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|Developer / Publisher||Ocean|
|Media||1 x |
|You control USA's elite fighters with the aim of destroying missiles held by terrorists. The game developed in 1990 only on Commodore Amiga, Atari ST,PC (MS-DOS) and the 8bits Amstrad CPC+, Commodore 64 and the 8bit video-game console GX4000 by Amstrad. Although it's great graphics and sound, it's also one of the harshest taskmasters you'll come across.|
| A helicopter crew of an elite American commando unit (Navy SEALS), has been kidnapped in Beirut by terrorists. A group of five of their comrades has been sent out to infiltrate the terrorists' headquarters, rescue the hostages and destroy their stockpile of Stinger missiles. You have to sneak up on the terrorists who are heavily armed, make sure they haven't seen you, then shoot them before they do the same to you. A single shot will take you down too! This is a very tough game I must say. The excessive difficulty makes it one of the harshest games you'll come across. Unlike the vast majority of run-and-gun games in which enemies are dumb, Navy Seals features enemies who shoot on sight. I never did it to the end I must confess! |
The game is an excellent example of how far the Amstrad CPC+ home-computers and the GX4000 console hardware can go, I believe. Navy Seals showed more than a hint of the capability of the CPC+ hardware. As a cartridge-only release, it made use of the computer's extra features, boasting smooth scrolling and excellent animation. The graphics are awesome and superior to other 8bit versions (i.e. the Commodore 64 micro-computer), with beautiful backgrounds, loads of colors and smooth sprite animation.
The sound features a pretty nice intro-music theme but the in-game SFX are poor (gunshots etc) which is rather awkward here.
|Some videos belong to retroshowcase.com (indicated); others not|
|CPU: ZiLOG Z80 processor clocked at 4 MHz|
MEMORY: 464 CPC+ 64Kb RAM, 6128 CPC+ 128Kb RAM, 32 kb ROM
GRAPHICS: 12bit RGB color palette (4096 colors) supporting 32 colors on screen (16 + 15 for sprites + 1 border). Up to 16 hardware sprites. Splitting the display into separate modes and pixel scrolling both became fully supported hardware features.
SOUND: AY-3-8912 chip, 3-channel stereo, DMA for high-quality samples (with minimal processor overhead).
|12bit RGB 4096-colors palette (32 on screen)|
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