year's
event and, because of this, this year's show was no
longer viable.
Despite the fact that the show was sponsored by The
One and our six sister publications, and had also
received the backing of The Prince's Trust, BBC and
ITV, the organisers felt that, without the participation
of the major publishers, they just couldn't give visitors
value for money.
Money will be refunded to all the people who have
already booked their tickets for the consumer event,
The organiser's spokesperson has asked these people to
be patient, adding they will receive a full refund as
soon as possible.
STICK IT!
JOYSTICK SPECIALIST SFECTRAVIDEO has
just begun importing one of the US' hottest
joysticks into this country.
Priced at £59.99, the (Gravis is undoubtedly expensive,
but its makers reckon the durability and comfort
which it offers make it worth the cost.
The stick's features include auto-centering, variable
tension setting, three independent fire buttons and
suckers powerful enough to rip the top off your desk.
y>4«laim
entertainment, inc
ACCLAIM™ AMD MASTERS OF THE GAME™ ARE TRADEMARKS OF ACCLAIM ENTGRTAIHMBJT IMC.
the ciupvuevhtm t/a itatiTWEUTirru rcuTi lav f™eii ujTiHPnniiTnu 11 1 niRWTfl ecccnv/Er
Roll up, roll up for
the greatest
competition on
Earth. One more
month to go, |USt Well you've now had three months to
one more month, devise, create and send in your very own
so get those 3D masterpiece and this is your last chance,
entries rolling in. Here's a couple of the latest entries.
DARK CARPATHIAN
PROVING THAT NOT ALL THE BEST PLOTS are in the future,
Mark Cooney of Guildford presents Doric Carpathian a tale
of (error set in (lie 1 500s . After an illicit affoi r while her
husband was oway at war, lady Elizabeth Batftory developed
a strange craving for human blood. Not surprising when you
learn that her lover had a pale bee, pointed! fangs and
dressed in black.
After going through her stock of servants, the local
peasantry and her Fong Sine oF lovers, Elizabelh has taken to
kidnapping her victims, the latest of which happened to be
your sister. Not one just to stand by and watch, you set out to
the rescue. The game starts with you approaching Elizabeth's
castle.
According to Mark, (he plot for Dark Carpathian is based
on a true story that ends with Elizabeth being walled up in her
oasis as punishment far her crimes. As far as the game is
concerned, you just have to find your sister and escape.
ONE OF THE MOST IMPRESSIVE OBJECTS that Mork Inn aeotd is this fish,
round swimming around behind the waterfall.
ALTHOUGH DARK CARPATHIAN is only <i
small game ponle-wise, it has a number of
very large ureas, not least of which is ihe
opening forecourt, Mark has put a Intel
detail info his rooms, me waterfall is
animated, most of the doors haw elaborate
archways etc,,
RULES
REVISITED
And now, for the last time/
the rules...
1 . You must create a complete
game using Domark/lncentive's 30
Construction Kit, t rutries will only be
accepted from registers users of the
3D Construction Kit, so don't forget
to return your registration card to
Oomark (not to us thanks!).
2. The game data must be 300K or
less.
3. Full instructions must be
included, typed or neatly written on
one side or the paper.
4. include your name, address,
telephone number (including area
code) and age on the disk label
and a separate sheet of paper.
5. Entries must be received by
Friday September 6th.
6. The competition is not open to
employees of Domork, Incentive or
MARK HAS USED A LOT of flat shapes fa ****? Images or their friends and
decorate the walls of the castle, giving a
very atmospheric look, Drapes, tapestries
ond painting, adorn the halls of the casrie ^J^JP^V * 3 ° ^T 01 * 01 "'
I . -j I. . The One, IMAP Images, Priory
nl.r.m.farUita. Court, 30-32 FmrinSdonLmie,
GHOST SHIP ^^^^^^^^™ 1 »ndo„EC„3AU.
NOT LONG AFTER SENDING OUT REPORTS of strange aircraft sightings, the THE GHOST SHIP IS HUGE - and to reach it you'll hove to climb the rope
crew of the cruise ship Y.T.S. inexorably disappeared. Soon after, the government hanging from the side. This is a good example of how different shapes can
received reports of U.F.O. sightings. You have been sent in to find out what be combined 1 to create interesting objects.
happened to the crew, what state the
ship is in ond whether or motto destroy
it. To find out what happened you must
locate the ship's 'red box 1 recorder
before rooking your wOy to the resCu©
dinghy and safely. Unfortunately, the
ship's security defences are still in
operation, so take care.
Paul Timson of Nuneaton is responsible
for Ghost Ship and has managed to
create an atmospheric setting, combining
it with o good sense of humour, a PAUL ' S ™ CONTAINS all the mod cans such as
reasonably difficult selection of pussies ° a*"™* rwm ' a ™ ie M and ° ™™ning P™l-
and strong presentation. Unfortunately the U.F.O. k» hod o strange effect
on the water - its rroien solid.
24.
THE ONE SEPTEMBER 1 99 1
9n
PLY ADD1CT1
A V A I L A B L«E ClM^1AJS?1 P C (VGA - E G A ■ T gV )
A Ml G A • A T; A R ! ST-CBM 64 ( D I S G & TAPE}
GAMES
FEATURE
Have you ever wondered where in the world all of
your software comes from£ Well, here's your chance
to find out; as Christina Erskine explores...
i -million-.
bane up on a few :
se's acclaimed
flight sims. Set up by Stealey
d Tycoon' Meier
;'edly as a result
of a bet: Meier reckoned he
a me in a
lied his b I
recent
agreement with
rsoft.
10. Iitfocom
(Cambridge,
Massachusetts)
The; legendary team of
text adventure publishers w
graduates of the Massachusetts
Institute of Technology.
Dominated the text adven
genre in the mid-80s with the
trilogy, 5: and
:cr Godded
with many othi : Ill-
fated attempts at diversification
led i on
at a time when A;
was in fir . the
lab;- ,<-d down in 19
11. Interplay (Santa Ana,
CA)
mos r
Spectrum He
ROJ
12. Minder aft (Torrance.
LA)
i p with
Keys
EA in Europe.
13. Sullivan Slutb
Interactive Media (Burbank,
CA)
Headed by DataSoft foui .
Patrick Ketchum, di
Sullivan Bluth -.
computer and C
14. Disney (Hollywc
26
THE ONE SEPTEMBER 1991
15. FTL <Mira
Mesa, San Diego)
16. CES (Las
jsumet
17. Access (Salt Lake City,
Utah)
1
rigin (Aus
cas)
/entures,
19. Interstel
(Houston, Texas)
;J-ld
enter t
simula
SA
' 5 3 I
20. Commodore (Bahamas)
Hon
21. World Cup'
22. Peru
metag
Silicon Valley
A. BrmteTbund (Sin Rafael)
One of the US's ddest and biggest
software houses, with title such
as Raid w BuRgtline, Bay and
Katdteiut under its belt. Also
releases a wide range of
dutarionai/productivity
packages. Currently handSed by
Domarfc. in the UK.; notable far
Shtiffiqwti Cafe and frmtcf
B. Lucasfilm Games
{Skywalker Ranch., nr San
Rafael)
Set up in 1983 as a divisii
Ijucashlm, the film. produ-
company rtsptrosihle for the
Oscar winning Sirtr Wars and
. Jones series. I iisi
w ■?« Frstlaloi and Miblozi.'
were arcade-style games; the
company also predueed naval
simulations which were published
by l : .lcctrorjK Aits. Moved
into acrjon/adventuiE
games with A,
'i in 1987:
followed tap with
Zak MeCrad«:;,
ths Indiana •
computer games
and flu S'ft.'iT ;f
■ eylskud.
Headed by a team
computer games: the-
designers of Sierra's
.Marauder, EA's Out ox One, 5r^er
Zj.tv<s«, plas ejc-lnfoeoni writer
Brian Moriarty ate ?.lj now at
l..-r.= sfllm.
C Mnidseape/Software
Toolworks [San Francisco)
Mindsrape initially made its name
Over here as part of the
Cinema ware-Miirarsoft chain of
publishing and distribution deals.
In 1590 it merged with Software
Toolworks, a publisher of Sow-end
business products, educational
software, CD-ROM titles and
entertainment packages such ss
Cktsmssttr H00 -and Lift nxd
il DIY brain suigery can be
described as entertainment. The
company is headed by farmer US
TV chat show host lis Crane.
Distribute* products originated bv
DSL Origin and 360 (all qv) in the
UK.
D_ Spectrum HaloByte
(Alameda)
Flight aim specialist, responsible
forFAgkr Of The imnJer and
Fskm, and also the car $im 'Vtm.
h. Electronic Arts (San
Mateo)
Clams to be the world's largest
home computer software
company. Set up in 1932 by
former Apple director Trip
Hawkins, with one title, the
Pintail Cwsrwrtws Ser, there are
now some 1 5 million units of £A
software around the world.
r. Epyx (Redwood City)
The late Epyx caused some waves
in pfiqgramming in its day, from
Summer Cams to Impussilite
Afesiiw - and also a curious
number based on the Barbie Dpi
G, SSI (Sunnyvale)
Joel Billings began programming
Compare Bsmardt, a wargajne, on
a borrowed computer in July 1979;
it became Strategic Simulations
lnc : s fust release in February 1980.
Grew steadily untQ it wot
licence to produce computer
games hased gn ISRsAJvaxad
Dwigiws and Dra*$$tis s which
moved them up several division*.
Currently affiliated to EA in the
US and to US Gold in UK.
H. Accolade (San jfase)
Alan HdJei and Bob Whitehead
were two of the original Activision
founders; in 1S&4 they broke away
to set up Accolade. Began with
simulations; HatJball, Tin Drive
(see DSI, above) and MtanlS,
before moving into more general
entertainment titles. It published
in the UK. through US Gold and
The Saks Curve before setting up
its own UK u!-
I.DomarkUS(Saujose)
Earlier this year, the UK's
favourite yuppy twosome set up
strap to be neat to console affiliate
Tengen.
w J. Tengen (San Jm*)
Bhv Division of Atari
Games (itself a
division ol W^mcr
Communications
and not to be
confused with
Atari
Corporation, the
S: manufacturer),
which products
ooin-op games: Hard
Dmw' Klax. etc. A
with Domark
licenses these titles IW
convsrswn to computer formats.
K. Atari (Sunnyvale)
international HG of Atari
Corporation, originally part of
WamerCommunkations. then
bought out by former Commodore
chief Jack Tiamiel in 1965,
Tranud set about transforming;
ipany, bringing out the ST
and revitalising its console
activities with" the Lynx, the short-
lived rantherand possibly next
year with the Jaguar,
L Maxis (Moraga)
Developer of Sim G'ry, Sim Earth
and the forthcoming Sim
(which doesn't have quite the
same ring about it). Lookout for
an unusual gameplay tie-up with
Bullfrog; Sim City scenarios
loadable into Ptyvhus I, and
hopefully vice versa.
THE ONE SEPTEMBER 1991 ■
27
THE
w-e
FEATURE
Rest of the World
23. Sullivan Blutb Studio!:
(Dublin)
The studios which create the
super-animated cartoons wetc
moved here in 1988. Don Bluth.
Gary Goldman, and John Pomeroy
were animators at Disney before
resigning to set u p their own
company in 1979
24. Philips
(Eindhot'Cii,
Netherlands}
HQ for the
company that
pioneered
compact disc,
Laservision and
is now one thi:d
of the joint,
venture behind
CD-!
25. Titus (Paris)
Games publisher
distributed in the UK
by Entertainment
International. Gameplay doesn't
always Live up to its promises.
Hoids the European rights to
Disney Software.
26. Lankfior (Paris)
Not as well known as its
compatriots, Imbgrames and Ubi
Soft. Lank bar's thief claim to fame
is its 'grand classique'., Merteviife
Manor, which picked up a wad of
French games awards. Founded in
1985, Lankhor has a roster of.
adventure and educational titles,
with Mavpiti Island and Vroom. a
dnving game, scheduled for riv.
this year.
27. UW Soft (Paris)
Another French company pumping
out titles on a regular basis, with
around 250 programmers, both in
house and freelance, on tap for
games development; probably best
known tor Fro Tennis Tour and its
sequel.
28. Infogrames (Lyon)
Deceptively large (over t50 staff)
software house with Captain Blood
and Drakkhen to its credit ■ it also
published Masis' Sim City in
Europe. Started in 1984 by two
chemical engineers, Bruno Bonnell
and Christophe Sapet, and one of
the first French companies to cross
the Channel and sell in the UK.
29. Loriciel (Rueil-Malmai&on)
Comparatively Jow profile French
software house with Teams Caff
and Sherman M4 to its credit.
Available in the UK through US
Gold.
30. Coktcl Vision (Paris)
Educational and entertainment
software publisher currently
getting heavily into CD-ROM and
CD-I
31. Delphinc (Paris)
Cruise for a Corpse and Ope ration
SieaSih both sprang from
the Delphine
Cinematique
prc^amming
system, which
provides
excellent
graphics and
interaction.
Expect plenty
mere LO come.
32, Gonwnodarie
(Braunschweig)
Home of
Commodore
Germany and
manufacturing plant for the Amiga
machines,
33, Rainbow Arts
(Dusscldurf, Guterilutt)
Part of the German Softgold duster
of software houses based in the
Dusseldotf-Essen area. Rainbow
Arts was set up in 19B4. Now one
of Germany's leading games
producers, it also develops coin-op
machines through Rainbow
Games. Most famous for Turrkan.
34, Thalion (Guteriloh)
Fait -owned by the other big
German distribution group, United
Software, Thahon was set up three
years ago. Games such as Chambers
OfShaolin and Terramex reached us
via Grandslam. litest release is
Tokw FRA, with the flight sirn
Airbus 52$ still in the pipeline.
35, Starijytc (Bodium)
Part of the Softgold group.
Catalogue includes Qown-a-Mania,
TaMt Tennis Simulation and flrngs
Of Medusa.
36, Ruline (Hanover)
Fart of the Softgold group. Best
known for Oil Imperium and Dyter
7.
37, Dinamic (Madrid)
Horizontal scrollers are Dinamic's
speciality. Began as a programming
team, became a publisher in 1 %f)
and later a group of companies -
Microdigital -Soft - overseeing all.
production, duplication,
distribution, etc, plus a chain of
entertainment stores in Spain. First
titles licensed to various companies
■ - notably the oddly titled Aiw
Smhel Profanation, published by
Gremlin, later Army Moves, Game
Ovtf and Freddy Hardest for
Ocean/Imagine. Current games
include Nam? Police.
38, Midwinter (Azores)
Designer Mike Singleton used the
Azores as a model for the
islands featured in the Midwinter
games.
39. Line! (AppeiUEfill)
Swiss company with rights to
Nevermding Story II and in a rather
different vein, published the boxing
sim, Champ,
40. Simulmondo (Bologna)
Hie an unsuspecting wo»d with
Italy Soccer 1990, Fl Manager and
Easka Master last year. Undeterred,
has shown staying power this year
with / Flay ID Soccer,
41. Idea (Varese)
Italian outfit responsible for Bomber
Bob, Lupv Alberto, Aiaettskadow and
Swords and Gallows,.
42. Italy 1990
Virgin got the official rights to
produce the World Cup computer
game. A horde of unofficial titles
stampeded in its wake, including
US Gold's iialy 1990, Code Masters 7
Italy 1 WO, Simulmondo's (yep!)
Italy Soccer 1990 (see above).
43. Andromeda (Hungary)
Hardy veterans of Lhe games scene,
Andromeda's Hungarian
programmers were producing
games nuth as Eureka (Domark J s
debut release) and others for
Mirrorsoft way back in 19B4, It
was Andromeda's London-based
founder, Robert Stein, who first
spotted the potential of Tetris.
44. Stavros Fasoulas
(Helsinki)
Programmer who made his name
with 8-bie titles SanxioH and Delta,
now hard at work on The Vision
Came.
45. Alex Pazhnitov (Moscow)
From Russia with Tetris came
Pazhnitov, and started a Soviet
gaming revolution. Followed up
with Wrrs and Wdltris;
consequently everyone thinks the
Russians are whizao at puzzle
games.
46. Vietnam
Computer games based on the
Vietnam conflict have Inevitably
followed the undying interest in
this Subject in Hollywood. Ocean
took on Oliver Stone's Platoon as
well as producing Lest Pairs!, while
programmer-historian Matthew
Stibbe tackled the subject as a deep
strategy game, and Spectrum
HobEyte used the country as a
backdrop to Flight Of The Intruder.
47. Atari (Taiwan)
Home of the main ST factory until
Atari recently sold the facility to
raise some dosh.
48. Atari (Singapore)
One of the main manufacturing
sites for the Atari ST range.
49. CarorJaodore (Hoilg Kong)
Large manufacturing facility for
the Amiga.
50. China (Heart Of)
Dynamic latest cinematic game is
set in China in the 1920s, with you
running a business in Hong Kong
and setting off to rescue the girl in
true movie-style tradition.
51, Sega (Tokyo)
Giant Japanese gam.es company
with interests in coin-ops and., of
course, consoles - the Master
System, Megadrive and Came
Gear. Video games market leader in
the UK.
52. Sony (Tokyo)
International corporation with
holdings in most areas of the
entertainment industry
53. Taito (Tokyo)
Coin-op manufacturer, with
computer conversions dealt with in
the UK by US Gold and, more
recently, DoroarL
54, Capcom (Osaka)
Coin-op developer founded in 1963,
with titles such as Ghosts And 1
Goblins, 1942, Forgotten Worlds and
Strider to its credit. The last two
both used Capcom's own arcade
'super-chip 7 , intended to enhance
graphic resolution on the screen.
Computer game versions come
courtesy of US Gold. In 1986, set
up a US division in Sunnyvale,
California, to produce Nintendo
console titles - both Capcom
originals and licensed from
Lucasfilm and Disney.
55. Nintendo (Kyoto)
Undisputed number one in
consoles. The name Nintendo has
come to be used in the US to mean
any video game, two million peaple
ordered the Super FamiCom in
Japan before it even went on sale,
and Mario is apparently nuw more
recognisable to American kids than
Mickey Mouse. Nintendo still has a
way to go i n the I J K hefure it
catches up with Sega - which had a
year's head start with the Master
System, but one suspects it can
only be a matter of time... •
56. Beam Software
(Melbourne)
The original Melbourne House,
back in the days when The Hobiiii
was the last word in adventures.
Currently working on Nintendo
projects.
57. S5G (Drummoyne, Cold
Coast, Australia)
The Strategic Studies Group
initially developed titles for SSI (see
above) before switching to
Electronic Arts for its European
distribution. Titles include Hath of
Montezuma, American Civil War and
Warkfds
58. Panther Cairns (Canberra)
Mindscape's Fire Brigade was
developed by this Australian
software house.
28
THE ONE SEPTEMBER 1991
Amiga
Repairs
If something is wrong with your Amiga
500 or C64, who better to turn to than
The National Repair Centre.
For all repairs to your computer, one low
payment covers diagnosis, repair
(including parts and labour) and delivery
back to you
The experience and expertise of our
technicians ensures that your computer
is repaired to a high standard at a low
cost. And each repair will be carried out
within 12 working days!
To schedule a repair, simply call Michelle
or Julie on 0733 39 1234
Please be ready to give your name,
address, computer type, serial number
and the type of fault.
The cost is £57.45 for an Amiga 500
and £47.45 for a C 64. Payment can be
made by cheque, postal order or credit
card.
THE
NATIONAL
REPAIR CENTRE
0733 391 234
FMG House
Newcombe Way, Orton South gate
Peterborough PE2 OSF
£57.45
COVERS
ANY
REPAIRS
"COMPLEX, REWARDING
MYSTERY FOR THE
INDEPTH ADVENTURERS'
THE ONE
MAUPITI ISLAND-
Will capture your imagination with its
realistic sound effects, flowing music and
beautiful graphics. It will
absorb your full attention for
countless hours as you dis~
cover this romantic paradise
island; keeping you in
suspense until you have
solved the many mysteries
and clues in this first class
whodunnit.
ABDUCTION,MYSTERY,AND
SUSPENSE..'
"Everything began with the cyclone's
arrival,,. So, we headed for the safety of
MAUPITI Island. When we arrived, I
immediately knew that there would be a
heated ambiance. , A very heated
ambiance..."
Another mystery lor Jerome LANGE;
WHO KIDNAPPED MARY?
DISTRIBUTED BY UBISOFT PHONE NO. 0252-860299
This month. Diiio Dini, programmer of the legendary Kick Off series
and a man who likes his games to be realistic while still maintaining
the adrenalin flow, gives us the low-down on his all-time favourites.
Nation "
DINO DIM'S COMPUTING PEDIGREE goes back a long
way. The BBC was my first games computer, but
before linen I had an Acorn Atom and 1 even
before Inert an Acorn System One/ he says.
His latest acquisition is a £1 5,000 Unix system
which he has recency bought after several
years of working on an Atari ST.
After writing a couple of unpublished games on
the Beeb, Dino toot a break to study for an
electronics degree at the University of Kent at
Canterbury. When he graduated, he worked in trie
fault diagnosis and repairs department ot Silica
Distribution, before re-emerging with Kkk Off,
Just 24 years old, Dino has recently married,
and now lives in Cambridge. When not hard
at wort; on Player Manager 2, he returns to his
first love, music: he plays me guitar and has been
in several bands.
JAMES POND
Programmed by: Chris Sorrell at
Vector Dean
Published by: Millennium
Released; November 1 990
A multi-level game of collect., dodge and zap,
with humorous appeal in the setting. James
■..inderwater agent, has a number of fishy
missions to complete without depleting his
energy and
within a urns
limil Latge
graphics, smooth
scrolling and
accessible
gameplay gives
James Fond huge
'cute' appeal.
• "This is a
supErb example
of a wefl-cirai ted
game. The .
gameplay is well-balanced, the graphics arcade
quality, the music and sound effects never
irritate and the attention to detail is striking.
Besides all this, Fond himself is a very
sympathetic character. I have great respect for
programmer Chris Sone II.''
ELITE
Originally programmed by: David
Bran-en and Ian Bell
Published by: Acarnseft
(BBC) /Firebird (other versions)
Released: September 1984
The classic space
trading/exploration game
which set a standard for
this genre - and many
would say it has
never been
bettered. Your
ion is to
build up your
power, weal
and status by
trading with
inhabitants of
vanous planets and
defeating them in battle,
working your way up from novice to Elite
status. The depth and breadth oF the strategy
elements turned ordinary games players into
addicts overnight. Later versions, added
finishing touches such as a rendering of The
Blue Danube during docking sequences.
• "It's difficult to think of anything to say
about Elite that hasn't been said already. I
remember when it first appeared on the BBC B
. omputer and I played it non-stop for days, ft
broke a lot of new ground then and remains a
classic to this day/
ROGUE
Heme computer versions published
by: Epyx
Released; 1985 (no longer
available)
A Dungmms &' Dragons game originally
programmed on mainframe machines,
although a home computer version was
released by Epyx. The original versions were
played directly from, rhe command prompts;
and were entirely character-based, Dino first
started playing it as a student on the Unix
tJw University of Kent.
• "It's a classic, and probably has the best
gameplay of any Dungeons game, although the
graphics ate limited - it was originally designed
to be played on character display only screens
on dumb terminals. But it's very addictive. 11
AVIATOR
Programmed by: Geoff Crammond
Published by: Atsrnsoft
First released: May 1 984 (BBC
only, and no longer available)
Early BBC flight simulator which had
many o£ the detailed contra!
features of todays offerings.
Programmer Geoff Crammond
worked hard to make flying the
plane as realistic as possible - a
strategy he later developed
further in Revs (next}.
• 1 he best flight singula t;ofi I
have ever played, Why< Because
ii :ea!iy feels like flying and I love
flying upside down under the
bridge !'
REVS
Originally programmed fay; Geoff
Crammond
Published fay: Acornsoft/ Firebird
First released: May 1 983
in its day, this was a ground-breaking motor
racing game, pitting you against 40 other
drivers at Silverstone. The large-scale driver's
seat view was an innovation, and the sheer
size and detail ,
in the
graphics were
previously
unheard of.
Crammond
placed the
emphasis on
controlling
the car
authentically t
rather than
simply
casting the
player as a
dot whizzing round the track, The convincing
sound effects as the cars revved and roared
added: enormously to the atmosphere,
• 1 he best racing game. It's a complete
simulation and very realistic, whereas other
racing games cheat on the maths. This one
feels like the real thing,"
PIPELINE %
Programmed by: Andy Walker of
Tasksef
Published by; Mostertronic
First released: 1 984
Nothing to do with Pipematital Tasfcset
released a series of Pipeline games - this
particular version came out via Mastcrtionic.
You bad to build up yotir plumbing network,
while various characters came along to try to
knock holes in it, causing the fluid in them to
leak out. Maintenance gencraJly involved
dashing back and forth to make running
repairs,
* "'Incredibly addictive and well balanced with
both speed and strategy elements. There are
also some very nice touches like the facility to
recruit people to help you build the pipeline."
SEPTEMBER 1991 THE ONE
.31
®ne
FEATURE
You've probably never heard of Marjacq Micro, but this agency looks
after some of the most talented developers around. Laurence Scotford
talks to Marj acq's supremo, Jacqui Lyons, about her invisible role,
D
AVID BRA BEN, JEZ SAN
Argonaut, Archer
MacLeaa, Glyn Williams
what do these names
have in common? The obvious.
answer is that they're all
successful and talented computer
games developers. The not so
obvious answer is that they're all
part of the impressive stable of 20
developers represented by the
computer games agency Marjacq
Micro.
Agents arc often unseen and
unthanked, but they are just as
necessary in the dog-eat- dog world
of computer games software as
they are in the equally rough
worlds of acting and writing.
Marjacq Micro, the first (and now
the biggest) agency for games
developers Is run from an
Unassuming flat near Marble Arch
by its co-founder Jacqui Lyons.
The immediate impression you
get of Lyons is one of friendly
efficiency and an uncompromising
attitude to her work.- and, In a
business still dominated by men,
it's not difficult to see how she has-
come to command respect rather
than ridicule.
So how did Marjacq come about in the first place? Lyons
takes up the story: "I'd been a literary agent for over 20
years. Prior to having my own agency I worked for Fraser
and Dunlop scripts, a major literary agency which looked
after the Monty Python team, Marty Feklman and Tim
Brooke Taylor among others.
"hi 1983 I was loaned a word processor and I got terribly
excited by the potential of
word processing. Then 1
realised that there
was also a games
side which was
an alternative
THE MARJACQ
STABLE
JACQUI
LYONS
SPECIAL
AGENT
authorship - 1 decided at that point that I really wanted to
see what the state of the market was.
"There were hundreds of publishers then. This was at the
apex of the Spectrum and the BBC micro, the 64 wasn't that
big. I put an advertisement - a sort
of tick list - in Popular
Computing Weekly. What
it did was to point out
the author's rights in
Over the following pages we open
the files on just some nt'Mnrjarq'R
impressive link-
up of clients...
