REVIEWS COURTESY OF ZXSR

Rolling Thunder
by Donald J. Campbell, John Prince, Leigh Christian
U.S. Gold Ltd
1988
Crash Issue 50, Mar 1988   page(s) 89

Producer: US Gold
Retail Price: £7.99

Geldra, another ruthless megalomaniac, controls a secret organisation that threatens world domination and the like. He and his evil crew must be stopped before it is too late, as usual.

So top agent Albatross is assigned to penetrate the headquarters of Geldra's gang.

But this is going to be no mere perambulation through ten horizontally-scrolling levels of a secret organisation s HO before confronting the leader in a final showdown, oh no. Crawling from the woodwork and dashing from doors are hordes of Geldra's hooded thugs who, we are told, 'will shoot, punch and drop bombs on you, inexorably draining your energy'. (Look - they weren't hired to be original, right?)

But Geldra's crew is not the only obstacle Albatross must overcome. Automatic lasers with deadly fire, and a lava pool with a vicious complement of 'fire-men', await the secret agent. And Albatross has just four lives to take him through the network of passageways, doorways and balconies.

With reactions the speed of light, Albatross can easily leap above or duck beneath a hail of bullets, and he carries a pistol and a machine gun.

COMMENTS

Joysticks: Kempston, Sinclair
Graphics: jerkily-animated main characters, simple backgrounds
Sound: a couple of interesting tunes, with good sound effects


This is so frustrating! The game structure is appealing (if unoriginal) but the action is annoying. It's not as though Rolling Thunder is easy to begin with - not only do you have to watch out for the enemy getting too dose, but you've also got to keep a lookout for bullets you can hardly see.

Otherwise it's fair: the characters are reasonably well-drawn but jerkily animated, and the backgrounds are more functional than decorative, simple line drawings set in gaudy colours.

But forget the passable graphics - Rolling Thunder is marred by tedious gameplay. Why do you have to get sent right back to the start of a level whenever you're killed?

The potential is there for a really smart game; perhaps if it had been play-tested more Rolling Thunder would have realised that potential rather than failing this way.
GORDON [34%]


I'm very impressed with this - but most players will find it very, very hard.

It's a simply-laid-out but expansive (especially in the second area) platform shoot-'em-up. There's not much colour, but it's well used - creating very detailed and varied impressions. And the sound effects break up the monotony of running (Impossible Mission-style) and often hint at what Geldra's guards are going to try next.

I didn't get even the slightest bit infuriated with this very enjoyable game, despite the 'going back to the start' syndrome that annoyed other reviewers - mind you, I am pretty good at it!
PAUL [59%]

REVIEW BY: Gordon Houghton, Paul Sumner

Presentation63%
Graphics57%
Playability45%
Addictive Qualities44%
Overall47%
Summary: General Rating: A sound, traditional idea let down by gameplay problems.

Transcript by Chris Bourne

Your Sinclair Issue 27, Mar 1988   page(s) 18,19

Your Sinclair's resident cartoon spy, Phil Snout, rolls up his thunder and trots along the platforms of this latest US Gold arcade smash!

FAX BOX
Game: Rolling Thunder
Publisher: US Gold
Price: £8.99
Reviewer: Phil South

It's difficult to play arcade games these days, without thinking about the time when they'll certainly appear on your Spectrum. And sure enough, the other day, arriving home from the arcade after spending about three quid on Rolling Thunder, I found that Tizzy from US Gold had sent me a copy of the self-same game... Tsk! And what a corky little number it is too! Why be like me and dribble all your spondulicks into an arcade piggy bank, when you can play it here and now for free on your own Spectroid?

