Rogue Trooper
Arcade Game: Adventure · ZX-Spectrum 48K · 1 players · English
Piranha · 1986 · Pound sterling 9.95
Discussion
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- Control Option
- Cursor, Interface 2 (right), Kempston Joystick, Redefineable keys
Releases
- 1986PiranhaPound sterling 9.95
- 1987Alternative Software Ltd
- 1988System 4
- 1986Zafi Chip
- 1987Z CobraSpanish peseta 875.00
Play
- roguet.rzxRZX playback file
- RogueTrooper.tzx.zipTape image English22 KB
- RogueTrooper.tap.zipTape image English22 KB
- RogueTrooper_2.tap.zipTape image English22 KB
- RogueTrooper(AlternativeSoftwareLtd).tzx.zipTape image English22 KB
- RogueTrooper(System4).tzx.zipTape image English22 KB
- RogueTrooper(ZCobra).tzx.zipTape image English21 KB
Documents
- RogueTrooper.txtInstructions English3 KB
- RogueTrooper(ZCobra).pdfInstructions Spanish8 KB
Other files
- Rogue Trooper (1986)(Piranha).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
- Design Design Softwarecredited
- Dave GibbonsInlay/Poster Art
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Awards
Scores
In the magazines
- Sinclair User #581987 · Overall3/5
- Your Sinclair #131987 · Overall7/10
- Crash #361987 · Overall79%
- Crash #511988 · Overall69%
Elsewhere on the web
- WorldOfSpectrum 52 votes7.32
In the magazines 40
Crash #51Apr 1988 · p.8569%69%
Overall 69%
Will Brooker 69%
LOOKING FOR AN OLD ANGLE From Ultimate's classics to the cute and quirky Head Over Heels, we've had our arcade adventures in the strange 3-D of isometric perspective. But, says WILL BROOKER, some of those first tentative steps in the new dimension work better than today's glossy games. Way, way back when Hungry Horace was still a national hero, 3D Ant Attack sneaked out under the Quicksilva label. Its Softsolid graphics of the walled desert city Antescher were hailed as astounding, and 3D Ant Attack wedged itself firmly into Spectrum history as the first game with truly three-dimensional views. The next isometric blockbuster was Vortex's Android 2, released in the spring of 1984. In gameplay it's just a 3-D version of the old arcade game Berserk, but the graphics (which CRASH gave 96%) brought it up to this magazine's Game Of The Month standard. Programmer Costa Panayi followed this up with the impressive TLL - a fighter-plane simulation with a carefully worked-out dynamic playing area. There's not a lot of game behind it, but the flying is enough. The Softsolid technique was soon followed by the first 3-D 'adventure movie' - Hewson Consultants' The Legend Of Avalon. Its adventure element is a bit dubious, and the term 'arcade adventure' would be disputed for years after its release, but the game was a great success with its colourful, pseudoisometric graphics. In 1985 the spate of high-quality isometric games continued: Ultimate's classic Knight Lore was followed by another Vortex game, Highway Encounter, and the next technical advance was Filmation 2. An Ultimate invention, this allows graphics of Knight Lore's quality to be scrolled smoothly over a large playing area. Filmation 2 was used for Ultimate's Nightshade, but was soon knocked into a cocked hat by The Edge's Fairlight. Even back in the golden year of 1986 there were unimaginative clones which sometimes threatened to swamp all the review pages with their identical, and by then extremely boring, isometric screens. But some games brought a breath of fresh air to the already tired genre: the humorous Sweevo's World from Gargoyle Games, Ocean's surprise hit M.O.V.I.E, and Hewson's Quazatron. A Spectrum version of the Commodore 64 hit Paradroid, Quazatron amazed everyone by being superior to the original. Not so original but also well-implemented was Ocean's Batman, and Quicksilva's Glider Rider deserves a mention along with Design Design's Rogue Trooper for taking a gamble and nearly succeeding. Last year Ocean had a megahit with Head Over Heels, M.A.D. had a budget Smash with Amaurote, and Gargoyle brought out the first (and probably last) Hydromation game, Hydrofool - the sequel to Sweevo's World. CRL's 3D Gamemaker utility now enables everyone to rewrite Knight Lore, and last November saw the first real isometric adventure, Incentive's Karyssia. Of course, whether isometric perspective presents a 'true' 3-D view is arguable - the player in these games is 'positioned'somewhere up in the air, outside the playing area, so any game using the technique looks forced, like a technical drawing. Though its representation of object and rooms may be highly effective, if we're going to nit-pick we can't say isometric perspective gives a realistic view. But the technique has proved perfectly satisfactory for countless games, and it's pointless to damn them all for lack of realism. More significantly, it will be interesting to see if the market for isometric graphics ever dries up, and if the public will one day reject the genre as outdated and overused, just as it once refused to accept any more Pacman clones. 