REVIEWS COURTESY OF ZXSR

Enigma Force
by Fred Gray, John Heap, Karen Davies, Simon Butler
Beyond Software
1985
Crash Issue 26, Mar 1986   page(s) 128,129

Producer: Beyond
Retail Price: £9.95
Author: Denton Designs

It's been a while coming but finally, the long awaited sequel to Beyond's famous Shadowfire is here. Having captured him at the end of the previous game, the Enigmateam is transporting wicked General Zoff across space in the Enigmacraft to face the Emperor's music. As the ship passes a nearby planet on the Imperial border, Zoff concentrates his psionic powers on the ship's guidance system causing it to crash. When the crew gain consciousness, Zoff has disappeared.

The planet is Syylk's homeworld and at the moment, its insectoid inhabitants are fighting a war with reptiloid troops loyal to the evil Zoff. These nasty creatures also have some ships on the way which, at some indeterminable time, will annihilate the planet. Controlling the Enigmateam - Zark Montor, Sevrina Maris, Syylk and Maul (the observant will have noticed that Manto has been written out of the script) - you have to locate the leader of the insectoids, make him your ally, find the only space worthy vessel in the reptiloid area and recapture Zoff as he tries to reach it. Simple.

Well, not quite. Commands have to be issued to the team and enemy troops have to be dealt with - all in the available time limit! Zark Montor is the team leader (and main character). Syylk is the second in command - a heavily armoured and incredibly fit fighter with a pathological hatred of Zoff. Sevrina Maris is the markswoman and locksmith of the team. Finally, Maul the robot, adds slow moving but heavy firepower.

Unlike its predecessor, there is an action display area at the top of the screen. This shows the interior of the underground complex into which the Enigmacraft has crashed, depicting not only the team but also the various allies and enemies in an isometric perspective. Like Shadowfire, there is a series of icons by which the characters are controlled in the lower half of the screen. The control procedure usually consists of selecting a character, and then selecting a command icon for that character. Up to five different commands may be 'stacked' for each character at any time. Miniature versions of the relevant icons are shown beneath the character's icon when this happens. Possible actions include four directional movement, picking up or dropping objects, and two different types of combat. A character's status can also be checked from the icon table along with other game 'utilities' such as making a character reload a weapon, activating an object (usually explosives), quitting, pausing and the like. When a character is to reload a weapon, you must first select a magazine of ammunition from the objects carried area. Only the existence of ballistic ammunition is made clear but other types exist within the complex. There are some object icons about which the manual says little except that you should discover their uses for yourself. One of these is a red fish... It would appear that some may be useless.

A particular character may be selected to be put directly under the player's control with the mindprobe icon. In this mode, the character may be moved about using either keyboard or joystick control. Actions are limited to movement and combat when this option is selected but it allows rapid deployment of the character which may be necessary.

The screen uses single colour graphics on a black background. The colour shown depends on the character under icon control. Sound effects support the actions of sliding doors, firing of weapons etc, and there is also an introductory theme tune.

Your mission awaits...

COMMENTS

Control keys: ENTER COMMAND (Top Row); UP (Second Row); Down (Third Row); LEFT/RIGHT (Bottom Row Alternate Keys)
Joystick: Kempston, Protek, Sinclair and Fuller
Keyboard play: Very fast
Use of colour: Well used on the icons, more simplistic on the game screen
Graphics: Very good use of graphic effects but character identity can become confusing if several are on the screen at the same time
Sound: Good theme and special effects
Skill levels: one


Controlling the characters takes some getting used to and this inevitably means the first few games are likely to be unsuccessful. Once you get used to the controls, the pace is fast and the adrenalin is soon flowing. Somehow, I still feel that the icons are a little gimmicky and unwieldy but this will probably not deter those already addicted to Shadowfire. An attractive feature is that the game is playable in its own right so it really doesn't matter whether or not you bought the prequel. The opening theme is really well constructed and the redefined character set used throughout the game is an effective finishing touch. I think the game would play best with a joystick. Otherwise it's useful to have thirty fingers.


