Archive for the 'Scrolling arcade' Category

Zynaps

Author: admin
December 14, 2010

Before you play Zynaps Spectrum you’d better invest in the toughest most responsible joystick you can find. ‘Cause Zynaps is the best all-guns-blazing left-right-scrolling arcade game I’ve seen in ages.

Graphically you’ll believe a Spectrum totally lacks attribute problems, you’ll believe a Spectrum can shunt sixteen sprites and background around at 25 frames per second. And you’ll believe a game can have sixteen varied and detailed levels with some of the largest sprites leaping around the screen.

Zynaps Spectrum is by Dominic Robinson whose previous claim to fame is as converter of Uridium to the Spectrum, the game they said could not be converted.

Pretty good credentials. It even manages to incorporate a few original looking aliens.

Let’s spend not too much time on the plot. For some reason your battleship has a very good reason to zoom through assorted backgrounds from high-tech space city interiors through asteroid belts past craggy alien landscapes to peculiar floating bubbles and beyond.

For some reason you need to destroy anything that moves and a few things that don’t and everybody is firing at you. For some reason when you destroy a wave of aliens or obliterate a particular alien gun tower you get to pick up an energy diamond. And for some reason the more energy diamonds you have the more fire power you build from useless single-shot laser to multi-pulsing photon blasts plus bouncing bombs and guided missiles.

Having failed to do anything particularly spectacular with Gunrunner, Hewson seems to have spent some considerable time on the gameplay of Zynaps Spectrum.

My God, the game is difficult. That is, it took me zillions of goes before I even managed to escape from the first level. This was mainly because of the very unpleasant gun emplacements which lob blob bombs at you. So unpleasant are they that the little bombs even get lobbed at your from behind (blighters). If you do manage to take out a gun emplacement however you are guaranteed of an energy diamond. Get on to those higher levels of firepower as quickly as possible.

There are sixteen levels but in any one play you only get a partly random (ie start levels are the same) selection of twelve. The graphics really are stunning, the kind of backgrounds you sometimes see in lesser games as static backgrounds but scrolling very smoothly. Color have been arranged so that there is almost no evidence of color clash whatsoever.

Even the sound is better than OK inluding a particularly stomach churning “neeeeeeekl” when you bite the dust. Again.

The weapons system gets pretty nifty, although the start laser is pathetic and your ship is slow accumulation of energy lets you hurtle across the screen and loose guided missiles, which bounce around the screen under your control taking out dozens of aliens at a time. It’s a bit like a round boomerang. When you get to the seriously large alien mothership you’ll need it. It is, by the way, spectacularly wonderful and even animated.

That’s about it really. Zynaps is the game your joystick was designed for.



Biggles

Author: admin
December 4, 2010

Biggles – bi-planes, caves and secret weapons, Capt W. E. Johns could have coped with. But a time warp? Biggles in the 1980s? Helicopters in 1917?

W. E. Johns, the author of the Biggles books, is probably turning in his grave right now.

Biggles online the game, like Biggles the movie is a curious concoction of caracters and objects all in the wrong time zones. The bizzare plot hinges on a “hole” in time which unites Biggles with his time-twin, Jim Ferguson. The time tunnel idea functions as a neat link between a number of separate games between which the play flips quite unexpectedly, every time you are killed.

You take the role of Jim, rather than Biggles. He’s young, American and definetly from the 1980s. One day, without warning, his Spectrum goes Whooosh! and turns into a Sopwith Camel high above a WW1 battlefield.

Taca-taca-taca-tac. Bullets stream out as Biggle’s arch enemy the evil Erich von Stalhein closes in for the kill. A dog fight ensures, the two bi-planes weave about in an almost convincing manner. Andi-aircraft shells pumped from tanks below are surprisingly accurate.

Suddenly you’re hit. Whooosh! That familiar sinking feeling – the time tunnel again – and you end up in some caves fighting German footsoldiers. It’s all very confusing.

The second arcade game gets underway with you trying to make it to the test site of the enemy’s secret weapon. The screen scrolls and your stick-like character trots along firing as he goes. Repeater fire in 1917? Surely not.

Grenades can be lobbed, from a descrete distance at enemy pillboxes, silencing their deadly fire. Get the distance wrong and you’ll waste your fire.

