REVIEWS COURTESY OF ZXSR

Salamander
by Andrew J. Glaister, Stuart J. Ruecroft
Konami Ltd
1987
Crash Issue 49, Feb 1988   page(s) 90,91

Producer: Konami
Retail Price: £7.95
Author: Andrew Glaister, from a Konami coin-op

In this coin-op conversion presented as 'the Nemesis sequel', a giant salamander has swallowed your minuscule spacecraft, sending you on a terrifying journey down the amphibian's horizontally-scrolling alimentary canal.

The spaceship is directed up and down within the digestive tract, and accelerates to avoid the unpleasant obstructions that he within this particular salamander.

Lethal encrustations on the intestinal walls spit deadly particles, and pairs of thrashing, grasping giant arms accompany this biological arsenal. All are blasted out of the way, before they block the route and force the ship to crash.

The salamander's insides are split into several different levels, each guarded by a large creature that is destroyed to progress to the next.

COMMENTS

Joysticks: Cursor. Kempston, Sinclair
Graphics: colourful, with smooth scrolling and vivid loading screen
Sound: good title tune a effects
Options: definable keys


As shoot 'em ups go, Salamander is infuriating - but is still very good. The gameplay is fast, exciting and addictive, and otters plenty of challenge. Salamander players might find that Konami have missed out quite a lot of the original arcade features, but if it's a good shoot 'em up you're after - this is a good one to go for.
BEN [84%]


Like the arcade original, Salamander is playable from the word go. The graphics are colourful and detailed, and the scrolling is smooth - there's a decent title tune, too, although the in-game effects are the usual zap sounds of shoot 'em ups. However, it's infuriating to be forced to start a level again whenever you lose a life, but in a way this adds to the appeal and keeps the player coming back for more. If you're a shoot 'em up fan, you could well enjoy Salamander.
ROBIN [78%]


The brilliant loading screen is followed by a game that's not so hot. It's incredibly frustrating having to go all the way back to the beginning of a level when you die, and some players might find this a little too much. It's a shame the gameplay is so annoying - because the graphics, scrolling and sound effects are all exceptionally good. Try before buying.
BYM [76%]

REVIEW BY: Robin Candy, Ben Stone, Bym Welthy

Presentation76%
Graphics79%
Playability83%
Addictive Qualities60%
Overall79%
Summary: General Rating: A swift and exciting shoot-'em-up with one frustrating fault: losing a life returns you to the level's start.

Transcript by Chris Bourne

Your Sinclair Issue 26, Feb 1988   page(s) 68

Konami
£7.95
Reviewer: Tony Worrall

Salamander, to the uninitiated, was (and probably still is) one of the hottest arcade hits of the past couple of years. It was the follow up to that wicked coin-op - Nemesis, also converted into glorious Spectrovision by owners Konami.

Salamander, the coin-op, stood out because of its snazzy graphics, mega-music, and a wonderful simultaneous double player option. The action was fast, fluid and frantic. Truly state of the art arcade fare.

Now we turn to the Spectrum version, and oh boy what a total disaster. Take away the original's fabby graphics. Ignore the musical qualities, convert it into a one player (at a time) game, and don't forget to reduce the rip-snorting action to a pitiful snail's pace. Add a dash of flicker with a small helping of colour clash. Stir once, then throw out with the rubbish! It's that dreadful.

This version (I am sure the other versions will be better) is about as lively as me on a dull Sunday morning. As cold-blooded as the reptile it takes its name from.

If you want to know, the action revolves around the liberating of deep space from evil hordes. Ho hum. It is really another version of the classic 'Defender/ Scramble' genre. Nemesis tarted up in fact! it plays better than the Speccy version of Nemesis, but that's not saying much. Most things play better than that!

If you want a tacky (but damn hard) shoot 'em up then get this. But if you are looking for the real Salamander - forget it chums.


REVIEW BY: Tony Worrall

Graphics4/10
Playability4/10
Value For Money3/10
Addictiveness4/10
Overall4/10
Summary: Nemesis part two, but don't get excited. It's awful. A backward step for shoot-'em-ups.

