Lorna is a colorful action platform game based on the Lorna Spanish comics. It was released for the MSX, ZX Spectrum, Amstrad CPC and for the 16bit Amiga, ST and DOS.
STORY / GAMEPLAY Lorna is a sexy blonde girl and a mighty warrior! As Lorna, you have to battle your way through a swamp, a cave and a forest until you reach a temple. Once you enter the temple, you must find the six pieces of Lorna's robot and then assemble them. On three of the game's levels you are armed with a riffle to survive from various alien species, but you must be careful since your ammunition is very limited. This makes the game rather difficult as you will encounter flying enemies that will carry ammunition clips or energy pods. All you have to do is to jump on them and grab the goodies! Difficulty gets even harder as Lorna is not centered on the screen, rather than walking close to the end of the area. This makes it difficult to time your react when the enemy sprites come against you! Apart from being a typical side-scrolling action platform in most of its levels, Lorna includes a level where you fly a spaceship, shooting and avoiding other ships. Overall, Lorna is a nice action platform, although the gameplay becomes slightly tedious after a few goes.
GRAPHICS / SOUND The graphics are nice and colorful and the usual color clash problem of the ZX hardware does not affect the gameplay. I liked the background details (jungle trees, temple rooms). The animation is quite smooth with huge sprites on-screen although the background suffers from flickering (as is, in the CPC and MSX versions also). The game's sound could have been better I guess (even on the 16bit versions). Although it has a nice main menu tune, the ZX Lorna is soundless during gameplay probably due its limited memory (which is used mainly for the visuals).
CPU: Z80 @ 3.5 MHz MEMORY: 16 KB / 48 KB / 128 KB GRAPHICS: Video output is through an RF modulator and was designed for use with contemporary portable television sets, for a simple colour graphic display. Features a palette of 15 shades: seven colours at two levels of brightness each, plus black. The image resolution is 256x192 with the same colour limitations. SOUND: Early models (48k) had sound output through a beeper on the machine itself. This is capable of producing one channel with 10 octaves. Late models (128k) fetured a three-channel audio via the AY-3-8912 chip, MIDI compatibility