Zzap


Powerdrome

Categories: Review: Software
Publisher: Electronic Arts
Machine: Amiga 500

 
Published in Zzap #50

Scream down metallic corridors in EA's futuristic racer

Powerdrome

As motor racing became more advanced, the need to improve speed increased. After all, the crowds go for excitement, don't they? The most significant advance came as space technology became more sophisticated. The designers used the technology to come up with the invention of hover-racers - wing-like craft that could float above the ground, thus eliminating the friction of wheels on the track.

Over the years, these craft have become more advanced, with manufacturers and racing teams trying to outdo each other year after year in the Powerdrome tournament. This is where you come in. You are one of the entrants in Powerdrome XXIV, representing the Typhoon Company in their top-class craft.

Racing can take place on one of five worlds, each with its own particular track design and racing conditions - such as storms. This requires the racing team to use a certain amount of strategy - choosing the correct wing adjustments to make and fitting the right engine filters, for example.

Powerdrome

The race itself takes place on a track which is basically a metal trench with some nasty hazards along its length, such as dark tunnels, moving blast doors and horrendous hairpin turns. All these dangerous elements are bound to take their toll on your craft, damaging wing sections or overworking the engines.

Occasionally, there is no hope for a vehicle and it will just break down, so that it needs to be towed back to the pits (game over, man!), but if you're lucky you may be able to limp to the pits and watch as the drones repair the damage to your ship. However those wasted seconds could put you a long way behind in the race.

Can you manage to overcome the dangers of the Powerdrome circuit to win the Cyberneuge Trophy, or will you have to wait for the Powerdrome XXV competition? Well, you can't really do anything without a copy of Powerdrome!

Maff

Powerdrome

Well, it's certainly taken its time to appear on the Amiga, hasn't it? I mean, I can remember drooling over the ST version of Powerdrome *ages* ago in slobbering anticipation of the Amiga version. Now that it has arrived, it appears that all the fiddly points about the ST Powerdrome have been ironed out on the Amiga.

For example, the control method is now adjustable to your own requirements, a point which makes it far more playable in my book. As for the game itself, I think myself, personally, me, that it's the best presented racing game on the market (now there's a boast!).

The amount of options is incredible, allowing you to completely restructure the game. But the cool presentation doesn't stop there - there are tons of nice touches, like twinkling lights in the tunnels, subdued lighting when you pass under a bridge and the repair screen... what else can I say but brilliant? Oh, there's a great game in there as well! But don't take my word for it, take a Typhoon for a spin today!

Gordo

Powerdrome

The early demo of Powerdrome on the ST was amazing, with great 3D effects and speedy flying and I couldn't wait for the finished version to appear. When it did, I thought that it looked amazing - nice graphics, brilliant presentation and exhilarating flying.

Unfortunately, the controls were really hard to get the grasp of, so it took a long time to really get into it. The Amiga version has fixed that problem, giving you a system whereby you can fix your own control feedback, making it much easier to get screaming down the brilliantly drawn 3D tracks, zooming past your opponents and ramming straight into an unexpected hairpin bend!

Well, it still takes a couple of does to get used to the tracks! You wouldn't expect to get into a car and drive brilliantly straight away, would you (shut up at the back)?

Powerdrome

All I can say is get yourself a copy of Powerdrome as soon as possible, and have a go at real futuristic racing! Well, as near as you can get anyway!

Verdict

Presentation 95%
Excellent selection screens and intermissions and you can set the control level.

Graphics 86%
Nicely drawn and shaded, but the speed suffers when things get complicated.

Sound 70%
Adequate engine and wooshing sounds but the music is rather unmemorable.

Hookability 81%
As with all 'simulation' type programs, it takes a while to get into.

Lastability 94%
You find that you gradually improve as you play and there is a choice of tracks.

Overall 93%
A well presented and programmed futuristic racing game which should keep speed and simulator fans happy.

Other Reviews Of Power Drome For The Amiga 500


Powerdrome (Electronic Arts)
A review

Power Drome (Electronic Arts)
A review

Powerdrome (Electronic Arts)
A review by Mark Heley (Commodore User)