REVIEWS COURTESY OF ZXSR

D.N.A. Warrior
by Alan Z. Jones, Nigel Pritchard, S.W. Scott, Stewart Green
Cascade Games Ltd
1989
Crash Issue 63, Apr 1989   page(s) 16

Battling in the bloodstream

Producer: Cascade
Miniature Money: £9.95 cass
Author: Data Design Systems: Stewart Green, S.W. Scott, Nigel Pritchard, Alan Z. Jones

Prepare yourself for a fantastic voyage. You've volunteered to undertake a dangerous mission inside Nick Roberts's stomach! With Raquel Welch by your side, you must guide a microscopic ship through places where only 9-inch pizzas have ventured before.

The reason behind this strange mission is that Nick, an expert at poking games, recently decided to do a similar thing to himself. He implanted raw DNA (a kind of groovy acid) and a growth accelerator into his own brain, in a bid to improve his intelligence. Unfortunately, the experiment failed, and left the Tips man with a rapidly-expanding noddlebox (no wonder he's been getting big-headed!).

Before Nick's head explodes, you must reach his brain and kill the implant with the help of a growth inhibitor, broken into six parts, scattered around his body. While doing battle with Nick's natural defences, you must find keys to enable you to pass through blood vessels to other horizontally-scrolling body parts.

While floating around in someone else's body doesn't appeal to me a great deal, this game is initially quite playable. Control of the craft is a bit suspect though: even with the speed-up feature active, it moves very much like a drunken tortoise. Despite its unusual setting, DNA Warrior is another unexceptional shoot-'em-up.

MARK [56%]

THE ESSENTIALS
Joysticks: Kempston, Sinclair
Graphics: not bad, if a mite dull
Sound: blip, blip, blip...


DNA Warrior seems like a fairly well-programmed beast, but unfortunately its addictiveness is sorely marred by one or two frustrating factors. The ship-turning procedure can be absolutely maddening - it takes one whole screen-width to turn around! This very nearly wrecks the enjoyment of the game, because the ship often flies all around the screen by accident, usually ending in the loss of a life! The graphics are fine, but the action is very slow: unlike most similar shoot-'em-ups, it doesn't romp along at a fast rate - instead, it crawls! DNA Warrior isn't the sort of game likely to appeal to blast freaks - it's too frustrating to be addictive, and too slow to be particularly playable.
MARK [50%]

REVIEW BY: Mark Caswell, Mike Dunn

Presentation71%
Graphics76%
Sound27%
Playability57%
Addictive Qualities51%
Overall53%
Summary: General Rating: There are far more enjoyable ways to explore someone's body!

Transcript by Chris Bourne

Your Sinclair Issue 41, May 1989   page(s) 57

Aartronic
£9.99
Reviewer: Marcus Berkmann

This one looked promising. The company I had never heard of, but the packaging was pretty impressive, and the screenshots (Atari ST, natch) gave the impression of a really spanky new shoot 'em up.

Ah, but what a disappointment. Aartronic only turns out to be the latest new label from Cascade, and the game to be distressingly mediocre.

The idea's quite neat - a rip-off, essentially, of the film Innerspace, which was itself a rip-off of a really silly sixties movies called Fantastic Journey, starring the young Raquel Welch (yum). You, you poor sap, have been miniaturized, along with your ship and injected into the bloodstream of some barmpot professor who has been experimenting on himself with pure DNA. In fact the plot's quite ingenious, particularly in the maze-like way it all boils down to a simple shoot 'em up.

Unfortunately the same care has not been lavished on the game itself. Like every shooter since Nemesis, this one involves a sideways scrolling screen, lots of things coming at you, and the ability to get extra weapons if you polish off an entire wave of nasties. But even though others in this genre have been lightning fast, with amazing backgrounds and brilliantly zappy nasties, DNA Warrior somehow manages to be incredibly slow, dull to look at and initially very confusing.

You start by moving at a very leisurely pace along what appears to be an artery (it's red - there's no other clue). Nasties come at you in familiar formations, but just as you're getting the hang of it, they stop. In fact everything stops when you reach what appears to be the end of the artery, and you sit there and wait, sometimes for up to five minutes, for your craft to turn around and go back. (Clearly some sort of bug is at work here). On the way back boulders come flying at you, which seems a little strange, but then perhaps the Prof is a vegetarian and eats loads of rye bread, with all the healthy sand and soil that the stuff seems to contain. Anyway, this part is the most fun, even though you're never to clear why you're doing it.

