Gosh! What a
fantastically original idea! Beat
people up against a variety of
scenic backdrops. What do you
mean, you've seen games like
that before! I haven't. Honest.
No, really, I mean it. Oh, alright
then, I have. And
Human Killing
Machine is the latest beat 'em up
in a long line, so what does US
Gold think is so special about
this one that merits its release?
The idea is to bash up a load
of Johnny Foreigners on their
native soil, or in kinder terms, to
'stamp your supremacy over a
multitude of opponents' as it
says in the inlay. Glasnost hasn't
reached US Gold yet
apparently, as you begin your
headbutting holiday in Russia,
amongst the sacred Temples of
Moscow facing Igor, a commie
soldier with a huge sword. Once
you've well and truly pummelled
him, his dog Shep-ski, attacks
you. Well, I say dog, it looked
more like a sheep to be honest.
The first thing you realise
when playing
Human Killing
Machine is that your opponent is
rarely intelligent. Should you
move your man to the opposite
end of the screen from the
enemy, he will continue to bash
away at thin air, whilst you build
up your strength again.
Worranirriot! But back to the
combat zone.
Having done your bit for the
cold war, you head off to
Amsterdam to take on a couple
of girlies. (Oo-er!) The first one's
called Maria, and looking at her
closely, I wouldn't be surprised If
her last name was Whittaker!
Anyway, she spends a lot of her
time leaping around and
attempting to re-arrange your
face with her boot, but is, in fact,
fairly easy to beat. I was feeltng
smug at this point, sailing
through the game, when Helga
appeared. She's the sort of
woman Les Dawson makes
jokes about. Built like a sumo
wrestler, and making Cyril Smith
look positively anorexic, I lasted
about ten seconds against her
each time I played. Possibly
because of the memory used for
the excellent background
graphics and big - nay, hooge
- sprites, the range of moves
available in battle seemed
relatively limited. It was, however,
still fairly easy to beat opponents
by forcing them to one end of the
playing area and continually
hitting them with the same move.
Whether it would be so easy on
the later stages I'm not sure, but
it did distract considerably from
the playability of the early
stages.
| Ratings given by other magazines |
|
|
| Info supplied by the SPOT*ON database |