I'm afraid this intro is
really more of an appeal than a
'clever' 'link' into the review: so if
appeals bore you then skip to
the next paragraph, If not then
read on chum. In Roger's
Thesaurus (yes yes, I know it's
Roget's, but this particular copy
belongs to a friend of mine called
Roger) I was looking under
'savage' when the alternative
word 'wild' caught my eye,
causing a question I've been
mulling over for some years now
to come flooding back into my
consciousness. Whatever
happened to Jack Wild?
Remember Jack Wild? You're
lucky if you don't - for reasons
too numerous to go into - but he
was in a series called H.R.
Pufnstuf, and then he
mysteriously disappeared off the
face of the planet. Where is he
now? Someone must know!
Anyroad, back to the game.
Savage is a game of three
separately loaded parts linked
together by a main theme:
playing
Savage, you have to
escape from a dungeon by killing
everything that moves, then
when you've escaped realise
that you've got to steam back in
again 'cos you've gorn and left
your 'chick' behind. Silly
sausage.
Let's have a butchers at the
respective loads, shall we?
Load one. Blurb. "Fired by
rage, Savage plunges into an
orgy of violence, dispatching all
who stand in his way. Ahead of
him awaits a labyrinth of dank
and gloomy dungeons
concealing a myriad demons
and ghouls." The facts. You
control a large, brilliantly
animated and brightly-coloured
axe-wielding warrior sprite in a
nicely detailed left/right right/left
scrolling dungeon environment.
Coming at you thick and fast are
countless varied nasties (also
brightly coloured), some of which
are easy to kill and, and others
which aren't. Some of these
nasties, when killed, release a
sort of jewelled box onto the
ground. These can be picked up
by crouching on them, and either
add to your treasure-count of
bestow you with extra killing
power. If you survive for any
length of time (and you've only
got three lives) you'll reach the
meganasty. Dispatch him and it's
down the hole into another level
of the cavern, and so on until, if
you manage to escape, you'll be
given an access code for load
two.
Load two. Blurb. "Savage has
escaped from the castle and will
have to fight the defenders of
Death Valley whose aim is to
stop all who seek to escape from
the area." The facts. The view
changes from side-on to 3D
'viewed through your own eyes'.
Thousands of large green
monoliths come flying towards
you as you speed across the
ground, starting as specks on
the horizon and rapidly growing
into impassable blocks with
scarey faces as you near. These,
quite simply, have to be avoided,
while appearing from out of
nowhere and keeping a set
distance from you are faces of
ghosts and skulls. These have to
be shot. For comparison
purposes here you should
visualise the 'approaching tower
sequence' from either
Space
Harrier or
Glass - i.e. It's all very
slick and fast, but in this one
there's loads of colour. Avoiding
the monoliths at the same time
as shooting the nasties is a tricky
business indeed, but should you
clear the round without losing
your (again) three lives, you'll get
an access code for load three.
Load three. Blurb. "Halfway
through the attacks, Savage
discovers his 'escape' from the
castle was a trick to keep his
maiden love (i.e. His 'chick')
imprisoned forever, so he
returns to the castle and calls
upon his trusty eagle to fly into
the labyrinth to rescue her for
him" The facts. Back to the side
on, left/right, right/left, up/down
scrolling format. This time,
however, you're in control of the
eagle as you negotiate the
crowded colourful caverns,
killing (with laser bolts) the
assorted enemy (bats, other
birds, gargoyles, hopping
meganasty), and avoiding the
obstacles (falling weights, spiked
platforms and much more).
Colour, again is used in
abundance - to good affect -
the sprites are all chunky, and
the animation on the eagle is
absolutely splendid.
Savage, as a whole, is an
absolute corker of a romp. Each
of the three parts is equally
playable and equally varied. As
I've said about nine times
already, colour is used to brilliant
effect inducing the kind of
attribute-clash that doesn't really
matter too much - i.e. There's a
bit of it, but the action is so fast
you never get to point at the
screen and say "Oh look, there's
a character square". In fact, I'd go
as far as to say that I'm surprised
the Speccy can handle the
amount of colour used so
successfully - especially on the
first level. The sound's okay too,
as is the control response,
difficulty, addictiveness and all
the other things that go to make
a game perch that little bit
higher than all the rest and
achieve megagame status. Oh,
and by the way, you can see
levels two and three without the
access-codes from levels one
and two - but you only get one
life, so if you want to stand a
chance of completing
Savage...
get those codes.
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