Rolling Thunder if you haven't seen it (where've you been?) is a totally spondicious shoot 'em up, where you play the part of a sharp shooting undercover cop, codename Albatross, whose mission (should you choose to accept it) is to penetrate the underground fortress of the evil Geldra and rescue some unfortunate hostages. What's on his mind? Well, it seems that Geldra's got a plan to conquer the world, and it's up to the Rolling Thunder Undercover Police to stop him. So you break into the deserted warehouse, and search for the secret door. Suddenly you are plunged into the winding corridors of Geldra's underworld... everywhere you turn, his hooded minions leap from doorways, spitting bullets from their pistols and broken limbs from their flying fists. You've got to be quick on the draw and a very fast runner if you want to rescue the hostages instead of joining them.

The format of Rolling Thunder could be described as a sort of deluxe platform game, with two-way/left to right scrolling (sometimes even up and down!) with most of the action taking place on two levels.

The upper level is a catwalk high above your head, which you can leap up to by pressing fire and up at the same time. Along each level leading down to Geldra's Palace, are doors through which his minions spring, ready to do you a mischief. There are five levels, which you must go through twice in order to get to your final objective. The second time around some new hazards are added, with things like laser cannons and precarious lava pits, making a difficult job impossible. That's the one thing I would say to you about Thunder: It's piggin' hard! It's one of the fastest shoot 'em ups I've played this month and, with the possible exception of US Gold's other biggie, Bedlam, the one requiring the most skill.

So make like a cold cure and don't waste a second. Nip down to the shop and get Rolling Thunder. You won't regret it.


REVIEW BY: Phil South

Blurb: There are three types of doorways in the complex. There are normal door which open inwards, and sliding doors which slide to the right. The final type, and the type commonly found deeper down in the levels, is the turbo doors which slide straight up. Bear in mind that nipping into the doorways is a good way to avoid bullets. There are only a couple of ways you can avoid a bullet besides ducking, so jumping up a level can sometimes save your life. But getting the joystick to do it for you is sometimes a bit tricky. Practice this move on lower levels so the skill won't desert you when the going gets tough. In one of the warehouses, there is a stack of tyres. Not very dangerous, you might think, but this section can decide a game on its own. You have to jump over the edges of the tyres, making sure you don't stand on them. The reason being that some of Geldra's baddies are lurking inside the tyres. Stand up and they'll shoot! Getting through the doors with a bullet sign on them allows you to fill up with single shot ammo. Although it's slower to shoot than automatic ammo, it lasts a lot longer, and you don't waste any if your finger hangs on the trigger a micro second longer than it needs to. On one of the first levels you encounter, to the rear of the warehouse section of the game, you will come across a stack of packing cases. You soon realise that you have to climb these to continue through the section as there's a catwalk in the roof and no door on the ground. At the end of the caves are the lava beds. Now these would be impassable if it wasn't for the handy little platforms. That makes it much easier, yes? Well it would, but for the fire demons who waft across the pits, blasting people to death. Unless you shoot them in time you'll be back in the crisp bag again. As well as the single shot ammo, there are doors leading to Rapid Fire ammo, too. Collecting and conserving these is crucial to your being able to finish the game. So don't spray bullets around haphazardly. Try to squeeze single rounds on your way through the complex, and shoot to kill. Once through the cosmetic parts of the complex, you begin penetrating deeper into the real hideout. The normal man-made corridors become rougher as your enter the caves upon which the complex was built. Further still and you begin walking over stalagmites, but still the villains pursue you. Level six is just like level one, except for the fact that all of a sudden, high voltage laser nozzles prod out of the ceiling and begin strafing the ground. So you have top cope with more baddies than you had last time, plus avoid the laser beams... This is, unless you enjoy being a Walkers crisp. Once you make it to the control room the first time around, you have completed the first objective and are sent back to the beginning again. You have to work through the same five levels again, with more baddies to shoot, until you take the control room again and go through it to Geldra's palace. Although you don't actually see the hostages, they are released as soon as you destroy Geldra. This isn't easy, as you need to hit him with quite a lot of bullets before he'll die, and single shots just aren't quick enough. So collect as many machine gun tokens along the way as possible.

Graphics9/10
Playability9/10
Value For Money9/10
Addictiveness9/10
Overall9/10
Award: Your Sinclair Megagame

Transcript by Chris Bourne

Sinclair User Issue 71, Feb 1988   page(s) 14,15

Label: US Gold
Author: Tiertex
Price: £7.99
Memory: 48K/128K
Joystick: various
Reviewer: Chris Jenkins

Rolling Thunder is an astonishingly faithful conversion of the Namco com-op. It's a rollicking, shooty-shooty romp which brought the blood back to my cheeks and countless curses of frustration to my lips.

A horizontal scroller (and pleasingly smooth too). Rolling Thunder is a secret agent epic in which your task is to penetrate the headquarters of a sinister organisation dedicated to... er, being nasty. In this case their nastiness takes the form of kidnapping some poutaceous beauty who lies bound and gagged at the end of the last level. Incentive enough to complete the game, you might think, and since its up to you to rescue her...

The hooded villains, who look like particularly nasty Klu Klux Klansmen. don't hesitate to PUNCH! you in the gob, SHOOT! you in cold blood, BOMB! you from the balconies or DROWN! you in the lakes (OK Jenks so you've been watching Batman on TVAM too), so you should have no compunction about gunning them down. All the animation is beautifully done, from the running figures, to the death-defying vaults over the handrails and onto the balconies, to the valiant leaps across (and into) piles of tyres, from which you have to peep out to shoot down cheeky chappies.

Mr Thunder ("but you can call me 'Rolling' ") has a limited supply of bullets. This can be replenished by standing in front of doors and pushing the joystick up to enter and search rooms. Some are empty, so they're only any good as temporary hiding places - but that's a bit wimpish. Some contain bullets, and others contain more powerful guns which shoot 'megabullets'. These can kill a hood with a single shot, and so are much prized. The baddies collapse gracefully in a heap, whereas if you are shot or punched to death, you clutch your throat, fall in a pile and expire unpleasantly. While the backgrounds of balconies, doorways and barrels are nicely detailed there are also areas which are just green lumps, the significance of which I can't explain.

While Rolling Thunder is very much a quick-reaction shoot-em-up, you really have to plan your advance if you are to have any hope of surviving; leap to and from the balconies, and avoid fighting as much as possible; save up your bullets, watch out for hoods emerging unexpectedly from doors, and you might have a chance.

Rolling Thunder is very much like an immensely superior Kung-Fu Master. The graphics and animation are great, and it looks like there's enough gameplay to keep you occupied for many long sessions. The most successful coin-op conversion I've seen for a long time.


REVIEW BY: Chris Jenkins

Blurb: PROGRAMMERS Tiertex may not be a name you've come across before, but a brief look at the Manchester firm's Softography will indicate its calibre. John Prince and Duncan Campbell make up the firm. John has a PhD in physics and is aged between 24 and 27 and Donald is 24 and has a masters degree in electronics. Softography: Ace of Aces (US Gold, 1987), 10th Frame (US Gold, 1957), Goonies (US Gold, 1987). 720° (US Gold, 1987).

Overall8/10
Summary: Great fun with this deceptively straightforward but stylishly programmed coin-op conversion.

Transcript by Chris Bourne

ACE (Advanced Computer Entertainment) Issue 6, Mar 1988   page(s) 52

Shoot some hoods with US Gold.

Geldra's the main villain in this conversion of the Namco coin-op. It's up to agent Albatross (you) to penetrate the ten levels of Geldra's secret base and confront him. Rolling Thunder is a platform shoot-em-up viewed side-on, with swarms of Gelda's guards instructed to punch, shoot or blow you up on sight.

Thankfully you're armed with a pistol and a machine-gun, and you can collect ammunition for both through marked doors - from which the guards also appear - situated at ground level and on balconies. Jumping up and down in pretty simple though. The arcade version's guards had coloured hoods to indicate the number of shots required to kill them, but there's no such indication on the home micro version - you have to assume each guard will need the maximum.

The coin-op has been faithfully converted and the programming team have done a remarkable job considering 8-bit limitations it's fun to play and quite addictive in the short-term, but as with most coin-op conversions, the challenge will fade quickly.

