C&VG


Interphase

Author: Paul Glancey
Publisher: Image Works
Machine: Amiga 500

 
Published in Computer & Video Games #97

Interphase

Interphase is set in a future where nobody watches the telly! Anyone with a spare moment goes for more direct sensory stimulation by plugging their head into a DreamTrack - an electronic recording of all the physical and emotional sensations which accompany various "exciting" experiences.

Chadd is one of the dreamers who actually master these recordings, and he's just found out that his latest track could well destabilise the mind of anyone who plays it. There's only one thing for it - Chadd has to connect his brain to the building's computer and deactivate its security systems, the cameras, pressure pads and floor turn-tables, while his girlfriend nips up to the top floor of the 25 storey DreamTrack Corporation buildings, pinches the deadly track and gets out.

As Chadd's brain infiltrates the computer, it interprets the electronic surroundings as solid shapes on the surfaces of a multi-level structure of ceilings and floors. Each shape represents a different type of security circuit which Chadd can deactivate with a blast of energy or a homing missile. These weapons also come in handy for destroying patrolling debuggers, which appear as belligerent spacecraft or frogs on unicycles (it's meant to be a dream, remember).

Interphase

You can play the game just as a 3D shoot-'em-up, but getting to the top of the tower and out again requires brains rather than just blasting power.

Chadd is in constant contact with his girlfriend and he can check where she is at any time on a floor blueprint. As she walks the corridors, Chadd has to strategically deactivate security systems so that she can pass through unhindered. Clicking on an object locks it into the Navcom, which indicates the direction of the relevant circuit in the 3D network.

It isn't just a question of switching off everything in her path though. For instance, on the first floor, you have to leave a particular security camera switched on so that when the girl passes, it activates a robot which moves out of its room towards the camera. The way the system is timed means that she can just dodge past the robot, and then get safely through the room it's just left.

Interphase

Unless you're a right old Mr. Logic, finding each floor's solution is a matter of trial and error, especially the earlier ones which present you with more and more new components to figure out. Luckily, there's a game save option, so you don't have to start from scratch every time you get zonked.

You're not just going to be playing Interphase for its 3D graphics, excellent though they are. It's the combination of 25 levels of intriguing logic puzzles (50 if you count the return journey which, of course, has to be played backwards) and an imaginative 3D shoot-'em-up which make it such a winner. In my opinion, it's one of the few ST games which approaches the standard of thinking gameplay set by Dungeon Master. And that's about the highest praise I can give.

Atari ST

A wonderfully-executed blend of strategy and arcade action. Superb 3D graphics, hours of intriguing gameplay and a cheeky sample from Pink Floyd's "Wish You Were Here" assure its success.

Amiga

Completely indistinguishable from the ST version. Brilliant.

Paul Glancey

Other Amiga 500 Game Reviews By Paul Glancey


  • Paradroid 90 Front Cover
    Paradroid 90
  • Batman The Movie Front Cover
    Batman The Movie
  • Power Drift Front Cover
    Power Drift
  • Captive Front Cover
    Captive
  • Darius+ Front Cover
    Darius+
  • Archipelagos Front Cover
    Archipelagos
  • The New Zealand Story Front Cover
    The New Zealand Story
  • Silkworm Front Cover
    Silkworm
  • B.S.S. Jane Seymour Front Cover
    B.S.S. Jane Seymour
  • Exile Front Cover
    Exile