Commodore User


I.O.

Author: Mike Pattenden
Publisher: Firebird
Machine: Commodore 64

 
Published in Commodore User #54

I.O.

Despite many requests, Firebird don't seem to want to supply me with a scenario for Into Oblivion, so I've put my creative talents to the test and written a seven volume novel. Here however (due to limitations of space) is a short precis of its main elements. Shootdahelloutaeverygoddamnthing!

In their own brazen words, I.O. is a "horizontal shoot-'em-up in the R-Type style". What they're trying to say is that they've ripped the hot coin-op off. There again, if you're going to rip off an arcade shoot-'em-up, then the Irem game is the one. What is remarkable about I.O. is that it's so good. What's even more remarkable though, is that programmer Douglas Hare and graphics artist Bob Steven have never written a game before and are really only known for their work on Compunet. It really is quite a remarkable debut.

There are only four levels in the game, but they are quite long and, when you repeat them, they increase considerably in difficulty. They all follow a similar format with a surface below and above and wave after wave of craft which attack you, waiting at the end of each level is the by now standard extra big monolith of a nasty.

I.O.

The four levels come in a selection of tasteful colours with a selection of tasteless nasties. A dropship deposits you into the first level, a pinky metallic corridor with fun turrets top and bottom, whirly R-Type snakes and lasers which shoot from top to bottom of the screen, and cut through your little ship like a scalpel. A large spaceship blocks your way into the next level, destroy it and you go on to the junglescape.

This is a tunnel swathed in creepers and populated by the kind of plant not even Prince Charles would speak to. Pod-like plants open their leaves and spit out little buds of death whilst bulbs fire wicked laser bolts diagonally across the screen. A leering skull awaits at the end of the creeper clad corridor.

Level three is a red lunar landscape where deceptively pretty bubbles float around. Touch them and, like your dreams, they fade and die. Make it as far as the end and a mountainous rocket launcher pumps huge slices of photon ectoplasm at you.

I.O.

The final level consists of a matted mess of blue spines which not only cramp you for room top and bottom but hinder your path going forwards too. To complete the circle, a massive foetus guarded by another snake confronts you. It takes a whole bank of shots to finish this baby off.

Your only assistance throughout the game is a little extra weaponry. You gain it by shooting small green orbs which appear every now and again on each level. Shooting it once turns it into a gun which, when picked up, doubles your firepower. Get another and your firepower is tripled. Grab another and a little sphere will attach itself to your wing. You can have a total of two after that the green minty things just give you smart bombs or extra lives.

R-Type is currently under conversion to the C64, but if Activision can do better than this, they deserve a lot of credit. Whilst I.O. isn't a complete copy, level for level, it does possess all the elements that made the Irem game such a joy to play. It's a class piece of programming (if a little too difficult) with great graphics and a hugely enjoyable blast. Put Bob and Doug to work on something else quickly!

Mike Pattenden

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