★ AMSTRAD CPC ★ GAMESLIST ★ PROJECT FUTURE (c) GREMLIN GRAPHICS ★

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Converting Spectrum games to the Amstrad must be an easy number for any competent games programmer — the sort of job you can do in a month while waiting for inspiration for your next chart-buster. Both machines have the same processor so the task is largely a matter of rewriting the graphics routines. The trouble is that the Amstrad's graphics and sound are far superior to the Spectrum's, and straight conversions usually fail to exploit them to the full.

In this respect Project Future — a translation from a Micromega Spectrum game — is a little better than most. The graphics, at least, are a substantial improvement on the original; while the sound effects are almost orchestral in comparison with the Spectrum's beep.

As for the game itself, it sets you loose in a space ship with five different levels. Your aim is to collect eight destruct codes, activate the self destruct system and make your escape. All this is spread over 256 screens, although many of them are broadly similar, consisting of a network of tunnels and chambers.

There are also scores of different alien types, automata mainly, which come at you from all corners in Robotron style. A minor flaw in the game is that the aliens do not play fair when you shoot them. Instead of counting to 10 they regenerate immediately on the spot. This means that if they pen you in a corner there is no chance of escape, even if you come out with your single gun blazing.

None of this is particularly original, and, in fact, the game is a standard fare multi-screen arcade adventure. But it is eminently playable, and no worse than the bulk of Amstrad software to date. Developing software is a lengthy process, and it will be a while yet before we see programs that really take advantage of the Amstrad's potential.

Simon Beesley, Your Computer

PROJECT FUTURE
(c) GREMLIN GRAPHICS

Author(s): ???

★ NOTE: Doubtless there's a strategy involved in finding your way around the various sections of the maze (to find the eight destruct codes that will activate the self-destruct mechanism of the ship and da-da da-da da, you know the kind of thing) but the real point and feeling to the game is to zap away at the aliens that block your passage.
★ PRICE: £8.95

★ YEAR: 1985
★ LANGUAGE:
★ GENRE: INGAME MODE 0 , ARCADE , SHOOT-EM-UP , MAZE EXPLORATION , FUTURISTIC , TAPE
★ LiCENCE: COMMERCIALE


Cliquez sur l'image pour voir les différents packages (2). 



★ AMSTRAD CPC ★ DOWNLOAD ★

Advert/Publicité:
» Project  FutureDATE: 2013-06-03
DL: 278
TYPE: image
SiZE: 389Ko
NOTE: w895*h1331

Cover/Package:
» Project  Future    (Release  TAPE)    ENGLISHDATE: 2024-09-14
DL: 296
TYPE: image
SiZE: 444Ko
NOTE: Scan by Loic DANEELS ; w2173*h1468

Dump disk:
» Project  Future    (2020-10-08)    ENGLISH    NICHDATE: 2020-10-08
DL: 298
TYPE: ZIP
SiZE: 28Ko
NOTE: Upload by Nicholas CAMPBELL ; 40 Cyls
.HFE: Χ
 

Dump cassette (version commerciale):
» Project  Future    ENGLISHDATE: 2016-08-31
DL: 341
TYPE: ZIP
SiZE: 28Ko
NOTE: Dumped by Dlfrsilver ; CSW2CDT-20160716

Media/Support:
» Project  Future    (Release  TAPE)    ENGLISHDATE: 2015-10-30
DL: 157
TYPE: image
SiZE: 90Ko
NOTE: SCAN by hERMOL ; w1196*h759

Notice d'utilisation:
» Project  Future    ENGLISHDATE: 2020-10-08
DL: 393
TYPE: text
SiZE: 4Ko
NOTE:

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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.