The enemies are only intelligent-ish. Once you start running forward, they tend to foolw, but stand still and they’ll mill around, ignoring you completely. If you get killed then it will be by accident and a stray bullet.

You can’t last forever and soon you’ll walk into a bullet when Whiz! Bang! you’re depisited with Biggles on a London rooftom in 1986. This is the third arcade game and the only one which leaves you weaponless. Here some nifty toe work is needed if you’re to guide the dynamic duo to the secret code which enables you to play the final game, a kind of fight simulation on the other side of the cassette.

There is an aim to each of the four games and they have to be completed in order if you’re to get that secret code. It’s very difficult because just as you feel you’re getting somewhere, you’re thrown off-course by a time warp. Three symbols, one for each game, lie at the bottom of the screen and disintegrate each time you’re killed. The game ends when one disintegrates entirely.

By that time you will have visited the three battle areas several times.

Although the background is clearly depicted the graphics tend to be a little scrappy but the games play well and smoothly and even the Spectrum Beep manages to sound like gunfire.

It’s Side Two of the cassette, the final part of your quest, that’s the surprise – a neat but simple helicopter fight simulation with an arcade twist. The controls are simple – up, down, left right, take and drop. The graphics are fairly comprehensive and there is a range of instruments which guide you when landing and taking off.

You can toggle between two maps – I found the radar map which shows enemy outposts and the positions of landing pads the most useful. Flying at an altitude of 500 feet, set a course for your first drop – the allied camp. There you can choose what objects and which of Biggles’ mates you’re going to take with you. The secret weapon can only be destroyed if you have the right combination. Marie, a secret agent must be found and picked up to guide you to the next location.

The graphics are excellent. When you put the nose of the aircraft down the objects on the ground become recognisable as people, tanks, trees etc. They don’t get larger on your instruments. When you land, you’ll be told to if there is anything there for you to take. If not, take off and try elsewhere.

Biggles online has something for everyone. You get three arcade games and a pretty good flight simulator. If the graphics are on the simplistic side, the play itself is often very challenging.

The link between the first athree sections is unusual and the constant changes of scenery add to the difficulty.



Commando

Author: admin
November 30, 2010

Go totally over the top as Super Joe, crack commando, takes on the world in an explosive rescue mission. Forget Rambo – old Joe’s in a class of his own on this battlefield.

Basically what you have to do is reach the enemy fortress and rescue the prisoners held there. You have to be fast on your feet and quick on the trigger to defeat the massed forces of the enemy. They come at you on foot, shoot at you with mortars and bazookers, try and run you down with troop carriers and motorcycles. All decidedly unfriendly.

Still, you’ve got your trusty machine gun and a handful of grenades to help you get through. And you can pick up more grenades as you dash across the battlefields, under the tunnels and through enemy strongholds. We played the Spectrum version for this review – and the graphics, sound, animation and game play are all excellent. Better. we’re afraind to say, than the Commodore version. We’ve yet ot see the game on the Amstrad or Beeb.

The Spectrum Super Joe is a big, well animated character. The background and enemy soldiers are also well drawn. The choice of colors is good. Scrolling is smooth and color clash problems are kept to a minimum.

Commando Spectrum is really a pretty straightforward shoot-out. But the game is difficult enough to keep your interest and addictive enough to keep you coming back for more.

There’s only one hint really worht giving for beginners – keep moving fast and keep blasting everything in sight!

Spectrum owners shouldn’t miss this Elite version of the classic arcade game.

Commodore owners have more of a choice with Alligata‘s Who Dares Wins II and Rambo game from Ocean. However there is a very good alternative for Spectrum users – Frontline. Give it a try. However Commando Spectrum is surely a better choice.



Netherworld

Author: admin
November 30, 2010

Eeek! What a way to die! Stuck in an infernal alien universe with no way out other than to buy your way to freedom.

You begin on one of three start levels at various points around the 10 levels. Each level is a large, multi-scrolling area of walls and nasties. The basic idea is to collect all the diamonds that are scattered about on each of the levels to gain access to the next. Of course, it goes without saying, each screen gets progressively harder (then why did you say it? – GT).

Just to make the game that little bit more difficult, you are given an amazingly short time limit in which to get around and collect all the gems on each level. Luckily it is possible to find hour-glasses that top your time back up to maximum.

Some of the diamonds are hidden in some pretty obscure places. Some groups are completely surrounded by what seems to be an impenetratable wall.