I can honestly say that I didn't like the thought of reviewing this game, as I didn't get on with Shadowfire at all - there were too many different pages of icons and I found it a bit of a struggle inputting instructions quickly enough. There are no problems of that type in this game, however. After a few goes, getting used to inputting commands and practising fighting, this game began to grow on me. I've been playing it solidly for the last few hours and I can't see myself putting it away for a couple of hours more, at least. Graphically, it is far superior to its parent; the 3D works very well and the characters are detailed and move around the screen very well. Sound is also pretty good, with a tune at the beginning and a few well placed effects during the game. Generally, I'd recommend Enigma Force to everyone as it is very addictive and immediately playable.


Shadowfire was an enormous step forward for icon driven games and now Denton Designs have launched the sequel; which proves to be a worthy successor. Enigma Force is best summarised as a combination of Shadowfire and their other hit game Frankie. Getting into the arcade/adventure is no problem at all and within a short while using the icons becomes second nature. Should you dislike using the icons then you can play the game by controlling the character of your choice with a joystick. My main reservation about Enigma Force is that it may prove to be a bit easy. It doesn't take very long before you start doing quite well. On the whole this is a good game, much more arcade orientated than Shadowfire, that should appeal to fans of Denton's other games.

Use of Computer88%
Graphics87%
Playability92%
Getting Started82%
Addictive Qualities86%
Value for Money87%
Overall88%
Summary: General Rating: Difficult at first but rewarding, may prove quicker to solve than you think at first.

Transcript by Chris Bourne

Your Sinclair Issue 4, Apr 1986   page(s) 22

Beyond
£9.95

'Warning. Orbit decaying rapidly.' "Oh no!" 'Helm still not responding.' "Where's Zoff?" Meanwhile... An escape pod blasts off from the ship... 'ROM parity error. Support systems failing. Locate and neutralise Zoff.' "Hold on!"" KERR-ASHHH!!!!

Yes, they're back - the Enigma Team, the intergalactic good guys (and gal) who didn't so much marry the micro game and movie as combine the computer adventure with the comic book. Can't you just see them in the poorly printed pages of Marvel? Here they are again, along with arch enemy and all round baddy, General Zoff. (No Jemimah - that's not a Bulgarian insult. Why don't you Z... off!')

While escorting said dictator to face the emperor's wrath (and a long term in imperial chokey), he lets go a mighty psionic blast. Which just goes to show, they should never have let him near the pickled eggs. As the ship circles out of control, he ejects. And when the team wakes up they find their numbers reduced to five. So, as they say in all the best comics, roll call. There's Zark, Sevrina, Syylk and Maul... plus you as the team leader. Will those four, under your command, be able to recapture Zoff?

The action takes place in the subterranean complex beneath the capital of Syylk's home world. However that old platitude 'There's no place like home' is less than apt as the planet is wracked by warfare. In the good corner, the home team are the insectoid inhabitants, while their opponents are reptiles, loyal to Zoff. It's into this battlezone that the ship has crashed and the first task may well be to locate the chief insect, Big Bluebottle, and make friends.

Meanwhile Zoff will be making for an escape craft and safety, and that's hidden in the reptiloid zone (Didntcha just know it!). But first he'll need his passport to freedom - the Zoffcard (don't leave home without it.) And as if that wasn't enough the arrival of republican destructor bugs is imminent, all ready to eliminate the planet once and for all, so there's no hanging around to admire the view.

The most obvious difference between this and its predecessor, Shadowfire, is that now the action is happening right there before your very eyes - and in the glories of wide screen too! The icons are still there for you to pass on your commands, but now when you tell Syylk to go left, you'll actually see him do it in full animation. The subterranean chambers are effectively done and there's a reasonable sense of frenzied action in the battle scenes. Best though is the opening music, the Enigma Team theme, and the spot effects.

As before there's a lot of strategy involved to use each character to your best advantage. And not only have they got minds of their own, not placing themselves in positions of obvious danger, but they also have individual characteristics which shape their behaviour. There's a lot to find and use properly if you're to recapture Zoff. And if you try to do anything without making a map then you deserve to get as lost as you undoubtedly will!

Speaking personally, I must confess that my reaction to the game wasn't overwhelming but there's no denying that the Enigma Team is a great concept and there's certainly nothing wrong with the program. I'm sure that fans of Shadowfire will soon become absorbed.


