ZX Computing
1st October 1985Popeye
First announced just under a year ago, but delayed due to the chronic Spinach shortage, Popeye finally makes it to the computer screen.
The first thing that strikes you about this game is the graphics. They are huge; each character is half the height of the screen, lovingly detailed and animated, and sets a new standard for character graphics. The insert tells you precious little about what to do and, as I would have been at a loss without the reviewer's sheet, I will pass on a few tips to you - ignore the next bit if you don't want to know.
You have to collect 25 hearts and take them to Olive. These have to be taken to her in stages as you have to keep her interest, indicated by the lovemeter. Collect Spinach for recovery when knocked over, keys to open their particular doors, and other objects for future use. Eight objects may be carried at one time so be selective.
The most difficult part is the imaginary 3D or 'layer' system of graphics. The graphics are in fact 2D but there are three or four backward and forward planes which you can be on. For instance, if Popeye is facing you and you walk him forward, he will seemingly walk on the spot. For the purpose of the game, he has effectively walked towards you. The reverse also applies.
All moving objects are dangerous if they collide with you; this happens if you are in the same plane, otherwise they will pass behind or in front of you. As well as Up/Down meaning forward and back it can also mean special things in certain circumstances such as climb up or down a rope.
There can be no such thing as a perfect program and the biggest fault I can find with this one is the slowness of the action. However, there is a direct relationship between the size of an object and the speed at which it can be animated. All in all, I like the size and detail of these graphics too much to be very critical of the speed.
Popeye is a program which pushes the limitations of the Spectrum back yet one more step.