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Well, bless my twisty DNA. In
last month's Snare preview we
told you that the gallant crew
of Speccy programmers were
going to be selling this game
off their own bat, by mail order. It seems
that twenty-seven seconds after that issue
went to press, the chaps at ESD got a
phone call from Jim Scott, the funky head
honcho of Beyond Belief. He was so
impressed by the game that he's going to
be distributing it on the Beyond Belief
label. Hurrah! In fact, double
hurrah! With an extra hurrah on
top! Ooo, I've gone all wibbly.
Sorry about that. It's just so nice to see home-grown software being taken up by the big boys. Especially software that's as good as this. Snare is a Boulderdash-y sort of puzzler, with you playing Humphrey, a fanatically loyal royalist. The Princess of the land has had all her jewels filched by a load of aliens no less, and it's up to you to get the diamonds back. Evidently lacking imagination, the aliens have scattered the sparklies across thirty screens, surrounded them with networks of rocks and are lurking in wait for unwary heroes. You have to push the rocks around a bit, trapping the nasties so they can't get at you, then nip in and grab the diamonds. Simple, eh? At this point, old lags at the reading game will expect me to say. "No," then go on to describe some bafflingly complicated bits hidden away in the game. And who am I to break with tradition? The basic move-and-grab idea of Snare is vibrantly enhanced by the introduction of bombs, teleporters, a time limit, and multiple Humphreys. Bombs, um, blow up, taking huge chunks of the scenery with them. Teleporters fizz you away with a snazzy dematerialisation effect, and quite often deposit you safely back on the screen again. The time limit seems an innocuous feature, until you find out that all the walls disappear when it reaches zero. With around six nasties on each level, this does not bode well for your continued well-being. The star of the show, though, is the multiple Humphrey feature. On some levels you'll be controlling two (or even four) of the chaps, all stuck in their own bit of the screen, and all pointing in different directions. Bewildering gameplay ahoy! Snare is a smacker of a game. It is so addictive that I just had to play until I got to Level 12. As you may know. I'm a really big fan of straightforward arcadey games. Nary a month goes by without my plugging Guardian 2, that incredible Stargate-on-a-Speccy game. So you won't be surprised to learn that I went for Snare in a jolly big way. The fact that you can't directly zap the nasties adds a whole new thinky dimension to
But enough of this wild-eyed dribbling If you cast your mind back past all that wibble, you'll recall I said that I simply had to fight on until I reached Level 12 What. You don't remember that bit? Then skip back to the top of the page and read it all again. Tsk. I don't know. Education today, or what? Anyway. You could argue that if I got to Level 12 in two days. Any half-decent gamester could finish off the game in a week. Well, you could. But if you did, I'd have to swipe you lightly across the left ear and say cheerfully. "You're wrong!" Y'see, Snare has a password system. Every five screens you get a nifty, um, password that allows you to jump straight to that set of five screens. And, um, I started on Level Five (Ahem.) Look, let's cut this short. I love Snare. It's a maddeningly addictive game It's got smooth graphics and splendid 128K sound. It loads straight into the SAM Coupe with no hassle. It's great. Go and buy it. D'you get the idea? You do! Hurrah! In fact, double hurrah! (Etc.) 2. Select the type of snare you wish to use with equal care. If you had decided to snare quiet librarians named Sue, for example, you'd need a large pile of extremely rare books and a box of chocolates bearing the legend, "To Sue." As you can appreciate, this type of snare requires a lot of preparation. It is far better to start simply; your first snare should be for an inanimate object such as a stone, or a lamppost. A simple loop of rope will suffice to snare these. 3. When the stone or lamppost approaches, throw the loop of rope over it and tug hard.
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