Crash


Angels

Author: Paul Davies
Publisher: zosya.net
Machine: Spectrum 48K/128K/+2/+3

 
Published in Crash #8

Angels

1964 was the year that pictures of frescoes found in a Serbian monastery depicting space ships were published in a newspaper. As these frescoes were dated around the 14th century, it caused a bit of a sensation. What had been seen at this time? Was it real? Was it aliens? Or had a monk with a spare paintbrush decided that that leftover gallon of Chartreuse was too good to go to waste?

Whatever these frescoes were, scientists put them down to being symbolic imagines of the sun and the moon, and that was that. But these were no imagines thought up by a 14th century artist trying to cause controversy (or a tipsy monk) - these were based on an actual real event and now, in the 21st century, we are about to witness this phenomenon once again.

As punishment, two outlaws have been to sent to Earth to rid the world of some of its unsavoury characters - namely thugs and petty criminals. The two outlaws in question are Kira and Rika, two rather feisty ladies who pack a punch and a kick or two. Initially landing in The Bronx, they must travel to multiple cities across the Earth, ridding each city of the scum that occupies it. Like a modern day Quantum Leap, if you like, though with more space ships.

Paul Davies

Angels

There are 48K and 128K versions of Angels, with the latter including in-game music, cutscene animations and extra levels. Speaking of cutscene animations, the ones featured here are of high quality indeed. Here we get to see the story of the game as well as the Angels heading off to Earth to start their mission.

The game itself is a combination of beat-'em-up and shoot-'em-up and alternate as you complete each level. The beat-'em-up part takes the form of a side-scroller, moving from left to right knocking seven shades out of anyone that crosses your path. The bad guys take the forms of random thugs; some have baseball bats while others have decided to bring their, um, skateboards with them. As for our protagonists, you can swap between these characters with the press of a button, with each character having her own set of moves. There is also a two player option where both characters can be played simultaneously. Double the players - double the carnage!

There's quite an array of moves available, including punches, kicks, reverse kicks, flying kicks with each character even modifying their attack depending on how close an enemy is to them. The fights can get a little tough at times (though I have only played the one-player option) but it's satisfying nonetheless. With each successful hit, an energy bar increases and when it hits 100%, this will allow you to shoot out a fireball from your hands taking out anyone in its path - which helps a bit, to say the least. There are also power-ups to pick up along the way which will increase your energy.

Angels

Once you've completed the beat-'em-up level, it's time for the shoot-'em-up level. This section of the game is a top down scroller situated in space; as you progress via your spaceship to the next destination. This part is a rather familiar-looking space shooter, where you blast anything that moves until you reach the end and take on the Big Boss.

It's not possible to lose any energy in this section, so this level is kind of redundant in a sense, which is a bit of a shame. I like to think of it as more of an interlude as opposed to an actual level, a bit of respite thrown into the tough, thug-laden streets.

As with other Zosya releases, the details in this game are incredible. The animations are excellently done on both the cutscenes, the characters themselves and the little details. The lights of passing cars reflecting on the walls are excellent touches.

Angels

Zosya has once again pushed the boundaries of the Spectrum's capabilities here. Visually outstanding and a great beat-'em-up.

Gordon King

Angels is a technical marvel. The minute details going on in the background, including all the ancillary animations, add a depth that is unparalleled with any other game I've played on the Speccy. It's slightly reigned back by loose fighting mechanics, but you'll be too busy starting in awe at the game to notice this much.

Comments

Control Keys: Redefinable.
Joystick: Kempston, Sinclair.
Graphics: Bright, colourful and highly detailed.
Sound: Excellent AY tune on the 128K version which really fits the mood of the game.
General Rating: A well-executed fighter that's very pleasing on the eye.

Paul Davies

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