Search Games

Go to Advanced Search

Amiga Forever - Power & Beauty

Amiga Forever

Get Amiga Forever and enjoy licensed Kickstart ROMs, pre-installed Workbench, games and demoscene productions. A true one-click emulation experience!

Get Amiga Forever for licensed Kickstart ROMs.

Amiga Review

“Rotating wheels of destiny inflame the city lights.
Machines call out for followers far out into the night.
The calls of the machines drowning in the steam.”

(Excerpt from “p:Machinery” by Propaganda)

Our world is full of terrible inventions, such as the atomic bomb, Agent Orange, the electric chair, talent shows or Tamagotchi, to name but a few. But one of the most terrifying inventions was already made sometime during the 19th century, when an experimenter with time, space and early computers created a bizarre machine. The inventor’s name was Baron Fortesque. The machine was “The Chaos Engine”.

Although primitive the machine became incredibly powerful and turned against its creator. Its power to corrupt time and matter was out of control. A cloud of chaos descended over the land. Humans and animals were turned into ravenous beasts...

Time for Chaos...

Chaos Theories...
So, once again the world is on the brink of total destruction. Because the government doesn’t want to declare a war against the evil Baron and his army of bloodthirstily creatures, two mercenaries are hired to seek and destroy the deadly machine and its mad creator. Well, that’s the plot in short, but both in the game magazines back then (Amiga Action, The One, Power Play) and current websites (Wikipedia, MobyGames, Giant Bomb) the background story differs in some way. So, here’s one version of the events:

“A time traveller takes a journey back to Victorian England, bringing fabulous technology. However, his futuristic technology falls into the hands of the evil Baron Fortesque, who retrofits the equipment for his own personal means, thereby creating an alternate timeline. The Baron creates what becomes to be known as the ‘Chaos Engine’, a terrifying machine with the potential to alter matter of time and space. After prolonged use, the machine absorbs the Baron, making him a part of the machine...”

In an early preview from autumn 1991, there’s the talk of “a brilliant Baron Fortesque who’s addicted to opium.” In this variation, he creates the machine by himself, without the forced help of the above-mentioned time traveller...

Ironically, neither the game’s manual nor the game itself come up with a profound storyline – even the enhanced, animated intro of the CD32 port doesn’t go further into detail. But because “The Chaos Engine” is a top-down shooter, there’s no need of an extensive story, just as it’s the case on genre colleagues like “Dogs of War” (“You are a mercenary soldier, doing the kind of deeds that mercenary soldiers do!”), “Mercs” (“While touring Central Africa for world peace, the former President of the United States was taken hostage by a group of Zutulan revolutionaries...”) or “Total Carnage” (“Out of nowhere, crazy, power-mad General Akhboob became the sole military power in Kookistan by creating his army of mutants from the radioactive goo produced in his bio-nuclear generator...”) – well, not exactly complex plots, aren’t they?

Or, to say it with the words of one of the mercenaries: “The Chaos Engine... is a machine that’s screwed up time. And space. Me? I’d form a Party to find Baron Fortesque, the nutter who invented the machine, and blow ‘em both up. Sure, I’d waste anything I saw. And wouldn’t think twice about it either.”

Soon after the Engine has been activated, the boundaries between time and space become blurred…

Recreating the Steam...
The Bitmap Brothers weren’t famous for reinventing the wheel – they’d never created ground-breaking subgenres like the “god game”, the action RPG or the RTS (although rumour has it, that the Bitmaps had the idea for “Z” before the release of Westwood’s “Dune II”). However, they were brilliant in enhancing already existing game categories. Just think of “Speedball” and its sequel “Brutal Deluxe”, a mixture of American football, soccer and rugby added with a teaspoon of futuristic character and trace elements of brute force. The rules are… there are no rules! The result: Particularly the second part is a true classic that got many late ports (CD32, Xbox 360, GBA) as well as some remakes like “Speedball 2100” for Sony’s PlayStation or “Speedball 2: Tournament” for Windows PC. Or the medieval action-adventure “Cadaver”, the great 16-bit homage to the famous “Knight Lore” on BBC Micro, Amstrad CPC, ZX Spectrum and MSX!

And last but not least the splendid “Gods”: At first sight just an ordinary platformer (albeit with awesome graphics), but it’s much more than that. Actually, it’s an action-adventure containing cool puzzles with a special focus on the enemies’ artificial intelligence.