Or is it? Maybe not. Bounce around it for a bit and sure enough, one of the blocks is a cleverly projected hologram, carefully constructed to look like the real thing.

Your ship is a small, rotating hoop-like affair, that can zip in and out of the maze of platforms quite quickly, which it needs to be able to do, what with the short time limit and the nasties.

The aliens consist of two types. Free roamers, that bounce all over the shop, and cause some real painful damage to your craft. These are produced by alien generators that can be found from the mid-levels onward.

The other type of nasty is the demon. These rotten creatures sit on ledges next to large supplies of gems, and stop you by just chucking hundreds of bubbles at you.

Luckily, these can be shot down and some of the bubbles leave lots of special toys for you to play with. These range from extra points to two very destructive weapons. One weapon gives you the power to destroy demons on contact. The other is a brick smasher to help you break through games.

Netherworld online seems to be 10 levels of the same old thing. There doesn’t seem to be enough game in there to warrant any form of long term playing.

The graphics are quite nice and detailed. I particularly like the huge skulls on one of the later levels. Animation is quite fluent, though the scrolling is more than a little jerky.

Sound is confined to well within the Spectrum’s limits, but funnily enough, there is some mega-fab music on 128K version.

Netherworld online is another not-so-hot, but playable Spectrum game.



Gunrunner

Author: admin
November 28, 2010

Gunrunner game is a tough program to review. It’s not that it’s particularly difficult. It’s not that it’s particularly fantastic. And it’s certainly not atrocious. But you couldn’t really get away with calling it mediocre either.

The storyline behind the game is simple. You (GunRunner) inhabit a planet by the name of zero. Zero is cold, and its inhabitants protect themselves from the ice-age by nuclear power and a network of reactor-cooling hot pipes over the surface of the planet.

Alien worlds, in this case Destrovia, find the lure of the valuable plutonium that runs along the pipes from reactor to reactor too strong and take it upon themselves to steal some.

Obviously, this is bad news for Zero as the planet will be unable to fight against the ice age and things will become completely frozen and generally go downhill.

Something will have to be done and it’s you who’s gotta do it. The only action to take – of course – is to get out on the planet’s surface and annihilate every alien life-form in sight. You’d never have guessed, would you?

The game is essentially a scrolling side-on shoot-out with above-average graphics and a moderate amount of action. The biggest detraction from its appeal is the lack of speed. As you run/fly left and right, the screen moves in little jerks that I’m afraid fall well short of the promised of super-smooth scrolling. Partly because of this, also, the action just isn’t very fast. Aliens attack in lethargic waves and you blast back in an equally unenthusiastic manner.

As you progress from left to right, you’ll come across a number of useful things. First there is three-directional blaster which enables you to fire three shots at once at a variety of angles. Then there is poison, which acts like a smart bomb, killing everything on the screen. The jet pack lets you fly around a bit while the shield provides a finite amount of invincibility.

Should you be hit by an alien, one of two things will happen. If you are holding any of the items above, you’ll be robbed of them. If you aren’t carrying anything, you’ll lose a life.

Once the end of a wave is reached, you move on to the bonus section which takes place over a different colored backdrop and where the sole objective is to wipe out as many aliens as possible for points.

After the bonus you find yourself on the next level (of which there are ten). Color change here too, and more aliens.

Gunrunner game is Hewson‘s first attempt at a middle-of-the-road shoot-out (Uridium doesn’t count) and it doesn’t quite work.

While it’s lovely to look at, it’s got very limited gameplay.

It has to be said though, that there are many inventive and pleasing touched, like the way the color drains from the signs naming objects, indicating they’re nearly used up. By no means a bad game, but nothing of a great excitement.



Sigma 7

Author: admin
November 18, 2010

Sigma 7 is really rather good. It looks a little like Zaxxon (brilliant semi-3D arcade game) but then goes on to reveal original and entertaining sections.

There isn’t much sign of a strong plot-line, but the pleasing gameplay and attractive graphics make up for this.

Sigma 7 is split into three sub-plots, each with a different goal.

At the start (Stage 1) your little space craft can be seen launching off from an impressive mothership and making a flightpath diagonally up the screen.

As soon as the mothership has moved off the screen and you are happily motoring away, on come screaming waves of green aliens that swirl and twirl all over the shop, making flying very hazardous indeed. The obvious solution is to bank left and right, wiping out the aliens as they appear. This is pretty east to begin with, but soon gets tricky as more appear at faster rate.

Once these are dispensed with (a fairly easy task on the first levels) another large construction will appear in the top right-hand corner of the screen and work its way down.

Once you get to it, you will find yourself on Stage 2 which is a little like Pacman in an odd sort of way.

You’re in control of a tank-like vehicle which sits on a sort of griddy affair which – initially – has pathways littered with little color blobs. Others will stay in place (and more of those in a minute). Hampering your progress by running into you are small square aliens that revolve and gang up on you if you’re not careful.

Now, after you’ve collected all the blobs you’ll be able to memorize the pattern of the immovable ones. And these will be used in Section 3. Once all the blobs have been eaten, you’ll have to battle your way up to the top right of the screen, through all the aliens and on to the next section.

At this point a couple of comments about the graphics wouldn’t be too aout of place.

Although the 3D is all very nice thank you, there’s rather too much attribute clash for my liking and, although it may look quite ‘effective when an alien is being blown to smithereens, we’ve now been shown that there are always around the problem. (Dandy, Shadow Skimmer et al). Having said, that the aliens are all very well drawn and they explode in a cloud of smoke, which is a nice touch.

Anyway, back to the game, Section 3 is even stranger than the previous stage. What we have here is a sort of matrix of square buttons drifting in space with some peculiar plant objects floating around the outside. At this point you turn into an object closely resembling another planet of some sort. Here you must push down the buttons on the matrix into the pattern of the fixed dots on Sector 2. Complex eh? No, I didn’t understand it either.

All the time you a heckled by something or other that looks a bit like a pyramid which goes around un-pressing all the buttons. It’ll also kill you on contact and so is generally to be avoided.

Then once you’ve completed this bit you go all the way back to the beginning and start again, although the aliens are more unpleasant and things are a bit tougher around.



Moon Alert

Author: admin
November 2, 2010

Peachy implementation of that much under-rated arcade vehicle Moon Patrol; the hairiest ride outside of Disneyworld’s Space Mountain.

Starfighter 7 has been grounded by alien laser-fire. Having survived the crash-landing (well them’s the breaks), you must try and reach the safety of Moon Base Alpha in your trusty Motel T Moon Rova. However not only must you negotiate some ludicrously pock-marked terrain en route but you must also slug it out with those pesky aliens, who not content with wasting your starship, wanna waste you too!

Although intrinsically simple in concept, the combined challenge of rocks, canyons and irrepressible attackers works on practically every level. High scores demand both strategic driving and defensive shooting! However it must be said that the prog’s visual FX are rather dull. When I bust a buggy, I want to see it bust! At least a couple of wheels should come bouncing out of the debris!

Dragon Data managed this to great effect on their splendid Lunar Patrol prog a while ago. The Spectrum buggy just sort of implodes. The Currah Microspeech routines are also rather uninteresting. Unless more notable chat is buried deeper within the prog, it seems hard pressed to do more than count you in and out. Still I’m nitpicking. Playwise this is neat stuff and if I was you I’d book a lunar lesson right away.

So Moon Alert game is scrictly for moon buggy drivers: what’s required is a deft hand with the joystick and fire button as the player bounces along a scrolling lunar surface avoiding rocks, gullies and the inevitable alien spaceships. Moon Alert game is fairly addictive as you’re spurred into mastering seemingly impossible jumps. With a claimed 300 screens, actually finishing is an achievement.



Into The Eagle’s Nest

Author: admin
October 31, 2010

Download Into The Eagle’s Nest Remake

This is the stuff! Pure Alistair Maclean Where Eagles Dare-style. The sort of We-want-a-furtile-heroic gesture – in-you-go aw don’t-come-back mission that makes the blood run cold.

Somebody has to infiltrate the Nazi headquarters, located in an eight-storey castle. That somebody is you, suicidally solo and armed only with a rifle and limited ammo. And of course the place is crawling with stormtroopers.

There are three saboteurs to find, held somewhere in the dungeons. You have to liberate the commandant’s private collection of antiquites. And, if you can see your way to doing it, the allies wouldn’t mind if you blew the base into a billion pieces with a well timed explosion before leaving!

This is the sort of game that you play with a stuff upper lip, a supple joystick wrist and burnt cork all over your face.

