Combat School
Arcade Game: Action · ZX-Spectrum 48K/128K · 2 players · English
Ocean Software Ltd · 1987 · Pound sterling 7.95 · Pound sterling 14.95 disk
Also known as ARCADE COLLECTION 08: Combat School (English)
Discussion
Nobody has started a thread about this yet.
Credits
While David Whittaker is the author of the music for the 48k version of the game, on the 128k version the music is credited to Jas C. Brook.
- Control Option
- Cursor, Interface 2 (right), Kempston Joystick
Releases
- 1987Ocean Software LtdPound sterling 7.95 · Pound sterling 14.95 disk
- 1987Erbe Software S.A.Spanish peseta 875.00
- 1987IBSA
- UnknownOcean-Imagine Hellas
- 1990The Hit Squad Sold as ARCADE COLLECTION 08: Combat SchoolPound sterling 2.99
Play
- CombatSchool.dsk.zipDisk image English99 KB
- combat.zipRZX playback file
- CombatSchool.tzx.zipTape image English167 KB
- CombatSchool.tap.zipTape image English67 KB
- CombatSchool(ErbeSoftwareS.A.).tzx.zipTape image English130 KB
- CombatSchool(TheHitSquad).tzx.zipTape image English140 KB
Documents
- CombatSchool_HitSquad_Instructions.pdfInstructions 222 KB
- CombatSchool(EN).pdfInstructions English141 KB
- CombatSchool(ErbeSoftwareS.A.).txtInstructions Spanish7 KB
- CombatSchool(ErbeSoftwareS.A.).pdfInstructions Spanish41 KB
- CombatSchool_German.txtInstructions German13 KB
- CombatSchool.txtInstructions English15 KB
- CombatSchool.pdfInstructions 335 KB
Music
- CombatSchool.ay.zipRipped in-game/theme music in AY format 3 KB
Other files
- Combat School (1987)(Ocean Software).pokPOK pokes file 1 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
- Mike LambCode
- Andrew P. DeakinCode
- Ivan HornIn-game Graphics
- David WhittakerMusic
- David WhittakerSound Effects
- Jas C. BrookeMusic
- Jas C. BrookeSound Effects
Sign in to credit somebody, or say what these people did.
Awards
- Your Sinclair MegagameYour Sinclair26 · 1988
- Crash SmashCrash48 · 1988
Scores
In the magazines
- Sinclair User #701988 · Overall9/10
- Your Sinclair #261988 · Overall9/10
- Crash #481988 · Overall93%
Elsewhere on the web
- WorldOfSpectrum 56 votes8.02
Awards and competitions
Crash Readers Awards 1987
- 2Best Simulation
- 3Most Accurate Review
In the magazines 80
ACE (Advanced Computer Entertainment) #8May 1988 · p.71
ACE (Advanced Computer Entertainment)
Spectrum, £7.95cs Amstrad, £8.95cs, £12.95dk C64/128, £8.95cs, £12.95dk The latest in the long line of 'waggling' athletics games. This one's got a military flavour to it though, and seven separate stages. There's no chance to cooperate with your friend, though, as each player plays separately - for example, on the first stage both players have to waggle their way across an assault course, and the screen is split horizontally with each player's character occupying one half. Other stages, however, do allow the players to compete - the rifle range for example. Combat School is certainly guaranteed to make your wrists ache, and provides a lot of fun for both one or two players.
Combat School - Amstrad. Waggle your way to glory.
