Deep Strike
Arcade Game: Shoot-em-up · ZX-Spectrum 48K · 1 players · English
Durell Software Ltd · Nov 1986 · Pound sterling 9.95
Discussion
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- Control Option
- Cursor, Interface 2 (right), Kempston Joystick, Redefineable keys
Releases
- 20 Nov 1986Durell Software LtdPound sterling 9.95
- UnknownEDOS
- 1986Encore
- 1986Erbe Software S.A.
- 1986IBSA
- Apr 1987Graphic Game S.A.
Play
- DeepStrike.tzx.zipTape image English25 KB
- DeepStrike.tap.zipTape image English31 KB
- DeepStrike_2.tap.zipTape image English30 KB
- DeepStrike(Encore).tzx.zipTape image English25 KB
- DeepStrike(ErbeSoftwareS.A.).tzx.zipTape image English26 KB
- DeepStrike(IBSA).tzx.zipTape image English25 KB
Documents
- DeepStrike.txtInstructions English4 KB
- DeepStrike(ErbeSoftwareS.A.).pdfInstructions Spanish20 KB
Other files
- Deep Strike (1986)(Durell 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
- Nick Wilsoncredited
- Maz H. Sporkcredited
- Tim HaywardInlay/Poster Art
Sign in to credit somebody, or say what these people did.
Awards
Scores
In the magazines
- Sinclair User #591987 · Overall2/5
- Your Sinclair #141987 · Overall4/10
- ZX Computing #361987 · OverallGrim
- Crash #361987 · Overall79%
- Your Sinclair #581990 · Overall49%
Elsewhere on the web
- WorldOfSpectrum 57 votes8.10
In the magazines 35
Your Sinclair #58Oct 1990 · p.3159%22%86%35%49%49%
The View 59%
Realism 22%
Dakka Factor 86%
Net Weight 35%
Overall 49%
Jonathan Davies 49%
THE COMPLETE YS GUIDE TO FLIGHT SIMS Oh cripes. Whose idea was this? Couldn't we do it on something else? Nah, we promised. How about putting if off for another month? Or we could make JONATHAN DAVIS do it? Heh heh. Right, where's he got to? Ah ha! Neeeeeow! Dakka dakka dakka! Kaboom! "Crikey, Ginger, pull up! Over." "I can't! I think my flaps have gone a bit funny. Over." Neeeow! Boom! "Bail out! Bail out! Over." Dakka dakka dakka. (Ricochet noises.) "Er, okay then. Over and out." Sorry about that, just trying to inject a bit of excitement into this thing because, let's face it, flight sims aren't exactly the most exciting bits of software around. Or are they? No, They're not. But there are loads of them about, and people keep buying them. Why is this? Perhaps we'd better investigate. For thousands of years man has dreamt of flight... (Cut the crap, Ed) Erm, well, perhaps it's because they demand a bit more thought than your average arcade game. Fast reactions are all very well, but what about using your noddle occasionally? Keeping a plane in flight isn't just a matter of wobbling your joystick about a bit, which is the impression that lesser games give. You've got angles of attack to worry about, altitude, navigation, weapons systems, undercarriage... the list is endless. As are the manuals usually. And that's another thing. If you've never played one before you'll need to spend hours wading through one of these breeze-block tomes before you can even get off the ground. Once you've got the thing up in the air though you're well away. With any luck there'll be lots of scenery to look at and plenty of enemy thingies to 'take out'. You might even like to indulge in a bit of aerobatics to pass the time. The one thing you should always keep an eye on though is the ground. Stay away from this at all costs. Unless you're landing, of course, which is another story altogether. SO WHAT'S A FLIGHT SIM THEN, EH? In compiling this guide I was faced with the usual problem - what exactly is a flight simulation? What are the criteria? Where do you draw the line? I decided to seek the advice of one of Europe's leading experts in the field of computer games. "Er, Matt? (Cough.) Matt?' I ventured. "Mmm?" "Would you have said that, say, Fighter Pilot was a flight sim? Huh? Matt?" I enquired cheerily. "Er, probably," he replied. "How about Harrier Attack?" "I expect it is, yes." "Or Night Raider?" "Um, look, I've got to go out. To the, er, shops. I'll see you later. Maybe." Unperturbed. I decided to try Andy, but he didn't appear to hear me. I also