★ AMSTRAD CPC ★ GAMESLIST ★ TOTAL ECLIPSE 1 (c) INCENTIVE SOFTWARE/DOMARK ★

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Last Christmas's Mastergame was Driller. In July the sequel. Darkside, was also a Mastergame. Can Incentive make it three in a row with their latest Freescape game?

Evath and Triscupid have been left behind and Freescapc, the 3D environment you've no doubt heard about (you'd have had to be living on Evath not to!), has travelled back in time to Egypt. The year is 1930. the date is the 26th of October and the time shortly before breakfast (if you have breakfast about 8.15, that is). A total eclipse of the sun is due just before 10am and if you don't do something about it tins review won't get finished. bccause this could be The End of Civilization As We Know It. As the soil of person who finds himself or hersel saving the world on a regular basis you're the ideal candidate to go into the pyramid and smash that shrine. (For more of the story behind Total Eclipse, see the interview with Ian Andrew below.)

The screen is the now familiar 3D freescape view of the world, while above it there's a moneymeter and a representation of the moon's and sun's relative positions. Any treasures found inside the pyramid increase the moneymeter which works like a score. Below the main screen is a row of heiroglyphics (more on these later) and a row of four icons: a wrist watch, a water bottle, your heart beat and a compass. Water is used up as you explore the pyramid in the heat of an Egyptian morning and your heart rate increases if you're exerting yourself. Take the heart too far and you'll have to take a rest a cardiac arrest.

You begin standing outside your plane that has just arrived in the desert. (Doesn't look as if i: could've flown here with that propeller, though.) The moon is just touching the sun as the approach to eclipse time begins. Look around and you see some sand, some more sand and - what's that over there? Yup, some more sand. Quite a lot in the sand department , really. Fine if you're in the egg-timer business, not so good if you're trying to eat a cheese sandwich. Fortunately this featureless waste is relieved by a whacking great pyramid. (Hint: before going in and beginning your mission it's well worth visiting the plane, there's something hidden on it.)

As you enter the pyramid you see two things that are going to be very important to your quest: an ankh (Egyptian symbol of eternal life: it's a tall cross with a loop on :he top) and a water trough (English symbol that there's no tea available). Ankhs are used to open up parts of the pyramid that are otherwise blocked, while water is needed to keep your water flask topped up. If it becomes empty your heart rate increases. At any time you can rest to reduce your heart rate. but this naturally takes time, and the eclipse draws ever closer. Collect, ankhs by bumping into them and fill your water bottle by touching the trough.

The row of heiroglyphs between the playing area and information panel aren't all useful, but many are. They show which direction you're moving, whether you're crawling or walking, how big your steps are. the size of angle, and there's a gun or pyramid to show whether you're in fire or walk mode and also the name of the location to help in mapping.

Inside the pyramid you'll find big chests (not the Barbarian or Vixen kind) and urns. Touching an urn or chest gains you money. The chest must be opened first - shooting it with your revolver does the trick There are some other vaguely coffin shaped objects in some rooms and surprisingly enough they often contain mummies. These arc no ordinary mummies though, because these mothers can spit acid if you get too close, and hardly surprisingly this does your heart no good at all.

The pyramid has some 50 locations , with considerable variations in size. Some areas are blocked off until you've solved a problem, and you'll gradually start to work your way upwards.

Many problems are heiroglypics on walls they're usually in pairs, and shooting one changes some tiling in the room with the other heiroglyph. It might for example open up a sccrct door, slide a wall across or disarm a trap.

Certain sections of the pyramid have pressure pads on the floor that can be lethal, setting off poison darts that get your heart pumping disastrously. It's essential to look down wher. you enter a room, because the floor could be a good distance away. Most drops aren't fatal, but none of them are exactly healthy. Some parts of the pyramid do things when they're shot, in good old fashioned Driller style.

Its not absolutely essential to make a map. but it definitely makes things easier. Unfortunately, however, the floors aren't all on the same level, so a bit of 3D mapping is necessary. Keep looking around, because you'll see ankhs, traps and loads of other things on the floor, ceiling and high up the walls; Control is very similar to the other two Freescape games, but there's a useful extra control (the F key) to face you forward again if you've confused yourself as to which way the floor is. There's also the essential save and load game options.

THE ANKHS ARE COMING!

STEVE CAREY talks to Ian Andrew and (right) puts Total Eclipse in perspective

In an industry packed with oversized egos and overhyped product', finding someone who's got something special but is not inclined to shout about it is tare indeed. Amstrad Action tracked down shy and retiring (not yet, we hope!) Ian Andrew and forced him to answer our questions.

AA: Ian, how would you describe Total Eclipse?
Ian Andrew: As if the player was the character in Indiana Jones in an adventure to stop the curse in a pyramid in Egypt. The first thing you see is the plane outside the pyramid. You've just lauded from a nearby village and got out of the plane. Your mission is to reach the shrine ai the lop of the pyramid before the eclipse occurs and that will stop the curse that would end civilization as we know it.
The legend goes that many hundreds of years ago the Pharoah was angered by his people he set a curse and built the pyramid and said that if anything ever blocked the sun in daylight hours it would be destroyed. The moon is about to block the sun and will explode and shower the earth with meteorites and plunge the earth into ecological disaster.

