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Camels Ordinarily Sit Down Carefully is the first of a mnemonic referring to the age of rocks (Cambrian, Ordovician, Sillurian, Devonian, Carboniferous). Andy Smith, along with the rest of the dinosaurs, first appeared in the Triassic period.

Everyone, surely, knows the word dinosaur comes from the Greek deinos meaning terrible and sauros meaning lizard, but I bet you didn't know that actually dinosaurs were only around during the Mesozoic Era which finished with the end of the Cretaceous period. Then they all died. Suddenly and without explanation. Well, without an explanation that's been completely accepted by the scientific world.

Until now of course. What actually happened you see was this: some wizard bloke (wizard as in like, a magician type, not the Seventies term for a guy who's sort of good at things and cool and stuff) from a parallel dimension looked at the young Earth (which was then populated by dinosaurs ruled by a handful of waring Gods) and decided that it was going to grow up to be something of a tearaway and threaten the nice peaceful balance of the galaxy.

This wizard then hit on the wizard idea (that was the Seventies term then - I hope you're keeping up) of banishing one of the Gods to the middle of the moon. Like you would.

And to cut a long story short, this caused all the Gods to be imprisoned. Then a meteorite slammed into Earth, killed all the dinosaurs and released the Gods who are now going to fight it out for control of the planet. Which is now called Urth.

A beat-'em-up then. For one or two players. Based on the coin-op of the same name. We'll deal with the one player side of things first because there are a couple of subtle differences.

BRAIN DEAD
Right then, pick your dinosaur and prepare to fight all the others, one after the other. Every time you win a contest (you can decide the number of bouts but the game defaults to the logical three) you win one of the new Urth's seven continents and along with that you gain some worshippers.

Worshippers don't actually figure much in the game, apart from the comedy smacking them around when you're in the middle of a bout, but they are important if you've got the gore option turned on because just before you fight the final battle (when you have to fight each of the other dinosaurs in a single bout contest) you get to chomp as many of them as you can. The more you chomp, the more spent energy you can replenish before that final battle,

During a fight you'll notice that as well as the normal life meter, your dinosaur also has a Brain Stem Bar. Basically, this is a kind of reaction thing. Every time you take a smack you lose energy and some brain power. If you lose all your brain power you're vulnerable to attack because your dino' is too thick to stop it.

Again, you're not going to worry about this brain stuff when you first start but as you peel away the layers of the gameplay you'll find it can become quite important,

In two player mode things are kinda the same really, except you and your opponent are fighting each other for control of the planet. One thing to bear in mind here is that if you've played a couple of rounds with one dino' and won a couple of territories and then you go and switch characters you're going to have to fight for these territories over again. This is good because it sort of encourages you to stick with the same dino' as long as possible.

This is great fun to play. Our very own Graeme here is the regular beat-'em-up expert and he doesn't like the game at all but I reckon it's great fun. Hitting combinations takes practice but they aren't so impossibly complex you never get 'em and each of the characters has their own strengths and weaknesses which take a while to discover and exploit.

Even if you're not much cop at this highly specialised genre you'll still find you can actually play the game because you can rely on the simpler stuff to get you through.

HIDDEN DEPTS
What really works though, and this is what separates the men from the boyus in the world of beat-'em-ups, is the hidden depths contained within the game. Primal Rage has gameplay that really does reward practice and that means you can get better at playing it, and we all know that if you can get better at playing a game you're going to enjoy it for longer.

Witness that dreadful game Rise of the Robots, great graphics (even if the characters couldn't turn around - tee hee), but the gameplay was bloody awful because it took absolutely no skill to finish the thing.

At the end of the day, Primal Rage is good stuff. It's not quite Amiga Format Gold material but it does get very close. You'll enjoy this just because you're a beat-'em-up fan and you should still enjoy it, even if you're not.

The only downside is that you really do need a second disk drive and even with one you'll find the amount of disk swapping becomes a bit of a pain (the game comes on four disks and is not hard disk installable), so bear that in mind if you're an impatient type who can't be doing with changing disks every couple of minutes. Otherwise, enjoy.


