Alive
News Team Current issue History Online Support Download Forum @Pouet

01 - 02 - SE - 03 - 04 - 05 - 06 - 07 - 08 - 09 - 10 - 11 - 12 - 13 - 14

Alive 9
gem panic

                  Version 0.90
          by Baldrick/Anthill Software

Gem Panic is the consolation prize for the aborted 'Gem-Candy'  competition.
The  other motivation for this game seems to be to make a belated sequel  or
revenge to an earlier Breakout style game for Gem called 'AstroPanic'.

Gem Panic is a sincere attempt to produce a fast shootemup on a Gem  desktop
for  fairly  high-end Atari TOS platforms.  The basic game is simple in  the
extreme,  shoot  and  keep shooting,  remembering to dodge stuff coming down
towards you at the bottom of the screen.

We  are  talking a very simplified Galaxians type game,  with  two  distinct
types  of enemy.  First,  there are the common drone or saucer ships.  These
have  nothing more to worry about than their peerless  artificial  stupidity
routines. With these in place, they can randomly crash into you if you don't
get  them  first!  Of  more significance in the mortality  stakes,  are  the
Bombers.  These  float around the screen in a somewhat butterflying fashion,
sprinkling  their  deadly cargo from time to time in a random  and  American
fashion.

Your  aim  is to survive,  and progress through the levels,  accumulating as
high a score as possible.  There are one or two tweaks to that,  as Baldrick
has had a cunning plan to implement an accuracy bonus.  If you manage to hit
your  targets reasonably often,  this has a favourable effect on the  score.
But if you miss too much, say less than 25% accuracy, then you may find your
score being subtracted from by 10%!

The presentation, as per Anthill standard practice, is pretty good for a Gem
game.  It  can  run in any resolution,  even down to ST-mono,  but it really
prefers a screen mode of 256 colours or more. The sprites are at a nice size
and  detail level for an ST non-gem game,  and the background clearly  shows
that is has more colours than the bog-standard screen modes. The whole thing
is described as a 256 colour game, and I can't quibble with that.

Now screw your eyes up, and try double the screen resolution!

At least a 68030 is recommended, and more would be nice. Some people managed
okay  with a Nemesis/Phantom class booster.   I got differing results on  my
two accelerated Falcons.  The CT2, with a 25mhz bus, actually ran noticeably
quicker  than my CT60 with a 20mhz bus.  I'm not sure what the target market
is  for this game,  but even these two machines were starting to chug once I
got to the higher, more activity-dense levels!

The game engine supports lots of objects on screen,  in fact,  lots and lots
of  objects  on screen!  It is almost too much for my current  CT60  set-up,
hampered  by  not having SuperVidel yet,  as the player sprite flickers  and
starts to disappear off the screen.  This slowdown does aid your survival as
you can plan your attack and evasion in these conditions more  deliberately.

The  game logic tends to throw your enemies from the left hand side  of  the
screen  in  pretty  much the same old fashion each time,  which  makes  life
easier  too.  It  is not too hard to rack up a very high score,  and a  huge
number of spare ships.

But  then  I've  yet to put any high score on the high score  table,  as  at
anywhere from level 22 to 24,  the game seems to stop dead where it is.  The
last  enemy  has been cleared,  but you are all alone and stay alone as  the
next level never comes...  I'm not sure if this is a genuine bug, or a loose
end  still  to  be tied up?  There may be a way around it,  which is to  let
yourself  be  killed near to the end of these later levels,  this  seems  to
permit the next level to appear...

Having said all of that, there is enough inherent pace and fury to make this
an  enjoyable  blast.  For  a  totally  wild  experience,  if  you  have  an
accelerated machine,  you could try it in ST-mono,  and you might be able to
spot the insanely quick blur that kills you, or possibly not?

It is configurable for playability/speed levels on faster machines,  and you
do  get  a  choice for the sound system,  ranging from  pure  YM  beepiness,
through to a range of sampled effects on either Xbios or GEMimg sub-systems.

With  a  little bit more work and rough-edge removal,  Gem-Panic will  be  a
battle-hardened contender in the kill-em-up stakes..

Ratings..

Graphics:- 75% - Good looking for Gem, up to 256 colours onscreen.

Sound:- 65% - Functional and to the point.

Playability:- 70% - Generally good, but there's a nasty slowdown later.

Overall:- 75% - With all its little flaws, it still hits the spot.

CiH, for Alive! Mag,Jan '05..

Alive 9