BATTLEZONE SIX
Professional, Originally Released On Cassette Only
Game Type : Arcade; Blast From Centre Of Screen In 8 Directions
Author : Robert S. Turner
Standalone Release(s) : 1986: BATTLEZONE SIX, Kansas, £3.95
Compilation Release(s) : None
Stated compatibility : Electron
Actual compatibility : Electron. Crashes On BBC Machines.
Supplier : KANSAS CITY SYSTEMS, Unit 3, Sutton Springs Wood,
CHESTERFIELD. Tel: 0246 850357.
Disc compatibility : ADFS 1D00, CDFS 1D00, DFS 1D00
Instructions
Play the most hectic battle of your life in the ultimate Zap game!
The myriad of aliens use virtually every screen movement imaginable, all with one purpose - to get you!
And would you believe 100 - yes, 100! - different screens. Never before achieved.
Base and firing control in eight directions. Pause control to enable saving to tape. Shield control. Sound on/off. Speed control.
One of our best ever and sure to be a real winner.
Game Controls
Z - Left, X - Right, * - Up, ? - Down, <SHIFT> - Temporary Shield
= - Pause On/Off, f0/f1 - Save/Load Game (While Paused)
Q - Sound On/Off, S - Change Speed, <ESCAPE> - Quit Game
Instructions' Source : BATTLEZONE SIX (Kansas) Mail Order Advertisement
Review(EUG)
Games produced by software house KANSAS were only ever available by mail order and came in uninspiring standardised boxes; the combination did little to foster any urge to buy their arcade games and the result is this game is one of the hardest titles to find in the Electron world. [Their adventures fare only marginally better. - Ed] This will be the first review of BATTLEZONE SIX you'll have seen.
Described in mail order literature as "the ultimate Zap game", the
non-existant scenario/instructions with the game itself immediately make it a
mindless machine code blasting affair. You control a circular base that looks
like an eye with tentacles, and are situated in the centre of an almost
full-screen window with the intention of shooting any other sprite that moves,
with your infinite supply of bullets.
The game is unlike any other - no bad thing - and, rather than blast a set
number of 'baddies', you play until each screen's timer bar runs down to zero.
In the playing area itself, you begin each of the 100 screens alone. You can
move left, right, up, down and diagonally with the correct combinations of the
standard Z, X, * and ? keys and fire with <RETURN>. Your bullets always
travel in the direction you are travelling so, for example, Z, * and
<RETURN> will send bullets off at 10 o clock until you release * (when
they will change to 9 o clock). This way of controlling the bullet flow results
in your sprite moving constantly back and forth across the screen.
Also moving around the screen by now will come the decidedly hostile
"things to shoot". These take on a variety of guises, from flashing
dandelion bulbs to tiny billiard table bombs. Some (standardised gun sprites)
skate around the outside edges of the window clockwise then anticlockwise. Some
(lightning bolts) bounce around "FRENZY lepton-style". Others appear,
pause and then explode if not hit, sending shrapnel in all directions. Yet more
bob about aimlessly. As you progress through the screens, more and more appear
at the same time as well as new varieties. The game also gets quicker and
quicker.
Generally, within ten seconds, the empty screen has descended into anarchy, or
even the BATTLEZONE of the title. (But why SIX, we wonder!) The constant
manoeuvring of your sprite in order to shoot, more than often leads to you
coming very close to whatever you're trying to hit. Make contact with it, or a
bullet loosed toward you, and you'll endure a fantastic PLANETOID-style
explosion and be sprayed over the whole of the playing area!
As the game is set in Mode 2 and the use of colour optimised, all lightning
bolts, guns, bombs, aliens and bullets look very slick. The execution speed
though is below par. On a standard Electron, the speed of the first screen
betrays the jerky movement of all the characters, including your base, spoiling
the imagery; on a TURBO Electron, execution whizzes along at such a pace as to
make the game far too hard. Now, because the game's author, Robert Turner, has
implemented a speed faster/slower option, this CAN be easily overcome. It's a
bit fiddly to change though as you must pause the game, press S, type a number
then restart it.
We now come to what seems a very strange concept for an arcade game: the
ability to save your position. By pausing, then pressing <FUNC><1>,
you will leave the Mode 2 screen completely and see a small Mode 4 menu from
which you can save the high score table, your position, both, return to the
game or catalogue a tape. You get a similar menu with <FUNC><0> for
loading data back in. Going back to the game pits you in precisely the same
predicament as you were when you paused it; even bullets and aliens are
reproduced exactly as they were!
This is a surreal addition to a game of this type; interesting to see and use
but somehow not quite qualifying as a rival for the password systems seen in similar
titles (eg. ANARCHY ZONE by Atlantis). Note that you must save any data to tape
(even on the disk version) as the tape system is enabled via machine code when
the program executes.
There is also a sound on/off option executed with the pause facility; and whenever pause is enabled, the border flashes constantly. With the high score table superimposed on top of a demonstration battle, there is some pretty impressive machine code at work in this title and it even comes complete with snappy little introductory music and credits. And if the going gets too tough, with the save AND a shield option, making you totally invincible for ten seconds, the odds against you always being wiped out on the fourth or fifth screen become quite neglible.
Unfortunately, despite new "things to shoot" appearing quite
regularly, the game really lacks imagination and becomes monotonous. With 100
screens to get through, completion - even allowing for advantageous saves and
reloads - will take a hardened player days if not weeks, and the repetitiveness
of each screen will not tempt many to try. That said, if you want a mindless
and unique shoot-'em-up with a professional edge, it's worth a shot. If you can
find it.
Dave Edwards, EUG #54