Posts Tagged ‘Mortal Kombat’

Stop making an egghibit of yourself… Treasure Island Dizzy

February 3, 2011

Treasure Island Dizzy

Genre: Puzzle/Platformer

Year: 1989

Publisher: Codemasters

Disks: 1

Music: Allister Brimble

Ah Treasure Island Dizzy, eggcellent game, you might even say… eggquisite? Ahem. I could crack plenty of those yolks but I eggpect I would lose those few loyal readers I have, and fear they would be poached from me to another blog. Right, all out of my system. Previously I reviewed Spellbound Dizzy, a game I actually don’t like that much, however I thought I’d take a look at the first Dizzy game I ever played, and made me into a long-term fan of the series. Treasure Island Dizzy was the first of the series to appear on the Amiga, but certainly not the worst by a long shot.

The graphics are cute and colourful (as expected) and by todays standards I could probably whip up similar looking sprites and backgrounds in Paint. However, this is one ofAlways good to be on top of things... the first things that attracted me to the game. The game starts with Dizzy trapped on an island, his only means of escape is to solve the usual array of puzzles as well as collect 30 gold coins to secure his passage off the island and to freedom. A simple scenario. The graphics are well drawn and look polished, despite the simple look of the backgrounds and characters. The puzzles are generally simple and follow a logical course, although can be frustrating at points if you leave certain items behind and have to move back and forth to get them.

The gameplay is challenging, not only do you have to solve all the puzzles, as well as collect all the coins, the challenge is more so as you have to complete the game with the single life you are granted at the start. No continues here and mistakes can be pretty deadly.

Snorkel, a valuable piece of kit...

However, because of this, there is pure satisfaction when completing this game as it is more than a trial at times. In this gamers opinion, the only downfall of this title is the music (let’s be honest, Dizzy games never really hit the mark with effective music? – begin debate…?)

The music was composed by Allister Brimble, who had worked on many other popular Amiga games including Alien Breed (1991) Mortal Kombat (1993) and Superfrog (1993), which all make great use of atmospheric and dramatic scores to bring the games to life, which is odd in this instance as I feel the music comes across as extremely (see – no egg joke) repetitive and just a little irritating in Treasure Island Dizzy. He also composed the music for other Dizzy titles such as Fantasy World Dizzy (1991) and Spellbound Dizzy (1992).

This is a gem of a game with some great and interesting puzzles, nasty traps and one particular nod to one of my all time favourite movies. Pleasant graphics and fun game play this isThis guy will take you for everything you've got, git...

by no means the best or greatest of Dizzy games on the Amiga but is certainly a classic and a great introduction to the series. The single life makes it a challenge and if you don’t like the music, turn it off! Simple.

One of the elements to Treasure Island Dizzy which can make the game very entertaining is the cheat codes (listed below), usually employed when I’ve forgotten a really obvious puzzle and then attempt to crash the game by taking Dizzy to areas of the game the developers didn’t intend you to go to.

Enter one of the following codes during game play to activate the corresponding cheat function.

Effect and  Code

Flight mode – icanfly 

Invincibility – eggsonlegs

High jumps – eggonaspring

Magazine Reviews:

Zero 5 Magazine (March 1990) gave Treasure Island Dizzy 78%

Amiga Longplay: Treasure Island Dizzy

Please go to the Yolkfolk.com for all your Dizzy needs and wants.

Treasure Island Dizzy has appeared in many other conversions, notably on the Amiga, Amstrad CPC, Atari ST, Commodore 64, MS-DOS,  NES and the ZX Spectrum.

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Amiga Classic Reviews: Mortal Kombat

July 16, 2010

Mortal Kombat

Developer: Probe Software

Genre: Arcade Beat ’em up

Release Date: 1993

Publisher: Virgin Interactive

Copyright: Midway/Acclaim Entertainment

Ah, Mortal Kombat. What self respecting 12 year old doesn’t crave gore, violence and fatalities in their gaming experience, and even if you didn’t, the much cooler looking ‘K’ in combat would have sold it to you.

Created by Ed Boon and John Tobias, Mortal Kombat was released for the Amiga by Midway and Probe Software after being converted from its much more successful and shinier looking arcade counterpart. For me it was the fighting game of choice on the Amiga (although not difficult considering the competition of the poor excuse for a conversion that was Street Fighter II) and although favourable, other fighter attempts such as Body Blows and Body Blows Galactic still didn’t quite do it for me.

Although MK lost some of its shine on the transfer to the Amiga it lost none of its excellent game play experience, introducing gamers to fatalities, a selection of unique finishing moves which provided high levels of blood and gore. My original big box version even carries a 15 rating sticker, although its so small I think they hoped no-one would really notice and would buy it anyway.

The scenario is the usual caper, an array of fighters from various backgrounds and martial arts abilities compete for their lives against a greater foe, in this case Shang Tsung. All combatants have their own back stories and reasons for being there. You begin by selecting your fighter to start (Scorpion or Johnny Cage for me) and work your way up the tournament ladder, fighting the other characters, as well as yourself, endurance rounds and finally the bosses. There are also mini games in between certain bouts, where you attempt to break the joystick by wiggling it frantically from side to side in order to break through a number of materials to prove your strength, working up from wood to diamond.

In all honesty, I was impressed with the graphics when I first saw them (ah, impressionable youth) and they were very different to what I had seen from Street Fighter II. The characters were developed with digitised sprites based on actors, as opposed to the more ‘cartoony’ graphics in the aforementioned Street Fighter series. Seeing how they digitised the actors was awesome and very interesting, something I think I saw in an episode of Bad Influence, and really impressed. Since seeing the arcade version I can of course make a more informed judgement on the graphics, the arcade characters are beautifully animated but the Amiga version seems to have lost some of that shine, and looking closely edges are poorly drawn and seem rushed in places.

I love the sounds and music for this game, right from the usual sound effects of martial arts combat (someone smashing a water melon with a sledge hammer) to the eerie yet funky background and menu music. The effects and music increase the tension and atmosphere and certainly bring the characters to life. I don’t usually go for game related music, but I don’t deny there are some classic tunes out there based on them, and the Mortal Kombat theme is one of them I like listening to, so much I even have the track on my iPod (check it out below) I just like listening to how they managed to fit all those names into some sort of… song?

Playing this game again certainly brought back some good memories, and although the controls are nowhere near as easy to use on the one button joystick compared to a joy pad it was fun learning them all again. Another slight nitpick is that the characters all share the basic punches and kicks, but they do each have unique specials and fatalities. The single player game is good but nothing ever compares to 2 player, and I certainly never grow tired of Scorpion’s “get over here” and uppercut combo. I always remember to keep an eye out for the shape flying across the moon on the bridge level and recall finding Reptile for the first time. I think I even found Reptile harder to beat than Goro and Shang Tsung.

A great game all round and a highly successful series of games which followed, Mortal Kombat II introduced some awesome new characters and made some vast improvements to the game over its predecessor. Pretty good conversion as far as the Amiga goes, but considering the poor competition of Street Fighter II and Body Blows this easily comes top.

Check out some of the reviews below from back in the day.

Amiga Format 55 (January 1994) 74%

Amiga Power 33 (January 1994) 86%

CU Amiga (December 1993) 93%

And if you haven’t quite had enough yet check out the Amiga Longplay video below!

More Amiga Longplay videos can be found on YouTube and other Recorded Amiga  games can be found here!