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======================================================================
AMIGA POWER Issue #26 coverdisk (.ADF/PAL) June 1993
======================================================================
It's unbelievable, isn't it? Other mags struggle to fit two games on
a disk, and we bring you FOUR! (Count, as we're wont to say, 'em!)
Even though one of them's the biggest demo you'll see this year
(probably), another's one of the best games of all time, and, well,
*look*...
Introducing Disk 26...
GRAHAM GOOCH WORLD CLASS CRICKET
Welcome in the cricket season with the best Amiga cricket game
there's ever been -- try for yourself and see.
DEFENDER
It's one of the best games of all time. It's, quite literally, the
mother of all subsequent shoot-'em-ups. It's on our coverdisk.
Play it.
BIPLANES
One or two-player dogfighting fun of the highest order.
GALAXIA
It's Galaxians, really. But it's great anyway. Thank you.
======================================================================
GRAHAM GOOCH CRICKET
Publisher: Audiogenic
As the football season fades into the realm of memory and the summer
begins to resonate to what we always like to refer to as 'the crack of
willow on leather', what better time to bring you a demo of what looks
like the Amiga's finest cricket game to date? Not just any old demo,
either -- this is one of the biggest we've ever run, consisting
basically of the entire game but with matches limited to two overs.
That's about as much as you need in the way of background, I think, so
let's get down to the important business of telling you how to play
the thing. But before we launch into a detailed account of all the
ins and outs (ho ho), please note that all these controls are reversed
for a left-handed batsman.
RUNNING
If you successfully hit the ball and decide to go for some runs, press
the fire button. The batsmen will begin to run fairly slowly, but you
can speed them up by waggling the joystick from side to side (in fact,
if you decide to run straight away, just start waggling and don't
bother about pressing fire). If you start running but change your
mind, pressing fire will make the batsmen return to the crease, unless
they're more than halfway in which case the fire-button press will be
taken as a signal to go for another run after they complete the
current one.
BOWLING
Before you start your bowling run-up, decide where you want the ball
to bounce by positioning the small white square with the joystick and
fixing position with fire. Now, if you're using a fast bowler, he'll
automatically start his run-up, which you can speed up by waggling the
joystick.
If you're using one of the other two types of bowler, (swing or
spin), choose which direction you wnat the ball to move in and press
fire, then waggle the stick to increase speed as before.
FIELDING
Each bowler has a set fielder position, but you can change these, or
even copy fielding set-ups between bowlers so you don't have to keep
changing them. To change the fielding set-up, press Space while the
bowler is waiting to bowl. A menu will appear, which should be pretty
self-explanatory. When the pitch diagram appears, move the pointer to
a fielder's name tag, then press the left mouse button, drag the mouse
to the new position and release the button again.
EVERYTHING ELSE...
Frankly, we've only scratched the surface of the numerous options
available in this game, but unfortunately we haven't got nearly enough
room to explain all of them. You shouldn't have too much trouble
navigating your way around the user-friendly options menus, so get to
it and, er, happy batting.
CONTROLS Defensive
Cut ____ | ____ Hook or Sweep
\ | /
\|/
Cover Drive ------+------ Leg Glance
/|\
Off Drive ____/ | \____ On Drive
|
Straight Drive
======================================================================
DEFENDER
Authors: Acid Software
What is there to say? Way back in issue seven we gave you on the
coverdisk an arcade-perfect version of Asteroids, arguably the
greatest coin-op game of all time. At the time, we said that
Asteroids' mantle as all-time Number One arcader was "a position only
seriously challenged by Williams' Defender". Now, we bring you an
arcade-perfect version of Defender so you can judge for yourself. Do
you love us, or what?
Well, alright Mr Picky, it's not ABSOLUTELY arcade-perfect -- the
laser blasts are a bit shorter than the long sizzling lines of the
original, but that's about it. As far as we can tell, save for the
Hyperspace feature that nobody ever used anyway, every other last
little bit of the coin-op is right here in this conversion, right down
to the sound effects. And we should know -- we've been playing it
solidly for days here in the AP office (current top score a none-too-
unbeatable 112,750 by Stuart). If you're a crumbly like us, stand by
for a nostalgia blast of colossal proportions. If you're one of those
new-fangled young people, get ready for one of the most fearsome
assaults ever launched on your person by a collection of pixels. The
original Defender was written in 12K of memory, but see how long you
play it for compared to your average coverdisk demo...