AND THE CONTENDERS ARE...

Knowledge is power and to get the jump on your mates here's a quick guide to what the various dinosaurs do. Don't show this page to your mates or you'll be wasting your advantage.

Primal Rage

ARMADON
Good chap this one, curls up nicely for special attacks and launches the spikes from his tail. Does a mean jump in the air to use the spikes on his back in one special move.

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BLIZZARD
Your journeyman fighter. He hasn't got much of a range and he's a bit vulnerable to attack from the dinosaurs that have long tails or necks but he's got a quick punch and a nice roundhouse special move.

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CHAOS
Spookily similar in appearance to Blizzard. Fights a lot like him too. Chaos has a much better name than Blizzard though so pick him given the choice.

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SAURON
Long tail, long neck and a good hind leg gouge. He can do a Primal Scram to which is also the name of a rather good Indie band. Or at least they were because they could have split up now for all I know.

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DIABLO
Same as Sauron except Diablo means devil or something and that's a bit scarier than Sauron, which probably means lizard-like or something.

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TALON
Small but fast. A bit like a Peugeot 205 GT - I should know because I've got one. A Peugeot that is, not a Talon.

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VERTIGO
Very long neck and a very long tail. The tail is good for reducing the brain power of opponents. Also spits a lot which hurts your opponents. Use Vertigo against Blizzard and Chaos especially.

 

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Selbst die tödlichsten Kombattanten und noch die turboschnellsten Straßenkämpfer wirken wie giftige Gartenzwerge gegen die Prügel-Saurier aus dem Time Warner-Zoo - auch wenn sich schnell herausstellt, daß mit Größe allein kein Blumentopf im digitalen Kampfsport zu gewinnen ist...

Die vorsichtig ausgedrückt völlig hirnrissige Hintergrundstory um den Vormachtkampf schockgefrorener Ur-Götter wollen wir Euch und uns ersparen, statt dessen verlieren wir zum Einstieg lieber ein paar Worte über die interessante Entstehungsgeschichte des Automaten-Originals.

Dem seit kurzem komplett zum Time Warner-Konzern gehörigen Coin Op-Veteranen Atari Games war da seinerzeit nämlich kein Aufwand zu groß und die beste Technik auf dem Markt immer noch nicht gut genug!

Also hat ein 30köpfiges Team unter der Leitung von Dennis Harper und Jason Leong für die Animation der Dinos eigens ein aufwendiges Stop-Motion-Verfahren entwickelt: Von Hand gebastelte Drahtmodelle, die mit einer Latexhaut überzogen und dann zur Airbrush-Kosmetikerin geschickt wurden, standen am Anfang.

Anschließend fotografierte man die einzelnen Bewegungsphasen und digitalisierte sie Bild für Bild, bis die Riesenechsen schließlich am Computermonitor das Laufen und Kämpfen lernten.

Jeder Schritt, jeder Tritt und jeder Hieb setzte sich damit tatsächlich aus einem guten Dutzend Bilder zusammen - multipliziert man das mit den rund 70 verschiedenen Bewegungsarten der Urviecher, kommt man auf etwa 25 Megabyte allein für die Animationen!

Wer nun einwendet, daß dafür niemals genügend Platz auf den drei Disketten dieses Games sein kann, hat natürlich recht: Vom mächtigen T-Rex Sauron über den King Kong-Ableger Blizzard bis hin zum Kobrasaurier Vertigo haben alle sieben Kampfechsen Federn lassen müssen, sprich, an Farbe und Geschmeidigkeit in der Bewegung eingebüßt.

Auch die Zwischenanimationen der Arcade-Fassung wurden am Amiga durch Standbilder ersetzt, und auf dem einst quicklebendigen Charakterauswahlscreen rührt sich ebenfalls nichts mehr. Darunter leidet natürlich die gesamte Atmosphäre des Spiels - vor allem auf dem A500, wo das Geschehen nur mehr träge dahinplätschert. Annehmbar ist das Tempo erst auf Rechnern mit 68020-Prozessor wie dem A1200, doch auch dort ruckeln die bläßlichen Hintergrundmotive (Walk, Eiszeit, Vulkan etc.) lustlos und ohne jede Parallax-Perspektive zur seite.