^L relation to a game,
and to ask
whether they
realised that
what they
DAVID BRABEN
were
The most famous developer in Britain and
a true 3D expert,
SGFTOGRAPHYi • Elite (BBC) • Vims
(Archimedes, helmvj • Conqueror
(Landscape Routines) * Elite [NES)
In the pipeline: £7ife II
U DAVID
r BRABEN takes
a reflective
moment away
from the
development of
Elite IL
J2 I THF t
!>ME SEPTEMBER 1991
Ian specialises in war and strategy games, and used to be
part nf (he PSS team.
SOFTOGRAFHY: • Guadalcanal (Amstrad CPC)
• Millennium 2.2 (ST, Amiga }■ Dentems [ST, Amiga)
In the pipeline: Millennium 2.2 (PC)
MILLENNIUM 2.2 PROVED that in-depth strategy games can
appeal to general games players if they arc- presented in an
attractive way.
®ne
FEATURE
represent every Tom,
Dick and Harrv, We
require a high standard
)grammers, with a
standard of
professional behaviour. I
will not be involved with
Le who are involved
in piracy, ripping off or
plagiarism."
high
creating wasn't necessarily just a gams but a series of rights,
if they knew how [heir rights were protected and how they
had properly licensed them. 1 got a reasonable response from
the adveri and 1 started the software side.
By the end of 1984 T had a very illustrious client list, which
Included Jeremy ['Jez'l San. Then a friend rang up and told
[[lis iibnut Ian Rail and David Braben. t'litu had just happened
and Tan and David had retained all rights other than for the
BBC, which was extremely bright nf them. They wanted me
to represent the rest of those rights.
'"Much to everybody's horror I held an auction and caused
a lot of trouble in the industry - I was told this was an
appalling way to go about it. Of course, it's absolutely
standard literary
"I don't Want tO procedure. Against all
that criticism we held
the auction and were
helped by Channel
Four News suddenly
picking up on Elite
of programmers, with a fitta&ttB*
excited a lot of
interest. We sold the
rights for a very
substantial sum to
British Telecom,
people who are involved because bt had just
started its software
division and it
needed a big game to
establish itself"
You might be
forgiven for thinking, that, with a 1 5 per cent claim on the
revenue earned by games of Elite's stature, Marjacq Micro is
little more than a excuse for creaming sizeable sums from the
income of unsuspecting games developers, but Lyons soon
puts an end to thai idea: "I'm well known within the
industry but my role is usually very quiet. I don't want lo
represent every Tom, Dick and Hairy. We require a high
standard of programmers, with a high standard of
professional behaviour. I will not be involved with people
who are involved in piracy, ripping off or plagiarism.
Contracts are there to be observed and conformed to by both
parties, the publisher and the developer.
"But developers are usually older now
and have more mature attitudes. In
/ IAN BELLA the early days they were all little kids
Previously David Braben 's partner, and now an individual
developer who, unusually; completes his games before they
are sold to a publisher.
Sonography;* Elite (BBC. NESl
In the pipeline: Budo (Amiga, Atari ST, PU)
ELITE IS
POSSIBLY
the most
revered
computer
game ever,
"and is sis II
earning tor
Ian Bell and
Uavid
Braben,
A
E^
THEONh M-I'IKMUIR 1991
33
THE
FEATURE
PITER 1RVM&
JEREMY SMITH
Two programmers who cut their teeth, to groat acclaim, on the BBC Micro before
moving on to IS-bil.
SOrrOGKAPHY: • Starship Command (BBC) • Thrust (BBC)
1 Exile (BBC, C64 h Atari ST, Amiga)
and they'd suddenly
have a vast sum of
money land on their
table and so they'd
think, 'Oh great, I'll just
go and buy myself some
very expensive pieces of
equipment', then they'd
run out of money and
wouldn't be able to
deliver the game,"
But if the developer is
expected to treat
contracts with respect,
the publisher is
expected, in return, to
giv^ the developer a fair
deal: "The other tiling I
have been fighting for is
the non-assignment of
rights, and establishing a
standard agreement
which is fair to both the
developer and publisher.
J don 'I believe in total
exclusive licensing of rights just like that. This kind of all-
embracing contract - you signed over the software therefore
we get all the console rights, all the arcade game rights, all
the CD rights - is unfair on the developer.
Any developer who still thinks that Marjaeq Micro is
waiting in the wings ready to exploit them at the slightest
excuse might have a long wait, As Lyons explains: "1 don't
believe in selling myself. If people ring me up and ask 'What
can you do for me?' The answer is, 'If you can't imagine what
an agent could do for you then perhaps you shouldn't have
an agent.' All of the more mature programmers realise that
you always have to chase up the money, you always have to
nag and beef and moan and if you're trying to develop
software and every five minutes trying to get hold of some
gnome in an accounts department, ifs highly interruptive"
But isn't it harder to convince the publishers, rather than
the actual developers, of the value of representation? "1 think
EXILE IS A PROGRESSION of the techniques first used in Thrust
tA6Q these can
be sorted out
quite quickly."
But how are
the agency's
costs met when
some of its
clients are
taking two or
three years
developing a
single game?
"Well,
fortunate] v
Elite was one of
the longest
earning games
ever, and it still
does earn. But,
for example,
the contract for
Argonaut's Bird
Of Prey [which
Electronic Arts
promises will
be released
soon - honest! 1 celebrated its fourth birthday on August
27th.
"This state of affairs is partially because Jez. San wrote a
much bigger game than he'd originally conceived. If you
write big games it takes a long time. He also rewrote the
engine for the 3D stuff, and since then he's changed it again.
You have a problem with 3D - keeping up with the current
state of the art is a very hard process. That's one of the
reasons why we have to have quite a substantial client list,
because obviously we have to take into account the periods
when clients will not actually be earning."
It's not only established programmers who have benefited
from Jacqui's foresight, she has also been responsible for
starting new talent off on the road to fame and fortune:
"There was an extraordinary example of a young man called
Steven Dunn. He had left school without any particular
they're still reticent. I know for m I i. - that companies like US qualifications, he was on die jobless scrapheap, hut he was
Gold don't like dealing with agents, but I think most people
realise that we're not there as a threat, In many cases it's
much easier to go through an agent - they know the state of
the development of each particular project which they're
v representing and if
„ \ there are going
ARCHER MACLEANx to be deiavs
very keen on computers. He read an article In one of the
magazines in which David Brabcn had been quoted as saying
that Virus could never he written on the Spectrum, and he
took it as a personal challenge. He had the sense to ring us
and say 'Would it be OK if I have a go at doing this'. I said
'Well, rather you than me, but with my blessing, and the
only diing is that once you've done it, you have to bring it to
One of the most respected and well-known designers and programmers, who manages to work humorous touches into almost
anything. Archer says that he highly values Mar jack's services, aud if it wasn't For Jacqui Lyons he may welt have given up
programming for good.
SOFTOGRAPHY: • Dropzone (Atari fi-bit, CG4) •
Internationa! Karate (Atari 8-bit, C64) • /K+ fC64,
ST, Amiga) • fimmy White's Whirlwind Snooker
(ST\ Amiga, PC)
In the pipeline: a 3D Pool game using the system
employed in fimmy White's Whirlwind Snooker
and incorporating all three versions: of the gamo.
Archer is also considering a racing game as a
logical progression, having done a superb combat
game and a great sports simulation, and he has one
or two ideas for Virtual Reality,
ARCHER MACLEAN'S /immy White's Whirlwind
Snooker has been generally acclaimed as one of the
very best sports simulations ever.
1
34.
THE ONE SEPTEMBER 1^91
MWn
ARGONAUt
SOFTWARE
Onn of the most consistently excellent development houses in the country, with a strung
emphasis on 3D products.
SOFTOGRAPHY: • Sturglider (ST, Ami" a) • Sfmgtfffar 2 (ST, Amiga . PC)
• Afterburner (ST, Amiga) • Days Of Thunder (VC, Game Boy) • Loopz (Game Moyl
In thft pipeline: Birds Of Prey, the multi-plane (light simulator on Amiga and PC for
Electronic Arts. The team is also working on a Strategy Ram*! for MicroPros^ which is to
Include Hying, rather than a full-blown Right simulator - sounds intriguing.
FEATURE
BIRDS OF
PREY-
Argona ill's
long-
awaited
multi-
plane
flight
simulator.
"I don't believe in total
exclusive licensing of rights
just like that, This kind of
all-embracing contract -
you signed over the
software therefore we get all
the console rights, all the
arcade game rights, all the
CD rights - is unfair on the
developer."
this agency. It has to be cleared by us and by the author, and
we'll take it from there.' It was a valiant effort, and we went
along to British Telecom with it. Now he's an established
Game Boy
programmer with
Argonaut."
With her clients'
interests in mind, it's
not really surprising
thai Lyons takes a
strong Line on piracy:
"If the boot was on
the other foot the
pirates wouldn't like
it. If they produced a
game and then
discovered that il was
widely circulated and
nobody was [laying
them a penny for it,
they'd rosily be
vicious about it. And
I know everybody is saying it's because the price of software
is so high. But if they didn't pirate it, sales would be higher
and the cost of software would come down. In a way it's a
totally vicious circle."
One of the things we often notice at The One is that a game
may be technically excellent, original and highly playable,
but thai doesn't necessarily make it sell - whereas a really
abysmal game licensed from a film will sell by the cartload.
Would Marjacq go as far as advising clients not to go ahead
with a project if they thought it was unlikely to capture the
public's imagination? "Yes, I think they've got in be aware of
that. The reason that licensed games work so well is partially
because the licence is so widely advertised in other areas, so
people are very aware of ft, where they are not going to be
that aware of Warhead, for example.
"This is something which I think a lot of publishers get
frustrated about as well as the developers. They look at the
games, and think 'This is a good game and why is it thai we
can't excite the public about it?' It's always the same - with a
licensed product you're not terribly worried about
publishing in October, November, December, or January, you
know that you're going to clean up, What you also know is
'hat with an original game, if you. launch it during that
period you've got problems because it's just going to be
swamped by stacks and stacks of licences. Although they
might not be particularly brilliant implementations or
conversions, it's the fed that they are Ninja Turtles that's
actually turning the public on.
Your game is going to get
seriously lost and indeed
probably fail to perforin at all, So
you have to bring out unlicensed
products at a less commercial lime
of year."
I asked Jacqui how the emergence
of Multi-media platforms such as the
GD'I'V or CD-I are going to affect her
work. Sin; seems more than
confident about the future: "I think
thai Multi-media makes the position
of an agency like Marjacq even mure
valid because we have access to all
the support areas and I think that
packaging those things is definitely
a very important job. And the
question of where CD or CD-I fits in
the overall mix and malch of things is very
interesting. Right now, in the instance of literary
rights, television rights and film rights, one doesn't
know where CD-I is '.joing to sit. Is it going to sit
with the film Industry and the producer, or wilh l lie
owner of the rights to exploit tham as a computer game?
When you speak to a lot of people from the entertainment
Industry about it, they just don't know anything about CD-I,
it means nothing to thorn. They know about CD storage, but
what one will be able to do with CD-I, and the
development of those rights is something which
nobody's yet challenged.
"I see a whole hornet's nest here, because I
saw a CD game that was being developed by an
American company which had used amateur
actors. Can you imagine what's going to happen
with the likes of Equity and the Musician's
Union? All of these people are going to jump on
it. So I'm really very interested to see what's
going to happen here, but I think Marjacq's in a
very very good position, because as an agency
we straddle the literary side as well. And
people have learnt that if they want to know
anything about these obscure areas it actually
pays to have a conversation, just to find out
how one can go about exploiting them.
'., So I see the role of the agency
JON Sk actually growing into that,"
•
GRiFFrras
A former BBC programmer who has now pmgrn.ss.erl to 16-bit.
SOFTOGRAPHY:* Snapper (BBC}* Racktit Raid (BBC)
■ Conqueror (Atari ST, Amiga)
In the pipeline: Campaign, a follow up to Conqueror.
CONQUEROR EFFECTIVELY USED the landscaping routines
originally devised by David Brahen for Virus.
THE ONE SEPTEMBER 1441
35
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)0
THE HIT SQUAD • P.O. BOX 350 ■ MANCHESTER M60 2LX
After last month's juggling with the experts' ideal
joystick, Kati Hamza interrogates the men in the know
about the perfect games machine.
FEATURE
WENTY YEARS
AGO a games system was a
farcy name for a
cardboard box containing
a chequered board and a
bag full of chess pieces
These days the term
covers everything from
the hand-held you can
stick in your lunch box to
dedicated Virtual; Reality
consoles complete with
headset, glove and a
processor the size of a
small fridge.
But as anyone who's
ever looked in the mirror can tell you,
there's a world of difference between
what we've got and what we'd like to
« have. If you could
design the ideal games
system, regardless of
technical realism,
availability and price,
would it look like
anything like your
current machine? We
prodded a few experts
until they came up with
some answers, and
amalgamated them into
The One's exclusive
blueprint for the ideal
games machine.
WHAT THE EXPERTS SAY
Li.
PETER MOLYNEUX
Bullfrog
■ Credits: PopulQu$, Flood,
Powermonger
I was really disappointed
with VR. There was so
much hype behind it, I thought,
'Great, I can really forget about
real life and lose myself in this
virtual
world.' Then
I put it on
and I was
really let
down."
Having said
that though,
Molyneux's
ideal
machine
would be a
VR system,
though
something a
lot more
flexible than the hardware
currently available; It means
you can use things other than a
little mouse or a joystick. It's
much belter if you can use your
whole body or your arms and
legs to walk around this world."
For the lime being though, we
just don't have the necessary
technology: 'The Super
Famicom was heralded as a
real advance in computer
entertainment, but it's much the
same as all the systems over
here just with a little bit more
processor power."
Meanwhile, Molyneux is
putting his money on speech
technology; ""Whenever you're
playing a game, or just talking
to somebody, whatever you're
doing you're always using your
voice. So if you could
incorporate speech recognition
into a games system that would
be fabulous,"
JEZ SAN
Argon out Software
■ Credits: Starglider2,
Birds Of Prey
"It should have loads of
I memory, graphics, sound
and a great choice of colours -
a VR machine, basically, but
one that's so fast you don't
have to wait for it to update.
The machines available now
tend to make you feel a bit sick
and the LCDs blur so you can't
see what's going on property,"
ERIC MATTHEWS
The Bitmap Brothers
■ Credits: Xenon 2 ; Speedbsi),
Speedbaii 2
Eric's current favourite is
Nintendo's Super Famicom,
though he does have a soft spot
for CDTV, and his ideal
machine is a jazzed-up
combination of the two. Top of
the ideal machine's list ot
specifications come 12-Channel
Sound and FM chip, CD-ROM,
TV resolution and speech
technology. For good measure
it's also got Full-Motion Video
so you can do everything inside
a game you
:ould do on
TV. VR, on
the oltier
hand, gets
this Bitmap-
Brother's
thumbs-
down, 1 wouldn't want
someone to walk in when I was
playing with an all-over body
suil and helmet. It's just not
cool enough."
JOHN TWIDDY
Vivid Image Design
■ Credits; Hammerfist
Time Machine
John Twiddy's ideal
computer is a kind of
souped -up Amiga, coming all in
one box with a monitor built in,
"You'll still need a keyboard
even for games
-it gives you
more options."
The software
comes on CD:
even though it's
not necessarily
faster, it avoids
viruses and
there's no disk-
swapping
involved. There
should be at least 1 Mb of
memory, loads of different
modes of graphical display,
high resolution, more hardware
sprites than the Amiga and lots
of colours: "Though in excess
of 16 billion would probably
give you too much choice."
MIKE SINGLETON
Maelstrom Software
■ Credits: Midwinter,
Flames Of Freedom
fi£ f\ nee everyone gets a
UvR system with 3D
goggles, running off a sun -
Spark station in their living
room, we'll really have fun
programming it." Mike's ideal
system comes complete with all
essentials; dataglove. headset
and a fast,
powerful
processor.
"And of
course
there'll be
stereo
sound."
SENSIBLE SOFTWARE
■ Credits; Wizball, 3D Tennis,
Wizkid
it 1 1 would be nice to have a
I system which could shrink
and expand the screen without
destroying the resolution, so
you could realty home in on
certain aspects of a game." In
fact, the Sensible twosome are
seduced by all things virtual:
"The ideal machine would be
brain-activated and have you
.totally wired up. It would be
nice if you could actually take
on somebody else's rote." With
the emphasis on thought rather
than physical skill, this would
have distinct advantages for
THE ONE SEPTEJvlfiH< 199
i ■ J"
t nc
FEATURE
This ordinary pair of glasses has a secret. Embedded in the earpieces are tiny electrodes capable of a vast array ot sensory
stimulation. These enable the characteristics of a virtual reality to be transmitted directly to the brain and dispense with the heed for complex
LCD screens, 3D television or all-over body suits. The game experience is physical as well as menial - you can feel pain and motion - but
your body need never move. The electrodes feed In the relevant information and relay your mental responses for evaluation. To perform an
action 6li you need to do is think about it.
j^Uh luLi There' s n o need
for joysticks, keyboard or data gloves. Any
commands which need to be issued to the
system are uttered verbally and decoded by art
advanced speech recognition system capable
of receiving and understanding any human
voice- Extra software for alternative languages,
rtciudlng Japanese, is available.
Your
mputer communicates with you via its own
soothing voice. You choose from a selection
of preset male and female registers or feed in
a sample voice of your own. If you really want
It to, your system can speak to you as John
Wayne, Madonna or your mum.
It's small,
compact and very, very fast, There is a palette
ot around 16 million colours, a relatively large
seieclion of custom chips (or equivalent) for
performing a variety of routine tasks -
holographic image and 3D object generation
among them.
Linked to a general
music entertainments system, your machine
comes complete with multi-channel stereo
sound, FM chip and holophonic sound
capacity.
Software, like videos and
recorded music, comas on a standard CD
format, though there's scope for much faster
accessing than current technology allows.
For those who prefer to slay in the real world, or
simply as an alternative to virtual reality, some games come in the shape of holographic
projections. Depending on (he program type, It's possible to converse with the computer-
generated! characters and ask them questions. By issuing spoken commands you can move
freely about various aspects of the program and alter the parameters Of the game. In addition
to simple game playing, holographic software has obvious educational advantages. It can be
used as a multimedia aid In the teaching of anything from history to French.
IdJ Speak the number, and the telephone
gives Instant link-up with other players all over the
globe. Using it, you can share a game of space invaders ■
with Heike in Dusseldorf and Bruno In Milan, or
download data from any other on-line system.
the unco-
ordinated. "The
fun of the game
is what you
intend to do,
not about
muscle control,
$o you could
just think
yourself round the movements.
The hardware would be
adapted so the software could
accommodate your intelligence
and translate instinctive
actions, like running for a ball
or dodging, automatically onto
the screen. You'd just be left
making specific game choices."
ANDREW BRAYBROOK
Graftgold
■ Credits: Ftgirtbow Islands,
SimufCfS
Andrew Braybnook isn't
greedy; I'd be quite happy
with a decent sprite Chip -
something with zooming and
rotating sprites. Chips Sike that
are available, and it never
ceases to amaze me that they
haven't found their way into
consoles yet." What he really
wants though, is muscle. "The
Super Famicom is getting
there, but it's still very
underpowered, What you really
need is a strong enough CPU
to be able to perform any
calculations you might need/
Helmets and datagloves are
dismissed as gimmicks -
Braybrook's secret dreams
centre around an interactive
unit. "A eh air is a nice idea, but
it's a bit cumbersome lo have in
the house, I like the Roger
Dean idea of a total
environment centre, something!
a bit like a giant egg with a hi-fi
and TV as well. There's no
reason why you couldn'i have
all that moving about,"
As for Braybrook's ideal
machine, this would come with
plenty of beefy sound, high
resolution, a bucketload of
memory, quick-access CD and:
"Some kind of new input
device: a joystick is very
clumsy. It would be better it
(here was something like an
experimental scan I've seen for
the handicapped, it points
directly at your eyes, and
otrt
yoi
yot
vol
filo
cor
OWj
gar
40
THE ONE SEPTEMBER 1991
^stem is powered, like all
your In-house appliances, by an
environmentally friendly power source: solar,
wind or wave energy depending on where
you live.
Energy Sources
rist-watch version
jhone
iders
lij Ill3»l J»Tii* Extra headsets allow
others to participate in the virtual reality with
you. There's also a mini wriat-watcri version of
your games system which allows you to lake
your software anywhere and doubles up as a
fitofax. It's solar-powered and can be used in
conjunct ion with the headset but also has Its
own 3D LCD screen <or less conspicuous
games-playing in public.
enables you to select things
just by looking at them."
MATTHEW STIBBE
Credits: 'Nam 1965*1975
a I want a games system that
I will free me from the
tyranny of programming and let
me concentrate on the joys of
game design. Something along
the lines of multimedia or
hypertext, so you've got an
environment that a player can
explore." And that doesn't just
mean playing a game, it also
involves searching out
WE HAVE THE TECHNOLOGY
IN 1971, the world's first microprocessor, the Intel 4004, had a 4-bit
processor and a tiny memory. Since then, bright sparks everywhere have
been working to produce bigger, better, and faster machines. Now, there
are plenty of modern systems trying to expand and develop the current
state of the art...
IN THE WORLD AS WE
KNOW IT the Super
Famlcom Is the system
which currently gets moat
programmers drooling.
The source of all the
excitement is some rather
sexy hardware scaling
and rotation... in other
words it's got custom
chips which allow you to
expand a screen vertically
or horizontally and rotate
it through 360 degrees.
FORGET KEYBOARDS,
consoles and joysticks. According to Virtual I ty, one of the first
companies to develop VR, the future is helmet-shaped. All you
have to do is put a bucket on your head, relax and lose yourself in
a polygon -constructed virtual reality. At the moment the
technology is stilt in its infancy, but if it takes off, the potential
gaming possibilities are endless.
THE CDTV IS THE FIRST computer entertainment system
designed to look like a video
recorder. It combines the
processing power of an Amiga
with the storage capacity of CD.
The aim is to provide easily
accessible multimedia
education and entertainment for
the whole family. Could this be
the shape of things to come?
MEAN MACHINE TURNED PIPE DREAM, the Konhc console was all set to
revolutionise the way we play our games. Complete with RISC
technology, l2Mhz custom chip and a revolutionary design that meant
you could transform the control device from steering wheel to
handlebar to joystick yoke and hook the whole caboodle up to a
hydraulic chair... it felt at the first hurdle. Despite glowing hype, and
several hatf-finished games, the Multisystem never even made it to
the shops.
Can't tell yourgoogii(? from
your gizmo? Wrii, rend art and
iii i win ik> revealed...
Cn-HGM
a laser-read dtok similar to liie
kind you Sllcti into yin.it hi h
which can hold a thousand
tunes more ni lor million Ehnn a
disk. (Ji)like a disk though, it
won't allow you to wrilo new
dnia onto it.
CDI
Interactive compact dish. A
computer system which
stores Interact!** programs
combining high qnalily sound,
animated images and lexis..
FULL MOTION VIDEO
The ability to di spiny com picric
frames of video data fit the
correct rate for your system,
GENLOCK
A device which allows you to
combine computer and video
generated s-iqn:iiK..
HYPERCARD
A nUlttJ»p|MrpQ«e .ipplir.Umn
originally wrillrn lor the
Macintosh, Basically, ■■ leis
you access a whole ranyeuf
rJillerciit programs via simple,
easy to use icon mi winces.
information off your own bat. "If
Warn were
programmed on it,
for instance, you
could actually look
at pictures of
General
Westmoreland, find
out where he went
to school, even talk
to his cousins about
what he was like.
You'd be able to dive in and
look at a film of
the Vietnam
War and
interview
holographic
projections of
people." Stibbe
is less
enthusiastic
about VR: "I'm
a bit leery of
MULTIMEDIA
A term used to describe
combinations of text,
graphics, sound and video in
n single soflw^ie application.
RISC
Hi'duifd Instruction k<*i
Compiler. CPU design that
m.ikns program wiituig more
complex, but increases speed.
VIRTUAL REALITY
A complex simulated
environment. In some cases
the user is actually invited to
enter it via. an interface like a
helmet or dataglovc.
putting goggles on people and
expecting them to stumble
round rooms pretending they're
somewhere else. I'm sure
they'll feel culturally more
comfortable looking at screens
rather than having them
strapped over their eyes.
There's something slightly
worrying about VR - it implies
that there's something wrong
with 'real' reality.
THE ONE SEPTEMBER 1991
.41
PROJECT Heimdall
PUBLISHER Core Design
• AUTHOR Ged Keaveney (Design,
Coding), Jen 0' Carrol I (Design, Graphics),
Martin Walker (Sound), Mark 'Mac' Avery
(Additional Coding), Jeremy Smith
(Project Manager) • INITIATED February
1991 • RELEASE November 1991
Core continues its policy of
diversification by following its
first flight simulator with a
Viking-style arcade adventure.
Kati Hamza treks to Derby to
investigate.
ONCE UPON A TIME, long, long ago, Jeremy
Smith, Director of Core Design, met former
Sullivan-Bluth animator, Jerr OCarroll and got
the chance to look at some of his graphics, "I
was very impressed and we agreed that If we
ever got an opportunity to work together, we'd
do it," Smith remembers.
Time passed and Jerr met school-leaver Ged
(pronounced Jed) Keaveney during a spell working
for Gremlin. Working together under the 'Eighth Day'
banner, the pair came up with the idea for a Viking
game and suggested it to Smith. He took the bait.
Right from the start, the objective was to forget
about the typical Bard'$ Tate style of RPG
presentation and opt for a more unusual approach.
As O'Carroll states: "Everyone's doing platform
games, everyone's doing vector graphics games -
there are too many of them, People are starting to
do isometric 30 again now, but we wanted to do
something different - an 'iso' game with big cartoon-
type graphics. So we're mixing up bits of role-
playing and bits of everything we've seen together,"
But why Vikings? Once again, O'Carroll comes up
with the explanation: "It all started with the concept
of Viking raids. We had an idea for this big world
which you could walk round, At first you could
actually explore the whole of England, but we
decided that was a bit too big," After much
discussion and some serious swotting up on the
finer points of Viking life, they settled on the subject
of Norse mythology. "There's so much you can do
with it," explains Keaveney, "and we're trying to
include as much of trie detail as we can."
Five months into the project, the design is
complete and most of the game engine has been
written. Now all they've got to cope with is some
time-consuming i implementation of level designs and
a large chunk of the animation and graphics. It all
adds up lo an enormous amount of work, especially
as a Christmas deadline means they're having to
squeeze a year's work into nine months. "We get up
really early in the morning and go lo bed really late
at night. It's lucky we're working from home - if you
get tired you can just fell beck into bed,"
All of this hard work hasn't dampened the duo's
enthusiasm though. There are already plans for a
sequel, based on the Battle Of Ragnarok - and in
any case, as O'Carroll explains, working on
Heimdall is proving to be a wholesome experience,
"We get a Nick out of it. I sit there drawing these
things and Ged's putting them together and we just
keep going 'oooh!'. We're just big kids with it really,"
THE STORY SO FAR
V
Core's version of the Heimdall story is set deep in the ancient age of Ragnarok.
