| ★ AMSTRAD CPC ★ GAMESLIST ★ STRANGELOOP (c) VIRGIN GAMES ★ |
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The first space-age arcade/ adventure hits the Amstrad with this 250 (25x10) screen epic. A long forgotten robot-controlled factory situated on the edge of a solar system sets the scene. The factory has worked away automatically for a hundred years, the robots harmlessly cariying out their menial tasks until now. A powerful alien force, possibly jealous of Earth's riches, has invaded the factory and reprogrammed the robots so they can destroy our planet. Your job is to enter this hostile environment and discover the Control Centre where you can disable all the automatons. In a climate suited to robots you have to fight your way through zero gravity, diverse temperatures, floating swarf and through the many weird and wonderful screens to achieve this. Armed with only a space suit and a laser you have a formidable task ahead of you. There is a iet cycle for you to use once you have found and collected it. Collect it? Well, the robot guard- Once you have got the jet cycle your mission can really begin. Don't spend too much time admiring the view, get to a pipe and move up or down it (if it isn't blocked off). At the bottom right of the screen there is a scanner/map. This shows the adjacent two rooms in each direction, a total of 25. It doesn't reveal what is in the rooms but you can clearly see the entrances and exits to them, so you are able to plan your moves ahead. The pipes which link the various rooms are zero gravity lifts forming a large and complex system and allowing extensive exploration and access to most rooms. If there are no pipes then there are usually doors either in the left or right-hand walls which allow you to enter the adjacent rooms. On your travels through the factory you see much old and abandoned machinery, some of which may still be working. There are CRUSHERS which clang up and down and flatten you if you're carless enough to stray under their mashers. Odd revolving SCOOPS grind away into the night and CONVEYOR BELTS, harmless but progress-slowing, trundle along their infinite paths. COMPUTERS, too, tick away the long hours to themselves, but most are purely a decorative part of the landscape ...
There are also rooms containing large machines which although standing static may have mysterious purposes later on in the game. Large ELECTRICITY GENERATORS, a NUCLEAR REACTOR and its ENTRANCE ROOM 'are just a few of the highly deadly locations. Some rooms contain odd robots which have escaped the ravishings of the aliens and are still friendly, and these help you solve the game. As you wander around the factory you might see an object lying around. Move over it and you automatically pick it up and it falls into your pocket. This pocket is represented by a box on screen. It shows what you have picked up. If want to examine tne object more closely, press space-bar and a cursor appears in the box. Move the cursor over the object and press fire. You get a read-out telling you what the object actually is. These objects have to be used to solve puzzles throughout the game, and the only way to complete this game is to use all the objects. At first you only find a few objects. But give one of these to the correct friendly robot and he gives you another When you start the game you are given eight lives. You can't earn any extra lives but there are supplies littered around the factory which you can pick up to prolong your current life. Tne main cause of death for your man is suffocation. Throughout the factory there are thousands of pieces of razor sharp SWARF floating around randomly. You have to shoot this flying debris: if you touch it it makes a leak in your space suit. This is indicated on screen. If you are earring some patches the puncture is automatically fixed. When you run out of patches, though, you start to lose oxygen. The more punctures you have (up to a lethal maximum of 99) the faster you lose oxygen. The faster you lose oxygen the less time your man lives, so blast that swarf! Occasionally you come across a MEGASWARF. This giant swarf chases you at high speeds and gives your spacesuit more holes than a sieve. If you want to map the game, the space bar pauses the action and tells you the location you're in. It does this by referring to the factory layout. The programmers have marked the top 0 to 9 and down the side A to Y. You can then work out your position in the factory: eg M2 (where you start) is in the bottom left hand region of the factory. CRITICISM
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Page créée en 642 millisecondes et consultée 3324 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. |