Leider bleibt die auch gegenüber der PC-Version erkennbar abgespeckte Grafik nicht die einzige Enttäuschung, denn die anno Arcade noch mitreißende Begleitmusik ist ziemlich müde geraten, und das Handling des Games nervt durch Umständlichkeit. So kennt Primal Rage keine HD-Installation, dafür besitzt es einen unglaublich kapriziösen Kopierschutz, der selbst Originale gelegentlich für Raubkopien hält und konsequenterweise zum Abstürzen bringt.

Von der Verwendung des hier besonders gefährdeten Zweitlaufwerks muß man daher abraten, auch wenn ohne pro Auseinandersetzung mindestens zwei Diskwechsel fällig sind. Es können sogar bis zu fünf werden, falls sich ein zweiter Spieler via Feuerknopfdruck in einen laufenden Solokampf einklinkt und daraufhin vom Rechner zur Charakter-Auswahl geschickt wird.

Wen wundert's da noch, daß die Steuerung ebenfalls so ihre Macken hat. Den Zweiten Pad-Button wollte unser Test-Muster nämlich trotz entsprechender Option nur widerwillig unterstützen - verwendet man deshalb aber bloß einen, erlebt man eine haklige und zähe Klopperei, bei der schon die Standard-Attacken oft reine Zufallsprodukte sind.

Das Auslösen der bis zu fünf Spezialitäten wie Erdbebenstampfer, Vulkan-Atem oder Feuerfurz wird erst recht zum Glücksspiel, genau wie das Erreichen der eingebauten Bonusgames Bowling und Volleyball.

Positives gibt es hingegen von dem reichhaltigen Optionsmenü zu berichten, wo man den (ohnehin recht harmlosen) Blutmodus abschalten sowie das Zeitlimit, die Anzahl der Continues bzw. der Runden und einige Dinge mehr einstellen kann.

Zwei menschliche Dinodompteure dürfen sich auch gegenseitig Handikaps auferlegen, während Solisten die Kampfstärke des Computergegners so weit herunterregeln können, daß selbst unerfahrene Prügel-Novizen innerhalb kurzer Zeit das Finale erreichen, um die komplette Saurierriege dann noch mal vor einem neuen Hintergrundmotiv zu verkloppen.

Trainingsmöglichkeiten und gelegentliche Bonusmatches (man fängt unter Zeitdruck Flugsaurier ein) sind ebenfalls vorgesehen; darüber hinaus kann man die am Automaten nicht existenten Spielmodi "Tug-of-War" und "Endurance" anwählen und dabei beispielsweise K.o-Kämpfe im Teambetrieb bestreiten.

Kurzum, die guten Ansätze sind zwar nicht zu verleugnen, doch in der Summe bleibt Primal Rage eine ebenso große Enttäuschung wie die Umsetzung von "Super Street Fighter II" vor einigen Wochen - eine lasche Präsentation, die umständliche Handhabung und nicht zuletzt die ungenaue Steuerung lassen hier nur sehr begrenzt Spielspaß aufkommen.

Daß Time Warner demnächst eine spezielle Version für Amigas mit 1 MB RAM nachschieben will, klingt da schon fast wie eine Drohung, denn um dabei eine weitere Blamage zu vermeiden, müßte man wahrscheinlich das ganze Spiel neu programmieren.

Doch ein, wenn auch schwacher Trost bleibt uns immerhin: Wenn nach den echten Dinosauriern nun auch ihre Digi-Kollegen aussterben sollten, wissen wir diesmal wenigstens genau, wer die Schuld daran trägt... (rl)



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This month I've been to see Maid Marian The Musical, a stage show based upon the fantastically great television series. It was fantastically great, and if the certainly-triumphant tour passes through your home town,

I recommend you go. You could then assure me I am not being enormously wrong in thinking Kevin McCurdy, who plays Mad Bloke, looks exactly like Tim Curry, except Kevin is black.