tried ringing up a few friends. They all seemed to be out. So it's all down to me then. Well, I reckon that really, in a flight sim, you ought to be in control of a plane of some sort. Ideally you'd get a 3D view out of the cockpit, but I'll be flexible and allow ones where you see the plane on the screen from the back (like ATF) and even ones where you see the view in 2D (from the top or something). Another important guideline is the number of keys. Preferably there should be at least 2,452 of them, each with about three different functions. But, again, I'll allow a generous margin of error and set the bottom line at six. And finally there's the manual. Obviously this should be as large and impenetrable as possible, with lots of incomprehensible acronyms that you have to keep looking up in the glossary at the back. A rough guide to length? Let's say 500-600 pages for a decent one or, if the game comes in an ordinary cassette box, an inlay card that folds out into a thin strip long enough to wrap round Matt's tummy at least two and a half times. So now we know just what makes up a flight sim, let's take a look at a few… RATINGS Once again, the normally-so-versatile YS rating system doesn't really seem too appropriate here (Instant appeal? Addictiveness?). So what we've done is to come up with a revised system, specially tailored to meet the needs of today's flight sim. Let's have a nosey... The View: Can you see anything nice out of the window? Or is it all just green and blue wiggly lines? And does the scenery glide around smoothly or jerk around like an Allegro with a dodgy clutch? Realism: This can often be determined by the number of keys the game uses. So that's just what we've done. Counted 'em. As there are 40 keys on your basic Speccy, and each one can be doubled or even tripled up, the maximum comes out to exactly 100. Handy, eh? Dakka Factor: Is there much to shoot? Or is it all a matter of map-reading, gauge-watching and other such nonsense? And once you've shot whatever it is, does it explode dramatically and plummet to the ground leaving a trail of smoke behind it? Or not? Net Weight: A crucial part of any flight sim is all the junk that comes with it. So, adding together all the disks, maps, manuals, stickers and the box, what do the YS scales make of it? (All weights are, of course, approximate.) (In degrees.) THE CHEAPO SIDE OF THINGS You've got to give them credit - the budget people'll have a crack at anything. And flight sims are no exception. A full-pricey can take anything up to 18 months and a massive team of highly-trained programmers to develop, so what does your average beer-swilling cheapo programmer manage to come up with in the two weeks (evenings only) he's allotted? Let's brace ourselves and take a look. Deep Strike Durell Here's another looking-at-it-from-behind one. However, this time what you're looking at is actually a World War 1 biplane, a bomber in fact, but you're not actually in control of it. Eh? This is actually because you're meant to be protecting it by flying along behind it in a fighter. Dastardly German planes zoom about trying to shoot down the bomber, so what you've got to do is shoot them down while resisting the temptation to shoot down the plan you're meant to be escorting (and it's a very strong temptation, I can tell you). The eventual aim is probably to bomb a target of some sort, but along the way are various enemy buildings and tanks (in WW1?) which you can also get the bomber to, er, bomb. Although the view is that of a True Flight Sim, you can't actually do much in the way of flying around, so it's really much more like ATF or something. The landscape is certainly very ATF-like - lots of grid-lines and hills - although I believe Deep Strike came first. There is a map, however, so it's a bit flight-simmy. But not enough, unfortunately, from letting it slip into being a slightly crap Op Wolf-style shoot-'em-up. In fact I can't really see what it's doing in the guide at all.
I said "Eat lead, Johnny Hun!", not bleed all over my sky. Tch.
