They're a funny old lot at
System 3. There's one type of
game they do very well indeed
(a sort of semi-actiony, semi-puzzley,
flip screen adventure thing) but as
soon as they try anything else they tend to
go a little bit wonky.
Take this summer for instance. Out they came
with
Dominator, an attempt at a classic progressive
shoot-'em-up, which, despite promising graphics,
got roundly panned. And quite right too, because it
really wasn't all that good. More recently there was
Tusker (reviewed last issue), much more traditional
System 3 territory and a bit of a return to form,
though, like
Dominator, it had a rather rushed feel
to it.
Happily though, everything has come together
for them on
Myth. Quite simply, it's brilliant - a
massive flip screen arcade adventure, absolutely
jam-packed with neat graphical touches, nicely
timed gameplay and suitably tricky puzzle bits. If
there's been a better original Spectrum product this
year I haven't seen it.
The Plot
Totally loopy, of course, but it does make bizarre
sort of sense. You play a normal human chappie
who's been whisked into the past by some greater
power to sort out various minor gods and mythical
beings, all of whom have gone a bit doolally. A bit of
a steep task for an ordinary joe, you might say, but,
in fact, if you've ever read any Greek myths, the
gods are always mucking about with the destiny of
men and getting them to do their dirty work. The
idea works so well because the programmers have
been pretty faithful to the spirit of the originals, and
there's such a ready supply of brilliant monsters to
be filched from ancient legend.
The Graphics
Don't be put off because some of the sprites look a
little small, oh dear me no. The graphics in Myth are
absolutely brilliant.
A lot of it has to do with the animation. Our little
hero has a whole host of different moves (walk,
hack, fire, raise shield, big jump, little jump, punch,
kick, crouch) and they all work very smoothly (once
you've sussed out how to do them. It often lakes a
combination of keys). Then again, some of it has to
do with the design. Take the big end-of-level
monsters. There are some truly spectacular set
piece beasties here which really take your breath
away, especially as the way the game is structured
you'll suddenly flip a screen and see them all at
once, broad as daylight and twice as ugly.
The smaller set piece baddies are equally lovely
(nicely animated and often attacking in unusual
ways), as are many of the foot soldiers. Take the
Jason And The Argonauts style skeletons, for
instance. They drop down on screen (or climb up
out of the ground), look around a bit, suss out where
you are and then come for you. Brilliant! Kill them,
and you collect their heads (you'll need to use them
later on). Then, when you actually get round to
lobbing one, you find it does a lively little bounce
along the ground. Brilliant!
Finally, there are the effects. The flame
sequences are smart throughout, the explosions are
really bright, colourful and full of bits flying about all
over the place, and the death graphic is simple but
lovely. In fact, this is my favourite - your body
turns into a stream of twinkly bits which fly around
and then recorporate rather like someone being
beamed down in Star Trek. It's just one neat little
touch in a game full of neat little touches.
The Puzzles
Anyone familiar with Last Ninja II will know the sort
of thing - collect Weapon A from behind the wall
on Screen B to open the door in Room H, or
whatever. It's the same sort of thing here, but, if
anything, they've done it even better.
You see, these gods might be all powerful and
everything, but they've got their weak points it only
you can suss out what they are. Things have been
made easier for you here by the careful placement
of suitable weapons (hidden in chests or urns,
deposited by dead nasties and so on), all ready to
be collected before you actually come across any of
the big monsters. Now, if you've done things right,
it's just a case of rummaging through your
inventory, finding the best tool and working out how
to use it. A bit of trial and error should see you right.
So there it is. All in all, it's brilliant. There are
enough levels and puzzles in here to keep you going
for absolutely yonks, but even after you've
completed it I suspect you'd still keep loading the
thing up just to remind yourself how nice Spectrum
graphics can look, how neat the puzzles are and just
what damn fun it all is to play.
In a year when a lot of full price stuff has looked
suspiciously monochrome and budgety, this is
about as full price as you can get. There are touches
in here that aren't strictly necessary, but have been
worked on and put in there because someone
actually cares about producing a really good
product. A deserved Megagame.
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