Behind the gung-ho heroic plot lies a single-player Gauntlet-style program, and one that surprises its medieval inspiration.

For a start, the graphics are bigger. Bigger, yes, but clever planning has all but avoided attribute problems. Quite how they’ve done it I’m not sure, but it’s almost like those notorious clashes don’t exist. The scenery’s pretty atmospheric as well, with dark corridors, iron doors which require keys, wooden ones which can be shot away, officials at desks… You really have a sense of being in the thick of it. There are even toilet cubicles, which you can blast open!

Despite this detail, the landscape still scrolls. It’s not a continuous, smooth scroll – it only moves when you reach the edge of the screen – but the programmers have played fair and, providing you keep your finger on the trigger, you should have time to nix and Nazis as they appear on-screen.

The other main difference from Gauntlet is gameplay. While the swords and sorcery epic concentrates on slashing and blasting, there’s much more strategy to Eagle’s Nest. Direct contact with the Hun adds fatal hits at a drastic rate. If you’re to survive for any length of time you’ll hand arond corners and make full use of narrow passage, taking pot shots as they charge you.

You’ll also need to make a map, because not all rooms are useful, while some routes take you back on yourself, and you won’t want to dawdle in these surroundings. It’s worth noting where the supplies of food and life-restoring medicine are, as well as the ammo boxes, because few things are more embarrasing than finding yourself surrounded by the Bosh without a bullet to your name.

Like all the best infiltration epics the secret of success is a clrear plan of action. Don’t stand around when you don’t need to and don’t get involved in unnecessary battles.

However, many of the enemy you take out, more will always appear. Most importantly, don’t wander aimlessly from level to level, because when you return you’ll find that all the doors you carefully opened are shut again, making the trek to the stairs even more hazardous.

Finally, salute the touches that mark out the care taken with this program. You can choose between silence, 48K sound or enhanced 128K music and effects.

There’s also a Load Data option on the opening menu’s, so that new adventures can be launched at a later date.

All in all it’s quite a pleasant jaunt into occupied territory, Gauntlet-style.

We’ve not heart much from Interceptor recently, but Into The Eagle’s Nest is a great way to launch their Pandora label. The action isn’t quite so frantic as Gauntlet’s, as it’s geared to tip-toeing secretly round, but it’s fast enough and the strategic elements should give it a longer life.

Accept this mission and get this game.



Lunar Jetman

Author: admin
October 28, 2010

Lunar Jetman by Ultimate takes 4.5 minutes to load, which is longer than most other games for the 48K Spectrum.

Starting with overtones of the “Six Million Dollar Man” it transpires that Jetman (yes, the same little person who starred in Jetpac) has crash landed on “a stranged undiscovered world” where he discovers the inhabitants are about to attack his beloved Earth, and destroy us, poor unsuspecting souls. Bravely, our little hero sets about destroying all of the enemy missile installations he can find. All he has to aid him in this mammoth task is his Hyperglide Moon Rover (Sinclair’s electric car?), an unlimited supply of bombs and bridging platforms, and of course, his faithful old Quad Photon Laser Phaser. This may seem a fairly straight-forward exercise, but be warned, it’s not!

The first problem is that Jetman can’t find the operating manuals for anything, so he doesn’t know how to use bombs, teleporters, detachable gun or the bridging platforms and indeed doesn’t even know where to get the platforms! After playing the game for a while, things will gradually become clearer, but you will probably have lost countless men and suffered severe frustration by this time! The teleporters are cylindrical objects which sit on the surface of the planet, and these allow Jetman to transport himself (and indeed anything which he happens to be carrying) to another point on the planet. This part brings back fond memories of the classic “Star Trek” series (beam me up Scottie!).

The other problem is the inevitable aliens, but more of these later. Once the game has loaded, a menu appears allowing the choice of a one or two player game and the method of control, i.e. keyboard, cursor joystick or Kempston Joystick. Having made your selection, the screen changes to show the landscape at the bottom with the lunar rover sitting close to a bomb (complete with fuse!). At the top of the screen, one and two player scores are displayed, along with lives left, the number of bases destroyed, direction indicators (which show the direction of the missile installation and lunar rover), a guage showing the remaining fuel in your Hydrovac Jetpac, one for the time remaining until the missiles are launched and finally, in the middle, the hi-scroe, which stands at an unbelievable 105140! Don’t despair though, it can be beaten.