Transcript by Chris Bourne

Your Sinclair Issue 36, Dec 1988   page(s) 44,45

Imagine
£7.99
Reviewer: Nat Pryce

Interesting fact: most salamanders are less than six inches in length except the giant salamander from Japan which reaches three feet from tip to tail. Another interesting fact: the despotic Salamander rules an evil galaxy beyond infinity, among Organic Monsters of desctuction, Nuclear Spiders, infernos burning like raging seas in torment, (Ever seen a sea bu? I ain't). Caverns of Despair and Demons beyond the dimensions of our minds (very poetic, I'm sure). Not bad for a small slimy newt-like creature, is it?

Anyway, the powers that be have decided that the Salamander must die. No reasons given of course: ours is not to reason why, ours but to do and die (and many times too, I can tell you). To help turn the monsters, into radioactive goo, the aforementioned powers have doled out weedy ships, armed with one-shot-at-a-time cannons and given you the job of flying them; though why they just couldn't use a couple of H-bombs is beyond me. What all this 'atmospheric plot'stuff comes down to is a straight-forward (by today's standards any rate) horizontally scrolling shoot 'em up and a pretty damn good one at that.

The game is split into several levels separated by huge mega-nasties, which probably need several hits to eradicate (I don't actually know; I've never met one yet). These levels are further separated onto different landscapes, which, were told in the instructions, require different tactics to negotiate. This doesn't seem to be strictly true: just dodge and blast and you can get past anything near enough.

The first level starts off with a few formations of cannon-fodder but soon progresses to a dark tunnel full of growing arms, then caverns full of wobbly things which spit white blobs at you, and then a cavern full of huge gnashing teeth, and then... er, well, I've never got past those teeth, I'm afraid; I keep getting chomped. (Ouch!)

As usual these days, the alien vermin don't have it all their own way. You can collect all sorts of extra goodies. Wap 'em on to yer ship with a bit of double-sided sticky tape and you can kill the scum with missiles, lazer beams, speed-up thrusters, a couple of drone weapon pods and some techno-gadget called an Extra. Pretty good, eh? Well not quite: you see as you grab extra weapons. the aliens chuck more stuff at you! There's a real sadistic designer behind this game, I can tell you.

But it's little touches like that which make Salamander so utterly addictive. Even though I've been stuck at the 'teeth' bit for the last three hours, I've been sneaking extra goes while writing this review, absolutely sure that I can do it with one more try. The scrolling is smooth and fast, and when the action hots up your adrenalin really starts flowing. If I play it too much, I'll probably get an ulcer.

It's also very playable, well presented and blimin' good fun, and although it may have striking (bap!) similarities with a squillion and three other scrolling-blasting-add-on-weapons games, it stands out from the rest with good programming and great game design. And its a must for Nemesis fans, who must have been disappointed with the first Speccy conversion. Go out and buy it, you won't be dissappointed. Take it from a person who doesn't ordinarily like shoot em ups - me!

STOP PRESS: I've just got past the teeth... I'm approaching a huge while wall and... I've crashed. Rats!


REVIEW BY: Nat Pryce

Graphics7/10
Playability7/10
Value For Money7/10
Addictiveness8/10
Overall8/10
Summary: "A jolly good blast. Like Nemesis only more so. Just buy it, it's flamin' great!"

Transcript by Chris Bourne

Your Sinclair Issue 59, Nov 1990   page(s) 54,55

BARGAIN BASEMENT

Looking for something cheap? How about RICH PELLEY (now at half price - a snip)? Er, on second thoughts...

Hit Squad
£2.99
Reviewer: Rich Pelley

If you were paying attention, you may remember Jonathan's small quibble a while back about Nemesis being just too plum hard for its own good. And I must admit, I'm having similar problems with the follow-up. Salamander - I've been playing the thing for hours and still haven't managed to complete Level One. Ahem. And I even got someone who is good at playing games to try as well, and he couldn't do it either.

