ST Format


Sky Fox II

Author: Pac Pac
Publisher: Electronic Arts
Machine: Atari ST

 
Published in ST Format #1

Sky Fox II

Electronic Arts Skyfox II boldly goes where so many space video games have gone before, but some new final frontiers are tackled here. So, whether you be a veteran James T., a spotty young Luke, or a druggy Major Tom, take your protein pill, put your helmet on and kick some green Xenomorph ass.

You begin in one of scores of Federation starbases to which you'll return on numerous occasions for repairs, energy and munitions. As a member of the elite warp-warriors you'll have to lock photons in mortal combat with Xenomorph fighters. To aid the fight you have neutron disrupters (your run-of-the-mill laser), photon pulse bombs and anti-matter mines. A handy on-board computer keeps you informed of any UFOs within range and monitors all weapons systems. Considering that the game requires you to blast at ships the moment they appear this can come in useful.

There is a novel form of locomotion involved - wormholes, remnants of spent black holes, suck your ship into a spectacular flight to any other point in the universe, which is handy if you're a long way from home and in need of a little TLC. But be warned, Xenos sometimes lay in ambush by wormholes so it's best to come out fighting.

Skyfox II

Inevitably you'll suffer damage so repairs are essential. These can be made by finding a friendly starbase. Unfortunately repairs take time and you may have to leave before completion in order to defend the mothership from a bout of Xenos.

Effects

Animation of the stars and craft is fast, smooth and of effective 3D quality.

Each star maintains its perspective as you whizz past but don't become too pie-eyed or you'll end up pulverised by an asteroid field. Both kinds of hazards appear thick and fast. Xeno fighters appear from nowhere in groups of up to eight and are agile and fierce, although knocking out their starbase tends to make them scarper.

Skyfox II

Sound effects are limited to unimaginative beeps and burps which do little to enforce the atmosphere.

Conclusion

The action can be a bit extreme. Lock on dog fights are tough and too short in duration, and hence quite ferocious, while the opposite is true for long haul flights on auto-pilot, where you can find yourself finishing that thank-you letter to auntie Mabel, or brewing that essential cuppa to prepare for the next Xenomorph encounter.

The flight animation is a joy, so if you fancy a jaunt through the constellation with occasional skirmishes, this may just turn you on.

Pac Pac