Ikari Warriors is a vertically scrolling shoot-em-up developed by SNK for the arcades in 1986. The game was converted in 1987 for the Amstrad CPC, Commodore 64, ZX Spectrum, Atari ST and Amiga by Elite. Equipped with a machine gun and a limited supply of grenades, you must fight your way home from deep inside guerilla territory!
Your plane crashed in jungle many miles away from your headquarters. You begin as one of the two available survived commandos either Ralf or Clark (you can also play in 2-player mode) and the main task is to fight through the Ikari Village and kill every enemy on your way (soldiers, tanks, cannons etc), and ultimately rescue General Alexander Bonn who's been seized by a band of revolutionaries and held captive. Apart of your main weapon (a machine gun) you have a limited supply of hand-grenades too. Grenades can be easily found by destroying enemy sites (barracks etc). Apart from being on-foot, you can also ride a tank and bomb everything at sight. Tanks are immune to soldiers' bullets but not to mines or cannons. Note that Tank's fuel is limited but fortunately you may easily find extra fuel along your way. It's quite interesting that if your Tank is being shot (by a hand-grenade or a missile or by enemy Tank), you have a few seconds (about 3 or so) to leave it and run away before it explodes! Ikari Warriors is a unique for its era bottom-up arcade shooter and many games resembled its gameplay in the later years. It was SNK's attempt to out-gun Capcom's Commando arcade- title which plays similar but with much fewer features (such as the use of a Tank)
The Amiga conversion is quite good, including most of the original stage details as well as, the coin-op introduction with your plane crashing into the jungle. unfortunately the game looks like a direct port from the ST, and thus the game runs in 16 colors. Sprite animation is fine, and screen scrolling is fluid here (in contrast to the ST conversion which suffers from frame-rate slowdowns). Of course by 1987 the programmers did not use the full potential of the 16 bit home computers (Amiga, ST) and thus technically the game graphics looks like a (nice) 8 bit conversion. The sound here does offer sampled data, and consists of the original music and sound FX including gun-firing, explosions and mine-alert sounds during gameplay.
In-game music sample:
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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