SHOOT 'EM UP CONSTRUCTION KIT SHOOT 'EM UP CONSTRUCTION KIT, from Avantage and Accolade, has got to be one of the great bargains in the computer gaming world: For $19.95 list, you get an arcade game design system that's not only ridiculously easy to use, but provides some incredibly sophisticated features. You're limited more by the amount of time you're willing to spend creating a game, and the amount of imagination you have, than by the system itself. Think you can design a better arcade game? Well, here's your chance! (This review is based on the Amiga version; Commodore 64/128 version notes follow.) The Amiga version requires 512K of RAM, a joystick, and a mouse. The manual states that the game will run properly on all Amiga systems, including the 2500, but I've only tested it on the A500 with 1MB of RAM and a single disk drive. An extra disk drive and more memory are used, if available. Instructions on how to load the two disks into various kinds of hardware configurations are very complete. The Master Games disk can be duplicated, and all necessary files from both disks can be resident on a hard drive. The Editor disk must be inserted as a key disk whenever starting the system, and is itself not copyable. You're encouraged to make a third disk -- your games disk -- which can be used as a stand-alone gaming disk. This disk will boot the game automatically, and you can share it with a friend without violating any copyright laws or protection schemes. SHOOT 'EM UP CONSTRUCTION KIT comes with three arcade games to provide you with a sense of what's possible, and to give you some elements to work with if you don't want to start from scratch. The manual presents a quick, useful run-through of the design process. The concepts of Sprites and Objects are described, and a recommended sequence of design decisions is outlined. There are eight different sub-systems you can access in any order you wish: Edit Sprites, Edit Objects, Edit Background, Edit IFF Sound, Edit Player Limitations, Edit Attack Waves, Edit Levels, and Test Game. You can start working in any of these areas, save the game elements you've been working on, and come back later to revise them or work in some other area. Sample elements are available for each area, but you have tremendous flexibility in terms of creating your own, from the pixel level on up. You can bring onto disk and then edit any IFF sound sample you make or find; there are also three full directories of sound samples included with the system. Additionally, you can include any 320x200 resolution, 32-color picture designed by any Amiga paint program, and use it as your title screen. In designing and editing the visuals, you operate with utilities that are compact versions of those included in more sophisticated paint and animation programs. Your sprite is designed on a 24x24-pixel grid, and you can use up to eight colors at a time per sprite. You can choose from any of the Amiga's available 4,096 colors in the process of deciding which eight colors look the best together. