Mag Max
Arcade Game: Shoot-em-up · ZX-Spectrum 48K · 1 players · English
Imagine Software Ltd · 1987 · Pound sterling 7.95
Also known as Mag Max - Robo Centurion (English)
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- Control Option
- Cursor, Interface 2 (right), Kempston Joystick
Releases
- 1987Imagine Software Ltd Sold as Mag Max - Robo CenturionPound sterling 7.95
- 1987Erbe Software S.A.
Play
- magmax.rzxRZX playback file
- MagMax.tzx.zipTape image English28 KB
- MagMax.tap.zipTape image English26 KB
- MagMax(ErbeSoftwareS.A.).tzx.zipTape image English24 KB
Documents
- MagMax.txtInstructions English5 KB
- MagMax(ErbeSoftwareS.A.).pdfInstructions Spanish23 KB
Music
- MagMax.ay.zipRipped in-game/theme music in AY format 1 KB
Other files
- MagMax_LoadingScreen?
- Please Read.rtfOriginal artwork 23 KB
- Mag Max (1987)(Imagine Software).pokPOK pokes file 0 KB
Files and rights
No permission is on record either way. Screens and pictures are copied here on a take-down basis: if you hold the rights and want something removed, say so and it goes.
Credits
- Gary Knightcredited
- Mark R. Jonescredited
- Bob WakelinInlay/Poster Art
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Awards
Scores
In the magazines
- Sinclair User #641987 · Overall7/10
- Your Sinclair #201987 · Overall8/10
- Crash #421987 · Overall67%
Elsewhere on the web
- WorldOfSpectrum 13 votes6.85
In the magazines 43
ACE (Advanced Computer Entertainment) #7Apr 1988 · p.68
ACE (Advanced Computer Entertainment)
C64, £8.95cs, £12.95dk Spectrum, £7.95cs Amstrad, £8.95cs, £14.95dk Here's a horizontally scrolling shoot-em-up that has the player controlling a robot scouring the surface of a planet looking for parts of himself. This robot was designed to repel the hordes of invaders and every part of the robot that the player collects increases the his fire power. The end-of-level guardians and progressively harder stages make for one highly addictive and extremely playable game that will certainly test your reactions. The Spectrum version is, arguably, the best of the bunch.
Mag Max - manic robotic blasting.
Your Computer #10Oct 1987 · p.58
Kenneth Henry
£8.95 cassette/Amstrad £7.95 cassette Spectrum £12.95 disk 64/Amstrad Publisher: Imagine After approximately a year and a half, and a good sprinkling of hype, comes Imagine's next Nichibutsu arcade conversion. Five Magmax droids are standing between an alien invasion and eventual conquest. Unfortunately most of the weaponry is spread out over the horizontally scrolling landscape. Your aim is to survive the various landscapes by collecting extra pieces of your robot. This increases firepower by an extra sprite. Another novel weapon is the lance, used to spear certain indestructible aliens. From time to time you have to destroy a three-headed metal dragon. This generally requires all fire power. You can go above and below the planet surface via a series of lifts, the lower caverns usually being more hectic. Here the enemy activity consists of mobile and stationary aliens as well as near-impassable bridges and barriers. What is Imagine playing at? This game is full of bugs and irritations. Why does the inlay say RETURN is the pause/unpause button when the buttons are F1/F7? The dragon sequence in the 64 conversion is completely pointless - a static creature with two heads and no neck (three heads plus necks in the arcade version). What is the point of having orange bomb-bases if at one point you are going to change the screen colour to orange? Consequently the bases become black dots with an outline of the actual base there. Why have the coin-op's original colours been changed from a brown and grey bas-relief combination to blue, pink and purple? It looks disastrous. The aliens, by the way, have discovered the secret of eternal life - you shoot them and they still chuck bombs even when dead and gone! If you get killed anywhere while still fully armed, the game decides you don't deserve to play any more and duly crashes. (If you are above ground, the landscape turns to garbage as a warning.) On one occasion the enemy sprites were turning black, to explosions, to garbage, to normal again. Sometimes, cavern based (two-dimensional) aliens make appearances on the above ground levels and vice versa. The garish green and orange would have been better as the green and light green seen in the advertisement if the cavern backdrop could not have been achieved exactly, the Amstrad look should have been adopted, a black screen with the cavern detail on the lop and bottom of the screen only. Fred Gray's title screen music - I expect better from the man who did the Mission AD, Army Moves and Breakthru music. That Ocean loading music appears again! This is another in the 'I'll lock up if you press REASTORE' series. Sometimes the bases only half blow up. What is it with Imagine? It can turn out consistently good conversions yet waste money on unconvertible arcade games. Imagine would do much better to stick to marketing games only. The games it releases from specialist software are much superior to those produced in-house.