REVIEW BY: Rachael Smith

Blurb: Zark Montor - the head of Enigma Team, he's more machine than man, making a real toughie. Choosing his icon here places him under your command. Syylk - a smoothie with a pathalogical hatred of Zoff and high stamina and heavy armour to back it up. Though the screen's as yellow as he is, it's no sign of cowardice - just that he's currently under command. Maul - not to be mistaken for a flying hamburger, this droid can have a devastating effect with his weaponry. Below these icons is a space to record any sequences of commands entered. The flashing box indicates that this icon to move left is currently under the cursor. Muscle beach? No, just an indication of strength remaining for the character in play. A written status report is available by choosing the icon below the right arrow.

Blurb: Here's where the contents of an area appear. Once you've decided to pick something up you then choose what here. Once it's done it'll appear in your personal inventory in the next section. No there aren't any brief cases in the game - these two icons indicate pick up and drop, but you'll need to use them in conjunction with the inventories. The colour of the bullet here indicates how much ammunition is lefty for the current character. It's worth keeping an eye on this and using the icon below to reload whenever it goes red. Avon calling! No, not a door bell but an activate or enter icon. You'll need to build the command by stating what you're activating from your inventory then. And if you didn't mean to set those explosives there's always the Oops command to erase your error. At times a futile, heroic sacrifice is needed. Then this is the icon for you as it transfers total control of the character to you so that they're moved by the joystick alone. There are two battle strategies. The double arrow is a general melée but the single one creates singularity of mind in hounding a chosen individual to the death. Useful for when you locate Zoff.

Graphics8/10
Playability8/10
Value For Money8/10
Addictiveness8/10
Overall8/10
Transcript by Chris Bourne

Sinclair User Issue 47, Feb 1986   page(s) 12,13

Publisher: Beyond Software
Programmers: Denton Designs
Price: £9.95
Memory: 48K
Joystick: Kempston, Protek, Sinclair, Fuller

I am Zoff, Lord Dictator of the cosmos, natural superior to any creature within my awesome domain.

They tried to defeat me, pen me up before I could become all-powerful. I admit my inadequacies but even the Enigma Force, who tracked me down in their spacecraft, could not hold me for long.

It was I who, using my psionic abilities, destroyed the reasoning faculties of the Enigma craft's guidance system. The ship began to malfunction but they could do nothing, tucked up in their cryogenic chambers, sleeping.

I thought then, pod took me towards the insectoid planet, that they might not get out of the tangled wreck alive. Such hopes were dashed ? they crashed into the underground insectoid complex. And now they are hunting me like some wild animal.

Team leader Zark Montor is a veteran fighter with battle injuries which have left him with a cybernetic arm. I do not underestimate him. His worth was shown in Mission Shadowfire.

Syylk, who's homeworld this is, has a pathological hatred of me. No doubt it was built into him by his insectoid brothers. They too will pay the penalty - my reptiloid allies are at this moment wiping them out.

Sevrina Mans, called Mistress of Mayhem, is the woman in the group. Among her many talents are a love of guns and an agility with locks. A most interesting adversary.

Maul is a combat droid which carries a devastating array of armaments. Those it lets off at the slightest provocation.

Their aim was to capture me and take me to their emperor. They succeeded in their first task but I foiled the second. Now they are out for vengeance. It is my death they desire.

Little do they know that the republic has sent destructor tugs to wipe out this planet if I am not captured...

General Zoff is on his way through the maze of corridors to find the only ship on the base ? a reptiloid craft in a reptiloid area. Your task, controlling the four members of the Enigma team is to find Zoff and kill him. In order to do that you must find the insectoid leader and befriend him. If you do not, the insectoid forces will remain hostile to you.

The instruction booklet may not be much help in finding your way through the mazelike corridors and rooms, but at least it shows all the controls clearly. The Shadowfire booklet was gibberish but the authors seem to have learned from their mistakes.

It provides a mission briefing, followed by an introduction to the icons which are easier to understand than those in Shadowfire.

The game is also easier to play and the plot is simpler. Just go through all the corridors, mapping as you travel, kill all reptiloid patrols, make an ally of the insectoids and find Zoff's ship. You have to get off the planet before it is destroyed.