The concept of “The Chaos Engine” again bears a striking resemblance to “Gauntlet”, however, the basic gameplay has been much improved. Furthermore, the Bitmaps have relocated the event from the dark dungeons to a Victorian steampunk setting that contains also open-air levels – a welcome change to the somewhat monotonous levels of the Atari original, which only differs by different floor patterns as well as the colours of the walls.

Something else the two programs have in common, is the choice of several characters. Whereas Atari’s medieval-orientated (coin-op) classic offers a bunch of typical fantasy buddies – namely Thor, the warrior, Merlin, the wizard, Thyra, the Valkyrie and Questor, the Elf – Renegade’s nineties reinterpretation comes up with a total of six heroes: Brigand, Gentleman, Mercenary, Navvie, Preacher and Thug.

Unlike to its ancestor, “The Chaos Engine” is much more role-playing-oriented – each gunman has specific attributes, such as stamina, speed and intelligence as well as special abilities (e.g. shot burst, Molotov, map, bomb, dynamite, first aid etc.). Thus, you’ll find six character cards containing a detailed profile of each hero inside the original box. Certainly, a short description appears in the program itself. So, we have different chaps with different characteristics plus a nice deck of cards – all right, but the game dives much deeper into the role-playing genre! Similar to a real RPG, also here, the attributes of all characters can be enhanced during the offensive against the evil Baron. Furthermore, you’re able to upgrade your weapons and abilities respectively, or you can buy new specials. Of course, the “Brothers Bitmap” don’t go so far as to implement such elements as experience points or even char levels. However, for an action game, the whole RPG thing got quite profound and is far more than just smoke and mirrors… in a manner of speaking, the perfect blend of both worlds!

In the Mega Drive/Genesis as well as Super Famicom/SNES port, the Preacher became a scientist due to spiritual and moral principles…

Double Trouble
The second – and maybe more interesting – feature of “The Chaos Engine” is the fact, that even a single player won’t fight alone. If there’s no other “comrade-in-arms” available, the artificial intelligence supports you with a computer-controlled companion… and what should I say? In terms of the AI, the Bitmaps (in particular coder Steve Cargill) have done an extremely good job, because the CPU sidekick acts like a partner of flesh and blood! Honestly, I’ve never had the feeling that I’m assisted by a bot – no, the AI pal’s performance appears almost true-to-life, he actively supports your chosen hero, but also makes mistakes and constantly snatches the best extras from right under your nose (and you can’t even kick his ass for that – too bad!). Speaking of AI: Each of the six protagonists holds a certain level of intelligence. The Gentleman, for example, is – in a pure physical manner – a quite weak character. But then again, his intellect is remarkably high plus he’s very light-footed, what makes him an extremely smart and fast CPU buddy. The Thug, on the other hand, “is a mammoth of a man, a little stupid but very powerful.” Or in other words: He’s a strong built guy, “fast” like a turtle and moreover dumb as a rock! So, this candidate (as well as his “brother in spirit”, the Navvie) seems only to be used as a player character, because of his low speed and lack of cleverness, right? Not at all! The great thing of “The Chaos Engine” (well, the game, not the machine itself) is, that it’s even possible to increase the IQ of each CPU-driven hero! Thus, in a manner of speaking, you’re able to turn a mush-for-brains moron into a rocket scientist… hm, sounds strangely familiar, doesn’t it?

But as we all know, nothing’s for free in this word and even an evolutionary marvel as the human intellect is reduced to a sales item in the Bitmap Brothers’ universe; just as skill, speed, health and the several extras…

"The Forest": In most adventures and RPGs a sinister place, in "The Chaos Engine" again, a hard-fought battlefield! The screenshot shows Brigand and Gentleman in action...

“#*[email protected]*€#%+?”“O.K. What do you want to buy?”
Such transactions are done in a shop – this so-called “Character Equip Screen” appears after every second and fourth level of a world. It’s no secret that practically every game by the famous UK trio contains a “point of sale” – exceptions like e.g. their debut “Xenon”, “Cadaver”, “Magic Pockets” or the awful successor “The Chaos Engine 2” (a matter for the “Sequel Police” for sure!) prove the rule.

Attributes and equipment are paid in hard currency, that is, with treasure that dead enemies drop. Speaking of enemies: Whereas the monsters of the first world (“The Forest”) are not much more than cannon fodder, already in the second setting (“The Workshops”) things will become much more complicated. Among the obligatory muscle-bound dumb-asses, who unfortunately are extremely tough, you’ll also have to deal with aggressive creatures, which appear to come right from the gene lab, little but nevertheless powerful “fire-breathers” as well as jumping kangaroo-like mutations. But the level architecture itself is tricky, too, because this maze-like section comes up with some dead ends (a tribute to “Megablast”?), destructible walls, hot steam which escapes from broken pipes, and rooftops that are laced with deadly spring guns.

