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Zzap!Test
"A magazine within a magazine..."
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- REVIEWZ - PIG IN A POKE (TIPS)
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RAINBOW ISLANDS
SUPER SPACE INVADERS
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MEGATAPE #1
SIDE A - click here
SIDE B - click here
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Hello there and welcome to the very first installment of Zzap!Test. It's our tribute to bringing Zzap! back
alive again (as if it ever went away) and the way we look at it, a fantastic look at yesteryear's gameage today. Over the
coming Issues we will be getting to grips with loads of classic and not so classic games that we see fit to re-review.
What all this Raine arcade junkies ask themselfs? Crap graphics? Horrible sound? This isn't my fav arcade
emulator stuff that I'm used to in Zzap!Raine. True true. But due to many arcaders playing just about every emulated machine
known to man, Zzap!Raine just didn't want to miss out on all those non-Raine games playable on such great but old machines
such as the C64, Sinclair Spectrum and Amiga. So here we are, joystick in hand, looking at some games (...as usual!) and
giving them that extra Zzap!Raine touch. I've been asked to leave my home, PeeknPoke
and get some Zzap!ing done here, after all who's going to feed Rockford?
Looking at these games again bring a tear to my eye (sigh!) but enough of wearing these rose-tinted specs,
we getting tough on two crackingly old games this time around, two arcade conversions if you will: Rainbow Islands
and Super Space Invaders.
So it's time to insert your joystick in port two, relax, put the kettle on and press play on tape again and
enjoy some good old gaming, Zzap!Test style... Pass me the joystick lads... My go now...
Lee
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editor: Lee -
staff writers: Lee, MADrigal, Zaxxon1 -
photography, art editor: MADrigal -
illustrations: Anthony Stiller, Liliana -
ideas: MADrigal, Zaxxon1
used emulators for testing: VICE 1.5b (C64), Gleck 0.05 (Spectrum), WinUAE 0.8.22r3 (Amiga), SainT
1.20 (Atari ST)
Zzap!Test is part of Zzap!Raine. no material may be reproduced in part or in whole without
the written consent of the authors. graphics layout inspired to the ones from English and Italian editions of Zzap!
reproduced parts are used for information purposes.
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RAINBOW ISLANDS
© 1989 Ocean/Graftgold
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Rainbow Islands is the return of Bub and Bob,
or to give that game its full arcade title: Rainbow Islands - The Story of
Bubble Bobble II. The game sees Bub and Bob now placed into human form instead
of the designer dino-suits they wore before. The object completely turns Bubble
Bobble on its head. The main aim is to have to escape by scambling up the
various Islands using a given magic trick: upon pressing fire, a lovely but
deadly rainbow spounts out maiming and killing everything in its path. This
also aids crossing the platforms making hard to reach places easy to get to it
with a few rainbow paths placed in front of the player. But wait, jumping apon
them makes them crumble away falling and killing anything under it... Handy
sometimes...
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Our journey begins in Insects Island
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The bomber helicopter boss is not as hard as it should look like! |
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The seven large scrolling Islands are covered
with many nasty villains that live at each varied place. Starting off with
Insects Island with ugh! bees, Combat Island with the cutest tanks with eyes
ever, Monster Island so beware of the little werewolfs, Toy Island... deadly
water pistols and so on. One of the nicest features is Doh's Island with a large
nod to the Taito arcade game Arkanoid. You get the idea. As said before each
monster can be killed by a few rainbow shots but a miss timed shot can sometime
enable the monster to get trapping within the rainbow and obviously he gets
angry (ala last one left in Bubble Bobble screens), so if he gets free he will
be after your blood.
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There is also a very stern time limit within the
game, that floods the screen slowly with water if you are not fast enough. So as you
make your way up the top (gaining more points for various goodies and collecting
those important power ups such as multi-shots, speed and some important diamond
collecting, more of which later) you finally reach the surface and are awarded with
a big spray of lovely goodies that must be collected quickly. After the fourth level
of each world, the battle really begins with a big boss bash. Large and deadly. So
with those powerups you collected on the way up (you did collect those, didn't you?)
these should be easy pickings (yeah, right!) the bosses must be hit a number of times
shown at the top of the screen. Kill it and it's on to the next world.