It's much in the same vein as Nemesis (your averagely average horizontally-scrolling blasting-add-on-weapons jobby) and equally hard, although luckily this one is miles better (if you remember, its predecessor wasn't actually all that good). For example, there are loads of different aliens, spooky cavern things to fly through with these huge hand jobbies which come out and grab you, and piles more besides. The instructions also promise nuclear spiders, organic monsters and demons beyond the dimensions of our minds. Berlimey! And the end-of-level monster'll probably be a complete bummer to complete if the difficulty level of the rest of the game is anything to go by.

It's good, but a bit of a stiffy. (I beg your pardon? Ed)


REVIEW BY: Rich Pelley

Overall86%
Transcript by Chris Bourne

Sinclair User Issue 70, Jan 1988   page(s) 46,47

Label: Konami
Author: Andrew Glaister
Price: £8.95
Memory: 48K/128K
Joystick: various
Reviewer: Tamara Howard

OK. If you were one of those naughty people who said Salamander is just Nemesis with different scenery, raise your hand.

Come on. (Pause for sharp intake of breath whilst reviewer shamefacedly raises her hand).

Weeeellll, come on Konami, you've gotta admit there are certain similarities. The graphics and the gameplay to name but two.

I But just because I have my feet firmly in the camp that says Salamander is just Nemesis with knobs on, it doesn't mean I'm not a fan. Far from it. I've stood there, forcing my ten-pences in the machine, trying desperately to fly through fire. So I was jolly pleased to see that Konami had done such a good conversion.

Yup, Salamander on the Spectrum is pretty spiffy, coming complete with all the add-ons that one would expect from such a sophisticated shoot-'em-up. It's pretty fast, incredibly tricky, and great fun to play. The End.

Hahahahaha. Only joking. C'mere. there's more.

Salamander involves flying one's little spaceship around the treacherous cavernous, scary landscapes, picking up extra weaponry in order to blow the hell out of the large disgusting brain-like thing and thus progress to the next level.

What happens is this. To begin with we are in a black space, flying a white craft shooting at waves of white aliens. Bwrilliant. V dull, no colour, how appalling. This stage is absolutely simple. After one go you learn where the alien waves are coming from, making it easy-peasy to pick up every single bonus weapon under the sun.

And getting the weapons isn't even hard! You don't have to select! You just fly over them! (That's enough exclaiming for one day). The last ship in each wave will conveniently become an add-on for your ship, and once you've flown over it you're well equipped. Easy. But, my life, do you need all the equipment you can get? Because now you're on to the exciting part, starting off with the bendy claws bit.

These are something of a pain. They grow out of the rock face, waving about the place, and smashing straight into the side of your tiny ship. Unless, of course, you shoot the flashing bit first. Each bendy claw has a flashing bit near its base, and only by shooting that can you kill it, but watch out. The flashing bit will almost certainly be tucked right next to a large lump of rock and, you've guessed it, bumping into the scenery means instant death.

Once past the bendy claws, life does not, unfairly I think, get easier. Now you have to face gun emplacements, chunks of scenery, teeth-sort of things, fire, flame, meteorites and other such fripperies. And so on, and so on, until you've whizzed your way through the levels to blow up the big thing at the end that squirts bubbles. (Don't ask about that, if you've seen the original, you'll know what I mean, if not, it's far too complicated to explain).

Salamander is a pretty impressive romp through space, keeping faithfully to the coin-op. It doesn't have as many levels as the original, though, and the sound's a bit plink-plink-fizz.

If you're a Salamander in the arcades fan, then you should be well pleased with Salamander on the Spectrum. If not you'll just like it because it's a good shoot-away.

And if you're a Nemesis fan, perhaps you'd just like to buy it to make sure it's just Nemesis with add ons.


