ZX Spectrum Next Review: “O”
Producer: Fusion Retro Books
Price: £25.00
Developers: David Sonic Clarke, Simon Butler, Paul Hesso and Chris Wilkins
Buy from: https://fusionretrobooks.com/collections/games/products/o-pre-order
The Game
Fusion’s faithful assistant, Retrobot, is enjoying a well-earned rest at the DSS Retro Fusion, an off-world repository for Fusion’s collection of retro artefacts. Suddenly, the intruder alarm reverberates through the station and inside Retrobot’s metallic skull. Someone’s infiltrated the store and pilfered the retro treasures! The only evidence is an enigmatic note that simply states: “Catch me if you can. O.” Shocked at the empty vault, devoid of relics, Retrobot is transported to an unknown location. Retro valuables lay strewn about – our brave bot surveys the dark, spooky castle, avowing to find them all before returning to DSS Retro Fusion.
O is a platform game set over the three distinct areas of O’s domain. First, there’s a castle; then Retrobot plummets to the caverns below before a visit to a peculiar laboratory. Each of the 50 screens contains moving enemies, spikes, laser beams and other deadly obstacles. Additionally, locked doors block Retrobot’s progress and can only be unlocked with their corresponding coloured key. Levers open steel gates, while placing a weight on a pressure pad also does… something, somewhere.
While a mere touch from an enemy or hazard loses Retrobot one of his lives, falling does him no damage and extra lives are dotted around the 50 rooms. The solution to locked doors often lies elsewhere within the massive hideaway – can Retrobot restore all the retro goodies, discover the identity of the mysterious O and return home for another nap?
Criticism
I don’t think I’ve enjoyed a platform game as much as this since fellow Next game Night Knight. Retrobot controls smartly, and there are all sorts of nice tricks, such as the puff of dust when he lands on the floor and the flashing lightning in the early screens. The controls do take a bit of getting used to, but once I’d mastered the jumping, O became a lot easier. Working out each screen is not too taxing and often immensely satisfying – weights are usually on a separate screen, while switches open those steel gates with a pleasing animation. There’s none of the bane of platformers, pixel-perfect jumping, either, which makes for a much more enjoyable experience.
That’s not to say O is an easy game. Some of its levels are deviously designed, with massive weights, collapsible platforms, and constantly moving enemies often joined in a torturous combination of instant death. But the sheer playability and neat sense of progression is a winning formula, and for mere mortals such as myself, there’s an ‘easy’ option that incorporates infinite lives. No need to call on Graham “Turbo” Mason!
Comments
Control Keys: QAOP Space
Keyboard Play: Responsive
Use of Colour: Somewhat muted, but it is a moody castle, after all!
Graphics: Intricately designed, very impressive
Sound: Jaunty tunes and occasional spot effects
Screens: 50
Graphics: 90%
Small but smart, cute and full of character
Playability: 91%
Well-balanced gameplay that’ll test your skills
Getting Started: 89%
Negotiating each screen needs care, but it is instantly achievable
Addictive Qualities: 92%
Has that elusive one more g-O factor
Value For Money: 85%
Pricey – but worth it.
Overall: 91%
General Rating: An excellent platformer, one of the best on the Next
Award logo design by Gary Arnott, ZZAP 64! image courtesy of Fusion Retro Books