I n the two years since the Amiga became something of a household name, there has been very little original software produced for it. A few software houses, like Psygnosis and Cinemaware, deliver the goods, granted. But on the whole the Amiga’s software base seems to consist generally of conversions from 8-bit games, which are then tarted up a bit.
There are 10,000 levels to play, with the objective of completing them all. Each level comprises a chequered landscape (a bit like a contoured chess board really) with trees dotted around. You control a being called the Synthoid and start at the lowest point on the landscape, with the aim of overthrowing the Sentinel who occupies the highest point. You move around by creating a new robot shell and transferring to it. However, you can only create a robot if you can see the square on which it is to sit. Meanwhile, having sensed your presence, the Sentinel turns around on her plinth, scanning the landscape. Should her beady sensors fall on your frail form, she will drain energy until you die. Obviously, a good strategy is the order of the day.
Extra height is gained by creating a boulder on which to place your new robot shell. Again, you have to be able to see the square in question. The Sentinel does not like you stealing it from her landscapes. So you have to ensure that once you have transferred you absorb the old shell to keep up your energy level. It is worth sucking up any trees while you are at it. The trees are the basic unit of energy. A boulder is equivalent to two trees, and a robot is worth three.
So what of the improvement? Well for a start, this version is considerably faster than any other and I do not just mean the speed of the graphics; the whole pace is extremely fast and is guaranteed to induce sheer panic into even the hardiest player, it is also more colourful than the 64 version, and there is an odd David Whittaker soundtrack playing throughout. I am not so sure it enhances the edge-of-the-seat atmosphere, but at least you can turn it off and just have the sound effects.
But these enhancements are purely cosmetic. The most innovative improvement is the fact that you can play with the mouse in conjunction with a few keys, rather than just using the keyboard.
Not so neat though is the HELP function. Pressing the HELP key when the cursor is pointing into the sky results in a map of your surroundings being displayed. This seems detrimental to me, as what makes the Sentinel so absorbing to play is the nail-biting, nerve-wrecking tension of not knowing where anything is. Mind you, you do not have to press HELP, but it does seem a shame that the option exists.
The Sentinel is simply a classic concept, and this version is the best yet. I cannot praise it highly enough (heaven knows rating something like this is hard enough), so I will just say: BUY IT!
CU Amiga, May 1988, p.53