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Game info

Nebulus 2

Nebulus 2
GenreArcade Platform
DeveloperInfernal Byte Systems
Publisher21st Century Entertainment
Reviewed byndial
Nebulus 2: Pogo A Go Go is an action platform with unique gameplay that plays virtually identical to the original Nebulus title (from Hewson) but of course with tons of new extras to make the game even better than the first. Release only for the Commodore Amiga computers, offering some great visuals and intense gameplay but difficulty is an issue here, much like its predecessor.
Nebulus 2The As in the original Nebulus, Pogo (a small green blob with no arms) must make his way to the top of the slowly rotating towers and claim them back from the evil Uncle (!). Once he has achieved this, he has to make his way back down again to repair all the damage inflicted by that Uncle. As long as Pogo reaches the bottom, he then hops into a chopper and flies off to the next tower, via the obligatory bonus stage. The bonus stages can be with Pogo flying with a kind-of-chopper through clouds and collecting bonuses while avoiding enemies, or Pogo travelling with a little sub underwater, again collecting bonuses and avoiding underwater mines and other hazards, and even Pogo riding as a cowboy a kind-of horse (!) in a ground tour to collect bonuses and avoid hazards such as pits and deadly rocks. Nebulus 2 offers a total of 8 towers full of nefarious monsters. All manner of weird creatures inhabit the towers and no two towers are ever alike too. Fortunately there are several power-ups here (in contrast to the initial Nebulus title) which include jet-packs that rockets Pogo round the tower killing everything in his way, magnets and jumping boots that lift Pogo to certain platforms etc. The towers have some doors locked too, so Pogo must find certain keys in order to unlock and get through.
Much like the original, contact with monsters doesn't kill you, it just knocks you off your perch and send you down a few platforms (which is rather annoying if it took you 10-20 minutes to get up there!). A pretty good game, with unique gameplay, nice visuals but tough to play at times.

The graphics are really tasty and very colorful with plenty of variety. In fact they are too colorful and you may easily notice that way more than the standard Amiga 32 screen colors are used here. Actual screenshots showed 80 to 110 colors on screen which is rather impressive! Scrolling is fluid and helps to make the game easier during gameplay. The flying, ground and underwater stages are very nice too, offering classic 2D horizontal scrolling gameplay, again with some impressive numbers of background color shadings.
Sound is good, bright and crispy with some sampled SFX such as the atmospheric howling winds the higher you go up, the lifts clank and creak, the magnets hum and give off metallic clangs when they hit a platform. Unfortunately there is no in-game music in the tower stages but only at the bonus stages, whilst there is a nicely composed introductory tune at the main menu.
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Intro/Menu music:  In-game music sample:
Gameplay sample
Hardware information

Amiga 500/500+

Amiga 500/500+CPU: Motorola MC68000 7.16 MHz
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
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