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Game info |
| | Indigo | | Genre | Action Platform | Developer | Psygnosis | Publisher | Psygnosis | Released | 1993 | Rating
| Graphics: | 7.5 | Sound: | 8.0 | Gameplay: | 8.5 | Overall: | 8.0 |
| Reviewed by | ndial | Indigo is an action platform game with pleasant gameplay, nice graphics and cute sound, for which Psygnosis had plans to launch it on the Commodore Amiga and Atari ST computers in Sept. 1993 but none of these versions were officially released. According to designer & coder Stéphane Belin, the game was due for release by Psygnosis in 1993, but was inexplicably cancelled shortly before the release date when it was nearly complete. It is really weird this one never got released, although almost finished, but eventually only in 2005 the game became available for non-commercial use by Stéphane Belin. |
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Review |
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STORY / GAMEPLAYThe story is common. Jump around each level to find the keys needed to activate the exit in order to progress to the next chapter. During the game, you will find loads of power-ups. Hostile creatures, most of them in the form of robotic creatures, lurk in these levels, and they come in many forms. There are limited weapons in the game, so your little hero, wearing a rugby helmet, must jump on them to kill them or use limited arsenal such as throwing those rugby's ellipsoidal balls. The action is a stereotypical platform mayhem (e.g. reminded me Robocod) and basically all you have to do is to run, jump, squash, shoot and generally splash your fins around, defeating baddies and killing massive bosses every two stages or so, in a joyful and very colorful wrap!
GRAPHICS / SOUNDIndigo is a beautiful game and the action is incredibly fast and smooth. The game's visuals look great, with nicely drawn backgrounds and animated sprites. The graphics are big, colorful and very detailed, and remind me a mix of Robocod and Magic Pockets, although this is much more cutesy I think. The Amiga (OCS) version is a little faster and more responsive at times compared to the ST version, but both share the same quality interms of backdrops, details and colors. Sound and music are similarly effective. Sound effects are again the standard boom type explosive noises fulfilling their purpose, but doing little to enhance further the game. The music on the other hand is great. | |
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Screenshots |
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Comparable platforms |
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Hardware information |
| Amiga 500/500+CPU: Motorola MC68000 7.16 MHz MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM. GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once). SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
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| 12bit RGB 4096-colors palette (32 to 4096 colors on screen) | |
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