You break it, you buy it: These six contract killers are more than willing to do their dirty job!

Dark Realm…
“The Engine’s somewhere in the Hall Of Machines which is hidden in the dank, dark cellars of the Baron’s mansion…”

However, this is only a foretaste of what is to come, ‘cause in the third world (“Fortesque Mansion”) the action gets really hard! The inhabitants of that dark and sinister manor don’t do things by halves; they want you and your (virtual) partner dead! They want your families dead! They want your houses burned to the ground! They wanna go there in the middle of the night and they wanna pi$# on your… well, let’s say, they aren’t very happy about your presence. The welcoming committee includes the following “staff”:

  • Ball-throwing fatsos (somehow these guys’ performance look very aesthetic)
  • Small, but nevertheless disgusting spiders, which could come right from the wet dungeons of BBs’ “Cadaver”
  • Yellow-skinned hulks
  • Projectile-spitting skulls
  • Rotating bar-bells (…what the hell?)
  • Doppelgangers of your two mercs…
  • …and - without doubt the graphical highlight of this world – the perfect animated Thing T. Things, that would make their inspiring example of “The Addams Family” proud!
So, “Fortesque Mansion” certainly is no walk in the park, but the worst is yet to come…

In enemy's hands! Just one of the game's graphical highlights: The "lovely" Thing T. Things inside the decayed mansion...

“The Sewer Lines run under this Neighborhood too…”
Eventually, the now armed to the teeth (let’s hope so) duo infiltrates the dim cellars under the mansion – in fact, a large part of the cellars includes the sewer system. Again, the layout of this level can be very confusing: Flooded drainage canals that prevent further advancement (please note; most video game heroes of that time weren’t able to wade through knee-deep waters, not to mention to swim!), indestructible, moving “blockers” (somehow they remind me of robotic vacuum cleaners), which your team has to evade, secret passages and, yes… even the once useful nodes have now turned against the player(s), blocking the way with an impenetrable line of fire. Wait a second, nodes? Oh, I almost forgot: Unlike to “Gauntlet” and its many rip-offs – like e.g. Rainbow Arts’ “Garrison” or Hudson Soft’s well-known “Dungeon Explorer” for PC-Engine/TurboGrafx-16 – the several exits in each level of “The Chaos Engine” are initially locked. Not until you have activated (that is, shoot at it) a certain number of those nodes (in their “pupated” form they somehow look like Green and Purple Tentacle), the gate(s) will open. The starting point of the next level depends on which gate you’ve passed through in the previous stage.

But let’s get back to “The Cellars” themselves: Whereas the enemies of the first three areas were creatures of flesh and blood – turned into beasts by the Engine’s poisonous cloud – the mechanical beings of this final world could come straight from the bowels of the evil machine. Apart from the common sewer rats and powerful spring guns, the setting is populated with:

  • Golden-coloured robots, propelled by rotating gyroscopes
  • Small mechanical, claw-armed “floor crawlers”
  • Jumping cylindrical robots
  • Floating electric orbs…
  • …and some kind of robots on wheels, apparently inspired by the cyborg Box from the sci-fi classic “Logan’s Run” starring Michael York
Honestly, “The Cellars” with their many details (like e.g. the circulating lights on the brickwork, the up and down moving crankshafts or the pools, filled with bubbling muddy water) seem to be taken from a novel by Jules Verne and are without doubt the graphical highlight of the game. No matter whether you play the OCS/ECS original or the here reviewed enhanced AGA port with its 256 colours, both versions are a real feast for the eyes!

"The Cellars": Actually, the last world is rather an extensive sewer system! Somewhere within these dark and damp dungeons, the Chaos Engine as well as its creator, Baron Fortesque, await the player's party...

“Chaos and the Calm”
Finally, the hour of reckoning has come: After the Engine’s defence mechanism has shut down, the party is teleported on top of the giant machine. For the last time, the diabolic steely beast brings the big guns in: Multiple shots, bombs, homing missiles, lasers… well, the whole gamut. During the fierce fight, the dome explodes, and the team eventually meets the evil Baron Fortesque face to face – the once creator of the Chaos Engine has now become its slave! Finally, the destructive monstrosity detonates in a bright flash of light; a last scream of pain escapes the Baron’s lips. The Chaos Engine is destroyed, its inventor is dead, or isn’t he? Once again evil was defeated, and peace has been restored… really? Or is it just the calm before the next storm?

