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EnigmA Amiga Run 1996 June
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EnigmA AMIGA RUN 08 (1996)(G.R. Edizioni)(IT)[!][issue 1996-06][EARSAN CD VII].iso
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earcd
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amos
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eaissue3.lha
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1995-12-30
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602 lines
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Data/Recent
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New Program Reviews
-------------------
ý
Welcome to this month's review sections. Here are some of the new
additions to the Mushroom PD library Mushroom disk section, as well as
a couple of older reviews. We have new programs from Paul Burkey, Asa
Margetts, as well as myself. None of the reviews of my programs were
written by me, so I can't rig the review and say it is the best
program to buy. I have decided to let others criticize my work for
now. The games we shall be reviewing today are :
û
Contentious by A. Margetts - Review by A. Kellett - Page 4
Emotional Conflict by A. Margetts - Review by A. Kellett - Page 6
Jelly Othelly by P. Burkey - Review by A. Kellett - Page 16
MMPlay by A. Kellett - Review by A. Margetts - Page 8
Sneech by P. Burkey - Review by A. Kellett - Page 26
Twinz PRO by A. Kellett - Review by P. Gumsley - Page 19
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Some of the above reviews contain screenshots within the review.
When the picture has finished drawing, press the left mouse button to
return the mouse pointer and the reader options. If the screen is
bigger than the reader screen, then the bottom bit of the picture will
be "Chopped off" to retain the NTSC form.
If a screenshot is going to be shown, it will be loaded from the disk
and drawn on the screen. In order for you to get the system back,
press the left mouse button, when you have finished looking at the
image, so the computer can cut it and return back to the reader.
ù
Have you done a review of a recent AMOS game, or has someone reviewed
one of your games, and you would like it entered here? If the answer
is yes, then why not send it in to me at the Mushroom PD address so
that I can include it in the next edition. If you want me to review
your game, then send me a working copy. Please state if it is
shareware or not, to determine wether I can put it in the library.
ú
[Andrew "Mushroom" Kellett]
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New Review
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ý
Game - Contentious
Author - Asa Margetts
Format - Hunt down and kill opponent
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Available from - Saddletramps PD
Compatability - Any Amiga with 1Mb of RAM.
û
Contentious is the latest game to come from Asa, and his first to
become licenseware. The game is extremely simple - hunt down the
opponent and shoot him dead. The game is for 2 players only, and you
play a dude who has to wander around a small maze looking for the
other player, who is also looking for you.
On the way around, you can collect various weapons, which can do
anything from increase the size of your bullets, to add speed to your
shot, as well as shoot through the walls to hit the opponent. The
gamescreen is split into 2 halves, and both screens scroll rather
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well, and will both update the sprites rather well when they appear
on the opponents screen, which looks rather confusing when you are
trying to concentrate on a particular screen, when the above is doing
exactly the same.
To top it all off, you also receive a special level-editor in the
program, in which you can design your own mazes, and save them to the
disk for future use. There is a whole array of different kinds of
walls and barriers to choose from to try and outsmart your opponent.
You can even design your own player, and save that to the disk.
This game is very typical of one of Asa's programs, taking oodles
of space on the disk even when crunched, yet there appears to be
nothing in the actual program that should be the length on the disk.
The program runs very fast, and an updated version is already
underway, with a whole new array of weapons and new playing tactics.
ý
Overall rating - 7 out of 10
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Screenshots/Contentious
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New Review
----------
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Game - Emotional Conflict
Author - Asa Margetts
Format - Graphic Adventure
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Available from - Mushroom PD (Disk No. 44)
Compatibility - Any Amiga with 1Mb of RAM
ù
This is the 3rd in the series of graphical adventures by Asa, if
my memory serves me correctly. In this game, I supplied him with the
plot, although he changed the original idea slightly.
The objective of this small PD game is to try and capture a
bad-ass renegade by the name of Mutant Mickey, and retrieve an
invaluable golden coin he has stolen from a museum. The game is played
with the mouse, as is all of the graphic adventures written by Asa,
and basically, you just click on the screen at what you want, and all
actions are automatically performed.
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There is some thinking involved however, such as where you get a
particular key from, or how to recover a map. The game itself is
actually quite small, which is hardly surprising for one-disk freeware
production. The games he did after this have got slightly bigger in
length, and also have more of a variety of puzzles to try and solve.
Graphics wise, the game is very good. You can tell the artwork of
Asa a mile off by the way he draws his cartoon images, as he has a
character font of his own. Have YOU ever seen your mom with a yellow
face? or maybe a paranoid scitzafrenic with a purple face? Well, there
you have it.
