Future Publishing
1st July 1991
Categories: Review: Software
Publisher: Digital Integration
Machine: Commodore 64/128
Published in Commodore Format #10
Extreme (Digital Integration)
A little while back, a game appeared on the Spectrum which had outlandish but really rather excellent graphics. So I imagine our joy when the C64 version plopped into our office. Now imagine our subsequent disappointment when we realised that it wasn't extreme at all.
It's not that the plot is a disaster. Okay, an alien vessel crash landing on earth with its self-destruct activated isn't exactly riveting stuff, but I've heard worse. So what is it? The real problem is that everything that merits note is contained solely in the first, very brief level. Beyond this the game becomes dull, annoying, ridiculously easy... not worth the bother.
Level one is a four way scrolling shoot-'em-up with a puzzle element. The puzzle forms the only hint of challenge in the whole game. Work out level one and you have to all intents and purposes completed the lot.
You start the game on an energy platform. When your energy or laser ration runs low, you return here to replenish it. The joystick moves, left and right and activates your Jetpack when you push up. The fire button sets off weapons, shields and turbo boosts. You toggle these options with the return key.
The total area in in which you play is small enough to begin with. But its divided into even smaller sections which are only explorable after certain puzzles have been solved. Then there are additional shields and weapons to collect as your reward. The extra shields are useful - nay - vital to completing the level. Weapons though, like the yo-yo, are purely cosmetic and better left alone.
Opponents take the form of bug-like creatures, a flying saucer and some fireballs. Sadly, these beasts seem to follow no flight patter whatsoever. They serve only to make the screen look busy. As I said, there are a couple of neat puzzley bits but if I told you what they were you'd complete the game in a matter of hours (or less). Having said that, someone with no prior knowledge of the game could still complete it in less than a day and that's unforgivable.
Level two is hardly worth mentioning. It takes place underwater. You have no weapons and all you need to do is move right a few screens (avoiding some ineffectual but supposedly deadly fish), collect a spanner then er... move back again. In the third and final level, your geezer is precariously kitted out with a pair of robotic legs. Move right, plasma bolt the plasma bolt fodder reach the self destruct pod and destroy it... game over.
About five more levels of similar quality to the first would have put the game into the 'above average' category. But those levels don't exist and Extreme is anything but. It's too short, too easy, badly designed and what good features there are have been lost in the mire of poor gameplay. Groans and massive disappointment all round.
Good Points
- A few neat ideas can be seen in level one (if you look hard enough)
- One or two neat graphic or sound effects.
Bad Points
- Level one is far too short...
- ...and levels two and three are even shorter!
- The obscure puzzles are there to slow you down but there's nothing clever about them.
- Level two has nothing in its favour. Poor graphics, no gameplay... truly awful.
- Level three is a missed opportunity. Too short, too easy and the screen jerks horribly.
- And that's yer lot for levels.
- Level three's control method is awkward in the extreme