Amstrad Action


Silkworm

Author: Trenton Webb
Publisher: Virgin Games
Machine: Amstrad CPC464

 
Published in Amstrad Action #47

Silkworm

Peace through superior firepower - a motto that will serve you well in the world of Silkworm. Forget subtlety, forget style, just thrash and trash. Missiles are in unlimited supply and, as luck would have it, so are the enemy.

The world has been ravaged by two small(!) nuclear wars. The politicians of the world finally see sense and scrap their apocalyptic arsenals in favour of conventional weapons. Naturally the generals wanted something in exchange for the ability to vaporise a planet. They demanded thousands of tanks, planes and assault helicopters until their ballets and bomb power matched that of their fission heyday.

After years of relative peace, however, those lovable chaps in green got bored of just 'playing' soldiers and have launched a coup to topple one of the major alliances. Thing is, if they take power, they will give themselves back the bomb which could prove to be a pretty terminal situation for everybody.

Silkworm

These dogs of war must be stopped. Fortunately a few weapons scientists have escaped from the army, bringing with them a small number of experimental helicopters and war jeeps. All that's required now is one or more volunteers to take the battle to the enemy and try to kill the top brass before they have a chance to toast us all.

Your mission is simple; you're to fly through enemy lines to attack the command 'copter, in which the generals reside. The first few waves are easily dispatched with fancy flying/driving and continued use of the trigger: just so much missile fodder. Each general though has a variety of special defences that must be avoided or killed to get to him.

Every level features plasma mines intended to destroy the jeep, but this is something that actually plays into your hands. If shot, these mines release a cloud of gas which can protect either vehicle from oncoming foes. If two of these mines are exploded and both clouds caught, then the chemicals react together and create an explosion, effectively smart bombing the whole screen.

Silkworm

Some generals have large 'deathstar' satellites that take repeated shots before blowing up; others have tanks parachuted in just to add to the fun. Most levels though share one chief nasty - a gooseneck battle chopper. These helicopters fly onto the screen as six component parts and are invulnerable until they assemble and are still virtually indestructible when joined together! They only have one weak spot, the eponymous goose neck, where the cabin joins the main body. Heavy duty blasting is required to get that one lucky shot... and life is an awful lot easier in two player mode where more angles and more shots means more chances.

When a gooseneck chopper is finally shot down in flames (roast goose - lovely!) you can gain double firepower, strictly necessary if you are to survive the whole level. After picking up the extra blasting potential, it soon becomes apparent why it's needed as onto the screen scrolls the biggest helicopter you ever did see. This is the generals' hide away, and the thing is not only hard to kill but has a mean selection of armaments to back up its threatening visage. Huge 'exocet' missiles are sent after the chopper, ball-mines are dispatched to bounce the jeep to death and homing missiles are launched to mop up anything they miss.

With the special weaponry and two players, the first few command choppers aren't too tough, but lose your extra firepower and/or your partner - and the whole thing becomes a nightmare! Having finally killed the enemy in a series of blinding white flashes, you are transported to the next level where the whole sequence is repeated in a faster, more densely, packed form. Tooled up as you are with double shots, you start to think, is this as hard as it gets?

Silkworm

Just wait, no sooner do you start to feel cocky than jets literally scream in on kamikaze runs. These boys really move and quick waggling becomes a matter of the utmost importance just to survive, let alone amass points!

The screen is always action-packed, and the graphics are bright and move real fast. In two player mode the suppressing fire you can lay down is truly glorious, the helicopter best for attacking ground targets and the jeep airborne. It is also a shoot-'em-up that's very easy to get into, the first few levels being reasonably easy to survive, if not beat. It makes no claims to be innovative, just good clean blasting fun; a claim it lives up to admirably.

Second Opinion

Though ultimately it's a very limited kind of a game, Silkworm has enough going for it - especially in two player mode - to make it worth a try. It's no classic, but it's no dog either.

First Day Target Score

Silkworm

Reach level three solo/reach level six as a pair.

Green Screen View

Smooth as silk.

Verdict

Graphics 83%
P. Detailed and speedy sprites.
P. Huge end-of-level chopter.

Silkworm

Sonics 64%
N. OK explosions...
N. ... and more fizz than fire for the gunshots.

Grab Factor 79%
P. Easy to get going.

Staying Power 65%
N. Gets repetitive.
N. Little level variation, just more enemies.

Overall 72%
P. Simple but splendid.
N. With a little more complexity, Silkworm could have been even stronger.

Trenton Webb

Other Amstrad CPC464 Game Reviews By Trenton Webb


  • Licence To Kill Front Cover
    Licence To Kill
  • Dragon Spirit Front Cover
    Dragon Spirit
  • The Untouchables Front Cover
    The Untouchables
  • A.M.C. Front Cover
    A.M.C.
  • The Running Man Front Cover
    The Running Man
  • Monty On The Run Front Cover
    Monty On The Run
  • After The War Front Cover
    After The War
  • Defenders Of The Earth Front Cover
    Defenders Of The Earth
  • Xenophone Front Cover
    Xenophone
  • Vendetta Front Cover
    Vendetta