After a number of hits, “The Chaos Engine” marks the zenith of the Bitmap Brother’s career: It’s far more than a further “Gauntlet” rip-off plus it was one of the first games which contains a steampunk scenario, even before the release of ground-breaking classics, such as Charles Cecil’s “Beneath a Steel Sky”, Yoshinori Kitase’s “Final Fantasy VII” or Ken Levine’s “BioShock”. Moreover, back in the day, the BBs' style of mixing action and RPG elements was a real novelty. A few years later, Konami tried a similar attempt with “Castlevania: Symphony of the Night” for Sony’s PlayStation – today, this episode of the famous series is considered as one of the best; so it’s no wonder that many of the successors (e.g. “Circle of the Moon”, “Harmony of Dissonance”, “Portrait of Ruin”) relied on the same concept.

Whereas the “Castlevania” franchise lives on until today, “The Chaos Engine” was already concluded with the second part – after that, the series was buried… together with the Amiga…

"I have guided you here so that you might set me free. The Chaos has ended, you will be remembered!"

Summary

GRAPHICS: 10 / 10

The graphics of the program are awesome with a great attention to detail; especially the classic style of the Victorian era – industrial buildings, the mansion’s interior, steam boilers, electric distribution blocks, the characters’ clothing and, last but not least, the several menu/status screens – has been adapted brilliantly by artist Dan Malone. But also the natural areas, i.e. the forest and the marshlands, are splendid-looking: The beautiful trees, the rough rock formations and cliffs, the many stone stairs, the bubbling swamps and the sparkling streams – everything looks great!

However, many players out there find the look of the OCS/ECS original better, because it fits well to the grim atmosphere of “The Chaos Engine”. Nevertheless, I prefer the A1200/A4000 version – certainly, the backgrounds as well as the sprites are much more colourful, but in my opinion this doesn’t affect the game in a negative way (just as it’s the case in the late CD32 port of “Speedball 2”), particularly the colour gradients are far smoother plus to me everything looks somehow sharper… and be honest, treetops are green and not turquoise (tee-hee).

The scrolling is smooth, the walking animations of the six main characters again, seem to be a little awkward – the same applies to most of the two-legged enemies in the game, like the golems or the lizardmen of the first world. On the other hand, the many robot models of the fourth world as well as the kangaroos, the jumping tar balls or the spinning “muck heaps” of “The Workshops” are excellently animated! But my absolute favourite are the afore mentioned Thing T. Things inside “Fortesque Mansion” – a must-see indeed!

MUSIC: 10 / 10

Just like the graphics, the game’s soundtrack is great, too. Whereas the “CE” main theme was composed by Farook and Haroon Joi, the remaining score is penned by Richard Joseph (“Cadaver”, “Mega lo Mania”, “Magic Pockets”, “Lure of the Temptress”). Both the main theme and the music of the first and second world are very techno/industrial-like, the background tunes of “Fortesque Mansion” and “The Cellars” with their synth elements again, are rather in new wave style. A special feature of the several level tracks is, that the music changes with the action on the screen, similar to LucasArts’ iMUSE system. But whereas in “Monkey Island 2” or “Indiana Jones and the Fate of Atlantis” the current background tune changes not until you’ve entered the next location, in “CE” this happens in real-time – or in other words, right on the spot! Back in the early 1990s, this was really cool…

Now to the sfxs: These are, unsurprisingly, incredibly good, too! Although, the weapons remain silent (well, at least in terms of their sound), the backgrounds noises like explosions, the monsters’ shouts of pain (when hit), the jingling of coins (when collected), and – most remarkable – the short but nevertheless extremely cool voice samples (“Node activated!”, “First aid!”, “Food!”, “Special activated!”, “Party Power!”, “Exit open!”, “World complete!” etc.)! Last but not least, there are the ambient sounds, such as the twittering of the birds in “The Forest”, the steaming sounds in “The Workshops” or the machine noise at the end of “The Cellars” – it’s almost superfluous to mention, that these are great, too.

Oh, I almost forgot the two tracks you can hear in the program’s main menu and the “Character Equip Screen” respectively: Actually, these are my favourite tracks of the whole OST! In a certain way, for me the main menu tune is the real “CE” theme, particularly in consideration of the fact, that Joi’s composition is completely missing in the CD32 port!