3D ANT ATTACK Quicksilva 87% Issue 1 'One day, one year, one hour,'says the introduction. He and She arrived in the walled city of Antescher, 'the signature of a long dead race, the city lost from the world of men for days without number'. But the Ants of Antescher now have your partner (either He or She - unfortunately, this admirably nonsexist feature is undermined by the program's always calling you a 'hero'), and your job is to rescue him or her with the help of some heavy-duty grenades. Complete one level and the foolish girl (or boy) goes and gets herself (or himself) captured again, but this time further away from the starting position. Well, that's life... Back in late 1983 when nobody worried about glaring white backgrounds, UDG-sized graphics and poor sound, 3D Ant Attack was a wonder to behold. But even if you overlook these faults the fact remains that there isn't much gameplay, and what there is soon grows repetitive. Next to modern software, 3D Ant Attack looks rather dismal. TLL Vortex 81% Issue 7 TLL involves navigating a landscape sprinkled with houses, pylons, cliffs and bridges in order to eliminate 'enemy dots'. This top-priority procedure (you don't know how dangerous enemy dots can be if you let them get out of hand) is carried out by swooping low over the ground (hence the title - Tornado Low Level). You always run the risk of crumping your fighter against an obstacle, and once five of the dastardly dots have been wiped out a new mission begins - it's on the same landscape, but this time those devils are hiding below bridges and in the water and all sorts of underhand places. TLL was seen as a masterpiece when it first appeared, and its appeal has hardly diminished since. The landscape is described in effective, clean washes of colour and the fighter is well-drawn, rotating smoothly. The whole thing handles really well and though destroying evil dots is a bit of an artificial exercise the dynamics of the game come together perfectly. Perhaps more a simulation than an arcade game, TLL would, I'm sure, still do well at a budget price. HEAD OVER HEELS Ocean 97% Issue 39 'The best Ritman/Drummond game yet - it's even better than Batman!' said Crash. We read on: 'cuddly',' cute'. I agree; and that's probably what puts me off Head Over Heels. I can do without poisonous Marmite jars, stuffed rabbits, reincarnation fish and doughnuts, especially when their purpose in the game bears no relation to their appearance (why should stuffed rabbits give you extra abilities?). The scenario is unoriginal (two spies from the planet Freedom are out to destroy the Evil Empire), and the graphics look like something you see on early-teatime children's ITV (not that I watch it). Yes, they're detailed and well-animated; yes, they're cute if you like that sort of thing; but there's nothing to link them all together. As isometric arcade adventures go this is probably the best of its kind - there are lots of features, and the graphics are technically the best yet - but no way is it 'the ultimate game'. I like mine a little less silly and with a lot more logic behind them. KNIGHTLORE Ultimate 94% Issue 12 'Sheer perfection,' enthused the anonymous CRASH reviewers of way back at the sight of Knight Lore's Filmation graphics. The Filmation technique allows your sprite to physically interact with onscreen objects in almost any way, and with Knight Lore, the tenuously-related sequel to Underwurlde and Sabre Wulf, Ultimate's programmers surpassed themselves. In this thrilling instalment Sabreman (the player) must brave the castle of the wizard Melkhior to find the ingredients of the potion that will cure his sudden lycanthropy (Ultimate's instructions take the form of an epic poem, but manage to say nearly the same thing). Fail, and you must remain the werewolf forever - but so what? He's a dam sight cuter than Sabreman. Melkhior's castle is divided into rooms full of traps, structures and useful objects, all of which can be manoeuvred using Filmation. The avalanche of isometric games in this style has lessened the impact of Knight Lore's graphics. Today they seem rather plain and simple, though the old Ultimate touches still stand out (the sprite looking warily over his shoulder, for example). The game itself is a little unsophisticated for our times, too: essentially it's just a set of Manic Miner-type problems of timing, jumping and avoiding, and Filmation only comes in useful for making higher leaps. Still, Knight Lore deserves some recognition for having started off the isometric-arcade-adventure genre proper - it's just a pay the subsequent deluge was so heavy. BATMAN Ocean 93% Issue 28 Crash's Overall comment described this as 'a neatly finished game which does Batman proud'. But Ocean took all the Batman mythos and promptly forgot about it in an (admittedly commercially successful) attempt to cash in on Alien 8 etc - this game has nothing to do with Batman. Even the main character graphic shows a squat little figure who looks more like a Smurf than the Caped Crusader. And the Batcave has become some sort of architectural monstrosity furnished with conveyor belts and spiked floors and populated by creatures ranging from puppy dogs to lion-headed