ST Format


D/Generation

Author: Rob Mead
Publisher: Mindscape International Inc
Machine: Atari ST

 
Published in ST Format #39

Bruce Forsyth on a space hopper? Miss Ford battling with humanoids disguised as filing cabinets? This toupee is armed, dangerous and out for revenge...

D/Generation

You're an intercontinental Postman Pat, delivering parcels around the globe, with only your tin canary - erm, your itinerary for company. You touch down on the 80th floor of Genoq Corp's HQ, dodge the security system and find a receptionist skulking behind her desk. Chance for some small talk, you think as you wave your first-day covers provocatively. The receptionist tells you that Derrida, Genoq's head scientist, urgently needs you to take the parcel to him on the 90th floor or unknown horrors and cheesy crisps shall befall you all.

D/Generation is a fast-moving arcade-type adventure with a labyrinth of cutaway rooms, levels and hidden perils that you have to negotiate. Genoq's biotech lab has unleashed four generations of nasties called Neogens for you to battle with. The worst of these is the D/Generation of the title - a virtual reality meanie and close personal friend to Anthea Redferm, it's equipped with neuro-holographic camouflage and impressive armour. You also have plasma barriers and electrified floor-plates helpfully provided by Genoq Corp to defend the building. Makes you wish you'd stayed at home and knitted tea cosies, doesn't it?

Luckily you find various weapons lying around - a laser gun, bombs and a shield, for example - to help you on your quest. As you search from room to room, you come across survivors who can provide you with useful information about Derrida's whereabouts. The control mechanism, operated via the joystick or the keyboard, is easy to use so moving around isn't too much of a problem.

Verdict

D/Generation is an entertaining, addictive game that also manages to be annoying and incredibly frustrating at the same time. Not recommended if you've a nervous disposition or any kind of social life because you are going to be blundering around at 3am, muttering about space-hoppers and coffee, before spending another ten hours in front of your ST. Get stuck on one level for too long, though, and you could end up flicking the off-switch.

Rob Mead

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