After half an hour or so of this, you notice that there's a crater down below, and you wander down to it. To your initial surprise and pleasure (soon followed by excruciating boredom) you see that there's another artery down there, with more nasties, and at the end, a key, which needs to be picked up. The boredom hits you when you realise that this artery's almost exactly like the first, and the only way out is the way back.

There are other backgrounds - most looking so like alien cities that you suspect that this originally started out as a completely different game. But after wrestling with it for an hour and a half I was bored.

In fact DNA Warrior does have the seeds of a decent game hidden somewhere in its unchallenging and drab exterior, but you have to search mighty hard to find them. The Speccy market is still going strong, years after everyone went to the funeral, but games like this do little for its life expectancy. Don't encourage them.


REVIEW BY: Marcus Berkmann

Life Expectancy48%
Instant Appeal50%
Graphics52%
Addictiveness48%
Overall41%
Summary: Shoot 'em up with neat storyline sabotaged by relentlessly dreary and unoriginal gameplay. Simply not a full-price product.

Transcript by Chris Bourne

Sinclair User Issue 85, Apr 1989   page(s) 24

Label: Atrtonic
Author: In-house
Price: £8.95
Memory: 48K/128K
Joystick: various
Reviewer: Jim Douglas

There should be a law against this sort of thing. To state, as Artronic do, that DNA Warrior has "excellent graphics" is simply a lie. It's got hopeless graphics. Fortunately, the rest of it isn't as bad. Well, not quite as bad.

The plot, similar to a few games at the moment, centres around the mad antics of a brilliant scientist, who, so intent on learning more and more in his advancing years, goes to unnatural lengths to enhance the process. Obviously, had God wanted us to have two brains, he would have given them to us, and to the scientist's dabblings go horribly wrong and endanger the boffin's life. Your mission is to enter the man's body in microscopic form, zoom around the blood stream and deconstruct all the growth from the implant, thus saving the scientist's brain from being overrun.

DNA Warrior is, at first glance, is a rather pale imitation of R-Type. It's not quite as simple as that though. True, the screen scrolls and a variety of aliens appear to shoot and there are extra weapons to collect, but there are differences too large to ignore.

Once you've travelled a certain distance in one direction, you'll find an exit to the next level. You'll need a key to get through these. The further into the body you get, the more difficult it is to find the correct key for the door.

The graphics are poor and while the scrolling (bi-directional) is perfectly fine, your ship moves in a continual series of jerks. Your fire rate is dreadful and even the Rapid Fire icon had little effect. The weapons options work a la Slap Fight - you collect tokens, each of which allows a more sophisticated add-on. Hitting FIRE will activate the option.

Aliens come at you in uninteresting swirly patterns that have all been seen before. Since your rate of fire is so hopeless it's almost impossible to kill the aliens quickly enough in order to earn another token.

So why don't I hate DNA Warrior completely? Well, there are some nice touches. Once you've headed in one direction and decide to turn around, the ship glides back and turns around in a most satisfactory manner. On the way back through a level - in search of the elusive key or exit - asteroids (well, corpuscles) fly past, smashing into you and draining your energy.

These bits are nice touches, although the overall feeling I have is that DNA Warrior is pretty disappointing. There just isn't any point in trying to reproduce the feel and play of R-Type unless you can beat it. DNA Warrior falls a long way short.


REVIEW BY: Jim Douglas

Graphics60%
Sound50%
Playability58%
Lastability68%
Overall59%
Summary: Nice touches embedded in lots of mediocrity.

Transcript by Chris Bourne

The Games Machine Issue 18, May 1989   page(s) 56

Spectrum 48/128 Cassette: £9.99
Commodore 64/128 Cassette: £9.99, Diskette: £14.99
Amiga: £19.99

THE MAN WHOSE HEAD EXPLODED

Professor Szymanski is a brilliant but power-crazed man. A Nobel Prize in genetics was not enough for him, and in an incredible experiment he injected DNA and a growth accelerator into his brain, thinking this would increase his memory potential and intelligence quotient tremendously. Now he is on the brink of death.

Szymanski is in a coma and his brain is expanding to dangerous proportions. A growth inhibitor cannot reach the affected area - his natural defences have mutated too far - so a miniaturised one-man submarine must be piloted to the spot. So far so Azimov and Steven Spielberg et al...

The Professor has a number of artificial limbs and organs, so the various sprites which attack the would-be body voyager include both biological and mechanical mutants. Your ship's rather tame laser cannon and slightly cumbersome handling can be exchanged for better add-on systems by collecting plasma spheres.

In the crowded world of shoot-'em-ups, DNA Warrior's originality lies in its horizontal two-way scrolling and selectable exit levels which allow a choice of route to the brain. This isn't much use if the game is essentially lacking in guts, and unfortunately, it is.


