C&VG


Hysteria

Publisher: Software Projects
Machine: Commodore 64

 
Published in Computer & Video Games #73

Hysteria

The Software Projects revival continues. Dragon's Lair (ok), Star Paws (getting better) and now Hysteria (great).

And yet it's quite a strange game. Not particularly original in concept or execution but with a very high playability factor, excellent graphics and neat sound.

Now for the plot. The future has been changed by altering the past. A previously extinct primeval entity has been summoned forward through time by a fanatical sect, whose aim is to disrupt the future balance of power.

Hysteria

As a sole survivor of the once elite "time corps", you have been chosen by the federation of law and order to defeat this evil and are transported by molecular disruption to combat the entity closer to our destiny.

However, the locals are not keen on time warriors and evil monsters popping up out of nowhere and they tend to get a little bit upset.

Destroying certain hostile characters and objects may leave behind a clue as to the identity of one of the conspirators (symbolised by a jigsaw piece) which must be collected. Once exposed the entity will be forced to make an appearance in that time zone in order to destroy you and the evidence, you must weaken the monstrosity and force it to retreat whence it came and continue your task in another era.

Hysteria

You only have a limited energy supply which is depleted each time you are hit, but is restored each level.

The lemons and worms are collected by walking or flying over them, this will enable you to select a different weapon if you so desire. To activate the current weapon type (indicated by an arrow above the icons), pull down and press fire.

When the entity finally materialises, it will take all your fire power to destroy him. But when you defeat him he slips through into another time zone. You follow and battle once again commences.

There are three time zones. The first has a Greek feel to with temples, minotaurs, skeletons, flying things and statues that chuck rocks. The second is quite medieval and the third futuristic.

The game was programmed for Software Projects by Special FX, set up by ex-Ocean man Paul Finnegan. Hopefully they'll be more good things to come from this partnership.