The play screen is split horizontally into three. The top section shows a 3D representation of the underground room or corridor you are in, and the characters who are there. The middle section displays each character's identity icon. There is a small window below each of these which shows the commands you are giving the characters, and special objects when they are picked up.

As with Shadowfire you can take on the role of any one of the four main characters. Position the cross-hair cursor over the character icon - which should start flashing - and press ENTER. At that point the screen will change colour to match the colour of the icon you've just selected. That way you know who you are moving.

The bottom section of the screen is the most important it scrolls across the screen as you move the cursor, uncovering a large variety of icons which are used to manipulate characters.

The character status display is much simpler than that in Shadowfire. It contains just a bar chart showing strength - a rating which changes depending upon the character you select.

When you have selected a character you can move using the large arrow icons. Sometimes the characters will not move out of a room, presumably because the programmers wanted to show that the characters have intelligence. That intelligence is best seen when the Enigma characters have run out of ammunition and run into a reptiloid patrol. On such an occasion you will probably find that the team scatters screaming 'Okay, tactical retreat', No ammunition', or 'Help, enemy on all sides'. That's no way for a hero to behave.

None of the characters has ammunition when the game starts but scattered on the floor of the crash site are cases of ammo. It is common-sense to make each one case - there are three cases and a red herring - about which more later.

When you've picked up your ammo you should not all move off as a group. You can split up in pairs. The advance party should include Syylk, although the which, Beyond says, you will have to fathom for yourself - just remember that familiarity does not always breed contempt.

Although Enigma Force depends more upon action, movement and mapping, than strategy or adventuring, you will need to pick up objects other than ammo. For instance, there are keys, explosives and that mysterious red herring.

The programmers have used the same Shadowfire object manipulation icons for Enigma Force. Pick-up is shown as a hand carrying a case and drop is a hand releasing a case. Activate, a finger on a button, will allow you to prime weapons or use objects such as toolkits and Load Weapon, a gun with powerpack, will make your weapons ready to fire.

Of the objects I picked up I could only activate a key for an electronic lock, explosives and a red herring (Just what is this red herring? Ed). Do you really want to know? (Yes. Ed). Okay, you must experiment. Give the object to each of the team members in turn and activate it. When you hit the correct character the red herring will turn into something a lot more useful and a lot less fishy.

Explosives are fun to use but deadly if triggered in the wrong way. At one point, during a fight with reptiloid guards, I decided to let off a charge. I primed the explosive and then quickly left the room. There was a big bang and I found the character - Sevrina in this case - saying, Goodbye, cruel world. I had forgotten to let go of the charge.

Reptiloids can be just as stupid wherer explosives are concerned. Although they will retreat if they run out of ammo they don't appear to run for cover when a primed bomb is placed in full view.

In some instances your characters may not obey your commands and you will have to use the dreaded mind probe. It is a device which will chain the mind of its victim so that you can move him or her manually, by joystick or cursor, and fire without question.

The use of the mind probe can greatly enhance your chances of winning battles. If you use it on a character who is cornered by the enemy you can fire at will or make a run for it. The main characters are unlikely to run during a fight without the mind probe, even if you tell them to move themselves.

Moving a character around under mind probe control can be a boon at the beginning of the game. Although Enigma Force contains fewer rooms and corridors than Shadowfire, a map is vital because no floorplan is shown in the game.

Map-making is quicker if you use one of the characters, such as Syylk, to rush around the rooms, avoiding patrols and finding locked doors. Unfortunately, you cannot pick up objects when using the probe but, as all objects have a definite starting position, you can just log them and retrieve them later.

During the game Zoff may appear almost unnoticed, in the thick of the fighting. Here is your chance to kill him. He wears a purple coloured suit but - on the Spectrum version of the game - he is fairly difficult to recognise unless you are looking intently at your scanners.

You may feel slightly disappointed when you first see the 3D graphics in Enigma Force. They are not as colourful as the Commodore 64 version but the action, particularly in the many fight sequences is more realistic. The authors have gone for realism of movement rather than colour clash.

The sound, which unfortunately is only sustained at the beginning of the game, is also excellent. That gives the finishing touch to what is an excellent game - certainly easier to play and more immediately attractive than Shadowfire. I am quite enamoured with Maul, the manic droid, and love the way he spins on his axis during the game...