EVERY FLIGHT SIM EVER (IN THE WORLD)* *(near enough) Ace - Cascade Ace II - Cascade Ace Of Aces - US Gold Acrojet - US Gold Airliner - Protek ATF - Digital Integration Biggies - Mirrorsoft Chuck Yeager's Advanced Flight Trainer - Electronic Arts Combat Lynx - Durell Dambusters - US Gold Delta Wing - Creative Sparks Deep Strike - Durell F-15 Strike Eagle - MicroProse Flight Path 737 - Anirog Fighter Bomber - Activision Fighter Pilot - Digital Integration Flight Simulation - Psion Flyer Fox - Bug Byte Gee Bee Air Rally - Activision Gunship - MicroProse Nightflight - Hewson Nightflight II - Hewson Night Raider - Gremlin Project Stealth Fighter - MicroProse Red Arrows - Database Software Skyfox - Ariolasoft Space Shuttle - Microdeal Spitfire 40 - Mirrorsoft Strike Attack - Micro Mart Strike Force Harrier - Mirrorsoft Top Gun - Ocean
GAMES THAT AREN'T FLIGHT SIMS, BUT MIGHT JUST WELL HAVE BEEN Caesar The Cat - Mirrorsoft Mr Wong's Loop Laundry - Artic ZX Tool Kit - Star Dreams
GAMES THAT MOST DEFINITELY AREN'T FLIGHT SIMS Beaky And The Egg Snatchers - Fantasy Blue Max - US Gold Harrier Attack - Durell Heathrow Air Traffic Control - Hewson Monty Python's Flying Circus - Virgin Night Gunner - Digital Integration P47 - Firebird Scramble Spirits - Grandslam Spitfire - Encore TLL - Vortex
LOOKING-AT-IT-FROM-BEHIND ONES These ones are really the next step down from the True Flight Sim. They're essentially the same, except that instead of a view out of the cockpit you get a view of the back of your plane. This isn't quite as pointless as it sounds, because usually the plane is small enough so that you can see past it to the 'scenery' beyond. This type of view generally makes it easier to judge landings and to see if you're about to fly into anything, but there is often a corresponding reduction in the number of knobs and dials, and an increase in things to do. Not what we want at all. ATF is the perfect example of this sort of thing. "Chuck Yeager. (Well, he sort of belongs in this box.)"
LOOKING-AT-IT-FROM-JUST-ABOUT-ANYWHERE ONES Now these really are the business. They're like a cross between the True Flight Sim and the Looking-At-It-From-Behind one, with lots more as well. In fact, what you can do is look at your plane from all sorts of different angles, including weird ones like from-the-ground and from-the-front-of-the-plane. To tell the truth, games like this are a bit scarce on the Speccy (they tend to flourish on posh computers like the Atari ST) but there are one or two good ones. Chuck Yeager is a notable example, as is Fighter Bomber.
LOOKING-AT-IT-FROM-THE-SIDE ONES Now we're looking at things like Harrier Attack And they're certainly not flight sims. In fact, they're usually just scrolling shoot-'em-ups with planes instead of spaceships. There's always plenty of stuff to shoot, but technical accuracy is very limited indeed. You never have to worry about setting your flaps at the right angle or the navigational computer to the appropriate beacon, or watching your airspeed in case you stall. Useless. "Harrier Attack - definitely not a flight simulator. (Clear now?)"
LOOKING-AT-IT-FROM-THE-TOP ONES Now we're in dicey territory. We're talking about things like TLL here. Quite frankly, they're not really, are they? Flight sims, I mean. They've rarely got more than four or five keys, placing them firmly on the arcade side of things. So let's pass over them.