This is a puzzle game which should keep you going for a couple of
hours. The entire game was made into a programming diary, and featured
in WAC (the Whitby AMOS Club magazine) and covers all areas of writing
these kind of games. For more information on this, Contact P. Gumsley.
ý
Overall rating - 8 out of 10
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Screenshots/Emotional_Conflict
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MMPlay Review
~~~~~~ ~~~~~~
ý
Coded by - Andrew "Mushroom" Kellett
Reviewed by - Asa Margetts
Type of Program - Music Player
Module types supported - AMOS Music banks, Tracker modules, and
OctaMED on the registered version.
þ
Minimum requirements - Amiga 500 with 1/2Mb of RAM and upwards
Available from Mushroom PD (Utils disk No. 58)
ú
Okay, this is a music module player, a utility coded in Amos
Professional with no extra extensions.
The first thing that strikes you upon loading the program is that it
uses full Intuition (E.g. a CLI like Interface) which for Amos is
unusual and bloody difficult to do (with no command extensions!).
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Anyone who has seen the program MultiRipper will notice a resemblance
in the presentation. MMPlay will support many types of music module:
Noise Tracker, Sound Tracker, ProTracker, Amos Banks and the registered
version also supports OctaMED modules. There are many available options
which aren't really necessary, but useful none the less. Some of the
extra features include: Displaying ASCII within the memory, being able
to search the memory for certain ASCII keywords, typing an ASCII file
from disk to screen, creating directories and resaving your loaded
modules to new locations.
There are other options that will allow you to customise MMPlay to
your own liking. These preferences will be stored to disk and be loaded
in every time you run MMPlay. You can even adapt the coordinates of
the Window size displayed on screen (Shows attention to detail!).
A more original option is being able to set Preset modules, therefore
allowing you to load in more then one module at a time and storing them
until you wish them to be played. Another option which I really like is
the built in ScreenSaver! Very original for a music player. Draws a
series of lines on screen and moves them around creating artistic
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patterns! As you can imagine Andrew Kellett has obviously tried to
make this as original as possible by adding options that no other module
player has.
Loading and playing a module from disk couldn't be easier. The program
automatically detects what type of module it is and plays it, so all
you have to do is type "Load" followed by the path and name of the
module. The program will display the modules internal name and size.
Certain commands such as "Dir" and "Type" require the C: commands to
be in the C: of the boot disk or hard disk as it calls and executes
them from within the program.
Presentation wise, this program is near perfect for a CLI based utility.
Text is not just one boring colour, but uses all four of the Workbenches
colours (Standard Amiga). As the program supports the Operating System,
it obviously and happily Multitasks along side your Workbench, so
permits you to listen to your favourite module at the same time as
painting on DPaint. You can switch back to MMPlay any time and change
modules simply and easily.
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If you are an experienced AMOS user, you will know that AMOS takes a
lot of processor time even when it is dormant - not MMPlay ! You can
run any other utility whilst it is running, and not lose ANY processor
time. You can even powerpack files whilst it is running !!
As with all programs however, there are minor problems or downsides to
things.
The program commands are displayed on screen by entering "Help" or more
simply "?". During the use of the program, you'll find you have to do
this quite often, so it may have been a better idea to let the user just
tap the "Help" key.
If you're like me and have loads of modules scattered on many disks and
you want to search each and every one of them for a certain module, then
you'll find this rather time consuming as you'll have to keep entering
the command "Dir (Path)" each time. A requester would have been a lot
easier to search disks and a lot quicker to load in the actual modules
too. However, in the registered version, he has entered a file
requester to load in music modules, as well as setting up preset
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modules. See what a bit of nagging can do !!
The program is infact shareware with a couple of features diabled such
as the OctaMED module option and a few other useful options are also
disabled. However, for the small sum of £2.00, Good old Mushroom will
send you the full version with your name encrypted and all options
enabled. He'll also listen to any comments or improvements you'd like
him to make to the program.
This isn't another boring old module player, but one with attention to
detail and has some very nice options (Got the point yet?), it was well
written and for the money, it is worth every penny. I thank you all!
A GUI version is currently being coded, and many requests from
previous registered users have been implemented, and a demonstration
version is available when you register, and you will also receive the
full GUI version. Not bad value for money, methinks !!
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And the scores on the doors:
ý
Conclusion: A decent music module player, well worth buying if
you have a collection of music modules and require
a steady multitasking music player.