Your Sinclair #26Feb 1988 · p.26Your Sinclair Megagame9/109/109/109/109/109/10
Your SinclairYour Sinclair Megagame
Graphics 9/10
Playability 9/10
Value For Money 9/10
Addictiveness 9/10
Overall 9/10
David Powell 9/10
Ocean £7.95 Reviewer: David Powell If you're a long-haired layabout, don't run along with all this fitness rubbish and find that 10 am is too early to greet the day, then this is the wrong place for you. Here is where they dry the wetness from boys' ears and turn them into REAL men - yes, this is Combat School! Hut! two, three, four, Hut! two, three, four... But enough of this. Haven't those dependable chaps at Ocean done well? They've managed yet again to squish all that action into a C60 (or thereabouts) - even if 48Kers do have to suffer three separate loading stages. Has everyone forgotten the ill-fated microdrive? (Let's hope so, Ed) And their hard work on visual reproduction has paid off. Ordinarily, I have an intense dislike for games that require joystick-waggling, and joysticks are such a poor alternative to the original trackball. But when I realised how much easier it was to do the "swivel" (a joystick motion, not a new dance practised by Marines), I was well away! Here I was, someone who'd even forged his mum's signature to get out of PE, running like Seb Coe and jumping like a gazelle. Even on stage two , I found myself accurately blasting scores of pop-up targets - quite amazing for someone who couldn't hit the side of a barn with a cannon. Thence cometh the iron-man race with its bridges to cross, rocks to leap over and mines to avoid. The last section even involves crossing a river. The boat bit here has been dropped for memory reasons - your man appears to be able to walk on water - a neat trick! To beat this screen, push the joystick forward and waggle it quickly from side to side. After a well earned intermezzo as the next block loads, it's straight into the second target range. Tanks appear from all sides, so you should get to know their pattern - essential if you're even to stand a chance of getting through. Assuming you do, there's a spot of arm wrestling which is quite arm-wrenching - literally, as you have to last a full minute of joystick bashing. Just to show you how bad a marine I'd make, I've only once beaten the next stage, the third target range. You need to shoot almost all the circled targets, but as they're mixed among some that'll freeze your sights temporarily, that's not an easy task. All that follows is a fist-like duel with your instructor (with as many joystick positions to learn). Assuming you're skilful enough, you'll be able to put all your hard-earned training into use with an actual rescue mission. Combat School has much to keep you occupied, loads of different screens and always that incentive to try again (no matter how much you feel afterwards that you really were there!). Should you do exceptionally well on one screen, time bonuses give you more chances on the next. And if you only just fail, a penalty of several pull-ups may just pull you through. Ah well, can't stop. I've got work to do. Permission to fall in, sir?
Here's the second of the three target ranges, and unlike the others, you're after remote control tanks (weird!). Initially they follow a set pattern so get as many as possible before the break into freestyle. Time is short, so don't just sit there admiring the scenery, get on with it! (Nice scenery. Ed).
It's split screen time! Jump the high walls early to avoid crashing into them; in every screen there's a clock to show you how time is running out and a power gauge to indicate how shagged out you are. Scores are displayed only on odd-numbered sheets, but who's interested in scores anyway?
C&VG (Computer & Video Games) #75Jan 1988 · p.328/106/108/108/10
Graphics 8/10
Sound 6/10
Value 8/10
Playability 8/10
Paul Boughton
MACHINES: Amstrad/Spectrum/CBM 64 SUPPLIER: Ocean PRICE: £7.95 (Spectrum), £8.95/£14.95 (Amstrad/CBM 64), £12.95 (CBM disk), £14.95 (Amstrad disk) VERSION TESTED: Spectrum Get fell in you 'orrible little games player. What do you think you're 'ere for? To enjoy yourself? To 'ave fun? Well, toddy, let me put you straight. YOU'RE HERE TO LEARN TO BE A SOLDIER. A KILLING MACHINE. GOT THAT? Well, now we've got that straight its on to some tough training in the Combat School, Ocean's conversion of the excellent Konami coin-op before undertaking a dangerous mission to rescue a hostage at the American embassy. There are eight training courses to conquer. Points and time bonuses are up for grabs. ASSAULT COURSE: By waggling the joystick, you must build-up and maintain your running speed while jumping over the numerous fences. Towards the end of this event you will be confronted with a horizontal ladder; jump onto this ladder and waggle as fast as possible to complete this course. You are up against the clock. FIRING RANGE ONE: Various targets appear at random throughout this event and you must move your cursor and shoot as many as possible within the allotted time. You have a minimum number of targets to hit. IRON MAN RACE: You must build-up and maintain your maximum running speed whilst avoiding the various obstacles such as rocks and mines, as you try and negotiate the terrain. FIRING RANGE TWO: In contrast to the fixed gun emplacements you had in the first firing range, this event presents you with a chance to practice your skills with a hand-held machine gun. Robot tanks descend at random from the top of the screen and you must knock-out as many as possible in the allotted time. ARM WRESTLING: You must try and build-up and maintain maximum power to defeat your opponent. In the one player game you will be pined against the computer, while in the two player game you'll be competing one on one. FIRING RANGE THREE: This is similar in control to the first firing range, but you must avoid shooting any of the red target , if you do inadvertently hit one of these, your cursor will freeze until the next batch of targets appear. COMBAT WITH INSTRUCTOR: Here you are one on one against your instructor and must use all your martial arts and combat skills to defeat him. CHIN-UPS: if you fail to qualify in the first six events by a very narrow margin, you will be given a second chance to continue. This will take the form of a number of chin-ups that need to be performed in a specific time. It's then time for the mission... Combat School combines all the ingredients that make the coin-op so successful. The training events are highly playable but I wasn't too impressed with the final mission.