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Vampire bats trying to have a drink from our hero? |
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Rainbows invade our good old Spectrum... and it's no bad at all! |
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Each game is played along with a tuneful melody,
yes its "Somewhere over the Rainbow". The diamonds make the games final result a
bit more intresting: collect these in a special order and new Islands appear. Also
available to the player is various new endings such as even turning back into a
Bubble dragon and a sad ending.
On the C64 version, the levels are loaded in off tape (or disk) one by one but
short loading times make the action seems to never stop. The front end of the game
follows the arcade game closely, even down to a very close copy of the Taito
character set which adores each arcade game.
The arcade game sprouted more sequels included the third "official" home sequel,
Parasol Stars and the mighty Puzzle Bobble range (Using Bub and Bob back in dino
form).
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C64
After Software Creations conversion of the
great Bubble Bobble, you just cannot fault the C64 version of RI. Using every
little trick in the C64 book and then some, Rainbow Islands is a masterpiece in
coding. The graphics are spot on arcade wise right down to the cute main sprite
and character set. I'm terrible at the game though, so I couldn't get very far
but loved every time I played it. If you want some stunning gameplay wrapped up
within the nicest arcade ports ever, then your halfway there describing RI on the
C64. Just a shame there was no version of Parasol Stars to follow this up.
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SPECTRUM
Good job indeed! I don't usually trust much in
Spectrum versions of classic coinops, but this time I have to admit it's no bad
at all... Graphics is quite what we use to see coming out from the "black
phantom" - though working perfectly and having lots of details. Music is
quite boring actually since it's just a small part of the entire tune... The game
itself offers hours of fun, if you have the patience to wait all those loading
sequences from tape... I recommend it to all platform lovers.
OVERALL: 80%
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AMIGA - ATARI ST
This videogame is incredible! It
looks like playing the actual arcade version, not the Amiga or ST
(those are really identical, no noticeable differences): presentation
and graphics are as beautiful as the original game, you even have to
insert coins via keyboard! As for sound, the original soundtrack is
here replicated wonderfully, and sounds exactly as the coinop tune.
As for playability, it's nto affected by level loading since an
intelligent system is featured, reducing loading time a lot. Well done
Graftgold: you again did a wonderful job!
OVERALL: 95%
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16-bit versions are almost identical to the coinop (Atari ST screenshot) |
C64
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PRESENTATION 93%
Near faultless even down to inserting credits for a game. Good handling of the multiload.
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GRAPHICS 87%
Cute and very colourful but not crisp at times with slighty blocky main sprites. |
SOUND 82%
A lively rendition of "Somewhere over the Rainbow". Some good sound effects usage.
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HOOKABILITY 94%
Arcade overtones make it very playable upon starting...
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LASTABILITY 88%
...and it keeps you there for a long time!
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Possibly the best arcade conversion we could wish for and a great game to boot.
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SUPER SPACE INVADERS © 1990 Domark |
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Thud! Thud! Thud!
Those chilling sound effect that came with the original arcade classic, Space
Invaders as they moved slowly across the screen send chills across any child
that played it in the 70's. It was a total phenomenon and even mad Japan have
a yen shortage for those addicted to the game.
Classic games came and went, but we always remember the first time we play
Space Invaders. It took a while for some kind of game to rekindly the magic
of blowing up simple designed ships but that's what Taito did in 1990 with
"Super" Space Invaders. This update makes use of the new processing power with
such nice things as new backdrops and soundtracks.
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Battling aliens under a blood red sky... |
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Our beloved Earth seen from thousands miles of distance |
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The Commodore version was converted from the
arcade game lock,stock and barrel.
The player has again to save the world from unfriendly alien scum as he did back
in the 70s. The screen displays the same as it did in the original. The player
can move his base left to right at the bottom of the screen using his fire button
to dispatch a missile. The aliens are in rows that start at the top of the screen
and slowly march downwards. When the Invaders reach each side of the screen, they
lower a row downwards. If the Invaders reach the bottom of the screen and touch
earth, it's not game over as in the original game but you lose one of your three
lives. The game also introduces to the new rules shields instead of instant death
hits so simple mistakes are not so deadly.