mutants. Maybe he's had it redone, but it never looked that way in the comics, the TV series, the films and the graphic novels. All that aside, Batman is quite a good game. The graphics and animation are superior to Ultimate's, and the Bat Devices and Batpills which give Fatman extra abilities add interest to the gameplay. In fact, leave out the pseudoBatman scenario and title and I'm quite content with this. NIGHTSHADE Ultimate 91% Issue 21 Nightshade just scraped into the Smash bracket, and the autumn 1985 release is now generally considered to have marked the beginning of the end for the former masters of Spectrum software at Ultimate. The gameplay is similar to Atic Atac's: wandering around the playing area (in this case a medieval town) destroying materialising nasties and collecting 'super antibodies' to kill off the four major villains. But the real star of Nightshade is the Filmation 2 technique, which scrolls the highly - detailed buildings about and lets you effectively see through the walls in a cut-away view whenever you pass behind them. It's become a cliche that 'the trouble with Ultimate's games is that they have great graphics but no game bolted on', but in this case it's undeniably true. Though the pseudomedieval atmosphere is strong and the characters are well-animated, Nightshade is extremely boring. It eventually bolls down to searching in vain for the major villains, just for the dubious thrill of getting killed by them instead of by lesser monsters for a change. HIGHWAY ENCOUNTER Vortex 95% Issue 20 You're a lone Vorton droid, pushing a highly brainfrying explosive device to the far end of an alien highway to blow up an enemy base. The road is populated by various aliens resembling anglepoise lamps and other dangerous household items (I gave them all names once but that was ages ago), and floating mines weave across the tarmac in dances of death. Your only strategy is to block up or kill off the nasties on your first run, and then go back to get your slave droids and the bomb. Highway Encounter's graphics are still impressive today; as in TLL, the combination of flat background colour and detailed monochrome overlays works very effectively. All the roadside scenery is beautifully drawn, from the crops in the fields to the golden sands of the beach. The only trouble with the game is its difficulty. I still wonder at Crash's comment of the time 'it will be easy to complete and I will probably get bored with it' - after 2.5 years I still can't clear the 30 zones and get the bomb to its destination within the time limit. But Highway Encounter looks great (better, in fact, than it s sequel - Vortex's Alien Highway, 88%/Issue 29) and would probably still sell as a budget game. QUAZATRON Hewson 94% Issue 29 As Klepto, a psychotic young droid with a penchant for taking things apart, you have been volunteered to get the mutant droids out of Quazatron, a multilevelled underground citadel of ramps and lifts. Klepto starts with a measly pulse laser but can collect extra weaponry by ramming other droids and entering a grapple sequence - really a subgame. A test of strategy and reflexes decides who wins the grappling duel. If you successfully grapple another droid you can take any available weapons; if you lose, the consequences are usually fatal. As you upgrade your weapons you can take on ever more powerful opponents, till you become the top dog -and then it's time to move on to the next citadel. 'Quazatron is a true masterpiece,' said Crash at the time, and the comment is still valid. Apart from the rather jerky scrolling everything is faultless: the graphics, the music, the FX and the gameplay. Quazatron is a successful fusion of strategy and arcade and deserves all the recognition it's had. ROGUE TROOPER Piranha 79% Issue 36 This licence is based on the early Rogue trooper stories from the comic 2000AD. Rogue is, as usual, trudging around Nu Earth, this time looking for the eight vid-tapes which show how the Traitor organised the destruction of the rest of the GIs (you have to know the strip to follow the scenario, really). Nu Earth, which seems to have shrunk a little in conversion from comic to computer, is patrolled by Norts and littered with ammo, med-packs - and, of course, the tapes. And Rogue's biochipped buddies Gunnar, Helm and Bagman give onscreen advice which isn't always particularly useful (Gunnar rarely says anything more inspiring than 'Let's grease some more Nort scum'). When all the evidence has been collected Rogue can return to the shuttle and wait for Cam Kennedy to draw him some more identical stories (oops! that just slipped out). Despite the extremely tacky presentation, this is an enjoyable game. It's not hard to win, which may put some off, but it provides relaxing therapy when you need your confidence boosted a little. The graphics are detailed, varied and recognisable, and though the colour washes are used simply they add interest. Perhaps Rogue Trooper's strongest point is the atmosphere generated by the graphics and the comments; it is, surprisingly, the most faithful 2000A0 conversion yet.