REVIEW BY: Tamara Howard

Blurb: PROGRAMMERS Andrew Glaister is one the Spectrum's longest established programmers. He began when he was 15, and five years later he has over 30 programs under his belt. Softography: Meteor, Basic Compiler (Softek, 1983), Warlords (Century, 1984), Tachyon Command (Century, 1984), Scuba Attack (Century, 1984), Legend (Century, 1984), Fourth Protocol (Loads 1 & 2) (Century/Hutchinson, 1985), The Comet Game (Firebird, 1986), Empire (Firebird, 1986), Jailbreak (Konami, 1987)

Overall8/10
Summary: A well programmed conversion that should go down a treat with all shoot 'em up fans. Few levels and OKish sound.

Transcript by Chris Bourne

Sinclair User Issue 104, Oct 1990   page(s) 74

Label: Hit Squad
Price: £2.99
Reviewer: Chris Jenkins

Beyond infinity (which is pretty far away by anyone's standards) lies the evil galaxy dominated by the forces of the despotic Salamander. Some hero (you, to be precise) must persuade his compatriots the join him on a journey to Hell (just think of Birmingham Bullring Shopping Centre on a Saturday afternoon and double it).

Konami's coin-op Salamander was one of the first derivatives of Nemesis, the prototypical pick-up-the-extra-weapons game which led to dozens of imitators such as R-Type. Despite being first released in 1988 - an age ago! - Ocean's conversion stands up pretty well to the test of time.

Here's the poop. Your super-dooper space fighter flies horizontally through four levels of gunky alien dimensions, menaced by Nuclear Spiders, infernos, Caverns of Despair, Demons of Dreadfulness and Traffic Wardens of Terror (I made that bit up). As you fly along waves of baddies come at you, and if you zap an entire wave a bonus token appears; fly over it for added weaponfulness. Trouble is, you start off with a pathetically slow and under-powered ship, so you have to pick up some weapons FAST if you hope to survive the Awful Wiggly Space Snakes and so on.

Extra weapons available include speed-ups, penetrating lasers, diagonal missiles, and, er, other stuff. Since the alien attackers are extremely predictable, all you have to do is to learn the positioning and manoeuvres necessary to get through each stage, and hang on to as many weapons as you can ('cos of course you lose them if you lose a life).

There's a two-player mode, but that's alternate turns rather than two ships at once. Needless to say, the end-of-level guardians are more horrific than a cold pizza left over from a particularly dissolute Saturday night, and the sound effects are suitably bleepy. The ultimate target is the huge brain which controls Salamander's domain.

Salamander might not be as sophis as some of the more recent titles, where the weapons are nastier, the baddies uglier and the destruction horrificaler, but at £2.99 you can't really go wrong. Strap on your laser pistol and give it a shot.


REVIEW BY: Chris Jenkins

Graphics79%
Sound60%
Playability89%
Lastability81%
Overall81%
Summary: Good budget laser action. Showing its age a bit, but fun, nonetheless.

Transcript by Chris Bourne

ACE (Advanced Computer Entertainment) Issue 5, Feb 1988   page(s) 42

Konami's flying lizard.

Cynics thought Salamander was one of those high class arcade games that could never be converted to an 8 bit micro and retain any of the gameplay and addiction of the coin-op classic. Were they right?

Far from it - Salamander has made the transition and has survived admirably. In case you've missed out, this horizontally scrolling shoot-em-up has the player flying a space ship through a series of alien tunnels, trying to survive bombardment from both ground-based and flying installations. Huge tentacles burst from the ceilings and floors of the tunnels and try to grab your ship - these have to be shot in the right place to destroy them.

The almost obligatory extra weapons are available to the player who manages to shoot a wave of the flying aliens and these weapons include the legendary Multiples - egg shaped structures that follow your craft and fire when you fire, effectively increasing and spreading your firepower. You get three lives to do the business, and if you're lucky you might pick up a few missiles and lasers to help you on your way.

The first re-start position is well into the game and until you've mastered the first few obstacles, you'll find being sent back to the beginning extremely frustrating. If you like your shoot-em-ups tough, you'll not be disappointed with Salamander, it's very easy to pick up and play and incredibly difficult to master. The Konami coin-op conversion team have proved the sceptics wrong wonderfully.

