The Flintstones

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The Flintstones

Whether or not these were a success has already been decided by history, but I’ve decided to revisit them, mainly because I’ve not played them all before, and also because I love the original cartoons. I have fond memories of the Top Cat and Scooby and Scrappy Doo Amiga games back in the day so it will interesting to re-visit these two most of all, however, the rest I am playing for the first time. Purely for alphabetical reasons out of the games I’ve selected, I’m going to first take a look at The Flintstones (1988) from Grandslam.


The title screen and theme tune appear nice and quickly on this single disk game, with even a little animation (inspired by the cartoon show) to get us into the game.

You play as Fred Flintstone, who cannot go bowling with pal Barney Rubble until he has painted a wall, once this mini game is completed you drive with Barney (also another mini game) to the bowling alley. The bowling section of the game makes up the majority of the game, once done you then go on a completely unrelated (in all senses of the word) platform style mission to rescue Pebbles, avoiding giant nuts and bolts along the way. Yeah, okay then.

The game play is, um, varied to say the least. A couple of mini games which consist of painting a wall and bowling, intercut with a driving game and rounded off with some platform action (Ed – I wouldn’t really call it action). With such a rich source of material that is The Flintstones cartoon series, that can be applied to a multitude of genres, you wonder how they could have failed. It’s a pure and simple case of “what were they thinking?”, or maybe they just weren’t thinking at all? Why did they think painting a wall would make a great game? Domestic chores, really? Even more frustrating is that if you don’t finish in the alloted time, the game resets and you have to start from scratch, with Wilma basically calling you useless and lazy.

Animated intro, with obligatory Yabba Dabba Doo from Fred.

However, for me, painting the wall was probably the most bearable part of the game, the controls weren’t as bad as I had read about, and with a little thinking involved it was actually pretty easy to beat if you stuck with it (good tip, do the top sections first, working from right to left, then the bottom working left to right). Painting done Fred is allowed to go bowling. The driving section consists of a side scrolling ride in the car, with Barney in the passenger seat, just don’t hit the rocks in the road, well, that’s if the terrible collision detection will let you avoid them. Oh wait, the car jumps? Really? Yup, you basically have to make the entire car ‘jump’ over rocks, otherwise your wheel falls off and you have to replace it. I’m really sure they could have thought of something a little more mind numbing, tedious and pointless? (Ed – Sheldon, sarcasm)

Paint the wall in time, if not, the paint all magically disappears… gah.

Controls from this point onwards really do let the game down a lot. The bowling section really needed some more thought in this respect, the little Fred and Barney animations when they bowl could have made for a really fun part of the game, instead it is painfully slow, difficult, and boring, even the scoring is hard to read, and given this fills the majority of the game it seems like a plus not to make to the next section (lucky for me, I didn’t make it to the next section). Thankfully, someone else has been brave and kind enough to do the hard work for us, the Amiga long play of this game is on YouTube, see link below, where the wonderful cubex55 has saved me from tearing my hair out.

Finally free from the tedium of bowling with Barney, you suddenly have to rescue Pebbles in the games final section.  It unfortunate that the game descends into this, it looks rushed,  and the enemies are completely unrelated to the show, it seems like the worst idea I’ve ever seen for a platform section of a game. I’m still not even sure how we got from a night out bowling to having to rescue Pebbles? Domestic chores to kidnapping, who would have thought it. In the end it looks like the Flintstones family are all re-united and happy, awww.

Beat Barney at bowling, tedium strikes.

I do like to try to find some good in games, but this one was tough, the painting part of the game was okay, and the character sprites and little animations were pleasing to the eye (with low expectations, naturally).

Overall though it’s a frustrating menagerie of under-developed and miscalculated mini-games with the Flintstones name slapped on it. I guess in all honesty I don’t expect much from these types of licenses but occasionally you do get a good game in amongst them. There is also a Spectrum version of this game and a Master System one, in which the latter the characters are all the right colour on the title screen. Yay. For a game that retailed at £19.95 back in the day I expect a few people were disappointed with this choice of game.

A few stone age related games that won’t make you want to lob your Amiga out of a window are Prehistorik, Ugh! and Chuck Rock, so if you fancy a quick jaunt to the era of the caveman I’d recommend trying these 3, and leave The Flintstones firmly were it belongs, in the past.

Midnight Resistance

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Midnight Resistance

Midnight Resistance is a 1 or 2 player side scrolling shoot ‘em up and platformer. You play as mercenaries thrown into battle with alien forces who have kidnapped your entire family, it’s up to you to blast your way through each level to save them.  You’ll use a variety of weapons from flamethrowers (see below) to shotguns and special power ups such as a defensive barrier and homing missiles to defeat the enemies.

Midnight Resistance

Enemies come in all shapes and forms (and from all directions) which can make game play a little frustrating as the rotational control system of the weaponry is sometimes slow. For example to fire backwards you need to move backwards too, making shooting enemies running up behind you tricky. You’ll be up against foot soldiers, stationary heavy weapons, flying troops and plenty of bosses.  Bosses come in the form of tanks, planes, soldiers, and, eh, floating tv’s… as well as an impressively grotesque final showdown with a giant head.

Midnight Resistance

Luckily for the player keys collected from defeated enemies (the red things that look like lollipops) can be used to buy new weapons in the shop at the end of each level. And will eventually be used to save your family, although it doesn’t seem to affect the outcome of the game if you fail to save them all.

Midnight Resistance

Midnight Resistance is a colourful game with appealing cartoonish graphics, combined with the frivolous use of weaponry and no brainer action makes this a game to come back to again and again. It is an enjoyable play through but can be tough in places, its best points include nice backgrounds, 2 player co-op and an awesome choice of weaponry.


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So, its review a great game day. Superb. My choice, Hunter, on the Amiga 500. I couldn’t let this one slip by, as it is one of my most treasured and favourite games on my Amiga. First off though, a little side note. In my review I make the obvious comparisons to the GTA franchise, however, for those of you who have played Far Cry 3, you might have to indulge my imagination for a minute or two at the end…

Either way, onto my review, Hunter on the Amiga 500, a great game, and a pioneer.

Hunter Amiga


Publisher: Activision

Developed by: Paul Holmes and Martin Walker

Genre: 3-D Adventure, Strategy

Year: 1991

Hunter is a game that takes you into a world where mayhem and destruction can reign free on your enemies and in whatever form that takes your fancy. Having first played this on my Amiga I’ve been hooked ever since and it’s the main reason I’m a big fan of games such as GTA. Playing it through again brings back some great memories and is certainly a welcome addition to my games collection. Hunter can be classed as a 3D action, adventure and strategy game, developed by Paul Holmes and Martin Walker (music) and released in 1991 by Activision.

Hunter Amiga
We’re gonna need a bigger boat.

Hunter lets you play three different scenarios; MISSIONS, whereby you receive an objective and a deadline to complete it, once you have completed your mission you return to HQ to receive more orders. The objectives become subsequently harder and the time shorter to complete each mission. ACTION, your man in the field is given a long list of enemy targets, it is then up to you to use the map and log book to locate each target and destroy them. Once again you are racing against the clock to finish the list, but can destroy the targets in what ever order you like.

Finally the main scenario, HUNTER, is the trickiest of them all. You must track down and kill the enemy General by collecting clues from civilians, bribing enemies, and by using a number of objects, vehicles and weapons to help you succeed. The deeper you go into enemy territory and the closer you come to completing this scenario the harder it gets, you are racing against the clock and options can become limited if you aren’t prepared for battle!

The game is controlled via mouse and keyboard, or my preferred method mouse and joystick. The joystick controls the directional movement of your man as well as the stop and start in vehicles and moving them around (point to note, there is no reverse). The fire button is used for any form of attack, be it grenades, bazooka or your trusty pistol. The mouse comes into play with the strategy side to the game and is used in the selection of weapons and sundry items needed to progress (log book, flares, maps, weapons, money, food).

Some of the most common items  you will need to use are aerial observation units, parachutes, maps and radar, and the handiest item you can acquire is the enemy uniform (don’t go into your HQ wearing it though). Both control methods are easy to utilise, and when using the mouse to select from the pop-up menu the game conveniently pauses.

Hunter Amiga

Hunter has great game play interlaced with simple graphics (as with many other great retro games) and makes the most of its sweeping landscapes and 3D environment. Greens, oranges and blues make up your basic air, land and sea colours, in turn making buildings, vehicles and people easy to identify. Vehicles are well drawn and conveniently placed at your disposal around the map, whether it’s a car, tank, helicopter or bicycle (less said about the windsurfer the better) you’ll be glad of the free ride as walking can be slow and tedious. Vehicles run smoother and faster than you would expect and each have their own unique uses (cars are nippy, tanks are slower, but can also take some serious missile damage).

Helicopters are easy to fly after the initial trauma of take off but are a bugger to land, especially if in a rush, best to put down in a safe area and walk the rest of the way!  The variety of weapons and sundry items is impressive. You can use a number of explosives to destroy targets or just have some fun generally blowing stuff up. The player can use land and timed mines, sea to air missiles, bazookas, 80mm shells, grenades and all the while carrying your trusty sidearm. Aerial observation units and radar help you scope out and assess the landscape and can be useful in finding people, buildings and vehicles. The food and money collected is used to bribe and gather information and the enemy uniform to breeze into enemy territory without a care in the world.

Hunter Amiga
Helicopters. Fly, yes! Land, no!

Apart from the title screen Hunter relies solely on sound effects to create its ambience.  Across the landscape the player can hear gun fire, explosions and roaming vehicles, or a sultry seagull flying overhead, destined to make you its own special target (why else would it be following me…). The maps, a different one for each scenario, give the game a sense of vastness when you begin your mission, and in its quieter moments, especially when dusk has fallen (use flares to light the way, or turn the brightness up on the monitor), can be a little creepy and lonely without anything else around you. Hunter has few drawbacks, however walking everywhere will cost you time and time is of the essence in Hunter. Finding a vehicle can be crucial to success and sometimes its a long walk,  so by the end you’ll be thankful for that enemy disguise, or the fact the soldier who arrived to work that morning forgot to lock his bike up to his guard tower.

Hunter Amiga
Danger! Random objects haphazardly strewn on floor!

Hunter is a game (for its time obviously) with the freedom and almost limitless possibilities of any of today’s titles that fall into the sandbox genre (think GTA, but slower, and with simpler graphics). Hunter is a classic and still fantastic to play, its open environment and vast maps make it challenging, fun and atmospheric. This concluding sentence from Amiga Power (Aug 1991) really summed the game up for me and my own experience of playing the game back in the day. Jonathan Davies wrote in The Bottom Line “Hunter was a real all-rounder, there was something for everyone in there, all wrapped up in a believable 3D world you can get lost in for hours.”  You can read the full review here on Amiga Magazine Rack.

Hunter Amiga
Home Sweet Home, a rabbit in every pot and a tank in every garage.

Now, If you’ll indulge me a little longer, onto a more modern comparison. Far Cry 3 and Hunter both are set in an ‘open world’ environment and set across multiple islands, where the gamer can either play the linear story line, or just mess about as they see fit. You’ll come across friendly areas and characters, with ammo stores and resources to buy, alongside the clearly marked enemy territories and bad guys (even the enemies in Far Cry 3 are wearing red). A variety of vehicles are strewn around at your disposal, although as far as I can see there isn’t a hover craft or wind surfer in Far Cry 3… The comparisons in my opinion are pretty clear, Far Cry 3 ‘feels like’ Hunter, specifically from a game play point of view, right down to the ‘night and day’ effects and abundant wildlife in both games (although in Hunter you lose money for killing animals).

In this gamers opinion, I think Far Cry 3 is what a modern version of Hunter would look like. A pretty bold statement, but maybe something to think about.

Thanks for reading!

The only music in the game comes from the title screen, listen to it here  Hunter Main Theme.

To give you an idea of the game play check out the first mission(in the MISSIONS scenario) being played out. This video is over 6 mins and just gives you a feel for the game play.