RATINGS Once again, the normally-so-versatile YS rating system doesn't really seem too appropriate here (Instant appeal? Addictiveness?). So what we've done is to come up with a revised system, specially tailored to meet the needs of today's flight sim. Let's have a nosey... The View: Can you see anything nice out of the window? Or is it all just green and blue wiggly lines? And does the scenery glide around smoothly or jerk around like an Allegro with a dodgy clutch? Realism: This can often be determined by the number of keys the game uses. So that's just what we've done. Counted 'em. As there are 40 keys on your basic Speccy, and each one can be doubled or even tripled up, the maximum comes out to exactly 100. Handy, eh? Dakka Factor: Is there much to shoot? Or is it all a matter of map-reading, gauge-watching and other such nonsense? And once you've shot whatever it is, does it explode dramatically and plummet to the ground leaving a trail of smoke behind it? Or not? Net Weight: A crucial part of any flight sim is all the junk that comes with it. So, adding together all the disks, maps, manuals, stickers and the box, what do the YS scales make of it? (All weights are, of course, approximate.) (In degrees.)
SO, YOU WANT TO WRITE A FLIGHT SIM? Er, are you sure? Stick your tongue out. Hmm. Say "Ahh". Crikey. Okay, let's take a look at some essential ingredients... THE SETTING Flight sims are always set in a spooky 'alternative' world where the sky is always blue and the grass is always green (and so is just about everything else for that matter). Other vegetation is pretty sparse, apart from triangles on sticks which look a bit like trees. These are usually about 600 ft high (if your altimeter is anything to go by). The only buildings tend to be in a modernist cereal packet style, with no-one living in them. Mountains are handy for flying into. KNOBS AND DIALS There should be a ridiculous number of these, all of which are unmarked and of no obvious use. If they start reading 'zero', eject. There should also be little red lights which start flashing and making a beeping noise for no apparent reason. They only stop when you press every key on the keyboard very hard, at which point the plane crashes. THE MAP Any relation to a normal map should be avoided. Flight sim maps consist of a large and (usually green-on-yellow, or something else that's probably outlawed by EEC legislation) covered in little splotches. Quite what these are isn't entirely clear. Somewhere in the middle is a flashing square - you. This never seems to move, no matter how long you look. Meanwhile, back in the cockpit, your plane has just been shot down. THE CONTROLS As previously explained, there should be as many as possible, and then lots more on top of that. They should all have obvious purposes (eg P for throttle up, K for map, Symbol Shift, Caps Shift and 3 for left etc). There should also be a disconcerting delay (say, five minutes) between pressing a key and anything happening. The need for constant reference to the manual can easily be incorporated, during which time the plane flies into a tree. SOUND Don't put any in. Apart from the 'crash effect', of course. THE ENEMY Somewhere on the screen there should be a radar with a little flashing dot on it. This is the enemy aircraft. The player will turn to face it, prime the air-to-air missiles and wait for the two aircraft to meet. This, of course, never happens. After a certain length of time the player will get bored, engage the autopilot and nip out to put the kettle on. His plane then gets shot down. LANDING As you'll no doubt be aware, this is impossible. Real F-15s and things land perfectly first time, every time. But not simulated ones. You get them lined up exactly, set the speed rate of descent and everything exactly according to the instructions, flaps and undercarriage down, set it down oh-so-gently and... kaboom. PLAYTESTING Once the game's nearing completion you'll have to thoroughly test it. Sit yourself down in front of it and ask someone to come and check up on you after an hour or so. If you're still awake the game is obviously in need of modification.
THE 'TRUE' FLIGHT SIM The obvious example of one of these is the original Flight Simulation, but that was pretty crap. What we're basically talking about here is the sort where you're placed in the cockpit looking out of the window in the bottom half of the screen (or, worse, on another screen altogether) is the instrument panel, which can generally be ignored, and in the top half is the view. This is generally green on the bottom and blue on the top. If it's the other way round you're probably in trouble. Scattered about will be lots of squiggly lines, and maybe a few dots on the ground to give the impression of 'speed' (ahem). "Night Raider - not of the best but it'll do."
