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bodyblowsgalacticaga
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1994-03-09
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Path: menudo.uh.edu!usenet
From: cs922097@red.ariel.cs.yorku.ca (David Zvekic)
Newsgroups: comp.sys.amiga.reviews
Subject: REVIEW: Body Blows Galactic - AGA
Followup-To: comp.sys.amiga.games
Date: 9 Mar 1994 16:06:10 GMT
Organization: The Amiga Online Review Column - ed. Daniel Barrett
Lines: 288
Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
Distribution: world
Message-ID: <2lks5i$dst@menudo.uh.edu>
Reply-To: cs922097@red.ariel.cs.yorku.ca (David Zvekic)
NNTP-Posting-Host: karazm.math.uh.edu
Keywords: game, beat-em-up, AGA, commercial
PRODUCT NAME
Body Blows Galactic - AGA
BRIEF DESCRIPTION
A beat-em-up game which pits 12 different fighters from 6 different
worlds against one another.
AUTHOR/COMPANY INFORMATION
Name: Team17 Software Ltd
Address: Marwood House, Garden St,
Wakefield, West Yorkshire
WF1 1DX
England
Telephone: (0)924 201846
LIST PRICE
#29.99 (that's Pounds)
I paid $22 Canadian for it, but I bought a special copy that used to
be given away for free as a promotion for A1200's. My copy didn't have a
box, just a plastic bag with 2 disks and a manual.
SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
HARDWARE
The AGA chipset is required.
An old chipset (OCS) version exists however.
1 MB RAM required. Any additional memory will be used to
store data during play.
SOFTWARE
None for PAL Amigas.
On my NTSC Amiga, I had to use Chris Hames' Degrader 1.30 to
get it to work in PAL. The early startup control doesn't
help.
Body Blows Galactic works on all versions of the OS.
COPY PROTECTION
Disk-based (the disk itself cannot be copied with DiskCopy). I
couldn't get DMS to copy it either.
NOT hard drive installable.
The original disks are required for use; however, no data is ever
saved to disk, so you can leave them write-protected (and are encouraged to
do so in the manual).
I rate the copy protection as somewhere between acceptable and
annoying. People who are used to such things would not be bothered; however,
I'm worried that my original disks might get damaged.
MACHINE USED FOR TESTING
A4000/030 - NTSC.
2 MB Chip RAM + 2MB Fast RAM.
1 external 880 k floppy + the standard A4000 disk drives etc.
Commodore 1942 monitor.
Kickstart 3.0, Workbench 3.0.
Also used Chris Hames' Degrader 1.30 to switch to PAL mode.
Also tried it on:
A1200 - NTSC.
2 MB Chip RAM + 4 MB Fast RAM.
GVP SCSI+Fast Ram /w FPU option.
Internal Clock.
Commodore 1942 monitor.
Kickstart 3.0, Workbench 3.0
INSTALLATION
None required. Just DO IT!
REVIEW
When I first arrived at one of my friendly neighborhood Amiga
dealers (YES, there are several in my town), I wasn't planning on buying
anything in particular. One of my friends was picking up an A4000 which he
had on layaway (for almost a year, I believe). Anyways, I'm not that big on
video games in general (anymore), especially the variety that take over your
machine and don't let you multitask, or heaven forbid don't install on your
hard drive.
I did decide to pick up the first issue of Amiga Game Zone magazine
(which was damn good -- I'll do a review on that later). When we were about
to leave, I saw a few games in the discount bin without boxes at
significantly reduced prices. Body Blows Galactic was among them. At $22
Canadian, I figured I couldn't lose, even if it was non-compliant with the
operating system. I remember paying (happily I might add) over $50 for
Intellivision games, and upwards of $80 for Nintendo games. This copy was
originally part of a special A1200 promotion, which explained the low price
and lack of a box.
Anyway, when we returned from the dealership, I immediately tried the
disk on my friend's A1200. To my surprise, it worked! What didn't surprise
me was that the bottom 50 or so scan lines were missing from the screen.
This is typical of PAL games brought over to North America. I wish
developers would show more consideration for North American Amiga owners.
But I digress.
I tried rebooting with the Early Startup Control set to PAL, but that
didn't work (nor surprise me) either. So without having a copy of Degrader
handy we tried out the game sans the bottom 10% of the screen.
The first thing you'll notice when after the game boots is the
amazing intro music! I'm talking real cool! Sort of a Techno-House dance
tune, with digitized effects and a chorus that occasionally chants the phrase
"Body Blows" in time with the beat. Anime-style portraits of the characters
then appear one at a time, while flying pixels make neat patterns in the
backdrop.
The title screen itself consists of beautifully rendered characters
which are reflected below as if on water. This rippling water effect is
used later on in one of the scenes where the characters actually fight in
an ankle deep rippling pond next to several animated waterfalls.
Pressing the fire button brings you to a main menu which displays
your typical playing options. You can play against the computer or against
a friend. In Tournament Mode, you can have either 4 or 8 players using any
of the 12 characters (yes, you can all pick the same character if you
like). There are several game options also. Matches can either be
determined in a single round, or by playing a best 2 out of 3. A match can
have a time limit of 60 or 90 seconds per round or have unlimited time.
There are 3 difficulty levels when playing against the computer. There is
also a special Mercy Mode, which prevents the other character from being
able to hit you immediately after you stand up (after being knocked down).
Now the fun part: playing the game.
The central theme/plot/concept (such as it is) of the game is that 2
characters from Body Blows, after defeating the evil Max, "decide to take on
the universe and challenge the meanest and toughest in an Intergalactic
Competition, to become the ultimate Galactic Warrior." Yes it sounds hokey,
but it's an excuse to have a fight.
Playability is extremely high. My little 11 year old Nintendo-raised
brother is bugging me all the time to play Body Blows Galactic. According
to him, it is better than the SNES Street Fighter II. It's been a while since
I've played SNES Street Fighter II, so I don't remember. The graphics are
certainly better than SNES SFII -- *THAT* I can remember. Several of the
worlds in Body Blows Galactic AGA sport full screen parallax. Objects in
the scenery scroll not only left and right but also up and down when a
character jumps. There are also objects which scroll in front of the action
as well as behind. One of them is a waist-high, wire mesh fence or divider
which you can actually see through. The paralax is about as good as I've
seen in a beat-em-up on a home computer or video game console. It certainly
puts SFII or Mortal Kombat for Amiga to shame. (Of course I'm comparing an
AGA game to 2 ECS games there).
All of the scenery in Body Blows Galactic is very nice to look at,
and lend themselves well to the mood of the game. The joystick control is
very responsive, and the moves are easy to learn. There are 20 to 21 moves
for each character and Body Blows Galactic gets all of those using only a
1-fire-button joystick. There is no keyboard support, so you need at least
one joystick, or two for multiple players.
Each of the 6 worlds has unique background music which stays
comfortably in the background. All of the songs are very well done, and the
music doesn't steal audio channels from the sound effects (nor vice versa, it
seems). All of the characters make different sounds when they punch, kick
or whatnot, and this adds greatly to the game. One character, Lazer, makes
sounds like "hik!" "hook" , "uk" and things along those lines. A friend got
very frustrated when I kept catching him with the "hik!" move. This led to a
joke that went along the lines of "all you need is a 'hik!' and everything
will be ok!" It was funny at the time! :)
I should mention that the AGA version sports more colours, better
quality sound, more sound effects and tweaked music over the old chipset
(OCS) version. So I can't vouch for the OCS sound.
All of th