|★ AMSTRAD CPC ★ GAMESLIST ★ DJ PUFF'S VOLCANIC ERUPTION (c) CODEMASTERS ★|
|Amstrad Action||CPC Attack!|
Is it a bird? Is it a plane? Is it a device for applying makeup to radio presenters? No, it's, er... well it's a cute platform game, actually, as Simon Forrester found out.
How 10 create a top selling piece of software: Rule one - make it cute. Rule two - make it bouncy. Rule three - give it a nice meandering title tune. Okay, it's easy to make digs at Dizzy and the like but all this cute stuff is getting a little tired now. isn't it? So. what are we left with? Cutesy graphics aside, how does this latest offering bear up?
The plot is irrelevant. There's a dragon called DJ Puff who wanders around a magical land stuffed full of various other strange cartoony things. No... don't turn the page (I hope you're going to get a tad more descriptive, my lad, or it's the Job Centre for you. - Act Ed), at least hear the game out. As for the format, it's a bog-standard platform adventure, with very little to do except jump around and kill things (but then that's what you do in bog-standard platform adventures, isn't it?)
There's always a few immortal points that make a game worth buying and there are always areas that can make even the most hardened cutester throw up. (And what exactly, pray, is a 'cutester? - Act Ed) Maybe that is a bit strong, as DJP isn't that bad, it's just so irritating.
Picture this... you're a happy little dragon, making your happy little way along a platform, when this friendly looking snail ambles up. ‘Hello.' you say. ‘Die!' replies the snail, and throws a bomb at you. You die. That's not very nice, is it? What happened to cute? Just how cuddly are we talking here? So niggle number one - why isn't there anything friendly in these games?
Niggle number two - apologies to whoever coded this game (I hope he's not a pro boxer), but it has to be said that it's not brilliantly stapled together. Collision detection is a nightmare. All objects have square fields around them, meaning you can't judge any jumps. Breathing tire also seems a bit of a problem, because DJ only seems capable of tiring these little white yins. (Or 'yangs' as we like to call them. Yins are the dark ones. - Pedantic Act Ed)
Life isn't all bad though... DJ is quite controllable, and though tailing is a bit too slow for comfort, DJ's responses to your waggles are really quite good. He can control his falls, breath fire in mid air, and land quite expertly on platforms (for a dragon).
On the whole, you'll probably enjoy DJ Puff. but niggling gripe number three might mar it a little: it s way too easy to die. and you'll never get the hang of obstacles. You'll find yourself dying over and over again on stuff you managed to complete the first time you played. The Acting Ed's thinking of billing me for all the monitors I put my head through in anger while playing it.
All in all. though, you'll almost certainly enjoy this game because it's got some lovely effects, an absolutely huge playing area, and a nice variation of cute baddies.
But you'll have to gel over the initial obstacles of some quite sloppy programming before you can really start enjoying the tiner points of DJ Puff. It's just such a shame it's been so poorly programmed - if it had received a little more attention, it might have made the grade as another mediocre cute game.
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!
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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.