| ★ AMSTRAD CPC ★ GAMESLIST ★ OBLITERATOR (c) MELBOURNE HOUSE/PSYGNOSIS ★ |
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Oh dear, I was afraid this would happen. Its my personal communicator again. The Federation Council of Elders, no doubt. And guess what? Yup, a Nucleonic interstellar shuttle is on its way to collect me. Oh goodie. I can scarcely contain my excitement. Ever since the star fleet disappeared I knew it could only be a matter of time, and frankly I haven t slept too well for the past eight years. It took them three months to put me back together again last time, and they never did find some of the bits. Playing the piano sure ain't the same when you've only got seven fingers. And I have a hunch some of those are on the wrong knuckles. The hunch is a bit of nuisance too. I'm an Obliterator, by the way, in case you're wondering. The last surviving member of the most highly trained elite fighting force ever assembled, I am. Recruited at birth -they skipped the bit about signing papers when I puked on them intensively trained and educated from childhood, I have a genetically enhanced body to speed up my reflexes (though you'd never guess it to look at me), sharpen my senses and increase strength and agility. Even so, I'm still scared out of my wits... Obliterator loads with you somewhere at the rear of the alien space craft. The action takes place on a flick screen playing area, with you - the last-Obliterates in person - on a mission to kill the monsters and collect stuff - guns, bazookas, blasters and ammo for all of these. Along the way you'll come across many bloody-minded enemies who just wont move out of the way, not even if you say pretty please and promise them a copy of AA1. As you begin the game the thing you notice first is the peculiar controls. Using a joystick, for instance, left and right do what you'd expect them to do; but up and down don't. Across the bottom of the screen there's a row of eight icons that represent your chosen activity. Push up or down on the joystick and you start to flip through and highlight each of these icons in turn. So stop at the 'shoot' icon, for instance, and return to regular left and right movement of the joystick. Now. when you press fire the chosen activity occurs - in this case, stop and fire weapon.' The system is hardly 'intuitive.' and at times appears sluggish, taking a couple or three clicks before you switch icons. On the other hand, you re unlikely to go rushing pas: the icon you're really after. The same odd system was used, you may recall, in Psygnosis' Barbarian - not the Palace/Maria Whitaker effort, the other one. It takes some getting used to. there's no denying. but after a while you gain the knack. It gives you a range of activities you couldn't get from the usual arrangement. The set up is not the most logical: bullets, for intance, don't follow you from one screen to another. But that is balanced by the fact that, if you leave a screen before your own bullet hits home you don't get a result from it. Even less true-to-life is what happens if you fire just before a monster shoots back When your bullet hits it, its own shot disappears! One or two useful elementary tips: a good icon to go for first-is the 'defend' icon, which momentarily makes you immune to enemy fire. If you hold down the fire button as you run you can execute a neat forward roll that may - or may not! - help you evade bulle:s. Certainly it allows you to duck bullets and collide with the son-of-an-alien that's shooting them. It's a painful way to kill the thing, and costs you dearly in terms of shield, but it works! Fortunately you don't die after three hits -which is jus: as well - though damage accumulates. And when you recover after a couple of seconds frying you can get, to the door, tele-porter, ammo or whatever it was the wee beastie was protecting. A: least at the beginning this suicidal kamikaze mentality actually pays off. As you improve and get to know your way about you'll find better ways to kill the nasties Graphics aren't stunning, and the background is a kind of dark background, minimalist g:rder-and-floors/ceilings affair in:erspersed with occasional 'props.' There's a haunting tune playing throughout that somehow reminds me of that bit in {Alien when John Hurt makes the unfortunate mistake of leaning over to take a closer look -though it doesn't sound anything like that at all. Atmospheric, but limited. Obliterator is going to keep you occupied for some considerable time. There's a lot to explore, and it takes ages to learn how to do things. (To be more accurate, it took uw ages to lesrn how to do -Jungs: if you're a dead hard gamester who finds Obliterator just loo easy to be worth playing, well good luck to you pal, but remember that net everyone's as tough as you.) SC, AA |
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Page créée en 613 millisecondes et consultée 5022 fois 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. |