Your Sinclair #13Jan 1987 · p.577/107/106/106/107/107/10
Graphics 7/10
Playability 7/10
Value For Money 6/10
Addictiveness 6/10
Overall 7/10
Max Phillips 7/10
Piranha £7.95 Reviewer: Max Phillips The deserter... stranded in the chem-clouds of Nu Earth... carrying the bio-chipped personalities of his three best buddies... sole survivor of the Quartz massacre. Rogue Trooper, the last Genetic Infantryman now fights two wars - a fugitive facing execution from his own side and a vicious guerilla war against any Norts who dare to cross his path. He wants his bio-chip buddies regened. But most of all he wants to find the Souther traitor who killed them and the rest of his kind. He wants him dead. At this point the cassette card usually hands everything over to you... Sounds good doesn't it? But then this isn't an ordinary scenario and it isn't an ordinary tie-in game. This is Rogue, hero to millions and much missed star of 2000AD. Shame that Tharg The Commercial One merely wrote zarjaz all over the packet and didn't bother to have a go. The thrill-suckers have been at work here. It's by no means a terrible game. Cast in the 3D machine-gun toting hunchbacked hero mould of Cobra, Rambo and so on, it's got lots of gratuitous violence, lots of sneaking up behind walls and do-or-die dashes. But it isn't brilliant - it's slow and flicks from screen to screen rather than scrolling. What's more Rogue is about three times faster going forwards/backwards than he is going left/right - weird. And all you've got to do is: 1. shoot lots of Norts, 2. collect ammo to stay in business, 3. collect medi-kits to patch up wounds, 4. collect eight vid-tapes that identify the traitor and 5. make off in what looks awfully like a second-hand Space Shuttle. If that sounds hard, I got all eight tapes and within a couple of screens of the space shuttle on just my second attempt at the game. Piranha promises all sorts of extras like grenades and Southers but if you can get this far without seeing a single one then I don't think you need bother looking for them. One thing that is true is that bio-chip mates Bagman, Helm and Gunnar occupy the top of the screen and offer advice and encouragement. After about five minutes play, you're sick of their inane commentary and start to wonder why the hell you're bothering to carry them around... Since I'm a Rogue fan, I'll say it's a nice bit of fun if you're into it. But it's not a blockbuster and it won't keep anything other than the goldfish occupied for more than a week. But then I'm charitable. However, Judge Dredd would give it ten. Ten years in the isocubes.
