|★ AMSTRAD CPC ★ GAMESLIST ★ MOVIE (c) IMAGINE SOFTWARE ★|
You play the starring role of Jack Marlow. The mission he has under taken is to recover a tape recording from the gangster Bugs Malloy. The tape is tucked away somewhere in the game which is composed of 3D rooms connected by doorways and corridors and inhabited by many characters both friend and foe. Marlow walks rather slowly around these rooms in his long mac and Dynasty shoulder pads in search of something to do.
The rooms for the most part aren't very colourful but many of them have lots of well drawn furniture that can be moved around. Unfortunately you can't manipulate it in the same style as Get Dexter! or Batman but just have to admire it or push it out of the way. This is because there is no jumping -presumably it's not Marlow's style.
There are other dangers with whom contact can mean instant death - they make the surroundings more like a haunted house. There are suits of armour (some of which move of their own accord), bouncing dogs (!?) and bouncing balls. These defences have to be avoided and can cause an equally frustrating end to a game as a bullet in the back.
To complete his task Marlow has to find a girl, Tanya, who will lead him to the tape and provide other invaluable assistance. However she is pretty tough to find in the first place and has a twin sister who will lead you into the hands of the gangsters. She's also animated rather oddly making her look distinctly deformed and anorexic.
Movement and action in the game are controlled by an icon system in which a symbol floats between icons. There are commands to drop, pick up (objects not girls), shoot, walk, talk, punch and throw. Some of these are entertaining and indeed useful but the major problem is that they take too long to select within the context of the game. Thus you can't walk and do something else at the same time. This drawback makes particular areas of the game extremely difficult and frustrating.
The talk action is perhaps the most interesting allowing you to type speech into a speech bubble and communicate with other characters in the game - ever tried talking to a parrot? Unfortunately this idea also doesn't seem to have been developed to the full and there aren't enough possibilities for having intelligent exchanges as in an adventure game.
There are various objects to be found in the game like guns, bottles and bombs but again their use is limited and there don't appear to be enough puzzles involving them to keep you interested. It's certainly an interesting project that took steps in the right direction but fails on the game-play side to provide enough to get you really hooked.
L'alinéa 8 de l'article L122-5 du Code de la propriété intellectuelle explique que « Lorsque l'œuvre a été divulguée, l'auteur ne peut interdire la reproduction d'une œuvre et sa représentation effectuées à des fins de conservation ou destinées à préserver les conditions de sa consultation à des fins de recherche ou détudes privées par des particuliers, dans les locaux de l'établissement et sur des terminaux dédiés par des bibliothèques accessibles au public, par des musées ou par des services d'archives, sous réserve que ceux-ci ne recherchent aucun avantage économique ou commercial ». Pas de problème donc pour nous!
CPCrulez[Content Management System]
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.