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======================================================================
AMIGA POWER Issue #21 coverdisk (.ADF/PAL) January 1993
======================================================================
'What? ANOTHER three absolutely top-notch demos all crammed on to one
single disk? How on Earth do you manage it, oh mighty AMIGA POWER?'
'Well, it's like this. We're brilliant, frankly.'
'Of course! Why didn't I think of that?'
And this is disk 21...
SENSIBLE SOCCER 92/93 MEETS BULLDOG BLIGHTY
EXCLUSIVE! Football isn't a matter of life and death -- it's a
matter of life, death, and horrible mutilation and maiming with hand
grenades.
AMIGA POWER and Sensible Software proudly present three new
additions to the Sensible Soccer squad, featuring some titanic
tussles through time. You know you'll love it.
COMBAT AIR PATROL
It's got Combat. It's got Air. You know the rest. Do your best
Tom Cruise routines, with this playable demo.
TROLLS
More colourful than Zool, cuter than Lemmings, and with more hair
than Freddie Boswell -- it's an entire playable level of Trolls.
======================================================================
SENSIBLE SOCCER 93/93 MEETS BULLDOG BLIGHTY
Publisher: Renegade
Sensible's finest moment to date is very probably the updated version
of Sensible Soccer. Undoubtedly their weirdest moment to date was the
In The Style Of creation published back in the November issue of AMIGA
POWER. Now for the first and only time, the two games are together on
disk. This is your chance to play England vs. Germany in 1993, or to
go back to 1944 and play a 'variation' on that match. And... you can
even relive that classic world cup match of 1966. It's all here in
this very exclusive Sensible Soccer demo.
Playing couldn't be simpler. On the title screen use the joystick
to select which of the three matches you wish to play, and with how
many people. Then press the fire button and away you go. The demo
ends when either side manages to score a goal.
POINTS TO NOTE
This being the new edition of Soccer, a number of new tricks, tactics
and rules have been implemented -- the most obvious one being the
yellow and red cards. Check out Stuart's full review of the game for
a complete list of the changes. The 1944 match doesn't have yellow or
red cards of course, but what it does have is a volatile hand grenade
replacing the ball. Don't worry. Play your match as normal -- though
the odd way the grenade bounces might be a little disconcerting to
begin with -- and panic only when the grenade begins to glow. It will
soon explode, taking any nearby players with it. A free kick is then
given to the team who suffered the casualty. Any players lost in
action are lost for the duration of the match, so do try not to get
them all blown up.
As in the original game, it's all joystick controlled, there's
after-touch on the ball, pressing the fire button will dive for the
ball or kick it, and the goalies are computer controlled. And
remember kids, the 1944 scenario may be a little sick. But so is war,
so don't try this one at home.
CONTROLS To dive, head Up
& kick ball |
(*) Left --+-- Right
|
Down
======================================================================
TROLLS
Publisher: Flair
After the entertaining Elvira arcade game, Flair really gets into the
platform swing of things, with their game based on the devilishly
cute/totally irritating (delete as applicable) little Freddie Boswell
look-alikes loitering in toy shops up and down the country.
What you have in this here playable demo, is a single level of a
single world -- which gives the player control over one of the
ubiquitous trolls, on a mission to explore the landscape avoiding/
stamping on baddies and collecting all the little baby trolls sitting
around the place.
To help you on the quest, yo-yos (along with extra energy and the
like) can occasionally be found inside balloons and other collectible
objects. The troll's health is indicated by his hair colour -- but
you've got three lives to play with, so don't worry too much.
Once the yo-yo has been collected a press of the fire-button and a
push of the joystick will send it flying in the desired direction, and
if this is done mid-jump, it'll stick onto platforms, enabling the
troll to swing around Tarzan or Spiderman style.
And, er, that's about it, really. Enjoy yourself and check out the
review of the full thing in this very issue, why doncha?
CONTROLS Use yo-yo Jump
(*) |
Left --+-- Right
|
Down
======================================================================
COMBAT AIR PATROL
Publisher: Psygnosis
If this playable five-minute demo is anything to go by, then Combat
Air Patrol could well give the mighty but aging F15 Strike Eagle II a
good seeing to. Combining some of the smoothest 3D we've seen on the
Amiga, with full-on gulf simulation and shoot-'em-up aspects,
Psygnosis are obviously aiming for a flight sim with general appeal.
Megafortress it ain't.
The objective in the demo is simple enough. Take off from an
aircraft carrier, take on an enemy fighter, using only air-to-air
missiles and machine guns, then pull off a smooth landing back on the
aircraft carrier. Easy, huh? Remember though, you've only got five
minutes in which to achieve this -- we can't give the whole game away,
now can we?
HELP, HOW DO I DO IT?
For all earthbound klutz types out there, here's a quick guide to
taking off. With the mouse, select instant flight from the main menu
-- it's the only option highlighted. Once the cockpit view appears,
press J key for joystick, M for mouse or K for keyboard. (Joystick
and mouse simply work as normal except forward dives and pulling back
climbs). Holding down the CTRL key, press the plus at the top of the
keyboard. Two red bars should begin to rise on the meter at the top
left of the cockpit. Keep the keys held down until the red bars reach
three quarters of the way up, then press the L key to launch. Once
the plane has cleared the runway, then press G to raise the landing
gear, TAB to set the Heads Up Display to air-to-air missiles, and away
you go.
The game itself is scheduled for release some time in January, and
you can bet your bottom dollar there'll be a full review of it in
AMIGA POWER.
THE KEYS TO YOUR NEW F16
GENERAL CONTROLS VIEWS
CTRL Afterburners F1 Cockpit view
TAB Weapon/HUD select F2 External track
+/- Increase/decrease power F3 External panning camera
B Brake F6 Aerial view
A Arrestor hook F7 External track #2
L Launch F8 Carrier view
G Landing gear toggle F9 Missile view
</> Left/right rudder
L Cockpit lights toggle CAMERA MOVEMENT
+/- Raise/lower camera
CONTROL SELECT / Zoom in
M Mouse * Zoom out
J Joystick ( Rotate left
K Keyboard ) Rotate right
1-9 Quick angle rotate
CONTROLS FOR KEYBOARD 5 Cockpit external toggle
(up arrow) Dive
(down arrow) Climb Note that all the rotational controls
(left arrow) Roll left are available from the keypad, and
(right arrow) Roll right also work inside the cockpit.
======================================================================
AMIGA POWER comes to you from Future Publishing, home of Amiga Format,
ST Format, Amiga Shopper, Mega, Super Play, Your Sinclair, Commodore
Format, Amstrad Action, Sega Power, Total, and Games Master magazine.
Amiga Power is printed in the UK. Copyright Future Publishing 1992
Note: All games were verified to load under one emulator or another.
Docs re-keyed courtesy of Knuckles Dragon. Original author uncertain.
knucklesd@hotmail.com