Fruity Frank is among the most known and most played platform games developed for the Amstrad CPC.
Review
STORY / GAMEPLAY Ok, for a game like this don't expect any actual story. The gameplay is very similar to Dig Dug and Mr Do and it involves Frank protecting a garden from invading monsters. Your mission is to collect the fruits scattered around each garden and avoid to touch any of the attacking monsters. Your only weapon is to push some apples and make them land on the enemies' heads, killing them. You will proceed to the next level (garden) when all pieces of fruit are collected. Each level has different color backgrounds and a new jocular tune. Fruity Frank is very addictive (can make you play it for hours) and its difficulty increases gradually (which is good!)
GRAPHICS / SOUND Although it's a quite early CPC game, the graphics are vivid, with smooth animation and a few nice-to-listen-to music scores while playing, along with some spot sound effects. Note that the game is also available on the MSX home computers but in comparison, the CPC version is more colorful than the MSX.
Screenshots
Sound samples
Intro music:
In-game sound:
Gameplay sample
Hardware information
Amstrad CPC 464/664/6128
CPU: ZiLOG Z80 4MHZ MEMORY: 64 KB or 128 KB of RAM depending on the model (capable of being expanded to 512k using memory extension boards) GRAPHICS: Motorola 6845 address generator, Mode 0: 160x200 / 16 colors, Mode 1: 320x200 / 4 colors, Mode 2: 640x200 / 2 colors, A colour palette of 27 colors was supported SOUND: The CPC used the General Instrument AY-3-8912 sound chip, providing 3 channels Mono Sound (via internal speaker) but capable to offer Stereo Sound provided through a 3.5 mm headphones jack (with pretty impressive outcome!). Also, it is possible to play back digital sound samples at a resolution of approximately 5bit. This technique is very processor-intensive though.