Be sure to also buy a programme, which is written by the show's authors and is a hoot, and which I was afforded the opportunity to study closely by Time Warner's not sending the vitally important instructions to Primal Rage for thirteen days.

Like the same programmers' conversion of Mortal Kombat 2, Primal Rage's controls are remarkably unwieldy through the necessity of squashing everything upon a one-button joystick. (Except it's not a necessity is it? The year and a bit-old Shadow Fighter demonstrated the playable elegance of the simple swirl method. Then again, Shad's wasn't obliged to arrange things so a parent coin-op's moves would work on the home version. Except the Amiga's ones are subtly different. Wave your magic beard and make it better. No, nothin's happened. So Primal Rage is needlessly clumsy, and there is no God. Bad day.)

To pull off a special move, you have to hit fire twice, then hold it don and do the waggle. Worse, diagonals are used extremely infrequently so you have to explicitly tap out away, down, towards (or whatever). And, exactly like in Mortal Kombat 2, two-button joysticks don't work despite the options screen telling you they do. (Perhaps it's Probe's own two-button joystick. I must ask to borrow it).

The upshot of all this is playing Primal Rage, you just don't have time to use the special moves and so don't bother (I personally gave up after beating my opponent to an empty-meter pulp, then being decisively killed while trying to perform a Brain Basher).

All rather damning, entirely in keeping with the game's being quite dreadful on all other formats, and in no way explaining why I like Primal Rage heaps and heaps.


Thirty feet into the air

NO ONE EVEN
For one thing, Primal Rage, unlike every other beat-'em-up in the history of all things, makes sense. People in masks leaping thirty feet into the air and conjuring fireballs have tended to leave me cold, but two-storey dinosaurs wrenching wedges from each other's necks is obvious and fine.

Dinosaurs are great, as are dinosaur movies, and so 'be'ing a dinosaur in what is, in effect, a dinosaur movie - but on the Amiga, is irresistibly appealing.

The overwheling grue, silly in Mortal Kombat, is here fitting. A deinonychus scramling up an allosaur's chest to rake claws down its face is a right and proper things. And with characters being different species (although four of them are the same pair twice with new colours, curse it) you get to identify with your dino in a way that for me never happened in Mortal Kombat.

(I recall not caring tuppence for losing at MK2, here, I was furiously swearing revenge when my wee but wiry claw-broke went down to a proto-ape). What Primal Rage has in spades is imagination, from the plausibly ghastly tooth-and-claw attacks (and yeah, they're fireballs and things, but as they're special moves you haven't a chance) to the twisted genius of pouncing upon and eating your human worshippers for extra energy.

"But Jonathan," you quiz keenly, "what happened to the last eight pages of the magazine? And how can you balance leaving in protest against something or other with continuing to take freelance work even though you specifically maintained you wouldn't?" Sternly I perform the single-hair extraction for non-attenders and rattle my ruler in your hymn boo. "But surely you can't recommend a game you've explained effectively loses half its moves?" you continue wisely. I rub my manly jaw.

The plain fact of the matter is, I've been having a tremendous time playing Primal Rage and in the excitement of racking up multiple-hit combos and 'be'ing a dinosaur, I've barely noticed the absence of special moves. It's abominable they're so (needlessly) difficult to get working, of course, but my feats of honest pugilism have amused me greatly.

The computer opponents have come on a treat since MK2 and provide a fierce challenge on the higher of the seventeen difficulty levels. Naturally, the two-player game affords greater time to master the (fatuously over-obtuse) special moves, and god luck to you. We didn't really miss them.

NOTICES THESE
But see here, Primal Rage - coming on four disks without being hard-disk installable is criminally arrogant. And the final battle ending is abysmal - not only must you fight everyone again (although if you've fatalitied a dino they come back as a far weaker ghost, I've been told) but the every-new-opponent loading is atrocious, and the way your dino doesn't even fall down dead if you lose ('Game Over' suddenly appears in the middle of the screen) is alarmingly amateurish. There can be no excuse. (It doesn't happen in the game proper. Ever.)

