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Zone Warrior T he geeks are coming! Or rather, the geeks are unfortunately already here and are hell-bent on destroying the earth. The year is supposedly 2967, and the Startroopers of the United People face their toughest struggle yet in the ten year war against the evil invaders. They are ectoplasmic bug-eyed monsters of all sizes and zoological classifications. They carry power-tools and use them recklessly. They are the sort of creature you bump into down the Do-It-All on hungover Sunday mornings.

Killing time
But now they've stolen a time-machine and are infiltrating the past in the hope of destroying human history. One solo Startrooper must venture back to the corrupted time zones and undo the damage they have wrought. So off we venture, on a monotonous journey through Earth's past. What follows is a series of tedious platform shoot-em-up levels in which geeks need to be destroyed and hostages – for a token plot gesture – must be rescued.

The hostages, we are told, are in fact key members of each time-zones scientific community. The geeks figure that kidnapping them will prevent their discoveries and inventions leading to the technologically-advanced society of 2697 AD that the geeks are having such a problem conquering. To complete each level, you must rescue ten conventional and then one final hostage. Held behind locked doors for which you must find a key, this eleventh man is the last barrier between yourself and a confrontation with the head geek – victory earning you passage to the next time-zone.

Get those geeks!
Zone Warrior Upgrading your standard 1-way Hyperblaster is best done as quickly as possible. Picking up the relevant power-up icon transforms your blaster to a Turrican-style three-way, then even a five-way blaster. Other power-ups include a cluster gun, a Flamethrower that narrow-mindedly adheres to its name tag and throws flame, and X-Bombs. All these and more completely fail to add an exciting variation to your armoury. Got all that? Good – they're all just a power-up icon away.

And so the game goes on. And on. And on. A poor-mans Turrican, Zone Warrior is a sad example of an ill-designed platform shoot-em-up tarted up with fancy presentation and an 'original' plot. The graphics are lousy and sprite collision detection is at times seemingly random. Our hero looks like an old 8-bit sprite and moves as if he has had a cucumber inserted where it shouldn't be, while the cannon-fodder baddies unconvincingly flicker on and off the screen. Does Zone Warrior have any redeeming points? Yes – the music's quite good. But unfortunately, that's about all that can be said for it.
Neil West

Amiga Format, Issue 28, November 1991, p.71

Zone Warrior
Electronic Arts * £25.99
  • Tedious Turrican clone with all of the faults but none of the saving graces.
  • Good presentation sequences, but awkward dual-disk loading.
  • Fast, but unimaginative graphics and repetitive level design.
  • Nothing to inspire the imagination. A poor, dated example of the genre.
verdict: 36%


Zone warrior logo

Brauchbare Soundeffekte, ordentliche Sprachausgabe und eine ausgezeichnete Titelmusik – was will man mehr? Na, wie wär's beispielsweise mit einem vernünftigen Spiel?!

Zone warrior Es ist schon erstaunlich, wie unterschiedlich die Games sind, auf die man das Etikett "Plattform-Action mit Hüpfen & Ballern" pappen kann: Es paßt auf Geniestreiche wie "Turrican 1 & 2" ebensogut wie auf diese Soundhülse ohne Inhalt! Der Vergleich kommt nicht von ungefähr, denn hier erinnert so einiges an "Turrican 1" – der Held, die ausbaufähige Laserwumme oder die Steinchen zum Wegballern. Manches, wie die kleinen Bömbchen, wurde auch von "Rick Dangerous 2" übernommen, anderes (Rumhangeln an diversen Stangen) kennt man z.B. von "Robocop 2". Auch sonst gäbe es eigentlich eine Menge Features (Sonderräume, Waffenkammern, Help-Funktion etc.), die einen 'ne Weile vor den Monitor fesseln müßten. Aber die fürchterliche Wahrheit ist: Zone Warrior macht keine fünf Minuten Spaß!

Nach dem (netten) Intro springt man bloß noch lustlos von Plattform zu Plattform, macht die winzingen und wenigen Gegner nieder, befreit ein, zwei Gefangene, sammelt gelangweilt das herumliegende Zeug auf und fragt sich dabei, wann es endlich richtig losgeht. Ein Zeitlimit hätte der Sache wenigstens noch einen Funken Spannung gegeben, aber sowas gibt's natürlich nicht – stattdessen bloß Zwischen- End- und wasweißich-Sequenzen, Horizontalscrolling, schwachbrüstige Grafik der verschiedenen Zeitepochen und eine mittelprächtige Steuerung. Aber leider halt absolut nichts, wofür es sich wirklich lohnen würde, den Computer anzuschalten. (mm)

Amiga Joker, November 1991, p.82

Amiga Joker
Zone Warrior
Grafik: 46%
Sound: 78%
Handhabung: 55%
Spielidee: 20%
Dauerspaß: 27%
Preis/Leistung: 30%

Red. Urteil: 29%
Für Anfänger
Preis: ca 79,- dm
Hersteller: Electronic Arts
Genre: Action

Spezialität: Zwei Disks, Zweitlaufwerk dringend zu empfehlen. Poster, Codeabfrage, Highscores werden nicht gesaved.