Fire And Forget II is the sequel to the Fire And Forget title developed by the team that brought us Crazy Cars! Basically it's a sort of a Chase HQ style driving game in which you don't actually have that much control over your car, rather than shooting incoming cars found in your route. The game was released for the Amstrad CPC, Amstrad CPC+, Commodore Amiga, Atari ST, Commodore 64, PC (DOS), Amstrad GX4000 and Sega Master System.
Review
STORY / GAMEPLAY An evil madman and his cronies are driving towards your city, ready to blow it up with a nuke. Your mission is to prevent them from doing so. You must drive through five different levels, chasing, shooting and killing enemies, until you reach the level's big boss and stop him for good. You can gain points for every robot and boss you arrest and the points can be tallied after you win or lose a level. The gameplay is somewhat difficult as you will probably die many times by running directly towards the suicide robots. Fire And Forget II is basically a sort of Chase HQ style driving game, in which you don't actually have full control over your car, rather than shooting all incoming baddies blocking your route. If you just leave the vehicle on its own, it will quite "happily" negotiate the bends and twists. There doesn't seem to be much skill in shooting the enemy crafts as they appear to rely more on luck than anything else and quite often you end up losing a life hit by a single bullet that comes out of nowhere! I think that this game could have some more gameplay variety but nevertheless it still remains an acceptable action game.
GRAPHICS / SOUND The graphics on the original CPC are colorful, though the backgrounds look poor. The sprites are small and poorly animated, but they look nice in general. Notice the color gradient at the background sky is made with color-dithering, while the CPC+ version offers a nice 16 color blue-shaded sky. On the other hand, the game's sound is a oddly better compared to the CPC+ version and especially during gameplay!. The sound effects are minimal and really nothing special to write about.
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.