An odd fish, then, is Primal Rage, which through speed (it's excitingly zippy), atmosphere (the digitised stop-motion monsters are fantastic, and the sound is fearsomely meaty), slick playability (I'm more than a little spruce with the deinonychus) and being about dinosaurs has won me over.

But it needn't have been such a close thing. (And I'm still uncomfortable about, essentially, recommending a game with such large bits 'missing'. But hey, opinions are what reviews are all about. Especially as with such little space we can't really do concept ones any more).

Probe, loves, if you're going to write a coin-op conversion, either go properly with the conversion (in which case keep the exact moves and support the CD32 pad) or tailor it precisely for the format and take a leaf from Shadow Fighter's control book. (So, what if they moves'll be substantially different from the coin-ops? Learning new ones is what it's all about). This compromise approach - and we told you when you did it with MK2 - can't hope to satisfy.

Oh, and make the two-button option work or I'll come round and set fire to your heads.


GREAT MOVIE MOMENTS

'BE' IN THE LAND THAT TIME FORGOT!
DOUG McCLURE: Quick - up this bluff.
RAQUEL WELCH: Oo eeurghh.
(They recoll in amazement as a tyrannosaur gets one in the stomach from a triceratops. Except it's an ankylosaur.)



Primal Rage logo

Price: £25.99 Publisher: Time Warner Interactive 0171 391 4300

A comet hits the planet and seven prehistoric monster demons are released from cryogenic storage...

Remember the old TV show 'Tales of the Unexpected'? You know the one, the title sequence had really horrible fairground music and a zoetrope of naked womens' shadows dancing around in a disturbing manner. Anyway it freaked the hell out of me and so did Primal Rage when it arrived in the office. It was like a ghost from the past. I mean there were all those previews last year and then nothing... a gameless void.

"When exactly are you going to release Primal Rage?" we would ask Time Warner. "We don't know, maybe never" was the answer. "Are you ever going to finish the game?", we would ask Probe, the developers. "We don't know, maybe never" was the answer. So we just forgot about it. All those nest month pages wasted, but never mind, it's just paper after all.

And then Primal Rage just turned up one day. No pre publicity, no hoo-ha, no party... in fact no instructions either. It took us three days to get these because Warner were so surprised themselves that the game had been finished, they only had one manual in the office.

Anyway, here it is. Four dinosaurs, two gigantic apes and a snake with legs are back from icy graves courtesy of a comet colliding with the planet and causing an ecological disaster or something. Now they're attempting to take over the world.

The original coin-op was a pretty big success for Atari (of all people!) and the console versions were popular but there was always some doubts about the viability of the game on the Amiga.

The amount of animation frames had to be drastically reduced, the colours had to be drastically reduced, the whole thing had to work on 1Mb machines in ECS and AGA and it had to respond to a one button joystick. The plan was to cut it down by about 28Mb, with the animation frames going from 900 to 250 and colours from 64 to 8.

Now it's finished it still works on all Amigas - but you do need 2Mb of RAM. It will work with a single button joystick too, but you need to be pretty dextrous. What Probe have done is an amazing feat of squeezing and squashing, and rather than mincemeat coming up the other end we have a rather fine if unconventional beat 'em up.

Of course Probe had already done conversions of Mortal Kombat 1 and 2 so they are pretty experienced in coin-op conversions. This is amply illustrated by the amount of special moves hidden in min boggling, joystick juggling combinations.

Move your body
Punching is not an option for some of these creatures, but biting, head-butting, stomping tail flicking and kicking are. And each creature has about nine or ten different moves using a single firebutton press and various joystick directions.

One special move is also listed in the manual and executed by tapping the fire button three times in succession, holding it down on the third press and then moving the stick itself in three or four directions.

For example Vertigo, the snake-demon, has a special move called the Venom Spit. After you've pressed the fire button and held it down to activate the special move mode a towards, towards, away combination with the stick will make her spit. And she will continue to do so with a little bit of encouragement.