Reviewer: Andy Smith

RELEASE BOX
C64/128, £8.95cs, £14.95dk, Jan 88
Spec, £7.95cs, Out Now
Ams, £8.95cs, £14.95dk, Dec 87

Predicted Interest Curve

1 min: 60/100
1 hour: 80/100
1 day: 90/100
1 week: 85/100
1 month: 60/100
1 year: 20/100


REVIEW BY: Andy Smith

Blurb: SPECTRUM VERSION Though the tunnel walls are well drawn and colourful the installations etc are all in monochrome. Sound effects are O.K. but nothing to write home about. The game's playability and addictive qualities will keep you coming back for a long time to come.

Graphics8/10
Audio6/10
IQ Factor4/10
Fun Factor8/10
Ace Rating881/1000
Summary: An addictive game that's no pushover - should keep the most expert arcade player going for quite some time.

Transcript by Chris Bourne

C&VG (Computer & Video Games) Issue 107, Oct 1990   page(s) 71

Hit Squad
Spectrum/C64/Amstrad £2.99

From beyond infinity (where else?), the despotic Salamander has arrive and he's starting kitting people and generally causing a lot of havoc and mayhem. Bad news, huh?

A hero is needed and this is where you come in. Take your battle-scarred Warp Rattler into four levels of shoot em up action, collecting add-on weaponry and generally letting Salamander's minions eat photon death.

On the C64 at least, Salamander is an absolutely stunning conversion that simply demands immediate purchase (shame about the multi-load though). On the Spectrum and Amstrad, I'm afraid things aren't quite so rosy. The playing area is rather small and action is a tad slow - not the greatest of blasters by a long chalk.


Blurb: C64 SCORES Overall: 93% What a blinding bargain! A totally fantastic conversion with great sprites, nice music and addictive gameplay! Buy it today!

Blurb: AMSTRAD SCORES Overall: 65% A bit too similar to the Spectrum game, even down to the extremely cramped playing area.

Overall65%
Summary: Hmmm. Not exactly the most exciting Spectrum blast around. There's load of better games of this ilk available at the magic budget price.

Transcript by Chris Bourne

The Games Machine Issue 13, Dec 1988   page(s) 40

Spectrum 48/128 Cassette: £7.95, Diskette: £14.95

Cast as a joystick wielding hero, it is your job to journey to hell and beyond; confront the huge brain which controls the Salamander's organic monsters of destruction, save the galaxy - and get home in time for tea.

Salamander alternates between horizontal and vertically scrolling levels, each further divided to different terrain types requiring various styles of play.

Bonus weapons are picked up when waves of aliens are annihilated. A guardian alien protects the entrance to the next level, the defeat of which is not easy.

The general feel of the Spectrum game is faithful to the arcade original, but a few omissions detract from gameplay. For example, when your ship is destroyed all additional weaponry is lost with no easy way to recover it.

Unlike the C64 version, this conversion is just too hard. The game is quite slow but the alien waves make it extremely difficult to complete a level.

Sound is limited to spot effects and graphics are largely monochromatic. Although neither are serious drawbacks, Salamander would be more compelling if it were slightly easier.


Blurb: COMMODORE 64/128 Overall: 66% TGM 011

Overall52%
Transcript by Chris Bourne

Your Sinclair Issue 55, Jul 1990   page(s) 33,34,35,36,37

THE COMPLETE YS GUIDE TO SHOOT-'EM-UPS PART 1

Where'd we all be without shoot-'em-ups, eh, Spec-chums? Well, we'd all have much smaller games collections, that's for sure! Join MATT BIELBY for an epic blast through nearly a decade of firepowered Spec-fun...

Blimey! The complete guide to shoot-'em-ups, eh? A bit of a mammoth task you might be thinking (and you'd be blooming right! It's taken me absolutely ages!). It's so blinking gigantic in fact that we've had to split it in two to save the whole ish from being packed to the gills with ancient shooty-shooty games and very little else!

