Fighting Warriors (to distinguish them from say, Knitting Warriors, I suppose) is a two player, abridged homage to Street Fighter II. It only comprises one distinct, selectable character and two special moves, a hurricane kick and hadoken pilfered from the granddaddy of 2D, one-on-one brawlers.
Ryu and Ryu clearly aren't seasoned travellers; they never set foot beyond the sun-drenched patioed dock you see here. If, as it would appear, the inanimate water is actually composed of solid concrete that would explain why they struggle to get out and about. The stuff can really chafe on your propeller you know. Awfully inconvenient to say the least.
In its defence, there are a nimiety of different manoeuvres and sampled speech to spice it up, five levels of difficulty (the AI lands blows that deplete more of your energy per hit as you progress) and it all hangs together very nicely indeed for an AMOS game. These don't typically have the most illustrious reputation for top-shelf quality programming so this makes for a refreshing change.
For a bat-dog hybrid the eponymous protagonist looks remarkably like Sonic, who I believe is somewhat of a hedgehog if Sega are to be taken seriously. It also occurred to me that the character may actually have been based on Miracle Bat, Miracle Games’ beautifully drawn, though non-existent Platformer that Wasn't.
That aside, it's a solid - if unremarkable - runny, jumpy, gold-ring-collecty AMOS affair with pinball inspired bonus levels, and little else in common with Sonic otherwise.
The music was kindly contributed by The Shamen, Intellect 3000 and Michael Jackson, which was jolly decent of them.
The game’s credits make reference to a sequel being in the works. Sonic is still tapping his feet in impatient anticipation.
It's a 1993, shareware, vertically scrolling SEUCK game that has clearly been heavily influenced by SWIV. The colour palette, audio and level of graphical nuance is distinctly lacking, however. Stick with the gen-u-ine article.
The aim of the game is to guide 'Toons', your hapless charge, through the treacherous landscape clearing his pathway of obstacles and adversaries as you go.
Much like Sleepwalker, ‘Super Angel’ (that's you) can't directly manipulate the demented Lemming towards safe harbour. Instead you must predict his next move and prepare the route ahead by laying out the red carpet, so to speak.
Wholesale plagiarism is a pretty shady practice to begin with. Here Loriciel demonstrate it's possible to sink even lower by duplicating a charity game without donating any of the proceeds to Comic Relief. Nice.
Raid I was included on coverdisk 10 of Amiga Power’s February 1992 issue, while the sequel reared its SWIVely head the following month. I suspect coverdisk 11 would be the place to look.
The same developer was also behind the low-rent SEUCK Xenon II clone, Serene... and Serene II, and… go on, see if you can guess.
Twin Spark Soft’s 1995 Gods imposter, Atlantyda, is a woeful substitute for The Bitmap Brothers’ classic puzzle-platformer. It brazenly ransacks the medieval-esque backdrops, beefy, metallic sound effects, key collecting/switch-flicking mechanics, and yet somehow forgets to inject one crucial element… gameplay!
Without a doubt the worst aspects of the game are all those that appear to be original. That is, the protagonist's weapon, the flick-screen scrolling, the ill-fitting enemies (mostly bald Tango caricatures wearing matching blue jogging gear), the gold-plated interpretation of Arthur from the Ghosts 'n Goblins series that serves as the main sprite, and his unfathomable propensity for falling through trap doors into inescapable pits!
Apparently I'm not the only one who thought so…
“Astonishingly, Xenon III is written using Palace's SEUCK. Without doubt the best SEUCK creation to date.”
- Amiga Format issue 14 (September 1990)
It captures the feel of Xenon in an understated, 8-bitty kind of way, though I haven't got the moggiest clue what the cat meowing sound effects have to do with the price of fish.
Developed by Vectordean of Robocod fame, this version swaps the main sprite for the Norse god, Thor, setting the mythological clock back several centuries, and introduces a smattering of magic potion based puzzle elements. Nevertheless, it remains G'nG in wolves’ clothing. The critics called a spade a spade, and - on the whole - still awarded it reasonably respectable scores.
