Mega-Apocalypse
Arcade Game: Shoot-em-up · ZX-Spectrum 48K/128K · 1 players · English
Martech Games Ltd · Jan 1988 · Pound sterling 8.99 · Pound sterling 14.99 disk
Discussion
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Releases
- Jan 1988Martech Games LtdPound sterling 8.99 · Pound sterling 14.99 disk
- 1988Erbe Software S.A.Spanish peseta 875.00
- 1988IBSA
Play
- Mega-Apocalypse.dsk.zipDisk image English36 KB
- Mega-Apocalypse.tzx.zipTape image English75 KB
- Mega-Apocalypse.tap.zipTape image English35 KB
- Mega-Apocalypse(ErbeSoftwareS.A.).tzx.zipTape image English31 KB
Documents
- Mega-Apocalypse.txtInstructions English2 KB
- Mega-Apocalypse(ErbeSoftwareS.A.).txtInstructions Spanish2 KB
- Mega-Apocalypse(EN).pdfInstructions English70 KB
Music
- Mega-Apocalypse.ay.zipRipped in-game/theme music in AY format 2 KB
Other files
- Mega-Apocalypse (1988)(Martech Games).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
- Simon NicolGame Design/Concept
- John K. WilsonCode
- Malcolm J. SmithIn-game Graphics
- Jas C. BrookeMusic
- Steinar LundInlay/Poster Art
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Scores
In the magazines
- Sinclair User #731988 · Overall8/10
- Your Sinclair #301988 · Overall7/10
- Crash #521988 · Overall58%
- The Games Machine #61988 · Overall55%
- Your Sinclair #891993 · Mega-Apocalypse23%
Elsewhere on the web
- WorldOfSpectrum 14 votes7.29
In the magazines 23
Your Sinclair #30Jun 1988 · p.466/107/107/106/107/107/10
Graphics 6/10
Playability 7/10
Value For Money 7/10
Addictiveness 6/10
Overall 7/10
Richard Blaine 7/10
Martech £8.99 Reviewer: Richard Blaine I was glad to see this offering - Mega Apocalypse, which has an unassuming little name that trips easily off the tongue, and makes no claims about being an accurate simulation of anything. No, the cassette insert is a lot like Your Sinclair's editorial team: brutal and short (just a joke guys, honest...). No frills, no poncing around - 'You have been selected to explore the universe, boldly seeking out strange and exciting new worlds. If you find any, your instructions are quite clear. BLAST THE LIVING DAYLIGHTS OUT OF THEM!!!!!!!!!!!!!!!!!!!' I may not have got the exact number of exclamation marks right, but you get the general drift. Once it was all loaded, I was a bit disappointed. Id been expecting something well mega, and the first screen was a let down. Your triangular ship is up against three rocket ship type thingies, which have all the stamina of soap bubbles. You can move up and down and left and right on the screen, although you can't change the direction your ship is facing - not at first anyway. Even so, if the idea was not to kill these first targets, it would be more challenging! Anyway, once through this first screen, you're up against the attack of the killer planetoids. Three or four of these first appear as tiny specks, which get progressively bigger as they bounce around the screen. They can't harm you until they've become fully sized planets with craters on - if they run into you then, you're dead meat. You can kill them with one shot when they're small, but the bigger they get, the more damage you have to do to destroy them. Then its onto the rocket ship type thingies again, plus some cometoids which blow you apart if they get anywhere near you. This screen is a lot more challenging: in fact, its blimmin' frustrating, especially as the comets seem to have been programmed to follow you around the screen! in addition to the thingies and the cometoids, you also get some strange shaped blobs, and these seem to give you extra powers when you hit them. In the screen that follows - back to the baby planetoids, only they grow faster, or seem to - my ship seemed to have been equipped with special thrusters that meant I could rotate it. Unfortunately, they didn't come with instructions on their use, so I spent ages cartwheeling around the screen. I finally worked out that it had something to do with the fire button. Every time I fired, I rotated 45°. Every so often, I also managed to pick up something which gave me a continuous fire capability - very useful, but I do wish I knew what I did to deserve it! Thinking about it, it may not have been the blobs at all, but the rocket ships... Anyway, the next screen pits man against a fully grown planetoid: I can't tell you what comes after that, as I haven't been able to outwit the lump of rock yet. It's not easy, dodging something the size of Ceres (the largest of the asteroids, you know), in an area the size of a TV screen. I suppose I could get a bigger TV screen. And that, as they say, is that. First impressions - that this one is a dud - are misleading: it grows on you as time goes by. I found myself getting quite into it after about half an hour, even though my score went down the more games I played. But it doesn't have the grabbability, so, normally, I would predict a reasonable but not astounding future for this one. But it is a conversion of what is apparently an immensely popular game for the CBM64, and I have a suspicion a lot of people are going to ignore rather bland graphics and somewhat turgid gameplay, and just buy it so they can see what their mates with Commies have been wittering about.