Your Sinclair #20Aug 1987 · p.598/108/108/109/108/108/10
Graphics 8/10
Playability 8/10
Value For Money 8/10
Addictiveness 9/10
Overall 8/10
Rachael Smith 8/10
Imagine £7.95Reviewer: Rachael Smith Ping, zzzarrp!!!! Piddle-tiddle-tiddle-tiddle-tiddle-tiddle-tum-tum. And bong, bong, bong too. Here it is. Blast it all up, in the true Nitchibutsu (Bless you, Ed) arcade style. Scrolling action across a horizontal 3D, Zaxxon-style landscape or down through a person-hole cover (no sexism in a Rachael review) to try some side-on action in the caves. Pop! Pop! Kaboom!!! This is one for the quick fingered as you duck, dive 'n dodge, shooting all the way like Dirty Harry on the trail of the punk who'll make his day. You glide left to right - or rather the landscape glides right to left under you - and swerve in and out of the screen, avoiding surface structures as you go. But keep moving because the aliens all home in immediately, whether they're rooted to the spot or weaving around, and the only way to avoid their shots is to zig-zag. Too much tension up top? (Try a larger T-shirt! Ed) Then position yourself over an entrance to the underworld and prepare to take on the formation nasties. They're joined together like some alien tapeworm and you've got to take out each section before they're dead. Wipe out enough aliens and you get the chance to pick up a free gift - apparently this is an obligatory feature in shoot 'em ups, '87-style. These appear in order and include things like the blasters which double your fire power, a pair of fast-walking legs and a lance, which you'll need for some of the heavyweight nasties. But Rachael has a little quibble. To get enough features onto each screen, which gives you time to steer around them, the graphics are a little squidgy and the smaller missiles are difficult to see against the monochrome background. But what the heck! It all moves so fast that you'll be diving back in every time you die. This is a high score freak's dream. Even if it isn't the most involved scenario ever, it's dangerously addictive entertainment. I'm just grateful I'm not pouring ten pees into the arcade machine. And now. If you'll excuse me... Whap! Whapp!
... and into the fire. Underground you tend to die faster but score more as you take on the circling aliens. Again, allow yourself plenty of room to manoeuvre and keep blasting. Exits to the upper world appear on the ground, but beware of bumping into nasties as you skim along, trying to reach one.
Keep moving but try not to get trapped at the bottom or top of the screen. And keep firing as you weave around, so that you get the aliens immediately they appear. Watch out for the weaponry - it's waiting for you to collect it - and the circular holes that take you out of the frying pan...