Blurb: COMMODORE 64/128 Overall: 62% Bright graphics are neatly defined but short of detail, while funky music makes up for weak sound effects. Its all quite competently done but games like this have been seen endless times on the Commodore - and several at budget price.

Blurb: AMIGA Overall: 49% The sub is surprisingly large and makes evasive action a chore on occasions. The Amiga's capabilities are decidedly underused, with definition at best adequate and at worst infantile and shades of the same two colours used throughout a level.

Blurb: OTHER FORMATS An Atari ST version will be released shortly.

Blurb: THE ADD-ONS One sphere: extra manoeuvrability Two spheres: rapid fire cannons Three spheres: vertical cannons Four spheres: multiples Five spheres: absorption shielding Six spheres: 'starburst' Seven spheres: energy replenished

Overall51%
Summary: The definition of this version is weak and unthrilling, and the problems are compounded by the game's slow pace. The sub floats around as if in treacle rather than bodily fluids (yehkk!). The beep sounds effects are simple even for the Spectrum.

Transcript by Chris Bourne

Your Sinclair Issue 55, Jul 1990   page(s) 33,34,35,36,37

THE COMPLETE YS GUIDE TO SHOOT-'EM-UPS PART 1

Where'd we all be without shoot-'em-ups, eh, Spec-chums? Well, we'd all have much smaller games collections, that's for sure! Join MATT BIELBY for an epic blast through nearly a decade of firepowered Spec-fun...

Blimey! The complete guide to shoot-'em-ups, eh? A bit of a mammoth task you might be thinking (and you'd be blooming right! It's taken me absolutely ages!). It's so blinking gigantic in fact that we've had to split it in two to save the whole ish from being packed to the gills with ancient shooty-shooty games and very little else!

So how's it all going to work? Well, this issue we spotlight those hundreds of games where you control a little spaceship, aeroplane or what have you, while next time round we'll be wibbling on for ages about those blasters where you command a man, creature or robot - things like Operation Wolf, Gryzor, Robocop (the list is endless, I'm sorry to say). Yes, I know it's a bit of an arbitrary way to divide the whole subject up in two, but it's the best I could come up.

Anyway, if you 're all ready, let's arm the missiles, oil the cannons, buckle our seatbelts and go kick some alien ass! (Or something.)

SO WHAT EXACTLY MAKES A SHOOT-'EM-UP A SHOOT-'EM-UP?

Well, at the risk of stating the obvious, it's a game where simple reaction times count for (almost) everything, and the actual shooting of various baddies constitutes the major part of the gameplay. It's just about the oldest form of computer game going (Space Invaders was pure shoot-'em-up, for instance), short of mad Victorian chappies crouching down inside big wooden cabinets and pretending to be chess machines. It's one of the most enduring forms too - hardly an issue of YS goes by when we don't review at least a couple of newies, and it's the rare arcade-style game (sports sims and puzzlers excepted) that doesn't include at least a small shoot-'em-up element in there somewhere as part of the gameplay.

But back to the case in hand. What we're talking about here are the pure shoot-'em-ups - games where the wiping out of waves of aliens or other baddies is everything (though let's be fair, the violence in most of these is very abstract and minimal). They easily divide into four major types, depending on how you view the action. And you can read all about them over the page.

THE FIRST EVER SHOOT-'EM-UP

Goodness knows - Space Invaders is the obvious answer, but most of the other early arcade games were shoot-'em-ups too - Defender, Asteroids, Galaxian and the rest. To find out what made it onto the Speccy first, well, we'll have to look back in the vaults and see what we come up with, shan't we?

Right, here we are with the very first issue of Your Spectrum (later to evolve into Your Sinclair), cover date January 1984. Flick to the review section and we have two Space invaders-type games, both from long-forgotten Anirog Software - Galactic Abductor and Missile Defence. The second issue (Feb 84. believe it or not) brings us such delights as Xark (Contrast Software), a Defender-type game and Alien Swoop (a Galaxians rip-off), while in issue three had Bug Byte's Cavern Fighter (a tunnel-based jobbie, like an early version of R-Type).