Crash #52May 1988 · p.2460%48%59%59%58%
Presentation 60%
Graphics 48%
Playability 59%
Addictive Qualities 59%
Overall 58%
Kati Hamza
Nick Roberts
Paul Sumner
Producer: Martec Retail Price: £8.99 Author: Programmed by John Wilson from original idea by Simon Nicol Latest data from the Institute of Advanced Research indicates that there are more than one or two undiscovered planets in the depths of the solar system. The government of the future refuses to concern itself with such outdated issues as cultural exchange, though. Each potentially intelligent race is potentially hostile; best to blast them now and think about it later. The mission is undertaken by a solo monochrome pod, equipped with a single laser, which journeys at high speed through a whirlpool of stars. At the beginning of each round bonus objects are belched up from the junkyard of 23rd century space. Calculated collision tactics equip the dextral pilot with a range of technical improvements: rotate motors plus autofire, speed up thrusts, missiles, extra lives and bonus points. As the ship hurtles through the void the pilot encounters a series of gyrating comets, plus planets which grow in size as they approach. As their size increases, so does their immunity to laser fire and they also become increasingly difficult to avoid. At this stage contact means instant death. Successful extermination of all the heavenly bodies in each round gives the triumphant pilot instant access to the next set of bonuses and another, even more dangerous, planetary system. COMMENTS Joysticks: Kempston, Sinclair Graphics: poor and simply designed foreground ships with a swirling background of stars Sound: 'exhilarating' 128K tune only
It may be Mega, but is it any good?
The Games Machine #6May 1988 · p.5855%
Overall 55%
Spectrum £8.99 PLANET CAREFULLY Released on the Commodore 64 late last year, Mega-Apocalypse enjoyed a great deal of acclaim as a superb update of Crazy Comets. The scenario, then as now, is refreshingly direct - travel through space, find strange new worlds and destroy them. Divided into two sections, in the first you add equipment to your ship by crashing into some objects, while avoiding collisions with the comets whizzing about the screen. In the second alien worlds whirl around in dazzling combat manoeuvres attempting to collide with you. When they first appear in the distance, the planets can be despatched easily, but growing nearer, they require numerous hits to destroy them. At a level's end a mega-planet must be disposed of before the next level can be reached. Another equipment screen follows and the whole cycle is repeated Other nuisances are comets which appear without warning at the edges of the screens and large planets that can materialise anywhere.