Sinclair User #58Jan 1987 · p.1083/53/5
Overall 3/5
Graham Taylor 3/5
It says something for 2000AD that it has been the source of so many ideas for computer games. Now Piranha has lifted out Rogue Trooper to Fight on the Spectrum. Rogue Trooper, a sort of mutant Rambo of the future, battles alone against a relentless foe. His mission - to destroy a traitor who betrayed Rogue's GI buddies. The buddies are not actually dead. Their personalities are stored on microchips and in destroying the traitor Rogue will win their release. As you can see there is going to be a lot of serious killing in this game. The game look visually very like Commando presented as a 3D scrolling game, big sprites and a true sense of perspective. This is good. The gameplay is fairly complex - aside from destroying very many things, there are little icons representing the chipped buddies who offer advice ('kill, kill, kill', mostly) and things like stamina levels to be maintained etc. This is also good. There are eight tapes to be collected - video recordings which together provide the evidence necessary to convict the traitor - and I found four of them on my second attempt at the game. This, I would have thought, is bad. The game, though maybe not state of the art graphically is certainly in the first division. Big sprites which trot along (it has to be said that Rogue's walk is not very macho - more carefree really) smoothly and quite detailed backgrounds. The restriction to two-colour gives no attribute clash but makes things a little difficult to see on some screens - particularly yellow on white is a bit distracting. Although clearly a large part of the point of the game is kill and not being killed, the speed at which everything happens is very restricted. Because of the large number of big sprites moving about at the same time it's all a bit slow and this detracts seriously from the challenge of the game. It is comparatively difficult to be caught unawares and your fire button is hardly likely to suffer damage when your bullets stroll nonchalantly across the screen. The game is large (100+ screens) and there is some variety to the landscapes - mixed areas of desert, barbed wire and burnt-out ruins. The latter are more exciting since there is an opportunity to shoot through holes in the walls (tricky programming stuff that) and use corners as cover. Things almost get exciting. Whilst shots from assorted enemies are relatively ineffective - you need to be hit a lot of times before it matters much - treading on a mine is instant death. This would be a source of potential tension in the game were it not for the fact that it is quite easy to avoid them. The only time I died from a mine was when moving from one screen to the other. The problem with Rogue Trooper is that it has the wrong plot for this style of game. The slick big graphics cause the speed of movement to be restricted and that means it can't succeed as a high-action blast 'em game. Conversely there isn't really enough in it to turn it into a 'find the objects and figure out what to do with them' affair. I think most people will find it visually impressive, but slow, unexciting and all too easy. Label: Piranha Author: Design Design Price: £9.95 Joystick: various Memory: 48K/128K Reviewer: Graham Taylor ***
Second only to Dredd in 2000AD mythology, Trooper is another lone man dispensing his own kind of justice in an inhospitable and barren landscape. His objective has always been vengeance - to find the traitor who turned his buddies into biochips and perhaps even return them to life. In Nu-Earth where everybody else is crazed, Rogue Trooper is the only one still sane - and sometimes even that is in doubt.
ZX Computing #33Jan 1987 · p.48ZX Computing Monster Hit
ZX ComputingZX Computing Monster Hit
2000AD COMIC HERO, ROGUE TROOPER, BLASTS INTO ACTION. Piranha £7.95 You are Rogue Trooper a genetically engineered infantryman created to withstand the poisonous chem-clouds of Nu Earth. You are also the sole survivor of the Quartz massacre when your regiment was betrayed and wiped out by the Norts. Now your only thought is to find the traitor responsible for the slaughter and revive our three buddies that are now mere bio-chips mounted on your gun, helmet and backpack. These three chip buddies advise you during your mission as well as stir you on to more heroic deeds. Gunnar helps your firing but has a distinctly psychotic side to his nature and will constantly urge you to "blast some more Nort scum!" Helm gives you the odd hint and points you in general direction of medi kits and ammo stores and gets very excited when you find one of the eight vid tapes that will prove the identity of the traitor. Finally Bagman reports on current levels of ammo, kits and tapes and applies the medi kits if you're getting weak. The war torn planet of Nu Earth is represented by 3D graphics illustrating the ruined cities, radiation deserts, graveyards, fuel dumps, nu forests and glass zones that are now swarming with Nort troops. Rogue Trooper is controlled by joystick or redefinable keys and can explore the "real" landscape. This is obviously a development of Ultimate's original Knight Lore system tailor-made to the ruins, trees, graves and barbed wire of Nu Earth. Charging around with guns blazing will only have short lived success as you will be quickly cut down by the Nort troopers, auto-firing pillboxes and mines that have a nasty habit of exploding if you get too close to them. The way to success and a longer life is to use the scenery as cover, only rushing into the open when you can get first shot. Gunner might not like these tactics but you don't have to take all of the advice the chip buddies hurl at you. My best so far is seven of the eight vid-tapes so the shuttle will have to wait a little longer before taking me to victory. The Norts may have finally gunned me down but I took plenty of them with me. One thing's certain, I'll be back for more.