Also check out the Amiga Longplay for the Hunter scenario (retrieving the Generals head)

Knights of the Sky

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The great thing about Knights of the Sky was that you felt completely vulnerable throughout every mission – even just a few direct hits with a machine gun could send you spiralling to a fiery death, which led to some tense dogfights. ~Lewis Packwood

Knights of the Sky

Format: Amiga Genre: Flight Simulator Released: 1991 Developer:MicroProse

I was playing a demo of Tom Clancy’s H.A.W.X. the other day. The graphics were superb – the representation of Rio de Janeiro was almost photo-realistic – but the game itself was deathly dull. Like pretty much all modern flight sims, it basically amounts to lining up your sights over some plane or tank that’s so far away you can’t actually see it, waiting for a lock on, then pressing the fire button. *Yawn*



Unfortunately, it seems that as real-life planes rely more and more on flight computers to navigate and select targets, the computer games based on them become less and less enjoyable. Perhaps by the time we reach Tom Clancy’s H.A.W.X. 10 you won’t even need to do anything – you could just step outside for a cigarette and let the game play itself.

Thank heavens then for Knights of the Sky, a blesséd antidote to all this modern fly-by-wire, fire-and-forget, head-up-display, ensure-contents-are-piping-hot nonsense. Here’s a simulation where top speeds rarely climb into triple figures, where fire and forget equates to lobbing a hand grenade out of the cockpit and hoping for the best, and where your head-up display mostly consists of a petrol gauge and a compass. Welcome to World War 1.



The great thing about Knights of the Sky was that you felt completely vulnerable throughout every mission – even just a few direct hits with a machine gun could send you spiralling to a fiery death, which led to some tense dogfights. Pretty much every mission I attempted would end with me coaxing a critically damaged plane back to my home base after a few too many close encounters with the enemy. The wings would be practically falling off, the petrol gauge would be virtually on empty, and I’d be wrestling with the joystick to just keep the plane going in a straight line… Most of the time I didn’t make it, but on the rare occasions where I somehow managed to land my charred mass of wood and canvas back on friendly soil, I’d be practically dancing round the room in excitement. And, to my knowledge, there are very few flight sims that can inspire dancing.



By far the best aspect of this game was the two player mode. There were surprisingly few Amiga games that you could play over a link cable, but these games were among my favourites, and most of them are (or will be) on this list (I’ve already covered one of them – Stunt Car Racer).

Knights of the Sky just came alive in two player mode. As much fun as it was having my plane shot to pieces by nameless Germans, it couldn’t even come close to the sheer thrill of having my plane shot to pieces by my Amiga-500-owning mate who lived round the corner. As I said earlier, dogfights were tense in Knights of the Sky, but they were a good deal tenser when playing against a friend, especially if he unplugged your joystick in the middle of a loop-the-loop (thankfully, the computerised Germans never learned that little trick).



Actually shooting down your opponent’s plane was surprisingly hard – the view from your cockpit was incredibly restrictive (most of your view was taken up by instruments and a bloody great big wing in front), so it was really difficult to keep the other plane within your sights. Also, because the planes were so slow, actually turning round to try and get on the tail of your opponent was a constant struggle. And any slightly more advanced manoeuvres were a risky business – the planes could only fly at low altitude, so if you went into a steep dive there was a good chance you’d end up ploughing into the deck, and climbing steeply would generally cause your plane to stall. In fact, participating in a dogfight was kind of like watching two valium-addled geriatrics wrestling each other for the last Werther’s Original. In slow motion.


However, the very fact that the planes were so completely rubbish was what made Knights of the Sky so exciting. Because it was so much of a struggle to fly your plane – and even to find, let alone shoot at, your opponent – winning a dogfight created a palpable sense of achievement. Especially if you could do it without unplugging your opponent’s joystick.


Of course, the game is not without its faults. The graphics, for example, could be politely described as ‘uninspiring’, and they look positively Stone Age by today’s standards. Also, the single player campaign could become a little dull after a while, and there wasn’t really enough variety to hold your interest for extended periods of time.

But for the two player mode alone, Knights of the Sky more than deserves to be on this list, if only because it proves that flights sims can be exciting after all.


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Qwak is one for the adrenaline junkie gamers isn’t it?! There will always be some gamers who love fast-paced reaction based games…and those who don’t. That’s fine. ~Jamie Woodhouse


Qwak is one of those odd cases where the story behind the game could be argued to be more interesting than the actual title itself.

Not that Qwak is a bad game by any means – it’s a super slick arcade platformer of the type that you just don’t see enough of nowadays – but this is a title with a intriguingly long history. So here we go…

Released on the BBC Micro (and the Acorn Electron) back in 1989 by Jamie Woodhouse, the game was then buffed up and bought to the Amiga and Amiga 32CD in 1993 with the help of Team 17.


Qwak - Gameplay Screenshot

It seemed as if that was the end for Qwak, but a whole thirteen years later Woodhouse plucked his personal labor of love out of obscurity and bought it onto the GBA.

Without a publisher’s backing the game was released unlicensed from Nintendo, with only 300 copies of Qwak created and sold directly on Woodhouse’s site.

A handmade instruction manual and the option to make your own box just demonstrated how much care had gone into bringing the game over to the GBA.


Qwak - Gameplay Screenshot

This was not the duck’s final bow though, but merely a rebirth. Since the GBA release he  has now flown his way onto three other formats – Mac, PC and iOS.

But that’s enough history – what’s most important is how the game stands up today.

It’s hard not to feel that Qwak’s core principles do seem like something from another era while playing, but this turns out to be a strength, not a weakness.

The game requires you move and think fast. You have a button to jump and another to fire your limited supply of eggs, with the latter essential for dispatching the many foes you’ll encounter.

Quite what your enemies are supposed to be (are they animal mutants…or something else?) is irrelevant, but range from the easily culled to ones of the irritatingly persistent variety (some can fly, and home in at you directly).


Qwak - Gameplay Screenshot

While avoiding foes you also have a set number of keys to grab to open each level’s exit, with fruit and gem pick-ups helping to elevate your score. A time limit means you’ll have precious little time to plan ahead.

In fact, boosting your high-score could be argued to be the main driving force behind the game, despite the fact that there are a set number of levels to complete.

Only the very best will manage to reach the end of these on the normal difficulty setting though, so beating your score is one of the main reasons to keep playing.

Qwak - Gameplay Screenshot

Stages are thrown at you in a random order as well, meaning you lose any chance of settling into a rhythm – with this only strengthening Qwak’s already highly challenging arcade sensibilities.

A highly competitive two player option (not available on the GBA version) rounds off things rather nicely.

Overall, there’s no real excuse if you haven’t at least tried Qwak (a free demo is available on the game’s site), especially seeing as it offers you the chance to experience videogame values that modern titles seem to have deleted from their repertoire.

Yes, there’s a good chance that the game’s demand for super quick reactions may put you off, but stick with it – seeing your high score steadily climb upwards may hold more appeal than you might think.


Here’s a little extra for the 200th post – a mini interview with Mr Qwak himself, Jamie Woodhouse.

Qwak has been released on eight systems over the course of 21 years – can you see yourself releasing it on more formats in the future, or are you just focusing your time somewhere else?

Nope, it won’t be appearing on any new formats, just yet. I’m more interested in creating new games.

A worrying proportion of the people I get to play my GBA copy of Qwak complain that it’s too fast and that they can’t keep up. Do you find it worrying how truly intense reaction based gameplay seems to dying out in a lot of big-budget modern games, or do you think that it helps make a game like Qwak stand out all the more?

Yeah, I think a lot of people feel that way, it’s too fast for them. It really is one for the adrenaline junkie gamers isn’t it?!
There will always be some gamers who love fast-paced reaction based games…and those who don’t. That’s fine.


Qwak - Gameplay Screenshot

You’re thrown back in time to 1989 – would you do anything differently in terms of the title’s design or what it set out to do as a game knowing what you know now?

I wouldn’t be the same ‘me’, so I’d probably do a whole lot of stuff differently. Hard to say though, exactly what could have been changed to make it better, or exactly what would constitute ‘better’.

Regarding the GBA version of the game, when did you send off the last of the 300 GBA carts? Did you include anything special in the final copy to be sold, and were you relieved or slightly sad when you sent it out? 

I can’t remember the exact date, or even month; I guess it must be a couple of years back now? I didn’t do anything special for the last copy. Was quite glad when it was all over, was tired of stuffing things in to envelopes and licking stamps!

Finally – which is your favorite version of Qwak, and why?

That would be the iPhone version (which is basically the same as the PC and Mac version). It just feels more colorful, plays better, and I love the puzzle levels on world 2!

My thanks go to Jamie for his time, and wish him the best of luck with his future titles. The main hub of all things Qwak can be found here, including links to purchase the PC, Mac and iOS versions of the game.

Human Killing Machine

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“Worst game ever? Human Killing Machine, Capcom. Seriously, look it up. I have a copy of it on disk, given away by Amiga Power, I believe.” @GuyFawkesRetro

Human Killing Machine

The above tweet peaked my curiosity, I boldly replied “Worst game ever? I have a sudden urge to try it.” And so I did. As you know I recently reviewed Yolanda! for review a bad game day, however if I’d known about this one it would have been a serious contender. I actually felt like playing Yolanda! after this, in fact, I felt like playing Rise of the Robots just to wash away the memories.

Human Killing Machine

You play as Kwon, who is apparently strong. You have to knock down (no K.O’s here) your opponent a number of times to win, your first battle is against Igor, once you’ve defeated him you then fight his dog (I’m assuming) which in my mind is just plain mean. I didn’t get much further than that, the collision detection is terrible, the controls unmanageable, and the poor animation lets down the relatively good graphics and backgrounds. At points I had no idea how or what I was doing to hit the opponent as the controls didn’t really match with anything on the screen.


A  player comment from Lemon Amiga:

“A clone of Street Fighter. Strangely, they took the Amiga version with its bad animations as reference and not the arcade version. So you got the same gameplay as SF, but executed even worse.”

And another.

“Often described as the next best thing (or something like that…) on many games-mags previews at the time, this soon revealed itself for the unforgivable, unplayable, Tiertex-developed utter disaster it actually was. If you played it for more than 10 minutes and survived, congratulations: that sure was a big task…”

Anyways, if you must see more, see above for the game on YouTube, someone has kindly played through the whole thing. Also good luck to @GuyFawkesRetro on twitter, who is on the search for the ultimate bad game…. (I think you may have found it?)

Rise of the Robots

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Rushing home we inserted the first disk and were confronted by a very impressive intro. ‘This is going to be great’ we thought. Then, after an hour or two, we both felt something was wrong. Could Rise of the Robots be… rubbish? Neither my brother or myself could believe it. In fact I remember assuming that we were playing it wrong, that it was our fault that you could beat every robot by doing a flying kick. ~Ian

Rise of the Robots

Format: Amiga 1200 Genre: Fighting Game Released: 1994 Developer:

Mirage ‘Even if you don’t believe in Father Christmas, it might be worth writing to him to make sure he doesn’t bring you a copy of this’. Jonathan Davies, Rise of the Robots review, Amiga Power 45. In 1993 various video game magazines ran previews of a beat-’em up that seemed to be from the future. It looked stunning, with graphics that promised to be far superior to anything else out there. Not only that but the gameplay was going to break new ground too, with computer opponents that ‘learned’ as they fought you, adapting their fighting style to match yours. All in all Rise of the Robots, for that was the name of this legendary game, was going to be THE game of 1994. Unfortunately, as Jonathan Davies alludes to in the above quote, Rise of the Robots was shit. Rise of the Robots was more than just a video game, it was an event. The previews of 1993 turned into a steady stream of hype throughout 1994. There was talk of tie-in books, comics, toys, cartoons and a film. It was to be released on practically every platform and giant cardboard robots were cropping up in video game shops across the country. Brian May was even going to write the soundtrack.

Brian May pictured with a relaxed GamesMaster

Being an impressionable 14 year-old I was extremely excited about Rise of the Robots. It looked simply amazing. I mean, you got to be a kung-fu robot! Just watch the video below for a taste of the building excitement. It ‘redefines the fighting genre and raises the ante on gamers with a futuristic motif proven in focus groups’. Focus groups like the motif, what more do you want?