There's heen a hitch in the preparations for the prophesied Battle of Ragnarok.
the legendary Norse conflict between good and evil. The evil god LokJ has crept
into the hall of Valhalla, conjured all his celestial relatives into an Impenetrable
slumber and absconded with three cf their giant weapons: Trior's Hammer, Freyr's
Spear and Odin's Sword. As gods can only walk on Earth in human form, Heimdall,
divine guardian of the bridge that links Valhalla to Earth, must be reborn as the
human son of hapless village virgin, Ingrid, During a night of thunder and lightning,
she gives birth to a strong and healthy son and the quest to return the heavenly
artefacts begins.
;VXR
The action is divided into two separate parts.
Three sub-games, which deal with Helmdall's
journey from puberty to adolescence, are a way of
building up individual character attributes and
increasing your choice of potential companions.
The higher you score,, the better your chance of
acquiring a heavy-duty back-up team.
The game section proper deals with the
adventure itself. Armed with longboat, crew and
some basic supplies, our hero navigates three
island systems In a desperate search for the artefacts, picking up plenty of clues,
and solving some seriously cryptic puzzles along the way.
THERE'S NO SHORTAGE
of willing brawn to
accompany you on your
quest. Your longboat
can accommodate a
party of five, though you
can only take two on
land. Each of your
potential companions
has a specific
profession and skills, so
it pays to take a good
mix. Navigators, for
example, advise on the
advisability of journeys,
while warriors come in
handy for pounding
flesh. In the interests of
user-friendliness all the
controls you need are
on screen.
DESIGN
It took Core and Eighth Day Iround six weeks to thrash out Heimdall s game
design, The first stage in the process was some serious group discussion. Over to
Jeremy Smith: "There were about eight of us and we all sat down with loads of bits
of paper and talked about the game. First we designed the world, then the number
of days it takes to get from Island to island. Once wed worked that out we told Jerr
and Ged to get on with it"
Ten days later the duo returned with a storyboard detailing virtually everything
from graphics to gold. In a way just sticking it all down was the most difficult part,"
explains Ged. Difficult or not, Smith was
pleased. "We played it on paper and it worked."
Most of the storyboard has translated precisely
on to the screen, although inevitably there have
been a few innovations and changes, "In some
areas the design is still pretty hazy, so if we get
an Idea as we're going along we just put that in
as well. It's constantly changing."
42
I Ml ONE SEPTEMBER 1931
±
GAMEPLAY
If you ever want to make it back to Valhalla and the joys of
everlasting life, you'll have to flex more than a bit of god-like
muscle. In true RPG -style, Heimdall Isn't just stuffed to the brim
with monsters, ogres and giants - there are plenty of complex
puzzles to solve loo. On all three levels, the islands positively
spill over with the likes of traps, treasure chests, keys,
runes tones and jewels. Tread carelessly and you may go plummeting down the
nearest bottomless pit, fail to check out a chest properly and it'll waste all your
energy.
Spells with a range of specific and general effects including levitation and
invulnerability are scattered liberally about the place - though unless there's a
priest in your party or you've drunk from the well of truth, you won't actually able
to translate the runes and decipher their names.
The trick is to keep those jewels and items which may be useful on
other islands and use up or throw all the useless objects away. If you're
uncertain, you'll just have to make your beet divine guess, Mistakes,
incidentally, aren't automatically fatal. As a reaction against Electronic
Arts' isometric RPG, The Immortal, where falling into trap means
immediate death, He I md all's snares just take some of your energy away,
Beware! If your strength is low, that may be enough to kill.
NOBODY SAID
SAVING
VALHALLA WAS
GOING TO BE
easy. Sub-game
two Is a simp la
matter of
playing tag with
a greased pig.
Will the hog
knock Heimdall
flying or has he
got the strength
to save his
bacon?
YOU NAVIGATE YOUR COURSE on the individual level
maps. In this case it's the first navigable world -
Midgard, the World of Men, You begin in the bottom
left-hand corner with a brief to find Thor's hammer.
Initially you have a maximum of four days' supplies -
after that your strength decreases by a quarter each
day until you die. It's very important to work out the
feasibility of a journey before you start off and make
a note of the
features of each
island as you get
there: once you've
completed an
exploration, coming
across a vital object
elsewhere may force
you to make the
journey back. The
whirlpool and sea
serpent symbols
aren't just for
decoration - to
complete the
mission, you'll have
to work out a way to
get past them.
F
HEIMDALL'S INITIATION RITUAL entails a trip to the
pub, where the elders get him drunk, than urge him
to participate in a little axe-throwing. In this early
demo, a bad miss triggers a nasty exploding head
effect; in the interests of good taste, the final
version will feature an ingenious alternative...
THE THIRD AND FINAL TEST at manhood is a
longboat battle: just you and your sword against the
rest of the world. Note the vicious sabre-toothed
bear depicted on the longboat shield.
THE COMBAT SCREEN REFLECTS the general RPG
flavour. "We wanted to get away from the kind of
games where all you get to see is a verbal report of
the action. We're doing pretty much the same thing
- you put in your attack round, the enemy responds
and the program calculates the outcome of the
attack - but there's more to look at." There are full
animations and death sequences for each of the
monsters and weapons vary from hero to hero.
Heimdall alone has the option to call for divine
intervention in battle.
Mil ONE SEPTEMBER 1991
.43
WORK IN PROGRESS
PROJECT Heimdall
PUBLISHER Core Design
THE ENGINE
The driving force behind all this activity is Ged's specially developed Heimdall
engine. What makes this particularly unusual is the angle of the isometric 3D.
Ged is enthusiastic: "In most games like Cadaver and The Immortal, the
isometrics are at a 45 angle, but I've tilted it and given it a slightly different
perspective for a different, more realistic 3D effect." It's also possible to scroll
over a fairly large area. Cadaver had just the one screen and in The Immortal the
rooms are only set two screens by two screens - in Heimdall you can have areas
stacked four or rive screens high."
Incorporated in the system is an integral map editor, designed to fit 3D blocks
into full island
systems. It's been
specifically written
for Heimdall, so it
wont adapt itself
easily toother
games - but it will
definitely be used
again in the coding
of the sequel.
THE PALETTE
CHANGES TO A
SPREAD OF BLUES
to signal the coming
Of night- This is a
prima opportunity to
restore energy by
getting in some
much-needed sleep
- unfortunately it's
also the time when
most monsters are
abroad...
As far as Heimdall's visuals go, Jeremy Smith is typically unambitious: "We want
it to be totally stunning. We're just going to blow people away with the quality."
He's in luck. Jerr O'Carroll, the man entrusted with the task of making all Smith's
wishes true has been drawing in Heimdall's characteristic cartoon style virtually
from the day he fearnt to hold a pen, "That's how I draw. If I start drawing
something serious I get lost sometimes,"
Heimdall s graphics are produced using a combination of on-screen facilities and
basic pen and paper, but the main objective is to make things big. "Everything's
got to he ginormous." The Heimdall sprite itself is designed to appear as realistic
as possible and measures a fairly impressive 32x48 pixels. Not that there'll be a
shortage of other items to look at. "There'll be tunnels under the ground and lots of
nasties to come across and 101 other things. Basically anything we think of we just
p ion k him in."
THE PLAYER
CHOOSES THHEE
CHARACTERS for
party. A warrior is
usually a good bet,
although a priest may
prove more useful in
specific situations. In
fact, at -certain points
the path may fork into
a separate way for
warrior or priest. You
can switch between
party members at will -
a useful feature If one
of your group becomes
weak or badly injured.
MONSTERS ARE DIVIDED into what Ged describes
as general cannon fodder (spiders and trolls] arid
several biggies, the sea serpent among them. The
plan is to create six monster types per level,
although this may cause memory problems. "It's
only a 16-bit computer. We're pushing the barriers
of what we're doing as it Is."
m
SOUND
m
art in Walker, one-time author of the 8-bit classics Hunter's Moon
and Citadel, and responsible for the soundtracks of Core's two most
recent products, Frenetic and Thunderhawk, is the man with the task o-f
producing suitably Norse-like effects to accompany Heimdall's exploits.
Thanks to his incredible all-singing, all-dancing drivers, plans for
Heimdall's sonics include a Nordic title tune and a library of eerie in-
game affects - including footsteps and, if Ged has his way, a touch of
spine-tingling demonic laughter.
ANIMATION FRAMES LIKE THESE are designed
separately for insertion into the main combat
screen. Jerr draws the image an paper first, then
digitises it, Inserts it into the combat box outline
and adds the background and shading. In this case
only half the frames are complete.
44
THFONE SEPTEMBER l')'?l
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'tf USMISA 11.
BMHE
IBM PC &
Compatibles
CBM AMIGA
1 ATARI ST
I
mil hi hi
head is thumping ^^^***~ and my heart
s pumping the adnewtfti around every vessel «f my hyper-
tense body - the driving unf, that wi be shoe horned, wedged like a Colt 45
into its holster, as I am placed into the command seat of my vehicle - ready to
m» the arena ol ptw., and combat,
"WW Wheels" they ol us. Combatants who play a "game" - a game where
there are two ways to lose... down on points or down on fuel - the fuel ol lie!
Our "kit" lor action ara the finely honed masterpieces Ol engineering.,,
machines that wiH pole axe the opposition, melt them, crush them, detonate
them into a nflon white-hot, speedng grains
or shrapnel. The tit ol death' in which many of
OCEAN SOFTWARE LIMITED
6 CENTRAL STREET
MANCHESTER M2 5NS
us wl experience our last, and final, blinding Hash.
in tin arena, the sane becomes a struggle to win, i fitfht lor Me. The noise
from the screaming crowd Is drowned by the incessant roar of the mighty
heart of this mechanoid beast, Ifs engine pushing out every ounce of power la
keep me Just ahead, and delivering a heavy, sickening blow Into my back at It
accelerates at my command. Taking aim, I firm up every muscle ready lor the
great hurst, the deafening scream as I unleash my lethal messenger... and ft!
massage ■ "GAME OUERI"
But that's just half the game story. Now YOU rater the arena...
ENJOY THE
TELEPHONE: 061 832 6633
FAX: 061 334 0650
if ne
WORK IN PROGRESS
PROJECT Deathbringer
PUBLISHER Empire
• AUTHOR Rlk Yapp (Manager, Co-
ordinator), John Wood (Design,
Programming), Rich 'Champy' Horrocka
(Programming), Colin Swtnbourno (Artist),
Angus Murray (Music), •INITIATED
February 1991 e RELEASE September 1991
Oxford-based ODE has gone
soul-searching. Paul Presley
joins the crew to see what he
can find.
OXFORD DIGITAL ENTERPRISES has been
around since the end of 1983, when its siaff totalled
a humble three and its main product was an ancient
adventure called Macbeth for the now departed
Creative Sparks.
Since then, the team has grown lo seven and has
produced a myriad of different games for a myriad of
different companies, including the first _ _^
version of Denmark's
highfy successful Trivial f/' %
Pursuit, Grandslam's ' •
The Hunt For Red October,
Yes Prime Minister, the
imaginatively entitled Sailing tot
AetivisiOn and
Better Dead
Than Alien,
Steeping Gods Lie.
Time, The Amazing
Spiderman and
Team Yankee for
Empire.
As well as
Desthbringer,
the team is
also
currently
working on
the
conversion of
Votfeed - a Qix
inspired coin -op -
and Team
Yankee 2, the
follow-up lo Ihe original
tank-based simulation
m
THE STORY SO FAR
7"
eathbringer's storyline is pretty much standard
fantasy hack 'n' slash stuff. A group of evil wizards
are constantly having iheir plans foiled by Karn
the Barbarian, so to put a stop to him they
forge a magic sword called..,
Dealhbringer.
Unfortunately for the wizards,
Deathbringer has fallen into
Karri's hands and he is now on
his way to put a stop to them,
once and for all. The thing
about the sword is, it
contains the life force of
a demon who needs
souls to stay alive.
This forces Karn to
do battle wilh
everyone and
everything he
comes across,
just to keep the
demon happy.
THESE ARE EXAMPLES of Ihe original sketches Swinboume
supplied to ODE. Trie goblins area running joke throughout
each of Deathbringer's levels - a different goblin appears on each
(on Icy levels they ride sledges, in dungeons they carry huge
cartoon bombs which they promptly run away from),
Here (above) we have the DPaint-created animation: frames of the same goblin. Obviously
Changes have to be- msdelo make sure the sprite works *v«thin the game but generally they are kept
true lo the original artwork.
AND THIS (LEFT) IS HOW HE APPEARS IN THE FINAL GAME. The enlarged view shows exactly
how much detail ODE has put into even Ihe smallest of sprites.
±
GAMEPLAY
"he soul-hungry sword adds a unique twist to Deatftbringefs, gameplay. The sword
has a soul-meter running along the top of it which constantly needs to be topped up
by taking another life. Should the
level fall too low, the sword begins
to get impatient and starts
controlling Karn.
Should the soul-level drop below
zero, the demon starts to drain
Karn's own energy until it finally
whips itseif out of Kern's hands,
spins around and embeds itself in
Karn's stomach.
Another 'new' slant on the beat
'em up genre is the Ouf Run-style
levels. You start each section in
the centre and can travel left or
right to reach the end. This creates
a tree-like route towards the final
screen and means that, once
you've completed the game, you
can go back and take a different
route.
STARTING IN THE MIDDLE of each, level, Karn can
travel lefl or right lo reach the end. Along trie way he
has to battle agaln&i sucb adversaries as Stirges (birds
that get their beaks stuck in the ground), goblins and
wild boars,
JiiJjJ
AT THE ENO of each level stands (or in the case of Ihe
Barbarians, sits) trie obligatory guardian. Amongst,
others, Karn has to deal with Snakes and their tails,
Dragons arid their breath and Barbarian and their fists-
SOUND
12
i-ii
E
&
Currently, the sound effects used In Deathbringsr are sampled straight from the
mouths of ODE (the mangled scream that can be heard on our gover disk is
actually Rik Yapp in one of his more eloquent moments).
The real sound effects are being produced by a professional company called
Skinny bone Productions, which has so far sampled over 116 different effects. The
samples are taken at around 57Khz, which basically means ODE can play around
with them as they see fit to create some interesting sounds. For the indoor levels a
degree of reverb' (echo) is to be added to the existing effects to help with
atmosphere.
Like the sprites, the music has been done out of house by a new name to the
music scene, Angus Murray. Angus was discovered after sending a demo tape to
ODE which was good enough to make the boys think twice about him.
Deathbringer will only have one tune - a good old heavy metal thrash - due to the
amount of sound effects being used.
ODE's philosophy is to try and do something
new m every game. In Deal hb ringer's case
it's the graphics. There are 36 levels of parallax
in the backdrops to each level, more than has
ever been seen before. This is achieved by
using wedge-shaped tiles instead of the usual
square ones. As the- player moves left or right,
the wedge swings in the appropriate direction,
giving the parallax effect.
For one of the later levels -the caves - the
tiles are taken a step further. Instead of
wedges, they're curved. This makes the entire
level appear lubolar, adding to the atmosphere
of being in a cave.
The sprites themselves were originally
created 'out of house' by Colin Swinboume, a
freelance graphic designer. He supplied ODE
with a number of sketches which were then
drawn on DPain? Hi
The background tiles are wedge-shaped which
allows tor 36 line* ol parallax scrolling. As the
character moves, the wedge swings In the
appropriate direction.
THEOME SEPTEMBER 199
■ 47
WORK IN PROGRESS
Strategy Games - they require
thinking don't they? No thank
you! If that's the way you
respond to the mere mention of
the word 'strategy', join
Laurence Scotford to take a
look at the games Ubi Soft
currently has on the boil.
BLUE BYTE IS THE FRENCH DEVELOPMENT
TEAM that impressed us with Pro Tennis Tour and
its sequ&l (below). Now it's turned its skills to
something a little different - a realistic strategy game
rn which you command a whole army, air force and
navy in an attempt to take control of a series of
islands.
Although Battle Isle is quite distinctly a strategy
game with no arcade elements, don't let that put you
off. Not only
does the
superb
presentation
put this
game far
above most
others of its
genre, it has
been
designed
with the
general gamesplayer in mind, arid is very accessible
and highly playable.
Like many strategy games. Battle Isle is designed
to be played by either I wo human players or one
person versus the computer. Both players begin with
a headquarters, which is given a coastal position so
that it can double as both a port and an airport, anrj
a small fighting force and arsenal comprising
aircraft, carriers, cruisers, mines, mine destroyers,
patrol boats, submarines, lifeboats, and other more
exotic units,
Each unit in the force is designed to perform a
specific task ranging from attacking the enemy
through la transporting friendly units around the
map. Using these, your aim is to reinforce your
strategic position and ultimately capture your
opponent's HQ.
HCCESS
C'EHIED
4MK
h^l
BATTLE I
TERRAIN TROUBLE
The playing area Is based around the sort of hexagonal grid that will be familiar to
players of table-top war games. This grid allows movement in six directions from any
single location. Rather than being identical in every respect, each hex has a particular
terra in type, like mountains or grasslands, and this affects the rate of movement through
them. Trying to push a unit through hex after hex of mountains will be slow work, while
units fairly zip along when they stick to the roads.
But terrain is also important when attacking. While movement through the mountains
may be slow, they do provide important strategic strongholds. When attacking from the
mountains into
grasslands the
mountain-based
unit has the
advantage. On the
other hand, units
left on the road
will be sitting
ducks.
THE MECHANIC
Despite its accessibility and payability. Baffle isle requires a realistic
strategy if you are to be successful in your campaign. Simply pushing
units forward to attack whatever they meet will soon result in a depleted and
defenceless force. The player must try to capture and hold strategic positions
while defending land that he or she already controls. So it's important that
supply lines are kept open so that weakened units can withdraw and be
replaced by fresh units.
This is where the factories come in. Dotted around the islanas are a
number of factories, some of which are aligned to either player, and some of
which are initially neutral and can be captured. These are capable of
rejuvenating depleted units and of constructing new units. This service
doesn't come free of charge, however - the factories must be kept topped up
with energy by finding and delivering deposits of aluminium to them,
In addition to the factories that already exist, construction units are capable
of constructing new warehouses if a large enough area of suitable terrain is
found. So while most of your force will be engaged with the enemy, a portion
of it will always be busy keeping the supply lines open and active.
THE HEADQUARTERS are well -dented, but that's as it should be. At the start of
the game they're your only way of repairing or creating new units. Your opponent
is trying to get information on your Crusader units and is quite rightly lolrj where to
get off!
48
THE ONE SEPTEMBER T Wl
FUTURE CONFLICT
Although the first game is still unfinished, there are already plenty of plans for
expanding Battle Isle. As might be expected, Scenario Disks with new graphics
and maps are amongst the first things on the cards. These may include whole
campaigns in which the accumulated wins and losses are Carried over from one
gamete the next. More immediately though, the intention is to provide
Compatibility with 66020 turbo cards to Improve
calculation speeds. But perhaps the most exciting option
will be a version of the game in which two machines are
linked by modem or direct cable and each player only
sees his own map.
BATTLE ISLE PROVES thai strategy games are nol just for
ledious egg-heads.
The presentation currently worked into Battle Isle is slick and
attractive, with clear, colourful symbols representing individual units,
against suitably realistic looking terrain. When combat is being resolved
the player is shown an animation in which the vehicles in each unit roll
towards each other and then fire volleys of shots. Olher impressive
animations are used when a building is captured - a heavy steel door is
seen being cut through with a laser and it then clangs to the ground
revealing ihe silhouetted figure of one of your troops.
Most ot the sound has still to be implemented, but what there is al
present sounds promising. There are suitably metallic effects as tanks
trundle forwards to do battle, and missiles are released with a
frighten ingly realistic whoosh.
THE HIGHLIGHTED YELLOW UNIT is currently under attach, and the
animation now comes into play. The tanks in either unit trundle menacingly
towards each other and then begin to take pot shots, at each other. Points are
scored depending on how many enemy units are destroyed in each round.
TAKING TURNS
Buttle Isle is played in two phases, a movement phase and an
attack phase. While one side is executing its movement
phase the other side is executing its attack phase. Units that
have already heen instructed io engage the enemy will continue
to fight, it necessary , even during a movement phase.
Experience points are gained for successful combat, and shield
points for successful defence, so over a period of time the
player can develop crack units which are more likely to inflict
heavy losses on green units.
There are 32 maps, 1 6 of which can be played against the
computer, and two special, large scale maps, based on Europe
and, almost topically, Iraq. The ordinary maps present a
progressively more difficult challenge, allowing the player to
slowly adapt to the necessary strategic elements,
THE HEXES with ihe red outline show a possible movement
path for the carrier. In this case Its movement is
unobstructed because it Is in deep water, More often than
not a unit's movement path will be a lot shorter.
THE SMALLER MAP gives an
overall view of the batttefiel d.
As well as being useful for the
planning of general strategies
it also shows you which unite
are still to receive orders.
IHUJNf Sl-I' ITJvmi.'R 1 991
CELTIC L
CELTIC LEGENDS, which previously
had the rattier twee working title of
Magic Land, is a strategy game played
on a hexagonal grid. Hmm... I'm
getting a strong sense of D£ja Vu. Yes
Celtic Legends is similar to Baffle Isle
insofar as it is a hex- based strategy
game, but there the similarity ends,
Ubi Sort's blurb describes Celtic
Legends as: "a wargame relating the
fierce, cruel, and bloody fights which,
in year £07 after the third great
renewal, opposed the Thaumaturge,
Eskel Noc Ventu, first patriarch to
succeed in the second heavenly level
archangel invocation, to the
necromancer Daimog Brulmer, the
undisputed master in reincarnating
wandering souls into pulrefied
corpses."
Confused? I'm not surprised. In plain
English, the evil magician Daimog
Brulmer has been alarming people by
reincarnating the dead. Rather than
concede to demands to put an end to
bis practice, he challenges the great
wizard Eskel Noc Ventu to a duel. This
betHe taKes place in the Celtic Land, a
parallel world linked to the real world
through pentacles. Through these pentacles the
magicians are able to call forth other creatures to assist
them in their duel.
ALTHOUGH CELTIC LEGEND'S table-top origins are still quite clear, good use h&s oeen made of
animation and graphics, So the sort of ynin spired top-down displays that mar many strategy
"imes won't be found here.
B*
LIKE THE AVALON HILL board -game Titan, Celtic Legends
is based on a hexagonal grid on which armies of mythical
creatures are moved. The smaller image shows an overall
picture of ihe whole isle.
eaders who are familiar with (able-top
mythological war games such as Titan
will be familiar with the sort of game
recreated in Celtic Legends. The main
action involves moving armies of creatures
around a small scale map then resolving
individual battles on a large-scale map in
which each creature in the army can be
seen. An added feature is that a third
neutral army of savages can optionally be
included, These may attack either player's
armies and can throw g well-planned
strategy awry.
As with Battle Isle, different terrain types
affect the movement of armies through
them. There will also be different obstacles
in the battlefield depending on what terrain
type rt is in,
Botn players begin with a smail army
headed by their magician, but new
characters must be created to flesh out the
original army and make new ones. This is
achieved with the magician. Depending on
his Current power he can create up to six
new characters at once from a range of
seven different character types. At first the
magicians can only create the lesser characters, bui as they grow in power, more
powerful creatures can be incarnated.
Individual armies can be split or merged and then go off in search of the opposing
magician in an effort to destroy him before he becomes too powerful.
50
Mir." ONE SEP! EMBER 1 991
GENDS
ARTISTIC ENDEAVOURS
Unlike most publishers, where such things are generally contracted out, Ubi Soft
designs al! its packaging and artwork in-house using a sophisticated Apple
Macintosh computer boasting a range of several million colours. The system is
sophisticated enough to
produce illustrations on a par
with those produced by
airbrush, as can be seen In this I
artwork for Celtic Legends,
5JO
ITS A KIND OF MAGIC
New characters can only be created when the magician is at a pentads. This is also the
only Lime that he accumulates magical power, which is used for everything from
character creation to spell casting, and the more power he has the more fie can do.
When battle is joined the view switches to a close up of the hex that the two armies are on
with both of them lined up at either side, Each character type has different movement
characteristics and Strengths, So while Cyclops, for instance, are slow and heavy they do a
lot of damage when they finally meet their opponents.
Some characters, like the minor magicians, are comparatively weak but can use rnagin al
range, giving them an advantage. As each character gains success in combat they
become more proficient and harder to beat. Magicians also increase the range of spells
tney can cast.
As an example of the complex ity of Celtic Legends, one way of getting at your opponents
comprising one
or two minor
characters and
use magic to
infect them with
a disease. They
can then be
sent forward
into the
enemies ranks.
They will
probably be
destroyed
quickly but not
before
spreading
contagion
amongst the
enemy. Smart
huh?
THOUGH SOME of the other character types are capable of spel least! rig, ii is the central wizard in
each side thai is best for doing serious damage, hie is also trie only character able to create new
creatures.
■
AND NOW FOR SOMETHING COMPLETLY DIFFERENT
Just in case you thought Ubi Soft had gone completely strategy mad, take a look at these
shots from Lightquest, a graphical extravaganza containing an arcade game and adventure
game all rolled into one. Lightquest is set in a fairy tale land featuring everything from Goblins to
Unicorns. Its strength is the stunning French comic-style artwork which puts games like Shadow
Of The Beast, and even Ubi Soft's own Unreal in the shade.
Ubi Soft also plans to continue its range of excellent compilations. Coming soon are some
theme compilations which are to include
prestigious titles like Gunsfoip, Carrier
Comma/rc/and Falcon.
W.
tTfVfSl jSTj; L^-^J
JU&T ONE o» the
amazing screens
from Lightquest
which shows off
the comic style
artwork.
THE LIGHTQUEST
INTERIORS may not
look quite as pretty,
but the action is fast
and furious and
complemented by
some incredible
animation.
...w^%- fa
1 Ml ONE 5EPTEMU
ER 19**1 ■ 5 I
®ne
WORK IN PROGRESS
FILE
PROJECT: Eye Of The Storm
PUBLISHER: Empire
• AUTHOR Jason Klngaley (Game Design,
Coding), Al later Terrot (Graphic Design,
Coding) • INITIATED August 1990 •
RELEASE October 1991
There are good games and
then there are great games,
but even great ones start
somewhere. Paul Presley
discovers how a legend is
born.
EVERY ONCE IN A WHILE a game
comes along that's so unique, so
technologically ground-breaking
that it becomes, more than a mere
game. It becomes a milestone in
computer entertainment, a legend
that is remembered years after its
release. Recent examples have
included Midwinter and Kick Oft
(you must still appreciate their
worth), and who could forget such
ground-breaking classics as Msnic
Miner. Mercenary or Elite"?
Initially, Eyg Of The Storm looks
set to join them. Even Jason
Kings ley's basic synopsis of the
game gives in is impression - an
environment in which you can do
virtually anything. Throughout the
project, Kingsley has deliberately
kept ihe scenario sketchy, not
wanting to restrict his designs. How
you play the game is up to you. If
you want to blast everything to bits,
fine; should you want to spend your
time building a stockpile of trade
materials, okay; if you're into
exploration and are determined to
see all the sights, go for it.
But moss of all - get a load of
those graphics!