Sinclair User #73Apr 1988 · p.108/108/10
Overall 8/10
Tony Dillon 8/10
Label: Martech Author: John Wilson Price: £8.99 tape, £14.99 +3 disc Memory: 48K/128K Joystick: various Reviewer: Tony Dillon You can give games a flashy title, you can give them wild and exciting plots, you can even cover them with expensive packaging or jam, but you can't hide the fact that a shoot-'em-up is a shoot-'em-up, no matter what it's dressed up as. So why bother dressing it up at all? I mean, there is nothing more annoying than going down to my local software dealer to buy the latest game, Slaughter of the Weeble Wobbles at some exorbitant price, only to get it home and find that all the claims of it being the most wonderful great, terrific game etc, are not true and it's simply a poor Defender clone after all. I have to say now, I love Mega Apocalypse to bits because it tells you exactly what it is. It doesn't promise you the chance to rule the galaxy. It doesn't tell you about the millions of different sprites and screens in the game. It tells you that it's a shoot-'em-up and a good one at that. Mega Apocalypse is similar in many ways to Martech's earlier offering, Crazy Comets, in that it has the same game objective. You still have to fly around space shooting anything that comes near and generally clocking up some very high scores. The game is set over a multitude of levels and as you can tell from the screenshots on this page, all are completely different (oooh, little bit of sarcasm there). OK, so originality of gameplay is not one of the strongest points in the game, but who needs originality for a game this good? You fly a little diamond-shaped craft (which, incidentally, looks like a reject from Elite, but enough of this nitpicking). You fly it around a single screen for each level, but when it comes down to it, the playing area is quite large. The only area you can't move to is a line 1 character block deep at the top of the screen, which holds all the information about lives, score, etc. The original Commodore version of Mega Apocalypse had excellent moving backdrops, and these have been transferred very impressively to the Spectrum. The starfield background is completely animated, with the stars spreading outwards (as in a lot of 3-D space games). Then the whole starfield spins around the centre of the screen, which is all very clever, but very hard on the old brain. The movement of the planets is fab. They start as little blobs and then grow into huge planets which bounce around the screen, usually after some contact with you. By the way, contact with most objects in the game causes death, so be careful. One major complaint about Comets was that it was too hard in the way tat you could only fire upward. However, Martech has listened very closely to the grapevine and come up with a rotate facility, which allows you to manoeuvre your ship in any of the 8 directions available, which is bloody handy. Nice one Martech. Upon loading, you are greeted with a small piece of speech which tells you to, "Get Ready," in a very indistinct American accent. At least I think this is what it says; it took me a long time to realise that it was speech and not a digitised sound effect of a heavy smoker blowing his nose (not very pretty). But the music, the music! This is something else. David Whittaker has created a zappy new tune with a hint of Crazy Comets behind it. It's wicked. Generally then, a wonderful game. I think everyone will like this one. basically because it's an addictive blast and one for which you don't need much brain power.
10 Computer Hits 5 carries this game and has 6 references of its own.
4 Most Thrillers carries this game and has 1 reference of its own.
Full-page ad5
- Sinclair User #71Feb 1988 · p.52
- C&VG (Computer & Video Games) #76Feb 1988 · p.20
- Crash #49Feb 1988 · p.10
- C&VG (Computer & Video Games) #71Sep 1987 · p.10
- C&VG (Computer & Video Games) #70Aug 1987 · p.10
Hack/Poke4
- Your Sinclair #45Sep 1989 · p.38
- Your Sinclair #36Dec 1988 · p.34
- Your Sinclair #32Aug 1988 · p.54
- Crash #53Jun 1988 · p.39
News/Note4
- Popular Computing Weekly #51Dec 1987 · p.5
- C&VG (Computer & Video Games) #71Sep 1987 · p.12
- C&VG (Computer & Video Games) #69Jul 1987 · p.12
- Popular Computing Weekly #27Jul 1987 · p.7
Review2
- Your Sinclair #89May 1993 · p.39
- MicroHobby #172Jun 1988 · p.41
Preview2
- MicroHobby #168Apr 1988 · p.14
- Sinclair User #71Feb 1988 · p.96
CompoEntry1
- Your Sinclair #27Mar 1988 · p.48
Poster1
- Your Sinclair #27Mar 1988 · p.50
Licensed from
- Mad PlanetsArcade coin-opunofficialGottlieb
Related
- Versions
- Fuller Box (Supports)
- Compilations
- 10 Computer Hits 5, 4 Most Thrillers, 30 Red Hot Hits, Poke City, ZX-Spectrum Vega
- Ports
- (Amstrad CPC), (Commodore 64), (BBC Micro)
- Elsewhere
- MobyGamesThe TipshopUVL
- Same entry at
- Spectrum ComputingZXInfo
Reviews from people here
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