C&VG (Computer & Video Games) #70Aug 1987 · p.31C+VG Hit8/108/109/109/10
C&VG (Computer & Video Games)C+VG Hit
Graphics 8/10
Sound 8/10
Value 9/10
Playability 9/10
Tim Metcalfe
(Although the review states it's for C64 there is nothing in the review to indicate this. Plus all screenshots are from the Spectrum version.) MACHINES: Spectrum/C64/Amstrad SUPPLIER: Imagine PRICE: £7.95 (Spectrum), £8.95 (C64/Amstrad) VERSION TESTED: C64 Fancy changing the destiny of a whole planet? Not an offer that comes your way every day, is it? But Mag Max gives you the chance to save a world from the evil Mechanoids. Haven't we just had an election to do much the same thing? Enough of this biting social satire - on with the review. Mag Max, if you remember, was advertised ages ago, but like many a game failed to appear on schedule. But now this conversion of the Nitchibutsu (Bless you!) coin-op is here and raring to take you on a zap-packed adventure. The game is set on a once civilised planet which has been destroyed by the awesomely nasty Mechanoids. They are the sort of people who like ripping the tops off flowers as they walk past your front garden. Which is what happened on the planet where the Mag Max project was being carried out. Mag Max, an advanced robot with more deadly gizmos than a food processor, was created by the Sci-Corps who, when threatened by the Mechanoids, buried bits of Max all around the planet. They left the main bit in a secret bunker. The Mechanoids went about spitting horrible laser death joyfully unaware of Mag Max sitting waiting to pounce. And this is where you come in. You control the mighty robot and direct his attack on the mean old Mechanoids. Guide him across the surface of the planet, and through underground passages, searching for his long-lost spare parts. You begin by flying the main bit of Max over the 3D perspective surface of the planet - full of animated hazards, pillboxes and flying mechanoids. Your best bet is to grab the body section you see waiting by a crater and then dive underground to familiarise yourself with the controls and idea of the game. The underground sections are pretty straightforward, horizontally scrolling shoot-'em-up. But watch out for the homing missiles fired by the various types of aliens you encounter. Collect more parts of Mag Max - you'll find them scattered around at pretty regular intervals - then find a hatch which leads back to the surface and have a crack at the more difficult surface defences with your increased firepower. By no means a classic - but well presented, with good graphics, nice sound. It's also very challenging and very playable.
Crash #42Jul 1987 · p.2071%52%69%65%67%
Presentation 71%
Graphics 52%
Playability 69%
Addictive Qualities 65%
Overall 67%
Mark Rothwell
Mike Dunn
Robin Candy
Producer: Imagine Retail Price: £7.95 The aliens are invading and Mag Max, a robocenturion, has been created to save the threatened planet- just in time. His builders were destroyed by the attackers from outer space, and Mag Max must find all his components, scattered about the continents. Only then can he accomplish his ultimate programmed task in this shoot- 'em-up from a Nitchibutsu coin-op original. His defending craft can move across the scrolling surface of the planet, and through the cavernous underworld that lies beneath its skin. Aliens come in a myriad of forms: from death masks to yachts, from ice-cream cones to Cyclopean balls. Mag Max can evade but not destroy their blasts and shots, and he risks losing one of his six lives when he comes into contact with the aliens or their structures. Craters pocking the planet's surface and the passageways beneath transport Mag Max to other, more perilous locations where more enemies await. Mag Max's basic armament is a Super-Laser with a limitless supply of power, which can eliminate aliens and their constructions (and thus earn you points). And as he gathers his components into his ever-filling innards, he gains strength, defensive force and firepower. Mag can also gather weaponry that doubles and quadruples his firepower; some invaders can only be destroyed with the special lance in the robot craft's weaponry. But each time he's hit by an alien, Mag loses the last weapon he acquired. When a stage is completed, Mag encounters the leader of the invading hordes - and must vanquish him before going on to the next level. COMMENTS Control keys: Q/A up/down, N/M left/right, SPACE to fire Joystick: Kempston, Interface 2, Cursor Use of colour: generally drab in tone Graphics: mostly small, though reasonably detailed Sound: poor Skill levels: one
In one of the subterranean levels, Max encounters a variety of alien fighters.
Left of screen, Max on wheels roars along using laser he's just acquired.