_
7
THE STORY SO FAR
[/■
Eye Of The Storm is set more than 21 6 years into the future. By 22Q7 disease and
poverty are problems of the past and the biggest thing in most people s lives Is
television. Unfortunately; most of the programmes have become dull and lifeless,
so in order to make things Interesting, the government has created a number of
law-free zones', areas in which anything goes and everything is recorded for public
viewing.
The newest of these zones is in the Red Eye" of Jupiter and you have taken the
challenge to become a Hunter, one of the few people brave enough to fly in, earn as
much money as they can, provide plenty of entertainment and get bach alive.
•
SOUND
m
Strangely, there's no music in Eye Ot The Storm. This peculiar twisl has come about
for two reasons. The first is that, as a gamesplayer. Kingsley feels that most people
turn in-game music off anyway, so there's not much point including any jn the first place.
Th(? second reason is that originally Empire was making arrangements with a Belgian
rock band to create a piece for the game, but to this date he still hasn't heard anything
from them so the decision was made to go ahead regardles-s,
Sound effects are a different matter entirely. Kingsley seems to he intent on breaking
new ground in every area of the game, in this case by having enveloped effects. An
example of this in real life is a police siren. As it draws nearer, it doesn't Just change in
volume, but the pitch and tone alter, giving the impression that it's curving around you.
Another strange effect is the 'whale song'. Using a Roland 32-bit sampler, Kingsley set
about sampling a host of noises, then tried fiddling around with them to see what he
came up with. A sampled section of real whale song, when sped up, sounded just like
bind song, whereas sampled bird song, when played slowly, sounded like whale song.
THIS IS HOW you vie^v the surroundings., from the cockpit of your
very agile fighter, The small yellow balls are in fact the dusi
particles that make jp Jupiter's rings.
52
THE ONI SI I'lIMBER 1 9' ' I
±
GAMEPLAY
Kingsley describes his project as a 'flight simulator in space' - a more
accurate term would be a space simulator with flight. Eye Of The
Storm has so many different facets, you could probably play around for
months and still be discovering new things,
For the most part the environmental detail is accurate, There are eight
'height zones', each with different atmospheres and inhabitants. Your
ship needs to be modified to be able to travel in the highest and lowest
zones, as air pressure would crush the hull when deep and the engines
would cut out when high.
Natural wildlife plays a large pan in the game. In fact, you can just sit
back and watch life evolve around you if you want to (you wouldn't score
much, but it's interesting to see how much detail Jason has put into
everything), For example, if you get too close to an orchid it'll close up and* drop down a
few levels. Another species of plant spits pods up through several levels of atmosphere.
The pods then float gently down until they settle and start to grow into new plants.
Animals are also a major part of the surroun dings, with a full 'ecosystem' in operation.
Fish eat plants, sharks eat Fish, man hunts sharks and so on, Amongst the living delights
to be found are wtiales, dolphins, jellyfish, dragonflies (even a dragon that's worth a lot of
money to see and even more to kill}, that you can interact with however you choose
- or however they choose,
Possibly the biggest influence on your activities in the Eye are the patrons. Situated in
huge, impenetrable fortresses, these are bored, rich folk (with names like Duke Lash the
Unexpected and The Ultimately Impressive Baron van Noir} with nothing better to do than
use you for entertainment. A total of 64 missions can be obtained from patrons, but can't
always be trusted. They could ask you to do anything from getting a dragon's head to
destroying your own base, somellmes even setting you up as unsuspecting bait for the
olher hunters in the eye.
Another way of making money is by trading. Although
Kingsley feels that this isn't a very important aspect of
the game, it's comprehensive enough to warrant serious
attention. The five tradable minerals are affected by a
realistic supply and demand market. Patrons may need
vast quantities of one mineral while another hunter may
be trying to sell what remains of his stock. Hard
bargaining and market research need to be employed
before selling your wares.
If money making isn't your thing then there's still plenty
to do and see on Jupiter. Featured amongst the more
notable 'puzzles' are Stonehenge and the Outzones.
Roughly 1 00km by 1 00km in size, these sub-levels are
connected to the main area by guarded gate-ways, Once
inside you find that they are much stranger than the
outside world, gravity could be reversed, atmospheres
could be different or the zone could be extremely
unstable and start to collapse' not long after you enter.
The up-side to entering these hazardous places are the
mysterious artifacts they contain. The most interesting
and expensive items are in here and are well worth an
eventual visit.
THE WILDLIFE thai lives in Jupiter's Red Eye is pretty
similar to that which you'd find here on Earth, The only
major difference being a lack of water, forcing whales (top
left), s harks, fish, birds (lop right), d rag onf ties and yourself
to live together in peacM (or not-SO-peaceful) harmony.
JUPITER'S NONORGANICS are also a sight to behold, with
a host of alien artifacts littered about the environment, An
alien version of Stonehenge (above) is a popular tourist
spot, but what Fred and Ena Bloggs don't realise Is, each of
the artifacts Is an ancient puzzle, offering riches and glory.
Another notable landmark Is the Ovtzone (below), leading to
a brand new world of possibilities.
I
WORK IN PROGRESS
PROJECT: Eye of the Storm
PUBLISHER; Empire
0* spl ay
Mmkm Sh~
Cdl t Sh«
Qui t
&
GRAPHICS
There's no doubt that Eye Of Tfie Storm's, biggest
technical achievement is with the graphics. There are
over 140 three-dimensional objects in the program (tine
largest of which is a huge spherical oracle made up of 240
faces), each using between five and 26 frames of
animation, These are created using a sophisticated CAD (Computer Aided Design)
package, then transferred to a high-end IBM PC for editing and colouring.
Most of the objects are designed a little differently than normal in order lo get the
curved look you see in the final version. Instead of straight lines for the polygons, Bezier
curves are used (basically this means that the lines between each of the polygons' points
are curved instead of straight).
Once on the PC, the graphics undergo their most visually stunning improvements, Each
object has three levels of colour shading: fitled vector, light-sourced and Gourad.
Filled vectors are used in mosl of today's 3D-based games. Each face Is individually
coloured to give a sharp-edged feel. Light-sourced vectors are the nest step up. These
work by lightening or darkening each face as they are moved, based on their position
relative to a fixed point of light. Finally there is Gourad shading. This process involves
smoothing the edges where two faces meet by gradually changing the colours. This
gives the object a smoother look and as the pictures show, looks stunning. It does have
the adverse effect of increasing processing time by 20 per cent, so it's been left as an
option for the player to choose.
There was a fourth routine that Jason and Allster were playing around with called
Phong shading. This took things beyond even Gourad, but reduced the actual speed of
the game to four frames per second, Don't rule it out completely though, it is still a
possibility on really high-end machines (such as 486 PCs}, but don't expect your humble
16-bit processor to handle it
The final process for several of the objects is texture mapping, A bitmapped screen is
latched onto a polygon then distorted giving a very strange effect indeed. This kind of
thing is only going to be
reserved for special effects,
such as a floating head on the
trading screen.
Mai rt Menu
THE OBJECTS are created by putting together a
number of different polygons (anything up to £40)
then applying colour to each face- For light-sourcing
thi& means, applying different shades of the same
colour every time the object moves.
HERE WE SEE Gourad shading at its finest. The
mania-ray hat almost 25fl colours, ail of which are
light-sourced. Obviously this many colours can only
be used: on high- end IBM PCs, hut Kingsley is
making sure that each machine Eye Ot The Storm
comes out on is used to its full potential.
* s h <* p
t Ship
Gin v
THE IMPRESSIVE
Bezier Curving
system hasn't
been applied to
every object. For
Hunters (the
game's perennial
bad guys}, thoir
ships are left very
sharp-edged.
Here we see a
couple attaching
a defenceless
~nimal (abeve
(eft), while you
observe them by
remote camera
(below left).
THE ENGINE
Eye Of The Storm is big - very big. The actual game area measures 16,000km
by 16,000km and is 1,600km high. Trie only restriction to where you can go is
your fuel. It has been calculated that, if you travelled at maximum speed you
could reach the edge of the game world in six minutes, not that you'd have
enough fuel for this. With the amount available to you at the start of the game,
you could possibly cover 1/8 of the total area- The inhabitants of Jupiter are
pretty big too, the largest being a Leviathan, over 500 metres long.
Having worked on it for over 14 months you'd expect a fair share of problems to
crop up. Amongst the more memorable ones the two lads have encountered were
exploding hard drives and power packs, a particularly annoying flashing pixel
that stubbornly refused to leave the screen and a very strange phenomenon
involving every whale in the game suddenly lifting its head towards the sky and
standing on its tail.
So now that most of the bugs have been removed and the project is drawing to
a close, what lies ahead for the Oxford boys? A sequel is a very strong possibility
as there were a quite a few features that Jason wanted to put into Eye but
couldn't due to deadlines. Also, they'd like to do something involving virtual
reality, but until the technology becomes more widespread, it's still just a pipe
dream. More Immediately though,
they'd like a new member of staff,
someone with a lot of enthusiasm and
ideas and who is capable of working
under pressure with exploding
hardware. Anyone out there
THE FACES behind the names: Alister
Tarrot (left) and Jason Kingsley,
54.
THE ONE SEPTEM.RH* 1991
nmnmifflii
OFTWARE CITY
Unit 4, B.D.C., 21 Temple Street, Wolverhampton. WV2 4AN.
Tel : 0902 25304. Fax: 0902 712751
CALL US ON : 24 HOUR CREDIT HOTLINE 0902 25304
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L 1? ?_L i L9__?__r___ , __y_ _!?__. ._ j^_iQ_. i _!n_2i e s_ i _j p.o_n
THE
@m@
A
iAIGA
GAMES
OUR UNIQUE REVIEW FORMAT IS
designed to provide you with
essential buying information clearly
and concisely. Following the reviewers'
comments, the games are left to speak for
themselves. Relevant screenshots illustrate
the game's features, while the ratings, price,
and release date are encapsulated in an
easy-to-digest form. What more could you
possibly ask for? An explanation? Okay..,
4>
GRAPHICS
Not necessarily a measure of how colourful or
well drawn they are, but how well they are used,
SOUND
Once again, this isn't a reflection of
quantity or quality, but of how well it fits in,
DURABILITY
A reflection of lasting interest - how much game
- you get for your cash.
pliability
The big one - how does the game feel -
addictive or just uninteresting?
OVERALL
A useful point of reference - a summary of the
preceding ratings,
4
WHAT'S TICKLING THE TEAM?
What would Amiga owners most like to sec en this page we
wondered.,? Pics of us of course! What do you mean 'Oh Ho'?
Well tough, here they are anyway...
BREHHAN
The Ed showed that
underneath that tough
macho exterior there's a
heart of goldj by
continually playing those
curies Mickey Mouse,
Castle of Illusion? on the
Sega Game Gear and the Amiga
version of Head Over Heels
(aaahhl), But then he went and
spoiled jt all by blowing things to
pieces in Thunderhawk.
JOOLS WATSHAM
Heaven only knows
what iools has
been piayin g this
month while he's
been on his hols.
Whatever it is., it's
probably
something we couldn't print in a
national magazine!
LAURENCE SCOTFORD
When he hasn't been indulging his
passion -for rewiring small theatres
I Laurence has also
been getting into 'cute' with Super
Mario Land on the Gu me Boy and
the first class conversion of Rod-
Land on the Amiss.
PAUL PRESLEY
Hone of this cute and cuddly c"*p
for Prez, He's been sticking to
3ames for real men: John rrfadden's
Football on the
Megadrive, with
MicroProse Golf
and toega-lo-mania
holding his
attention on the
Amiga.
BRIAN NESBITT
Our Bri's been engaged in a
challenge - trying to prove that he
is potential MehSa
material. He's been
attempting to
complete Chip's
Challenge on the
Lynx, but al I that
thinking has been too
much for him and we've caught him
sneaki ng in the odd game of
Sliders on the Amiga,
EPTEMBER 1 991
MAGIC POCKETS
Renegade
THUNDERHAWK
Core Design
Mega-Lo-Mania
ROBIN
HOOD
Millennium
•r*
UTOPIA
Gremlin
W&IWZ* ftp
J^*^ ^k.\^*^A
rjfrjT-r*
■flL ■WJIKT'^
* - 3r
w
1
V V
f *
5
Magic Pockets
NEBULUS 3
21 st Century
Entertainment
ROD-LAND
Storm utopia
ROLLING
RONNY
Virgin Games
Q
Rod-Land
THE LAST
NINJA 3
System 3
MEGALOMANIA
Imageworks
HEAD OVER HEELS
Ocean
SLIDERS
Paiace
THE ONE SEPTEMBER 199
,■57
one
REVIEW
Ciaran Brennan delves into the Bitmaps' trousers to discover a whole
new meaning for the word 'cute'.
MAGIC
POCKETS
Renegade
PRICE
£25.99
OUT
LATE
SEPTEMBER
GRAPHICS
SOUND
91%
DURABILITY
(7)93%
PLAYABILITY
* / 1
BK HAS NOW
TRADED in his
wind weapon for
something with a
littk- more
firepower - fire
balls in fact (and
what a great sound
they make too!).
This doexn't only
mean that he can
now kill hi*; enemies
more effectively, it
also means that he
gets more paints
when he docs, cams
more bonuses and is
thus ahle to
accumulate far
harder pOWer-ups.
By the way, that
arrow at the top of
the screen points in
the general
direction of the l"i rsl
missing toy.
NO, THEY'RE NOT RASPBERRIES, thcyy -^
whirlwinds! These spinning devils arc Eft's basic jr
WL'Lipon in World 1 (the Cave), a rocky \jfoiiA /
inhabited by snails, frogs, 'rockheads' a»kl all matiner
of unimaginable creatures. Note the icqjhs and dfita al
the bottom of the screed; the hand on the left counts,
the number dF lives remaining (one finger drops'lor
each fife lost), that row of noughts in the centre wi
the score H soon as BK kills something, while the
hand on the right is the 'power-Up' ktm which reaches
maximum power when the joystick budon is heW-. **££^.'
down for a couple of seconds.
THERE ARE FEW EVENTS, in the world of 16-bit
gaming that stir up as much interest as the
next release from The Bitmap Bros - not only
because the boys have consistently delivered the
goods in the past, but also because you're never
quite sure what tricks the next one will have up its
sleeve.
So far, they've shown the way to behave in shoot
'em ups, kicked ass with some seriously violent
future sport, gone deep for a three dimensional
adventure and made gods of us all with some
state of the art platform action - always adding a
little of their own magic to what are generally
tried and tested formulas,
'* And with a back catalogue like that, what
better to add to the roster than a cutie
- 'platform game? But there's cute and there's cute
- and the Bitmaps' idea of cute
k V\i has a, decidedly bolshie kid (the,
I if you will, Bitmap Kid) jump
into a wild world within his own
pockets in an attempt to
retrieve some of his
favourite toys from the
evil demons that
lurk within (this is
all explained quite
! a lot better in the
'comic that comes
in the package).
The Bitmaps"
idea of cute also
packs quite a
punch when it
comes to its on-
screen action
factor - but then,
what else would
you expect?
58
II IE ONE SEPTEMBER 1991
THE KtO HAS JUST COME second in a run in with one of those
numerous rockheads. hence the Stars circling his head. It's not all
bad Dews though, because he's about m l.ind beside that TV
screen; pull down on the stick when this, happens And then, as if
by magic, the screen shrinks to reveal everything in a vicinity of
roughly four standard screens in size - most useful lor gathering
tokens and avoiding enemies.
THERE'S MORE THAN ONE WAY to skin a cat - and there's more than one way to kill
a hat too (and. for that matter, any of the other nas(ies), BK tan either shoot his
enemies with numerous whirlwinds until they die (a standard J kuT), contain them in a
powered up whirlwind and then jump On them (a 'trap') or - best of all - place a
powered Up whirlwind on the floor, jump onto it and then Spin around the scieen
bashing the blighters into oblivion.
OUR HERO has just acquired a face mask, which keeps him
invulnerable for as long as it lasts. Other useful headgear on
offer includes a Spcedball helmet (which does the same job, but
also allows BK to kill his enemies by simply walking into them},
a death-spitting laser helmet and a transporter helmet whith
warps him to secret locations-.
f'vym-w^ffim
MOVING RIGHT ALONG to the Jungle
world, the Kid trades in his whirlwinds
for deadly clouds. Not only do these take
out the enemies in the usual way, but
lli i. y also water the plants and thus create
new ways to get around the
platforms.
ONCE THE BIKES BACK in your
possession, just hop Ofl it and press Fire
to go hurtling into the hapless enemies.
Pick up enough speed and BK will pull a
wheel ie, which means that he can then
fly around the screen at Will. One
particularly fun section crops up Eater,
when BK joins in a bike race with
numerous rockheads.
FIND A BUBBLE GUM MACHINE, blow a bubble and you're
suddenly airborne - this particular effect lasts as long as you
want it to, as the bubble only disappears when you put your feet
back firmly on the ground.
THE MISSING
TOY in the Jungle is the Kid's
boxing glove - and hell certainty need it to take on
this knueklc-dragging brute in the end-of-level prize fight.
THE ONE SEPTEMBER 1991
.59
REVIEW
©•
WORLD 3 IS A WATERY
WASTELAND where the Kids
newly^rctricvcd diving helmet
{weird toys rhi-i child
T i^*- handy as essential.
This water may
dampen your
enthusiasm, but it
doesn't gvm affect the
Hie balls- so in
gameplay terras, it's business as usual.
&
THE FINAL WORLD la a told and icy
place where the weapons Lome in the
form of snowballs (which, as you Can
probably guess, grow in size when
they're pushed along: a snow-filled.
platform). The reason for all of the
metallic pylons and such likf: on this level
is that graphic artist Mark Coleman
wanted a break from drawing more
rocks, so 3 little variety was injected.
SEAN GRIFFITHS - THE TRUTH!
By now, we all know who the man behind Magic Pockets is, but do we really
know anything about him? For instance, which of you knew that his favourite
colour is orange or that his favourite animal is a dolphin - and who really cares?
Anyhow, 24-year-old Sean hail* from Stoke-on-Trent, but has lived in London
tor fou« years His route into games design and computer programming was an
unusual one: he dropped out of sixth form college to write computer games; "I
was a definite non-academic 1 " whereupon just abnul everyone told him that he
couldn't possibly have a career writing computer games.
And up until now he's just about proved them right! Griffiths' first big break
came in the form of a job with the now defunct Quicksilva, followed hy short
spells with Palace and the The Edge, And what came of all this? Well, this is the
chap to blame for Snoopy, The Computer Game, an effort which he now
describes as; "A very poor product which t wasn't pleased with."
But all of that's behind him now, as Magk Rockets is 'in the can' and has
exceeded just about everyone's expectations. Griffiths is well pleased: "It's
definitely the best thing I've ever written - which, I suppose, >s an indication of
what working with a good developer Can do for a good programmer.''
So was it all plain sailing? Well,, not really, as Griffiths explains: "Believe it or
not it was the collision detection which caused me the most problems, that
was definitely two months too many. On the other hand, the easiest ^
thing to get right was the alien intelligence -you never can tell eh?"
The man of the moment is remaining tight-lipped about his next > '
project, but he does promise that it will be "the most violent
computer game you've ever seen", This fs a real exclusive for The j
One, as he hasn't even told the powers that be at the Bitmaps J
yetl Whether 01 not this violence will come in the form of a m
shoot 'em up or a beat 'em up is something that Griffiths won't
divulge i hough.
So, with this new- found success under his ber-t, what's he
going to do with all of the loot that's bound to come rolling in? ^
"I think I'll pay my tax, I owe HM's government stacks ol loot at
the moment -after that. I'll prof
even own one at the moment!"
WHAT AN ABSOLUTE TRIUMPH!
Once again the Bras have
managed to take a fairly ordinary
and worn out game style and
breathe some new life into it.
From the moment that Betty Boo
kicks in with Dom ' The Do to set
the game in motion until the
massed ranks of the cutesie (hut
deadly) enemies finally put paid
to your quest this is a riot of
gameplay - and as we all know,
that's what it's all about. The
beauty of Magic Pockets is that you can
play it to just about any level that you
want: you can simply stroll around
searching for your toys and killing
everything you see in the process, or you
can actually use your head to get the
absolute
maximum
results. The
reason for
this is that
the scoring
system can
actually be
used to the
player's
advantage;
the type of
pOwerup
available is
determined
by the
score that
you notch
up (the next feature from a range of 10
appears every 5,000 points), so if you
watch carefully you can wait until you
know that the next bonus due is the exact
one you want and then go get it (the next
power-up due -» ■ ■
flashes behind the COU I Cl
'power up' icon in GVGI1 fcj€
the bottom right of ,
the screen). What's
more, hidden BltlTiaDS'
rooms, bonuses and
even 'warps' which DGSt ©if Oft
tr a n sport the k id WO+ '
from level to level '
are all in there - but only if you're
prepared to go and look for them.
And for the icing on the cake, the
graphics and sounds are up to the
same standards as the game
design. Don't expect the usual
cute fare - this one has a real
edge.
Ciaran Brennan
60
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?>ne
REVIEW
Ciaran Brennan goes for a spin in Core's helicopter simulation with an
arcade bent. Fun-derhawk perhaps?
THUNDERHAWK
Core Design
PRICE
£30.99
OUT
NOW
GRAPHICS
SOUND
>, DURABILITY
a
■
PLAYABIL1TY
CORE DESIGN HAS MADE A LOT of the fact that its first ever simulator
will major on action and play down the heavy technical side of things.
The reasons for this are many and varied: there are already plenty of
'serious J flight simulators available (and Core would do well to
compete with veterans of this style such as MicroProse or Digital
Integration) and - more to the point- theirs is the kind of simulation
that the Core boys would like to play themselves.
Bearing all of this in mind, the resulting program is almost entirely
mouse controlled. Less than half a dozen functions, including the
outside views, are controlled via the keyboard, while in the hotter
moments all of the serious action can be handled with one hand on
the mouse and another on the F3 and F4 keys (which handle chaff and
flares to disrupt the enemy's radar and missiles),
To add to the arcade/entertainment feel there's a plot which holds
all 60 missions together and an excellent animated introductory
sequence which adds a personal feel to the whole thing.
THE COCKPIT LAYOUT and Heads Up
Display (MUD) have been simplified as
much as possible to fit in with the game's
arcade orientation. Every line and
marking Dn screen is clear, functional and
essential to successful flight. They work
like this,
A) The cluster of gauges shows the
'chopper' s airspeed and torque, which is
basically an indication of how much
power you're feeding the rotor blades
(affecting height rather than speed).
E) The 'cyclic stick' indicator shows the
current position of the mouse: stay hang
in the middle and the craft hovers
THERE ARE TWO
separate offices: the
War Room, which is
where you select your
initial campaign from a
choice of six (South or
Central America, the
Middle East, Central
Europe. Alaska and
South East Asia), while
here in the Operations
room each campaign's
10 missions are
explained in greater
detail using a variety of
maps, 'fly-by' film and
(digitised) still photos.
62
THE ONE SEPTEMBER 1991
one
REVIEW
graccfulfy. while puihin^ forward, back,
kft or right sends it ill corresponding
directions, with the speed depending on
how far to the Edge of the hn\ you push
the poii
C) The compass includes two Special
indicators - one to pnim you at your
target, the Other to point you home once
the miss ion 's complete .
D) Your cunentEy operational Weapon is
imlirrtti-d to the bottom left of the aiming
relitle,
E) It pays to keep a close eye an the
altitude indicator: stray too low and
gravity begins to affect your controls.
while flithbing can bring you to the
attention of marauding MiGs.
F) Not Only does the radar display keep
track o( friendly aircraft and vehicles
(white ddts), enemy aircraft (red) and
enemy ground installations (brown), it
also incorporates radar scan warnings
to let you know when the enemy's
'locked cm'.
G) Keep up with your weapons
inventory and sustained damage via the
general information screen.
H) Press 'C lo bring up your next target
on the long-range viewfiinder, then
press it again for a below ship ground
view (essential for trouble-free
landings).
THf.Kf, ARE TWO WAYS to arm
your chopper: either flick through
the arsenal and fill each
'hardpoint' individually, or choose
the 'auto' Option to select the
mission's default setting (which
can then be customised to the
player's own taste}.
EACH CAMPAIGN
tells a complete
story, with your
group's
performance and
movements directly
affected by your
success (or
otherwise) in each
of the 111 missions.
Here, in the Middle
East, your job is to
protect yo«lr side's
oil supplies by
keeping enemy
aircraft from
destroying the rigs.
THE ONE SEPTErvlilitK 1 90 1
.63
<8>ne
REVIEW
THE NUMEROUS EXTERNAL
VIEWS aren't really of much
uk once the bullets start
flying., but they do add to the
aneadey flavour. For a
laugh, why not let an ab>
to-air missile loose on an
enemy chopper the switch
to 'View horn target' mode
to watch your little ; pre.s*nt'
come flying through the
cock|ritf
TAKE-OFF PATTERNS vary from mission to mission: some see you Start on the
ground, taking care of all operations inanually. while others begin with an animated
take-off, Pressing the left mouse button pops you hack into the cockpit in time for the
action {as has just happened here).
I HAVE TO ADMIT to finding most
flight simulations a bit daunting.
Don't get me wrong, I have played
my fair share of 'realistic'
simulators and there is a real
feeling of satisfaction to be gained
when you get things right but I
rarely have the time or patience to
read the necessary manuals and
practice enough manoeuvres to
get the most out of them. What I
really want to do when I'm at the
controls of millions of pounds worth of
military hardware is blow some enemy
machinery to smithereens... so thank
heavens for Thunderhawk. This is action
all the way, with little or no worrying
about dry technical matters to slow things
down. What's more, the storyline is more
than just a cosmetic add-on, it makes you
feel like part of a much bigger operation
and gives an added incentive to complete
each mission successfully. What's more,
the play area is just large enough to be
exciting, while
remaining small A Si mil tat i OR
enough to cut out
all of the waiting
time spent in other
simulators while
you travel 2,000
miles to your
destination. There is some learning
necessary if you want to master hovering
or flying backwards or the like - but you'll
be well into the thick of things before you
need to call on any of these skills and by
that time you'll more than likely be
looking for a new challenge. One thing
that I would like to have seen is more
ground detail, but if this has been
sacrificed in favour of speed then it was
definitely the right decision (this baby
really shifts!). There's enough variety in
weapons, targets, missions and locations
in here to keep any hardened games freak
amused for hours and hours - and what's
more, you're guaranteed action for just
about every minute of it.
Ciaran Brennan
that flies
right past
dullsville
64.
THE ONE SEPTFJVLtttR 1991
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80°/«
Donning his coat of Lincoln green, Gordon Houghton makes merry with
everyone's favourite thief in Sherwood Forest.
THE INTRODUCTORY DEMO
reveals Robin as- an idle thumb-
twiddler who has nothing better to do
than organise dances for the
peasantry. In stomps the Sheriff in
scarlet Overalls, gives Robin a kick in
the pants and throws, hkn out on his
ear. As part of his master plan to
regain power and overthrow the
tyrant, Robin decides to redistribute
cash on a major wale.
