Tube Warriors
for Amiga (AGA)

Mr Creosote:
Company: Dynabyte
Year: 1994
Genre: Action
Theme: Cartoon & Comic / Fighting / Multiplayer
Language: English
Licence: Commercial
Views: 6312
Review by Mr Creosote (2017-05-11)
Avatar

There are only so many excuses to have two people brawling. At least if you want to set your own game apart from the usual rest. I mean, do you really want to have yet another tournament of fighters travelling around the world? Thought so. Tube Warriors has you fighting in subway stations. Weird? Yes, definitely.

TubeWarriors04.png

Effectively, those parallax-scrolled stations (with cheering passengers in the foreground and trains driving through, but never stopping) make no difference to the actual game, of course. Still, it's a nice starting bonus for the player's good will.

Good will which the game wastes very quickly, however. First of all, it is extremely barebone. Apart from single-match multiplayer, there is only one game mode: the standard series of one-on-one encounters. There is no choice of fighters, opponents or settings (the latter two are automatically picked, but at least there are several, unlike the player character). Losing a fight, there are no continues. You simply have to start over from scratch.

TubeWarriors08.png

Most importantly, though, the real core of the game, the fighting itself, has been totally botched up. There is no sense of somewhat realistic collision detection. Characters will just move above each other seamlessly. Punches and kicks will sometimes hit when you never thought they would, but miss when they seemed like a certain hit. Controls are so sloppy that it is pure luck whether an intended move triggers or not in the first place. Probably the most stupid thing: to move left or right, you have to tap your joystick in that direction repeatedly, because each push will only trigger a single, tiny step.

What use are your rendered intro (which never appears again anyway) or your parallax scrolling when your game is utter crap? Graphical technology demos don't replace playtesting. Especially if your game is moving within a genre which has so much strong competition.

Comments (0) [Post comment]