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)

The Amiga CD32

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What if? The Amiga CD32

I love What if? scenarios. What could have been if things hadn’t gone a bit pear-shaped for a certain company. This particular scenario though surrounds the question, What if the Amiga CD32 had been a success… would we be seeing an Amiga console today? Equal to the PS3 or X-Box?

There’s plenty of debate on the interweb, schools of thought on the future of Commodore and Amiga. I’ve been dipping in and out of some forums recently and there is certainly a lot of passion surrounding this subject. However, my own personal opinion doesn’t seem to fit in with these particular debates. I’ve always dreamt of an Amiga console, a continuation of the CD32, with Commodore backed and developed hardware, chipsets and designs with the same Amiga enthusiasm for gaming, graphics and entertainment.


I look all bleary eyed as I imagine the release of the ‘Commodore Amiga *insert awesome console name here*’, the anticipation as to the specs of this new machine, the controllers, the online game play… I’ve pretty much invented this fantasy console already, it has everything that made the Amiga and its successors the gaming giants they were (and still are in my opinion).

I’ve imagined the specs, it rivals the PS3 and X-Box for graphics and online gaming, it has an entertainment centre for playing Blu-ray and downloadable movies, it has the retro back catalogue of Amiga games and software, all in a glorious online archive of classics from the past… sorry, drifted off for a bit there.

In short, I think an Amiga console would have easily fitted in amongst the latest gaming platforms, having an incredible legacy behind it and a gaming archive for it to include in its package, sitting alongside any of the latest games. Somehow (don’t ask me how) this latest Amiga console would also allow people to develop their own Amiga projects, the software played just as big a part in the history of Commodore and Amiga as the games did and it would be awesome to see that included, and of course backed by a genuine and passionate Commodore company.

amiga cd32_back

Now, lets not forget this is a What if? scenario, I like to dream of what could have been, and of course in an ideal world this is where I would have liked the direction of the company to have gone. The reality of course was a lot more complicated and depressing, and currently, at least for the brand we all know and love, it’s not looking much better.

Check out another blog post on the CD32 over at Last of Commodore: Amiga CD32, it’s a lot more informative and a lot less fantasy (see above). Thanks for indulging my imagination, until my dreams come true, I’ll be playing on my Amiga 500.

Thanks to Gamester81 for the video review.

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?)

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.

Kim Soares: Nitro Games

Nitro Games logo
Nitro Games logo

Name: Kim Soares

Company: Nitro Games

Profession: Lead designer

Favorite Classic Game: The Faery Tale Adventure

Quote: For me, classic means something from 1980’s. From that era, Faery Tale was the most mind altering experience (along with Elite, of course). I still remember first reading a review that told about the huge game world and freedom to go anywhere.

The experience was nothing short of profound. It was like all the confines of games had been removed. To top everything were excellent graphics, music and audio that the new Amiga 500 could produce on screen.

Bio: Nitro Games Ltd. is a Finnish game developer that produces high quality video games for worldwide distribution. Since its founding in 2007 the company has grown rapidly and become one of the largest game development studios in Finland.

The company focuses on creating interesting titles with strong intellectual property values. Our office is located in Kotka, Finland. Our internal team is comprised of skilled professionals who know what it takes to make a game that is fun to play and easy to sell. We also use some of the best outsourcing partners in the industry.

Nitro Games has just finished working on East India Company a PC-title combining trading, management and naval battles in novel fashion. The game was released worldwide in Q3 2009 by Paradox Interactive. In the game players will enjoy building the World’s largest trading empire and engaging in vigorous battles within a breathtaking cinematic game environment, in both single player and multiplayer modes. You can read more at our Games section.