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2000-08-06
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======================================================================
AMIGA POWER Issue #43 coverdisk (.ADF/PAL) November 1994
======================================================================
Regular readers will have recognised the pair of blue plastic squares
attached to the front of AMIGA POWER as our coverdisks. Others may
have mistaken them for components of a sinister device designed to
destroy the world. We can reassure them that this is not the case.
Introducing disk 43...
PINBALL ILLUSIONS
Pinball Illusions is best played with the lights off, allowing its
pulsating lights to dance on the walls, and its thumping tunes to
fill the room with sub-ambient vibration. You'll discover this for
yourself if you try our five minute demo of Law and Justice, the
table that's destined to become the Partyland of Illusions, we
reckon.
SENSIBLE WORLD OF SOCCER
Kilmarnock (Nngh. -- Ed) make a special guest return to AMIGA POWER
in our EXCLUSIVELY SCOTTISH demo of this top footy game.
SUICIDE MACHINE
They might look cute. And in fact they *are* cute. Nevertheless,
they must be cut down by the thousand, their soft fur matted and
stained with blood.
======================================================================
PINBALL ILLUSIONS
Author: 21st Century
A1200 Only
Each and every day brings forth a well of knowledge, a fountain of
facts, a cascading waterfall of new and shiny concepts that bathe us
in their iridescent glow of all-encompassing enlightenment. This
month for example, we all (bar the pinballishly-omniscient Steve)
found that pinball tables tend to have stories behind their ludicrous
flippery antics. Stories like the one behind the 'table' in our demo.
But before we get to that story, we'd like to reassure you, our
readers, that we're not biased against A500 and A600 owners. It's not
our fault that 21st Century aren't planning to release Pinball
Illusions on your machines. And, A1200 owners -- it's not our fault
the game loads, sits there for ages and then loads again. It's the
data decompressing, or something. Why don't these people put, 'Please
Wait. Decompressing' on the screen. Eh? But anyway. Once it has
started, you've got infinite balls and five minutes to 'rack up' a
'high score' before the game ends. Press F1 for one player or F2 for
two (and so on up to eight) to -- a-ha haha -- 'get the ball rolling'.
THE STORY
The story's all about future cops and future villains and takes place
in the future. You beat the villains by going on missions, and you go
on missions by first 'shooting the ramp' of the mission you want (the
ramp light flashes) and then hitting the 'start mission' ramp. Easy.
The missions themselves require you to hit certain 'targets', which
'light up' so you know what to do. Don't know what we're going on
about? Examples, then.
DRUG BUST -- The Drug Bust mission (like most of them, actually) is
played against the clock. 'Shoot' the lit ramp (the right one) to
break down the drug dealer's door (or something) and then 'shoot' the
lit 'targets' to clear each floor of the building. If you get to the
roof, you can shoot the prison target to put Tricky Blighter Johnny
Crack behind bars. Splendid.
PRISON BREAK -- Capture up to 50 prisoners in squad cars by hitting
'targets' and 'bumpers'. Stick five of them into the City Jail every
time you hit it and gain a stonking 50 million 'bonus' (That's enough
'quotes'. -- Ed) if you jail them all within the time limit.
RIOTS -- Riots break out all over town as the multiball feature locks
in. You've got to hit all the lit ramps to stop the riots. Each ramp
stops the riot in a sector and stopping the riots lights the Super
Jackpot, worth 50 million if you hit the City Jail within 15 seconds.
Which you won't.
The other missions follow a similar vein. Follow the advice of the
animated board at the top of the table, and you can't go wrong. Don't
forget that pressing H puts you in hi-res mode (so you can see more of
the table -- invaluable with multiball), while bashing L switches back
to Low-res big-o-vision. And one last thing -- the multiplier. Loop
the ball around the top ramp to multiply points. You then get a
sinister animation showing a lawman shooting fleeing suspects. And if
you get more bonuses, the violence level escalates. (It ends up with
him firing a bazooka at them, or something.)
So that's stories in pinball games in a nutshell. We've recently
heard rumours of Pinball Classics, but 21st Century refuse to be
drawn. From what we can gather, Wuth'Rin Heights features a 10x
multipler if you (as Heathcliff) take over the house; and you can
score an astonishing 20 million bonus if you bust Oliver Twist out of
the workhouse in the Gruel 'n' Fools table. We can only hope that the
rumours are true. Remember, we bring you the news first.
======================================================================
SENSIBLE WORLD OF SOCCER
Author: Renegade
If we run through this very quickly, we might just about get all the
relevant bits in, so here goes. In this EXCLUSIVELY SCOTTISH demo of
SWOS, you're shown all the options from the finished version but
you'll notice that most of them are grey. This means you can't use
them. If you choose a 'friendly', then you can play a normal game of
Sensi Soccer against either another player or the computer. But of
course, SWOS isn't about just playing football. It's also about
managing teams.
If you select 'demo league', you can opt to be either the manager
or player-manager of Aberdeen. (If you're a player-manager, you also
have to play the games. Natch. The management side's a bit cut down
in the demo, actually, so you're better off going for this option.)
In the pre-match build up you can view the tactics (but can't alter
them) and have a browse at other teams around the world.
MONEY
For each match in your league, you can opt to watch it or just be
given the result. After a few rounds' examination of the 'stats'
screen, you should be able to work out which of your players are no
good and which players on other teams you'd like. Players can be
bought or put up for sale on the 'transfer' screen and you can see how
well you're doing financially on the 'club business' screen.
Depending on how useless you are, you'll either make it to the end
of the year or be sacked, but either way you're told to go out and buy
Sensible World of Soccer. This, of course, is cruel and dangerous
advice, as it's not yet finished and consequently unavailable in the
shops. So take heed, keen and excited Sensible Soccer fan, wait until
you read the review in AMIGA POWER before running to the shops and
breathlessly asking for your copy. Do not attempt pre-emptive
purchasing, for that way madness lies.
======================================================================
SUICIDE MACHINE
Author: Martijn Stam
What with the whopping SWOS demo on the same disk as Suicide Machine,
we've had to do all manner of disquieting 'computery' things to this
demo to get it to fit. It has been (in the so-called technical
so-called jargon of Amigaspeak) 'archived' and must therefore be
'unarchived' before it will work. To weave this unusually 20th
Century magic, you need a blank formatted disk. If you select Suicide
Machine on the menu option and then follow the on-screen prompts, the
machine will amazingly tell you everything it requires of you. Almost
AS IF IT WERE ALIVE. Almost AS IF IT KNOWS SOMETHING YOU DON'T. It's
all very simple but still far too technical for us, so we whimpered a
bit until someone from Amiga Format came and did it for us.
The game itself is a bit of harmless fun that encourages you to
blow away cute and smiling (but gun-toting) animals. We've long since
believed that Walt Disney intended to take over the world with his
mighty yet twee empire, and it comes as a great relief for us to be
able to fight back with rockets and machine guns.
Author Martijn Stam hopes that any software companies out there
will immediately employ him and that anyone smitten with vengeful hate
against cute animals will send him £5 to receive both the full game
plus a copy of his next venture. The address is at the top [removed
for privacy] and you know who you are. Those are the facts, and Walt
Disney is dead.
======================================================================
IT TURNS OUT THAT Pumpkin and Honey Bunny don't leave empty-handed.
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