AT THE BEGINNING of the game our
herd hasn't even got a couple of
miserable friends, never mind a hearty
baud of merry' men. But how does he
know who will join him<F A quick
survey of the land leads him to this
island, where a Stranger wielding a
mean staff won't let him pass over the
bridge. Should be damn the varlct for
his impudence and let loose an arrow,
or just jit down and quaff a tankard of
mead with himf The choice is yours,
and the wrong decision could make
life vastly more difficult.
ROBIN
CAST YOUR MIND BACK almost 800 years, to a time when most of
Britain was covered in woodland, when sheriffs thought that
waxed moustaches were the height of fashion and when the
Magna Carta was but a twinkle in King John's eye.
In a castle in Sherwood Forest Robin of Loxley was minding his own
business, when suddenly the Sheriff of Nottingham and his henchmen
burst in. They chucked Robin out, pushed him face down in the mud
and laughed loudly. They also told him not to come back, or he'd have
his wrists slapped.
Not a man easily perturbed by threats to his body parts, Robin vows
to take back his castle. How he does this is up to you, but
pay heed to this advice: if he rushes straight to the castle
gates, implies that the sheriff has no father and pulls a
knife on him, he'll be swinging from the gallows quicker
than you can work out a spoonerism for Friar Tuck.
It's a better idea to check out the land around the castle
first. Robin's actions are controlled using a combination
of mouse and keys; seven icons allow him to loose an
arrow from his bow, fight, run, centre his viewpoint, talk
to people, and give and take objects. By interacting with
other characters in the game and collecting objects,
he gains access to a further group of seven
icons, some of which bestow magical
abilities.
Our dashing hero will need
them all if he wants to kick X£ ^f\
Sheriff ass and regain his
•
comfy chair in the castle.
i— CfflEi
@J3E3SEST
r= usmsm
-a. (HHiiBHE
KEEP AN EYE on yowr status, or yew
could end up dead. Health and
Strength are depleted when you run,
get injured or fight - and having
money isn't necessarily a good thing.
since you earn respect by throwing it
at the poor. The last three bars
represent hnw ycir re perceived by the
public and your progress in the game:
don't SOtk it to the Sheriff if your
status is verging on the villainous -
you might get a nasty surprise.
66
mm <: iNi wi
WHILE YOU'RE GUIDING Robin in his
quest, the other characters in the game world
we getting on with their own lives. Merchants
arrange markets, guards patrol the castle, and
these monks build a monastery. Once they've
completed the job they'll infiltrate the local peasantry
and convert them to Christianity, which subtly changes
the effect of any magic objects you might hold. Essentially,
this acts as a time limit, so don't spend too much of your life
in idle chatter.
VISITING ONE of the characters rewards
you with a magic crystal ball. Examining it
reveals a bird's eye view of your entire
world, with all its inhabitants identified by
colour; and a mere click of the mouse
hutton anywhere on the map instructs
Robin to make his way there pronto.
Movement on the isometric Screens is less
elaborate: you can use keys, use the mouse
to plant an 'arrow' {which. Robin then
walks towards) or follow characters just by
clicking on them.
erne
REVIEW
I HOOD
THE COURSE OF
TRUE LOVE never
did run smooth, and
making Marian f:ili.
in love with you
needs persistence.
Marian is a major
part of the cast -
of her 'majors' arc
Robin, his merry
band, the Sheriff
Arid hit entourage, a
merchant., a. dragon
and a wizard/priest.
Minor characters
such a s the
peasantry, frionkH
and even a duck can,
prove helpful, but
they're not vital to
your success.
Display affection
towards Marian and
she could give voti
more than kisses;
continue to woo her
and your life after
you've toppled the
bad guys will be
blissful ft takes
dedication to
produce future
generations of
Rubinis and
Marianetteg.
AS ROBIN performs heroic deeds -
reallocating cash and killing enemies -
his situation becomes more perilous.
Arrest for daylight robbery or
trespassing in the castk is nothing
compared to the life he'll endure if the
Sheriff puts a price on his head. Get
caught in any illegal act and you could
end your days 'hanging''' around.
ROBBING FROM THE RICH to give to
the poor isn't as fashionable now
as it was in the 12th century, but
that won't stop you enjoying Robin
Hood. It has something which is
normally very difficult to achieve in
a computer game - a sense of
humour. The major reason for this
is the in-game population, all of
whom lead independent lives while
you're trying to set the world to
rights: they poach deer, go to
market plough fields (complaining about
backache), build monasteries, pray at
shrines, die and regenerate - and they all
have something to say. The graphics
might remind you of Populous, but this
isn't (ike Bullfrog's game at all - the map
is much smaller and the action is directed
towards achieving one specific goal. This
tends to make the game reasonably easy
to win r but that doesn't mean you've
discovered everything. Part of the fun lies
in trying to eke out the hundreds of text
messages and solving the problems with a
different set of circumstances. The
excellent sound is a bonus, binding the
game's elements together with a
combination of crisp effects and sampled
contemporary musical instruments. The
major criticism is the time it takes to walk
or run between locations. This isn't so bad
in the first few games, since you can stop
and talk to people and explore new
territory. However, once you know what
you're
An atmospheric
arcade
adventure with
bags of humour
doing you
tend to
head
directly for
the people
and pieces
which can
help you achieve your mission, and It can
be annoying waiting for Robin to cross
from one side of the map to the other,
particularly since he can only walk in four
directions. Ultimately, it won't satisfy if
you think a game is finished as soon as
you've completed the mission set out in
the manual; but it will appeal if you just
enjoy discovering something new every
time you play.
Gordon Houghton
m ■ 67
(A n A I Rik Haynes come over all megalomaniac when he's put in charge of
^^ Gremlin's new baby...
REVIEW
UTOPIA
Gremlin
PRICE
£29.99
OUT
LATE
SEPTEMBER
GRAPHICS
1#\ DURABILITY
7)
PLAYABIUTY
OVERALL
93%
II
41
t
VOU START FLA
with a mini colony
already in position.
Here you can set a
launch pad, living
quarters and
hydroponics pods
for growing food.
The huge br<
building, wl
looks like; it i
from the set
Blink Runnel; is
your command centre
and missile launcf-
simple: just
. if icons on this, icn.-tn and you're
away. The big arrows scroll the landscape in four direction!.,
while the 10 purple buttons with yellow graphic symbol* on
them bring various modi's into play, The house, for instant,
allows you to build over 30 different types of construction.
ill Mm K
L*Ji rll fc\*lWl 1 I L* 111 a.^1 fciJ il P»l I
IC interplanetary colony is no easy tas
-creating perfection is near impossible. But that's exactly what
m your ultimate goaf is in Utopia, the latest game from the team
that brought us B.S.S. Jane Seymour.
Unlike other city sims, the idea is not simply to plonk a power station
here, build a hospital there and start up a sports festival. No, social
economists are in for a shock because they're being scrutinised by a
malevolent alien race Just waiting for the right time to attack their
little homestead.
These belligerent xenomorphs won't listen to any peace plans, so the
only thing you can do is build a credible defence and, eventually, a
strike force to take care of the situation once and for all.
And with over 10 different planets to convert into living bliss, a
comprehensive list of features and icons to play around with and a
'quality of life' rating to conquer, this could take an absolute age.
Even If you don't manage to make your colonists TOO per cent happy,
you should have a lot of fun trying. For those possessed by a burning
ambition for total power, beware, hard-done-by colonists will resort
to terrorism and even assassination to end the rule of poor
powermongers,
NICE TO
W friendly fac
£ These are yt
advisors: \i\
relatively easy to
Ctack under the
deluge of
administrative
activity, so it's
always wise to
listen to what
these experts lusve
to say.
* ft m
■■'■
^jflpi^J fl^j
5ECUKI
TDTHL
in BIRTH PA
□ BIRTHS LUST riDHTH-
D QERTH5 LPSF MDNm
PDPLtLHrmH GEt15IT!* »
W£LL flDHE! HD
FtDPLE t/ERy
ErWIT
■Ik
sort out, tnc population density should i>e lowered - ta 01
words, build a few more living quarters. Your colony's birth rate
should be set higher to chum out more colonists. For this you
need to build a hospital and staff it with some medics. Orie of
the nasty random factors in Utopia is disease, so beware of
sneaky viruses!' Alio, it would probably be a good idea to throw
a few security people in (here to keep the crime rate down.
OH NO. SPACE INVADERS! Each of Utopia's alien races h
own unique armaments and tactics, These hang-gliders tan be
aided by proper ititrcruiscrp; and, on other planets. Star U'wrr-like
walking robots, Should the culuny's army be led into bloody
conflict or tremble behind batteries of laser turrets - it's your
choice!
built in a day. A
vnit for it to be constructed.
- 4i
C11MBR TWWBLt
MAP SCREEN you can sec
the whole of the planers surface Which
has been cleared for possible colonisation.
You car) Also search for mineral and ore
deposits, or cheek to see where your
ground-based weaponry i s currently
situated.
LOOKS AS THOUGH i*™"«»*
we've gone overboard on
the tank construction
spin, commander! The
small purple <0 3 ' marker on
the bottom left-hand corn —
of the screen tells us th
out colonists ha
insufficient air and li
support. Time to cut down
on the military expansion
and get back to looking
after the quality of life. ..
Z.DD
1
ZQDO
TECH C-CBD5 1UEKJ
7Z57D EK MILIFWH DRBHT: Z
SIMM TDK.- 14 Z tllVILIftH MUttl I
CLE* TO BLTtR OHTn...
DON'T BE PUT OFF by this spreadsheet-
style table of financial figures. It's really
easy to operate, Most of the trading
transactions we automatic, although
ttainee accountants can personally take
on the number crunching if they wain to.
I've just got rid of the gems and technical
goods, knocked up the military grant by
2,000 and increased income tax to 15 per
cent, Watch out Wall Street!
'tlG tDttFUTER
II , -IE- 1 ri,',
A FIRST GLANCE at Utopia might
lead you to believe that you were
looking at a sort of 'Sim City in
space', but this description is both
unfair and misleading as Gremlin's
latest incorporates so much more
than Maxis' urban planner. Each
game provides a totally new
challenge within the first few
minutes of play - and creating the
perfect place to live is always a
tough nut to crack. If anybody
manages to achieve a quality of
life rating of 100 per cent they should
seriously consider a career in public
office! The inclusion of an unfriendly alien
force is the spark of genius that sets this
game apart
A cross
between
Sim City and
Populous - and
a rival to both
from other
software of
a similar
nature.
Utopia
flows very
smoothly,
provided
you actually pay attention to what's
going on. The bird's-eye view is both
functional and pleasing to the eye. A
soundtrack which reflects your
performance, combined with the standard
array of sound effects, helps you
assimilate everything that's happening
on-screen. Utopia is well worth a go, even
if you normally steer well clear of such
games.
Rik Haynes
<% '1
c+
F I
¥ r
ji r " |
ill! ^
" 4 i f
7*U
1 k - k
I
?ne
COMPETITION
THIS COULD BE YOUR LUCKY DAY! You could be the
winner of this great The One/Lucoifilm competition -
and on your way to visit the amazing Lucasfilm ranch in
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offering one lucky reader of The One a once-in -a- lifetime
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So, without further ado, here is this month's question, ,.
Who is the famous composer who wrote
the score for both the Star Wars and
Indiana Jones movies?
That's all for this nYionlfi. make sure you get your hands
on our next issue so that you're in with a chance of
winning this fabulous prize.
FROM THE PEOPLE WHO
BROUGHT YOU...
THE WINNER OF THIS FABULOUS PRIZE will meet some
of the people behind the following classic gomes;
ZAK MCKRAKEN AND THE ALIEN
MIDBENDERS
Following on from Maniac
Mans/on, this animated
adventure (with a goofy, off-
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plot) not only proved b be an
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INDIANA JONES AND THE LAST CRUSADE
Lucasfilm's 'game of the film'
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This one is definitely in the
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THE SECRET OF MONKEY ISLAND
Lucasfilm's latest and greatest
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part of amateur pirate
GuybrushThreepwood, in his
search for adventure, treasure
and true love - and along the
way you find humour, puzzles
and (would you believe?) an even further improved user interface to
keep you hooked! Can they possibly improve any further?
A TRIP TO
THE LUCASFILM
Reckon you know the answer to rhot one? Alright thin, here's all you hove ta do. Cut out this- coupon and
keep it safe until next month, when well print a second question, a second coupon and on entry lonm to
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The sequel to Nebulus is another towering achievement, but beware, it
will have you going round in circles!
REVIEW
1
KTZjTJ
\3nsac7
XT?
KT7
£$&&£?
W3t>
'<5sra7
WORKING YOUK WAY to the top of the tower, you'll find
plenty of surprises, including invisible blocks, hovering
platforms, and telcports. You'K also come across plenty of pick-
ups, cleverly disguised as nicely wrapped premies.. Which can be
saved up for 3 rainy day or a disaster!
IMAGINE, IF YOU WILL, A STARLIT NIGHT. Pogo,
the hero of Nebulus, is sitting in a bar quietly
downing Tequila Stammers when he is
approached by Jewal, his ex-boss. After steadying
himself with a few swigs of his drink, Pogo is ready
to listen to what Jewal has to say. When they
finally leave the bar,
i ii ii it iihoi i
our hero is preparing
himself for an
adventure. The planet
Nebulus is once again
under siege; the Uncle
has captured all the
Towers of Life and is
holding them to
ransom.
Pogo has a gruelling
16 levels ahead of him
in his effort to release
the towers. For the
first eight levels the
idea is to reach the top
of the towers. On the
way, he will encounter
many of the Uncle's
guardians which he must blast or dodge whilst
collecting power-ups and going through doors to
reach other destinations. Once at the top of the
eighth tower the self-destruct button is pressed,,
and the next eight levels come into play. These
involve going back down the towers to repair the
damage.
The KCbUIUtZ MUlIC Sn
3ii Music nirrtTEniqilHirnc«nsDimr«j]cinBiKw.
The nitiuesmne Tut-*
agome run*
1 1 -? .'..r..- -1 m ^_li.-: . _ ~ .. .i i
lU^ r J.^_l r!_l -L-J JU_I
■ .lyji.ll^iii I_i._'
JlJi-y^^il.Ji.uJJ 114-J
11 >!.'j->'...r ■'-■u r ' '» j I-j-j
JJ-JLLJii-f^-llLI. JL1J
-_i-jLJ-LUi J _!,J
i£
*» ■» M ^ 4
*XJCI7
toep . am?
ct3Erajft.TiiiiASiirL«ni3Btiirii^.
VUT E/
' "CTlEiT? ♦
if ♦
-"■ »>"»
i s
NEBULUS 2
POGO-AGO-GO
2lst Century
Entertainment
PRICE
£24.99
OUT
SEPTEMBER
GRAPHICS
THE 'EXTRA
MUSIC SHOW U
a unique touch,
with I ! tunes,
from the £ani£, all
of which Are
original and quite
palatable. The
Shag, is - the only
way to leave it is
Id reboot.
PICK-UPS. FAA
FROM BEING
mere bonuses.
actually form an
integral part of the
puzzles on each
tower. Choosing
the wrong item to
collect could
prevent your
ascent, On (his
star-infested
tower, for
instance, it took
several attempts
before the key
became the
obvious choke.
Now we have to
get past the
popping balloons -
easy. But that door
holds some
surprises.
IN THE sub-level,
pedal-powered
hell-birds fly over
you dropping
bombs. You've got
to -destroy the
bombs before they
hit the ground, or
you'll lose
valuable time,
THf ONE SEPTEMBER 199
,■73 l® 5
one
REVIEW
TOWER 13 - UNLUCKY FOR SOME ami certainly for you, because ic'i started CD snow
around the cracked column. This again needs a bit of tunning, as you're greeted by a
giant snowball that continually rolls from [eft to right. This devious puzzle is an
example of the way (he player is often distracted try the wrong thing. The penguin is
marc important than you may think!
ALIENS COME in alt
shapes and sizes and
can be expected to
do some very
strange things.
Fortunately, most of
them follow
predictable patterns
so after a few
attempts at each
section of each
tower you will be
able to safely
forecast when one of
the little critters is
about towing its
way round the tower
and. take a bite out of
vou r bum.
IF YOU LIKED NEBULUS, you'll like
its sequel too. It has the same
rotating towers and graphical
effects that made the original so
stunning, but rather than
contenting themselves with using
the same system to produce an
identical game, the designers
have souped up the graphics,
sound and gameplay. The puzzles
are more complex and the extra
pick-ups, which give you things
like extra zap and jump power,
add a welcome freshness to the
gameplay. The same Pogo sprite is used,
but now you can change his colour
(bizarre) and even the aliens are smarter
and visually superior to their
predecessors. Having said that, there are a
couple of things to
gripe about -
while control over
Pogo is quite
simple, the game
can get frustrating
after a white as
the difficulty level
is set way too high
for the normal
games player. A
A neat
little
platform
romp - but
not for the
faint-
hearted
few easy levels
would have been welcome, just to get you
into the swing of things. NebuJus was a
great game and this sequel does it justice,
but inexperienced players might want to
tackle the original first.
Jools Watsharn
' - ..,..!■ i.'t-i- ■-'Si
7 '^ : - -4 1 '
Key - Allows
you to open
locked doors,
Rocket - Flies
around tower,
hilling everything
in its path.
Magnet - This
allows you to
travel straight up
or down.
All Seeing
Eye - Flies Pogo
up the tower to
see what lies in
wait.
Jumping
BOOtS - Allow a
super jump.
Transporter
Takes Mm to
another
transporter
platform.
^^^^^^^^M
74
IHl CJISIt HH'IIMIilK 199 1
DIAL - A - QUIZ
Presents THE ...
CATCH A
COMPETITION
WIN ... WIN ... WIN ... WIN ... WIN ... WIN ... WIN ... WIN ...
USE YOUR PHONE TO LOCATE THE HIDDEN COMPUTER
PRIZES AND YOU COULD WIN ONE OF THE FOLLOWING
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-121 - 1
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GAMES GALORE
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Tel (061) 793 6816
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• * * INTRODUCTORY OFFER* * *
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Galore
OIAL-A-QUIZ. P.O. BOX 11, SKEGNESS, LINCS. PE253NL
<sme
REVIEW
Blood, guts, death, gore, violence and big chain saw- type weapons.
These are just some of the things that you won't find in Storm's cutesy
rti V-e? t-t
conversion.
ROD-LAND
Storm
PRICE
£25.99
OUT
SEPTEMBER
GRAPHICS
SOUND
DURABILITY
PLAYABILITY
)
OVERALL
r
>'--
s-<r -"_..,-" ,.-_-'
Arr^^^X
l 'Vl
y
i ■■;
f
IF YOU GO DOWN to the woods today,
you're in fur a big surprise... as you may
Stumble Upon the hidden fairy village.
home to our two heroines, Tarn and Hit,
1 1 ■ ■
UNFORTUNATELY FOR THE FAIRIES
evil Maboot stumbled across them,
kidnapped Tarn and Rit's mother and left
behind an army of monsters . Looks like the
two luckless gjii will have to take up arms
against the evil intruders and journey to,.,
„,MABOOTS TOWER, D n top of which
Mom is being held. As an example af how
well the graphics have been converted, one
of these pictures is from the arcade
machine. Can VOu tell which one4
ZL
■ HE FAIRY VILLAGE used to be such a happy place,
I by only the nicest fairies. Everyone said "Good Morr
k I lived in peace and had big, round cutesy eyes.
Then one fateful day the evil Maboot decided that the
world could live without such sickening cuteness and
kidnapped the mother of a pair of fairy twins, to hold her
for ransom until his evil demands were met (these
demands included frowning a lot, being 'orrible to people
and narrowing those darned
eyes).
Well, the fairy twins - Tarn
and Rit - couldn't just stand
by and let this happen. Armed
with the village elder's magic
Rainbow Shoes and their i
Rods Of Sheesanomo, theyj
to rescue their Mom and
fairy village hack into the
cuteness capital of the wc
<Sh
THE YOUNG LASSES" two main weapons against the evil
hordes are the Rainbow Iktots and the Rods of Sheesanomo.
While the boots just create magical Ladder.!, the rods do the
serious damage to the nasties by employing the ancient art of
■Wopping' [thatbs, Lifting the bad guys up and then bashing
them from side to side).
76
THE ONE SEPTEMBER I"-' I
f
trie
REVIEW
\T
THE GUARDIANS take the form of huge whales, massive
crocodiles, ginormous baby elephants and. of course Mahout
himself - an armour-plated monkey (hat get* Wgget as you hit
him.
SURPRISINGLY ENOUGH, Storm has
lived up to the claim that its
version of ftad-tand is better than
the arcade machine. The sprites
certainly seem to move a tot faster
and most of the annoying or
unrealistic elements of the coin -op
have been rectified, white the
additions have improved things no
end. 'Wopping' a monster over a
gap will cause him to fall out of
a your grasp, leave him too
long and he turns into a
mean blue cloud that moves
at twice the speed. As you'd
Lj expect, the cute factor goes
■ _, off the top of the scale.
J . Even the most fearsome of
bad guys is made to look
HI soppy - the sharks are very
reminiscent of Viz's
Pathetic Sharks and even
start crying when you hit
them, while the end of
level guardians get
funnier and funnier as you
Cute arcade
fun for all
the family
been retained (bettered even) and the
graphics lose very little. The biggest shock
is that the music and sound effects are
significantly better than their arcade
counterparts and really add the icing to
the cake. One downer is that 40 levels
aren't really enough. Although tough at
first, I can see experienced arcadesters
finishing things pretty quickly. Rod-Land is
pure arcade action through and through,
from the silly plot right down to the cute
graphics. The beauty is that it's simple
enough to appeal to everyone, from
arcade beginners to people who live in
them.
Paul Presley
hit them.
All of the
play ability from
the arcade
machine has
€*)
THE ONE SEPTEMBER 1 yyi ■
77
65^2
y^Npft^U^
Hi JOHN f
COME AMP LOOK AT TUIS...
I'VE 4U6T GOT HOU> OF
J GGBAT GAMES.
B7
j^5
•--^rSgfr
#*7fi£
PftCSt*
Ami
*\i
^
X .
WEU, 1 SAW THE
>fA&7: >IP3 BUT I
PI PW*T REALLY THIiYk^ /H5UPTO
PEOPLE UKE YOUAUPMB
TO SlQPlHBPfflmp-
VQtiT rou KNOW
ITS AGAINST THBLM
TO HAVE THESE?
f.i
a* *
y
— ANP^S.T
ARE OFFERING i/OOO
IF WE HELP.
'•%
£
r. k, -*w
tET5 7ZAQV7»ra
OK THESE CROOKS.
IVE GOT TH£ MUM&ERPOR
X
'A
./
J
=-«/ ^4
lUN/ 4,
^
#b
4m,,
*W
V
*V*ei
HELLO EAST.
GET KOLDOFAPEN,
IVE GOT AN
ADPRESS FOR. 1
FOR INFORMATION
LEADING 10 A
PROSECUTION
& CONVICTION
^c^^otowi sedbj ANY INFORMATION ON PIRACY SHOULD
BE PASSED TO F.A.S.T. (THE FEDERATION
AGAINST SOFTWARE THEFT)
E
X
L
A
S
P
A
BJKXiH KSUK iOFIMK IjBIEHEBS ASSXUOXM
PIRACY
TELEPHONE 0386-833501 ISTHEFT
Need that package in New York by nine the
following morning? Then trust it to Ronny, the
errand boy who really gets his skates on.
REVIEW
R
TO GET TO THE NEXT part of town, all
of the jewellery boxes have to be collected,
along with extra cash to buy helpful pick-
ups. The basic gameplay is very simple -
just skate, skate, skate until your
feet drop off, while drudging and.
shooting enemies.
ONNY IS THE COOLEST DUDE IN TOWN. With a pair of roller-
ikates and a hairstyle like Albert Einstein, how could he go
wrong? He's am errand boy and has a gruelling task ahead of
him: skating his way through nine levels of off ices, sewers, parkland
and city streets, collecting enough cash to get a bus to the next part
of town.
In order to do this, he has to collect jewellery boxes and cash, and
run errands for people (bargaining to gain extra cash). Of course, this
isn't as easy as it might sound - not only are the jewellery boxes in
difficult positions, but Ronny will be plagued by all sorts of nasties
trying to hamper his journey. If he misses some of the boxes, he has
to go back and search again
until they're all collected.
If Ronny catches the
bus he's whisked off to
the next area of town
which holds yet
more problems,..
nhftT n riTTV thbi vou hid hot
'I'll! I t(E VDUH IUVMPI. riGHHvi t
i nnvi <<i Mil* hut POi_icf;ricn in
FIND RHEJ CDLLCCr THE LUflTT rjEWfcl--
!. fiSEI . THIS EtlOClTlfiSS tHfi RFFRIN
Will CET PURl.lt: NhL< HUIII THE
fiepijih* ¥iiit or* irr.Ti.nnd vr-
C Il'llil, I'LL. HEED P llt'K-l,
ROLLING
RONNY
Virgin
PRICE
£24.99
OUT
AUTUMN
GRAPHICS
r&
AT
THE END
OF EACH
LEVEL you're shown
your route. The idea is
to reach the other side of
the map using local
transport (you have ttt be
kidding!), Each Section of town contains slightly different
challenges, but they are essentially just an excuse for different
graphic styles.
ROLLING RONNY CERTAINLY HOLDS
an initial visual appeal for most
players, but as far as the gameplay
goes, tedium sets in long before it
becomes challenging. The
first couple of levels are
relatively easy and the game
looks as if it is going to be — ^-
nicely balanced, but later
levels get ridiculously — — S
IF YOU HAVEN'T COT WHAT IT
TAKES, your doctor lectures you on how
low your energy is-. He recommends sick
leave to recoup your lost energy. Once
you re fighting fit , you can
jump hack ineo the game,
bunting
with
rrgy.
*<f***+
difficult. The only
compensation for your
inevitable demise is the jolly tune
hum along to while Ronny floats to
the top of the screen and back down
again to restart the game.
One of the better features is the
provision of „ ... ..
Initially
enjoyable
- but the
scrolling
platform
action
soon dulls
strange power-
ups, such as the
'Stenchalirer',
which freezes
the enemies.
This adds a
certain fun
aspect to the
game, but this
fun runs out all
too SOOn.
fliAUuc.
I
6
RONNY'S ENEMAS AtUs NOTHING if
not original: there's an ape on a
skateboard, bubble: cars, Groucho hall. 1 ; and
even flying hnoks!
BOMB
Power Sitoexe
(Kills enemies
<Hi -screen]
CAKE
Stcnchaliaer
(Freezes
enemies)
MAGNET
Magnetofl net
(Grabs all
parcels}
HORN
Mega Honk
(Makes Ronny
imnilneraMel
lilniuuliniudiMuiiMu^.ii
INI ONE SEPTEMBER 1991
-79
BUDGET
TITLE
.•.M::../!
LiT
3D Pud
E53
699
^'^Krbwrer
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E75
AHumi a
E7r.
6 75
Amp v. ;■:!!.. ih *;■:
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6 75
159
499
AdtNived Fn.ii. m^-Iwto
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699
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7B3
7sg
ArtHI
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139
4.99
Aililn,inu«|y Mrs>ij*i
.109
4.99
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4F13
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675
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7 39
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6 75
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PRICESARE
OUT OF THIS WORLD
AMIGA & ATARI
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GLF rijiitbo. S99 U'A
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System 3's Last Ninja series rated as all-time classics on the C64, but
never really made it on 16-bit. Mike Pattenden finds out whether the
last part of the trilogy will finally live up to its reputation.
