Amstrad Action


Hybrid

Author: Gary Barrett
Publisher: Starlight Software
Machine: Amstrad CPC464

 
Published in Amstrad Action #25

Hybrid

In a prison complex not so far away are some aliens. They hate humanity and have been locked away for a long time. In that time, they have developed so that they are again a threat to the State. A team of three Hybrids have been sent to the complex to wipe out the aliens for good. The problem is that the prison was designed to stop rescue attempts and so the defences are turned on the Hybrids.

The hybrids are a mixture of droid and organic material. The three are called Brain, Robot and Xylon and have different strengths and weaknesses. The Brain is weak in combat, but is the only one that can teleport itself and the other hybrids by using teleport keys. The Robot is the main combat hybrid with high weapon power and strong armour. It can be used to disable the weapon emplacements which are scattered about the complex. The Xylon is lower in armour and firepower than the Robot but stronger than the Brain. It is the only one that can switch on bridges in the complex.

The three hybrids start the game with five energy cartridges each, and these are used up by collisions with the aliens and by being shot. Scattered about the base are several letters.

Hybrid

Picking these up gives one of three effects. E is energy, which restores one cartridge of energy; F increases the firepower of the hybrid and A increases the armour rating. Hybrids can also trade energy because, after a while, it runs out.

By entering a cell, all three hybrids can be linked together. They are then teleported to a chamber with an alien in it. There are four aliens to be destroyed which is not an easy task.

The graphics are quite large and reasonably animated but the use of colour is uninspiring. The sound effects are feeble bleeps and pings and the tune is rubbish. The game is quite demanding and the need to use all three hybrids provides variety. Overall, not a classic but should give a few hours entertainment.

Second Opinion

Hybrid

Whoever wrote the instructions for Hybrid nearly turned a decent game into a disaster area. It's all very well to expect the player to work out some things tor himself but these instructions don't give you any help at all! Once you've found out what you're doing, it's quite interesting but you may get frustrated long before that.

Green Screen View

Good clear graphics mean no problems.

First Day Target Score

Destroy an alien.

Verdict

Graphics 76%
P. Clear, detailed graphics.
N. Poor use of colour.

Sonics 38%
N. Don't turn the music on!

Grab Factor 58%
P. Three hybrids with different abilities add variety.
N. Very confusing due to poor instructions

Staying Power 67%
P. Once you know what you are doing, it's interesting
N. Only four aliens to destroy.

Overall 64%
It just lacks that certain something

Gary Barrett

Other Amstrad CPC464 Game Reviews By Gary Barrett


  • Survivor Front Cover
    Survivor
  • Megaplay 1 Front Cover
    Megaplay 1
  • Centurions Front Cover
    Centurions
  • President Front Cover
    President
  • Red L.E.D. Front Cover
    Red L.E.D.
  • Mission Genocide Front Cover
    Mission Genocide
  • Wizball Front Cover
    Wizball
  • Victory Road Front Cover
    Victory Road
  • Mission Jupiter Front Cover
    Mission Jupiter
  • Mystery Of The Nile Front Cover
    Mystery Of The Nile