It's scrolling is silky smooth, and the control method is more logical and easier to get to grips with than Ocean's original port. You simply hold down the fire button to lock your gun in position, and release it to fire in the direction in which you're moving. Pity it's only a one level demo.
It plays reasonably well, but it certainly ain't pretty. If you squint a bit, it could easily have passed for an official Lemmings prototype a couple of years before the punk rocker rodents took the world by storm.
The one landing it firmly in XiD territory is the opening Operation Wolf mode crosshair sequence, which flagrantly hijacks one of Project-X's distinctively stylish backdrops.
The fonts deployed and the aesthetics of the menus and mission briefing screens have been swiped from the same source.
Moving onto the shoot-em-up stage, your spaceman sprite looks like a cross between Tin-Tin and the leading man from the PD game, ‘Dithell in Space’.
With a swift glance at the screenshots it should come as no surprise to learn that it's a shoddy Superfrog clone, complete with tedious coin-collecting mechanics. This driving force was dull enough when Team 17’s original was fresh and shiny. Five years down the line and protracted by ramping up the target quota exponentially it becomes excruciating.
Otherwise all the elements you would expect are present; secret tunnels, coiled springs, platforms that fade out when stepped on, killer bees and other insect foes.
Each and every time Jungle Jim despatches an enemy he exclaims with a “yo!” and a series of comic book style speech bubbles emerge. Written in Polish these translate to 'bounce’, 'boom’ and 'bang. That gets a tad annoying after the 79th time it assaults your lugholes.
It might have been a half decent platformer if it wasn't so derivative. The finely detailed and competently animated hand drawn sprites show attention to detail and an artistic flair, and some of the adversaries are quaintly novel. Is that a tortoise with a Mohican hairdo and an oversized safety pin through its shell.
IP thievery aside, it does have an interesting art style that makes it stand out from the crowd. More specifically, certain areas of the sprites e.g. the protagonist's face have been selectively monochromatised. It's a fairly common Photoshop filter trick these days, but I don't recall seeing it too often back in the early nineties.
While there's no evidence of sprite animation (they simply glide across the platforms), it looks and sounds the part, and the floaty controls are responsive enough. It does, however, leave you wondering, what's the point? The original was practically perfect and this PD version couldn't hope to improve upon it. The feeble end of game cyclops bird boss and non-existent finale don't do much to challenge that sentiment.
Here's a synopsis taken from the PD Soft index to flesh out the details:-
“Aliens have invaded Duck World and have possessed various inhabitants of the planet, including Santa Claus and King Duck. The game has 20 levels split up into 4 worlds. These worlds are Brick City, Christmas Land, Outer Space, and Duck World.
On level 5 of each world there is an end of world baddie. In these levels you are given continuous fire power to rid the evil aliens. If you destroy the alien in a quick enough time you will receive a gem, if you collect all 4 gems then defeating King Duck on level 20 will no longer be impossible.”
Meet ‘Star Boy’ by F1 Software. It nicks the James Pond sprite from Robocod, sound effects from Magic Pockets (every time you jump!), and music from… nowhere (there isn't any).
Well, technically it doesn't exactly rip the graphics from anywhere. It would be more accurate to describe them as shabby approximations drawn in a blocky, colour palette restricted C64 style.
Like the real thing it blends shoot-em-up stages (employing Robocod's open top, one seater plane) with traditional platforming action. You'd never guess this was released in 1997… if I hadn't just told you.
Watchtower was cobbled together by CyberArts in 1996; well into the Amiga's pensionable years, and so there's really no excuse for the AGA-only title to be quite this primitive.
It plays like the coin-op, top-down shooter classics, Commando or Ikari Warriors, yet looks suspiciously like The Chaos Engine and lifts the best sound effects from Cannon Fodder, while not doing any of them justice.
Would you believe this was a commercial release with a bloated £30 price tag, and produced by a team of 8 people?
The only thing harder to swallow is that the developers didn't dress in khakis and run around a field brandishing plastic toy guns to promote it.
Well I'm spent for another issue… and the research only cost me a fiver! *ba dum tsh*
If you're an Amiga twin separated at birth, get in touch and you could be featured in the next XiD.