16 Game(s) Found
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Page 1 of 2
It seems there is no fantasy world in which people can live happily and undisturbed by huge threats. This one is no exception. An evil Warlock is trying to summon a mystical monster - the Behemoth. You impersonate the good hero who has to stop him.
This is definitely one of the strangest games I've ever played! Not much action, not much thinking, not much change. But nevertheless not a bad game!
The point is merely to play a kind of airhockey in a pub. This 'sport' is a bit difficult to explain to those who've never seen it. But I'll try:
The point is merely to play a kind of airhockey in a pub. This 'sport' is a bit difficult to explain to those who've never seen it. But I'll try:
A very mature Amiga game. Looking at its theme, it's obviously not aimed at the same target audience as the endless flood of Jump'n'Runs, but on the other hand, it's also not some ultra-realistic simulation which would scare most people off.
Silkworm represents a pretty popular genre on the Amiga. There were tons of similar games in which you were either flying, driving, walking or whatever and simply shot everything that came into sight. And this is almost everything that needs to be said about this particular game! The enemies are well done.
A game which needs no introduction, because every single person on this planet has already played it or at least one of the hundreds of sequels and offshoots it spawned. This is the original game which started the 'Sim' craze. Ironically, it actually isn't a simulation game, but virtually the epitome of the non-war strategy genre, but its influence can be seen even today when people call pure strategy games 'simulations'.
Sim City - father of the whole sandbox genre, i.e. games in which the player just builds something without a final goal. In this case, you build up a city from the perspective of a mayor. That means, apart from a few central functional buildings (e.g. power plants) and roads, you don't actually build anything yourself. Industry, residential and commercial zones can only be declared and depending on several factors, they'll be used or not.

Adventure Soft / Epic Interactive 2000
Genre: Adventure
Rating: 4/6
Licence: Commercial
System: Amiga
Simon, who has now grown into a cynical, cranky and at times annoying (i.e. typical) teenager, is once again summoned to another dimension where the good wizard Calypso needs help defeating the evil Sordid who has returned from the dead after some stupid kid fiddled with a magic book.
The Amiga family of computers weren't blessed with the gems Day of the Tentacle and Sam & Max. ScummVM was still a few years away. Fortunately, there are always creative people to fill such gaping gaps. Enter Sixth Sense Investigations - the Lucas Arts game not made by Lucas Arts.
It's 1994, the year of the world cup! All the teams of course want to win it. But there's also another creature who wants to own the cup: The evil alien 'Scab'! He's searching the galaxy for trophies to add to his collection. So he steals this one. But when he tries to beam it up to his ship, it collides with a rock and is smashed into five pieces which all fall back to earth but land on completely different continents! It would be a sad final without the ultimate trophy, so 'Soccer Kid' (What kind of name is that? His parents must have been high or something!) decides to find the missing pieces.
Warhammer and its spinoffs seems to be a very popular franchise. I even met a professor at university who professed his love for '40K' on his institute website right next to the list of scientific papers and books he had written and and who used pictures of 'hulks' as the screensaver of his laptop. My first contact with this 'universe' was actually the computer game Space Hulk, and that's the very game this review is about. What an amazing coincidence!
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