Crash #48Jan 1988 · p.16Crash Smash91%94%93%92%93%93%91%94%
Presentation 91%
Graphics 94%
Playability 93%
Addictive Qualities 92%
Overall 93%
Dave Hawkes 93%
Nick Roberts 91%
Paul Sumner 94%
Producer: Ocean Retail Price: £7.95 cassette, £14.95 disk Author: Andrew Deakin and Mike Lamb, from a Konami coin-op The guys who get through the US Marines Corps's combat school eat six Shredded Wheat for breakfast. And if you can join them and beat the time limit for completing seven gruelling tests in Ocean's Combat School coin-op conversion, you'll be a tough guy too - and there's a top-secret antiterrorist mission waiting to be done. Your training begins with an assault course: walls of different heights and an arm walk. A meter shows the muscular power you're generating, and if you can keep it up it's on to the next section, the first firing range. Targets appear from the ground and remain in sight for just a few seconds - but at least 38 must be hit, blasted by moving a multidirectional cursor. The next event is the 'iron man' race. Only a good running speed can see you successfully through rough country strewn with boulders, water hazards and bridges; then you swim across a fast-flowing river full of logs. Now you're exhausted - but the second firing range appears, and the challenge is to hit 95 robot tanks as they appear before you. From there it's on to show your bicep supremacy in an arm-wrestling contest. This man-to-man trial of muscles is different from all others at the school because even if you fail, you're allowed to carry on training. Normally the instructor's more ruthless - fail any other test and you're out. And now your tingling arm must be brought under control, for accuracy is once more required on the third shooting range. As on the first, targets pop up for just a few seconds - but it's more complicated this time, because you have to avoid hitting red targets. Get one by accident, and a whole screen of targets (and potential points) is lost to you. The final and hardest stage of Combat School puts you into unarmed combat with an instructor. You can throw punches and kicks, leap into attack and leap away again, and if you hit your opponent often enough and quickly enough you are the victor. But of course the opposite also applies - and if you fail this ultimate challenge you cannot graduate. For all that, there's some pity left in those Marine instructors. If you can't complete an event or amass enough points within its individual time limit, after the indignity of a few chin-ups you can return to the course. And if you do extra well in an event, bonus points do wonders for your prospects of promotion when it's all over. But it's never all over for a US Marine - if you manage to graduate from the school, all your newly-acquired skills are needed on a mission to rescue a hostage from an American embassy. COMMENTS Joysticks: Cursor, Kempston, Sinclair Graphics: excellent, detailed, no clash Sound: stirring tunes Options: two-player option; definable keys; demo of Gryzor - another Konami coin-op conversion imminent from Ocean - on 128K tape. But one minus point: multiload is necessary on the 48K Spectrum.
A race against time, exhaustion - and the other player.
After the exhausting 'iron man' event, you've got to aim 95 perfect shots on the second firing range.
If you fail a single test, it's time for a physical penance - shown here in the Spectrum version and the original Konami coin-op. (If you can't tell the difference, do 200 chin-ups.)
Separating the man from the boy.