THE A-Z OF FLYING TERMS Ammo: A Latin verb. Being Tail Gunner: Going to the loo. Chocks Away: Someone's pinched your lunch. Dogfight: These are illegal. Eject: If in doubt... Flaps: Do lots of these if the propeller stops going round. Ground: The main hazard faced by most pilots. Heading: See Football Guide, YS Issue 54. Instruments: In-flight entertainment. Joystick: Long thing between your legs with a red bit on the end. Kippers: Probably the nickname of a World War 1 pilot. Landing: The bit at the top of the stairs. Mae West: Something pilots like to keep handy. Normandy: A nice place to go on holiday. Orange: If you paint your 'crate' this colour you'll probably get shot down. Piece Of Cake: Dreadful drama series about planes on telly. Quebec: Keep an eye on the map if you don't want to end up here. Roger: (Er, do S. Ed) Six O'Clock: Tea-time. Take Off: Spoof or parody. Undercarriage: See Joystick. V-Formation: Give one of these to the enemy as you fly by. Wings: Something to do with Paul McCartney. X-Ray: You're meant to say this over the radio quite often. Yellow: See Orange.
THE COMPLETE YS GUIDE TO FLIGHT SIMS Oh cripes. Whose idea was this? Couldn't we do it on something else? Nah, we promised. How about putting if off for another month? Or we could make JONATHAN DAVIS do it? Heh heh. Right, where's he got to? Ah ha! Neeeeeow! Dakka dakka dakka! Kaboom! "Crikey, Ginger, pull up! Over." "I can't! I think my flaps have gone a bit funny. Over." Neeeow! Boom! "Bail out! Bail out! Over." Dakka dakka dakka. (Ricochet noises.) "Er, okay then. Over and out." Sorry about that, just trying to inject a bit of excitement into this thing because, let's face it, flight sims aren't exactly the most exciting bits of software around. Or are they? No, They're not. But there are loads of them about, and people keep buying them. Why is this? Perhaps we'd better investigate. For thousands of years man has dreamt of flight... (Cut the crap, Ed) Erm, well, perhaps it's because they demand a bit more thought than your average arcade game. Fast reactions are all very well, but what about using your noddle occasionally? Keeping a plane in flight isn't just a matter of wobbling your joystick about a bit, which is the impression that lesser games give. You've got angles of attack to worry about, altitude, navigation, weapons systems, undercarriage... the list is endless. As are the manuals usually. And that's another thing. If you've never played one before you'll need to spend hours wading through one of these breeze-block tomes before you can even get off the ground. Once you've got the thing up in the air though you're well away. With any luck there'll be lots of scenery to look at and plenty of enemy thingies to 'take out'. You might even like to indulge in a bit of aerobatics to pass the time. The one thing you should always keep an eye on though is the ground. Stay away from this at all costs. Unless you're landing, of course, which is another story altogether. SO WHAT'S A FLIGHT SIM THEN, EH? In compiling this guide I was faced with the usual problem - what exactly is a flight simulation? What are the criteria? Where do you draw the line? I decided to seek the advice of one of Europe's leading experts in the field of computer games. "Er, Matt? (Cough.) Matt?' I ventured. "Mmm?" "Would you have said that, say, Fighter Pilot was a flight sim? Huh? Matt?" I enquired cheerily. "Er, probably," he replied. "How about Harrier Attack?" "I expect it is, yes." "Or Night Raider?" "Um, look, I've got to go out. To the, er, shops. I'll see you later. Maybe." Unperturbed. I decided to try Andy, but he didn't appear to hear me. I also tried ringing up a few friends. They all seemed to be out. So it's all down to me then. Well, I reckon that really, in a flight sim, you ought to be in control of a plane of some sort. Ideally you'd get a 3D view out of the cockpit, but I'll be flexible and allow ones where you see the plane on the screen from the back (like ATF) and even ones where you see the view in 2D (from the top or something). Another important guideline is the number of keys. Preferably there should be at least 2,452 of them, each with about three different functions. But, again, I'll allow a generous margin of error and set the bottom line at six. And finally there's the manual. Obviously this should be as large and impenetrable as possible, with lots of incomprehensible acronyms that you have to keep looking up in the glossary at the back. A rough guide to length? Let's say 500-600 pages for a decent one or, if the game comes in an ordinary cassette box, an inlay card that folds out into a thin strip long enough to wrap round Matt's tummy at least two and a half times. So now we know just what makes up a flight sim, let's take a look at a few…
THE FIRST FLIGHT SIM EVER Ha. This one's easy. It was Flight Simulation, one of the first games that ever came out on the Speccy. It was also the first game I bought. (Aargh! The secret's out.) It was one of those Psion games which came out on Sinclair's own label, and despite the mind-numbingly tedious piccy on the box (the instrument panel of a plane) it hung around near the top of the charts for years. In actual fact, Flight Simulation is a conversion of a ZX81 game of the same name. Yikes. We'll take a closer look at this one later on.