Just after Christmas (the same Christmas I got UFO: Enemy Unknown), with a decent chunk of Christmas money jangling in our pockets, my brother and I went to Virgin Megastore on Oxford Street and, £40 later, we had picked upRise of the Robots. I always remember how huge the box was. Well in fairness it had to be. On the Amiga 1200 Rise of the Robots came on 13 disks. That’s right, 13.

Rise of the robots - amgia

Rushing home we inserted the first disk and were confronted by a very impressive intro. ‘This is going to be great’ we thought. Then, after an hour or two, we both felt something was wrong. Could Rise of the Robots be… rubbish? Neither my brother or myself could believe it. In fact I remember assuming that we were playing it wrong, that it was our fault that you could beat every robot by doing a flying kick. That there was a way of turning round and jumping over the other fighter we just hadn’t worked out how. That you could pick a fighter who wasn’t the blue cyborg, you just had to complete it or something. How could all the hype be wrong?

Rise of the robots - amgia

Rise of the Robots was crippled by its flashy visuals. So much computing power was devoted to having beautifully animated robots that there was nothing left for the rest of the game. I distinctly remember reading Jonathan Davies review and just feeling sad. Ok, at least now I knew it wasn’t my fault the game seemed to be poor. It was poor. But I felt swindled, the victim of a con.

Rise of the robots - amgia

An important lesson for any child to learn is that all that glitters is not gold. Sometimes that which glitters is simply that, a glittery thing. Not only that but rubbish stuff is often coated in glitter to try to distract you from the rubbish underneath. Rise of the Robots, covered in metaphorical glitter (plus fairy lights, shiny baubles and tin foil), taught me that lesson. So in that way, and in no other, Rise of the Robots made my life slightly better.

Eye of the Beholder

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The holy symbol or spell-book must be in the characters hand and right clicking brings up a menu from which you can select your spells. Again players of current gen games will be familiar with the spells as they have only been added to over the years, not removed. ~Rusty Quiva

Eye of the Beholder

To this day one can often find reference in  any official Dungeons & Dragons game to “the Heroes of Waterdeep”. This game is what they are referring to and i count myself lucky to have played this and its 2 sequels (Eye of the Beholder II: The Legend of Darkmoon and Eye of the Beholder III: Assault on Myth Drannor). I have fond memories of sifting through reems of old-school laser print-outs of maps made entirely of ASCII characters trying to find my way through some complex dungeon puzzle.

Story: Waterdeep is having some problems with their sewers. The local council employs 4 heroes to do something about it. A few steps inside the sewers and a trap is sprung sealing the intrepid party inside. To escape they must venture deeper into the sewers which turn out to be the beginning of a sinister dungeon.

Gameplay: You start by creating your 4 heroes. Players of current gen D&D games will be somewhat familiar with the character creation process.

Once you have all 4 created you can enter the game and begin your adventure. Characters have 2 hands each in which can be placed a variety of weapons, or in the case of clerics and paladins a holy symbol, and a spell-book for mages.

Dungeons and Dragons - Eye of the Beholder

The weapons are activated by right clicking on their image next to the characters portrait. Melee weapons will be swung and ranged weapons will be fired or thrown. The hand that was just used becomes temporarily unavailable as the character recovers from its use. Spells are managed in a similar manner. The holy symbol or spell-book must be in the characters hand and right clicking brings up a menu from which you can select your spells. Again players of current gen games will be familiar with the spells as they have only been added to over the years, not removed. All spells had to be memorized before hand and the number of castable spells was limited by level. So a player would choose which spells to memorize and would then need to rest to be able to cast them. Inventory is a bit similar to Diablo in that each character has slots for particular equipment and a number of backpack spaces for everything else.

Everything in EoB takes up a single space and nothing stacks, with the exception of arrows fro which there is a quiver. Something not seen in D&D games since the EoB series is food rations. Characters get hungry and failing to feed them when their food bar is empty would result in hit-point loss. Movement in the game was square based like wolfenstein and relied on the numeric keypad. Puzzles were solved by interacting with the environment, for example clicking on a lever or placing a gem in a hole.

Dungeons and Dragons - Eye of the Beholder

The player party could grow to include 6 characters total, either by finding other living characters or resurrecting the bones of dead ones found in certain places. Characters in the front rank of the party could use melee attacks while those behind were limited to ranged weapons and spells.

Monsters range from kobolds at the start of the game right up to the Beholder itself at the end. Beholders have 11 eyes, 10 on tentacle-like stalks and a main central one. In the rules of D&D each eye is supposed to cast a spell, but for this game the beholder is limited to about 5 spells. Like its predecessor games EoB would also allow players to move their parties that had successful completed the game into the next game (EoBII) a feature not seen in other games until recently (mass effect 2). The dungeon is broken up into levels, but the gameplay is not entirely linear, requiring the player to return to certain levels after obtaining certain items or to gain certain equipment.

Dungeons and Dragons - Eye of the Beholder

Graphics: Excellent back in its era. Made full use of VGA graphics and was colorful and appropriate. The interface was simple and required little to no explanation. there were not a lot of sprites for each monster, but enough to let you know which way it was looking and which way it was moving and how it was attacking you. The screens I’ve included are only from the first few minutes of the game, but suffice to say there are few different looking areas, each inhabited by its own monsters.

Sound: Again, pretty awesome for its era. Made good use of your sound-blaster pro, but like most games from this era was equally good, just pumped out of a PC speaker. It is a common misconception that a PC speaker is only capable of beeps, but this is not true. The speaker is capable of the same range of sounds as any sound-card it just takes longer to program. However i do know of games that were released even earlier than this with better sound (like pinball dreams which had sound coming out of the speaker akin to today’s MP3s…  No really! It had voice and all).

Controls: Keyboard only or keyboard and mouse. Keyboard only is more difficult, but the game is paced so that with practice a mouse user would only have the advantage of convenience not speed. movement is via the numeric keypad using 8 for forward, 7 for turn 90 degrees to the left, 9 for right, 4 and 6 for strafe left and right and 2 for step backwards.

Overall: An excellent game which will keep you busy for days without a walk-through and at least a full day with one. Has some replayabilty by trying different party make-ups. The ability to move your party into the sequels is awesome. The simple GUI means that back then and today a gamer could pick up how to play in minutes. I never saw a single bug and the game never crashed out.

Alien Breed

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Alien Breed

Oh, the hours I used to spend playing this bloody game. Not only was Alien Breed one of the best games on the Amiga, it was also one of the hardest – not least because of its incredible stinginess when it came to handing out health and ammo. God knows how I had the patience to keep playing, but I just couldn’t put it down.

Actually, when I come to think of it, the main reason this game was so damn hard was the control system. Because the Amiga only had a one-button joystick, you had to move ever so slightly in the direction you wanted to shoot before pressing fire, meaning that if an alien was sneaking up behind you, in the process of turning round to shoot it you’d more often than not end up walking into it instead. Of course, on modern consoles this problem could easily be solved by just assigning one thumbstick to movement and one thumbstick to directional fire, but obviously this wasn’t an option at the time (and I seem to remember The Chaos Engine suffered a similar problem).


Still, ropey controls aside, this was a brilliant game, and a brilliant-looking one too – the level design really managed to capture the feel of the Alien films the game was so shamelessly ripping off, and it’s still one of the best-looking Amiga games out there. Although I always wondered about the character design – why did the protagonist have an orange head? Did Earth’s government send one of the Incredible Crash Test Dummies to defeat the alien menace?


My favourite bit was when you were tasked with activating the level’s self-destruct system (obviously in homage to the films:  “Mother! Turn the cooling unit back on! Mother!…You BITCH!” (Alien), “I say we take off and nuke the entire site from orbit. It’s the only way to be sure.” (Aliens), and so on and so forth (love those lines)). Suddenly the clock in the top left corner would start ticking down and you’d be left to frantically steer your crash test dummy in the direction of the (incredibly far away) elevator, cursing every godforsaken alien that leapt out in front of you and panicking as your already slim supply of bullets ran out. Classic Amiga gaming.


However, I can’t write about Alien Breed without mentioning Team17′s (ridiculous) long-running feud with Amiga Power. Like many Amiga owners, I was a big fan of Team 17, and the company turned out some absolutely classic Amiga games (the Alien Breed series, Arcade PoolProject XWorms, etc.), but any time that Amiga Power gave one of their games a mark below 90%, they’d throw their toys out of the pram. It was ridiculous. Sure, they made some great games, but they also made some highly questionable rubbish – F17 Challengesprings to mind – yet for some reason they seemed to think that everything they touched turned to pure gold, and they even tried to sue AP for giving one of their games (Kingpin) a low mark. You can read Amiga Power‘s account of the Team 17 ‘vendetta’ here, and here is a link to an astonishingly libellous article in the French magazine Amiga Concept, which basically claims that AP killed the Amiga by giving low marks to Team 17 games.


For me though, Alien Breed (along with its many sequels) was Team 17′s finest hour, and I’m very intrigued by Alien Breed Evolution, the Alien Breed remake (of sorts) that recently appeared on Xbox Live Arcade. Sadly, according to theGamespot review, the new game seems to do a good job of capturing the negative aspects of the original with its ‘repetitive and dated gameplay’, ‘occasionally unwieldy controls’ and ‘instantly forgettable’ story (although at least they’ve made it a little easier this time around, so hopefully players will be less inclined to gnaw their own limbs off in frustration). Reading this review made me think that perhaps I’m seeing the old Alien Breed through rose-tinted spectacles, that perhaps the mist of nostalgia has obscured the frustrations and limitations of Team 17′s magnum opus. Perhaps, as the review claims, the original AB is an example of ‘a classic game that wouldn’t hold up too well if you were to go back and play it today’.


Perhaps. But whatever the reality, I still have fond memories of this rough-edged Amiga classic, even if Team 17 tarnished their crown somewhat through their litigious relationship with AP.


And what’s wrong with being ‘repetitive and dated’ anyway?

Amazingly, the incredibly badly drawn intro took up an entire disk. Still, the music was good, even if the graphics looked like something from Tony Hart’s Gallery:


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Today is review a bad game day, a day I’ve been dreading. Mainly because I’m not only bad at reviews of good games, I’m even worse at writing reviews of bad games! Confused? Then we’re off to a good start. I had a few choices for this review, all on the Amiga, Rise of the Robots (1994) for one, a game called Graffiti Man (1987), andBattletoads (1992), another disappointing arcade conversion for the Amiga.


However, the game that stuck in the back of my mind was Yolanda(1990), no matter how many bad games I started to remember playing this one always seemed to be at the top of that list. You play as Yolanda, the mortal daughter of Hercules, cursed by a jealous Hera because of her beauty, the only way to lift the curse (any man Yolanda falls in love with will die) is to repeat the 12 tasks of Hercules. To be honest on the box this sounds like a pretty neat idea for a game.


The game play is platform based on a single screen, and as soon as it starts it looks like it could be quite an enjoyable game; platforms in place, check, enemies present, check, protagonist standing heroically, check. However, a few seconds after the level starts the platform beneath you either gives way or bursts into flames. Um, right… try again? Sure, why not. Level re-starts… hey wait… this isn’t the same lev….. Poompf. Arrrgghhh!!! (Ed – expletive replaced with generic sound of frustration). This is pretty much a summary of how most of the game will go for any player, novice or pro. You have to learn quickly that you only have a few meager seconds to move off of the platform you start on otherwise you will instantly perish in fiery style.


However, once you’ve mastered the initial ‘avoid fiery death’ you have the rest of the level to deal with. The objective for each level is simple (although I’m still not sure how any of it relates to the 12 tasks of Hercules), you must reach the exit door, which initially appears as a creature of some kind and then changes to a door once you’re on the move. The phrase easier said than done has never been more relevant in this game. Two main reasons are the poor controls (once you’ve jumped you cannot maneuver or change direction) as well as the terrible collision detection. Once you’re hit by an enemy you will die instantly, and the level re-starts, but as mentioned before, it is not always the same level.