Hmm. Let's go back a bit further, shall we? All the early computer games mags were listings based (ie had lots of crap Basic games printed out line by line over oodles of pages, as if Program Pitstop had run rampant over the whole mag!) so we might find something in there. Believe it or not find something in there. Believe it or not, I have the very first issue of the very first computer games mag in the country sitting right here on my desk, cover-dated November 1981. There's only one Sinclair game in here (for a ZX80 or 81 - a Speccy forerunner - and taking up a whole 2K!). It's called City Bomb, and it's a sort of shoot-'em-up. Apparently you're in a plane at the top of the screen and have to bomb the city beneath you, flattening out a landing strip so you can put down safely. Thrilling stuff, eh? As for commercially available stuff, it's all lost a bit too far back in the mists of time to be sure. Still, shoot-'em-ups started emerging for the Speccy pretty soon after the machine came out, certainly by the end of '82. Throughout 83 people like Quicksilva and Bug Byte were churning out Space Invaders, Asteroids and Scramble clones advertised as 'being in 100% machine code and in colour' too, so perhaps it was one of those. Exciting stuff, eh?

RATINGS

In the great YS Guide To... tradition, for a one-off-only special occasion we've adapted our normal rating system to accommodate the shoot-'em-up theme. Here's how they work...

Alien-Death-Scum-From-Hell Factor
Are there oodles of inventive, nasty and extremely difficult-to-kill baddies all over the place (including the biggest, meanest muthas ever at the end of each level) or do you end up fighting a fleet of Trebor Mints?

Shopability
Are there oodles and oodles of well-thought-out and spectacular weapons available to pick up and use, or do you have to make do with the same crap little peashooter throughout the game?

Copycat Factor
Unusually, the lower the score the better here. Basically, is this exactly the same as every other shoot-'em-up ever (in which case it'll get a high score for being chronically unoriginal) or does it have something innovative and special about it to set it apart from the crowd?

Visibility Factor
Does everything make a degree of sense in Speccyvision, or is it all a jumbled mass of pixels, with bullets, missiles and even little spaceships winking in and out of view willy-nilly?

DNA Warrior
Aartronic

Here, I'm afraid, we have a representative from the ranks of what we loosely term 'crap shoot-'em-ups'. Note little white tadpole baddies, the little white spaceship, the total lack of anything of any interest at all really. Oh dear. Oh dear oh dear oh dear.


REVIEW BY: Matt Bielby

Blurb: VERTICAL SCROLLERS One obvious option for a shoot-'em-up, and one that's used all over the place, is the vertical scroller. This is where the action is viewed from a God-like perspective above it all, looking down on everything from a distance. The action scrolls up (or on the very odd occasion down) the screen. This has some advantages - it's easy to lay out complicated attack formations and the little spaceships can he the simplest blobby shapes and still function quite well but it can suffer from some rather major flaws too. The first is that the shape of your average TV or monitor is all wrong. Think about it - you're trying to present portrait-shaped action (taller than it is long) on a landscape-shaped screen (wider than it is tall). In a coin-op, which is where 85% of vertical scrollers originate, there's no real problem with this because you can easily build a cabinet with a tall thin screen to contain the action, but in Speccyvision the programmers have to waste large portions of the side of the potential play area to reproduce it Subsequently, all the sprites have to be fairly small to fit in, and on most TVs become next to invisible. You've effectively castrated the game before you've even started. There's one other major problem too - the background. Since most scrolling Speccy games have to be largely monochrome, any sort of backdrop (say a forest which you're flying over) can cause real problems. You'll be safe (but probably rather bored) if the programmer opts for a simple black starfield over which all the sprites will show up well, but anything beyond that courts disaster. All too often overzealous background artists, small sprites, even smaller bullets and the sort of slightly crappy TVs most of us use with our Speccies conspire to render your brand new vertical scroller virtually unplayable. Don't think I've got a total downer on them though - despite all the limitations some of the real classics use this design. Xenon, anybody? Clear backdrops, that's what vertical scrollers need. (So Gemini Wing's a sorry loser.)

Blurb: THE 'INTO-THE-SCREEN' JOBBIE Although occasionally attempted with reasonable success by budgeteers like CodeMasters, these often constitute a less than satisfying experience. All too often someone responsible for coin-op licence acquisition will pick out an arcade favourite with a giant hydraulic cabinet - say an Afterburner or Thunder blade - with little thought as to how it's going to translate to the home computer. (Not very well, usually.) Thus most 'into-the-screen' shoot-'em-ups are technically impressive and rather brave attempts to reproduce the thrills and spills of the original, but almost inevitably doomed to failure. Robbed of 3D, moving cabinets, and whizzo graphics, the limitations built into the game become abundantly clear - there's little real feeling of speed (difficult enough to create even with a rolling road as reference point, let alone without one), oodles of almost identical levels and very little to actually do. Boring. Videodrome, here we come - it's 'into the screen' time with F-16 Fighting Falcon.