AA: Did you know when you were finishing Dark Side what the next game would be like?
Ian Andrew: Yes, we'd done a lot of the ground work already. It was very much a team effort. We knew we wanted to set it on earth because people were beginning to think all Free scape was good for was abstract space stuff. We wanted more realism - and also put more detail in.

AA: The scale is very different, it seems to me: everything is much more life size, human size than cosmic.
Ian Andrew: That's right, there's a lot more in it. Its about 70 per cent bigger than the other two games -there's about 50 locations in it. But were not giving help away this time!

AA: How do you mean?
Ian Andrew: Well, last tune on Dark Sale people were phoning us up after they bought it asking, 'How do I get this?' So with Torsi Eclipse we're being very stria and not helping. Who are the Incentive team? There's Chris Andrew my younger brother, who dees the 8-bit coding and programming; Sean Ellis, who does the 16-btt coding and programming; I do the game design and layout of the data; and Paul Gregory, who does the play test ing and a bit of the programming and a bit of the game design.

AA: How do you do your play-testing?
Ian Andrew: We have various people of differing standards of expertise. From people who've played Freescape games before and know all about them: we get their comments and watch them play; down to people like my sister-in-law who either don't like games or haven't played them. We don't give them any prompting and just see how they get on.

AA: Total Eclipse looks faster than Driller and Dark Side -
Yes, every time we do a new game we spend time optimising the speed and the compression so we can get more into it each time, and also make the design more suitable for it.

It can't honestly be claimed that there's been a vast improvement in the already extremely high graphics quality of Total Eclipse's two predecessors, but on the other hand speed has increased. Things are still angular and smooth, but this is a trade-off against speed of screen refresh ing. One relatively minor complaint must be made for the third consecutive time, and that is that sound is still uninspiring, being limited still to a mere handful of effects and no tunes. Incentive plainly feel that the memory required to create good in-game sound is simply not worth the sacrifice.

Incentive continue to improve their system and their games just go from strength to strength. This time round there are more problems to solve and a 66% bigger playing area to explore, making the objective even more challenging. There is also more than one solution to most problems, making it possible to solve the game in many ways. You could even go back for another go and try doing it another way.

If you've seen either of the two previous Free scape games you will need no persuading that Incentive have something really special. When we tell you that the extra locations, puzzles and added speed make Total Eclipse a faster moving and even more exciting adventure than Driller and Dark Side put together, you should be convinced. And if by any chance you've so far not had the pleasure of Freescape's acquaintance, wait no longer.

Total Eclipse: now you know what yon want for Christmas.

FIRST DAY TARGET: Collect £125,000

GBH , AA#40

SECOND OPINION : ”Once in a while - it seems to be at about six month intervals - we get a game that I just can't wait to get home and play all evening, Sportsnight or no Sportsnight. This time last year it was a little thing you may remember as Driller. Six months ago it was Dark Side. Now it's Total Eclipse.

It's still Freescape, of course, and if you hated either or both of the others then it's unlikely you'll be converted by this one. But I've yet to meet anyone who falls into that category (write to us at the usual address, I'd be amused to hear from you)."

SC , AA#40

THE SCREEN IN GREEN: No problems, though you're missing a colour treat

TOTAL ECLIPSE 1
(c) INCENTIVE SOFTWARE , DOMARK

Developper: Incentive Team
Program: Chris Andrew , Stephen Northcott , Paul Gregory , Ian Andrew , Helen Andrew (Major Developments)
Designer: Peter Carter
Cover Art: Steinar Lund

★ NOTE: Une 'Special Edition' (1989) inclu Total Eclipse 2: The Sphinx Jinx

★ YEAR: 1988
★ LANGUAGE:
★ GENRE: INGAME MODE 1 , 3D GRAPHICS , AVENTURE GRAPHIQUE , FREESCAPE , MAZE EXPLORATION , MEDIAEVAL , DISK , TAPE
★ LiCENCE: COMMERCIALE
★ RERELEASES: STATUS MICRO (GERMAN) , SYSTEM4 (SPAIN)

Page précédente : Compilation: Total Eclipse Special Edition
★ AMSTRAD CPC ★ DOWNLOAD ★

Adverts/Publicités:
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» Total  Eclipse  1    ENGLISHDATE: 2014-05-09
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» Total  Eclipse  1    FRENCHDATE: 2015-01-20
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» Total  Eclipse  1    ENGLISH    THEDOGDATE: 2012-02-26
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» Total  Eclipse    ENGLISHDATE: 2019-09-11
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» Total  Eclipse  1    (Release  DISK-SYSTEM4)    SPANISHDATE: 2021-12-13
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» Total  Eclipse  1    (Release  TAPE)    ENGLISHDATE: 2019-11-24
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Notice d'utilisation:
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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.