So how's it all going to work? Well, this issue we spotlight those hundreds of games where you control a little spaceship, aeroplane or what have you, while next time round we'll be wibbling on for ages about those blasters where you command a man, creature or robot - things like Operation Wolf, Gryzor, Robocop (the list is endless, I'm sorry to say). Yes, I know it's a bit of an arbitrary way to divide the whole subject up in two, but it's the best I could come up.

Anyway, if you 're all ready, let's arm the missiles, oil the cannons, buckle our seatbelts and go kick some alien ass! (Or something.)

SO WHAT EXACTLY MAKES A SHOOT-'EM-UP A SHOOT-'EM-UP?

Well, at the risk of stating the obvious, it's a game where simple reaction times count for (almost) everything, and the actual shooting of various baddies constitutes the major part of the gameplay. It's just about the oldest form of computer game going (Space Invaders was pure shoot-'em-up, for instance), short of mad Victorian chappies crouching down inside big wooden cabinets and pretending to be chess machines. It's one of the most enduring forms too - hardly an issue of YS goes by when we don't review at least a couple of newies, and it's the rare arcade-style game (sports sims and puzzlers excepted) that doesn't include at least a small shoot-'em-up element in there somewhere as part of the gameplay.

But back to the case in hand. What we're talking about here are the pure shoot-'em-ups - games where the wiping out of waves of aliens or other baddies is everything (though let's be fair, the violence in most of these is very abstract and minimal). They easily divide into four major types, depending on how you view the action. And you can read all about them over the page.

THE FIRST EVER SHOOT-'EM-UP

Goodness knows - Space Invaders is the obvious answer, but most of the other early arcade games were shoot-'em-ups too - Defender, Asteroids, Galaxian and the rest. To find out what made it onto the Speccy first, well, we'll have to look back in the vaults and see what we come up with, shan't we?

Right, here we are with the very first issue of Your Spectrum (later to evolve into Your Sinclair), cover date January 1984. Flick to the review section and we have two Space invaders-type games, both from long-forgotten Anirog Software - Galactic Abductor and Missile Defence. The second issue (Feb 84. believe it or not) brings us such delights as Xark (Contrast Software), a Defender-type game and Alien Swoop (a Galaxians rip-off), while in issue three had Bug Byte's Cavern Fighter (a tunnel-based jobbie, like an early version of R-Type).

Hmm. Let's go back a bit further, shall we? All the early computer games mags were listings based (ie had lots of crap Basic games printed out line by line over oodles of pages, as if Program Pitstop had run rampant over the whole mag!) so we might find something in there. Believe it or not find something in there. Believe it or not, I have the very first issue of the very first computer games mag in the country sitting right here on my desk, cover-dated November 1981. There's only one Sinclair game in here (for a ZX80 or 81 - a Speccy forerunner - and taking up a whole 2K!). It's called City Bomb, and it's a sort of shoot-'em-up. Apparently you're in a plane at the top of the screen and have to bomb the city beneath you, flattening out a landing strip so you can put down safely. Thrilling stuff, eh? As for commercially available stuff, it's all lost a bit too far back in the mists of time to be sure. Still, shoot-'em-ups started emerging for the Speccy pretty soon after the machine came out, certainly by the end of '82. Throughout 83 people like Quicksilva and Bug Byte were churning out Space Invaders, Asteroids and Scramble clones advertised as 'being in 100% machine code and in colour' too, so perhaps it was one of those. Exciting stuff, eh?

RATINGS

In the great YS Guide To... tradition, for a one-off-only special occasion we've adapted our normal rating system to accommodate the shoot-'em-up theme. Here's how they work...

Alien-Death-Scum-From-Hell Factor
Are there oodles of inventive, nasty and extremely difficult-to-kill baddies all over the place (including the biggest, meanest muthas ever at the end of each level) or do you end up fighting a fleet of Trebor Mints?

Shopability
Are there oodles and oodles of well-thought-out and spectacular weapons available to pick up and use, or do you have to make do with the same crap little peashooter throughout the game?

