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======================================================================
AMIGA POWER Issue #30 coverdisk (.ADF/PAL) October 1993
======================================================================
Giant multinational software conglomerates, eh? Who needs 'em? We
thought it was time to give the little guy a chance, so this month
we're proud, nay delighted, to bring you some demos from the up-and-
coming games talent of tomorrow. They're the future, your future etc.
Introducing disk 30...
SKIDMARKS
Yes, it's another chance to marvel at the wondrousness of Blitz
Basic 2, as Vision Software bring you an exclusive AP track from
their forthcoming Super Off Road-beating race game. If you loved
Defender, you'll adore this beyond all logical reason, we like to
think. Play it and prove us wrong, if you can.
JET STRIKE
A strange and bizarre flight-sim-arcade-shoot-'em-up-aerobatic-
manoeuvring slice of unusualness from brand new developers Rasputin
Software. It's tricky, but it's fun. Really.
POING
A clever and imaginative reworking of an old theme -- try it for
yourself and see. Would we lie to you?
======================================================================
SKIDMARKS
Author: Vision Software
BUT FIRST, A WORD FROM OUR SPONSORS
Blitz Basic 2, eh? Don't you just love it? This fabulous programming-
language utility has already been used by our chums at Vision to
produce the fabulous Defender clone which graced our issue 26
coverdisk, and now they've written this fab Super Off-Road clone with
it too. Check 'em both out (No Defender? Back issues available on
page 112 -- don't miss 'em!), compare the results with your normal
Brand X programming utility, then immediately wonder how on Earth you
can get your hands on a copy of this fantastic thing right now.
(Amazing to think this is all written in compiled Blitz Basic -- I
mean, you don't see commercial games written in AMOS. Do you? --
Tech Ed) Then stop wondering again immediately, because you've found
out that there's a fully-working version of BB2 given away entirely
free in the next issue of our sister magazine Amiga Format. Leap for
joy.
WELCOME BACK!
You join us again in the middle of Skidmarks Instructions Hour, just
in time for a quick run-down of exactly how to go about playing this
rather lovely one- or two-player game. Like you were going to ask.
Accelerate by pressing fire or up on the joystick, steer left and
right (you can also use the cursor keys or, if you're totally
bonkers, the mouse), and try to finish in front of the other cars.
You already knew that. Why are you still here reading? Go on, clear
off.
======================================================================
JET STRIKE
Authors: Rasputin
Mike jumped as the agent burst through the door, an air of utmost
urgency following him like an FBI tail. "Listen up," he hissed, "I
haven't got much time." A flicker of hope crossed Mike's face as the
agent relayed the instructions to him.
"At first the plane might seem a bit tricky to control, but it's
much easier if you get used to the fact that the up and down controls
are reversed when you change direction. It's logical if you think
about it, really. Also, keep the auto-throttle on to start with (by
pressing the left Amiga key) and you'll crash a lot less. Press down
when you're on the runway to access the armoury and aircraft select
screens, and use the 'U' to raise and lower the undercarriage." The
sound of gunfire from outside drew closer, and seemed to trigger
further recollection in the agent's fevered mind. "To fire your extra
weapons, use fire and left for the left weapon, and fire and right for
the right weapon. If it looks like you're going to bite tarmac, the
spacebar ejects, but if enemy capture seems inevitable, hold down fire
and 'Esc' to self-destruct."
At that very moment, the door burst open again and the agent fell
inelegantly to the floor, a machine-gun chattering its brutal
monologue of death behind him in the hands of a foreign stormtrooper.
But Mike was already far away, the secret trapdoor closed behind him
and thoughts of revenge dancing across his nerve-endings...
======================================================================
POING
Author: Paul Van Der Valk
Van Der Valk? Any relation to the famous Dutch TV detective of the
early 70s, do you think? No, probably not, since the Netherlandian
gumshoe was an entirely fictional dramatic character, whereas Paul VDV
here quite clearly couldn't be more real. And just to prove it,
Paul's written this stonking and different PD Breakout-alike with
which to enthrall and entertain you, our lovely readers. And all for
no reward other than the undying gratitude of thousands of Amiga
owners and the chance to have a tired and overworked AMIGA POWER team
stereotypically take the mickey out of his name. What a wonderful and
well-adjusted chap he must be.
Anyway, here's Poing. It's extremely unlikely that you're going to
need any instructions for a Breakout game, but you're going to get
them anyway because we've all temporarily forgotten how to play Jet
Strike and none of us can be bothered to go and get the instruction
manual out again to check. Using the mouse, move your bat (the white
line at the left-hand edge of the screen) to deflect the ball (a small
and ironically square white dot ricocheting frantically all over the
place) into the wall of coloured bricks at the right-hand edge of the
screen (a load of coloured rectangles at the, er, right-hand edge of
the screen. Like I said.) The objective is to smash through the
rightermost (The what? -- Ed) column of bricks and repeatedly hit the
white line behind it. Doing this will reduce the forcefield on the
wall (indicated by the 'Force' bar at the bottom right, until it gets
so weakened that it disappears, allowing you to fire the ball through
it and move on to the next level.
If you let the ball escape on the left-hand side of the screen,
however, the game's up and you're in trouble -- you get catapulted
back to the previous screen, except with everything moving about 50
times as fast. You can rescue the ball here if you're good, but
otherwise you'll keep going back through the screens until you lose
the ball on the first one again, at which point you lose a life.
Hitting various other blocks will bring various other effects into
play (and watch out for the weirdo gravity effects on later levels),
but Dave's just remembered how to play Jet Strike again, so I'm off
now to write the instructions for that. Bye.
======================================================================
AMIGA POWER -- We're not adult-orientated.
Amiga Power is printed in the UK. Copyright Future Publishing 1993
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