ZX Computing #36Apr 1987 · p.56ZX Computing Glob MinorGrimGrim
ZX ComputingZX Computing Glob Minor
Overall Grim
Tony Hetherington Grim
TONY HETHERINGTON TAKES A SPIN IN FOUR OF THE LATEST SPECTRUM FLIGHT SIMULATORS. DEEP STRIKE Durell £9.95 World War I dogfights were extremely hazardous with planes often shooting off their own propellers in the heat of the action. Add to that the unreliability of such flimsy aircraft and you realise the danger of the mission you've been sent on. Your mission is to fight off hordes of Red Barons, Black Barons and Blue Maxes to protect the bombers that fly in front of you. This aerial convoy has its own problems in that you have to drop the bombs while trying not to shoot the bomber that spends most of the game in front of your gunsights! The screen shows your view over the scrolling landscape and your controls that are dominated by two propellers which show the deteriorating condition of your plane and your bomber, and a pointer that keeps you on course. The best results seem to be achieved if you fly so that you fire just below the bomber's undercarriage but be prepared to move out to intercept enemy fighters and gun down barrage balloons before they destroy your bomber. As each bomber is destroyed another takes its place until you either get a chance to bomb your main target (the enemy fuel dump) or you're left on your own to take out as many of their planes as you can before they get you.
C&VG (Computer & Video Games) #64Feb 1987 · p.317/104/106/108/10
Graphics 7/10
Sound 4/10
Value 6/10
Playability 8/10
Tim Metcalfe
MACHINE: Spectrum/Amstrad SUPPLIER: Durell PRICE: £9.95 VERSION TESTED: Spectrum/Amstrad No, there's no sign of Arthur Scargill despite the name of this latest offering from Durell. You find yourself flying a World War One bi-plane, riding shotgun to a World War One bomber. Both of you are on a mission to destroy an enemy fuel dump. Your job is to protect the bomber - you get four of them - from the onslaught of enemy fighters and guide it to its target across enemy held countryside. You also control the bombing end of the bomber and can rain bombs down on gun-emplacements and encampments as you fly toward the target. The landscape includes pretty accurately represented hills and valleys. You use a compass on your instrument panel to find the way to your target - you must always fly in the direction it is pointing. Stray off target and you run into heavy enemy fire and loads of fighters. You can check your progress by calling up a map. This also pauses the game. You'll come across barrage balloons. You can shoot them down for extra points - but must avoid them as they'll destroy your bomber as surely as a blast of gunfire. Enemy fighters come in three types, Red and Black Barons and Blue Maxes. Red planes behave pretty normally, Black Barons have kamikaze pilots and Blue Maxes are sharp shooters. The screen display shows a pilots-eye-view of the landscape and the bomber you're protecting. It's a good idea to position yourself a little below your companion as a misdirected blast of machine gun fire from your guns can knock him out of the sky as surely as a burst from the enemy planes. The Spectrum version has pretty useless sound and a tune which gets irritating - and the Amstrad version noises aren't much better. There are several skill levels and joystick/keyboard options. Plus a high score chart. You always have to start back at base when you've been shot down or lost all your bombers which is a bit of a pain, and remember to save some bombs for your final target - it's no good getting all the way without anything to blow things up with. Deep Strike is a playable and different air-combat game. But I reckon that at nearly £10 it's overpriced. Knock a couple of quid off and it would be much better value.
