| ★ AMSTRAD CPC ★ GAMESLIST ★ STRANGELOOP (c) VIRGIN GAMES ★ |
| Hebdogiciel | Amstrad Action![]() | Amtix![]() | Amstrad Computer User![]() |
Strange name for a strange but immensely enjoyable game. It's set aboard a factory ship out in space and has the sort of graphic excellence we expect from Virgin, as well as some really wicked puzzling that could keep you playing for weeks. Not only that but it's got 250 rooms full of dangers, objects, humour and colour. The factory itself has been running out of control for many years and the robot population have taken over, making the whole place a deathtrap for humans. Your task is to get to the control centre of the ship and shut it down. This is no simple matter of just finding the room though - a whole series of puzzles have to be solved and obstacles overcome before the way becomes clear.
You start somewhere near the centre of the factory which is made up of a block of rooms 25 high and 10 wide. The space-suited hero begins on foot but not far away is a jet cycle which will provide a much faster and convenient form of transport. Most of the rooms are much like the starting place, filled with hi-tech machinery. Moving bucket belts, conveyor belts, floors and machines may partition off rooms while connections between them areas take the form of tubes and holes through which the man can pass. This passage results in a momentarily blank screen which may prove annoying. Most locations are filled with ‘swarf' which are little pieces of junk that will rip holes in the spacesuit. These decrease the oxygen supply and unless patched eventually lose you one of your eight lives. The
There are other dangers that may result in a messy ending for our hero: he may get squished by crushers - which have a great sound effect as they pound up and down; deenergised by one of the many robots or even sucked out of a depressurized part of the ship. The basic rule is always: if it moves, avoid it. The non-moving objects are what your man is after and these take two forms. One group provides general supplies while the other is made up of the objects used in problem solving. The supplies replenish oxygen, fuel, charges (for the gun) and patches for the suit. These work instantaneously when they are picked up by passing through them. The other objects are picked up in the same way and appear in a box on the screen which-your ‘pocket'. When used in the right circumstances these objects will be exchanged for another object, cause a door to open or some other similar effect. What and where they are used is for you to work out but it does help to be logical. Some of the locations and object uses are quite odd - evidence of the “Gang of Five's” (Virgin's programmers) humour. The graphics create a good atmosphere and what sound effects there are add to the action. There's a handy save game feature since this game will take a long while to solve. One other nice touch is that when you die, instead of appearing straightaway where you died you can position the man anywhere legal within the room. While, you're doing this the game is paused and no harm can come to you. Following on from their classic Sorcery this is another tremendous game giving excellent graphic action and mindbending puzzles in just the right mix. GOOD NEWS:
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BW, AA |
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Page créée en 315 millisecondes et consultée 3323 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. |