...Not for long, I, Zoff. will put a spoke in his central drive.

So you still haven't caught me. At last I have passed the final sliding door and found the reptiloid ship which will get me off this planet. That's handy...

Excuse me while I sniff into my prototronic hankie. I'm getting tired waiting here. I'm to have a sprint down the corridor. Perhaps we'll meet around the next bend.

General Zoff/John Gilbert


REVIEW BY: John Gilbert

Overall5/5
Award: Sinclair User Classic

Transcript by Chris Bourne

C&VG (Computer & Video Games) Issue 54, Apr 1986   page(s) 26,27

MACHINE: CBM 64/Spectrum
SUPPLIER: Beyond
PRICE: £9.95

"We've taken the icons from Shadowfire; developed some incredible new animation techniques, and composed a powerful music score. The result? An adventure in which you can see, hear and experience the action!" So says the Enigma Force manual.

All that means is that Denton Designs kept the good bits from Shadowfire and added a whole lot more. Result... a game with enough novelties and polish to appeal to all you cerebral gamers with an itchy joystick thumb. A game which is many of the things Shadowfire wasn't.

For those of you who did not read January's C+VG, Enigma begins where Shadowfire left off.

You and the rest of the E-Team have captured General Zoff, the well known republican dictator, and have been ordered to escort him to the Emperor's homeworld to face trial. But before being captured, Zoff was still able to declare war on the Empire.

Anyway, all goes according to plan until the E-craft is about to cross the Imperial border when... (the following is far too gruesome for a family mag and has therefore been censored! Ed.)

The next thing you remember (and we're prepared to print) is waking up next to the twisted remains of the E-craft which, you quickly deduce, must have crashed landed. Almost impossibly a message is still visible on the ever fading computer monitor. It reads, "...planet identified as Syylk's homeworld. Our location is an underground complex beneath the capital city. Syylk's people, the insectoids, are locked in battle with reptiloid storm troopers loyal to Zoff.

Communications scan reveals republican destructor tugs are due all planet at indeterminate time. Their arrival will signal this planet's elimination. My recommended course of action:

1) Locate insectoid leader and convert to ally.

2) Only spaceworthy craft is located in reptiloid area. Find it.

3) General Zoff heading for this spacecraft. Apprehend in the name of the Emperor.

4) Insectoid alarm system will signal approach of destructor tugs and your elimination.

The upper half of the screen is your window into the game through which you can see the whole of the underground complex on Syylk's homeworld.

The icons in Enigma are divided into discreet sections.

Characters in location/character in play: Here you get a reminder of which team member you're controlling at the moment as well as a graphical list of all the other characters in the same room.

Movement icons: One of two ways that members can be intentionally moved about.

Also included in this section of the screen are the music on/off toggle and the "to status screen" icon. The status screen serves as a pause game function but also gives information as to the health, or otherwise, of your team.

Objects in location: Anything that can be picked up will be shown here. Hint - if you are unfortunate enough to lose a team member you can still pick up all the objects they were carrying when they were killed.

Objects carried by character in play: Apart from providing vital information this section is used in conjunction with the command section.

Command: These include pick up, drop, activate, reload, defend and hold, hound to death and mindprobe.

Objects you may find include Keycards: There are a number of these dotted around the place each of a different colour.

Toolkit: This was no doubt dropped by a fleeing insectoid but will prove most useful in Sevrina's hands.

Red fish: Although closely related to the herring they are not!

Ballistic magazine: This is your basic ammo although you are advised to find an alternative very quickly if you want the enemy to take you at all seriously. The green keycard may help you here!

Explosive: Good for party tricks but not easy to use effectively when the heat is on. DON'T forget to drop it once the

As you may have guessed you're not going to get far unless you do make a map. Denton have not gone out of their way to make this an easy task. Moving from room to room can be a very disorientating experience as your view may not always be south to north as you would expect.

Sometimes rooms are seen from the west wall looking east.

The problem with Enigma is that the deeper you delve into it the more shallow it reveals itself to be. The net result may not prove to be enough of a lasting challenge for those gamers who enjoy their grey matter being stretched every which way.


Graphics8/10
Sound8/10
Value8/10
Playability8/10
Award: C+VG Hit

Transcript by Chris Bourne

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