★ AMSTRAD CPC ★ GAMESLIST ★ C.O.R.E: CYBERNETIC ORGANISM RECOVERY EXPEDITION (c) A&F SOFTWARE/ARGUS PRESS ★

HebdogicielAmtixASM
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The Federation has a problem on its hands. Again. An unknown alien contingent is wiping out whole populations on asteroid colonies. Dastards! These asteroids used to be mined for fuels essential to inter-stellar travel, but now they provide accomodation for Federation Scientists who are harmlessly investigating deep space. Andrew Angello has been assigned the task of finding a reason for these attacks and you must aid him in his mission.

Word has it that the aliens are planning an attack on Asteroid colony Eroc 1. But even as you speed towards your destination a message flashes onto the screen saying that it is already too late. The aliens have been and gone, killing every human in the colony. Now, the only way that Andrew Angello can throw any light on the mysterious attacks is by finding the Eroc 1 computer's bio-memory cassettes. These have been hidden deep within the old mine workings on the asteroid. Only by examining these tapes does the Federation stand any chance of planning an effective defence strategy against the abominable aliens.

Andrew Angello is transported down into the wanen of abandoned mines on Eroc 1. There is no trace of the aliens except for various pieces of strange machinery that they have left behind as a sort of booby trap. Any contact with these saps Anaello's energy and prolonged brushes with them means death.

The rate at which Andrew's power is being drained is shown by the screen colour. This changes from bright colours through to dull colours, until there is no more energy left and he sinks slowly into the ground and dies.

Various pieces of equipment essential to your mission are buried beneath the ground in the mines, so tools must be located to enable Andrew to dig out the required bits and pieces.

There are four levels to the mining system on Eroc 1. Andrew moves around by way of antigravity lifts and teleports. The anti-gravity lifts are indicated by caves or arrows at the bottom of the screen. Teleports transport Andrew to different levels on the Asteroid. He simply stands on them and reappears at a different location in the workings.
But. every time Andrew uses the Teleports or the anti-gravity lifts he uses some of his power. So, to compensate for this, battery dumps are positioned at various locations on each level. A battery indicator shows how much energy is left in the battery that is being used.

The visual display at the top of the screen charts Andrew's progress during the mission. The screen to the far left shows the directions in which he can move from his current position. Below this are icons which perform vanous useful functions when activated. The icon window has four separate displays. The first asks the computer for help. The second pauses the game. The third gets Andrew back to his previous position ana the fourth saves this position if he has managed to get the cassette.

Unfortunately. The Federation have not supplied Andrew with a map of the mine workings on Eroc 1. In order to complete the mission completely one must be compiled, or else Andrew will be stumbling blindly around Eroc 1 and may never be able to locate the bio-memory segments and solve the mystery of the asteroid belt...

  • Presentation 76% : Nothing special, but nicely packaged.
  • Graphics 72% : Interesting backdrops and the animation of the main character is good.
  • Sound 45% : Only limited spot FX.
  • Playability 57% : Fairly good but nothing exciting.
  • Addictive qualities 57% : It soon becomes fairly boring.
  • Value for money 60% : Average price for an average game.
  • Overall 62% : An ordinary game which lacks excitement.

  1. Despite the nicety rounded detailed graphics I found CORE a bit to boring to play. The animation of the main character ts first class, and the backgrounds are Med with lots of crevices and icicles. The sound ontl consists of a few spot FX —not even a little tune or the pitter patter of walking. The game is very well presented with a good manual which covers most things, but the game Itself does not contain enough in the way of a challenge to make It exceptional. The read out display at the top of the screen Is very comprehensive, and the redesigned character set gives a very computerish look to it. Sadly the whole game is a bit too boring for me.
  2. Oh dear, what a disappointment this game turned out to be. I had seen the advertising and the game looked full of promise but in fact the end product is sub-standard. The animation of Andrew Angello is good and the backgrounds are quite interesting, but the sound is disappointing —there is only the odd spot effect — and generally the game lacks playability. One good point — the game is well packaged, and there is a comprehensive instruction manual.
  3. I'm afraid CORE is not one of my favourite games. It Is icon driven and, as is the case with most of the genre, the end product Is below standard. The graphics are acceptable but still leave a lot to be desired. The general game Is poor and It is not one which will feature In most people's list of favourite games. Certainly not one for my collection.

Amtix n°9

C.O.R.E: CYBERNETIC ORGANISM RECOVERY EXPEDITION
(c) A&F SOFTWARE , ARGUS PRESS

Programmed and designed by A'n'F Software
Author(s): ???
Illustration by Richard Dunn
Manual by Dave Carlos

★ YEAR: 1986
★ LANGUAGE:
★ GENRE: INGAME MODE 1 , ARCADE , AVENTURE GRAPHIQUE , ZX , FUTURISTIC , SAVEGAME , TAPE
★ LiCENCE: COMMERCIALE
★ RERELEASES: BUG-BYTE SOFTWARE , MIND GAMES ESPANA (SPAIN)



★ AMSTRAD CPC ★ DOWNLOAD ★

Advert/Publicité:
» CORE    ENGLISHDATE: 2014-05-09
DL: 192
TYPE: image
SiZE: 262Ko
NOTE: w944*h1363

Covers/Packages:
» CORE    (Release  TAPE)    ENGLISHDATE: 2019-11-29
DL: 197
TYPE: image
SiZE: 2188Ko
NOTE: Scan by Loic DANEELS ; w6213*h2950

» CORE    (Rerelease  TAPE-BUGBYTE)    ENGLISHDATE: 2019-02-13
DL: 188
TYPE: image
SiZE: 435Ko
NOTE: Scan by hERMOL ; w1711*h1186

Dump disk:
» CORE    ENGLISHDATE: 2025-06-27
DL: 160
TYPE: ZIP
SiZE: 31Ko
NOTE: Supplied by hERMOL ; 40 tracks
.DSK: √

Dump cassette (version commerciale):
» CORE    ENGLISHDATE: 2017-05-30
DL: 407
TYPE: ZIP
SiZE: 32Ko
NOTE: Dumped by DLFRSILVER for Loic DANEELS ;
.LOG: √
.DSK: Χ
.CDT: 1

Media/Support:
» CORE    (Rerelease  TAPE-BUGBYTE)    ENGLISHDATE: 2019-02-13
DL: 141
TYPE: image
SiZE: 124Ko
NOTE: Scan by hERMOL ; w1200*h1545

Notices d'utilisation:
» CORE    (Release  TAPE)    ENGLISHDATE: 2025-07-01
DL: 43
TYPE: PDF
SiZE: 806Ko
NOTE: Supplied by archive.org ; 4 pages/PDFlib v1.6

» CORE    (Rerelease  TAPE-BUGBYTE)    ENGLISHDATE: 2022-08-27
DL: 174
TYPE: PDF
SiZE: 1286Ko
NOTE: Scan by Pinace ; 2 pages/PDFlib v1.6

» CORE    ENGLISHDATE: 2025-07-01
DL: 327
TYPE: text
SiZE: 6Ko
NOTE: Retyped by hERMOL ;

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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.