ONCE again French programmers have come up with something original, a game set in a flourishing slave colony in the 18th century - a plot which belies the inlay card picture of a negro breaking his chains while wearing a very 20th century pair of jeans, but that's another kettle of chromosomes...
Before you get started there is a blast from the past to deal with - a colour chart, one of the oldest and most effective anti-
You use the mouse to select the colours of two given squares from 3,684 possibilities. Make a mistake and the computer re-boots. The colours are displayed on screen in words, so there are no problems for those editors of Amiga magazines who happen to be colour blind.
There are thre levels of difficulty. You can be defiant, rebellious or fanatical, with varying degrees of skill at lock-
Once the opposition is suitably fixed, you spend your time rushing around talking to the four slave leaders, persuading all 204 slaves to join the revolt, getting rid of guard dogs, bending the ears of the witchdoctor and the medicine man, foiling the priests' plans to stop you, starting fires, breaking into buildings, finally reaching the road to freedom by killing one of the masters or burning down building and crops.
If the local militia is aroused, either by your tasks not being completed or the plantation bell rung, the revolt fails.
You normally see a large scale plan view of the compound. Pressing the mouse button magnifies the area you are in and allows you to crack locks, start fires, persuade slaves and so on.
The Pathfinder option pinpoints enemies nearby and allows you to pick fights with them. You can review your achievements or seek advice from a nearby sorcerer. If you are very, very lucky a mermaid will appear and make time slow down.
Fighting is standard beat-'em-up fare as seen many times before, although it is well done with good animation, including moving backgrounds and foregrounds.
Control is a little bit awkward if you're using a joystick - you need one hand on the stick and another to press the six keys which control the various thrusts and parries. One unusual variation is a fight against four guard dogs.
The garish graphics are superb. Sound is excellent, with some realistic effects, especially dogs barking and a suitably African percussion passage whenever a new section is loaded from disc. boom-