THE
M
■ EAL HATRED IS TIMELESS'
runs the catch line for the
latest instalment of devious
Oriental gameplay, The familiar
black-clad figure of the Last Ninja is
back reprising his role against the
forces of evil one last time.
After the contemporary New York
setting of Ninja 2, the game returns
to its oriental roots for the final
conflict, The action takes place in
deepest Tibet, where the roots of
Ninja power lie, In an attempt to kill
off his adversary, the evil
Kunitoki has entered the
nub of Ninja power, a
huge Buddhist A
temple, and defiled
its chambers,
Your task is to
restore the
balance of the
chambers by
solving the
puzzles
contained in
them,
warding off
the enemy
henchmen and
finding a scroll,
Having set
everything to
rights, the climax
comes when you finally
face your evil adversary in
one last battle.
The game begins with an atmospheric intro sequence in
which the Ninja emerges from the distance (like Omar
Sharif in Lawrence Of Arabia), makes his way to the
temple, scales its wall and snaps the neck of a guard at
the top of the parapet.,.
If*
EACH LEVEL
represents a
chambc r at the
temple. These
are divided up
according to the
elements; earth,
wind, fire and
water, plus an
intermediary
zone and a void
which floats
between them.
THE LAST
NINJA 3
System 3
PRICE
£25.99
OUT
NOW
DURABILITY . p
/
LW*L
PLAY ABILITY ^ .
OVERALL
90°/c
[A
AS YOU PROGRESS
through the game's six
levels, so the enemies yuu
je - Here you can see the metallic bushido whose two
swords become a wicked blur as you fate him. Destroy him and
he explodes, spreading debris around the screen,
Li-*
EACH LEVEL HAS its puzzle to solve. Here you need to
cross the rivet on the water level by (teeing a lily pud and
waiting fot it to float down to this point so that you can use
it [o jump across to the other screens.
ONE OF LAST !<L\]A j's eoasok-rtyte elements is the
appearance of end-of-level Guardians who hlocfc your route
to the next level (you can only face them once you have
collected the relevant scroll). Here, the giant figure conceals [fSp
an exit on the second, water-based, level, li^si
llll t >,NJI SM*IE MHI \i 1991
THE VOLCANIC
FERE LEVQL is full
of choking
sulphurous losses,
so hcfore you vault
into the concealed
passage on this
screen ynu'il im-tl
a gas mask.
^^^^P^^^^^^ ™
^^^H^^^^^^j
^^f^i*
ffgg
•^> ■'
THE ROBOTEC FIGUHJ1 with wicked propeller hands watts for you in the Void. As you
fight with enemy characters the two curled power bars decrease when each side sustains.
a hit - these arc replenished on i-.i< li li.vtl by Finding concealed drinks. The prayer wheel
on the top fight of the screen opens to reveal objects bis you pass them on your travels.
THE FINAL CONFLICT is a face-to-face conf rem ( alJOtt with Kunitoki. This is where the
green dragon at the bottom of the screen comes into play. This signifies that your inner
Strength (or f chi r ) is at its height, You keep it tupped up hy fighting the Other characters
in the game hy using the same weapons to dispose of them as they use on you. Should
the dragon show red, then your chi is dangerously low,
THIS, THE FINAL INSTALMENT in
the Last Ninja series, goes alt out
to prove that it's more than just
an overdue conversion of an 3-bit
game - but in the process looks as
though it really wants to he a
huge console hit. 1 suppose this is
no bad thing; the game makes
concessions to arcade quality beat
'em up action with a catalogue of
weapons and moves, plus over 25
grunts, screams and clashing
sounds to match. Don't let that
fool you into thinking that its challenge
has been diluted though
- if anything, these
elements simply bring it
another level of
ptayability. Its puzzles
and areas to explore are
as complex as they've
ever been, the graphics
are as detailed as ever
and the action benefits
from the large sprites
which have replaced the
minuscule (but detailed}
figures of earlier games.
Also, a good deal of
attention has been
lavished on animated
effects such as dripping
lava and blurring
swords. And as a
challenge. Last Ninja 3 is
going to take some
beating: there are
scores of creative
puzzles to grapple with
as you hunt through the game's six levels
- and there's also a tough combat element
constantly distracting you from solving
them. True, there's nothing here which
you haven't seen before - and as a
graphic adventure, the Last Ninja series
has long since been superseded by the
likes of
The last in the
Ninja series,
but by no
means the
least
•!T*
Delphine's
Cinematique
games. What
it does have
though, is a
classic style
which almost
makes it a
genre of its own. There's plenty here for
fans of the series and newcomers too, but
let's hope that System 3 keeps its word
and makes this the swansong of the
whole Last Ninja series.
Mike Pattenden
_jMHHHmiMHBMr
THE ONI MI'll M.HI.K Inn \
legent) ^ofttoare
16 Hinfceit tebtira, Cijtetoitfe, Hottbott W4 2۩ Jfax: 081-995 1325
^ourss of opEitinff loam to epm tEelqrfjone: enquiry lints 081-747 4757/081-742 1831
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REVIEW
HEAD
OVER
HEELS
The Hit Squad
PRICE
OUT
NOW
GRAPHICS
# SOUND
DURABILITY
PLAY ABILITY
OVERALL
What's this? A budget game in the review pages! Strange decision,
you might think, but when a game's got a reputation as good as this
one r it deserves to hold its head up with the best of them.
91°/<
I'Hh TALE BEGINS with Head and Heels imprisoned in two
adjoining cells with an impenetrable wall between them - looks
like they're going to have to teleport out of there and start
searching for one another (whatever axe celeports doing inside
prison cellsi). Note the icons below the screen: the illuminated
Head icon shows that he's the character currently under control
(pressing Fl toggles between the two agents.), while the rest
remain shaded until the relevant item or power-up is collected.
OVER
WHEN IT WAS FIRST
RELEASED on all the 8-bit
formats in 1987, Jon
Ritman and Bernie Drummond's
'Isometric 3D' adventure was
instantly elevated to classic status.
True, its gameplay contained nothing
that hadn't been seen before - most
notably in the good old days of Ultimate
and in Ritman and Drummond's own previous
Batman adventure - but there was something
about the tale of these two cuddly co-operating
charmers that struck a nerve with games players
everywhere.
So when the 16-bit formats began to take over
from the Spectrum and the C64 it was only
reasonable to expect that we'd be treated to an
upgraded version sooner or later - and now, four
years later, here it is,., talk about absence making
the heart grow fonder.
Head Over Heels is one of the few games that
actually needs a little background plot for it to
make sense (of sorts), so here goes.,.
Head and Heels are two agents
working to save their planet, Freedom,
from the evil Blacktooth empire.
Achieving this aim involves searching the
empire's five planets (Egyptus, Safari,
Book World, Penitentiary and
Blacktooth itself), finding the five lost
crowns hidden along the way and
returning them to Freedom.
The two furry creatures have individual
talents - Head can jump quite high, but
is slow along the ground, while Heels is
a speedy
mover, but
can hardly
jump at all.
Working
together,
they can
make the
most of each
others' abilities, so
it's a good idea to
keep Head on Heels'
shoulders as much as
possible.
Along the way, the
HEELS' MAIN ROLE 111 life IS to carry the hag - this allows him
(or the pair, when they eventually get together) to pick up and
carry certain objects. Now that Heels has found the bag, all he
has to do is get to the other side of the room and pick it up-.-
not SO fast though, that's an electrified floor (you can tell by
the spikes}. Pushing that mushroom shaped joystick on the
floor moves the 'Charlek r in any One of four directions, So maybe if
Heels can just move him in the right direction...
pair have numerous
obstacles to overcome: electric floors,
dangerous pillars blocking their paths,
poisonous jars of Marmite (very strange!)
huge Hush Puppies who disappear whenever
Head appears (very strange indeed!) and, of
course, the emperor's evil minions, Most of
all though, they've got to find their way
through a series of rooms that make
spaghetti junction look straightforward.
Be prepared to burn your candle at both
ends...
WHILE HEELS IS BUSY trying to find the bag. Head
has his own problems. He's currently trying to get bis
hands on the air horn on the other side of the room, but
those platforms are of the disappearing variety - it
looks as though a little wrist dexterity will be called for
here. It's worth it though, because it he can get his
hands Oft that horn, then he can use it to shoot
doughnuts at oncoming enemies, stunning them
momentarily.
84
I'HF ONE SEPTEMBER 1 991
AT LAST. He f K has got his paws on the hag. so now he can collect chat drum in the
corner and use it to escape. That odd creature in the middle of the Boor is u
'regeneration fish" - these- act as a sort of save game facility; should you lose all of your
lives you can t estar l from the Last place that you ate one of these unusual creatures.
< !.i refill though, the dead ones are poisonous.
Rp^^S
F in
llll
t, .^E-^B
M^^^^j- Jp^^^M
HAVING
SUCCESSFULLY
collected the horn. Head is now busy
collecting ammunition to use with it. The
basket of doughnuts on the left is a handy
find, as is the 'bonus bunny' on (he right:
bonus bunnies deliver extra lives, faster
steps (only good far Head}, special jump
springs [only good for Heels) Or
invulnerability, so they're always worth
collecting..
TOGETHER AT LAST, and nqw endowed
with both partner's special abilities, the
boys prepare to leave the fruit market to
go in search, of the crowns - but have they
spotted the bonus bunny under that pile
of platforms'r
WOW! THREE ROOMS AT ONCE
(below). Clever prOgrartunirig trickery *
Not really, as If you move into either of
the tap rooms, the other two immediately
disappear from view - looks nice though.
one
RFVIFW
competition
v?5m*dKiP&n
IKS 5 "
. #> / i • . ^
THE SEARCH IS NOW ON in earnest as
the dynamic duo have found their first
major feleport station. But problems arise
when, they leave this room, as the next
room on the left houses a staircase made
of Hush Puppies (so there's no way that
Head can get through), while the
platforms in the room on the right are too
high for Heels to negotiate - looks as
though It's time to Split up again. One
word of warning about the tc-leport
system. - not all teleporters are two-way..,
I'VE BEEN WAITING YEARS for this
one to leap the huge divide
between 8 and 16- bits. Imagine the
fears and trepidation: would it fail
to deliver the goods, would the
conversion be poor... or, worst of
all, would it turn out that it was
never any good in the first place?
My fingernails could hardly take it.
I don't know why I was so worried
- it's still brilliant! Head Over Heels
was, and remains, one of the most
finely-crafted games this reviewer
has ever lost himself in. From the moment
you set out to get the pair together until
the moment you've found the final crown
and escaped to join up with your
celebrating friends, it's cute, puzzling,
frustrating, rewarding and absorbing in
equal measures. The beauty is that the
gameplay is completely timeless: if you've
never played the game before, you'll find
a fresh teaser around just about every
corner, while those of you who played the
originator A head and
years will _
probably have SnOUluGrS
forgotten the above the
solutions (I
know I have!).
Some of the
younger guns in The One's office find the
graphics a little crude (and, by today's
standards, they possibly are), but
this is a cute fantasy world where
nothing more elaborate is actually
needed. The sound, however, is
something of a disappointment:
what beeps and squawks do spring
from the monitor's speakers are
pretty lame - and there's not
enough of them (sounds like an old
joke, but in this case it's true). Also,
the lack of a keyboard control
option might anger some purists,
but then again the game is
perfectly playable via the joystick,
so if s not really missed. Anyhow,
when you're only being asked to
pay a tenner for what is one of the
few genuine masterpieces of
computer gaming then this kind of
nit-picking seems trivial in the
extreme. If you have a space in
your collection for a game that's
going to twist your fingers, tax your
brain, waste your midnight oil - and still
not bum a hole in your pocket - then get
Out there and grab this one while you can.
Ciaran Brennan
THE ONE SEPTEMBER 1991
.85
REVIEW
Sensible Software has finally let power go to its head. Today it'll
conquer an island, tomorrow the world. Next week the world after
that, then the world after that....
MEGA-
LO-
MANIA
Image Works
PRICE
£30.99
OUT
NOW
GRAPHICS
SOUND
ITX DURABILITY
PLAY ABILITY
w/1
OVERALL
92%
EACH WORLD
(Or Epoch as
they're known) is
made up of three
separate islands.
Van bee, in each
with. 100 men
(plus any you
brought ever From
the previous
Epoch) that can be
split up over the
three islands as
you see fit.
OOO EVENING, ladies and gentlemen and welcome to the 41st annual
Domination Of The World tournament. I'm Bob Johnson and this is John
Bobson and we'll be your hosts as you join this star-studded audience of
creatures from across the galaxy."
'That's right Bob, We've all gathered to witness the Mega-to-ftiania final in which our
four contestants. Scarlet, Oberon, Caesar and Madcap, will battle It out for total control
over the hundreds of planets that will be generated from the fabled glass orb."
"Remember John, each contestant has to evolve their populace over 10 eras, ensuring
that they are well equipped to deal with their opponents' armies. We can expect to see
plenty of lying, cheating and bargaining tonight, eh John?"
"That's right Bob. But now, before the game begins, let's run over the rules, just in case
anyone watching has been asleep for the past millennia or so. Ha ha ha."
"Er... right John."
THE KIRS T MENU is generally used to
access the other s, h-om. here you can
also sec how many men (and women)
you have to play around with and how
many are allocated to the individual
departments.
FOR THE MORE COMPLEX weapons
and defences, factories need to be built
to cope with the large amount of
construction involved. You give the
factory your order (including how-
many of each item you require), stall it
with a suitable number of people imd
let them start their production run,
YOUR FIRST CONCERN is to build
weapons, initially you're limited to
simple things like rocks and spear*, hi:! 39
lime goes On and your populace evolves
into a more advanced racej the weapons
Improve, Eventually yonfl he building jet
fighters and nuclear missiles
YOUR ARMIES ARE THE FINAL
RECIl'lKNTS of your designs. Each
company can have up to 250 men and Can
he armed with any combination of
weapons (providing you have them in
stock). Each weapon is linked to a specific
era, so even though you may be in a
Victorian age, if you equip your army
WSlh t'<M."kS it will be made up of cavemen.
**'[
0't.
10
YOU CANT BUILD WEAPONS
without materials. EacEl sector of the
island has its own supply of minerals,
including such exotic items as
Bethlium (represented by a shining
star] and Planeterium (represented by
a planet). To obtain minerals, you have
to mine them - thankfully, at later
stages of evolution you can build
mining plants to speed things up.
YOURS ISN'T THE ONLY ARMY in
the land- Your enemy can attack you at
will in an attempt to destroy your
tOWer and knock you out of the game.
Building shields is one way of keeping
your strength up, the Other is to use
defenders atop the buildings, Aimed
with boiling oil, longbows and so on.
86
THE ONE
*• -• - .••
+
k
V
67
OK
M M
OK
V
m
29
one
RPVIFW
HKK.H LS THE RESULT of your hours of swcit and toil. This particular area contains a
tower, a minisii.iit. ,1 f.M i urv
itruj vi>Lir
army of 179 shepherds.
THERE ARE 10 evolutionary stages to
pass through,, starting tight at the
bottom with Neanderthals in stone
!mts. You can rise a maximum of four
levels pej Epoch, eventually ending
up...
■
TO THE CASUAL OBSERVER, Mega-
lo-Mania might seem like just a
simplified version of
Pawermonger, and to some
extent that's what it is, But it's
also a lot more relaxed, colourful
and fun than EA's classic strategy
game, full of the kind of humour
that characterises Sensible
Software - funny voices, comical
graphics and silly names {there
are islands called Formica, Hernia and
Gazza, for Pete's sake!), It has its serious
side too and for once, the term 'artificial
intelligence' is worthy when describing
the enemy forces. Each has a unique
character with different aspects that only
become evident after a lengthy session.
For example, . . ,
the blue player UtlCO mp I ICated
«V„r strategy with
ruthie»: just the right
255r neurit of
install some hUltlOUf
defensive
weapons he would make a sneaky raid,
killing whatever he could, then
withdrawing as soon as I brought my
troops out in force. This acted as a
diversion while he was building up his
troops on the opposite side of the island
for a killing blow. Mega-lo-Mania is easy
to pick up (the optional menu descriptions
make learning your way around
extremely easy) and has enough challenge
to last some time. The evolution aspect is
very clever, ensuring that you won't get
to see modern weapons and
civilisations until much later into
the game, giving plenty of
incentive to keep going - a
veritable Charles Darwin
simulator.
. IN THE YEAR 2001, where every home
has its own SD1 laser and nobody lea
home 'without a nuke in t heir hack
pocket.
THE ONE SEPTEMBER 1991
AUGUST 1991 £2,95
DM1 G PTfl 770 L113Q0
THE COMPLETE GUIDE TO THE AMIGA
When a game contains two sides running around a pitch, trying to put
a ball in the opponent's goal, what else could it need? More balls, of
course...
THE,
one
REVIEW
ACCORDING TO THE Bitmap Brothers, the most
popular worldwide sport in the 21 st century
will be something called Speedbatt. In France,
however, they are preparing for something
completely different. You see, the French have this
thing about balls. Putting two teams of nine on a
pitch and g iving them a metal ball to throw around
is okay, but turn the players into balls with
magnetic attraction and you get the French
national pastime of the near future.
Sliders is essentially a goal -based sport, with two
players trying to shoot a small metallic puck across
the opponent's goal area. Obstacles include
trampolines, large hills, icy floors, speed-up arrows
and, of course, your opponent with his magnetic
pulling power.
THE GOAL AREAS mark the start and the end of your match.
Then. 1 are various ways to score., from simple shooting, to
bouncing across the god mouth with the puck, to magnetically
pulling it towards you from the other side.
FORTWQ-PLAYER
MATCHES the screen
splits into two and any of
1 in- cameras can be
selected to follow either a
player Qr the puck. The
] it tic arrows on top of the
balls indicate where the
puck is.
SLIDERS
Microids
PRICE
£25.99
OUT
LATE
AUGUST
GRAPHICS
w
SOUND irfSfck
DURABILITY f f r "
^J
'^g/ggpr
C&~>
-
PLAYABIUTY
OVERALL
86°/,
o
SLIDERS PLAYS IN A MANNER very simitar to that 8-
bit classic Mosterbtozer , although the viewpoint is more
like Marble \iattness . Amongst the options that can be
altered are gravity, speed, friction and power, all of
« hi., li hav* a tremendous impact on how each game is
TO HELP OR HINDER YOUR PROGRESS, there
are various obstacles contained on each of the \2
pitches. Ice creates slippery surfaces, affecting your
control (surprise, surprise), while the speed-up
arrows da exactly wht you'd expert of them,
THE TRAMPOLINES allow for plenty of bouncy,
aerial action and can make shots travel aver vast
distances, Unfortunately, the hall is affected by
trampolines as well, so expect lots of manic
bouncing as you and you* opponent try to
outmanoeuvre each other.
THE STIPPLE SURFACE acts like flypaper. Should a
bailor pucktafidon it, it'll slop dead. Movement
becomes very slow and the usual result is lots of
barging and crashing into each other,
THE ONE SEPTEMBER 1991
.89 w^
®ne
ON SOME PITCHES the goal areas far both teams arc situated dose
co cadi other. This CttfJ dowrt oil the fiilisber of ShOOt-Artd-pfay
shots employed by each player.
TO HELP CAPTURE the futuristic nature of the sport. Palace's very own )o
Walker has treated thii TV-Style presenter, who inform* you Df the forthcoming
game and the final score.
BEFORE
EACH GAME
you get two
chances to
see exactly
how the
pitch is laid
out, Ode is in
the (arm of a
small map,
the second is
a mure
detailed fly-
by, This
enables you
to plan your
moves before
the match
gets started,
THE FIRST THING that grabs you
about Sliders is how empty it all
looks. With only one team member
on each side, many of the tactical
elements usually associated with
ball sports (even futuristic ones)
are lost. The second thing to hit you
is the speed. Initially it looks
completely uncontrollable as your
balls bounce around the screen at
ridiculous speeds - and that's
pretty much how it stays at a one-
player level. Put two players on the
field and the game
Immense
two-player
fun, let
down on
the solo
side
THE OVERALL ATM, of course, is to score more goals than your opponent before the
time limit runs out. You'll know you've scored - Marilyn Monroe telle you so in all her
digitised glory {that's the French for you).
comes into its own.
Knowing that the
wild, uncontrolled
bouncing coming
from the other
player is a result of
human hands is a
satisfying feeling -
and good fun too.
In fact, if you pick a good pitch and get
the settings just right, you're in for a
wild old time of bouncing, crashing,
scoring and attracting. The magnetic
attraction is a great idea and helps to
make up for the lost strategic element
mentioned earlier (trying to deflect a
bail just as it's about to cross your goal
is a real nerve-racking event). In truth,
the downfalls are more to do with what
coufd have been included as opposed to
what doesn't work well. Team mates,
bonuses, weapons, even a crowd would
have helped put it on a par with
Speettbatl 2. As it stands. Sliders is a
good second.
Paul Presley
90
THE ONE SEPTEMBER 1991
K.G. Leisure..
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Lemmings Quia On* ' £1 6.69
Lite a Dsajtn _ ei?jg
i.illle Put! (Budget) £599
Logical' ,. Plions
Lcmbarc RAC R«y IfiuoO*!) £6.99
Loom £2(1.46
Lwfe Or Chaos _ £17.49
Lotus Esprit Turbo £17.49
Magic Star* Book * £20,49
Magrarn _ £17.99
Man Uld - Eurap* Ecffcn £1 7.46
Maupin island " £17.49
M*ga Traveller _.._ £20.49
Maga-La-kfaria ' .,£17,49
Merca , £17.49
Metal Mutant „ £17.4,9
Wam.Chasa £$.63
Monopoly F1449
MdrSlarPacklCDrnpllatnnJ..- £1749
MdrnbaoB _ „ £22-39
1*7* * -- E17.99
iKAM .._._ ....£26.49
Wspoleon 1 ■„..,..._, £35.99
Navy Seat ..._ _ £17,49
NirjaRemiK £16.99
NdjQi and Soulh iHtdgotl - £6.96
Parua Kfc* Boxing £t7.46
Passing Stiol (Budgel) £7.99
PGATourSolf £17,49
HayBf Managar , ..£14.49
Populous , ,. £16.99
Populous FroiniSSd Lands. £B.69
Pcm-drireingBr, _ Eip.Fjg
Powarmanger Data Disk 1 * £11,49
Power Up |Complla6onJ „. £20.49
PP Hammer * PneumSli; Weapon £1 6.69
Predator 2.„ „ £1 6.69
Are ni swr* ..,- _ _ £17.49
Pmmiar CoHBClion (Compllan'on) £1 7 99
Ph'nae Of Persia £1749
....the largest room!...
Pro Boning (Budget) fe.gg
Pm I pin "(Hi - Soft, ,....£32.99
Pto Tennis Tour 2 „ ...£17.49
Railroad Tycoon 1 1 Meg> £2*. 96
Rainbow Cou«liO>i (Rainbow Island - Bubble
Bobble * NswZeaSand Slwy) £1 4.96
RS1 11 Baseball £20.49
Bed Storm Rising ,,,,£17.49
flick Dangeraua.2 , £1 7.49
flobocopa £17.46
fl-TypeS*.,- £17.49
Sarahan £14,99
Search For The King £20,49
Secret Of Mankaj Islard £17.49
Secret -Of Silver 980*4(1 Meg}.... £20.49
Shadow Dancer ..„ £16.99
ghansfiai 11 Dragons Eye' £24.99
Shapes & Colour lEcucaionai;. £B98
Shinooi (Budgel| £6.39
Shoot Em Up CortgrucliM Kil £20.49
ShufflsPatk Cale iBudpet) S$.99
Silkwcnn (Budget) 5?.gg
Sim City AdchilBcturB 1 |FutgnaJ £11,99
Sim City Archileclure 2|Anoent] £11,99
Sim Cfty S Populous (T*in Pasli) £19.96
Simpsons - Bart vs If* Space Mutams£1 6.39
Slnbad (Budoetl ' £7.99
Skychase (Budget) ' £799
Sorcerer IBudgat) ES.49
Space Ouasta £26.96
SpeedbaB 1 (Budged) £fi.49
Spe*dbsl2 £16.99
Sp«i Book (4-9 years;- -S6-99
Spirit Of E«calhar(l Meg) £20.49
SI Dragon £17.49
Starmbal £17.19
S:ip PokM 11 - Dala Disk 1 £6.69
Super Cars 2 £1699
Superoara (Budgell ' £9.99
Super League Soccer |Bud gat), £6.99
Super Monaco Grand Prix £17.49
S*3p - £1?.49
Sutilcholade 2 £17.49
BWIV £16,99
Table Tennis Slmutatof (Blidftet) ,...£16.99
Tangram' £17.46
Tewils Cup (Budgel) £9.99
Test Drive 11 (Compilation) £20.49
Tenrinalar£ ..£17.49
The Executioner " .,.,„ ., „ £17.49
Thundar Hawt! * £20.96
Thurvjerjans.' £17.49
TOKI £16.99
Toyota Celca GT Ftally £1 7,49
Treasure Island CAuy |Budfjel) £4.99
Trivial Pursull E14.69
TurnanJ. £ie.99
TV SporlS (U5) Footfaa* (Budoat) £6.49
T/ptoon Tbcmpson fBudgetl £699
Virtual lAtands (Ctynpiatlcin) , ... £20.49
Virtual Realty (CoonpllUlonj £24.99
VIZ .'...„ £14.49
VVwgsmes Conslniakin Sat.._ £23.49
Warlords ..._ £16,99
Wareone £14.99
Waterloo (Budqetj E7.96
Wheeflsllh rn £20.48
Whte Sharks £ig.99
WikJWheefe - £17,49
Wings ol Fury iBudcatl ....£6.99
Wiibal! iBudgel) £6.99
Wondertand (1 M*g) _ _ £20.49
Wjikjj ill War '., £16.99
WorUclass Cricket * £19.99
Wartdclasa Leadefboard (Budgal) £6.99
Whalhof 1ha Demon „,„„. .£2U49
WhKfcefS £17.49
Kenon 2 (BudgelS £7.99
x jbote (Budget) £t> 99
Zone Warrior ' £1749 *
Zort 3 (Budgetl ....E7J99
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The Study
.,., serious work going op in here?!....
3D Construction kit Plus FREE Video £30.99
Aztec C Professional , £109.99
Aziec C Developer .........£159.99
Complete Colour Solution (Romoo) £154,99
Deluxe Music Const, Set £49.99
Devpac V2.0 £44.99
Excellence V2.Q , £119.99
Lattice /SASC £169.99
Professional PageV2.... £179.99
Scribble (Platinum) ..,,.,, , , .,.£39,99
The Library
....lots of books on the shelves!....
