​Project X Special Edition - Review
(Team 17, Commodore Amiga Game, 1993)
Some things carry a virtual guarantee of quality. If you eat in a French restaurant, or buy a Swiss watch, or a German car, you will be rightly confident that your money will be well spent and you will not be disappointed. I place Team 17 in the same company. For four or five years they had the Midas touch when producing Amiga games. Offerings such as the Alien Breed series, Worms, Superfrog and Body Blows all carried a trademark veneer which stood them apart from most other developers. Graphically the games had a crispness that others couldn’t match and the soundtrack was always of the highest quality. Gameplay was usually well balanced and their products were normally greeted with a near universal approval. So, looking back, it is such a surprise that with the release of Project X in 1992 that they managed to get things quite so wrong.
Game difficulty is a subjective thing. One person’s ‘far too hard’ is another’s ‘intensely challenging’. Pitching the difficulty curve must be a major headache for programmers and it is often those that get this element spot-on that find their games selling by the truckload. However, subjective view or not, there was little debate that the original Project X was far too hard.
Project X was a side scrolling shoot-‘em-up that looked and sounded amazing. Unfortunately the majority of the game was inaccessible to all but the most committed players because of the extraordinarily high difficulty level. Your mission was pretty standard for a game of this type; to pilot your ship and shoot down waves of enemies. Taking care of an entire wave would result in a small ‘P’ being dropped, which, when collected (and you had accumulated enough), enabled you to select from a series of power-ups and guns that were listed across the bottom of the screen. These included speed-ups for your ship, increasing your firepower by powering up or changing your main weapon, adding side-shooting and homing missiles to your armoury and, if you collected enough, you could select a temporary shield.
Losing a life would result in a drop in your ship’s accumulated firepower, so upon continuing with your next life your ship would need powering up again to be able to deal with the continuing enemy onslaught. However, the guns were depleted to such an extent that after a death it became almost impossible to clear waves and collect the power-ups, making it hugely difficult to survive. Inevitably you would die again and your ship would be powered down once more. Losing the first life began a downwards vicious cycle from which it was virtually impossible to recover, effectively making it a one-life game.
Team 17 had never shied away from improving a game; they did it in 1992 with Alien Breed Special Edition, which was released to fix reported bugs in the original 1991 release, and they did it again with Project X. Project X: Special Edition (SE) was released in 1993, with some levels adjusted for difficulty and, crucially, your ship remained more competitive upon losing a life. This made all the difference with the revised edition being significantly fairer while still hugely challenging.
Graphically the game is exceptional. It is beautifully drawn and the artwork is colourful and striking. In so many shoot-‘em-ups (even some of the highest rated titles for the Amiga such as Xenon 2 Megablast and R-Type) it is easy for the screen to become cluttered, with so much going on and clashing colours that the player could be overwhelmed, crashing into background they didn’t know was there, or missing incoming fire amongst the chaos. Maybe this affects me more than others because I am ‘shade’ colour blind, (in my case red/green which is the most common type) but as this condition is shared with about 8% of the male population you would have hoped that game designers would factor this into their palette choices and drawing styles. Not all did though, so it is a pleasure to say that in Project X SE everything is very clean and defined and you can clearly see what to shoot and what to avoid.
The sound is excellent too with fantastic techno type introduction music delivered by the inimitable Allister Brimble and great sound effects along with an atmospheric in-game voice provided by Allister’s brother, Chris (following in the family tradition, after his mum provided the computer voice in Alien Breed!).
The gameplay is solid, albeit still hugely challenging. This certainly isn’t a game for the easily frustrated but a little care and a lot of persistence will see you progressing far further than you would have done in the original version. Waves of bad guys are interspersed with ‘mini-boss’ single ships which take more effort to destroy. This format breaks the levels into smaller stages and once you reach the end of a full level there is the traditional main boss to deal with before you can move on. Careful selection of the various power-ups can make a big difference, as does learning which waves and individual enemies drop them. In between some levels are bonus stages where you have to pilot your ship through narrow twisting passageways, proving a real test of your reactions.
There are still some small things that irk. One method of selecting a weapon is to move the joystick right then left quickly. Unfortunately, in the heat of battle it can be quite easy to do this while manoeuvring, thus accidentally activating something you didn’t want. It is possible to select a weapon with the space bar, but there is no way to turn the ‘waggle to select’ off, which would have made life much easier.
You have a choice of ships to start with, each with its own characteristics, with varying firepower, speed and ease of control, but in truth they don’t act sufficiently differently to make this feature work well enough.
Finally, and despite the tweaks, it has to be said that this is still a tough test. Absolutely perfect for those that like a challenge, but maybe greater starting options would make life a little easier for the less skilled player.
Nonetheless, this is still an excellent game. The positives significantly outweigh the negatives. There aren’t that many stand-out shoot-‘em-ups on the Amiga. I never warmed towards Xenon 2 and R-Type for the reasons stated above, Swiv was decent and Banshee (although 1200 only) is a quality game paying more than a passing nod to the classic 1942. Project X certainly sits alongside those in the top bracket of these games. It is stunningly beautiful; possibly one of the best looking Amiga games made, well crafted, with a great selection of weapons, enemies and levels, and is as tough as a well-done steak in a Harvester. If the difficulty was dialled down just a touch and the ‘waggle to select’ could be turned off this would be scoring well into the 90s. Fans of the genre should certainly have this in their collection.
​
Graphics - 95%
It looks stunning; clean, crisp and colourful, certainly one of the best looking games on the Amiga.
Sounds - 88%
Great in-game music by the inimitable Allister Brimble, solid sound effects and nice voice samples all fit the mood perfectly.
