Nebulus is a computer game with some distinctive unique features in its scenario. The game was published by Hewson in late 80s for Spectrum ZX, Amstrad CPC, Commodore 64, Commodore Amiga, Atari ST, Acorn Archimedes and DOS computers.
Review
INFO Nebulus is a platform game with some distinctively unique features. Your character, a small frog-like, green creature called Pogo, is on a mission to destroy eight towers that were built onto the sea surface.
STORY / GAMEPLAY
As Pogo, you are spawned via a submarine and have to climb from the bottom finding your to the top of each tower. During gameplay, Pogo always remains at the centre of the screen with horizontal movements causing the screen to scroll in a "three-dimensional" circular motion, thus turning the tower around. The towers are cylinder shaped and have ledges on their outside, either horizontal forming stairs or connected via elevators. Along your way there are several enemies (Aliens) flying or jumping around (mostly bouncing balls) and upon collision they will instantly send you at a lower ground or directly into the sea. It must be pointed that there are a few platforms that cannot bear your weight so they easily break and Pogo falls all the way down. Note that there is a underwater bonus game featured in-between the levels, which is a nice horizontal scroller shooting fish and collecting bonus. Although the gameplay is quite interesting (and unique), Nebulus is among the most difficult games to play so I think that the 3 lives given are way too short to survive on a time-limited quest!
GRAPHICS / SOUND The Amiga version is a is a port from the ST and almost similar to the Atari ST version, with greatly animated sprites, but better frame-rate and a few more colors on screen (50+ colors). As with the ST and Archimedes versions, you get "rotational" 3D scrolling with precise hidden-surface removal running at 25 frames per second and multi-layer parallax scrolling on underwater levels at about 50 frames per second here! Impressive that is! As far as the sound, the game here offers a nice sampled introductory tune and some high-quality sampled SFX with watery splashes and gunshot sounds, but unfortunately there is no music during gameplay!
GAMEPLAY SAMPLE VIDEO On our video below you may watch the ZX Spectrum, Amstrad CPC, Commodore 64/128 and Atari ST versions of the game.
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