Sinclair User #70Jan 1988 · p.469/109/10
Overall 9/10
Jim Douglas 9/10
Label: Ocean Author: Andrew Deakin, Mike Lamb, Ivan Horn Price: £7.95 Memory: 48K/128K Joystick: various Reviewer: Jim Douglas Top Gun haircuts, too-tight T-shirts and serious deodorant bills. They're all here in Combat School, Ocean's umpteenth coin-op convert. It's Daley Thompson with an Uzi. Combat School hasn't been in the arcades too long, but it's rep is one to be reckoned with. Managing to couple wrist/sapping sports-sim endurance challenges with a high-class military outing doesn't come top of the list of Easy Games to Design, but Konami (the original cabinet makers) and Ocean have done it. The idea behind the game is that you (and a friend if you like) have been packed off to the academy to get trained up for war. In order to make it through to the elite ranks of the puce-berets - or something - you've got to complete seven events: an assault course, three firing ranges, the iron man race, arm wrestling and hand-to-hand combat. First up it's the assault course. Nice graphics. The screen flips up two tracks, both viewed side on, one on top of the other. If you're on your own you've got 42 seconds to get from one end to the other. The screens scroll from right to left, and everything that moves moves very nicely indeed thankyou. It has to be said that I could get up an extraordinary power rating without actually moving anywhere, and occasionally found myself rooted to the spot after jumping a wall. Looks like a bug to me. Having negotiated the three different sizes of wall in varying combinations, you come to the monkey-swing. Jump up and propel yourself using your hands. Then it's just a short burst to the line. If you narrowly fail to complete the assault course, and indeed any of the other events, you'll be sent to the chin-up bars, where you have to complete a gruelling ten dips in order to prove you're tough enough to continue. If you goof here, or miss the initial event by a large enough margin, you'll be catching the next Greyhound bus back to Albuquerque. The three firing ranges are similar in the respects that you find yourself at the bottom of the screen, spraying away at targets. There is also the iron man race, which has you running like crazy over a top-bottom landscape littered with boulders, puddles and rivers. You've got to waggle left and right to maintain speed, but also negotiate the obstacles. The graphics throughout Combat School are of a consistently high standard. The characters are large and well defined, and they move around quickly. The firing range is especially exciting. Arm wrestling is probably the least exciting event, though it still provides a reasonable challenge Waggling - again - for all you're worth, you have to bring down your opponent's arm. The screen is viewed from above and is OK to look at. but it's not exactly nail-biting stuff. By far the best event is the combat with the instructor. Here you're given more control over your character and can punch, kick and jump to your heart's content. In the unlikely even of you completing all the stages, you are deemed to be worthy of a place on a secret mission to rescue someone from the American Embassy in Bananarepublic - or somewhere. Innovative stuff, this plot. Of course I could tell you about it if I had got to it. But I didn't, so I can't. Combat School, apart from what is looking fairly seriously like a bug at the start, is great. There is enough variety in the events to save it from being a terminally dull left-right waggle-yourself-to-death affair, and graphically it's the tops.
PROGRAMMERS The programmers behind Combat School are Andrew Deakin, Mike Lamb, Ivan Horn and David Whittaker. They've worked on a number of Ocean titles in the past and, with the exception of the freelance Whittaker are all full-time employees. Softography: Andrew Deakin: Athena (Ocean, 1987), Mike Lamb: Renegade (Ocean, 1987), Top Gun (Ocean, 1986), Arkanoid (Ocean, 1987).
Combat School carries this game and has 80 references of its own.
Gryzor carries this game and has 80 references of its own.
The In Crowd carries this game and has 45 references of its own.