The two problems above don’t even come close to the major issue this game has, which drops the playability down into a minus score. If you’re lucky enough to time a jump properly, and avoid any enemies, you may still not make it. Without any clues to guide you, platforms will disappear or burst into flames as soon as you land on them, leading to certain death. (Ed – meh, more like instant death ‘every’ time). Each level is like this. You have to memorize and learn the traps and pitfalls of each level, some of which can be completed but most (if not all) seem virtually impossible due to their randomness.


Sometimes there is a fine line between a game being difficult, and a game being unplayable. I believe the controls and buggy game play ofYolanda land it squarely in the latter. Every level needs to be learned, every jump timed perfectly, every platform memorized. However, even if you do all this some levels are just impossible to complete, alongside the random level select it makes the game very hard to play and very very frustrating.


When I first played this (budget version, £7.99) I really looked forward to it, the blurb and the box art sold the game to me, even the title screen and music I remember fondly. The title screen artwork and the music remind me a lot of The Great Giana Sisters, which I really like. The graphics aren’t so bad either, however, none of these elements can make up for the fact the game is terrible. I personally don’t think it went through enough, if any, play testing, otherwise I think they would have gone back to it and created a half decent platformer. For a commercially released game it feels poorly made and unfinished, I’m surprised it received reviews of above 20% back in the day.

Thanks for reading this review, take a peek at some of the links below for more information on Yolanda! Given some of the original retail prices for this game I’m glad I paid the £7.99 rather than the £24.99.


Lemon Amiga page for Yolanda, game info and screen shots.


Review of Yolanda from Amiga Action 12 (Sep 1990)

Game Rating: 70%

Cost: £19.99

Review of Yolanda from Amiga Format 15 (Oct 1990)

Game Rating: 49%

Cost: £24.99

Review of Yolanda from The One for Amiga Games 38 (Nov 1991)

Game Rating: 4/5

Cost: £7.99

Spellbound Dizzy

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Spellbound Dizzy

Developed and published in 1992 by Codemasters Spellbound Dizzy is just one game in a long series of egg related shenanigans involving the Yolkfolk (this time with the help of Theo the Wizard). Each game follows the usual set of rules and gameplay, (puzzle solving platformer with inventory menu and dodgy music) but each retaining its own unique charm. The series was originally developed by the Oliver twins, two British brothers, Philip and Andrew Oliver, who started to professionally develop computer games while they were still at school. However, they had little involvement with this title other than signing the game off and letting Big Red Software take over the design and development aspects of the game.


The game itself is well drawn and immediately boasts about its size *cough* but never really gets further than that in the interesting stakes. The graphics are bright and colorful, the usual combination of cartoonish scenery and well drawn objects throughout.


However, compared to earlier games, this one seems inferior in design and presentation, even with the extra animation scenes such as Dizzy becoming stunned, swimming and the mine cart.


Spellbound Dizzy does feature some minor differences in game play from other Dizzy games; fruit and cakes are dotted around to restore energy, water doesn’t kill instantly, although without the aqua lung drowning is inevitable, and the mushrooms (magic?) are spinny objects that can propel Dizzy to greater heights, allowing him to reach unseen platforms and the odd cloud. Unfortunately these minor differences in game play don’t really make up for the lack of storytelling (it’s nice to have a little bit), puzzles that don’t seem to make much sense, and some very irritating music.


Long and ever so slightly dull (being generous) the Dizzy games seem to work best when they are kept simple and short, this makes them a lot more fun to play as opposed to (an hour in) switching the music off and wanting to throw Dizzy from a great height shouting “Survive that!”


As much as I love other Dizzy games this one didn’t work for me, childhood memories tell me it was a lot more fun ‘back in the day’, in my opinion there are better games in the series, Fantasy World Dizzy (1991), Magicland Dizzy (1991), that are genuinely still fun to play as an adult.

Need more Dizzy? Visit this  fan site for more info!

Dune II: Battle for Arrakis

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Dune II: Battle for Arrakis

Plot: Arrakis, also known as Dune, is a planet rich in the valuable resource known as the spice melange, a rare resource that has caused 3 armies of the galaxy to battle for control over the planet. A challenge is set by the Emperor Frederick IV of the house Corrino to the other houses of Atreides, Harkonnen, and the Ordos to see who can harvest the most spice and therefore win control of the planet.

Dune II: Battle for Arrakis

Review: Dune II: Battle for Arrakis is a far cry from its predecessor; its only comparison is that it is a game based on Dune. This sequel is a completely different type of game sharing; no story-line or game play, but is in fact an RTS game released in 1992 by the legendary Westwood Studios who also brought us Command and Conquer.

Dune II: Battle for Arrakis

The player must select one of these 3 houses to begin playing. Each house is represented by a mentor who guides you through the basics of the game, structure building, placing, harvesting and building vehicles. Each mentor is characterized by its house, the creepy yet powerful Harkonnen, the noble and advanced Atreides, and, err, the Ordos (a race created for the game, the one no-one really likes to use).

Dune II: Battle for Arrakis

The game starts off easy at level 1 (as you would expect) and your mentor takes you through the basics with a few minor attacks for you to defend against. The game then progresses each time you defeat the enemy (or in the earlier levels have harvested the required amount of spice). Credits are accumulated through harvesting the orange spice field on the map and returning the full harvester to the refinery, credits can then be exchanged in the usual manner for new buildings, defenses and vehicles.

Dune II: Battle for Arrakis

The game is played over 9 levels, perhaps it doesn’t sound like much but the later levels require skill and patience to beat. Your enemies appear in the form of the 2 remaining armies you didn’t select at the start, later levels sees you pitted against both armies as they team up against you, the final twist coming in the last level when the 2 remaining houses and the forces of the Emperor’s Sardaukar (an unplayable elite force whose heavy infantry are particularly powerful) must all be defeated in one last epic battle.

Dune II: Battle for Arrakis

Even though the buildings style and appearance remain the same for each house (apart from the color) they each have their own special units, such as the Harkonnen heavy-duty Devastator tank, and the powerful Sonic Tank of the Atreides. The Ordos use the Deviator, a rocket launcher like tank that can change the alliance of any unit it hits for a limited period of time. Like modern RTS games you can take over buildings and build units of other armies as well as defend with walls, turrets and rocket turrets. As the game moves up through the levels you gain more advanced technologies, the final super weapon becoming available in the final levels through building the Palace. This provides the Harkonnen with a “nuke” type weapon known as the Death Hand, the Atreides can call on the help of the native warriors of Dune known as the Fremen and the Ordos rely on the Saboteurs to achieve their goals.

Dune II: Battle for Arrakis
Conclusion: Dune II: The Battle for Arrakis contains all those things we love in the modern RTS and can be seen as the father of all things war like and destructive. Take your combat tanks and siege tanks proudly into war (never mind how slow they’re moving) and watch out for sand worms (players claim the sand worms are not biased but I’ve lost more tanks to them in one level than the enemy). Dune II is one of Westwood’s greats and an inspiration for the beginning of the Command and Conquer series released by Westwood in 1995. Recent RTS games, (ignoring the heavy emphasis on graphics, movie style clips and network/internet gaming) still takes its basic style of game play of base and army building, unique super weapons and vehicles, and the collection of resources to fund this, from Westwood’s original classic.


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I’ve always been interested in politics and, well, power. I distinctly remember aged 7 or 8 explaining to a classmate that Margaret Thatcher was a Prime Minister, not a President as Britain didn’t have Presidents. When I was given the action figure of Hordak (main villian of She-Ra and former mentor of Skeletor of course) I considered the ramifications amongst the villians of suddenly having the old boss back. Who would they back? Could Skeletor be deposed? Could civil war break out on Snake Mountain?

I was an odd child in many ways.

By the time I was 13 I had started to think about how power should be used and, most importantly, who should be in charge. My conclusion? That I should be in charge. Yes, me. Sadly at 13 I realised I was some time away from seizing power. Sorry, did I say seizing? I obviously meant to say ‘become politically active, maybe getting involved in local politics or something’…

While I waited to get old enough to fulfil my political destiny I played games that seemed to have a political or, ahem, power-hungry bent. CivilizationCommand & ConquerColonizationRise of Nations, and, the subject of this post,Syndicate.

See my Empire grow… Ooo har har har!

Syndicate is set in a Blade Runner-esque future where nation states and governments have been replaced by corrupt corporations. The people have been numbed into submission by having a chip inserted into their heads which alters reality, making them see a world of sunshine and lollipops rather than the dystopian nightmare it actually is. Imagine the iPhone ten years from now.

Rather than make you a freedom fighter or something similar (booooooooring),Syndicate puts you at the head of one of these naughty businesses. The aim of the game is to forcibly take over all other rival corporations – effectively take over the world. You do this by sending a team of four heavily armed cyborgs into various global hotspots to commit sabotage, oppression and bit of old-fashioned political assassination. Successfully complete the mission and a chunk of the world would become yours. It certainly puts the aggressive in ‘aggressive takeover’.

A rival suffers from an unfortunate ‘accident’.

Each mission takes place in a city. One of the most impressive things aboutSyndicate, especially considering when it came out, is the way each level felt like a real city. Yes, they all look the same, but they seem like living, breathing places. Police are patrolling the streets, cars and trains are moving around the place and people are going about their daily business. Well, they were going about their daily business until cyborgs got in the way.

Sorry everyone, boss says I’ve got to clear the area.

Of course you didn’t just have to kill people, you could also hypnotize them, kidnap them and turn them into cyborgs to use in future missions. You could raise taxes in each territory you owned and invest those funds in weapon research and upgrading your cyborgs, giving them fancy new legs, skin and eyes.

We can rebuild him…

The great thing about Syndicate was, though simple to play, it had a surprising amount of depth. It wasn’t a case of just shooting everything that moved (though there was thankfully a lot of that) but also managing your resources. The way each of your cyborg agents reacted in missions could be altered by adjusting their IPA (Intelligence, Perception and Adrenaline). Raise taxes too sharply and you might have a rebellion on your hands in your territory. Want more intelligence before you start a mission? OK, but that info will cost you money.

There’s something about seeing the colour of your empire slowly spread across the map of the world that is just so appealing. Every time you successfully completed a mission you saw the cut scene below. I never got tired of watching it.

In the manual it explains that like all power mad villains your base of operations is an airship. Oh yes!


