Rescate Atlántida
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Amstrad CPC (walkthrough)
computer emuzone review
Published on2001/02/02
This is, in my opinion, one of the best games of all time. It's a shame that 16-bit versions weren't made, although it's true that the quality achieved in its smaller siblings was truly hard to beat.
Fantastic, vibrant graphics—the best I saw on the Spectrum along with Firebird's Savage—equally superb music and sound effects, a solid storyline, three long levels, and a healthy dose of addictive gameplay mean that, frankly, you couldn't ask for more.
On a personal note, I bought it at the short-lived Megagames store in Madrid (remember it?) during a Christmas break, along with Tracer Command. It was reviewed in that month's issue of Micromanía, which had just been released, and I couldn't wait to get home. It was one of the happiest moments of my life as far as microcomputers are concerned, along with the day I got my hands on Combat School and Match Day II at El Corte Inglés, fresh from the distributor, still steaming in their packaging—imagine the anticipation, waiting for the salesperson to open the box with their box cutter, revealing everything inside.
I can't think of any more words to express the quality of this game. I'll just remind you that it's the work of Creepsoft—with Pablo Ariza at the helm—the same group that programmed another brilliant game called 29 Astro Marine Corps... Does that ring a bell?
As for interesting tidbits, I'll just add that the game was released in the UK relatively late, like some other titles in the Dinamic catalog, by a budget software company called Summit; it was titled Rescue from Atlantis.
Fantastic, vibrant graphics—the best I saw on the Spectrum along with Firebird's Savage—equally superb music and sound effects, a solid storyline, three long levels, and a healthy dose of addictive gameplay mean that, frankly, you couldn't ask for more.
On a personal note, I bought it at the short-lived Megagames store in Madrid (remember it?) during a Christmas break, along with Tracer Command. It was reviewed in that month's issue of Micromanía, which had just been released, and I couldn't wait to get home. It was one of the happiest moments of my life as far as microcomputers are concerned, along with the day I got my hands on Combat School and Match Day II at El Corte Inglés, fresh from the distributor, still steaming in their packaging—imagine the anticipation, waiting for the salesperson to open the box with their box cutter, revealing everything inside.
I can't think of any more words to express the quality of this game. I'll just remind you that it's the work of Creepsoft—with Pablo Ariza at the helm—the same group that programmed another brilliant game called 29 Astro Marine Corps... Does that ring a bell?
As for interesting tidbits, I'll just add that the game was released in the UK relatively late, like some other titles in the Dinamic catalog, by a budget software company called Summit; it was titled Rescue from Atlantis.
No voy a hacer ranking de versiones, me niego :-).
Y es que cada una de ellas aprovecha al máximo las posibilidades del ordenador (bueno, esto...la versión MSX es visualmente igual a la de Spectrum, pero como esta última es tan buena, ni siquiera eso puede considerarse un defecto por esta vez).
Y es que cada una de ellas aprovecha al máximo las posibilidades del ordenador (bueno, esto...la versión MSX es visualmente igual a la de Spectrum, pero como esta última es tan buena, ni siquiera eso puede considerarse un defecto por esta vez).
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Así era!! El detalle de la carga lo he buscado en youtube pero no había ningún video. El juego del mastermind hizo que algunas veces deseara que no terminase la carga. Para mí de los mejores…
Cierto Ganon52 lo del sistema de carga. Yo soy usuario de toda la vida de AMSTRAD CPC, y aun conservo dos ordenadores de este sistema, no me acordaba yo de este detalle cuando en su día lo d…
Como curiosidad, decir que el juego en su version Amstrad cassette incluia un sistema de carga que no habia visto nunca antes (desconozco si lo tenian otras versiones)... No solo podias rebo…
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PROGRAMA MSX: Gustavo Tallón, Pablo Ariza Molina
GRÁFICOS SPE Y MSX: José Antonio Martín Tello, J. Carlos Naranjo
GRÁFICOS AMS: José Luis Correa Muñoz, José Antonio Martín Tello, J. Carlos Naranjo, Pablo Ariza Molina
MÚSICA: José Antonio Martín Tello
PANTALLA DE CARGA: Débora, Gina, Rubén
PORTADA: Enrique Ventura
SISTEMA POLILOAD: Pablo Ariza Molina
GUIÓN Y DISEÑO: CREEPSOFT
PRODUCCIÓN: Víctor Ruiz