|★ AMSTRAD CPC ★ GAMESLIST ★ 2112 AD (c) DESIGN DESIGN ★|
Surprisingly the scenario is fairly boring and involves the familiar plot of a computer taking over the UK with you the hero (yawn, bore) who has to stop it by collecting nine control codes. This is the heart of the game because the codes have to be found in a computing complex that is presented using rather novel 3D technique.
Each room is viewed side on and is just one screen wide but has a lot more depth. If you walk into or out of the room it scrolls to reveal more of the room. This is done using some clever perspective so that as the screen scrolls, objects and scenery pop into view or disappear from it. This system Works quite well and you should find that with a bit of walking around everything in the room becomes visible at some stage. The bottom of the screen is given over to the information section and the icon menus. These are how you keep a check on the man you control and his faithful companion Poddy, the mechanical dog. There are a number of controls available for manipulating objects and the two characters and also ones for saving, loading or restarting games.
Poddy is the most important and the most annoying feature of the game. He is essential to your task because he can carry lots of objects but he's likely to send the most loyal dog lover crazy. He will follow you around -sort of - but needs a lot of coaxing, particularly when getting Him between rooms. Then just when you want him to buzz off and give you freedom of movement he'll start dogging your heels and getting in the way. He looks very much like the Doctor Who dog K9 but some of us would willingly rearrange his features with a spanner.
The rooms are connected by doors in the sides and tops of them which cant mostly be walked through but are sometimes locked. Some rooms have machines in them controlled by the computer and therefore hostile to you. Both these problems need objects to deal with them - the doors need keys to unlock them and if immobilised by a robot you need a first aid kit to get you going again.
Other important things to do are getting cans of food to keep the character going and charging Poddy's batteries at handy Wall sockets. There are many other objects to be found like bombs, a light bulb and a cashpoint card but where and how to use them is pretty difficult to work out. This may mean it will take you a while to get really into the game.
The graphics are beautifully designed and use well-chosen colours. Movement is a little slow but well animated, and after all you don't need to go anywhere in a hurry. The icon system works well but the adventure element seems obscure and difficult to get to grips with. Poddy is the real problem though - he may be house trained but he'll never make the Cruft's obedience school.
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.