SHADOWFIRE
Beyond,
£9.95 cass, keys, joystick, or lighpen
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O The first icon-driven
adventure, great graphics
O
6 separate characters, 160 locations
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A new concept in adventures hits your screen. This stunning
game has a unique method of command input (unique to
adventure games at least) -- it makes extensive use
of icons, a feature usually only found in business software.
An
icon, for the uninitiated, is a picture symbol depicting
an object to be manipulated. The action or object required
can be accessed by moving a cursor onto the symbol representing
it.
This
symbol is then highlighted in some way, so as to let
you know it's been selected, and on pressing the fire
button the feature will be activated. As confusing and
awkward as this may seem, it has the great advantage
of completely avoiding text input. Using just the joystick
a player can work through amazingly complex adventure
situations.
The
icons also have the effect of giving the program an
incredibly slick and original feel.

Shadowfire.
The Physiological scan screen.
The
scenario is set far into the future. The Kryxix ambassador
has been kidnapped by the evil General Zoff, dictator
of the cosmos, and is being held on an alien spaceship.
You control a team of six tough heroes whose mission
is to infiltrate the ship and rescue the ambassador
from execution, thus preventing the outbreak of war.
The
mission starts on board the Enigma Ship, as depicted
in graphical splendour on loading. The first task is
to get the team beamed into the Zoff 5 spaceship, where
the ambassador is being held. Once inside the enemy
ship, the ambassador must be located from amongst the
160 or so locations, rescued, and taken to safely. All
this must be achieved in the time limit of 100 minutes,
which count down in real time.
The
game is actually played by alternating between five
different menu screens, all icon based. (For details,
see panel).
Each
member of the team has their own strength, agility,
and stamina, all of which determine the weight of objects
that can be carried. They also have individual skills,
such as Sevrina who is an expert at picking locks. If
a character carries more than their physique allows,
then they will become tired easily, eventually dying
if appropriate action isn't taken.

Combat
control screen. The red box bottom left reveals the
objects and characters in your location. The three icons
in the right hand box are top to bottom: Attack, Defend,
Retreat. The arrows in the centre allow you to look
in any of the eight neighbouring locations without actually
moving there.
The
graphics in this game are brilliant. The icons are clear
and well defined, as are the superb pictures of the
team displayed on the character scan.
Sound
is in the form of two musical sound tracks -- one whilst
selecting your input device and another during the actual
game itself. Both pieces are excellent and being able
to change the tone on the latter tune is a great touch.
Other
sounds include a tone to let you know when you've selected
an icon, and a pulsating, persistent beeping in the
background (Makes a good backing for the music, though).
Instructions are lengthy but comprehensive and there's
an excellent demo mode to help you along, if things
still seem a little confused.
GP
.
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