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Game info |
| | Fire & Forget 2 | | Genre | Action Shooter | Developer | Titus Interactive | Publisher | Titus Interactive | Released | 1991 | Rating
| Graphics: | 7.0 | Sound: | 7.0 | Gameplay: | 7.0 | Overall: | 7.0 |
| Reviewed by | ndial | Fire And Forget II is the sequel to the Fire And Forget title developed by the team that brought us Crazy Cars! Basically it's a sort of a Chase HQ style driving game in which you don't actually have that much control over your car, rather than shooting incoming cars found in your route. The game was released for the Amstrad CPC, Amstrad CPC+, Commodore Amiga, Atari ST, Commodore 64, PC (DOS), Amstrad GX4000 and Sega Master System. |
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Review |
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STORY / GAMEPLAY An evil madman and his cronies are driving towards your city, ready to blow it up with a nuke. Your mission is to prevent them from doing so. You must drive through five different levels, chasing, shooting and killing enemies, until you reach the level's big boss and stop him for good. You can gain points for every robot and boss you arrest and the points can be tallied after you win or lose a level. The gameplay is somewhat difficult as you will probably die many times by running directly towards the suicide robots. Fire And Forget II is basically a sort of Chase HQ style driving game, in which you don't actually have full control over your car, rather than shooting all incoming baddies blocking your route. If you just leave the vehicle on its own, it will quite "happily" negotiate the bends and twists. There doesn't seem to be much skill in shooting the enemy crafts as they appear to rely more on luck than anything else and quite often you end up losing a life hit by a single bullet that comes out of nowhere! I think that this game could have some more gameplay variety but nevertheless it still remains an acceptable action game. GRAPHICS / SOUND The CPC+ and GX4000 graphics are colorful though I would expect more background details on this more advanced 8bit hardware. Your vehicle, although small, is nicely drawn and well animated compared to the rest of the game's sprites that look blocky and badly done. Notice the nice blue color gradient in the sky. The sound is fair though, featuring a few sound effects and a quite nice music score. | |
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Screenshots |
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Gameplay sample |
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Hardware information |
| GX4000CPU: ZiLOG Z80 processor clocked at 4 MHz MEMORY: 64Kb RAM, 32Kb ROM GRAPHICS: 18Kb VRAM, 32 colors maximum (16 + 15 for sprites + 1 border) on screen. Video display which saw an increase in palette to 4096 colors and gained a capacity for 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).
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| 12bit RGB 4096-colours palette (32 on screen) | |
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