​
Grab-Factor - 90%
It's a horizontally scrolling shoot-em-up with power-ups, if you can't pick it up and play you shouldn't be a gamer.
​
Playability - 85%
Very playable, with a good variety of in-game power-ups. The controls work nicely, except the ‘waggle to select’ which can irritate. Still a tough challenge.
​
Verdict - 89%
AG 06/08/2018
​
Featured in Amiga Addict magazine, issue 21.
​
© Words and pictures copyright grapeswriting.com
​
​
Home Alone - Review
(Manley and Associates, Commodore Amiga Game, 1991)
I can still (just about) remember the Christmases of my youth. In the 1970s Christmas was a time of holiday, family, good television and, of course, presents. Everything was fresh, new and exciting. Then as a parent you benefit from similar thrills watching your children enjoy the same experiences.
However, as I have grown older and my children have grown up, the magic has gradually faded and I have grown increasingly irked at being subjected to the same tracks and films year after year. I don’t understand why. Hundreds of Christmas songs and movies have been released and some of them are quite jolly, so why are we spoon-fed the same dozen every yuletide? Songs you have heard a million times before and very average films which, because they feature some snow and a Christmas tree, for some reason tickle the baubles of the programme schedulers and are guaranteed air-time every time the festive schedules are released.
Home Alone is one of those movies that will make an annual appearance. And it wasn’t just a film; it was also a game release, and despite seeing the film a zillion times, I had never played the game.
A free pass to big sales
Now there is a general rule in gaming (and classic-gaming in particular), that film-licensed games are invariably awful. This rule has applied ever since 1982 when an extremely rushed ET game is credited with virtually destroying the future of the Atari 2600 almost singlehandedly.
There may be an odd exception, but when the developer spends more of the budget on the licence than game development then the results will inevitably be underwhelming. Furthermore, for film tie-ins there was no incentive to produce anything better than something particularly average and mundane, because the licence on its own would ensure the game would sell in sufficient numbers to meet those all important sales targets.
But as said – there are exceptions. Maybe this is one of those gems, a game that will surprise and delight me with its cheeky take on a popular Christmas film. The manual is certainly setting a high bar, promising that, “Slapstick humour, comic twists and infinite variations of play turn Home Alone (the family comedy without the family) into exciting computer action for the entire clan”. Hmm - brave claims, let’s see if they hold up...
First impressions
Home Alone was released on multiple platforms in 1991 and broadly follows the plot of the film, in that Kevin has been left behind as his family jet off to Paris, and has to outwit two bungling burglars; Harry and Marv.
First impressions aren’t good. To kick off, the developers treat us to a rolling number of screens providing a full list of credits. I am guessing they dumped this in at the start because they quickly realised that no-one in their right mind would see the end of the game. The sequence isn’t particularly long but it can’t be skipped and gets irritating pretty quickly. It isn’t masking some sneaky behind the scenes game-loading cleverness either as, once it has run, you are prompted to insert the second of the two disks that the game comes on. And of course - a second disk-drive isn’t recognised.
Where is the game?
To say that gameplay is simplistic would be somewhat of an understatement. It takes place in two parts. For the first hour (that is a supposed hour in-game, in reality this section takes ten minutes of play-time) you explore the house with Kevin, collecting various items that can be used as traps for his imminent unwelcome visitors. You view the action in side-on 2D and guide Kevin around accessing various rooms. Trap items are easy to spot as they are flashing on-screen. You collect them using a mixture of joystick (or keyboard) control and pressing F1. You carry up to 3 of them at a time in an inventory, and select them using F2. You then deploy the items in locations most likely to inconvenience your unwanted guests (helpfully signposted with flashing “here” signs) using F3. Sometimes (and providing what is quite a dramatic and exciting gameplay twist) you have to jump and press F1 to collect an item.
After ten minutes (or you can press N if you don’t want to wait the full ten minutes) you progress to the next stage whereby the bad guys make their appearance and you have to move around the house avoiding them and luring them into your traps. Ten trap hits per bad guy will incapacitate them. If you accidentally touch a trap it disappears. If a bad guy catches you it is game-over.
As much fun as being left home alone?
Overall this is a decidedly poor title. The graphics are funtional rather than impressive. The sound is uninspiring, and the music makes you want to garrote the programmers with piano wire. The movement of Kevin is controllable enough, but the frame rate is choppy and there are loading delays when you go through a door or up some stairs into another room which completely destroy any feeling of urgency or panic once you reach stage 2 of the game. In addition, a lead over a bad guy on one side of a door disappears once you have gone through it, which is particularly irritating.
I found it overly basic and not actually any fun to play. It’s not so much that the gameplay has taken a backseat to the licence, it’s that it has been left at home while the licence jets off for an enjoyable break in Paris.
​
And that’s it. Lots of negatives and not very much positive to say at all. It is thoroughly unremarkable; another lazy film tie-in which relied completely on uninformed parents wasting their money and disappointing their loved ones come Christmas day.
If you want to enjoy a very merry Christmas, you would do well to avoid this.
​
​
Graphics – 45%
To be fair the graphics aren’t completely awful; you can tell where you are and what you are looking at. They certainly didn’t win any awards either though.
Sound – 22%
What little sound there is is fairly annoying. The music in particular is completely dreadful.
Grab factor – 28%
A visit to the manual is essential when you start as you would be unlikely to work out the gameplay by accident.
Playability – 15%
There is very little to do, and what there is, isn’t actually fun. There are literally a thousand better Amiga games than this, please don’t waste your time.
Overall Score – 27%
​
​
AG 08/11/2022
​
Featured in Amiga Addict magazine, issue 17.
​
© Words and pictures copyright grapeswriting.com