Jetman appears close to the lunar rover a few seconds after the main screen appears, su unless you have your fingers at the ready, he’ll probably be flattened by something before he’s had a chance to move! At the start of the game there are three types of alien flying about, all with their own pattern of behaviour, As the number of destroyed bases increases, so does the number of alien species, and after blowing four bases to pieces, things get decidedly hair-raising to say the least! Up until now, it’s been easy! Having obliterated ten bases you will find yourself dealing with no less than ten different types of alien, all of which will cause the instant demise of your Jetman should he touch them. Of these ten types, three actually follow you, and another shoots it’s own missliles!

In the event of not reaching a base in time, you are given a warning informing you that the missiles have been launched. The only way to prevent your lunar rover from being blown up is to fly towards the base until you encounter the missile, and then shoot it (the number of hits required are given in the warning) with your phaser, dodging the aliens in the process!

The game ends when your lunar rover is blown up by a missile, or you lose all of your lives. Incidentally, an extra life is awarded after every four bases.

A hall of fame exists in the program and lists the eight highest scores along with the initials of the players who obtained them. The scores range from 10500 to 105140, and when you score enough points to qualify entry to the chart, your problems aren’t over! You’ll have to figure out how to place your initials in the chart, as there aren’t any instructions to help you!

The choice of control keys has been sensibly made, so that even left-handed people shouldn’t have any trouble in using the keyboard. Indeed, it seems to be easier to play the game using the keyboard, than it does uning a Kempston joystick! In all, there are seven keys to master, controlling movement left, right and up, firing, pickup up and dropping objects, getting into and out of the lunar rover and teleporter, and finally, one for hovering. The game can be paused by pressing the “0” (letter) key, and restarted by pressing this key again.

The graphics are nothing short of superlative, and the smoothness of movement is such that you could be forgiven for thinking that you are watching a cartoon! Sound is excellent, as is the use of color.

All in all this is a very well written and presented game which is also very addictive. Even the character set has been redefined! Extraordinary attention has been paid to detail (the aerial on Jetman’s backpack wobbles when he walks!) making this one of the best computer games of all time. Anyone who buys games for their Spectrum should have Lunar Jetman in their collection.



Fred

Author: admin
October 19, 2010

Download Fred Remake

These are the authors who brought you the colorful Bugaboo (The Flea). Fred Spectrum is an intrepid explorer who goes about collecting valuable treasure from tombs, in this case the Pyramid of Tootiecarmoon. The insides of the Pyramid take the form of a very large maze, several of them in fact. This isn’t a maze in plan, but a vertical cross section, so Fred is forever going up, down or left and right. He goes vertically bu way of the numerous ropes hanging from the ceiling far above. The playing area only shows a small fraction of the whole maze and scrolls along with Fred in the center.

Naturally this venture is fraught with problems in the shape of rats, which problems in the shape of rats, which must be jumped at the right moment, acid drops (from the decomposing mixtures of the Egytian magicians), ghosts which go through wall but change direction whan shot, mummies that fall down the vertical shafts and can teleport when they land or get hit by a buleet, vampires which can be shot (silver bullets no doubt) and of course the ubiquitous skeletons which chase relentlessly and can only be stopped with a shot.

All these horrors not surprisingly drained Fred of power. Only by drinking the magic elixir of Nefertiti or reaching an exit can Fred’s power be regained. Fred Spectrum is armed with a gun and six shots, and may be aided by finding map to the tomp. Bonus points are awarded for picking up the various treasures.

There are six screens of increasing difficulty, but there is also an option to redefine the maze and numbers of monsters.

The game has great animation, epecially that of Fred himself, and the graphics are generally excellent. Even Fred’s revolver recolls when it is fired! There isn’t a lot of color, but what there is makes a good balance and creates atmospere. It isn’t an easy game to play either, which makes it addictive and great fun. I home Indescomp bring out much more software. I think I spotted two bugs; on several games I didn’t start with any bullets, and in one game the scoring went mad, so that I scored every time I moved. I eventually ended up wit, wait for it – 818,300 points! I like this game!

Because of the general design of the maze and because you can only see a small part of it at any time, this is quite a difficult game to play. I like the graphics, Fred is excellent, and it all seems like fun, but i the end I found it a bit boring. Later screens certainly get very busy, but at the end of the day the thrill factor wasn’t very high and I think Bugaboo was better.