PLAYABILITY: 10 / 10

In a word, top-notch! Moving the six (anti-)heroes in one of the eight possible directions is a piece of cake – the same applies to attacking the many enemies. However, it’s not possible to run and shoot at the same time as it’s the case in e.g. “NY Warriors”, “Alien Breed” or “Mercs”. But that’s no drawback and has no negative effect on the gameplay. By holding down the fire button you’re able to activate the character’s special power (Molotov, bomb, map, first aid etc.). To swap between your own special and the one of your CPU partner, just press space-bar – easy, isn’t it? Of course, if you start a two-player game, the latter function isn’t necessary anymore.

I’m deeply ashamed to admit that I’ve never played “CE” with a friend until today, but I’m sure, it’s a great experience. At last, you have the opportunity to play the remastered AGA version of the Bitmap Brothers title on Steam: That includes – besides the two well-known game modes “One Player & CPU” as well as “Two Player” – a third option, that allows an online two-player session. However, the word “remastered” is a little exaggerated, because in fact it’s nothing else than an 1:1 emulation of the original without any graphical improvements – and that’s absolutely embarrassing, after all “CE” is a real classic, which would have deserved a far more professional remastering. On the other hand, there’s the “Gods” remake from 2018, that shows how to do it better – okay, the new graphics may not be everybody’s cup of tea, but at least it’s no lousy 1:1 conversion…

…but let’s get back to the original and its handling: What about annoying breaks? Well, when the booting procedure is complete, you’ll be requested to insert the second floppy disk. After that, the loading times are very, very short - you may get the impression, that the game’s data is stored on cartridge. In fact, “The Chaos Engine” was ported to Sega’s Mega Drive/Genesis as well as to Nintendo’s Super Famicom/SNES a few months later, although the name has been changed to “Soldiers of Fortune”…

OVERALL: 10 / 10

To my mind, “The Chaos Engine” is the best game, the Bitmaps have ever produced! It’s, without exaggeration – an almost perfect genre hybrid, that combines elements of action, RPG and even a little bit of adventure into an enthralling experience – not to forget the extraordinary steampunk setting! Moreover, it contains all ingredients a true classic is made of: Awesome graphics, terrific music, cool sfxs and, finally, a sophisticated gameplay including a well-balanced level of difficulty. Okay, it’s not one of the easiest games out there, that’s for sure! But compared to BB titles like “Gods” or “Cadaver”, even average players have a fair chance to watch the ending… by the way, far better than the outros of “Xenon 2” (downright ridiculous) or the just mentioned “Cadaver” (text only)…

…and another thing: Actually, it’s the only BB program, which guarantees a high replay value – just think of the several character combinations or the different ways (in the truest sense of the word) to complete a level!

If there’s anything to complain about “CE” at all, it’s the lack of level bosses, because apart from the eponymous Chaos Engine, there aren’t any guardians in the whole game – and that’s the only thing, the poor sequel makes better. Whatever, at last, Atari’s original doesn’t contain any bosses far and wide, if I remember correctly – even Team 17’s famous “Alien Breed” comes up with only a handful of “big guys”…

For my part, somehow this was the “last” game by the famous Bitmap Brothers – the successor was a big disappointment, moreover, it was released at a time where the whole industry had changed (towards 32 bit platforms including CD-ROM) and the Amiga already led a shadowy existence. Eventually, the Brothers focused on the PC: Already before the release of “The Chaos Engine 2”, their RTS game “Z” came out in late summer of 1996, an expansion kit as well as the sequel “Z - Steel Soldiers” (2001) followed. With the second instalment of the “Speedball” series - “Speedball 2100”, released in late 2000 - the Bitmaps entered new territory by developing their first exclusive title for Sony’s PlayStation. Unfortunately, this 3D reinterpretation of the second part, “Brutal Deluxe”, was a qualitative as well as commercial failure…

In 2003 they released their last production to date, called “World War II: Frontline Command”, another RTS game, which was based on the “Steel Soldiers” engine. As for the following “Speedball 2” remakes… well, the BBs weren’t involved in them anymore…

15 Comments

PopoCop 2018-04-23
(9/10)
This game still rocks! It's almost perfect - with gfx resolution 320x256 (instead of 320x200) it would be perfect.
View all comments (89)
Lester1 2018-03-13
(9/10)
This is surprisingly low down this list as I would expect it to be guaranteed a place in the top 10 at least, as a defining Amiga classic, with Speedball 2, SWOS and Cannon Fodder.

