amiga

The Obsolete Gamer Show

The Obsolete Gamer Show: Steve London (Halcyon 6)

We talk a look at Halcyon 6 the game inspired by classics such as Star Control, Master of Orion, X-COM, Civilization and new classics like FTL and talk to its composer Steve London who loves classic Commodore 64 and Amiga games, cool pizza toppings and the Toronto Maple leafs.

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Commodore Amiga

The Flintstones

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.

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Blog

The Amiga CD32

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 Amigaconsole would also allow people to develop their own Amiga projects, the software played just as big a part in the history of Commodore andAmiga as the games did and it would be awesome to see that included, and of course backed by a genuine and passionate Commodore company

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Game Reviews

Beneath a Steel Sky

If the set-up sounds a little similar to Mega-City One in Judge Dredd, then it’s no coincidence – Dave Gibbons (of 2000 AD and Watchmen fame) did all of the artwork for the game (including the mini-comic), and every screen simply drips with cyberpunk chic. At the time it looked astonishing, and even now the dystopian backdrops are capitivating. The anticipation of what graphical delight awaited you on the next screen was almost as much of a draw as the fantastic plot.

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Commodore Amiga

Qwak

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).

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Commodore Amiga

Eye of the Beholder

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 thier food bar is empty would result in hitpoint 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 exapmle clicking on a lever or placcing a gem in a hole.

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Commodore Amiga

Alien Breed

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.

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Commodore Amiga

Yolanda

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.

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Commodore Amiga

Spellbound Dizzy

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

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Commodore Amiga

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.

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Commodore Amiga

Syndicate

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.

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Commodore Amiga

Stunt Car Racer

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…

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Sega Genesis

Micro Machines

Unfortunately, this is where the problems start, at least as far as I’m concerned. The single player Challenge mode features a series of twenty four races which includes several courses based on each house location with corresponding vehicle type used. Races are against three CPU vehicles with very simple rules – complete the required number of laps and finish in the highest position possible. If you finish in the top two, you can move on to the next race. If not, you’ll lose a life. All the other play modes feature one-on-one races, whether that’s human vs the computer or another human.

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Arcade Games

Gauntlet

There are six types of enemy altogether – Grunts, Ghosts, Demons, Sorcerers, Lobbers, and Death. All of them except Death are created endlessly by generators placed all around the maze-like stages which have three strength levels with each monster they create being of the same level. The generators can be destroyed in the same way as the monsters they produce – either by shooting or fighting them one at a time or by collecting potions and using magic which clears some or most enemies on screen in one go.

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Atari ST

Test Drive

he stages are all segments of the same road which winds along a clifftop, movie-stylee – one side is sheer rock with the other side presumably consisting of a drop of equal sheerness! Normal traffic passes along the road in both directions now and then, although it’s not too busy, and there are also police radars which will summon a police car if you go too fast. There’s no time limit or other vehicles to race so you can approach the presence of the rozzers one of two ways: either go too slowly to bother them, or the way I’m sure most gamers will choose – go as fast as possible to outrun them!

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