Unfortunately, for various reasons I never played either of the follow ups – ‘American Revolt‘ (an expansion pack for the original game) and Syndicate Wars, a full sequel released on the Playstation and PC in 1996. I would love an updated version though. Even though it’s not something I ever do, an onlineSyndicate would be awesome, especially as the world of Syndicate seems to get a bit closer every day…


Alien Breed

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Alien Breed

There was a period during the early 90’s when being an Amiga gamer was nearly as great as being a console gamer with regards to arcade-style games (I know, hard to believe – hee hee!), and this was largely thanks to Team 17. Although not founded until 1990 – quite late for an Amiga developer – they made an immediate impact. Their releases were rarely very original but were almost always technically impressive and highly playable. One that remains among their most celebrated works is Alien Breed, an almost legendary overhead run ‘n’ gun blaster. It was reminiscent of many such games before it in concept and also took a good few cues from a certain sci-fi film, but was immediately successful nonetheless. This would indicate that it’s very good but when I gave it a quick try in my younger days I found it annoying and flawed. It’s reputation endures though, so maybe I judged it too quickly and too harshly. I shall now find out…
Alien Breed

The game casts you and an optional second player in the roles of Johnson and Stone, two members of the Inter-Planetary-Corps (IPC), an ‘elite band of tough mercenaries’ whose job it is to clean up the universe’s scum. On their way home from a long mission, they’re ordered to investigate the nearby ‘Intex Space Research Centre 4’ which has stopped responding to messages. This means landing their craft and scoping out the complex on foot, but they may have guests! Sound familiar? Indeed, there was a rather popular movie directed by a certain James Cameron released a few years before Alien Breed which has a very similar premise, and many more things will sound familiar by the end of the review as well, but that’s okay – a lack of innovation or imagination doesn’t necessarily mean a lack of enjoyment! The complex consists of six decks comprised of interconnecting rooms and areas. You have a set objective on each deck which is detailed before you start it. Once it’s complete, you need to find the lift and move to the next.
Alien Breed

You start on the first deck which is a docking bay, and a quick stroll around reveals a tidy, mostly metallic, and eerily quiet gameworld. The action is viewed from directly overhead and you can move freely around the decks in eight directions. There are lots of doors between areas which each require a key to open, and there are various bits and pieces dotted around the stages from barrels right up to active (but grounded) spacecraft, but it doesn’t take long to discover some slightly more dangerous stuff too – namely, the aliens – which look exactly as you would expect the Giger variety of xenomorph to look from above, and there are a lot of them. To help you reduce their numbers you start the game armed with a machine gun but the aliens, once onscreen, gravitate towards you, can move very quickly, and are infinite, so prowling the stages trying to take out every one you encounter will be a never-ending pursuit. Actually, it will end as contact with them depletes your energy quickly!
Alien Breed

Some things that are worth looking for include cash, keys, ammo, and health, all of which can be found laying around on the floor and all of which is necessary to make progress. The cash can be used to buy one of six different weapons (flamethrower, plasma gun, missiles, laser, etc) from the Intex computer terminals you’ll find now and then, all of which have finite ammo. The terminals also offer a map of the stage (which looks dauntingly large and intricate!), various stats and information screens, a game of Pong to kill time, and you can also buy a portable map, extra lives, and more of the stuff you can find on the floor in case you’ve developed a habit of squandering the existing supplies (although since that must also include cash, I guess you’d still be in trouble). They’re in fairly abundant supply though, so careful play should mean you can save your money for the arse-kicking weapons. Which are very much needed!
Alien Breed

Later stages introduce a few new features such as ramps and pools of acid (alien blood?), but most of Alien Breed’s six stages are pretty much the same thing – running around seemingly infinite corridors collecting stuff and shooting up evil creatures! Playing it reminded me several other games, notablyAlien Syndrome and my old favourite, Gauntlet, both of which are very enjoyable but rather repetitive overhead shooters. Team 17’s game should be much inferior to these two classics too. Although playing similarly to them, its visuals vary less than both. With the exception of the final stage, the graphics only change slightly from one mission to the next – usually a slightly different colour scheme, and there are very few different enemy sprites (facehuggers and two different ‘full size’ alien creatures). That said, the attention to detail is great and, along with the largely silent gameplay punctuated only by gunfire, occasional speech, and the screeches of dying aliens, helps create a pretty creepy atmosphere which does a lot to alleviate the repetition.

When I first played this game all those years ago on my trusty A600, I recall my main problem with it being its high difficulty. I remember running out of ammo quickly and having difficulty finding more. Playing it this time was much more enjoyable and leaves me wondering what on earth I was actually doing wrong the first time around! It’s a pretty damn tough game for sure, mainly thanks to the infinite aliens (there’s not even any Gauntlet-style ‘generators’ to stem the flow), but it’s not hugely unfair as I was expecting it to be either, even if you get trapped – you’ll probably often find yourself running away from aliens down a corridor only to find more coming from the other end! They do seem relentless to begin with too, but practise, as well as learning your way around the initially-confusing stages (buy a map!), will see you make steady progress. The first stage eases you in (giggity) and should be completed with minimal hassle but it’s just a ‘practise mode’ really, compared to the rest of the game, which I still can’t finish without cheating, incidentally (and there are a lot of codes too). Alien Breed is still a rather repetitive game but the great atmosphere and addictive action make it one that’s worth spending time on. Especially if you’re a fan of the film it’s (unofficially) based on!

RKS Score: 7/10

Stunt Car Racer

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Stunt Car Racer

Format: Amiga Genre: Racing Released: 1989 Developer: MicroStyle


Bizarrely, the inaugural post on this blog is for a racing game. Bizarre because generally I don’t actually like racing games that much; yet, when I think about it, the two or three that I’ve really enjoyed (Ridge Racer, Burnout 3, Gran Turismo) probably rank up there as some of my favourite game experiences, and Stunt Car Racer certainly deserves a special mention.

Most racing games before the mid-nineties were pretty rubbish. It was only with the 3D revolution that racing games really reached their full potential – before that it was all stripey grey race tracks and simplistic leftright leftright holddownthebutton gameplay (try playing a game like Lotus Challenge now and I guarantee the nostalgia won’t last beyond a couple of pixellated crash barriers). However, Stunt Car Racer WAS in 3D at a time when perhaps only a handful of games were, and what’s more it used the 3D space in a way that few games have, before or since.


The raison d’etre of Stunt Car Racer is the tracks – glorious, insane, rollercoaster-like tracks that leave you gripping the joystick for dear life as you hurtle through the air after burning up impossible ramps, then gritting your teeth as you plummet back down, engine still racing, the screen cartwheeling as you miss the track by inches and smash into the dirt below with a bone-shattering crunch. At a time when racing meant dodging in and out of identical 2D cars, Stunt Car Racer did vertical – and how. There was even a loop-the-loop…


The key thing about all this vertical fun was the ever-present sense of danger – there were no barriers to any of the tracks, so you always felt that just one small slip of the wrist could send you hurtling into the abyss, costing you valuable time as your stricken vehicle is winched back onto the track and, more importantly, causing potentially race-ending damage to your car. Above all, it was the intense adrenalin rush this caused that is my stand-out memory of the game; that and the excellent two player mode (only available over a link cable, but more than worth the considerable hassle of stringing together several wires and tellies).

I sold my Amiga recently (sacrilege I know), but I booted up Stunt Car for one last go before I carted the whole lot off to Mr Ebay. It’s lost none of it’s charm: sure, the graphics are basic (even for the time) and there’s only one other car on the track at any one time (believe it or not, that blocky red thing in the screenshot is a car), but it still retains an impressive sense of speed and danger as you hurtle round those suicide bends.

The creator of the game, Geoff Crammond (dubbed ‘Sir’ by Amiga Power), later went on to create the seminal Formula One Grand Prix series on the Amiga, but I’ll always remember him for this classic game. Nice one Sir Geoff.

Happy Monster

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Happy Monster

Platform games as a genre have been around over thirty years now and this kind – where each stage is only one screen in size – was how the genre began before fancy stuff like scrolling was introduced. That’s a lot of time to be trying to come up with new ideas. There is, after all, only so much you can do with one 2D screen filled with platforms. Impressively though, most of them manage to add at least something to the genre, or sub-genre as it now is. This effort by German fellow, Harold Müller, which appeared pretty late in the Amiga’s life, does not. Apparently, this is typical of Mr. Müller whose games often feature, shall we say, ‘borrowed’ elements or ideas. Clearly, if true, that makes him either lazy or just lacking in creative abilities but does that mean his games aren’t any good? I don’t know yet so let’s find out!

Happy Monster

Happy Monster, if its title is to be believed, is a game that features at least one happy monster. I don’t know why they’re so happy but it could be because of all the booty they have lying around the place. Many lush, ripe fruits, tasty snacks and desserts, and even gemstones, can be found in abundance across the twenty stages that make up the game. You play the part of a small, bearded fellow (who reminds me of Silver Neelsen from F-Zero X) whose job it is to collect (probably steal) each of these items, although defeating (probably murdering) the monsters that duly petrol their stash is optional. Successfully clearing a screen of all that inhabits it opens the exit from where you’ll begin again until all twenty screens have been conquered. Items to help him do this include 1ups and speed-ups, which are among the other items, but other than that, you’re on your own.
Happy Monster

Actually, now that I think about it, this must be how Mr. Neelsen was able to fund his F-Zero exploits. Oh well, he’s no worse than Zoda I suppose. Whether the F-Zero tournaments are tainted or not, our hero is gifted with only the basic platforming actions here. He can drop down through platforms, and he can fall an unlimited distance without harm, but contact from any monsters causes instant death. By means of offensive abilities, he can shoot fireballs from his torso to take out the monsters, of which there are several colours which determines their speed and how many hits they take to defeat, but he can only jump a short height. This presents the game’s only major problem – one or two stages have parts that you can fall into but can’t jump high enough to get out of. This basically means the stages in question fall victim to trial-and-error gameplay, particularly since there’s no ‘suicide’ button allowing you to start the stage again.
Happy Monster

As you can probably already tell from the screenshots, aside from the arrangements of platforms and collectibles  the stages that make up Happy Monster don’t differ a huge amount from one another. The same tiled background adorns each stage, albeit in alternating colors, the enemies are all copies of Spud from Superfrog, although again in different colors  and the player’s character is tiny, even smaller than the monsters in fact, and animated very basically. The sprites and items are quite well-defined but that’s about the only positive as far as the aesthetics are concerned. The sound only consists of about three effects, one of them rather irritating, and no music at all. Well, except for a rather unassuming title-screen jingle but it’s not really what I’ve come to expect from Amiga games, whether made by big multi-million pound corporations or by a guy in his bedroom!
Happy Monster

Indeed, from a technical point of view, Happy Monster is far from the pinnacle of Amiga gaming and it’s also one of the least original games of this type I’ve played. I suppose I shouldn’t be too judgmental though, Mr. Müller has achieved a lot more than I ever could! It may at first seem like a sightly tough and unfair game, but you’ll soon discover that it’s actually too easy – most stages can be beaten on the first try with no loss of life and even the few trickier ones only require a couple of tries at most before they are overcome, especially since stages are reset when you do lose a life. There’s no time-limit so you can spend as long as you want messing around. The only thing you have to be really careful of is to not fall into an inescapable part of a stage as I did a few times. This is my only real issue with the game as it can completely ruin an otherwise enjoyable session. Grrrr!
Happy Monster

Apart from that, though, despite its technical inadequacies and lack or anything remotely fresh or creative, it’s actually pretty good fun, but it’s still really hard to recommend it as could have so easily been much better. There are only twenty stages and they lasted me around an hour. With practice  I finished the game in fifteen minutes without losing a life. Even with such a short game, some later stages re-use sections from older stages and a couple are even repeated as a whole. There are also only five different colors of otherwise identical-looking enemies and just the one power-up in the entire game. There’s not even an ending – it just loops back to the start! It seems to me that Happy Monster is very much like a free shareware game that a fan made to test his programming abilities or something like that, but I’m pretty sure it was a full commercial release, and that means it’s average at best. Fundamentally, it’s an enjoyable enough game but with more enemies, more stages, and more varied stages, it would still be very unoriginal but would be so much better than it is now.

