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2000-08-06
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======================================================================
AMIGA POWER Issue #36 coverdisk (.ADF/PAL) April 1994
======================================================================
Yes, we've managed to stop the rot (and just in time, or the decline
in the number of AP coverdisks in recent issues would have seen this
one disappear altogether), and brought you another disk stuffed to the
very gills with, well, that stuff down there, basically.
Introducing disk 36...
BENEFACTOR
This new Psygnosis puzzle game comes to you from Digital Illusions,
authors of Pinball Dreams and Pinball Fantasies, and it's harder to
imagine something much further removed from pinball. But hey, not
being pinball doesn't automatically make it a bad game, y'know?
JETSTRIKE
If you thought the original Jetstrike was weird, try playing it at
night. This EXCLUSIVE set of missions doesn't require the original
Jetstrike to play it, so load up your AP coverdisk and enjoy one of
the most comprehensive demos we've given you in ages.
======================================================================
JETSTRIKE
Authors: Rasputin Software
The way we look at it, there are games that are obviously great, games
that look like they're going to be great but turn out to be crap,
games that look like they're going to be pretty average and really are
pretty average, games that look like they're going to be pretty
average but actually turn out to be worse than useless, and so on. If
you look down the listings in the AMIGA POWER Big Book of Games
Classifications (a hefty volume bound in human skin flayed from crap
programmers) you'll eventually come to classfication 14465/a, which
reads 'Games that look like they're going to be average but then
appear to be terribly uncontrollable when you play them, but then
after an hour's practice turn out to be good fun after all.' This is
the classification that Jetstrike comes under.
We had a demo of the original Jetstrike back in AP30, but this time
Rasputin have given us these totally exclusive night time missions,
which are sort of like Jetstrike -- but darker.
The joystick control is a tad odd in that up rotates the plane
anticlockwise and down clockwise. Left increases the throttle and
right decreases it, but to get the right setting, you can also use the
keys 1 through to 0. Better still, switch on the autothrottle using
the left Amiga key and let the computer do most of the hard work.
Here's some more of those notoriously hard-to-master controls:
U - Toggle undercarriage
Space - Eject
Right Amiga - Fires Weapon 1
Right ALT - Fires Weapon 2
Pressing down when you're stationary on the runway will call up the
little tractor, allowing you to change weaponry. Pressing fire with
left or right will release either weapon 1 or 2, while fire on its own
is your cannon. Crashing numerous times is compulsory. Enjoy.
======================================================================
BENEFACTOR
Authors: Digital Illusion
Or, to give it its proper title -- Micro Flashback, because just like
US Gold's awesome graphic adventure, 'tis a tale of one man and his
platforms, only this time there isn't any of that tiresome storyline
business. And the graphics are much, much smaller of course.
Psygnosis have presented us with this small but perfectly formed
demo consisting of a selection of levels from their up-and-coming
release. We've discovered that there's a certain credibility gap
between when Psygnosis say a game will be out and when it actually
manages to hit the streets (just look at Hired Guns or Combat Air
Patrol for example), so let's just avoid embarrasment all round and
say it'll be out later this year. Probably.
What to do then? Well, for little or no readily apparent reason,
you've got to get small, brightly coloured gonk type things to the
doorway. The obstacle to this seemingly trivial act (for without an
obstacle, there is no drama, and without drama, where is the tension?)
is that gonks are pretty, well, crap really. They can't jump or fly
or run. they have no magical powers, no ability to transmute base
metals to gold and they can't even sing 'Hey Jude.' See? No use
whatsoever.
It's just as well then that the guy you control is a veritable all
backflippin', all high jumpin' wunderkind, capable of rolling out of
danger and leaping reasonably tall buildings in a single bound.
Bear in mind that although he's Rocky-tough, he is mortal, and long
falls or bubbling pools of acidic gook will result in major hurtage.
Keep an eye on the life bar positioned at the bottom of the screen to
see how he's doing.
Once you can run around, you can get on with the hard work of
rescuing the gonk. Pressing fire when you're stationary will let you
pull various levers and pick or drop things, and you'll quickly notice
that as you prod and push various things, the gonk will slowly make
his way to the exit. Pick him up, move him around, even throw him
about, it doesn't make any difference to the gonk. He really is that
crap. However, if you've got a monochrome gonk, you can make him just
a little bit cleverer (ie he won't walk headlong into acid) by forcing
him through the colouring tubes. These have to be primed with paint,
and then any black and white gonk jumping into it will emerge as a
slightly more intelligent, slightly less crap coloured gonk at the
bottom. Why does this happen? Beats me, but it works all the same.
NB: Does not work with Workbench 1.3.
======================================================================
SPECIAL THANKS TO: Terry Warner Sports for the shirt (we'll give it
back to you soon, honest!) and Gail Blincow for the thankless task.
Good luck, Gail.
Amiga Power is printed in the UK. Copyright Future Publishing 1994
Note: All games were verified to load under one emulator or another.
Docs re-keyed courtesy of Knuckles Dragon. Original author uncertain.
Please send clarification to: knucklesd@hotmail.com