However, those cunning so and sos at Probe have hidden any amount of other special moves in this mode too, and haven't troubled us with an explanation of them in the manual. As I write I've found four other special moves for Vertigo, using three and even four combinations of directional movements on the stick. How many moves are hidden? I don't know yet and I haven't asked Probe because it's more fun finding them. I also feel a tips page is in order next month.

The fact that these moves are hidden makes Primal Rage a bit disappointing to start off with. The first couple of games are dull, as you get used to the limited kicking and punching abilities of the characters and don't yet have the benefit of more than one special move.

Especially if the last time you played Primal Rage was at the arcade, you'll be less than impressed with the overall smoothness of the animation and graphics too. But once you've mastered the art of special moves and appreciate that this is not an Atari coin-op machine, things brighten up considerably; it's an Amiga and Primal Rage should probably never have been possible on it.

By day two I was much more impressed with Primal Rage. What has been done by the programmer, Richard Costello, is marvelous. The backgrounds are all convincingly well drawn and although the creatures themselves lack precise detail and colour, this gives them speed which would have been unobtainable otherwise.

With the music cranked up, a fastish processor (which helps loading as well as playability) and a photographic memory for joystick movements it turns into an enjoyable beat 'em up. It's not MKII though.

Options
Primal Rage can be as easy or as difficult as you like, thanks to a wealth of options at your command. There are no less than 16 difficulty levels, so even wimps can compete, though it must be said that anything less than level 10 will give you the wrong impression of the game - that it's too easy.

The easy levels are the best way to learn ALL of your character's special moves and defensive routines, because beyond level 10 the computer opponents get serious, ducking and avoiding your best hits, learning your regular moves and putting up a constant barrage of death blows and their own special moves.

Just in case you want to cheat or making things more difficult for you or a friend there is also a Damage Modifier option. This allows you to increase your own hitting power to 150% or decrease it to 50% which makes you more vulnerable. Having problems with a friend who always beats you? While they're in the loo increase your power to maximum and decrease theirs to 50%. Hey presto, things are more even.

The round time can also be varied between 30 and 80 seconds and the number of rounds from one to best of seven. The amount of credits can also be varied and for those times when younger children are around you can switch the Gore on or off.

Sound advice
While the sound effects are pretty weedy (except for the Power Puke), the music is superb, though it doesn't get enough exposure in my opinion, for some reason (presumably because of memory restrictions) it's exciting on the loading screens but a bit sad during play.

Checking out the music test option reveals 24 tunes and although some are repetitive and others resemble (far too closely for those who hate Smoke On The Water) rock classics. It's a pity that it doesn't cut the mustard while the game is playing.

Primal Rage when from around 55% to 65% to 75% over the course of a two-day session but I finally had to call a halt at 80%. The conversion is superb considering that the saving which had to be made are of NHS proportions and the quality of the backgrounds has to be seen to be believed.

Likewise the wealth of game-extending options and the, at first frustrating, hidden special moves give it an extra edge. It was developed from the Megadrive version of the game and it plays almost as fluidly, but ultimately it lacks the one-on-one excitement and presence of its fellow Probe conversion, MKII.


Special moves

The regular moves of most characters are a bit crap really. But to start off with taht's all you've got. These special moves are listed in the manual, but there are at least two others for each of the creatures.

Diablo: Torch
This is actually a very dodge special move. It looks good byt has very little range or effect.

Sauron: Primal Scream
Ideal for those moments when the opposition chooses to jump on at you. Short range but good.

Vertigo: Venom Spit
The fast version is better than the slow one mentioned in the manual. Easy to repeat.

Chaos: Power Puke
The most entertaining special move of all. This is effective and accompanied by a super sample.

Blizzard: Freeze Breath
Annoys your opponent no end. This move freezes them, enabling you to give your best shot.

Armadon: Iron Maiden
The Ace Of Spades. The Ace Of Spades!!! Armadon jumps up and spikes the enemy.

Talon: Brain Basher
This little chappie is very fast but unfortunately his listed special move is about as useful as a fly-swot on a rhonceros. When using Talon it is advisable to keep on the move all the time, waring down the opposition with the umber of hits rather than their power.