Advert33
- Your Sinclair #54Jun 1990 · p.62
- Sinclair User #100Jun 1990 · p.59
- Crash #77Jun 1990 · p.49
- Crash #76May 1990 · p.49
- Your Sinclair #53May 1990 · p.65
- Your Sinclair #52Apr 1990 · p.14
- Sinclair User #98Apr 1990 · p.25
- Crash #75Apr 1990 · p.49
- Your Sinclair #51Mar 1990 · p.91
- Crash #74Mar 1990 · p.4
- Your Sinclair #50Feb 1990 · p.92
- Crash #73Feb 1990 · p.45
- Your Sinclair #33Sep 1988 · p.78
- C&VG (Computer & Video Games) #83Sep 1988 · p.100
- ACE (Advanced Computer Entertainment) #11Aug 1988 · p.64
- Sinclair User #77Aug 1988 · p.2
- Crash #54Jul 1988 · p.24
- Your Sinclair #31Jul 1988 · p.106
- The Games Machine #8Jul 1988 · p.20
- Sinclair User #75Jun 1988 · p.65
- Your Sinclair #29May 1988 · p.55
- Crash #52May 1988 · p.4
- C&VG (Computer & Video Games) #79May 1988 · p.68
- The Games Machine #5Apr 1988 · p.69
- Crash #51Apr 1988 · p.48
Tips8
- Sinclair User #117Nov 1991 · p.22
- Crash #91Aug 1991 · p.49
- ACE (Advanced Computer Entertainment) #13Oct 1988 · p.45
- Crash #57Oct 1988 · p.60
- Your Sinclair #29May 1988 · p.23
- Crash #51Apr 1988 · p.63
- MicroHobby #165Mar 1988 · p.68
- Sinclair User #71Feb 1988 · p.17
Hack/Poke6
- Sinclair User #109Mar 1991 · p.20
- Your Sinclair #45Sep 1989 · p.38
- Your Sinclair #36Dec 1988 · p.33
- Crash #54Jul 1988 · p.43
- Your Sinclair #31Jul 1988 · p.29
- Sinclair User #70Jan 1988 · p.20
Preview6
- Your Sinclair #24Dec 1987 · p.34
- The Games Machine #2Dec 1987 · p.15
- Crash #47Dec 1987 · p.132
- Your Sinclair #23Nov 1987 · p.12
- Sinclair User #68Nov 1987 · p.112
- Sinclair User #67Oct 1987 · p.104
Review4
- Proxima Magazine #21996 · p.27
- ACE (Advanced Computer Entertainment) #5Feb 1988 · p.60
- MicroHobby #163Feb 1988 · p.32
- C&VG (Computer & Video Games) #76Feb 1988 · p.26
Feature4
- ACE (Advanced Computer Entertainment) #13Oct 1988 · p.45
- MicroHobby #171Jun 1988 · p.52
- ACE (Advanced Computer Entertainment) #8May 1988 · p.70
- Crash #45Oct 1987 · p.48
Full-page ad4
- Your Sinclair #26Feb 1988 · p.60
- C&VG (Computer & Video Games) #75Jan 1988 · p.13
- ACE (Advanced Computer Entertainment) #4Jan 1988 · p.148
- Sinclair User #70Jan 1988 · p.124
Two-page ad3
- Your Sinclair #24Dec 1987 · p.122
- C&VG (Computer & Video Games) #74Dec 1987 · p.170
- Crash #47Dec 1987 · p.50
Offer2
- Sinclair User #71Feb 1988 · p.60
- Sinclair User #70Jan 1988 · p.104
News/Note2
- Your Sinclair #25Jan 1988 · p.7
- C&VG (Computer & Video Games) #69Jul 1987 · p.8
Information1
- SSD-IISep 1999
CompoResult1
- Crash #47Dec 1987 · p.146
CompoEntry1
- Crash #45Oct 1987 · p.48
Licensed from
- Combat SchoolArcade coin-opKonami Ltd
Contains
Related
- Compilations
- Combat School, Gryzor, The In Crowd, Total, Poke City
- Ports
- (Amstrad CPC), (Commodore 64)
- Tags
- AY Sound, Button Mashers, Crosshair, Multi-Genre, Multi-loader in 48K mode, Split Screen, Perpendicular 2.5D Graphics, Side-view 2D Graphics, Horizontal Scrolling, Static Screen, Vertical Scrolling, Multi-sport Event, Simultaneous, Turn based
- Elsewhere
- Speccy Screenshot MapsLost in TranslationCentre for Computing HistoryCentre for Computing HistoryMobyGamesRZX ArchiveThe TipshopUVLModern ZX-Retro GamingRZX Archive - YouTube
- Same entry at
- Spectrum ComputingZXInfo
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