A very playable air combat game that, unfortunately, doesn't have lasting appeal.
Deep Strike is overpriced at £10, it should have been cheaper.
Your Sinclair #14Feb 1987 · p.864/105/103/104/104/104/10
Graphics 4/10
Playability 5/10
Value For Money 3/10
Addictiveness 4/10
Overall 4/10
Gwyn Hughes 4/10
Durell £9.95 Reviewer: Gwyn Hughes Ed was going to give this to Rachael, but thought better of it when I pointed out that it would only result in numerous 'Fokker' jokes, So it was passed to me. I should have kept my mouth shut! How to describe Deep Strike? It's a shoot 'em up without the excitement. Its a flight simulator without the simulation. In fact its totally lacking in stimulation as well. The World War One plot has you flying shotgun to a bomber while tri-planes appear out of the blue to take the odd pot shot at you. You can go up or down or swing side to side - no complex controls here. You possess a rather advanced compass which warns you when you're heading into flak, and you can dump the odd bomb on the dumkopfs below too. Durell has put its faith in a solid 3D landscape effect. Not only is it painfully slow but it's altogether less satisfying than the vector graphics of Tomahawk, for example. Though the game is described as 'A MUST for all dog fight enthusiasts," it reminded me most of two geriatric corgis sniffing each other. Suffice to say that at budget price this would be alright, but at almost ten quid its a real bum deal that should be grounded immediately!
Sinclair User #59Feb 1987 · p.712/52/5
Overall 2/5
Andy Moss 2/5
Label: Durrell Price: £9.95 Memory: 48K/128K Reviewer: Andy Moss Gott in Himmell vot iz zis? Ze bloody Red Baron has gone too far zis time!! One minute he is firing away at ze dreded British, zen he makes way for suicidal black bombers and Blue Maxes. Whatever next! Well what comes next in Deep Strike, is a chance to blow away the Bosch using your bombs, when you finally arrive at your designated destination, which happens to be a convenient fuel dump. You're in control of World War I fighter plane, escorting four bombers and it's your job to both protect and guide the bombers to their target. The terrain is very similar in layout to Combat Lynx and the enemy planes come out from all angles at you. Keeping on the right flight path is not difficult, but avoiding hills is, and too much hill hitting results in a broken propeller and we all know what happens next! There are black planes that just fly straight at you bombers so avoid those at all costs, and the Blue Maxes are very accurate so shoot them as soon as possible. If you manage to survive all this heat, you'll come across the fuel dump so bombs away and it all starts again. It's quite good fun initially, but very overpriced. Certainly not worth a tenner. The game loses its edge after a while, there isn't really enough in it to keep you hooked, pretty soon I began to lose interest. Actually I got more fun out of shooting my own bombers into oblivion than the Jerries! The graphics are very pretty, the sound is fair, its just, is that all there is?