Copycat Factor
Unusually, the lower the score the better here. Basically, is this exactly the same as every other shoot-'em-up ever (in which case it'll get a high score for being chronically unoriginal) or does it have something innovative and special about it to set it apart from the crowd?

Visibility Factor
Does everything make a degree of sense in Speccyvision, or is it all a jumbled mass of pixels, with bullets, missiles and even little spaceships winking in and out of view willy-nilly?

Salamander
Imagine

Firmly in the vein of the classic Konami coin-op Nemesis, this is in fact a better bet for the Speccy than the disappointing conversion of the real thing. A very straightforward but smooth scrolling blast, it actually has baddies that get meaner as you acquire power-ups (the rotters!). Very ordinary, but a lot of fun.


REVIEW BY: Matt Bielby

Blurb: VERTICAL SCROLLERS One obvious option for a shoot-'em-up, and one that's used all over the place, is the vertical scroller. This is where the action is viewed from a God-like perspective above it all, looking down on everything from a distance. The action scrolls up (or on the very odd occasion down) the screen. This has some advantages - it's easy to lay out complicated attack formations and the little spaceships can he the simplest blobby shapes and still function quite well but it can suffer from some rather major flaws too. The first is that the shape of your average TV or monitor is all wrong. Think about it - you're trying to present portrait-shaped action (taller than it is long) on a landscape-shaped screen (wider than it is tall). In a coin-op, which is where 85% of vertical scrollers originate, there's no real problem with this because you can easily build a cabinet with a tall thin screen to contain the action, but in Speccyvision the programmers have to waste large portions of the side of the potential play area to reproduce it Subsequently, all the sprites have to be fairly small to fit in, and on most TVs become next to invisible. You've effectively castrated the game before you've even started. There's one other major problem too - the background. Since most scrolling Speccy games have to be largely monochrome, any sort of backdrop (say a forest which you're flying over) can cause real problems. You'll be safe (but probably rather bored) if the programmer opts for a simple black starfield over which all the sprites will show up well, but anything beyond that courts disaster. All too often overzealous background artists, small sprites, even smaller bullets and the sort of slightly crappy TVs most of us use with our Speccies conspire to render your brand new vertical scroller virtually unplayable. Don't think I've got a total downer on them though - despite all the limitations some of the real classics use this design. Xenon, anybody? Clear backdrops, that's what vertical scrollers need. (So Gemini Wing's a sorry loser.)

Blurb: THE 'INTO-THE-SCREEN' JOBBIE Although occasionally attempted with reasonable success by budgeteers like CodeMasters, these often constitute a less than satisfying experience. All too often someone responsible for coin-op licence acquisition will pick out an arcade favourite with a giant hydraulic cabinet - say an Afterburner or Thunder blade - with little thought as to how it's going to translate to the home computer. (Not very well, usually.) Thus most 'into-the-screen' shoot-'em-ups are technically impressive and rather brave attempts to reproduce the thrills and spills of the original, but almost inevitably doomed to failure. Robbed of 3D, moving cabinets, and whizzo graphics, the limitations built into the game become abundantly clear - there's little real feeling of speed (difficult enough to create even with a rolling road as reference point, let alone without one), oodles of almost identical levels and very little to actually do. Boring. Videodrome, here we come - it's 'into the screen' time with F-16 Fighting Falcon.

Blurb: THE FLIP-SCREEN Not all that common, but these can work very well indeed - check out Raf Cecco's Cybernoid duo, for instance. The thing seems to be that if you dispense with trying to write decent scrolling routines (since the background doesn't move at all - you simply progress across the screen until you get to the far end, when a new one flashes up with your little ship in its new starting position) you can spend a lot more time making everything else very pretty and colourful and inventive. Thus flip-screen games have some of the best, clearest, most colourful graphics ever seen on the Speccy. On the minus side however there's the disconcerting, disorientating bit where your ship flickers off the right hand side of the screen, only to reappear on the far left of the next one. But they can be incredibly addictive (it's always a temptation to try for 'just one more' screen to see what it looks like) and, in the case of the Cecco games at least, can strike a fine balance between mindless blasting and working out the best route past each new obstacle. They're still pure shoot-'em-ups, but slightly more cerebral ones. Flip screen a la NOMAD - no place to run to, no place to hide. (It's a bit like playing Murder In The Dark really.)

