The story so far, neatly abridged for those of you who didn't quite make it to the end of the original...
As Midwinter came to a close, General Masters was defeated, with the majority of his troops either surrendering or dying. John Stark was proclaimed a hero and everyone once again settled into peace and prosperity - unaware of the trouble that lay ahead.
In the heat of the battle's final moments, no-one noticed a small craft fleeing the scene. Having drifted for what seemed like an eternity, the craft eventually washed up on an island close to Africa, where Colonel De Falco, General Masters' homicidal second-in-command, was lifted from it and taken to hospital to recover.
Meanwhile, back on Midwinter, Professor Kristiansen made a terrible discovery. The island was thawing out - literally melting - and wouldn't last the decade. A new home had to be found... and fast.
In the years that followed, Davy Hart, the professor's young grandson, became a prominent member of the Midwinter Trade Council and set up negotiations with a view to moving to the island of Agora, the most Westerly of 41 islands off the African coast.
Meanwhile, the now-recovered De Falco was enjoying his own share of success working for Africa's Saharan Empire, setting up an invasion force that gained a tyrannical control over most of the other islands in the vicinity and is now threatening Agora - and what's left of Midwinter itself.
This is where you enter the story.
As an agent for the Atlantic Federation Security Council, you undertake a series of missions, ranging from demolition to assassination, with an ultimate aim of crushing the Saharan Empire and liberating all of the islands.
This is Midwinter II.
ST
Acclaimed by both customer and critic, Midwinter was a truly exceptional game - which makes it especially difficult for a sequel to follow in its footsteps. It's often the case that a follow-up (be it computer game, film or television series) usually loses some element from the original: with Midwinter II, it's the individual character control that has gone. For those of you who aren't familiar with the original, the gameplay had you control each new character as you recruited them, with the option to switch between team members at will.
Here, you can still interact with other characters and ask them to do things for you, but you have no direct control over them and consequently the feeling of total involvement is somewhat dissipated. But, that small point aside, Midwinter II works extremely well. The new tropical setting makes a refreshing change from the icy plains, while the addition of new vehicles adds to the challenge of each island (also, the ability to travel underwater is a really nice touch, giving the islands a truly three-dimensional feel).
Not only this, but a lot of Midwinter's minor bad points have been rectified as well. For example, in the original when you left your vehicle to travel on foot, it would effectively cease to exist - here you get to see it in all its 3D splendor and can return to it at any time. Midwinter I is superb: every angle of play is catered for and the whole package works well.
Although it's undoubtedly a shame that the extensive character interaction has been lost, what's been added makes this sequel an exciting and lasting challenge.
Amiga
Only one month after the ST release, Amiga revolutionaries will also be holidaying in the sun, with the added advantage of slight stereo enhancements. Everything else should remain identical.
With the exception of Hercules, all sound boards and graphic cards will be supported - and no doubt, as with the original Midwinter, everything will move just that little bit faster.