Games produced by software house Kansas were only ever available by mail
order and came in uninspiring standardised boxes; the combination did
little to foster any urge to buy their arcade games and the result is
this game is one of the hardest titles to find in the Electron world.
[Their adventures fare only marginally better. - Ed] This will be the
first review of BATTLEZONE SIX you'll have seen.
Described in mail order literature as "the ultimate Zap game", the
non-existant scenario/instructions with the game itself immediately make
it a mindless machine code blasting affair. You control a circular base
that looks like an eye with tentacles, and are situated in the centre of
an almost full-screen window with the intention of shooting any other
sprite that moves, with your infinite supply of bullets.
The game is unlike any other - no bad thing - and, rather than blast
a set number of 'baddies', you play until each screen's timer bar runs
down to zero. In the playing area itself, you begin each of the 100
screens alone. You can move left, right, up, down and diagonally with
the correct combinations of the standard Z, X, * and ? keys and fire
with RETURN. Your bullets always travel in the direction you are
travelling so, for example, Z, * and RETURN will send bullets off at
10 o clock until you release * (when they will change to 9 o clock).
This way of controlling the bullet flow results in your sprite moving
constantly back and forth across the screen.
Also moving around the screen by now will come the decidedly hostile
"things to shoot". These take on a variety of guises, from flashing
dandelion bulbs to tiny billiard table bombs. Some (standardised gun
sprites) skate around the outside edges of the window clockwise then
anticlockwise. Some (lightning bolts) bounce around "FRENZY lepton-style". Others appear, pause and then explode if not hit, sending
shrapnel in all directions. Yet more bob about aimlessly. As you progress through the screens, more and more appear at the same time as well
as new varieties. The game also gets quicker and quicker.
Generally, within ten seconds, the empty screen has descended into
anarchy, or even the BATTLEZONE of the title. (But why SIX, we wonder!)
The constant manoeuvring of your sprite in order to shoot, more than
often leads to you coming very close to whatever you're trying to hit.
Make contact with it, or a bullet loosed toward you, and you'll endure
a fantastic PLANETOID-style explosion and be sprayed over the whole of
the playing area!
As the game is set in Mode 2 and the use of colour optimised, all
lightning bolts, guns, bombs, aliens and bullets look very slick. The
execution speed though is below par. On a standard Electron, the speed
of the first screen betrays the jerky movement of all the characters,
including your base, spoiling the imagery; on a Turbo Electron, execution whizzes along at such a pace as to make the game far too hard. Now,
because the game's author, Robert Turner, has implemented a speed
faster/slower option, this can be easily overcome. It's a bit fiddly to
change though as you must pause the game, press S, type a number then
restart it.
We now come to what seems a very strange concept for an arcade game:
the ability to save your position. By pausing, then pressing FUNC-1,
you will leave the Mode 2 screen completely and see a small Mode 4 menu
from which you can save the high score table, your position, both,
return to the game or catalogue a tape. You get a similar menu with
FUNC-0 for loading data back in. Going back to the game pits you in
precisely the same predicament as you were when you paused it; even
bullets and aliens are reproduced exactly as they were!
This is a surreal addition to a game of this type; interesting to see
and use but somehow not quite qualifying as a rival for the password
systems seen in similar titles (eg. ANARCHY ZONE by Atlantis). Note that
you must save any data to tape (even on the disk version) as the tape
system is enabled via machine code when the program executes.
There is also a sound on/off option executed with the pause facility;
and whenever pause is enabled, the border flashes constantly. With the
high score table superimposed on top of a demonstration battle, there is
some pretty impressive machine code at work in this title and it even
comes complete with snappy little introductory music and credits. And if
the going gets too tough, with the save and a shield option, making you
totally invincible for ten seconds, the odds against you always
being wiped out on the fourth or fifth screen become quite neglible.
Unfortunately, despite new "things to shoot" appearing quite regularly, the game really lacks imagination and becomes monotonous. With 100
screens to get through, completion - even allowing for advantageous
saves and reloads - will take a hardened player days if not weeks, and
the repetitiveness of each screen will not tempt many to try.
That said, if you want a mindless and unique shoot-'em-up with a professional edge, it's worth a shot. If you can find it.