I originally thought that the notable greyish colour scheme of the original version was a deliberate stylistic choice which suited the feel of the game very well. But I do also really like the standout colours of the AGA version and would find it hard to pick a favorite.
View all comments (93)
gaff 2016-11-06
(10/10)
I thought I can't never forget to play it after weeks of training twenty years ago, just like riding a bike, but in fact I can. I'm not able to finish the last world now, am I too old?

Chaos Engine is one of the best games of golden era. AGA version made it even better. And what's more? It's for two players in cooperative mode! It's just great
View all comments (114)
bitmapbro 2016-09-20
(10/10)
One of my top 5 Amiga games with enhanced AGA graphics! I do prefer the original OCS/ECS colour scheme which suits the steam punk style better, but still a 10/10 for this one
View all comments (21)
Dottor_Psycho 2016-03-29
(8/10)
I actually like very much the AGA version colour scheme that is, if not superior to the OCS/ECS, at least a very welcome alternative to it. Still excellent (8/10).
View all comments (212)
rbn 2013-05-28
(9/10)
There even existed a CD32 version. I bought both. The one for ECS and the CD release. Both where great. The AGA version here should be the same as the CD one all in all ...

rbn
View all comments (165)
comiga 2009-10-31
(9/10)
For some reason, i actually prefer the original lower colour version! I feel the just recoloured it a bit, and made it kind of ugly losing some of the style along the way. Apart from that, nothing else new, and thats a good thing because the original is one of my all time fav's!
View all comments (178)
J_Carty 2008-04-16
(10/10)
Best game on the Amiga.

Yep, I said it.
View all comments (10)
saimo 2008-03-23
(9/10)
Very enjoyable game. It fully deserves its fame.
Graphics are top quality (although I agree with arne as regards the screwing up; moreover, the tiling in some places just does not work, even if that is probably due to the memory limitations of the original version). Sounds are just as good. Music is good (but not my kind), but a bit longer tunes would have been better to avoid the hammering repetitiveness. Code is excellent, although there can be slowdowns.
The excellently executed multi-way level design is both a strenght and a weakness: it is a strenght for the added variety and for the re-play aspect; it is a weakness because it shortens the levels (the same amount of work could have been used to produce longer levels) and because it disturbs who, like me, feels the urge to visit each and every single pixel of mazes (even at the cost of risking death).
I have mixed feelings as regards the AI-controlled second player: it is implemented decently, albeit a bit too naively (but, again, the computational limitations must be taken into account); I certainly would have loved a 1-player only mode.
Levels difficulty is well calibrated, although worlds 3 and 4 do not seem of par with worlds 1 and 2.
Overall... Well, read the very first line
View all comments (27)
Myszaqu 2008-02-09
(10/10)
Who cares about graphic glitches? I was 15 and had tons of fun playing in this game with my friends. Intro, especially music - rocks until now
View all comments (56)
arne 2007-07-15
This game is an ingenious classic, one of the best. BUT: The AGA version graphics completely suck compared to original Amiga 500 version IMO. Instead of re-drawing the graphics, somebody simply re-colored some of the original pixels in new colours, thus adding more color, and messing up some of the original anti-aliasing etc. I doubt the re-coloring was done by the original artist, but I don't know that for sure. However, it totally destroys the colorscheme and pixel perfect design of the original. I'd say play the Amiga 500 version for the best experience. Why did they mess with an already perfect game this way?
View all comments (17)
squap 2006-08-03
(6/10)
This was pretty good I suppose but it never sucked me in to keep on playing. I know this is complete sacrilege but I kinda preferred Merc - even on the Amiga - at least that was colourful, arcade-ish and fun.
View all comments (94)
Guybrush Threepwood 2006-01-10
(10/10)
One of the best shoot em up's on the Amiga, The Bitmap Bros were like Team 17 beforehand & made some rather addictive interesting & good looking games
View all comments (522)
donnie 2005-10-23
One of the best games on the Amiga. But strangly enough I prefer the way the ECS version looks. This one looks to saturated.
View all comments (7)
Kai 2005-10-05
(9/10)
The AGA version of one of the best 2-p-action-games ever!
View all comments (809)

Box

 box scan - Front box scan - Back

Lemon Recommends

Easy Amiga emulation?

Amiga Forever

Get Amiga Forever with pre-installed Workbench, games, applications, and much more.

It also contains the original Amiga ROM-files, 100% legally!
Get Amiga Forever now