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Coding Ability: How well was it coded? 92%
Ease of Use: Is it user-friendly? 81%
Features: What options does it support? 89%
Presentation: Does it look good? 87%
Value for Money: Is it well priced? 93%
ý
Overall: A little (in size) but big in value
program: 89%
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Jelly Othelly
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Written by Paul Burkey (C) Daisy Software
Price - £5.00
Reviewed by Andrew "Mushroom" Kellett
Available from - Paul Burkey
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Demo available from Mushroom PD (Disk No. 1)
along with other Paul Burkey demo's
û
Jelly Othelly. Bit of an odd name this for a game, but the game is
exceptional. It is based on the classic "Othello" game, and you must
try and outwit the computer opponent by placing a jelly dow, and
trying to capture the opponents jelly's.
Paul has certainly changed the whole outlook of the classic
Othello game here, by implememnting lot's of comical manouvers into
the game, including a highly entertaining system of performing your
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move. You can play at either 1 or 2 players on this game, and you can
also choose the computer opponents difficulty level, ranging from
simps, right through to damn near impossible. As you play the game on
the difficulty levels, you can see the different ways the computer
works out it's moves.
Each time you go to play a move, your "Jelly", which replaces the
traditional black and white tiles, is squeezed out of a tube onto a
spoon, which you then move around with the mouse. Lot's of detail has
been added here, including the jelly that blinks at you as it is sat
on the spoon. When you go to place your actual tile, the spoon tilts
and launces the jelly at the wall, splatting it into the playing tile,
and transferring any of the opponents tiles in your path of the move
into your colour. Plus, the more tiles you win off the opponent, the
computer will make a totally wild and outrageous sound effect, ranging
from the simple "Splat" sound if you get one or two tiles, to a wierd
rhino call, and several other wild and wonderfull sound effects if you
get over 5. The more you win, the wilder they get.
This goes on until all the spaces on the board have been taken up,
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and the computer then counts all the colours and decides a winner.
There are several different board layouts in the full version, with
just the traditional Othello board on the demo version.
For this game, I would definately give the graphics a good nine
out of ten, and the same goes for the sound effects, as there are some
crazy sounds genarated the more tiles you win off the other player.
ý
Overall rating - 9 out of 10
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Twinz Pro V3.39
---------------
ý
by Andrew "Mushroom" Kellett
(C) Kellett productions Ltd. 1995
Review by Paul Gumsley
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Demo available from Mushroom PD (Disk No. 47)
Compatability - Any Amiga with 1Mb of RAM.
ù
What is Twinz?
--------------
Twinz is very similar to the old "Pairs" game, in which you must
uncover 2 tiles at a time from a grid. If the tiles match, then they
will stay where they are. If they are non-matched, they are to be
turned back over, and you must choose another 2 tiles, bearing in mind
where any other cards are that you have turned over, so that you can
go back to them.
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The round is then completed when all the cards have been turned over
and then the computer goes on to the next round.
Playing the game.
-----------------
Like we mentioned earlier, the idea of the game is to match up two
identicle pairs of objects in the alloted time and moves. Every time
you match up a pair of tiles, you will gain 3 extra moves,
as well as 5 seconds extra time, plus a small addition to your score,
depending on your skill level. If you run out of time or moves,
then it is game over. If you manage complete the round, then you go
onto one of the 2 bonus rounds in the game. The game structure is not
difficult to master but it's all a question of remembering where you
last saw that matching pair.
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The bonus round.
----------------
Well the bonus round is to be blunt a bugger. Some of the pairs are
all the same at first glance. But looking again quickly you discover
that there are indifferences to the tiles. Tiles such as different
coloured cirlces, coloured electrical resistors are amonst the tiles
featured. I actually found myself leaving the the bonus rounds as i
thought they were off putting. Others will disagree with me but thats
life.
Features.
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There are 5 different tile sets in the game ranging from Aliens,
Letters + Numbers, People and others. So there is a few tiles to
choose from if you get bored of seeing the same old tiles game after
game.
Other features include upto 3 difficult settings. Namby Pamby, medium
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and Difficult. The other option is to choose whether you require the
SFX on or off. Basic, but functional features for a basic but
challenging game.
Conclusion.
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Well i have seen some of Andrew's work before and i can say that his
programming technique is improving with each program he does. This is
a very well programmed game indeed. It does not pocess stunning
graphics or a thumping rock music track, but what it does have if
instant appeal. It's a simple, no fuss game that you can play as soon
as you press your mouse button. A very good game.
û
Graphics 7 Clear and functional. Just what we need really.
Sound 6 Annoying count down drone and decent effects.
Gameplay 8 Nice and easy to play that will get you going quicly.
Lastability 7 Can get boring after a long playing session. Have a
break every so often.