Crash #36Jan 1987 · p.18380%82%76%75%79%73%79%
Use of Computer 80%
Graphics 82%
Playability 76%
Getting Started 75%
Addictive Qualities 79%
Value For Money 73%
Overall 79%
Unknown
Unknown
Unknown
Producer: Durell Retail Price: £9.95 Author: Nick Wilson OK, you chaps, we're going to jump in the old string bags and go in there and give the old hun a real pasting. This is what you chaps have to do. Five bombers, escorted by one fighter, will make a bombing run deep into the Hun's rear. The target is a fuel dump. Destroy this and the whole course of the war could be changed. I know you're the chaps for the job and you'll do a fine job. Now we must expect the Hun to throw everything he's got at us. At first, there'll be just a few Hun patrols. But watch out for the black suicide 'planes, they'll try to crash straight into the bomber. Most of the time, the fighters will attack the bombers, so it's your fighter's job to try to protect them by shooting the Hun down. But watch the jolly old compass. If you stray too far from the straight and narrow, you'll encounter very heavy enemy archie. Even worse, you could run out of juice before reaching your target. After the first section, you come to the hills. These have to be steered around or over. After the hills, the squadron flies over enemy lines. It's time to start bombing things. And try not to shoot up your own bombs. Next section has our brave lads dodging through barrage balloons. These can be shot (but watch out for the flaming debris) but are better avoided. There are a few points to be had from shooting down planes, but most points come from bombing ground targets. Although you are controlling the fighter, you indirectly control the bomber which tries to keep directly ahead of you. So bombing is a question of reacting quickly as the target comes over the horizon, letting go a stream of bombs, and 'steering' the bombs on to target. As you bank, the whole scenery on screen tiffs. The ground has contours Combat Lynx style. The panel at the bottom of the screen shows the amount of machine gun ammo and bombs remaining. There are two damage indicators, in the form of propellers which get progressively eaten away. One shows the damage to the bomber, the other the damage the fighter has sustained. There are five bombers at the start, and as one gets shot down, another takes its place in front of the fighter. There is a map, which shows how far through the game you have progressed. If you finally make it to the fuel dump and blow it up, you'll land, refuel, and then go on another mission. COMMENTS Control keys: redefinable: up, down, left, right, bomb, map, abort Joystick: Kempston, Cursor, Interface 2 Keyboard play: sluggish Use of colour: attractive Graphics: good perspective effect Sound: good tune, reasonable effects Skill levels: three Screens: large scrolling landscape
One bomber down and a few problems as two more fiendish hun hove into view.
What ho, our chaps unleash a few cabbage crates on the old hun. But watch out for the Hun ace, he's attacking the fighter!
Big 4 Vol II carries this game and has 3 references of its own.
Top 10 Collection carries this game and has 4 references of its own.
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- Your Sinclair #16Apr 1987 · p.81
- Sinclair User #60Mar 1987 · p.52
- ZX Computing #35Mar 1987 · p.11
- Crash #38Mar 1987 · p.20
- Sinclair User #59Feb 1987 · p.77
- Your Sinclair #14Feb 1987 · p.13
- Computer Gamer #23Feb 1987 · p.38
- C&VG (Computer & Video Games) #64Feb 1987 · p.51
- Crash #37Feb 1987 · p.38
- ZX Computing #34Feb 1987 · p.10
- Computer Gamer #22Jan 1987 · p.34
- C&VG (Computer & Video Games) #63Jan 1987 · p.58
- Crash #36Jan 1987 · p.18
- Your Sinclair #13Jan 1987 · p.35
- ZX Computing #33Jan 1987 · p.11
Advert7
- Your Sinclair #19Jul 1987 · p.88
- Crash #42Jul 1987 · p.42
- Your Sinclair #17May 1987 · p.68
- Crash #40May 1987 · p.4
- Computer Gamer #25Apr 1987 · p.44
- Your Sinclair #16Apr 1987 · p.48
- Crash #39Apr 1987 · p.58
News/Note2
- K64 #25Apr 1987 · p.10
- ZX Computing #33Jan 1987 · p.5
Feature1
- Your Sinclair #58Oct 1990 · p.31
CompoResult1
- Crash #38Mar 1987 · p.53
CompoEntry1
- Crash #36Jan 1987 · p.72
Preview1
- Sinclair User #58Jan 1987 · p.119
Review1
- MicroHobby #107Dec 1986 · p.18
Related
- Compilations
- Big 4 Vol II, Top 10 Collection, Thrill Time Gold 3, Load 'n' Run issue 46, ZX-Spectrum Vega
- Ports
- (Amstrad CPC), (Commodore 64)
- Elsewhere
- MobyGamesThe TipshopUVL
- Same entry at
- Spectrum ComputingZXInfo
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