RKS Score: 5/10



Onslaught (1989)

Onslaught - gameplay screenshot

By: Hewson Consultants Genre: Platform Players: Difficulty: Hard
Featured Version: Commodore Amiga 
Also Available For: MegaDrive, Atari ST, PC
Download For: Xbox Live Arcade, iOS


The years of the Atari ST and Amiga were conflicting ones for me. For the first half of their tenure, my main system of choice was my trusty Speccy. As great as Sir Clive’s marvel was, it couldn’t hold a candle to 16-bit machines, technically. For the second half of their tenure, I was the proud owner of the all-powerful MegaDrive console where I found myself in the opposite situation. Whichever side of the fence I found myself on though, I always kept an interested eye on releases for the ST and Amiga and one that always intrigued me was Onslaught. It was available on both machines and looked suitably impressive for either. It wasn’t long, however, until I learnt a valuable lesson – appearances can be deceptive…
Onslaught - gameplay screenshot

These are basically boss fights but feature a floating, four-armed head! You control a hand that can move around the edge of the screen and fire magic stars, and this you must do until the strange creature is no more. Victory means you’ve won the territory and then it’s on to the next. The temple stages are the same as mind duels and there are also plagues, crusades, and rebellions to contend with. These occur at random intervals and make the going even tougher, particularly the latter which costs you a previously won territory. During the battle sections, it’s also important not to let too many enemies past you unscathed as if enough of them make it, they can grab your banner too!Set a good few hundreds of years ago, Onslaught is the tale of many warring kingdoms. At the start of the game you’ll see a map screen consisting of a 16×16 grid of tiny squares which presumably represents a sizeable portion of the world of Gangore. Each red square is a kingdom and each red dot with a light ring around it is a temple. You start the game as a random warrior, all known as ‘Fanatics’, and at a random point on the map, although usually towards the edge somewhere. From here you can select any kingdom or temple within one grid square of your position. The former are multi-tiered, side-scrolling platform/combat sections which come in three parts. First you have to battle your way from left to right until the end where the enemies banner is located, then it’s on to a ‘siege’ section which is more or less the same except the enemy banner is at the top of a castle, and then it’s on to a ‘mind duel’ which are rather stranger.
Onslaught - gameplay screenshot

Each of the kingdoms on the map has a status panel type thing that can be viewed prior to attacking them. This includes the popularity of the warlord who’s currently in charge (which affects the strength of the enemies), population (number of enemies), and warband (types of enemies). The last one is of particular note as the enemies can take several forms, some more dangerous than others. Footmen attack with conventional medieval style weapons, wizards cast spells, and spearmen are fairly self-explanatory. There are also soldiers with cannons and other more powerful weapons aimed in your direction and landmines dotted around which should be avoided at all costs. The last kind of enemy is the most annoying.
Onslaught - gameplay screenshot

They are the riders. Their vehicles range from boars, horses, or even magic carpets, and they travel across the screen in either direction. If your warrior is touched by any enemy it will push him backwards a little but this effect is considerably increased by the riders. The armaments used by your ‘fanatic’ can sometimes lesson the likelihood of this happening though. You’ll starts the game with a mace. This is obviously very short-range and not terribly powerful so it’s fortunate that some defeated enemies will leave behind shield icons. These are new weapons which include crossbows, bombs, and homing shots. They all have a limited lifespan but are invaluable for making progress, as are the magic scrolls which can be collected from the same source which give you abilities ranging from screen-clearing smart-bombs to freezing the enemies.
Onslaught - gameplay screenshot

The first thing you’ll notice when you load Onslaught is the splendid piece of music and the impressive loading screen, above. These both make a great first impression and the in-game graphics and music, while varying little, are still of a high standard. The battle stages are quite cluttered and the colours a bit garish but the detail and animation of the sprites is great. Overall it’s very atmospheric though, especially the fantastic music. However, as is typical of Amiga games the music comes at the cost of any sound effects, although you can turn the music off on the options screen if desired. Something else you can do here is raise the difficulty but I definitely wouldn’t recommend doing that – if taking over a load of kingdoms single-handedly sounds tough, that’s because it is!
Onslaught - gameplay screenshot

Your warrior may have a reasonable amount of energy but it’ll soon get worn down – most of the battle stages are fairly short but are so full of enemies that most of them will take a while to get through. The enemies re-spawn too and they really do throw everything at you including arrows, meat-cleavers, cannonballs, and land-mines to name a few (although it’s not surprising I suppose since I’m pretty sure you play the part of the bad guy, attacking and ransacking innocent villages!). Some stages can be so overwhelming that it’s difficult to even make any headway, particularly stages populated by riders. This kind of thing just compounds the already highly challenging nature of the gameplay and sadly makes playing Onslaught a very frustrating experience. All this and you get just the one life and no continues!
Onslaught - gameplay screenshot

The screenshots and description probably make Onslaught seem like a really interesting game, I’ll certainly agree there. There’s a lot to do and the mixture of combat and strategy seems like it’s been well thought through, so I really wanted to like it, but after giving it numerous chances to impress me, the result is always the same. Its design seems very disorganised and chaotic but most of the problems are caused by the very high difficulty. I don’t know how insanely gifted some of you might be but I often don’t even finish the first stage nevermind rule over the whole land of Gangore! It is quite addictive but I can’t imagine I’ll make it too far into the game – I certainly haven’t yet! It’s hard to know what to make of it really. There’s lots of great ideas and potential but sadly it’s just been executed in a frustratingly unsatisfactory and… well, frustrating way. Time for a remake?


RKS Score: 5/10

Kid Gloves

Kid Gloves - Amiga

Kid Gloves (1990)
By: Logotron Genre: Platform Players: 1 Difficulty: Medium
Featured Version: Commodore Amiga First Day Score: 48,550
Also Available For: Atari ST

The poor old Amiga games industry was ravaged by pirated copies of games flooding the market and friends copying games for each other, it was this more than anything else that brought Commodore down in the mid-90’s. I’ve always tried to avoid that sort of business but when I belatedly got my Amiga, a friend gave me a box of discs with copied games on. Some didn’t work, others were pretty sucky, but of them all Kid Gloves is probably the one I played the most, guiltily of course, but seeing as it was later given away free by Amiga Power magazine I don’t feel so bad now! However, since I no longer have my Amiga and have developed a deep fear of using WinUAE, it’s been a long time since I played this game. It’s not looked upon too favourably by the Amiga community these days, I wonder if I’m about to destroy my happy memories of playing it too…

Kid Gloves - Amiga

It’s a pretty simple game which sees you, as Kid, attempting to rescue your kidnapped girlfriend or some such nonsense. In order to do this he must make his way through the danger-filled, flick-screen world between him and his goal. Each of the screens are populated by various creatures and obstacles, such as pigs, goblin things, whirly blades, etc, which move in short, simple patterns, and some which remain still, such as fire. Contact with any of these objects means instant death for our hapless hero. Fortunately he can fight back, against the creatures at least, by firing coins at them, and there are other weapons available in the shop that appears periodically including Flames, Deathstar, and Megalaser. Many of the screens also contain other items like food (for points), keys (to pass barriers), money (to spend in shops), smart bombs (to clear screens of enemies), and ankh’s (for extra lives) and he can also use magic to turn the barriers into food too.

Kid Gloves - Amiga

If there’s one thing about Kid Gloves which is still as true today as the first day I played it, it’s that it’s a pretty tough game! Some screens have objects such as blocks that fall down when you touch them to help you reach certain areas. Not only does this kind of thing kill you if you go so much as a pixel too close, but they can also have the opposite effect and prevent you from accessing an area. Most of the enemies in the game either walk backwards and forwards on platforms or bounce on the spot but there are also some that appear some time after you entered a screen. These ones can move freely around the screen and pursue you like Baron Von Blubba! Luckily, unlike the Bubble Bobble meany, these can be shot, but they always appear in the same place regardless of where you are on the screen which means they might appear right on top of you if you’re not careful! There are also some fireball things that move much more quickly around the screen if you hang around for too long, and these cannot be shot. However, leaving the screen then returning to it will reset everything to its original place, except the enemies which do not reappear.

Kid Gloves - Amiga

That’s pretty much the only problem with this game. I knew even back then that it was a simple game, looking more akin to a Public Domain game than a full-price release. The backgrounds and sprites look okay but are poorly animated and hardly push the Amiga to its limits. There is some nice sampled sound effects and speech though, and a pretty decent title-screen tune, but there’s no in-game music. None of this is really reason to dislike the game, it just has a few minor gameplay flaws that are so frustrating. The collision-detection is pretty shocking for one thing which obviously doesn’t help matters, and the controls can be really fiddly too – you try going up or down a ladder in a hurry! I never could get very far in Kid Gloves and that hasn’t changed since I started replaying it. Every time I think “right, I’ll get really far into it this time” it just ends up annoying me too much and I play something else. I don’t think it’s aged too badly, but it’s flaws are more apparent to me now. Ultimately it has a certain charm but this is a very average game that could’ve so much better with a few tweaks.


RKS Score: 5/10


Morph - Title Screen

Morph (1993)
By: Millennium Interactive Genre: Platform / Puzzle Players: 1 Difficulty: Medium-Hard
Featured Version: Commodore Amiga First Day Score: 38,950
Also Available For: Amiga CD32, SNES

Hey! Who remembers Morph? He was a weird brown thing made from plasticine who changed shape and lived in a box and who had his own TV show when I was a kid. I think only British readers will know who I’m referring to, but whether you remember him or not is irrelevant because this game is nothing to do with him! This Morph is a boy, Ralph Morris, who helps his crackpot uncle (called Professor Krakenpot, appropriately enough!) to test his new teleporting machine. The test inevitably goes wrong and alters his molecular state, leaving him in a ‘state of limbo’. Happily for us, however, this results in in a type of game that was fairly common on the Amiga – a 2D scrolling platform puzzle game!

Morph - Gameplay Screenshot 1

In order to find all the lost parts of the teleport machine so that Morph’s uncle can rebuild it and return him to normal, it’s your job to guide his disembodied form around four different areas – Gardens, Factory, Sewers, and Laboratory. Each is absolutely packed with hazards and puzzles, and to navigate them, Morph can switch between four different states – flexible, solid, liquid, and gas, and each has very specific advantages and disadvantages. Morph in a flexible state, for instance, is like a rubber ball and can bounce up steps, ledges, and over gaps, and can also float in water. He is easily burst, however, on things like rose thorns, broken glass, spikes, or fire. The solid state sees Morph act like a metal ball. He is consequently very heavy and can smash through special destructible blocks and is unaffected by sharp objects but he can fall through fragile platforms if he’s not careful and cannot move up slopes. He will also sink in liquid of any kind.

Morph - Gameplay Screenshot 2

In a liquid state, Morph is a water drip which allows him to pour though small gaps like drains and small holes which, in any other state, he would be too big to fit through, and he can also put out fires simply by moving into them but he dissolves in pools of water or any other liquid and is also unable to move up slopes. Lastly, in a gas state, Morph takes on the appearance of a small cloud. This is very useful for floating up to otherwise inaccessible platforms and areas but since he is lighter than air, he cannot move in a downward direction. He can, however, be sucked into fans and ignited if he strays too close to a fire. You might be forgiven for thinking that, with a little strategic thinking, all of those abilities make Morph seem like an easy game. If you do think that, then you’re in for a shock! As mentioned earlier, the game is set over four areas and each of these is divided into nine levels. Though you can try any of the four areas you want, the levels in each must be completed in order. The object of each level is to find the missing teleporter part (which is always a cog – teleport machines can’t be too hard to make if they only consist of cogs!) and reach the exit within the pretty strict time limit.

Morph - Gameplay Screenshot 3

Still sound easy? Think again – Morph can only use a set number of transformations on each level! The information panel at the bottom of the screen features several things. On its right is a star with a number beneath it. The number indicates how many times you can transform on that level. Luckily more stars can be found during the course of a level, each of which increases your allowed transformations by one. On the left of the information panel are symbols representing each of the four states you can transform into, and each of these also has a number beneath it indicating the number of times you can assume that particular state. This number can be exceeded but must be at zero or above to finish a level successfully. If it ever falls below zero, you must find special icons indicative of each of the four states to return the counter(s) to zero or, even better, a positive number (for which you receive a bonus) before exiting the level. It’s not too much of a disaster if you do use too many transformations, though, as fortunately you can attempt each level as many times as you wish.

Morph - Gameplay Screenshot 4

That’s Morph himself taken care of. Now we come to the environment in which he moves around. Each environment has features and hazards that only appear in that particular area, such as brambles in the Gardens, and conveyor belts in the Factory, but there are also some that may appear in any area. Some of these include pipes, electromagnets, switches, direction blocks (which only allow travel in the direction indicated on the block), and locks, which obviously require keys. There are even some helpful items to be found too like x-ray specs, maps, teleports, stop watches, and treasure chests. Among the most useful items, however, are heater blocks and freezer blocks which provide Morph with ‘free’ transformations when entered. The former transforms him into the next state of a lesser density (i.e. from solid into flexible), and the latter transforms him into the next densest state (i.e. gas into liquid), and they can be a life-saver!

Morph - Gameplay Screenshot 5

One of the most important things with a game like this, in my opinion, is its difficulty level. Many platform/puzzle games have one or two extremely easy levels and then suddenly get damn near impossible. Luckily, Morph is not a member of this club, although it will probably seem like that to begin with! Some aspects of controlling him do take a bit of getting used to, like when bouncing around as the rubber ball or navigating the mazes of tunnels and pipes, but it’s fine after some practice. Once you’ve got the hang of controlling him and exploring the levels, it will not seem quite so daunting. Many of the levels are fairly intricately designed and you’ll probably find something new every time you play on some of the more elaborate ones. There a fair few secrets and bonuses to collect but they aren’t vital to the completion of the level and the time limit for each level is generally pretty strict so skillful play if often required to obtain them and get ultra-scores.