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The base can fire only one missile at a time to defend Earth so it better hit true.
Earth's boundries are protected by three bunkers that can take direct hits but only
so many. These can also help the player but firing them up into a path of marching
invaders killing them on impact.
Another updated feature is the powerups that feature in just about every update of
an old game. Super Space Invaders makes no difference to this rule. Some great addons
can be collected by the passing motherships that when shot, drop such goodies as Fire
Flower and the Buster Laser, handy for multiple dispatches.
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Amiga version is quite similar to the coinop, both for graphics and gameplay. |
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Spectrum colours remind of the classic coinop version |
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The first waves are very like the original Space Invaders in gameplay but as the
game advances varied invaders appear such as ones that split into two when shot or
expand. The game does'nt limit itself to the original sprites too as major bosses
appear to defeat earth this time.
Possibly the best new feature of the game is the Cattle Mutilation bonus waves
where the player must stop the Invaders stealing our cows from fields.
The Commodore version uses multiload to load in the various sets of waves, these
are long but the gameplay between each load is well enough time to distract the
gameplay.
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C64
Although Space Invaders is soooo long in the
tooth now, it still a great game to play. I have to admit that I was not really
looking forward to this Super version on the C64 (have you ever played a good
Space Invaders game on the Commodore?) but Domark have made a commendable effort
in making it a great arcade conversion. It's still the same game I used to play
all those years ago in the 70's but the new addons and new playable sections
make it more addictive. The graphics are something else, with loads of fantastic
retro screens and new sprites mixed together. The Sound is another commendable
effort and uses some good effects on the old Sid chip. It's a simple shoot'em up
mix of fun and frolics and one game that deserves to have the name Space Invaders
stamped on it. Great stuff!
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SPECTRUM
Intro is the best part of the whole,
graphics is not so bad, sound... where is it? Well we're quite used to
see such poor video and audio quality in many Spectrum games, so this
is not a problem... the ACTUAL problem is that if playability was as
"good" as intro, graphics and sound, SSI would be a good game
- but it isn't! It's slow, darn slow: both your cannon and aliens are
slow, except that mothership, which you'll hardly see because of its
insane speed! It's no fun at all, so I suggest you to have fun with
other games. Even though I never played it, I
believe the "classic" version of ZX
Invaders is much better than this one...
OVERALL: 59%
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AMIGA - ATARI ST
Oh my God! An entire floppy totally
dedicated to intro! Beautiful and funny animated screens and then,
after long time, the actual game starts. Clean and quite refined
graphics, great sounds... but where's gameplay? It has very little
similarities to the original game, and action is so slow! Player is
not involved at all: a true disappointment. Amiga and Atari ST
versions are really the same, so no chance to find something better
among the two...
OVERALL: 52%
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C64
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PRESENTATION 80%
Good arcade style attract modes, slow loading levels but these do not effect much due to good loading structure.
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GRAPHICS 71%
Great backgrounds with nice sprites but missiles sometimes get lost in all the fuss.
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SOUND 62%
Thud type token Space Invaders fx but a fantastic loading tune.
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HOOKABILITY 79%
It's Space Invaders with bangs and whistles so it's very addicitive.
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LASTABILITY 66%
The simple gameplay overtones will bore some players.
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A fun and challenging version of an all-time classic.
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RAINBOW ISLANDS
(Ocean, C64/disk)
CHEAT HACK 1. Instead of loading the game with LOAD"*",8,1
type LOAD"CODE",8 and wait until the main block of code has loaded and the cursor appears.
2. Now type POKE 28435,189 to give infinite lives or you can type POKE 16868,173: POKE
18517,173: POKE 18522,173 to give infinite credits.
3. Start the game by typing RUN. Instead of typing RUN you can if you so desire use SYS
2061
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SUPER SPACE INVADERS
(Domark, C64/disk)
CHEAT MODE
Type PRIVATEPILOT at the title screen. Note: This may need to be entered more than one
time.
POKEs
The following activate infinite lives and shields: POKE 18581,173: POKE 18584,173: POKE
20253,189: POKE 20223,189
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