|★ AMSTRAD CPC ★ GAMESLIST ★ NETHER EARTH (c) ARGUS PRESS/ICON DESIGN ★|
Five aeons ago the Insignians burst up from the Earth's mantle and partook of a little enslavement. Now they dominate the surface, with huge war factories churning out massive warrior robots and other devices of subterranean nastiness. Some of these are neutral, controlled by enslaved humans and likely to support the rebels. Others are run by the Signies themselves, and will only succumb to a massive assault.
But now, thanks to Captain Fergus McCaffery, there's a small chance that us humans will regain control of the place. McCaffery (the mystery Cap) has gained control of Kerberus, some lasers, motive devices, power plants and assorted weapons.
The first task is to gain control of factories and knock out some robots. These can be kitted out in a number of permutations and then sent out to take over yet more production facilities. The time will come when the robots will be numérous and powerful enough to challenge the Insignians. but for now it's probably best to get supply lines going.
Once a set of small robots have gone out and found the neutral factories, a set of bigger and better bots can be equipped and sent out to take over Insignial-controlled factories. This is where things get much more tricky, as this sort of action is guaranteed to annoy the monsters from the Moho. The final stage involves a set of nuclear bombs in suitably destructive conjunction with those insidious Insignians'war bases.
The game starts out in an airborne reconnaissance unit. This can be flown around the place (depicted in standard isomorphism) to assess the state of play, and can also dock with the warbase to control production. During construction control,a list of available resources is displayed, and robots can be built from the available parts.
There are various types of weapon and transport, and the choice of electronic defence measures. In general, the more powerful and flexible a robot is, the more resources are used in construction, so careful planning is needed to maximise the effectiveness of production.
Once a robot has been built, it can be programmed to go out and do it to them before they do it to you. It can also hang around and defend a position, move around to fortify an area, or seek and capture (or destroy) various items of hardware. During the final stages of the war, it might be a good idea to avail yourself of the direct control facility of a large nukebearing robot. In this mode, you control the direction and firepower of the robots directly - their intelligence is otherwise somewhat limited.
During the game, robots can be reprogrammed from the flying flitter. But it does help to have everything planned out from the beginning. Game interface is all joystick and menus, with a spot of direct steering for those tricky annihilation sequences. But definitely a game with more tactics than most.
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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.