Blurb: THE HORIZONTAL SCROLLER This is the other main option, and usually a much more sensible way to go about things. Not only is the screen the right shape, but you can have a very complicated and pretty bottom and/or top bit to it (the ground, or the edges of a tunnel, say), while leaving the bulk of the play area relatively free from obstructions. Most the great shoot-'em-ups (but by no means all) are built like this, including the Your Sinclair all-time fave raves like Uridium and R-Type. Game over, man! (Well, Game Over II to be precise.)

Blurb: GIANT ALIEN MUTHAS FROM HELL A few good end-of-level baddies can make a shoot-'em-up, a lack of them break one. Let's look at a few typical monsters, shall we? Dominator: Impressive pink mouth affair firmly in the R-Type mould, and nicely animated too - the eyes blink and teeth move. Unfortunately the rest of the game didn't live up to it. Mr Heli: A giant eye thing with lobster claws - not bad, the grey and yellow graphics don't help it to stand out as much as they might, do they? Silkworm: This is the other way to do it - not a giant fixed mass (like the other two) but a moving baddy in the vein of stuff you've already met on that level, but bigger. This super chopper is delightfully guppy-like.

Blurb: HOW TO DESIGN A SPACESHIP We cant really express how important a good central sprite can be - after all, other sprites may come and go, but you're looking at this one the entire time! Halaga: Hmm. Your basic Space Invaders/Galaxians thing - not too impressive, is it? Sidearms: Anyone able to tell me what's meant to be going on here? It just looks like a bit of a mess to me! Answers on a postcard please. Dark Fusion: A-ha! Now this is more like it - simple, clean design, easy to see but not too distracting. It's the biz.

Blurb: SO, YOU WANNA WRITE A SHOOT-'EM-UP? Would you believe it's not as hard as it looks? (Actually, the way loads of people seem to write shoot-'em-ups it doesn't actually look all that hard anyway!) Here are a few of your central ingredients... The Main Spaceship A little square box thing with another square box on the front will do fine here - nice and simple and to the point. Alternatively you could go the whole hog and stick as many spikey bits as possible all over it so the sprite looks 'interesting' from all angles. Enemy Spaceships Nothing wrong with a whole squadron of polo mints zooming through space towards you - after all, it's the cunningness of the attack formations that counts! The Name Something gun-like sounds good and hard (say Side Arms or Armalyte) though anything vaguely aggressive-sounding will do (Eliminator, Dominator, Xecutor, H.A.T.E). If you're desperate you can always go the pseudo-scientific route (R-type, P47, Ultima Ratio), opt for an animal name (Salamander, Silkworm) or go for that old standard, the meaningless, vaguely futuristic-sounding word (Triaxos, Xeno, Zynaps, Xarax, Sanxion, Uridium, Xevious). Lots of 'Z's and 'X's are good. Background Nice and complicated is fine - let your imagination go wild. Don't worry about bullets (or even smaller enemy squadrons) getting lost amongst the mass of background detail - you can always pass it off as 'challenging gameplay'. Collision Detection Don't make it too easy for them! It's perfectly all right if any alien coming within inches of the player kills him dead, while he needs to blast baddies six times for any effect to be felt Again, it's all in the cause of challenging gameplay!

Blurb: EVERY SHOOT-'EM-UP EVER Ha! You've got to be joking - I started working on it and got up to 150 names - and I was only half way through the poxy thing! Forget it!

Blurb: SHORTS Blimey! Space doesn't go very far when you've got a subject as big as this, eh? So, dotted across the next four pages, we've squeezed some mini (mini) reviews into snazzy white blobs (just like this) - not wham-bam classics, but all good representatives of a type…

Transcript by Chris Bourne

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