It is fair to say that Minerva is the most prolific producer of
games software for the Archimedes. The latest offering is
Ibix the Viking and very interesting it is too.
This is an arcade adventure in the Citadel mould. As Ibix you
wander around a very complex and detailed landscape
avoiding certain types of terrain and most of the moving
objects while collecting treasure. And frankly that's about it.
But the humour and well-balanced gameplay hold the attention
as you solve the puzzles available on each screen.
Unlike the huge range of Citadel collectables there are few
specific objects needed - four colour-coded keys will open
similarly shaded doors, the up-down control box must be
picked up before the lifts will work and so on. By collecting
every piece of treasure on alevel you complete it and move
on to the next.
The puzzles themselves are usually composed of moving
objects - other vikings, arrows, druids or strange green
beasties - the lifts which - if you're not careful you can park
in inaccessible places, and the portcullises which descend
rapidly once you've gone under them enforcing a one way
trip.
However Ibix is not completely defenceless, as he can
throw his sword repeatedly, although I think an axe would
have been more appropriate for a Viking. The moving people
can take a number of hits before they vanish, opening a way
forward. There is a sort of sword thermometer on the left of
the screen which shrinks as more are thrown, but the size is
restored by picking up sword icons.
Your score is determined by the amount of treasure collected.
On each screen you start with zero, and silver coins with
10 marked on them pile up on the right hand side. When you
collect 10 they convert into agold one with 100 marked on it.
A running total is maintained between screens, and your final
score is displayed when you lose the last of your lives.
You are provided with two files of eight levels each called
Easy - the default - and Hard. There is a jump facility to let
you start at any Easy level but you do need passwords for the
Hard ones.
There is also an editor - de riguer with games of this sort
nowadays - which allows you to design your own screens and
also alter the characteristics of each of the sprites. In fact
there are two groups: The more-or-less immobile scenery,
and animated objects. In all there are some 189 basic
pieces of scenery, each of which can have various attributes,
and 36 moving objects.
Unfortunately the individual sprites, though detailed and
colourful, are only about 0.5in high on screen. What happened to
the massive Thundermonk designs? All the sounds
seem to be sampled - mostly stolen from Adam and the Ants
records - plus some undefinable background noises. My only
criticism was that each effect seemed too short - maybe
because of memory limitations.
However, this is a fun game and I enjoyed playing it. The
default screens take you very simply through basic puzzles
getting you familiar with the style of problem and how to
solve them.
As time goes on, the Archimedes game scene is improving,
but they've still along way to go to match even the 16-bit
games of the Atari ST and Commodore Amiga. C'mon Minerva,
take a look at the competition.
This is a fun game and I enjoyed playing it... The default screens take you very simply through basic puzzles getting you familiar with the style of problem and how to solve them.
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