★ AMSTRAD CPC ★ GAMESLIST ★ SUN STAR (c) CRL ★ |
Amstrad Computer User |
IF you find yourself dreaming about chain-link fences, pinning sheets of graph paper up on your bedroom wall and generally living a square-matrix oriented life, you are suffering from what we psychologists call a grid fixation. This game is for you. Early in the 22nd Century it transpires that there is a small problem with the solar power stations set up to provide energy crystals for spaceships. The stations orbit stars, and due to a build-up of unstable disruptive energy pulses (watch out for the radioactive lentils) it has become impossible for normal craft to collect these here crystals. Note the normal. What is clearly needed is an abnormal craft. Sun Star is that craft, faster, more totally weaponed and redesigned to do the deed with only a modicum of personal jeopardy. But somebody's still got to fly it, and since it's an abnormal craft the job description clearly calls for an abnormal pilot. Staring out of the window reveals a universe of squares as far as the optical reception organ can perceive. Most of these squares are blank, but some are filled in with yellow or blue to show the walls of the maze-like grid upon which the game is played out. There are also white, green and red squares, which represent disrup-tor pulses, energy crystals and ordinary pulses. Fire on a disruptor pulse, and it will leap to a new part of the grid leaving behind it a green crystal for you to pick up. Leave a crystal too long, and its resultant disintegration will set up matrix resonances that make all your previously collected rocks go poof. Wonder if they're dilithium? You can (and indeed should) collect 10 of these pebbles before heading for the hyperwarp cell (they must be dilithium) and migrating to a new section of the grid. The hyperwarp cell can also recharge your batteries, and adds a little extra sage and onion to the game by being hidden in the middle of an almost inpenetrable square. There is a way in, but it's very small and moves. There are a few guidance systems to systematically guide you. To the left is a "from the top" view of your immediate vicinity, and to the right a much larger schematic map of you and the things that surround you. Both are purty damn useful. There's also a meter for you to watch as your energy runs down, and indicators to track objects. Good stuff, all of them. Tactics? If you must play to win, try and get to know the maps intimately. There's a lot going on, and not all that much energy to spread about, so try and get the fastest circuits off pat. And if he won't give them to you, do it yourself. ACU #8710
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Page créée en 555 millisecondes et consultée 1827 fois L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko. |