★ AMSTRAD CPC ★ GAMESLIST ★ FEDERATION (c) CRL ★

The Games MachineAmstrad Computer User
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Watch this space

Not everyone likes adventures set in the fantasy worlds of dungeons, trolls and lands of magic. CRL's latest space fiction adventure, Federation, should partially satisfy this need.

I say partially, because if you substitute robots for trolls, gleaming metal corridors for twisty rocky passages and magnetic data cards for magic rings, you end up with what may be considered a classic adventure scenario. But whichever way you look at Federation, it provides a good run-of-the-mill game. It has plenty of puzzles and although the hi-tech sounding names for some of the objects may throw you at first, examining them will usually explain what they are and sometimes give a clue to their uses.
You play the part of a Federation agent who has the unenviable task of hunting down a treacherous alien scientist who has hijacked the Federation's latest and most powerful spaceship. It was to be the flagship of the Federation fleet, but its designer, Erra Quann, has taken it to an outpost of the evil Empire to sell the secret of its engines.

The story opens with your space hopper, Crimson Cloud, badly damaged but almost docked to flagship Quann Tulla. Air is leaking out of your hopper at an alarming rate and your first task is to find some means of staying alive.

Having solved this fairly simple problem, you must board the Quann Tulla to continue your mission. After a brief walk down the unconnected docking tube and ending up floating in space, you realise that (a) the program restarts very quickly, and (b) that although there has been a severe failure of rpost on-board systems, pressing the right buttons in your hopper's cockpit will save your bacon. Pressing the wrong button gives the opposite effect - fried bacon. When you at last get aboard the Quann Tulla you will be faced with numérous minor problems, the solution of each taking you one step nearer to your objective. There are a good number of objects to find and manipulate but there is not a great deal of descriptive text and the graphics are fairly rudimentary.

Reasonably complex commands may be given, but generally a verb and noun input is all that is needed. Only one command may be issued at a time, but the speed of response and screen display updating is quite fast so there is little loss of continuity. The redesigned typeface is not always too easy to read and the programming is somewhat sloppy. On occasions words are split from line to line and certain responses are given even although they should only be provided at specific places.

For all these petty irritations Federation, is fun to play and should be a good game for the novice. Just remember to SAVE at regular intervals, as death is often just around the corner.

ACU #8808

FEDERATION
(c) CRL

Developer: Smart Egg Software
Story: Mike White , Nigel Brooks
Program: Saïd Hassan
Graphics: Ross Harris
Producer: Clem Chambers

★ NOTE: An enhanced version of the 1985 text adventure Quann Tulla.

★ YEAR: 1988
★ LANGUAGE:
★ GENRE: INGAME MODE 1 , AVENTURE TEXT , FUTURISTIC , QUILL , TAPE
★ LiCENCE: COMMERCIALE



★ AMSTRAD CPC ★ DOWNLOAD ★

Dump disk:
» Federation    (2010-06-27)    ENGLISH    NICHDATE: 2012-02-04
DL: 378
TYPE: ZIP
SiZE: 38Ko
NOTE: Extended DSK/40 Cyls
.HFE: Χ
 

Dump cassette (version commerciale):
» Federation    ENGLISHDATE: 2010-03-29
DL: 376
TYPE: ZIP
SiZE: 38Ko
NOTE: Dump by Johnny Farragut ;

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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.