Blurb: THE FLIP-SCREEN Not all that common, but these can work very well indeed - check out Raf Cecco's Cybernoid duo, for instance. The thing seems to be that if you dispense with trying to write decent scrolling routines (since the background doesn't move at all - you simply progress across the screen until you get to the far end, when a new one flashes up with your little ship in its new starting position) you can spend a lot more time making everything else very pretty and colourful and inventive. Thus flip-screen games have some of the best, clearest, most colourful graphics ever seen on the Speccy. On the minus side however there's the disconcerting, disorientating bit where your ship flickers off the right hand side of the screen, only to reappear on the far left of the next one. But they can be incredibly addictive (it's always a temptation to try for 'just one more' screen to see what it looks like) and, in the case of the Cecco games at least, can strike a fine balance between mindless blasting and working out the best route past each new obstacle. They're still pure shoot-'em-ups, but slightly more cerebral ones. Flip screen a la NOMAD - no place to run to, no place to hide. (It's a bit like playing Murder In The Dark really.)

Blurb: THE HORIZONTAL SCROLLER This is the other main option, and usually a much more sensible way to go about things. Not only is the screen the right shape, but you can have a very complicated and pretty bottom and/or top bit to it (the ground, or the edges of a tunnel, say), while leaving the bulk of the play area relatively free from obstructions. Most the great shoot-'em-ups (but by no means all) are built like this, including the Your Sinclair all-time fave raves like Uridium and R-Type. Game over, man! (Well, Game Over II to be precise.)

Blurb: GIANT ALIEN MUTHAS FROM HELL A few good end-of-level baddies can make a shoot-'em-up, a lack of them break one. Let's look at a few typical monsters, shall we? Dominator: Impressive pink mouth affair firmly in the R-Type mould, and nicely animated too - the eyes blink and teeth move. Unfortunately the rest of the game didn't live up to it. Mr Heli: A giant eye thing with lobster claws - not bad, the grey and yellow graphics don't help it to stand out as much as they might, do they? Silkworm: This is the other way to do it - not a giant fixed mass (like the other two) but a moving baddy in the vein of stuff you've already met on that level, but bigger. This super chopper is delightfully guppy-like.

Blurb: HOW TO DESIGN A SPACESHIP We cant really express how important a good central sprite can be - after all, other sprites may come and go, but you're looking at this one the entire time! Halaga: Hmm. Your basic Space Invaders/Galaxians thing - not too impressive, is it? Sidearms: Anyone able to tell me what's meant to be going on here? It just looks like a bit of a mess to me! Answers on a postcard please. Dark Fusion: A-ha! Now this is more like it - simple, clean design, easy to see but not too distracting. It's the biz.

Blurb: SO, YOU WANNA WRITE A SHOOT-'EM-UP? Would you believe it's not as hard as it looks? (Actually, the way loads of people seem to write shoot-'em-ups it doesn't actually look all that hard anyway!) Here are a few of your central ingredients... The Main Spaceship A little square box thing with another square box on the front will do fine here - nice and simple and to the point. Alternatively you could go the whole hog and stick as many spikey bits as possible all over it so the sprite looks 'interesting' from all angles. Enemy Spaceships Nothing wrong with a whole squadron of polo mints zooming through space towards you - after all, it's the cunningness of the attack formations that counts! The Name Something gun-like sounds good and hard (say Side Arms or Armalyte) though anything vaguely aggressive-sounding will do (Eliminator, Dominator, Xecutor, H.A.T.E). If you're desperate you can always go the pseudo-scientific route (R-type, P47, Ultima Ratio), opt for an animal name (Salamander, Silkworm) or go for that old standard, the meaningless, vaguely futuristic-sounding word (Triaxos, Xeno, Zynaps, Xarax, Sanxion, Uridium, Xevious). Lots of 'Z's and 'X's are good. Background Nice and complicated is fine - let your imagination go wild. Don't worry about bullets (or even smaller enemy squadrons) getting lost amongst the mass of background detail - you can always pass it off as 'challenging gameplay'. Collision Detection Don't make it too easy for them! It's perfectly all right if any alien coming within inches of the player kills him dead, while he needs to blast baddies six times for any effect to be felt Again, it's all in the cause of challenging gameplay!

Blurb: EVERY SHOOT-'EM-UP EVER Ha! You've got to be joking - I started working on it and got up to 150 names - and I was only half way through the poxy thing! Forget it!

Blurb: SHORTS Blimey! Space doesn't go very far when you've got a subject as big as this, eh? So, dotted across the next four pages, we've squeezed some mini (mini) reviews into snazzy white blobs (just like this) - not wham-bam classics, but all good representatives of a type…

Transcript by Chris Bourne

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