Crash #36Jan 1987 · p.3675%82%76%83%79%71%79%
Use of Computer 75%
Graphics 82%
Playability 76%
Getting Started 83%
Addictive Qualities 79%
Value For Money 71%
Overall 79%
Unknown
Unknown
Unknown
Producer: Piranha Retail Price: £9.99 Author: Design Design Readers of 2000AD will recognise the main character in PIRANHA's latest game. Rogue Trooper is the soul survivor of the Quartz massacre. The rest of his regiment was systematically wiped out after being betrayed to the Norts and then left to the mercies of the Sun Legion. The vid-tapes storing the vital evidence which Rogue Trooper craves will probably have survived the blast due to their protective casing. Eight of these vid-tapes must be collected and put safely in a waiting shuttle for transportation to the spaceport where the atrocity of the massacre can be revealed. Three of Rogue's friends who died in the Quartz massacre were stored at the moment of their death on micro-chips. These chips are now attached to Rogue's helmet, back-pack and gun, and each of them, Helm, Gunnar and Bagman have different personalities. These GI buddies cajole and advise Rogue as he roams the hideously contaminated Nu Earth. The Nu Earth has been completely ravaged by the effects of chemical warfare, although because he is a genetic creation, this only affects Rogue slowly. The Norts who are guarding this desolate wasteland have to wear special breathing masks in order to survive, and can be recognised because of this. As Rogue stomps around the Nu Earth he can either avoid the Norts or blast them with his own weapon. Extra ammo can be collected along the way if supplies get low. The marauding Norts are not the only perils facing Rogue on this ragged planet. Beware the minefields and the automated pillboxes which shoot anything (even Norts if they get in the way), and take quite a bit of blasting to destroy. Each time Rogue is shot he loses five strength points, and stepping on a mine will severely dent his reserves. This damage is shown by the amount of strength he has left. When this strength level reaches zero he will die and the game will be over. First-aid packages crop up now and again and will replenish some of Rogue's energy. Rogue's status is shown on a chart at the top of the main screen. This shows how much ammo and first-aid kits he is currently holding and how many of the tapes he has found. Points are scored for any Norts killed and Rogue's strength is indicated as a percentage at the bottom of the chart. To the left is a small map. It shows up areas containing Norts, the location of the shuttle, and the type of ground around. This is important, as while Rogue is in some terrain, he is slowly healed, whilst the rad desert and other areas will slowly drain his strength. To the right are the three chips and a small screen on which their messages and general running commentary are displayed. The essential vid-tapes are easily recognised and these, like everything else in the game are automatically picked up when Rogue walks into them. COMMENTS Control keys: definable Joystick: Kempston, Protek, Sinclair Interface II Keyboard play: responsive Use of colour: monochrome Graphics: isometric 3D graphics Sound: spot effects Skill levels: one Screens: 72
Rogue in the nort graveyard. But he's out of med kits, so he'd better be careful.
The ruined city is pretty packed with norts, so old Rogue had better watch his step.
C&VG (Computer & Video Games) #63Jan 1987 · p.248/105/108/107/10
Graphics 8/10
Sound 5/10
Value 8/10
Playability 7/10
Tim Metcalfe
MACHINE: Spectrum SUPPLIER: Piranha PRICE: £9.95 Welcome to Nu Earth, the war torn planet on the edge of the galaxy turned into a battle field by the Norts and Southers. Here they play out their never ending conflict. This poisoned, cratered, devastated landscape is home to the Rogue Trooper, sole survivor of the Quartz Massacre. He saw an entire regiment of Genetic Infantry destroyed - betrayed by a top ranking office in the Souther's army. Rogue's only mission in life is to find evidence which will lead to the trial of the man who sent his GI buddies to their doom in the Quartz Zone. Each GI has his personality stored on bio-chip - and Rogue managed to rescue three of his buddies in chip form during the massacre. Bagman, Helm and Gunnar now accompany Rogue on his quest for justice, their synth-voices ringing out across the ruined planet as they help - and hinder - the Rogue Trooper's mission. Nu Earth is where you'll find yourself once you've loaded in Piranha's latest offering - based, of course, on the cult character from the comic 2000AD. Your mission is simple. You have to hunt for eight vid-tapes scattered across the surface of Nu Earth following the destruction of a Millicom satellite formerly in orbit around the planet. These tapes, in armoured cases, survived the blast and contain the evidence Rogue needs to convince his military bosses that the GIs were betrayed by a traitor. Rogue has to explore the devastated planet - and avoid Nort troops and Southers who have no time for "deserters" like Rogue. Te main screen display is taken up with a view of the current part of Nu Earth Rogue is exploring. The graphics are pretty good - capturing the gritty style of the comic. They are line drawings in one coloour - the colour changes depending on the area of the planet Rogue is in. This obviously cuts down on any colour clash problems... At the top of the screen you'll see Rogue's battle computer display which shows a small scale map of the planet - and the shuttle which is waiting to take our GI and his tapes back to civilisation. At the top left hand side of the screen you'll see a window which contains the bio-chipped remains of Gunnar, Helm and Bagman. Messages from the chips appear here as you play. As he tramps across the planet Rogue will come across boxes of ammo and med-kits which aid his survival in this hostile environment. Norts are always around, but if Rogue has enough firepower he can generally knock them out. If you want you can also take on the Nort pillboxes for more points. Collect eight vid-tapes and Rogue must find his way back to the shuttle using the computer map as a guide. But what about the playability, I hear you cry! Well, to put it bluntly, Rogue is a bit of a disappointment. The ideas are all there - but the game is just too easy to hold your attention for very long. I completed the mission in just one sitting - which is almost unheard of here at C+VG. Not that it's not enjoyable to play. There's plenty of action to be had, the whole thing looks good, and it's easy to get into. But once you've completed the mission the only thing left to do is go back and do the whole thing all over again and simply try for a bigger score by shooting more Norts. As I've already said, the graphics aren't bad but sound is minimal just a few bleeps and burps. Not a great game - but not totally naff either. Design Design have, and can, do better. But if your a fan of the comic and like games you can beat pretty easily then Rogue is worth looking at.
The gritty graphic style recreates the original look of the cartoon but the game will disappoint Rogue Trooper fans.
The top right hand portion of the screen allows your bio-chip friend to talk to you.
4 Most Megaheroes carries this game and has 1 reference of its own.
News/Note7
- Your Sinclair #50Feb 1990 · p.7
- New Computer Express #1Nov 1988 · p.2
- Your Computer #2Feb 1987 · p.17
- ZX Computing #29Sep 1986 · p.6
- Sinclair User #53Aug 1986 · p.7
- C&VG (Computer & Video Games) #57Jul 1986 · p.8
- Crash #30Jul 1986 · p.10
Preview5
- Crash #34Nov 1986 · p.161
- Your Sinclair #11Nov 1986 · p.8
- C&VG (Computer & Video Games) #59Sep 1986 · p.16
- Crash #32Sep 1986 · p.96
- Sinclair User #54Sep 1986 · p.90
CompoEntry4
- ZX Computing #33Jan 1987 · p.80
- Crash #36Jan 1987 · p.110
- Your Sinclair #10Oct 1986 · p.48
- C&VG (Computer & Video Games) #59Sep 1986 · p.18
Advert4
- Sinclair User #57Dec 1986 · p.112
- C&VG (Computer & Video Games) #62Dec 1986 · p.90
- Crash #34Nov 1986 · p.146
- C&VG (Computer & Video Games) #59Sep 1986 · p.35
Full-page ad3
- C&VG (Computer & Video Games) #107Oct 1990 · p.103
- Your Sinclair #12Dec 1986 · p.74
- C&VG (Computer & Video Games) #60Oct 1986 · p.49
CompoResult3
- ZX Computing #38Jun 1987 · p.5
- Your Sinclair #16Apr 1987 · p.98
- Crash #38Mar 1987 · p.54
Review3
- MicroHobby #116Feb 1987 · p.16
- Computer Gamer #23Feb 1987 · p.95
- Popular Computing Weekly #46Nov 1986 · p.76
Hack/Poke2
- YS Smash TipsAug 1988 · p.40
- Your Sinclair #28Apr 1988 · p.29
Information1
- SSD-IISep 1999
Feature1
- Crash #51Apr 1988 · p.83
Tips1
- MicroHobby #138Jul 1987 · p.26
Licensed from
- Rogue TrooperComic2000AD
Related
- Compilations
- 4 Most Megaheroes, Las Cajas de Sol, Load 'n' Run issue 39
- Ports
- (Amstrad CPC), (Commodore 64), (Commodore Plus/4)
- Elsewhere
- Speccy Screenshot MapsWikipediaMobyGamesRZX ArchiveThe TipshopModern ZX-Retro GamingRZX Archive - YouTube
- Same entry at
- Spectrum ComputingZXInfo
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