Sinclair User #64Jul 1987 · p.657/107/10
Overall 7/10
Tamara Howard 7/10
Label: Imagine Author: Gary Knight Price: £7.95 Joystick: various Memory: 48K/128K Reviewer: Tamara Howard When one realises that the end of civilisation is at hand, and that there is no hope for survival, it makes sense to go down a hole and build a robot. It's not going to keep you alive, but you at least have the satisfaction of knowing that your 'droid is going to blast the hell out of the aliens after you've gone. And that fellow star fighters, is basically the SP of Mag Max (Max being the droid in question). But there's more. Owing to sudden death, the mechanics didn't quite finish off poor old Max. So he's got no legs and no protective headgear. But never fear! It's quite easy to pick up these little necessities, once you've wasted a few of the enemy hordes. But that's not easy. They're pretty mean as hordes go, they've got pointy heads and they walk around and fire at you. Doesn't do a lot for intergalactic peace really, but it does serve to make the game a bit more exciting. And gosh, it's one exciting game. Some of the screens are green, and one or two of them are brown. Amazing. Mag Max is pretty enjoyable. Lots of opportunities to kill things, and progress on to higher levels, with some more things to kill. At first, as with all shoot-em-ups, it's quite tricky to get past the first row of aliens, but after a while, it's easy to suss out techniques to get you through. As you pick up various bits of your metallic anatomy, you gain more fire power, which makes life good for a laugh. This is extra important, because there are certain aliens which can only be destroyed by certain weapons, and if you come up against one without that particular piece of weaponry, you're scrap metal. As games go, Mag Max is pretty good to look at. The graphics are large and clear and the scrolling is smooth. The only problem that I found was on the green screen. Seeing as everything else around you is green, including the background, apart from the black bits, which aren't green at all, it's quite difficult to spot the alien bullets coming for you, and sometimes you just find yourself dying, and you never even saw them coming. The satisfying part to dying, if dying can ever be said to be satisfactory, is that if you hammer the Fire button while you're doing it (dying that is) you can carry on shooting even when you're a celestial sort of robot. And that's good for a laugh. At the end of each stage of the game, an excessively large and evil dragon appears, which has to be bombarded over and over again with various bits of ammunition, and then you can proceed to the next level and start all over again. If you should get bored with one particular screen, you can always duck down a hole and go on to a different underground passage. In that section the 3Dish view becomes side on. You still kill everything though. So that's Mag Max. Another actually quite good scrolling shoot-em up from Imagine.
Advert13
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- Sinclair User #66Sep 1987 · p.-2
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- Your Sinclair #20Aug 1987 · p.46
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- Your Sinclair #18Jun 1987 · p.94
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- Crash #41Jun 1987 · p.109
- Your Sinclair #17May 1987 · p.100
- Sinclair User #62May 1987 · p.47
- Sinclair User #58Jan 1987 · p.96
- Crash #36Jan 1987 · p.130
Full-page ad12
- Your Sinclair #19Jul 1987 · p.87
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- Computer Gamer #21Dec 1986 · p.33
- C&VG (Computer & Video Games) #62Dec 1986 · p.100
- Crash #35Dec 1986 · p.156
- Your Sinclair #12Dec 1986 · p.81
- Sinclair User #57Dec 1986 · p.54
- Computer Gamer #20Nov 1986 · p.100
- Crash #34Nov 1986 · p.89
- Your Sinclair #11Nov 1986 · p.114
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Hack/Poke7
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- Sinclair User #66Sep 1987 · p.12
Preview2
- Your Sinclair #19Jul 1987 · p.7
- Crash #41Jun 1987 · p.123
Feature1
- ACE (Advanced Computer Entertainment) #7Apr 1988 · p.67
Poster1
- Sinclair User #65Aug 1987 · p.50
Review1
- MicroHobby #136Jul 1987 · p.21
Licensed from
- MagMaxArcade coin-opNichibutsu
Related
- Compilations
- Load 'n' Run issue 45
- Ports
- (Amstrad CPC), (Commodore 64), (NES)
- Elsewhere
- Lost in TranslationStrategyWikiMobyGamesRZX ArchiveThe TipshopUVLModern ZX-Retro GamingModern ZX-Retro GamingRZX Archive - YouTubeModern ZX-Retro GamingSpectrum Computing RZX - YouTube
- Same entry at
- Spectrum ComputingZXInfo
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