Amiga Assembly Language p ro grammingEl3,49
Amiga Basic Inside and Out £17.99
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Amiga C for Advanced Users ,.,£29.99
Amiga Disks Drives Inside and Out £25.99
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Amiga DOS Reference Guide £13.99
Amiga For Beginners £11 .99
Amiga Graphics Inside and Out £29,99
Amiga Hardware Ref, Manual £23.99
Amiga Machine Language.... , £13.99
ROM Kernal (Includes + AutuDocs} £29.99
ROM Kernal (Ref Libs + Devices) £29,99
Amiga Systems Programmers Guide £29.99
Amiga Printers Inside & Out + Disk £29,99
The C Programming Language (2nd Edition)
(Kemigan / Ritchie) *Excellent" £24.99
The Office
....useful programs for busy people!....
Ca&hbook Coniroller , £44.99
Cashbaok Combo
(above 2 programs combined') £59,99
Day by Day £23,99
DG Caic (Spreadsheet) , £29.99
Final Accounts £29.99
Home Accounts 1 £24.99
Home Accounts 2 £39.99
Mailshot Plus £39,99
Personal Finance Manager.,,.,,., £23.99
Personal Tax Planner.. .,,.. £39.99
Pretext V5 £109.99
System 3 (Stock, Cashflow. Invoicing) £44,99
System 3E
(Extended version of above). £59.99
Wordworth
(Excellent word processor, package) £94.99
QuickWrite ..,,., £49.99
The Storage Room
....space for everyone here!....
TDK/Sony Branded High Quality 3.5" DSDD
Blank Disks. Boxes of 10 with labels £8,49
Verbatim High Quality 3.5" DSDD Blank Disks
Boxes of 10 with labels. ,., .£8,29
Unbranded Disks 3 5" DSDD
(with labels) ,49p each
Null Modem Lead - Used for 2 Player Mode, in
games like Populous & Powermonger
- Only £9.99!
*5
j\A°
?^
<*
<$\
0" jwflS*
^
v< x^r: c#*
*»
d\&
fcp
v e^
g£
Vi
SP*
&ND
Brian Nesbitt saves a fortune by sifting through the latest
line-up of releases for under a tenner... but hey, remember
that it's not a bargain unless you really need it!
.7/
n
s.
xm
(CELLEN
|Go for it!)
i- i
GOOD
worthy
Purchase
AVERAGE
me for th
fanatics)
POOR
(ne forth
'signer's
Imofher)
DIRE
(One for
jno-one)
' STUNT CAR RACER
%*.,
Kixx
£7.99
WHEN GEOEE CRAMMOND'S
Stunt Cur Racer first appeared (check
out the
review in
Issue 11) it
caused
quite a stu
- not only
through its
enormous
playability,
but also
because of
its unique
visual style
which
cleverly combined polygons and
conventional graphics.
The action takes place over eight
tracks and four divisions: as you
progress ever upwards, the comer
tighter and the opposition drivers cut
you up without mercy. The fact that
some of the tracks are nigh on
impossible also means that there's
plenty of depth - and also that near-
unlimited practice is called for
(especially on the 'ski jump'
monstrosity).
The vrooming sound effects and
groaning engine noise make the
whole thing so much more enjoyable,
j^ adding to the feeling of
VT A D actually 'being
■nOi All? there ' < a
Nm ■ ily feeling which
HI I M pervade;;
D4JII throughout).
Stunt Car
Racer still looks as
good as ever and there's still
no hint of a racing game
about that can touch it (arid
there probably won't be
until MieroProse releases
Cramrnond's next effort, a
Formula 1 rarer), [f it's not in
your collection, then don't
miss this opportunity to
catch up with the pack.
-d3&.
TENNIS CUP
Action Sixteen
£7-99
ALTHOUGH THIS SOMEHOW managed to slip
through our review net on its initial release, it's still -
more then a year later - one of the most impressive
attempts at recreating the noble game of lawn tennis on
computer.
Using a unique split-screen view (which may
not be to everyone's taste, but it certainly is to
mine) all variations of the game are catered for:
singles, doubles and even tournaments are
there for the playing, all complete -with
excellent speech and sound effects.
One minor problem is that the 'scrolling'
(what there is of it) is a little jerky, but that
said, the player animations and background
graphics are complex and pretty enough for
you to ignore this small fault.
Ultimately, it's all about gameplay- and
once you've got to grips with the unusual
viewpoint, Tenuis Cup offers more than
enough. At this price, it should be a smash
(groan!).
SHINOBI
16-BIitz
£7*99
SHINOBI IS PROBABLY ELIGIBLE for
the Character Who Has Appeared In
The Most Computer Games award by
now, having showed us his chops in
the original Skinabi, Safer Shinobi,
Slutdow Dancer s Cyber Shinabi, GC
Sliinobi and even-Afej Ktdd In Shittabi
Woridl
Despite this huge variety though, all
our hero can really do is move from left
to right across a scrolling backdrop,
putting paid to numerous other
martial artists with either the strength
of his body or his inexhaustible supply
of shurikens
(he also has
some Ninja
Magic up his
sleeve for
when the
going gets
really tough).
Here, that
state of affairs
is broken up
by the
massive end-
of-level Bosses
which block
our hooded
hero's exit,
Hard as they
are, each one
has a weak
spot that -if
hit often
enough — soon
IHE OINI XXXXXX
94
THE ONE SEPTEMBER 1991
TIN TIN ON THE MOON
Action Sixteen
£7.99
THE LEGENDARY TALE of Tin-Tin and Snowy's race to the moon has been
around in computer form since late '89 and was first reviewed in fhe One way
back in Issue 14.
Despite its age, the first thing that strikes you is the beauty of the presentation:
there's a great introductory
sequence of the lift off,
including sampled speech
(which, sadly, lacks the
booming *Herg-e's Adven-tures
Of Tin-Tin") and some nice
animation - not bad for such a
wrinkly re-release.
All of the characters are in
there. Snowy, the clever little
pooch, yap at the fixes that are
randomly ignited and the
Captain suffers a fair share of
bullying and bondage
From the on-board bad
guy.
The gameplay isn't
exactly a hive of
variety though - you
start off by flying the
ship, trying not to
collide with any of
the meteorites and
collecting extra fuel, then it's off into the interior where you have to
keep everything from blowing up and rescue the rest of the crew. After
that, it's more meteorite dodging, then back onto the ship etc, with
things becoming more difficult each time around.
And that's about it. . . what Tin Tin On The Mom has in presentation it
lacks in play ability. Definitely only for the die-hards.
seals their fate.
Shinubi is instantly playable, but
there's probably not enough variety
built-in to provide any long-term
interest. The graphics are nice (very
close to the coin-op's, in fact), the
sound effects are functional and the
action is constant - but anyone
looking for a little novelty need not
apply.
STACK UP
AND THE REST...
HERE ARE JUST
SOME of the
other budget
releases due to
hit your local
shop during
September,
complete
with details of
label and price.
1943 - Kbcx
(£7.99)
BATMAN
THE MOVIE
The Hit Squad .
(£7.99) j
BUBBLE
BOBBLE
The Hit Squad
(£7.99)
CONQUEROR
Kixx (£7,99)
DRAGONNINJA
The Hit Squad
(£7.99)
FEDERATION
OF FREE
TRADERS
Mirror image
(£9.99)
HAMMERFIST
Kixx (£7.99)
KING OF
CHICAGO -
Mirror Image
(£9.99)
SKIDZ
Zeppelin
£7.99
IF I WERE TO COUNT the amount of puzzle games, released over the last year,
I'd run out of fingers and toes. But now here comes yet another brain taxer to
take its place with the rest.
Stack Up seems to be based loosely on the Sega game ColuttttiSj with a little
classic Tetris -style action thrown in for good measure, The gameplay is. simple
enough: three symbols are dropped from, the top of the screen, you place them at
the bottom, trying to match them up with other corresponding symbols. Once
you've managed to get three of a kind next to each other in a straight or diagonal
line, these disappear, letting gravity do its thing.
The aim of Level 1 is to complete 10 lines - once that's done, things gradually
get harder.
Visually, Stack Up is
quite nice and
colourful, but
the symbols are
sometimes hard
to distinguish
(mostly because
they rotate as
they fall).
Ultimately
, -■■ A •■■ j
A A « *
Sf*E£M
\CBEBXT5\
01
EXT
-- '(p ©
'© a'o'i '
BLOCKS
* = COOS
ooos
00&3
OOOS
it = 0042
though,, this is
only "worth a
look if you 're a
real puzzle
fanatic -
otherwise, don't
bother.
THE ONE SEPTEMBER 1091
95
the expense of the other. If it was up to me, Konami's Vendet ta would
be the one to take the prizes.
DD Crew dues have big sprites, well-crafted graphics and all the
quality you d expect of a Sega title.
Up to four players can take
on -screen roles, as Buster,
King, P.F. and Gung Ho, fighting
a gang of international
terrorists who, it seems, keep
planting bombs in unsocial
ilaces. You have to duff them up,
fined only with a joystick and two
re buttons. This is fine... but it's
a bit sterile.
What Konami's game designers
r have done is to add a Eot more
atmosphere to their effort. Okay, the
sprites are smaller, but the graphics
are moody, much more imaginatively
drawn - and the animations
are smooth and inventive.
Blood, Hawk (who as it
happens, looks strangely like
Hulk Kogan}. Boomer and
Sledge comprise the Cobras,
and arc somewhat unhappy
that Kute Kate (sister of Hawk) has
been kidnapped by the Dead-End
Gang. So, having exhausted all
other methods of getting her
back, they reluctantly
decide that there is only
one course of action open
to them. They resort to
violence- and here we're
talking about spiked
sticks, petrol bombs, guns
plus all manner of punching,
gouging and kicking.
Vendetta has both class and
imagination. You want a
cathartic experience? Take a
handful of iop's and play this
same!
Seta's DD Crew (Left) and
Konami's Vendetta (above and
below).
TIME TRAVELLER s eg
WE TOLD YOU ABOUT IT a couple
of months ago and now here it
is — Time Traveller, which Sega
claims is the world's first Holographic
Video Came. Holographic? Well, sort of -
in that the screen display isn't actually
on a screen at all, but projected into thin
air, using some quite clever optical
technology.
So what's so clever about projecting an
image into mid-air? Well, if you film
something up against a black background
then project it into mid-air, with
something black behind it. you get the
effect of a real 3-D image. So when you
play Time Traveller it looks as If you are
in control of a real four-inch high
person. Whether this constitutes a true
holographic image Is one for the lawyers
to argue o%ner, but the overall effect can
certainly be
described as novel.
The game is similar in structure to such
old classics as Dragon's Lain you play
short animation sequences via laser disc
(you have all the usual choices of
jumping or ducking, moving left or right
and firing your gun), with response
necessary at certain decision points',
such as when a haddie appears with a
gun
The difference is, Time Traveller does
it better than ever before. All the action
has been filmed using real actors,
dubbed with hoopy sound and lavished
with a considerable amount of expensive
post- production special effects. Added to
all that is the fact that, although it can
take 20 scenes to finish the game, there
are about 60 on the laser disc - so
you're not subjected to the same boring
sequences of scenes that have been a
96
THE ONE SEPTfMBI-K 1991
feature of previous laser
disc games.
The storyline has you.
Marshal Gram, fighting an
evil scientist (Vulcor).
saving a princess (the
lovely Kyi-La) and blowing
away hordes of minions
(Space Knights. JMinjas.
Knights. Cavemen, to name
but a few) in your quest
throughout time to prevent
the destruction of the
Universe.
Time Traveller plays well
and is an exceptionally well
polished piece of software. Although the
gameptay isn't to my personal taste, a
great many peopte will marvel at the
'hologram' effect, and have a sreat time
getting the girl. This has got to be worth
a go for the novelty effect alone.
WE ALL KNOW
that the Japs
are totally
barmy, don't we? Well,
from the people that
confirmed this with
Sweej Licks (where you
hit motes over the head
with a hammer) tomes
Cosmic Gangs, where
you shoot cutesie aliens
with a light gun.
Although ii lacks the
sheer physical pleasure
of maiming small
mammals, it's another
splendid silly affair
which is a must for the
end of any lengthy
video session.
DYNAMIC CC Sega
NO, I HAVEN'T GOT A CLUE what the title
means either, but I can tell you that Dynamic
CC is yet another competent golf game from
the development rooms of Sega. Sega, of course, has
a good track record with golf, having put out Super
Masters well over a year ago, only recently
superseded by Konami's Golfing
Greats.
Now we have the follow-up —
and, sadly, although it is much
more detailed that its baby
brother, it does lack instant
payability. Still, it does have
some good ideas, such a.s the
control method. The problem
with golf sims is. how on earth
do you simulate the hitting of
the hall. Such that a Skilled
player can put back-spin, slice and fade into a shot?
Tricky.
£
9-
J c
r i°
u
u
UJ CO
OS
us
<i
Z
On this occasion it has been solved by having the
picture of a golf ball scanned by a horizontal bar
going up and down. Across this bar oscillates a red
spot. When you. make a shot (the strength of which
is determined by a spring loaded bar which you pull
back and let go to swing), the har and the spot stop
— and the position of the
spot tells you where you
tfffi - struck the ball, So if a shot
htwjik' needs a bit of backspin,
you make sure that the
spot was below the
in.-: ,',1 centre. To slice, the spot
imwia= mlls( (j e on ^ r | § | 1t p Qr a
^gJL smacker straight down the
fairway, plumb centre will
do the biz.
Expect this system to
appear on the next home format golf games - but
be prepared to practice to improve your handlcapl
5 i I HUKH
FUNLAND -
Trocadero, London
[USTOFF PICCADILLY CIRCUS, the
posh tourist shopping
trap, the Troradern,
houses probably the
best arcade in the UK -
Fun! and, Open for only
a year or so, it took a
bi£ risk by banning fruit
machines from the
premises, which means
thai people of any age
can go in {most other
London arcades have a
strict age limit).
Packed with alt that is
best and newest -
including eight-player
Final Lap It, the R360,
VirtvaUty and Time
Traveller— and with* an atmosphere of Dashing
lights and pumping music, it's a must for
anyone into vids. On top of that, there are
kiddie rides and dodgems for those who need
a rest from, or have an
aversion to, maiming aliens.
Go. go, go - but take a lot
of dosh. because the best
doesn't come cheap!
THE ONE SEPTEMBER 159 1
-97
AMIGA MEGADRIVE ST PC NINTENDO GAMEBOY C64 SEGA
FAMICOM SPECTRUM LYNX PC ENGINE GAME GEAR
-o
o;
10.00 Dm 4500LI
380 Ptas SS8.10
fsj!
1T-FIGHTEI
f
QQ
A SONY VIDEO WALKMAN
TWO SUPER FAMICOMS*!
FAB BASEBALL FREEBIES!!
OUT
NOW
/rS
\
k
m
4
DEMOS
Welcome to the completely re -designed,
completely re-vamped, completely re-
named Demos section. You've never had
it so good...
PICK OF THE MONTH
VIRTUAL WORLD
UST WHEN YOU
THOUGHT that
vectors couldn't get any
better, along comes,
another programming group to prove you wrong. In what is
hero Idea as- Loth a sequel to the Trip To Man demo (see
Issue 33) and a tribute to the legendary Tobias Richtar,
Virtual World is one of the most imaginative (not to mention
visually stunning | demos to date.
The collection is split into two parts, with the first consisting
or a collection or various vector shapes, rotating in a"
directions. Most of the shapes (helicopters, planes,
spaceships and so on) are made up entirely of 3D spheres,
which marks something of a first.
Port two is
where things
hot up. Via a
mixture of
filled" vector
spacecraft and
hand-drawn
backgrounds,
we're treated
to an
astounding
look at the 2 1st
century. The
story follows
one Captain
John and his
trip to a newiy-
discQvered
planet- and in
the tradition of
all good
stories, it loaves you wanting more - rather abruptly, In fact, as it
only seems half finished (the only Flaw to an otherwise perfect disk)
GRAPHICS
D 15 THE NAME of the game this
month, with everything from
vector graphics to fractal landscapes
making an appearance*
Two disks feature fractal landscape*, one a sort
of promotional disk for a forthcoming landscape
generator, the other a collection of slides
accompanied
by a very nice
Jean Michel
Jarre Oxygenc
sample
(wouldn't It he
nice if a game
actually vsed
this sort of
graphics?
Imagine
Populous or
Hunter with
hills like that).
The cult TV
show, Red
Dwarf is still
making an appearance through the
miracles of digitisation. Another
■Hdeshow packed with Lister and Co. is
doing the rounds, although the quality
isn't nearly as good as previous offerings.
A LOOK AT THE PROMISED
LANDS (left and far left}
with Fratial landstapes
while (above) Lister and Cat
explore new lands of their
own.
THE ONF Stt'TEMBER 1991
99
®ne
DEMOS
More digitisation comes In the
form of The Invisible: World, a
scientist's delight, packed full of
magnified Insects, bullet
trajectories and a nice little game
called Fluid.
One of the best film- based demos
of this month is Alien. Taken
(would you believe?) from the
Ridley Scott science-fiction
masterpiece of the same name, it
retells almost all of the story using
stills and text on top of a suitably
moody soundtrack, once again
reminiscent of Mr. Jarre,
SOUND
I TODAY, Sergeant
Pepper taught the band lo
Elay," arid now Faculty X has reproduced it
r us to hear. In what is sure lo mgke ail
you hippies run for your Joss slicks, the
Beetles are bock in all their psychedelic
glory. Well, all you actually get is half of r.
Lucy in rfie Sky with Diamonds and
obout 15 seconds of Sergeant Pepper's
Lonely Hearrs Club Band, but if you are
a fan go for it because it's the only
Beatles demo around.
Those other '60s favourites, Derek &
Clive (a.k.a. Peter Cook and 'cuddly' Dudley
Moore}, show up in a Filthy, disgusting, foul-
mouthed sample from one af their songs. It's a
disgrace that we are prepared to let this sort of
language infiltrate our demos and (he sooner it's
stopped the better (by ihe woy 1 7 Bit, my disk has corrupted
Can you send me another one?f.
Other musical treats come in the shape of the Zero Defect
Propaganda, theToipan Sap Is Crap disk [despite the Flash Gordon
loading music being better tnan most of the actual tunes) and a
collection of good quality piano samples containing seven classics,
Most of us will k now them as 'that one from All Creatures Great And
Small" and 'that one from Pet Black' but classics they are.
PAUl,
GEORGE AMD
RINGO ore back lor
a ante in a lifetime
performance.
GAMES
A disappointing month for games, the best
b
k being on one of the graphic demos (see
above}. What we do have is Scum Haters, The
Adventures Of Harris and Lamer Exterminator*
Worst first, Lamer Exterminator is a poor Operation Waff variant,
involving the destruction of Lamer* from a myriad of windows,
When a head pops up, you pop it off.., messily. It's fair fun for five
or 10 minutes, but not one for the long term gamer.
Scum Haters is a SFUOf-created vertically scrolling shoot 'em up
set in the (oddly-wide) back streets of East London. From behind the
wheel of your Scum-Mobite you simply have to kill everything that
moves (and some that don't). It's nice enough and mindless
violence freaks will no doubt get a kick out of it but, once again, in
the long-term if s no great earth-mo vw.
In comparison, The Adventures Of Morris, is well presented, has
colourful and original graphics, a superbly atmospheric
soundtrack,,, and plays like a donkey. Well, it's not that bad - it
does have a few things in its favour. If the control method had been
nicer, Narris would have been an enjoyable platform romp.
NICE FACE, shame about the game. The Adventures Qf
Morris is another in the long line of average platform
games, although for less than £ 1 it's not that bad.
WHERE TO GET 'EM
PICK OF THE MONTH The Virtual World demo is
available from: almost everyone! If there is a PD
company that doesn't have it, then it probably doesn't
deserve to call itself a PD company. If you are having
trouble, try one of the following:
1 7 Bil Software, PO Box V, Wakefield, WF1 1 XX
Riverdene PDL, 30a School Road, filehurst, Rending, Berkshire, RG3 SAN
Ultimate PD, 44 Ffestiniog Road, Gobaifa, Cardiff, Wales, CF4 2QS
Everything else mentioned this month is available from 1 7 Bit
SoFNva re (amongst others, see the advertisements over these
pages).
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'.11
Jame 12
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®ne
In his recent series, Matthew Stibbe gave us an introduction to
great strategy games of the past - now Lee Paddon takes up
fne story and embarks on a quest for the ultimate strategy
game. First under the microscope is Stibbe s own 'Nam.
THE WAR THAT CAN'T
WON
'NAM- movement of troops is achieved via a series of maps.
THE BEST STRATEGY GAME ever invented is chess-
!t's easy to learn the basic moves and, with a plethora
of choices in strategy and tactics, no two games are
ever the same, At the same time, analysis of the enemy's
intentions is vital, These elements are the essence of a
classic strategy game - so why don't I just bin the computers
and get the chess board out instead? For the simple reason
that, like most people, I enjoy a new challenge.
The first game I've chosen to put through its paces is
Do mark's 'Nam. The author is our very own Mr. Stibbe and
as he was far too modest to mention it in his series, I thought
I would rectify this omission.
The game is set in Vietnam in the late '60s and early 70s
and attempts to simulate the military and political implications
of US foreign policy during the war. The player controls the
US and South Vietnamese forces and the aim is to prevent
the North Vietnamese (NVA) from reunifying the country. If
the US player goes in mob handed, the NVA might be
defeated, but the political argument back home will be lost:
commit too little and the South will be overrun,
From the sound of it, then, you would expect the game to be
loaded with intriguing and far-reaching decisions, but
unfortunately it doesn't work that way,. It is possible to win the
game simply by staying at home, cutting off all economic
assistance to the South and stopping the bombing. According
to the rule book, this should result in the NVA either capturing
Saigon or converting the peasants to communism - but this
doesn't happen and the people of the United States are duly
grateful.
The military side of things is treated with a broad brush,
Units are moved around the map and combat occurs when
enemy units overlap, One neat touch is that as a unit takes
casualties, its size - representing its zone of influence -
shrinks. A unit's ability to fight is reduced the longer it is exposed to combat and recovers whilst at rest. On the down side
there is no attempt to represent roads, which the US relied on to move their reserves around. Saigon is the only
geographic objective which matters. The rest of the time, you are playing hide and seek with the NVA. Given the strategic
slant of the game, this approach would have been acceptable if the political mode! had worked.
Vietnam is, of course, a difficult topic for a game; the beginner is likely to
be put off by the idea of playing a game he can't actually win - all you can
do is avoid losing. On top of that, it is long and repetitive. None of this would
have been too bad if the game model had worked in practice, I can't
understand how a game can be extensively playtested without anyone
realising that if you just sit on your hands, you win!
TRAIL BLAZING PROSE
I $ 1 ♦
A LOT OF THE
WORK in Nam
seems to have
gone into the
provision of
graphical details,
such as these
unit Insignia.
MICROPROSE HAS LONG BLAZED A
TRAIL between strategy and
simulation. Recently, these two paths
have converged with games
Such as Red Storm Rising, F-10
Stealth Fighter and Ml Tank Platoon.
all of which require large dollops of
strategy and tactics.
Most people have probably realised
by now that in Stealth Fighter, the big
scores and 'gongs' are achieved by
flying stealth missions rather than
flying at the highest levels of difficulty.
The game is at its best when avoiding
the enemy is all important, trt the
shooting war, the game suffers when
you land safely, having been hit by
most of the Soviet arsenal of SAMs. In
Ml Tank Platoon, some players have
been a little puzzled by the
references in the manual to Teal
tankers' which should achieve
career totals of 500,000 points or so
- an average of 5,000 a mission.
MicroProse now admits, that there
was a bit of a breakdown in
communication between manual
and software writers and 1,000 per
mission is going some - this can only
102
THE ONE SEPTEMBER 1391
be achieved facing wall-to-wall T-eOs.
Next month, I'll look at Micro Prose's
Railroad Tycoon and further ahead to
Civilization which will follow it.
Meanwhile, if you have any comments
on strategy games including hints,
please write to me cft> The One.
TWO FROM PROSE: F-1S Stealth Ftghtar
(above) and Ml Tsnk Pfotom (left).
A.B.P
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SEPTEMBER 1991
Whoops! It was too late to stop
the Contacts pages from going
to press when long-time Contact
Jayne Thorpe called me, asking
to pull out due to the pressures
of her job. Luckily this page was
still to be pasted-up by our
designers so Til take this chance
to ask you not to call Jayne this
month.
Back to the regular tips. This
month:
INDIANA JONES
gets the
Classic
Guide
treatment
as TIERTEX take you through the
first two levels... the
BITMAP BROTHERS are
still going head-to-
head with the GODS.
This month level
two . . . Guybrush Thr eepwood
discovers more secrets in MONKEY
ISLAND.,. Plus, bags of tips for:
LEMMINGS,
MEGATRAVELLER 1:
The Zhodani
Conspiracy,
SUPERCARS 2 and many more.
BRIAN NESBITT
The man with Hie hat is back, and this time he
needs your help. Tiertex takes us through Hie
arcade version of Indy's exploits.
INDIANA JONES AND THE MINES OF
There are only two things that are essential to remember in level one:
collect all the torches and use every rope, Don't think that it'll be quicker 1
fall through gaps instead of climbing down them, as in the long run you'll
need to keep your energy high.
The best way of jumping from one rope to another is to get as low as m_
possible on your current rope before leaping diagonally. This prevents
from hitting the ceiling and falling to your death.
y CROSS
G GUNS £
E CHEAT MODE
DOOM
Even with the maps, the game is tough to complete so to help you along, try
using this cheat mode:
On the title screen (the one with Indy and the whip) type JIEHOVA. The
border should flash grey and the cheat mode will be activated. Now, during
the game, press 2 to jump through the level and L to skip it entirely.
Remember, though, that in order to complete each level successfully you
must acquire each of the artefacts (the Cross Of Colorado, the Crusader's
Shield and the Grail Diary], If you skip past any of them, you won't be able to
complete the game.
104
[Ml ONf SSI'ltMBEK VJ'M
INDIANA JONES
AND THE LAST r d ii c * rv *
CRUSADE
INDIANA JONES
AND THE
CATACOMBS OF
FEAR
Obviously it's important to
choose the correct archway,
otherwise you'll end up
wandering around the
catacombs in vain. Having
chosen the correct one, your
biggest problem is with the
fireballs. These are a lot larger
than the stalactites and you need
to time your run perfectly. The
map should give you an
indication of where to stand in
order to judge things.
Once youVe found the shield
and are scaling the castle wails,
keep an eye on trie lightning
indicator. As it strikes, try to be
on a ladder or a rope. This
prevents you from failing if your
is shattered.
tilei
THE ONE SEPTEMHffR 1991
105
HELPING
HANDS
Dear Brian,
I've been looking at my pile of
uncompleted games, amongst
which is Voodoo Nightmare. I
have completed the first temple
and all the other 'jobs', like
reuniting the lion cub with his
mother and saving the native, but
I am unable to get any further.
I can get to two other temples,
in one I am stuck behind some
elephant tusks and in the other
it's pilch black. What cm Earth am
I doing wrong?
Please help so as to
restore a little sanity to
my life,
A.C. Bemascone,
$horehanvby-sea,
Sussex
The key Is competing
the temples In the
correct order -Spider,
Snake, Eagle, Ape th&n Lion.
The dark temple you mentioned
was Ape and is overcome by
finding a light in the one of the
previous temples. The tusks are
actually plants(') and need to be
pushed.
