This is a real 'odd man
out'. It's not a massively
expensive film licence, it s not
based on a hit coin-op, it's
(gasp) isn't even available on any other
format! (Well, okay, it probably will be
soon, but they'll be purely secondary to the
Speccy version.) It is, in fact, that great
rarity, a totally original product. It's also,
beyond being just a game, a rather
remarkable demonstration of what the
Speccy can do.
Take a quick look at the graphics and it might
occur to you that this is ever so slightly
reminiscent of another, rather more famous game
reviewed in this issue -
Teenage Mutant Hero
Turtles. (And you might be right.) Others of you
may spot an even closer resemblance to
Dan Dare
III, or perhaps
Tintin On The Moon, Firebird's
Savage or (going further back)
Trantor - The Last
Trooper (or whatever it was called). There's a
reason for this of course -
Extreme has been put
together by Dave Perry and Nick Brunty, the team
behind that little lot, who may since have moved
onto bigger things (the mega-successful ST/Amiga
game
Supremacy for one) but still love the humble
old Speccy, and muck about with it in their spare
time. This is their 48K swansong, a game just
packed to the brim with everything they'd always
wanted to try, and as such has some of the
snazziest little effects ever seen on the Speccy.
The game itself is a three level shoot-'em-up
thing, the basic idea
being that an alien ship
has crash-landed on
Earth, and you've got
to help its god-like
computer get rid of the
nasty alien pirates
who've taken over the
bulk of the ship. Worse,
the ship's defence
system has thrown a
wobbly and is
threatening to self-destruct (which would
take half the planet
with it). So there's the
problem - but how
does the game actually
work?
Well, the first level is
very
Dan Dare III-like
indeed - splashed with
as much colour as is
possible on the Speccy
against a plain black background (well, not quite
plain - there are twinkling stars about the place) to
prevent clash. You've got to whizz around,
shooting buttons, collecting weapons and opening
doors in a quest to restore full power to the
computer so it can help you with the rest of your
mission. This bit really is full of fancy
programming tricks - from using light and dark
shades to effectively increase the Speccy's palate
up to 16 colours to animating the lava you have to
pass through so the whole screen is moving. The
screenshots might look impressive, but you have
to see the game moving to fully appreciate it.
As for how it actually plays, well, comments
from the
DDIIl and
Tintin reviews would be equally
appropriate here. It's great for what it is - it's very
fast, the explosions are spectacular, and neat
touches abound (like the points you've earned for
killing each alien leaping into the air) - but you
can't help feeling that it would be much more
satisfying if there was simply more of it.
The second level is very different, but the same
comments apply. Basically, you're now a much
larger sprite in an unarmed deep-sea diver suit,
splashing around for a spanner or something in
the ship's fuel tanks. Inexplicably these are filled
with piranha fish and WW2 style mines - all you've
got to do is scoot along to the other end of the
tank, pick up the spanner, turn round and zoom
back. And, um, that's it - the trick is that since
you're not armed you have to keep deliberately
touching the mines (which act as smart bombs) to
get rid of the attacking fish. Very colourful, full of
neat touches (like the little whirling propellors on
the suit, or the smoothly animated surface to the
water) but as a game pretty hopeless. It's basically
a shortish journey in a straight line, with only one
trick to learn before you can complete it.
Then there's Level Three, and (would you
believe?) it's even simpler. It's basically just
walking along in a straight line shooting things,
finding a computer (or something) and destroying
it. As a game it's not really there at all, but luckily
it's just as impressive visually as the other
sections - perhaps even more so. You control a
giant
Star Wars-style walker for a start - superbly
animated, and quite possibly one of the biggest
sprites ever, as tall as the playing area. Even more
impressive are some of the things you won't even
notice on first playing (like the fact that everything
that happens is reflected on the mirrored floor).
Visually stunning then, but as I said, almost
laughably short and simple as a game.
And there we have it. Technically an incredible
achievement, but less satisfying for the
gameplayer. This is a real programmer's game, full
of tricks and bound to provoke a million 'how did
they do that, oh, I see, how clever' comments.
Think of it as a fun project, a hobby game packed
with effects you really should see, that just
happens to have been published. That way you
won't be disappointed when you buy it.
| Ratings given by other magazines |
|
|
| Info supplied by the SPOT*ON database |