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![]() ZX Spectrum 1992, U.S. Gold |
Oh boy, am I going to bat for the precious ZX Spectrum again? Oh, you know I am. Much like the ZX Spectrum port of The NewZealand Story, aesthetics are sacrificed here in the name of functionality, mostly- while there's no minimap (a recurring feature, or lack thereof on the 8-bit micros) and everything is presented in monochrome black and white, it runs at a nice speed (while moving in and out of the background and jumping are a little slow, they're still better than in some other versions) and, well, it tries its very best to capture the spirit of the original game. That's what I feel is most important with these computer conversions, and in this regard, this ain't bad. Another bloody multi-loader, though! Polly, put the kettle on for this! | ![]() | |||||||||||||||||||||||||||||||||||||||
![]() Commodore 64 1992, U.S. Gold |
This one doesn't look too bad, on the surface. The colour palette is quite nice, it runs at a decent clip, it has the minimap complete with treasure locations, and the controls are certainly better than some versions- movement is nice and smooth and going in and out of the background works OK. Some enemy types are missing though, notably the bomb-thrower. The problem here is that you're going to lose a ton of lives because the collision detection is very much not in your favour (you don't fall to the floor though, you just get some mercy invincibility) and merely touching an enemy results in losing a life. In a game where you need to sneak past enemies and sometimes have to graze them to do so, that's extremely mean! Actually picking up the treasures is also a pain, as the collision detection is very finnicky. Not a great version, despite its appearance. | ![]() | |||||||||||||||||||||||||||||||||||||||
![]() Amstrad CPC 1992, U.S. Gold |
I don't think I've ever had a good experience with an Amstrad CPC game, honestly. I'm sure the internet will appreciate that comment, ahem. Anyway, this is not a great version. There's no minimap, just a count of the number of remaining treasures in the level, the action is slow, the scrolling is choppy, and probably the most infuriating thing about it is that it takes half a century to move between the foreground and background, which completely ruins the flow of the game. This is admittedly a problem in some of the other versions, but it is absolutely at its worst in this version. It's a shame because it kinda looks the part- the colour palette is nice and vibrant and they really tried their best with the backgrounds, but it just plays like a dog. Whoof. | ![]() | |||||||||||||||||||||||||||||||||||||||
![]() Amiga 1991, Synergy (UK) |
You would expect the Amiga version to be the best of these home computer versions, and... Yeah, it's probably the best. As this machine has specs closer to the Mega Drive than the 8-bits, this obviously captures the look of the Mega Drive game the most (some elements, like the arcade cabinet in the Company building and the target treasure screen, look like direct copies) although some elements of the arcade game appear too (such as the high score table and the Bonus Stages). The character movement is nice and smooth as is the scrolling, and while the enemy AI is obviously not going to be the same, this does a decent job of replicating the experience of the MD game. This version allows you to set the sensitivity of the jump function, so if you feel like the time you need to hold the button down is either too strict or too lenient, you have the option to adjust it a little. If you absolutely must play on a European home computer, the Amiga version is the one to go for. | ![]() | |||||||||||||||||||||||||||||||||||||||
![]() Atari ST 1991, Synergy (UK) |
This is, for all intents and purposes, the same as the Amiga version, just with way choppier scrolling and worse music. Sorry. Which came first? I'd love to tell you but I don't know, and I'm so close to finishing this section that it'll just have to remain a mystery. | ![]() |