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Overall 8 A well programmed think'ers that will kepp everyone
quite for a while.
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STOP PRESS! STOP PRESS! STOP PRESS! STOP PRESS! STOP PRESS! STOP PRESS
ù
Just as we were going to press, Andrew Kellett sent in these
ammendments to Twinz. These make the game a lot more playable and less
annoying. I increase the overall mark to 9 out of 10.
ý
* In the old demo, the computer made a sound telling you what bonus you
got. It was hard to work out what it was with no sound, so now a box
flies across the screen giving the name of the bonus.
* The size of the playing board now increases and decreases depending
on the difficulty of gameplay which you choose.
* Lots more bonus levels !!! I have made one out of eyes and it is even
more difficult than the resistor level !!!
* You can now choose between music and FX when you are playing.
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* A hell of a lot more boards, although I am struggling a bit to make
new levels than the ones already done. The old levels have lots
more tiles added on to them.
* I have removed the rather annoying moves system, allowing you to do
any number of moves in the time limit you have.
* Basically, an overall better-looking and smoother running engine.
Improved speed factors are the score and time bars, to minimize the
amount of time taken to draw. The program has been genarally
smartened up graphics wise, with 3D vectors popping up now and
then, and the ENTIRE program has been re-written from scratch, with
ideas from registered users included.
* If you are already a registered user of any of Andrew's games or
utilities, you can pick the full version of this game up for 3
pounds, instead of the regular 5 pounds register price.
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Screenshots/TwinzPRO
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New Review
~~~~~~~~~~
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Game - Sneech
Price - £5
Available from - Paul Burkey
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(Demo available on Mushroom disk No. 1)
Reviewed by Andrew "Mushroom" Kellett
ú
Sneech has to be the best game that has come out of Paul Burkey's
Amiga. It is known everywhere in the AMOS world, and has even
appearead on several coverdisks.
Paul took a very basic idea, and transformed it into one of the
most addictive games to date. In this case, he took the traditional
"Worms" style game, you remember the ones, where you have to crawl
around the screen, collecting the dots, and trying not to crash into
the other player, or yourself. Well, Paul has certainly given this
traditional game a bit of a flare.
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He has added many, many new weapons and ideas to the game, to make
it much more challenging. For starters, you can have up to 8 computer
players on-screen at the same time, chasing after all the goodies that
are around. You can also play as "Teams" to try and kill the
opponent's team. When you start a game, you get 1,000 pounds, which
you can go into the shop and buy all sorts of possible weapons, which
you can use to help beat the opponent. These include speed boosters,
extra size, shields, bomb deflectors, stunners, bombs, auto-turn, as
well as loads more. As you progress through the game, you can win
money, as well as gain interest on what you have already got. If you
start to run a bit low on cash, you can take out a player loan from
the bank, but you must pay it back with interest.
Each game starts off the same, in an empty arena. Every so often,
dots start appearing. If you collect a black dot, you will increase
your speed slightly for a while. If you collect a white dot, your
snake will grow slightly (if you are not using auto-grow). You can
also collect various different amounts of cash which keep appearing
now and then, as well as new weapons, such as bombs, stunners, and my
favourite, the virus, which slowly kills you when you collect it, and
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to get rid of it, you must pass it on to another player before you run
out of body segments. Blocks also start appearing, which reduce the
length of your snake when you crash into them. If you have auto-turn,
then the computer will steer your snake out of any situations where
you can lose size, unless there is no possible way out.
You can use your bombs etc. straight away by colliding into the
player who you wish to harm. If he/she has any kind of shields or
deflectors, your bombs could prove to be useless, but if they work,
you will blow a hole in the middle of the players snake. Stunners
temporarily halt the players snake in one spot. Ideal for stealing
lot's of on-screen bonus's.
When the time runs out, you must make your way to the exit. The
first in is the winner, and takes most cash awarded for the win. If
you don't get inside the exit fast, you will die.
Every so often, a random arena crops up, which places certain
objects in certain places to make your job a lot harder. These range
from blocks strategically placed on the screen, to whole areas of the
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screen being cordened off. Sometimes, the only way around the screen
is to use the side doors.
Sneech has had a lot of detail added to it, including lot's of
different high score tables, for things like biggest worm made, and
most money collected, plus lot's more. You can even change the colour
and skill level of your worm, to loads of different possibilities.
This is one game I definately recommend to everyone.
ý
Overall rating - 9 out of 10
ú
A demo version of Sneech is available from the library, along with
several other of Paul Burkey's programs. Look under Mushroom disk 1
for more information.
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Screenshots/Sneech2
EOF