★ AMSTRAD CPC ★ GAMESLIST ★ THING BOUNCES BACK (c) GREMLIN GRAPHICS ★ |
Amstrad Computer User |
"Take my advice", Sweevo said to Thing in the lounge of the Exploding Ferret after a particularly trying day. "Don't ever make a success of your first game. They'll want you back, and it won't be easy." "Oh that's OK Sweevey", said Thing. "I got the Goblin good in the last game. There's no baddy left to bounce. I'm in the clear". Just then the doors burst open, and into the smokey pub strode The Sheffield Shnozzler, Gremlin's feared contract man. "So there you are, Thing. Have I got a deal for you!" Then he saw Sweevo. "OK you, hoppit. This is company business". Thing gave Sweevo an apologetic shrug (difficult on a spring, but there you go), and turned to the Shnozzler. "I told you Shnozzy. I was quit when I left, and I'm twice as quit now". Shnoz laughed "Let's face it. You're not Harrison Ford. It's our game or nothing." There was a certain logic to this, so Thing settled down to listen, and listen good. Although you knobbled the evil Goblin, started Schnozzler, his toy factory is an epitome of fiendish Brentwood technology, and completely automated. As a result, it's been churning out more of the monstrous playthings than ever before, and you are going to have to stop it. The factory is easy to enter, but once you're in there are at least nine different alien genotypes (Thing disliked funny words, but Schnozzler was educated like) who are out to get you. The way to stop the factory is to pick up bits of a computer program "... which are lying around the factory" finished Thing in a tired voice. "How did you know that?" asked Schnozzler. "In any case," he continued, we'll give you good backup. There's a sheet included with pictures of all nine aliens, four bits of computer program and no less than 15 other features of the game." "How will that help?" said Thing. "Well, the reviewers will read it and be able to write a good review without having to go to the bother of actually loading the game. They like that. They give good write-ups". "Clever", said Thing. "But it won't work for ACU." "Nah" said Schnozzler. The good thing about this game of ours," he went on, "is that it's going to be fast, noisy and colourful. It'll have Iron Chickens, several gremlins called Gerald and Blue Meanies. Hired especially from The Yellow Submarine, those last lot." "And finally, the clincher. The arguments that are going to persuade you. First, look at these sales figures. Then, look at all these sprites and subroutines we can reuse. Now look at your bank balance." Thing knew when he was beaten... ACU #8708
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Page créée en 386 millisecondes et consultée 2776 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. |