★ AMSTRAD CPC ★ GAMESLIST ★ BACK TO REALITY (c) MASTERTRONIC ★

TILTAmstrad Action
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Steve Elward is a name that Amstrad users will quickly come to know, because having written the very enjoyable game Obsidian, he's followed it up with a game in a similar style. The difference is that it's being released as a budget title and consequently is much better value.

Obsidian was set aboard an asteroid that was going to destroy the Earth. It's a case of deja-vu, except that this time the asteroid is from another dimension and will test your powers even more. You control a spaceman trapped inside the asteroid. To survive and save the Earth from destruction you have to prove your intelligence to an alien race by completing several tasks.
The tasks involve creating some antimatter, gaining immortality and then combining matter and anti-matter elements. All this is very tough and you need to perform many actions, all in the right order. The asteroid is composed of a series of very colourful and well designed caverns that twist into cc'iiorted arrangements.

You can walk around, slowly, or fly -much faster but uses up your precious fuel reserves. When the fuel runs out you lose one of five lives. The other way you can lose fuel is by touching the objects that move around most of the game's caverns. These follow fixed movement patterns both vertically and horizontally but can be avoided with good timing.

To complete the tasks set, you need to use the many boxes located on most of the screens. There is one object within each. To pick it up you have to fly up to a contact underneath the box and press Fire. If you're already carrying an object it will either be swapped with the one in the box, or combined with it. This is how you complete most of the tasks, collecting the resulting object from the box to take it on to the next stage.

There are a large number of screens, objects and dangers, so getting very far with the game may take a little time. However, the author has been kind enough to make the initial tasks involve objects that shouldn't take too long to find. That, combined with the hints in the instructions, should help you get into the action without too much difficulty.

You can't collect objects from all the boxes, and some of them may seem to have no purpose. However, if you hover underneath them with the fire button held down they replenish your energy. This is essential in the initial part of the game before you achieve immortality.

The action is very similar to that of Obsidian, but don't let that put you off. The tasks are different and will provide a whole new challenge even if you do have the first game. Besides that it's got a budget price-tag and some excellent graphics.

  • GREEN SCREEN VIEW : Most screens are clear; however, there are a few colour combinations that let it down.
  • FIRST-DAY TARGET SCORE : 500

The only problem you might have with it is the control of the spaceman, because it takes practice to get used to his flying and walking and particularly changing between the two.

GOOD NEWS

  • Very nice graphics and use of colour. Large, complicated playing area.
  • Many tasks to complete and objects to use.
  • Just as good as Obsidian but cheaper.

BAD NEWS

  • Control can be tough to get used to.

BW, AA

SECOND OPINION

Obsidian II at a quarter of the price? Can't be bad. In my opinion it is almost better than Obsidian. The graphics have that metallic look to them that is so popular, and the choice of colour certainly goes a long way to enhance the effect. The devious puzzles will keep you going for many a day. Just because it's a budget game, don't write it off; it surpasses much off the stuff that is thrown on the market at 18-plus.

RpM

BACK TO REALITY
(c) MASTERTRONIC

Program: Steve ELWARD
Title screen: Russell BEATON

★ YEAR: 1986
★ LANGUAGE:
★ GENRE: INGAME MODE 1 , ARCADE , AVENTURE GRAPHIQUE , FUTURISTIC , DISK
★ LiCENCE: COMMERCIALE



★ AMSTRAD CPC ★ DOWNLOAD ★

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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.