Morph - Gameplay Screenshot 6

One of the most appealing things about Morph, at least initially, is the graphics. They really are quite lovely. Moprh himself is fairly basic in appearance but is pretty well animated, nicely defined, and has some amusing expressions. The backgrounds are also fairly basic but feature some lovely shading, and the foreground scenery looks particularly nice. Each area is colourful and distinctive, with the Gardens being particularly pleasing. Some of the levels are pretty big too! As is often the case with Amiga games, Morph does not feature both in-game music and sound effects. In this case, the in-game sounds are restricted to some sound effects although they are realistic, varied, and atmospheric. Morph himself has unique sounds for each state he’s in too, such as a bouncing noise when he’s a rubber ball, a heavy clanging noise when he’s a metal ball, and a glooping noise when he’s in his liquid state (the gas state is pretty quiet, though). The music is restricted to a few little ditties here and there and that’s about it.

Morph - Gameplay Screenshot 7

Like any good platform/puzzle game, Morph features a decent amount of levels, thirty-six in this case, and they are good ones for the most part too. They contain all the usual stuff like tricky puzzles, collectible items, and, perhaps most importantly, secrets, and there is more than one way to complete some levels. Most of them will need lots of exploring before they can be finished and this can be a little frustrating – much of it involves trial and error, which isn’t always good, but if the levels were too simple, the game would be far too easy (and rather boring). Besides, you get infinite continues and you can restart any level whenever you want to so it’s not too bad! Overall, It looks very nice, is very addictive, and its difficulty curve is well pitched allowing steady progress whilst remaining challenging enough to keep you trying for a long while. Plus, almost everyone I’ve spoken to has never played it. So give it a try!

RKS Score: 7/10

Fury of the Furries review

Fury of the Furries is a side scrolling platformer with puzzle elements, published by Kalisto in 1993 on Amiga & PC. And a year later on Mac. The main difference between PC and Amiga versions (as I never played the Macintosh one) is the number of colors displayed on a screen. PC uses 256 of these whilst Amiga only 32. They are mixed and matched smartly however, so the difference is bearly noticeable. And in some cases I would’ve sworn that PC outing settled for only 32 as well.

Fury of the Furries PC title screen

The story line is quite dull and doesn’t shine above the early 90’s average for these kinds of games. You’re left in charge of four creatures that look a whole lot like critters. And critters were round, spiky haired, hedgehog like aliens who came to Earth to destroy the life on it in 1986 movie by the same title. It was a mediocre movie, I must add.

The pilot must’ve had one drink to many…

Anyway, in Fury of the Furries unfortunately, you are not mind-bent killing machines from space, but peaceful creatures on a mission to save your king that has been kiddnapped by the so called “the wicked one”, who in this game represents the ultimate evil. The four fur-balls you’re left with, differ in colour and set of abilities, which have to be properly utilised to complete each stage. Does this sound familiar to The Lost Vikings? Well, It should, because apart from being much bigger AND better game, they’re both quite alike.

Watch out for the Homing Bees!

As I was saying Furries you’re in charge of are all unique – the blue one is the only one that can dive and also it shoots bubbles in water. Green one is your friendly neighborhood spider-man. Well, it doesn’t walk on walls but has a line/grappling hook that it can swing on or use to pull objects when necessary. Yellow one controls fireballs of various power and the red one bites the dust – literally.

Another one bites the dust… This time literally!

The further you go the more time you’ll spend planning on how to complete each level since often you’ll find yourself with only one or two of these fur-balls available and sometimes not even through the whole stage but only at certain areas. And in the World of Fury of the Furries there’s many things that can kill you – starting from sharp spikes and pools of acid to mutated bees and other oddly shaped figures of game designer’s sick imagination.

It’s a small World… Not!

And since we’re on the World subject – the adventure takes place in a huge island divided into 8 regions which are then split into seperate levels and many hidden areas. Each region has unique feel and challenges to them, so mastering all will definitely take a lot of time and patience. After completing first two regions you’ll realize that you’re losing lives as often as cattle in an average sized slaughterhouse. Well, at least I did, since the difficulty goes through the roof starting with the third.

Fury of the Jungle… Starting from the third region onwards the game becomes uterly punishing and unforgiving.

Because, Fury of the Furries requires not only clever planning, but also mad gaming skills and in later levels some sick timing, which platform games of the 90’s were well known for. Fury of the Furries is no exception here. And nothing says challenge more than dieing 20 times in one level in less than 30 seconds from starting to play it, each time… Yeah… And that’s only second stage of third region that I’m talking ’bout here…

Why does the shark don’t give a damn about a dude on a surfing board but goes straight for me as soon as I get anywhere near the water!?

Fortunately, the game offers an extra life every 100 coins that you collect and since there’s loads of these in hidden areas, it’s an incentive to look for them from the start. And it’s not unusual for a level to have more than two secret sub-levels hidden behind the palm tree, in a pile of dust or under the shootable block of concrete for instance, so you’ll find yourself checking all possible places looking for those quite early.

Gotta get that money!

As I said before the story is not what makes this game special. The gameplay is. In fact, Fury of the Furries is so AWESOME that once you’ll start playing it, by the time you stop, you’ll realize several hours, days, months or even years have passed, the Earth is a nuclear wasteland, and you somehow missed the Armageddon. OK, that may not be entirely truth, but Fury of the Furries is a top notch game and a one of the best of it’s time and genre.

Spider-man, spider-man, the amazing spider-man…

In my opinion Fury of the Furries is one of those games that aged like wine does, it got better. Actually, it aged exactly like one of those very expensive wines, one that is so good and pricey that nobody even knows how it tastes like. Sadly, the same can be said about this game, as it never got the attention it deserved. When countered with platformers we got to play these days, all being easy, casual games, Fury of the Furries holds a serious challenge and completing it even on the easiest of levels will be time consuming. But also fun and rewarding.

Ripping bubbles in water…

All in all, it’s a great game worth time invested in it and a cheap buy as well. You can get it on eBay for peanuts and running it will require no more than some basic DOSBox skills or WinUAE configuration practice if you settle for Amiga version and don’t happen to have the real one. Like the best game reviewer on YouTube – Gaming Mill – would’ve said – Overall I give it 9 and a half out of 10. So, Thanks for reading, please leave a comment and make sure you give Fury of the Furries a try as it’s gonna be time and money well invested.

This is the end…

On the side note Fury of the Furries as a franchise has been sold by Kalisto a year after it’s premiere to Namco which then released it on SNES, Gameboy and PC (again!) as Pac-In-Time leaving most of the game untouched (in PC version), altering only the way the main character looks like – since there was only one of them in Pac-In-Time – Pacman – and how he accesses all of his abilities. Also if you don’t care much about owning original, Fury of the Furries is considered abandonware on PC & Amiga and can be downloaded from Abandonia & Planet Emulation sites respectively for each of the platforms.

Click here to get the official Fury of the Furries soundtrack.

Superfrog review


Every 16-bit platform of yesteryear had their own unique best selling point. Quite often being a platformer game for that matter. Two main ones – SNES and Genesis had Mario and Sonic games respectively. Both very different to each other yet both awesome in their own ways. So, when others back in the early 90’s had tons of fun breaking their pads playing those, don’t think that I didn’t… Actually I didn’t as I had an Amiga 500 and neither SNES nor Genesis back then. That said I was not a sad bastard looking enviously at other people’s machines hoping to be invited for a game or two. Hell, no! I had my own ace down my own sleeve and it was no worst to the earlier two… In fact in some ways it could be considered a superior game!

In the heavenly year of our Lord, 1993, on Amiga and a mere year later on PC, widely known back then Developer forward slash Publisher – Team17 – of (currently Worms titles but then…) Project-X, Apidya I & II, Alien Breed I & II, Body Blows & Body Blows Galactic fame, amongst other great games, released a true gem – an answer to Sonic & Mario that Amiga owners needed and thrived for (and PC owners did not give a damn about as they had Wolfenstein 3D). That year a legend was born…

Project F? Nah…

Superfrog - a frog that every toads wants to be and also coincidentally an Amiga title screen...

The game leaves you in charge of – surprise, surprise – Superfrog – a once prince turned into a green hero on a mission to save his loved princess from alzheimer & dementia driven hands of each superhero’s of the era arch villain – the Mad Witch. Well, can’t tell you what was her exact name but she was a witch and was bad judging from an awesome intro that the Amiga version greets the player with.

Well, putting the story aside as it’s obvious it was not the story that gave Sonic & Mario their deserved fame – Sperfrog could be considered to be quite generic example of the platformer. Could be, but it wasn’t… Both PC and Amiga versions look and play virtually the same with an earlier mentioned difference of Amiga outing having an incredible cartoon-style intro drawn by once famous Eric Shwartz.

Is it a bird!? Is it a plane!? Nah… It ain’t!

And this is were the fun's at... Well, this and some more...

The main game is divided between five levelsForest, Castle, Circus, Pyramids & Ice – each built out of four stages and then there’s also a secret Space stage and a Moon level. I’ve mentioned Mario & Sonic games before as I’d like to use them as examples or even standards here, that I would then compare Superfrog to. It’s not going to be an easy task and I would not wanted this piece of writing to end up as a review of those two games, so I will mix and match some colorful screenshots here so it appears as if I’m still reviewing widely unknown Superfrog… Nah! I’m just fu… I mean playing with you all, it’s still gonna be a Superfrog review…

Because what made Mario & Sonic great is what makes Superfrog an underrated contender that should’ve been a champion amongst all three. Both console titles had beautiful graphics, excellent and well thought through level design, loads of collectibles and tons of fun to add to it all. How does our toad-face friend stack against them? I’d say he’s got some serious ground to defend and I don’t see him losing to any of the games in any of the fields mentioned…

You gotta face the facts! The game is AWESOME-tastic(tm)!

There are only three Rules of Survival(tm) in Superfrog... Or one three-pieced rule... If it moves or is sharp or you have no clue what it is - it will most likely kill you!

Superfrog’s graphics literally squeeze out everything that’s possible out of vanilla Amiga computers whilst keeping a solid framerate of 50 screens per second in a resolution of 320×256 on Amiga and 320×240 pixels on PC. Genesis by standard displays its games at 320×224 and SNES does at 256×224 pixels resolution. So, Amiga and PC do offer slightly higher resolution than Genesis and noticeably higher than SNES. But wait! That’s not all…

Arguably SNES displayed the most – 256 colors on the screen at once in its games and Genesis64, whilst Amiga in most cases only 32. Superfrog and mastermind geniuses of evil – Team17 – behind it however, managed to pull as much as they could out of hardware and the game runs at 64 colors, as well as Genesis titles do. Those colors are so smartly picked, mixed and rotated though that it looks as if there were many more… So, in theory whilst being similar to Genesis it does look bit less colorful than some of SNES games do. But I shouldn’t judge the book by it’s cover… And I shall not judge the games purely by their visuals either! …Today.

Amiga offered the highest resolution out of all platforms… Well, so what!? It still lost in the long run…

It's so cold that I froze my frog off... WOW! That comment is just SO lame...

Both console classics are well known for their ingenious level designs… Mario’s are smartly laid out and often require skills of the Dark Side’s degree and loads of patience and repetition to complete. And Sonic’s are built with speed of gameplay in mind. Superfrog is more on the earlier one’s side. The stages are vast and filled with many monsters (well, I wouldn’t wanna call those cute creatures monsters but they kill you, so I can’t settle just for cute either), traps, collectibles and switches and also often require for a player to reach within the earlier mentioned Dark Side of the Force to stand a chance at beating each of the latter levels… You will find plenty of hidden areas as well, especially in Castle and Pyramid levels and discovering all will not be an easy task at all – so Superfrog holds a lot of re-playability to it.

