Amstrad Action


Zynaps

Author: CB
Publisher: Hewson Consultants
Machine: Amstrad CPC464

 
Published in Amstrad Action #24

Zynaps

Here we have a space-based shoot-'em-up looking similar to Nemesis, but one that I feel will give enjoyment for many hours. You play the hero (there's a novelty!), who has escaped from an alien space station. You have stolen a Scorpion fighter which you must fly through all of the defences thrown at you by the surrounding aliens. Exciting, ain't it.

Imagine your pulse rate rising as you set off in your Scorpion fighter. Aliens blocking your path. Your only way out is to shoot like crazy. When you shoot some of the aliens they drop little capsules which you can pick up. The capsules can be used as weapon enhancements or just collected for points and to step through the weapon options available. The first option increases your speed, the second increases your firepower, the third activates your bomb thrower, while the fourth and fifth enable missile targeting and seeker missiles.

The method is similar to Nemesis. Every time you pick up a capsule your "weaponry activation indicator" displays the next weapon option icon: speedup, firepower, bombs, missiles or seeker. To activate this mode you must keep your finger on the Fire button until your ship starts to flash. Keep your finger there and collect another capsule, which enables the selected mode.

Zynaps

The most common enemies are the small craft, which can be destroyed with one shot by a laser, bomb or seeker missile. Homing missiles cannot lock on to such small targets. Along the way you will encounter ground installations, which are difficult to destroy both in respect of firepower and accessibility.

Alien command ships are bigger than the other spacecraft but to my mind can be destroyed a lot more easily than the instructions state. At the end of level one you will encounter a very aptly named mothership. I found it almost impossible to destroy. But if you hang around long enough without getting destroyed yourself, you will gain entry to the next level.

On the next level you will be confronted by one of the many "natural hazards" which will hinder your attempt to reach safety. These hazards are asteroids, shaped very much like the cabbages in Moon Cresta. They move about quite well for asteroids and cannot be shot. It really starts to get difficult when the alien craft appear as well.

Zynaps

The collision detection is poor, and very annoying at times. After a few goes, you'll realise where the danger points are and how to steer through them. It took me quite a while to beat the mothership - the key is in the weapon you're carrying. Every time you get shot or crash into the scenery, you will start off at the beginning of the level without your weapons. On later levels there are inter-mediate starting spots to make things less frustrating.

Graphics are better than games like Nemesis - much cleaner and more colourful. Anyway, a very good game worth getting just to listen to the music. It has that funky sort of spaced-out feeling to it with an unexpected chord here and there.

First Day Target Score

16,000.

Second Opinion

Zynaps

This is certainly the best of the latest batch of horizontal-scrolling shoot-'em-ups. There's plenty of variety in the alien attack waves, and the large motherships are impressive. I think most people will find it tough going - I did, but as you learn the wave patterns you can get further. Not quite up to Hewson's usual standards in terms of originality, but the graphics, sound and gameplay are as professional as ever.

Green Screen View

Doesn't help the collision-detection problem, but manageable.

Verdict

Graphics 77%
P. Smooth-scrolling scenery.
P. Good use of colour.

Zynaps

Sonics 71%
P. Brilliant title music.

Grab Factor 85%
P. Fast and easy shooting.
N. Collision detection is rather annoying.

Staying Power 82%
P. Varying weapon choice adds to the fun.
P. Plenty of tough levels to get through.

Overall 83%
P. Worth buying for the funky music alone.

CB

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