HOW TO PLAY
Oh, if only it were that simple. IF only a few well-chosen words
could make you good at Defender, what a different place the world
would be. But anyway, here's the plot. The Landers (green aliens
shaped a bit like diving bells) are trying to capture your Humanoids
(little purple dudes walking around helplessly on the ground). If
they succeed in picking one up and carrying him to the top of the
screen, the Lander fuses itself to the Humanoid and forms a much more
formidable enemy called a Mutant, which then chases you relentlessly
until one of you dies. Helping the Landers out (by killing you) are
Pods, Bombers, Swarmers and the utterly evil Baiters, which appear if
you take too long to clear a level.
HELP ME!
It's not all bad, though. As well as your lasers, you've got the
arcade world's first ever Smart Bomb, which kills every enemy on the
screen. You start with three of these, and get a new one (plus an
extra life) for every 10,000 points you score. Also, when a Lander
kidnaps a Humanoid, you can still save it. If you shoot the Lander
while it's carrying the Humanoid up the screen, the Humanoid will be
released from the exploded Lander and fall to the ground. If it's not
too high up, it'll land safely (and give you 250 bonus points), but
you can make sure by flying into it with your ship (500 bonus points).
It'll then hang off the bottom until you touch the ground, when it'll
jump off and start walking around again (500 more bonus points). You
can carry as many of your ten Humanoids around at once as you like.
But -- if you allow all ten of your Humanoids to be mutated (or
shoot them yourself by 'accident'), things get nasty. How nasty? The
world explodes, that's how nasty. Every Lander turns into a Mutant
and unless you're superhuman you can pretty much kiss your ass
goodbye.
IS THERE NO HOPE?
Well, yes there is. Firstly, there's a Scanner at the top of the
screen that shows you where all the baddies are. And secondly, every
fifth level, you get your ten Humanoids back, and with the Humanoids
comes the planet. Phew. That is, of course, assuming you ever get to
the fifth level...
KEY CONTROLS A - Up
Z - Down
Space - Reverse
? - Thrust
Shift - Fire
Return - Smart Bomb
BASICALLY SPEAKING
Believe it or not, Defender is written in BASIC. Well, sort of. It's
programmed (by the people who brought you Woody's World, reviewed on
page 36) in a language called Blitz Basic 2, which the boys at Acid/
Vision Software wrote themselves. Impressive, huh? For more info,
check out the text file about it (called 'Blitz2.about') on the
coverdisk.
======================================================================
BIPLANES
Author: Peter Mason
Back in the early days of AMIGA POWER, the biggest single reason for
missed deadlines was (so Stuart tells us) a little thing called Bip.
A two-player dogfight based on an ancient Atari VCS game, it kept the
team occupied for many hours of intense and bitter rivalry. And now
it's back again, in a new version -- just the same as the old one,
except now there's a computer opponent to play against if you haven't
got a Deputy Editor handy. Load it up, fly around, stall and plunge
to a horrible death, over and over again. It's great.
CONTROLS Fire Accelerate
(*) |
Turn Anti- --+-- Turn Clockwise
Clockwise |
Decelerate
======================================================================
QUEST FOR GALAXIA
Author: 'Goth'
Putting together this month's coverdisk, what should we find but 85K
of free space at the end. "That's a bit of a waste", we thought, so
we rummaged around and found this little Galaxians clone. It's just
as simple as it looks, but if you think that 'simple' means 'easy',
hit F9 on the title screen to start at the toughest level and then see
how tough you feel.
CONTROLS Fire Left --+-- Right Keys F1-F9 select the
(*) difficulty level from
the title screen.
======================================================================
AMIGA POWER comes to you from Future Publishing, home of, ooh, loads
of things.
Amiga Power is printed in the UK. Copyright Future Publishing 1993
Note: I couldn't get the krikket demo to load correctly under any
emulator I tried (shame that, it's the main demo this month).
Works great on the real deal though, bit of a bummer eh?
Docs re-keyed courtesy of Knuckles Dragon. Original author uncertain.
knucklesd@hotmail.com