Reviewer: Andy Smith

RELEASE BOX
Spec, £8.99cs, Out Now
C64/128, £9.99cs, £11.99dk, Imminent
Amstrad, £9.99cs, £14.99dk, Out Now
Atari ST, £19.99dk, Imminent
Amiga, £24.99dk, Imminent

Predicted Interest Curve

1 min: 80/100
1 hour: 78/100
1 day: 88/100
1 week: 60/100
1 month: 30/100
1 year: 0/100


REVIEW BY: Andy Smith

Blurb: SPECTRUM VERSION The screen's well-coloured and the absence of colour on the characters ensures there's no attribute clash. Sound unfortunately is diabolical. Gameplay is sightly slow and a little tricky to master.

Blurb: AMSTRAD VERSION The graphics are colourful but have a chunky look about them. Gameplay is slower than on the Spectrum, making the game slightly less enjoyable to play (frequent death problems). Generally very similar to the Spectrum version but not quite as playable. Graphics: 8/10 Audio: 2/10 IQ Factor: 2/10 Fun Factor: 7/10 Ace Rating: 690/1000 Predicted Interest Curve 1 min: 80/100 1 hour: 75/100 1 day: 80/100 1 week: 60/100 1 month: 30/100 1 year: 0/100

Graphics7/10
Audio1/10
IQ Factor2/10
Fun Factor8/10
Ace Rating715/1000
Summary: Short-lived excitement. Doubtful whether you will bother loading this up in a year's time.

Transcript by Chris Bourne

The Games Machine Issue 4, Mar 1988   page(s) 52

Spectrum 48/128 Cassette: £8.99
Amstrad CPC Cassette: £9.99, Diskette: £14.99

ALBATROSS FLAVOUR

Converted by Tiertex, who also worked on US Gold's 720°, Rolling Thunder has been licensed from the Namco coin-op and is one of the more expensive licenses bought recently. The conversions are both pleasing, and make up for the disappointment provided by Out Run over the Christmas period.

Playing a hero codenamed 'Albatross' doesn't really bode well for a mission to overthrow a secret organisation controlled by the sinister Geldra.

The action takes place across ten levels of horizontally, and occasionally vertically scrolling backdrops set in Geldra's underworld base. The agent's route is littered with obstacles such as crates, rocks, and piles of tyres, and Geldra's hooded henchmen armed with guns and bombs are continually on his trail. This opposition is swiftly eliminated by a couple of wellaimed shots from Albatross' revolver or machine gun, until his ammunition runs out - thereafter he has to defend himself in unarmed combat.

Additional ammunition is collected from behind specific doors, indicated by a bullet or machine gun arrow on the wall. These alcoves also provide a temporary respite from the ensuing carnage.

Surprisingly, the beginning of level one appears the hardest. In which the Albatross is faced by a sudden attack from a four or five man gang with only the pistol for defence. By later levels, the defence systems have engaged automatic lasers, and the action finally climaxes in the encounter with Geldra at the end of level ten.


Blurb: AMSTRAD CPC Overall: 78% Only slightly less appealing than the Spectrum version, the Amstrad Rolling Thunder is closer to the arcade in level of difficulty, compensating for its slower overall speed. The graphics are extremely colourful, almost to the point of being garish, but both scrolling and animation could be better. Entertaining and challenging.

Blurb: "Rolling Thunder is one of the more expensive licenses bought recently..."

Overall80%
Summary: Rolling Thunder provides a highly addictive romp through violence, and is a well designed conversion considering the Spectrum's limitations. Playability is high and, like many games of this sort, knowing the layout of the levels help to endear its gameplay. The well-animated graphics are mainly monochrome, but there's a fair but if colour splashed about elsewhere. Scrolling is slightly jerky, but Rolling Thunder is good fun, not too taxing on the brain cells, and quite deserving of the sum asked.

Transcript by Chris Bourne

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