Dear Brian,
I recently purchased Eivira from
Accolade and am having a lot of
trouble with it. What I want to
know is, how rio you move when
TIP,
WIS IS WHAT I IM TOW :ir brag^nw up with a cheal
instead of copying Irian from other twig: or phoning the software houses |"Wriile
ploying tfiis gome 1 jusi happened to drscwer that holding down the Tab key end
typing Supers .ifra90;iirit#xfwolidoh"us,wrtiile jumping in the nir and singing I'm A
Yankee Beadle Bandy, activate the cheat". Do you redly think I fall fo- ail that
rubbish?!- Chris Ny and from Gwynedd in North Waes has won himself £50 worth
of software for this briflianrly simple, yel dwastatingfytruel cheat for
MEGATRAVEUFR 1:THE ZhH>DAN I CONSPIRACY
1 . Generate a party of drapl^^hicrtiMenHjaTr^^^t Oral team. Ttae shoulrj
ncwbelSspwesWt^eyrdisli. Ij ^^
2. Start to generate character's and keep mm in -their chosen service until they one
f-sfced to retire ihnough old age. They will now receive brae amounts of money kf
firing ^they eom mast if ihgy are Scouts and are less likely to get tf rewn out), as well
as weapons and Vacc Suits.
3. Fi II ihe rest of the character pool wlih these rich 'crumblies' .
4. Start the geWihjre from scratch with one of the original members and four of the
crumblies. &> to the Staqpod and get everybody to deposit oil of their money into on,
account, h4ow withdraw the money through the original parly member, leaving one
credit behind.
5. Go to the General Store «nd sefl all of the crumblies' equipmen! - unless there is
anything useful for the original party member - giving all ihe money to you know who.
6. Take ttae party outside and break them up. Now shoot all of lhe crumblies..
7. Go bock to the Storport,. save ihe gome and recruit bur rrore crumblies,
repeating ihe above steps a: many lines as you like.
8. Once you've get a substantial amount of wealth, recruit me other
original parly members and continue your gome.
you put on die armour
in the armoury? I keep
becoming immobile.
Salihur Khami.
Swindon, Wilts.
Armour is heavy stuff, you know.
What you need to do is drink a
few strength potions to give you
the necessary Schwarzenegger-
style power..
Dear Brian,
Please can you tell me what
Retro Rockets are used for in the
brilliant space trading game Bite.
I have looked through the manual
and it doesn't say anything about
them.
David Abbott, Whitstable, Kent
Retro Rockets allow you to travel
backwards. (That's more like it.
straight to the point. I don't know,
these Mors that waffle on about
God knows what, when more
space could be devoted to...)
CHEATS
PAOANO
On lerefs I and 2, jump aver ftbe ihifd
flbstode, (ihm rum around and push it
back by running towards it. When you've
gone tor enctgh, you are awarded 1 -a
special bcrws: Level I - Han} Hcrf tor
protection from lotting ohosrV, level 2 -
Iwifted rWifaerabJfery.
FROM: RtCHARD ROBERTS, CANVEY
ISLAND, ESSEX
LOGICAL
To get to (he iereen designer, enter THE
FJNAL CUT as a password.
FROM: ADAM CHAPMAN, COiMY
NEWm, MIDDLESEX
5UPENOW5 2
Enter player one's name as Wbndedand
and player rWs as Ihe Seer to be able to
qualify no matter where you finish. Yew
also get three grades of urmour, rtbnee
rams and engines and 99 pteces of ovrrmo
forwery weapon.
FROM: MICHAEL DICKINSON,
AWStlOH, MANCHESTER
SM Of FIRE
On iheopltbns screen, type OPERATION
FmtThr irwlnerafcjljry. 0-9 will skip
fROM: KEVIN FERNANDO, STRUNG,
SCOrTAND
DAYS OP THUNDER
Pause the gams and 1 type
COMmrwlTHME la be able to fly!
FROM: ROBERT HILLER, SHEPPERTON,
ION0ON
rX+
fiartr n'dhfer wirb invincibility, simply press
the Spacebar when you get Jcnodfeo
aWn.
fR0M:HIAU.&KmGWQOD,
HOIMSiDE, SUNDERLAND
LEMMINGS
TRICKY LEVEL 1 9 ■ CODE: CAJJLFMBFY
It's Friday, ifs five to five and it's time to stop more of those cute little
Lemmings from going SPLAT!
Continuing our series of level solutions, in this month's journey to
the wild, untamed tends of Tricky we bead off to level 1 9.
GEOFF DREWER Of MAIDSTONE in fenris
this month's (rather masculirwl damsel in
distress. He writes; "This level's beginning to
make me want to commit suicide myself . Tell me
the solution,, go on, pleeease."
Well, how could I ignore iucha heartfelt plea
(answers on a postcard please)? So, just tot you
Geoff, here's level 1 9. Don't forget, iF you'vs
got g problem, «F no one else con help, and if
you con find me, men maybe you can send
your plea to the address on trie contents poa^ r
heading your envelope Long-life lemmings
J. Climb.
2, Dig riown at the third notch,
3. Build.
4, When facing left, dig with pick-axe.
5. Dig across.
106 -r
HE ONE SEPTEMBER 1991
STAND-ALONE
500 COMPUTER
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WITH EVERY
*m
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PLAYERS
GUIDE
Last month they covered the whole of Level One, as well as
potions and monsters. This month the Bitmaps lake you through
Level Two and offer advice on weapons.
WEAPONS HAVE AnRIBUTES which define (heir
behaviour ond effectiveness. The weapon's 'hit poinf
scare determines haw powerful it is. For example, b
kill a monster with 20 hit points would require 20
throws of a one hit point weapon (such as a knife) or
four throws of o five hit point weapon (such as a
fireball]. Obviously, the nigher the hit point rating
the belter.
A weapon can either stop when it hits a monsler
or travel through it. Weapons which travel through
monsters are clearly more effective as they can do
even mare damage. You should take this ability into
account when choosing your weapons. For
example, in a situation where you are firing at
three monsters in a line, a throwing star jtwa hit
points) is much more effective than a mace
(three hit points), because the throwing star
does at least two hit points worth of damage to
each alien (a total or six plus) whereas the mace
only achieves ihnee hit points damage in total.
The third characteristic which should be taken into
account is whether or not the weapon collides with
walls when it is thrown .Weapons which go past
walls are usually more effective. A general point to
bear in mind is that the value of a weapon reflects its
usefulness.
EXTRA IMS
Extra lives ane plentiful in Gods. Not only can they
be found in treasure rooms, but they're also
awarded for clever play and scoring points. Extra
lives can also be given to help a player who is daing
badly,
They are awarded for points at the fallowing
milestones: 50,000; 1 60,000; 300,000; 500,000
and then after every 200,000 points.
Fire Crystals are also awarded for
scoring points and are given at
the following scores;
1 00,000; 250,000,
400,000, 600,000 and
then after every 200,000
points.
These bonuses only
apply when playing from
the start of the game (level
one
If you use a password to start
from another level then bonuses, equivalent to the
number of levels skipped, will be missed. For
instance, starting at level three, your first extra life is
at 300,000 points and your first fire crystal is
awarded at 400,000 points.
LEVEL 2
WORLD I
The World Key to ex.il world one is
located in ifie gem room, which is
situated on top of a pfatfonri, some
distance above ground level. The key
is much too high to reach by normal
means, but the block that if nests an
may be lowered by bringing three
gems into the room. You must bring
them in the correct order - Ice, Fire
then water, When the platform is
lowered, collect the key arid extt
World 1 through the door by Lever 4.
Hidden Puules
1 . To get to the treasure roam
When you first start Level 2, walk to
the right and press the hidden Switch
1 . This will open a trap door below.
Walk left and kill the Iwo centurions.
If you have mare than on* life they
will reveal a gold treasure -chest key,
Collecting this key will also trigger
(raps throughout this world.
Climb dawn into the chamber
below ihe one you started in and
walk to the right until o thief appears.
Leave ihe ihief to jump up and steal
the shield potion silting behind the
traps on the platform above. Now use
the gold key to lure him bad down
and Tki II him to get the shield. Climb
up post the traps. Full Lever 1 to
reveal a treasure key and a ihief so
collect if For you. Make sure your
shield has run out before pulling the
lever or it witl til I fhe thief.
Enter the treasure room ihrough the
door to the right erf lever 5.
2, To enter the bonus room
Experiment wim Lever 3. Make sure
yc*j have enough energy before
entering.
WORLD 2
The most direct route through the pits
is as follows.
Climb dawn the ladder to the
platform where the narrow arc rests.
It is usually better to ignore ihe
narrow arc token if you already have
a standard ore.
Walk to the right hand edge of fhe
platform and jump onto the ladder to
your right.
Jump onto the platform by Lever 1 .
Press Lever 1 to blow up the trap
below.
Climb back down and land on the
platform below.
Go down the ladder to the right.
Get off atlhe first opening on your
left. This is Pit 1 .
Blow up the traps by pulling Lever
2.
Get ihe room key.
Return to the ladder and climb back
up to the top, exiting fo your right.
Keep walking along mis platform to
the right and drop orr the edge.
You one now in Pit 2, Walk right
and up the ladder.
Walk right and jump over the gap.
Ga right and down the next ladder
and collect the le'teport key.
Go to Lever 6 and pull It. This doses
ihe first trop door In Pit 3,
Drop down.
Pull Levers 7, B and 9 to close each
new trap door in rum, allowing you
to progress to the bottom of Pit 3,
Open ihe Iwo side doors to your
right ond go through the door facing
you between Levers 11 & 1 2, This will
teleport you to the top of Pit 4.
Enter fie door to the right oF leyer
1 5 and collect ihe world key frorh the
ship room.
To exit the wodd, dimb down to ihe
bottom of Pit 3 and open the left hand
door, The World exit door is along
the corridor to your left,
Hidden Pontes
To get to the treasure room
There are three chalices lying around
fhe pits. Take them to the ship room to
receive a treasure room key. The
treasure room is entered ihrough ihe
door to the left of Lever 3.
The Shop
Buy spears and Fewer Potions.
WORLDS
Wodd 3 is split into two halves, the
mosaic puzzle ond the candle puzsle.
The mosaic puzzle
You start in the Mosaic Room. There
are four pieces of mosaic which you
must find and bring here.
Pick up the first piece from ihe right
hand side of the room and walk left ho
replace the first piece oF mosaic.
Pull Lever 1 ,
Kill the two centurions revealed and
collect the trap key.
Rese* Lever 1 to reveal a moving
block.
Jump onto ihe moving block and
pick up the door key.
Pull Lever 2 to reveal ihe hidden
door.
Pull Lever 3 to move Block I .
Reset Lever 2 to open the door.
Along this corridor ore four rooms.
These are ihe Crypt, ihe Apothecary,
the Wizords Study and fhe Armoury.
In these rooms ats several objects.
The Globe, ihe Skull, and the Jar of
Herbs.
To find the missing three pieces of
the mosaic, take the Skull to ihe
108.
THE ONE SEPTEMBER 1991
*« Type Cost
Z
2
< Knife 02500
HP
Stop on Slop «n
Walls Alien
1
YES YE$
H* Throwingstar 05000
2
YES MO
5 Mace 07500
3
YES YES
Axe 10000
4
NO NO
Fireball 12500
5
YES YES
Hunter 15000
5
NO YES
Mogic ove 15000
3
YES YES
Spew 17500
6
NO NO
Time bomb 20000
20
NO NO
Lightning bolt 30000
25
NO NO
In tevel Foyf the power C* ihe axe increases
to 1 2 HP tmd its value tot 7,500
J** Treasure Value
WJ Pileofooffls 00002
a! Crystal 00075
Jewel 00150
Small ingcf gold 00200
Large bog of gold OOiOO
Gold plate 00*0
Necklace 00500
*M*MI4 T i
I Treaigr*
[Roam J I
a
Treasure
Diamond
Gold mask
Water crystal
Fire crystal
Iron treasure chest
Steel treasure cheit
Goid treasure chest
Value
00500
OOBOQ
0(000
01500
01000
O200O
03000
[{gun ys
^»* p sisn
1 Treat
Chapel :
Mfl"
;i
W3End
KIY
| Herb*
A Trapdoor key 1_|
Swfah
1
ke gem
j A Boom lt«v <0
Tetepnrt (lent
!<">
Water asm
1 ti T>l*per1 k*y O
4 Daorfciy *
-4j Trnalure leaf ._
<] Worid key *€p
Hlddnn twitch
Tmp
Candid
J Glob* f tend
D
flreflent
light
Gionf jump peiioti
()
Globe
^ Vdh •
Shopkeeper
....(- Crais
9
4
SMI
^| Trapdoor ■
Alien glrnfMr potion
X Um
1 Moving hl(nlf 1
Breakabl* block
f Chalk*
HflHk
im
C-ryph me Globe to me Wizard's
Study and ihe Jar of Herbs to the
Apothecary, The quickest route is,
Armoury, Crypt, Apothecary,
Wizards stacy.
Return ail ihree pieces of mosaic to
the Mosaic room and a teleport stone
will appear.
The teleport stone will take you to
the second part of World 3.
The Candle Puzzle
Walk left kilJina. all monitors until a
trap key is revealed,
Return )o Lever 1 5. Pull it and
moving Block 2 will rise from the
floor.
Jump onto the moving block and 90
up the ladder.
Climb up the ladder and kill the
wall monster - this will reveal a spear
token.
Pick up the trap key and climb back
dbwn the ladder.
Walk left to Lever 1 7 and pull it.
Climb down, the ladder. Walk right
Jump over me !rap and pull Lever 1 8,
This doses the trapdoor underneath
Lever 1 9, Climb back up and jump
onto the Irnpdbor.
Use Lews 1 9 and 20 to close Irap
doors and make your way up. Collect
the trap key orv the left.
Jump onto moving Block 3 and ride
it towards the right.
Jump up onto the' ledge and retrieve
the candle,
Go to Lever 22 and pull it to move
Block 4 and climb down through the
opening revealed,
Make your way to the Study. The
candle reveals ihe door key here,
Go to Lever 26 and pull it to gain
entrance to the Dragon's Lair.
Hidden Puzzles
To get the gold cross
Reset Levers 1 9, 20 and 21 . This will
destroy the trops which prevent you
from reaching the gold cross, which is.
very useful if taken to the right place,
The Dragon
Alternately duck and shoot to kill the
Dragon. Don't force him too far over
to ihe right or, when he dies, the
treasure revealed will drop off the
bottom of the screen and be lost,
The Shop
During the first wgrld of level 3 you
will afmost certainty' have to pick up a
mace which will cancel your spears,
Sell the spears now by buying one
throwing star. Spend you money on
Fireballs and save the rest to spend in
the next shop.
Next month the Bitmap
Brothers wifl take you
through the final two
levels of Gods.
THE ONE SEPTEMBER 1 991
109
MY FRIENDS, i HAVE
A VISION. One day
I see a nation of
Contacts, a land
governed by the
sort of people who
answer calls at all
hours and know
every game in
existence
backwards. It will
be a strong nation,
a proud nation, a^
nation where
are real men
women are
women and I sit In
command, leading
my army of
Contacts, crushing
all before me,
forcing others to
bow at my
command and
subject themselves
to my every whim.
Power, ha ha, I love
it.
And now back to
your regular
programmes*..
WARNING!!!
NOW PAY ATTENTION, this is
important. In the interests of
safety, it is vitally important
that whoever wears h\e
trousers in the house land
that's just a phrase, I'm not
being sexist, I'm not implying
that anyone actually has to
wear trousers. I mean skirts,
blouses and dresses would
look very nice on a woman,.,
not that they have to wear
them you understand. If
women want to wear trousers
then that's fine by me... not
that anybody has to conform to
my ideas or anything, I
mean,,,) has granted their
permission for their home to
become o nerve centre in hHe
fight against troublesome
gomes*
NAME: Michael McPariand
ADDRESS: Park Lane, 6
Newry Road, Belleeks,
Mewry, Co. Dawn, BT35 7PE
TEIEPHONE: (0*93) S78695
TIMES: Sensible Hours Only
GAMES: Batman The Caped
Crusader, Battle Squadron,
Block Tiger, Blood Money,
Bubble Bobble, Car-Vop,
Chose HQ U 2, Cybemoid,
Exolon, F29 Retoliator,
Golden Axe, Heller Sldrer,
Impossamole. Kid Gloves,
lemmings, licence To Kill,
Lotus Esprit Turbo Challenge,
New Zealand Story, Nilro,
Pang, Rainbow Islands,
Rampage, Rick Dangerous,
Robocop, R.VF Honda, R-Type,
Shinobi, Shadow Of The Beast
T & 1, Silkworm, Space Ace,
Spirit Ninja, Strider, Stunt Car
Racer Super Hang-On Super
WoiWHBW, Sword Of
Sodoa SWFV f T«l Dfwe 3,
Tin Tin On The Moon , Toyota
CefJco GT Rally, Treasure
Island Diny, furrican 1 &- 2,
Twinworkk Untouchables..
Xenon 2 Megablost, I Out.
NAME: Kieron Hardie
ADDRESS; \ 2 Greenback
Road, Maybank. Newcastle,
Staffs. ST5 0RU
TELEPHONE: |07B2| 625S34
TIMES: Monday to Sunday -
S,30pm to 8.00pm
GAMES: Back To The future
2, E Swot, Nilro, Not* And
Swm,5r^cw Of The Beast
2,SW,E-CM,plusmm)r
more.
NAMEiMomWTontbling
ADDRESS: 1 2 Akwondn
Road, Brecon, Powys, Wales,
LD3 7PD
THEPHONE: (0874) 411270
TlMtS; Monday to Sunday -
Before 9.00pm
GAMS: Ai.amx, Bad, Back
To till Future % Barbarian,
Batmen The Movie,
Bombuzd, Bubble Bobble,
C hose HO, Days Of Thunder,
Double Dragon, E-Monon,
FttRetoKcrtor, Golden Axe,
Gr»l Giono Sisters, GounHet
% I K- , I nd iana Jon« And The
La*i Crwode, Kick Off, Kid
Gloves, Lsmminaj, Licence To
Kill. LgmbordRAC Rally,
Major Motion,- Microprose
Soccer, MiG-29, New
Zealand Story, PGA Tour
Golf, Populous, Puffy's Sago,
Rainbow Islands, R-Type,
Shadow Of The Beast 2,
Silkworm. Sim Chy,
Speed be II, Stunt Car Racer,
Super Off Road Racer,
Teenage Mutant Hero Turtles,
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NAME: Jayne Thorpe
ADDRESS: 29 The Chase,
beveringtan Road, Wisbech,
Cambj>E13 !IW
TELEPHONE; {W45|5o22r30
TIMES: Mondcy to Sunday -
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UB1 3DX
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Still wondering what happened to the Governor? Can't find a
crew for your boat? Can't find your boat? Then read on, as we
bring you port two of.**
PLAYERS
GUIDE
-Rw M THE SECRET 01
Monkey
Island
AS GUYBRUSH
WATCHES the ghost
pirate LeChutk sail off
with h's beloved
Governor Marley
towards Monkey Island,
his heart fills with rage.
He instonrly vows to
rescue her no matter
what, and seta off to find
a crew and abaci
HOPING THAT THE
IMP0RTAN1 PIRATES wiH
be able to help hint {afar
all., they must have
broken out of more
prisons man anyone],,
Guybrush runs to the
bar, He is- surprised to
find the bar empty - rt
looks as if LeCfiuck has
seared everyone away,
NEXTLfPlSTHE
swodmasfer. Having
someone else as good as
himself at sworclnghring
will be handy. Showing
her rhe note Pfiot LeChutk
left behind is enough la
convince her to doner
dvic duty. She goes off
to pack. Guybrush goes
off to find someone else.
Of COURSE! The rubber
chicken with a pulley in
the middle! Guybrush
uses it m swing along the
cable to the island.
Entering the house, he
meets a large tottooed
man with a hook instead
of a hand, who promises
to pin htm as long as he
pastes one small test...
GUYBRUSH HEADS fa-
me shop, teams the cade
tor the safe con loaning
the credit notes and hies
to fill out the form, but
the shop keeper sees,
through him. Because he
won'') open the account,
Guybrush gets rid of the
old man end sets to
work on the safe.
11. keep ■a stiff upper *p. rve ^rort* ■90.
HIS FIRST THOUGHT rS of
me prison, if he can
rescue mat friendly Otis
guy, perhaps he will be
nateful enough to join
lim in his quest. Sure
enough, Otis agrees.
Now all Guybrush has to
do is figure a way ho
break him out.
r
n
POURING a mug of
grcta Guybrush stumbles
an the answer. Grabbing
mug offer mug, he heads
for me [ail, juggling the
corrosive grog between
the melting mugs. Be
throws ifo grog at the
lock which then melts.
Then he watches as Otis
runs awoy.H
HAVING CONQUERED
the winged beast and
recruited Mearhook, it's
lime fa get a boat and
what better place than
Stan's Used Ship Yard?
But even GuvbrvsVs vast
fortune isn't enough For
me boat of his dreams.
He'll have to try and get
same credit in town.
GUYBRUSH CAN'T
THINK OF ANYONE OSE
who will be useful an
Monkey Island, so he
decides to explore the
unknown parts of Melee.
Making his way to the
northern shore, he can
jusl make out a house on
a small Island. But haw
can he gel across?
previously
BACK AT THE BOAT
YARD, Stan tries to flog
Guybrush off with oil trie
extras. Guybrush refuses
all of mem and employs
some hard bargaining
tactics until an affordable
price is reached. The
boat is token to the dock
and Guybrush waits for
his crew.
112.
I'l II ONE 5EFTEMH1 \i 1^1
LAST TIME ON MONKEY ISLAND: Guybrush Threepwood
wonted to be a pirate, he Ml in love with Governor Ebine
Mcrley, he found a rubber chicken with a pulley in the middle,
he wa$ nearly drowned by Sheriff Fester Shinetop, he
defeated tfie Swordmaster in armed combat, he round the
buried treasure of Melee Island and he became a fully fledged
pirafe just in time to watch the Governor being kidnapped by
the ghost pirate LeChuck.
Confused? You will be after this month's episode of The
Secref Of Monkey island.
HIS CREW, TfKEMS,
aren't prepared 14 woit
for Guybrush.. No sooner
have they set sail than
the prospect of going to
a dangerous iilard .
added lo the no-pcy
factor proves- to be too
much. The crew mutinies
and refuwj to listen to
Guybrush.
WINE, GUNPOWDER,
CINNAMON, mints, ink,
Jolly Rogers, cereal, even
the rubber chicken with
a pulley in the middle
goes Into the kitchen pot,
As soon os the finaf
ingredient is entered, the
pot seems to explode
and Guybrush passes
out.
...AND IS BLASTED out
over the sea ond onto
the beach. He's mode <t,
he's done what nobody
has managed before -
apart from LeQtuek, his
(new, the Governor and
rhe previous Captain, He
pulls himself out of the
sand and pockets a
nearby banana.
THE SEARCH for climbing
rope takes him to a fort
an the north-west edge
of the island. He finds a
cannon and some
cannonbalis.wim
gunpowder nestling in
me nozzle, while a coil
of rope and a spyglass
sit on the floor. He helps
himself,
THE MAKESHIFT staircase
leads to what con only
be described os modem
art, Guybrush pushes
and puis but can't find a
use for it. There are some
more slain leading up,
so once again Guybrush
The Pirate becomes
Guybrush The Rock
CSmbw.
STUCK MA RUT,
Gvybrush searches the
rest of the boat, All he
finds is an old diary, a
box of cereal with a
prize key and a soup
recipe. With nothing
better to do, he gathers
the ingredients lor
pertinent siAs1i1utes| for
the soup.
WHEN HE AWAKES,
Guybrush finds that (hey
are off the coast of
Monkey Island! Seeing
the cannon and
remembering his circus
days, he grabs some
gunpowder and rope
and sets Sght to a T-Shirt.
Lighting the fuse, he
hurries to the rtaule...
TAKING A deep breath,
Guybrush heads into the
thick jungle. His first stop
is at the top ci a large
crack in the earth.
Peering down at Ihe
voley below, he can just
moke out a pair of oars.
tf he can use them on the
rowboat, his exploration
will be much eosier.
AS HE makes off, the
foil's owner, Herman
Toothnot, discovers him.
Some quick talking by
Guybrush results in his
escape and he makes his
way down to a large
dam, blocking a river.
On the far side ore some
footholds leading up.
Guybrush investigates.
REACHING THE TOP, our
hero pushes a rock off
me edge, ft falls onto the
piece of art and catapults
It off into the jungle, Jus!
for fun, he moves the
sculpture into different
positions, fires rocks all
aver the island and ends
up destroying his
precious boat,,. Uh, oh.
Now that the Governor has gone, will Guybrush ever find true love again? Now mot tfie boat has gone, will he be able to get home again?
Now that the rubber chicken with a pulley in the middle has gone, will he get a replacement? These questions and more will be answered in
true next [end final] episode of The Secret Of Monkey Island.
Tl IF riNE SEPTEMBER 1991
113
Cal
a Cub!
This must be the most advanced off-road bike
there is! It's automatic, so ifs easy to ride, and its
lightweight design and futuristic styling make it
stand out from the crowd! The Cub would cost
you £1 800 to buy, but we're giving one awayJ
ftlffi a Honda Bfltam Kawasaki
MT50SGMK JS440J
The MT50S Honda is the best bike for any 1 6 year I
old who wants to hit the road in style!! It has an air-|
cooled 49cc 2-stroke engine and a Motocross style
frame, seat and tank! To buy it you'd have to pay
£1300, but 1 phone call and it could be yours!
The Kawasaki JS440 is one of the best Jetskis
you can buy at a cool £2500, but you could
win one! I Jetskiing is going to be the trendy
sport of this Summer, and you could be there
first with our brilliant competition!!
(mm 4®%
Pinball Machine!
iSHSUm!
ial! is no under-achiever, ifs o Simpsons game!
Yup, people all over the country have been flipping
over this machine, the biggest pinball craze \n years!
And if you fancy pocketing this £2500 prize, then just
get on the ball and call the number shown below!!
Calls cost 34p (cheap rate) and 45p (at all other times) per min incl VAT. For list of winners send SAE to:Pepperoni, PO Box 2065,
London, W12 9JH Please ask your parents permission before you call. Average length of the call is 6 minutes.
WHIRLWIND '
Snooker
by ARCHER MACLEAN
SRcnen in
\
ACE
Atl * 930
J
■
*••
1
•\ -i
igj *
• **
• • • or
THEQNt-95% ZOO -93% C&VG-HIT AMIGA POWiR-i
JIMMY WHITE'S 'WHIRLWIND' SNOOKER
IS THE FASTEST, SMOOTHEST SNOOKER GAME EVER CREATED.
The only snooker gome to achieve a maximum 147 break.
View the table from any angle.
Rotate and zoom in on any ball * Use swerve or spin, but chalk that cue!
4 skill levels • 1 or 1 player.
Practice, trick shot and demo modes * Every break off is unique.
Save games and highest breaks * Digitised applause and sound effects.
X. Archer Modean 199! • ' Virgin Games Lr4 1991