|★ AMSTRAD CPC ★ GAMESLIST ★ TWINWORLD (c) UBI SOFT ★|
|A100%||AMSTRAD ACTION||Amstrad Sinclair Ocio||JOYSTICK|
It's not very pleasant when your entire family is brutally murdered by an evil druid. You'd no doubt be a bit miffed. Apart from the upset and annoyance, there's also the inconvenience of having no-one to bring you up properly.
That's exactly what happened to Ulopa Cariken. His family happened to posses a magical amulet, which naturally made all the evil beings in the neighbourhood extremely jealous. Malder was the evilest. nastiest, wickedest wizard in both whole wide worlds. So one day he broke his way into the Cariken household and massacred the lot of them. All, that was, except a two-year-old Ulopa. He was rescued by a faitful servant and taken away to somewhere safe.
Malder, of course, made off with the sacred amulet, to use it for his own evil ends. However, his wrongdoings managed to break the artefact into lots of pieces - an explosion scattered the bits across the entire land. (These things happen when you mess around with magic.)
Anyway, Ulopa grew up an orphan, raised by his Dad's ex-servant Thorax. When the boy turned sixteen, Thorax told him the story of how his relatives were killed, and how Maldur subsequently became ruler of the kingdom, and how Ulopa better jolly well do something about it.
So off sets our young hero. He needs to collect the 23 pieces of the amulet, for only then can he destroy Malder for good and banish the darkness that has spread across the land.
The thing is, it's not simply a case of wandering around, picking up the pieces and sticking them together with superglue. For a start, the landscape itself is pretty perilous. It's littered with swamps and high ledges and other rough territory. On top of that, hordes of evil creatures under the command of Maldur are out for your blood. The bigest complication of all. though, is that there are two 'worlds'. One is above ground, the other is subterranean. They can be stepped between when the appropriate portals present themselves. Both need to be explored if the quest is to be completed sucessfully.
Our hero is not completely defencless, though. He can blow bubbles. Now that may sound like a pretty feeble method of monsterbashing, but it's not. These bubbles can be flung around with some degree of accuracy, and any creature that gets in the way will know about it. They come in three flavours. Strong, super-strong, and double-super-strong.
Control of Ulopa is easily mastered. The little chappie is fairly agile. He can leap around athletically and crouch down low. Both actions are good for avoiding the enemy. When stood directly in front of a portal, a quick downwards tap allows him to flip to the twin world. Repeating the action elsewhere makes him stamp on the floor - which comes in useful later on. Firing the bubbles is straightforward enough. Actually hitting anything is another matter - they seem to go everywhere - everywhere, that is, apart from where you originally intended.
Most of the early beasties that you'll encounter are easily dismissed. It's just a case of standing a safe distance away and discharching a couple of your potent bubbles at them. When they die they leave behind a little present, usually worth extra points, but sometimes rather more valuable...
There are a large variety of these mosters. Flying beasts rarely bother you unless you're unfortunate enough to jump directly into them. Then there's this creature which simply walks around. It has a preset pattern, walking first one way, turning on the spot and walking back again. As long as you stay out of its patrol, you can easily avoid it and shoot it down without putting yourself in mortal danger.
As you get deeper into the game, though, the creatures get more and more dangerous. Some shoot back. And as if that wasn't enough there are dragons with detachable heads that chase you, and there are pit monsters that live underground, waiting for the unwary to walk near enough to make a quick meal out of them.
Blowing all these bubbles is thirsty work. Fortunately, there are plenty of refreshing potions around that can be picked up and drunk. Heaven knows what these elixirs contain to have such an effect! (Probably washing up liquid.)
Once destroyed, a creature leaves behind a gift. Pick it up quickly, as it disapears in a couple of seconds. And if you manage to find a magic flute, you can call up a shopkeeper. Now you can buy various items to further your quest in destroying evil.
A tune plays merrily away on the title screen. In the game itself, though, you're limited to rudimentry spot effects. A few chirps and bleeps inform you that you've picked something up, fired a bubble, or killed something.
The background scrolls along smoothly as your character makes progress. It's quite a large playing area, taking up perhaps two-thirds of the screen, so the flicker-free scrolling is quite an achievement.
The playing area is drawn completely in the Amstrad's four-colour mode. The initial levels are drawn in black, green and brown - colours that look atmospheric enough, with lots of mud and grass. It can make things a bit hard to spot, though, and you'll need to keep your eyes peeled for the tiniest change in graphics.
Everything is well drawn - Ulopa looks particularly cute. But don't be fooled - his rambo-style headband shows that he means business.
Twin World is one of those games that'll keep you coming back to your keyboard again and again until you finally complete it.
The difficulty level is pitched just right so that you don't progress mega-quickly, but it's not so hard that you become disheartened and pack it in.
You simply won't rest until the evil Maldur has been destroyed for ever and ever!
Adam (Cutesy) Waring, Amstrad Action
L'alinéa 8 de l'article L122-5 du Code de la propriété intellectuelle explique que « Lorsque l'œuvre a été divulguée, l'auteur ne peut interdire la reproduction d'une œuvre et sa représentation effectuées à des fins de conservation ou destinées à préserver les conditions de sa consultation à des fins de recherche ou détudes privées par des particuliers, dans les locaux de l'établissement et sur des terminaux dédiés par des bibliothèques accessibles au public, par des musées ou par des services d'archives, sous réserve que ceux-ci ne recherchent aucun avantage économique ou commercial ». Pas de problème donc pour nous!
CPCrulez[Content Management System] v8.7-desktop
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.