In gameplay area Superfrog does not lack either – there’s something new introduced with each stage so it continues being involving and whilst it’s easy to pick up and play it’s hard to master and VERY hard to beat! So, finding all of the secret areas and collecting all the treasures (gold, crowns, coins, fruit, etc. and my most favourite drinks of all time – Lucozade Orange – Hell yeah!) will surely take a lot of both – time & effort. There are no warps to latter levels as in Mario games, so you have to complete the game stage after stage but there is a password system and those can be won using collected coins in an arcade like mini games between levels… There’s also power ups that offer unique abilities to our hero – like flying or throwing green goo-ish looking creatures of a yo-yo-like characteristic at the enemies… Sounds odd? Well, play the damn game! You’ll love it anyway and also you’ll know what I’m talking about here!

The technique is to jump over the sharp bit… Or kneel down below it. Or Die. It’s really a game of choice!

It's not gambling if you KNOW that you ain't gonna win!

It’s real hard to summarize it all (and more that I did not mention not to spoil the game), to depict Superfrog as being a truly AWESOME game. I’m afraid that you’re just gonna have to take my word for it. And judging just by it, screenshots and maybe a feel for adventure you will give Superfrog a try… Because when you do, you won’t regret it! It’s a unique and challenging game (with one of the first ad-in-game placements – Lucozade Orange yo!) that could’ve been Amiga’s answer to Mario and Sonic if only the platform and game were half as popular as the two main 16bit consoles were… Sadly Superfrog whilst being moderately successful never reached the attention it deserved and was a hugely underrated production. If things were different I may have been writing here about Superfrog III – Revenge of the Toad or Superfrog VII – Frogs in Space but we won’t know that as the game never really got a chance to stretch its wings…

Sonic-speed transport system as presented by ACME. Sounds

This is the end... My froggy-friend, the end... The screenshot does not show the end though but to know it you would have to play it, you know...

Stunts (a.k.a. 4D Sports Driving)

When I was just a young boy and have seen today’s review’s game for the first time on my friend’s Amiga I knew I had to have it. In fact I wanted it more than badly! I needed it as one needs to find a toilet after a huge plate of burritos followed up by a gallon of sweet cider… It’s obvious however, that when you’re that young and have cravings for something, you have your ways of getting it… Begging parents to buy it for you, borrowing money from a friend or even be it finding a way of obtaining an illegal copy… Whatever means were necessary, for this game were well justified!

4D Sports Driving

Stunts (in Europe known as 4D Sports Driving – now how dull & silly sounding title that one is!) was one of those games that revolutionized its genre by being well ahead of its time, but I’ll get into this in a minute. The game was developed by Distinctive Software and released by Broderbund Software on PC & Amiga in late 1990. Just like my little sister, developed by my father and released in 1990 by my mother… Just like that! ^__^

Anyway, who has at least a vague knowledge of personal computer history, knows well that it was still the time when Amiga was the „King of the Hill” and packed most gaming power of all early 90’s platforms. PC VGA card’s 256 colour mode was not extensively used yet, so Amiga games stood out as better looking ones out of all 16bit Computer ports… Stunts was a fresh breeze of „new” in already well established by then Racing genre. What we expect to find in games today and feel as if it’s usual to have it was not as common in 1990 and Stunts by bringing a plate of those little changes to the racing games table changed the way we „dine” forever…

First of all there were multiple cars to choose from – all with various stats and specs, and all handled different to one another. There were not 40, 50 or 60 of them but more than a typical by then – „three or less”. 11 to be precise. It’s obvious that just having a bunch of cars thrown into a game does not make for an awesome racer but people at Distinctive Software knew that well and made sure that Stunts was not only a car showcase but also a bottomless bag of goods for all speed freaks…

With loads of different cars a Real Player needs variety in tracks as well, to keep him/her occupied. Devs could just drop a bunch of those on players and keep them happy for a relatively long time but they didn’t. In fact there was not a huge number of those but it made no difference nonetheless as Stunts took another, as time proved, much better route. There may have been only few tracks to choose from but they were really smartly laid out and what’s even more important & crucial here…

…they were ridden all over by numerous obstacles like ramps, corkscrews, loops, jumps, iced paving and many more to keep the game more challenging and raise the gameplay excitement in the same time. Sounds fun? It is! But you know what? There were many games that were fun and never made it big… Many! So, what exactly could push Stunts to stand out by a long mile ahead of the competition? Well, maybe…

…first EVER racing game Track Editor? Maybe? Nah! For sure! It was simple yet a powerful tool that allowed user to use all elements available in official tracks in their creations. Needless to say many of those quickly sprout out amongst players who challenged themselves to make the most daring or challenging tracks to play. By today (nearly 20 years later), there’s several thousands of these and the game whilst being only 8 years younger than me is still as playable as it was on a day of its release and much more fun than I could ever be. I wanna hear a loud „Hell Yeah!” here. ^__^

If that all was not much enough, Stunts also introduced something of similar characteristics to well-known achievements of today’s games. A player was not allowed to use all the cars from the beginning or play against all opponents, he had to slowly work his way up the „Racing Food Chain(tm)” to unlock tougher drivers and better rides. Now, ain’t that a lot of fun!?

Stunts was also first game to take place in full 3D environment with everything being built out of 3D polygons – tracks, cars, jumps, trees & buildings… You get the picture by now, I hope. ^__^ Now, in 1990 it was not a common practice… In fact, most people even did not think possible of having a 3D game running smoothly on a vanilla Amigas, yet alone a racing game. But then somebody (who knew nothing about that notion) came and just done it. Figures! Well done Distinctive Software, well done!! As one would expect from a truly „Groundbreaking Wind of Change(tm)” in Gaming World all that can be seen from various camera views and recorded as Replay to share amongst friends or prey on their weaknesses by showing them your Mad Gaming Skills… And nothing says more „Great Game” than being able to destroy your friend’s self esteems by beating them time after time in an awesome racer on tracks that you have made yourself just for the purpose alone! It’s like taking a Lolly Pop from a child, but more fun.

I know it may appear as if I am a bit over excited but just imagine for a second that it’s not 2010 no more, but humble 1990 and most games (Stunts alike) run in 16 colors in 320 x 200 resolution and not 1920 x 1080 in 16 Millions of shades with 3D acceleration, Depth of Field, Z-buffers, Fog and other numerous graphical effects which names tell me no more than a calorie count on a box of Rice Crispies… Also, try to visualize what one gets to experience after playing countless hours in racing games on flat gray surfaces filled with 2D sprites with three or even no cars to choose from (and usually they only looked different but handled identically) when one’ve seen Stunts in its full 3D glory!? I, for one was stunned at seeing Stunts and could not say much more than „awesome”. I know, I know, I’ve overused this word by now in my previous reviews and that’s alright as all those games were in fact awesome as well. But did they change their genres for years to come to the same degree Stunts did? I think that you realize by now that the answer can only be… No.

Techno Cop

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Techno Cop

This was truly one of my most favorite games on the Amiga. In 1988 the game was released for a number of platforms including the Commodore 64 and MS-Dos. In 1990 it was released for the Sega Genesis by Razorsoft.

Developed by Gremlin Graphics, Techno Cop was a single player side scrolling action game where you played a hardcore cop in a futuristic city. You began each mission in your vehicle where you drove to the hideout of the suspect you were to kill or capture. During the driving stage you would be attacked by enemy cars which you could shoot at, if in front of you or ram off the road. The driving part of the game looked at lot like your classic Outrun view with a Spy Hunter feel to the action. You had a time limit to reach the hideout and one you did you would exit you car and the side scrolling action shooter part of the game would begin.

Techno Cop driving
Techno Cop driving

In the side scrolling part of the game you would make your way through the various hideouts of the bad guy you were after. Most of the time you were placed in a rundown building of some kind blasting away at the bad guys as the approached you or popped out of closed doors. Strangely enough there were also kids jumping and playing in these criminal infested builds right next to the toxic waste barrels. Sometimes you would also come across nude or semi-nude women (in the Sega and future versions this was edited to full clothe the women).

Truth be told the graphics were pretty bad even for the late 80’s. Both the driving and side scrolling part of the game used the same backgrounds over and over with very little changes. Each level was the same, drive shooting at cars until you get your next subject then get out and traverse a rundown building until you find the boss and either kill or capture him. Your H.U.D. or heads up display took up 40% of the screen in the form of your arm and a predator-like wrist device which displayed your target, score, health, time limit, lives and an option to switch between a net or your gun.

Techno Cop walking
Techno Cop walking

What made this game fun was the blood and gore factor. Let’s face it, to find a game in the late 80’s where when you shoot a bad guy and they turn to chum was just awesome and the fact that there were nude ladies in the game just sealed the deal. You could also shoot the jumping kids, but who would do such a thing? Even with the horrible sound effects including a slurping sound whenever you picked up the giant money bag, this game had the kind of mindless violence and action that any kid of the 80’s would enjoy.

Techno cop was one of those games that you had to play over and over even once better side scrolling shooters were released. I mean it had a warning on the box which at the time was unheard of, what kid would not want it? Simply put, if you had a computer you had to have this game. It was the kind of bloody fun we would not see again until Grand Theft Auto was released. Yet, another reason the age of the Amiga and Commodore 64 was the gold age of PC gaming.

The Amazing Spider-Man (Amiga)

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The Amazing Spider-Man

In my days of Amiga gaming this was the game I played the most once released. The Amazing Spider-Man was released in 1990 and could be played on multiple systems including the Atari St and the Commodore 64. It was a multi-screen platform game where you controlled everyone favorite web-headed hero on his quest to save Mary Jane from the evil Mysterio.


Now the first thing that grabbed me was its theme song. I must have watched the info a million times just to hear it, seriously it’s almost intoxicating. I will admit that after that the game did let me down slightly.

The graphics were not that good compared to other games on the Amiga and the in game sound effects were just as behind the times, but the variance in game-play is what made this game addictive. Unlike many of the Spider-Man games of today which is mainly fighting, ASM was a puzzle solving game where your goal was to navigate Rockwell film studios to get to Mysterio’s lair.

the amazing spiderman - Amiga - gameplay screenshot

The controls were pretty simple, the Amiga used the same one button joystick as the Atari, but there were keyboard controls as well, but they were mainly for pausing or quitting the game. You could make spidey walk or climb up walls and even walk on ceilings in some cases. You could also fire your web to swing from place to place.

The game might look and sound simple, but believe me it was not. Here is the layout. Within the studio is a series of rooms that spidey must make it through to get to Mary Jane. Each room has walls and trapsand enemies to deal with in order to move on to the next. The way you progress is to hit a switch or a series of switches to open the way to the next room. This is easier said than done as there are many obstacles in your way including, robots, poison gas, reverse gravity, illusory, magnetic and slippery walls.

The Amazing Spider-Man - Amiga - Gameplay Screenshot - 2

What made this game addicting is pretty much what made Portal so much fun. Some of the traps were well thought out and took time to fight out how to overcome them. The puzzles made you think and sometimes pissed you off, but when you solved them it was pretty cool. You really never fought against anyone. Even the robots you encountered were there for you to avoid or stun with your web and then avoid.

amazing_spider-man_amiga, cover

One thing that freaked me out was the health meter on the Amiga display. It showed a picture of Spider-Man on the side standing tall in his costume. When you would take damage his body would slowly fade away revealing his skeleton beneath. So as you are playing and losing health you see yourself turning into a skeleton which to me added a really creepy element.

The game was far from perfect and suffered from some quirky controls at time as well as programming issues where walls would not work the way they should or you would randomly die for no reason. Also, sometimes the save would not work correctly which almost cost me an Amiga one day when I lost a ton of progress and almost smashed it.

A game like this would never make it today. It took time to play. Sometimes you would be in a room for an hour trying to figure it out. I understand that a game can’t be to frustrating, but the difficulty in puzzle solving and trap navigating was refreshing. Sure the graphics and sound were not that great, but the overall package was worth my time.

You can check it out yourself by finding an Amiga emulator and getting the ROM of the game, but I warn you if you can’t handle slow progress, difficult puzzles and little action then don’t put yourself though the trouble. If you are truly a old school player and want a challenge give this game a shot and let us know what you think.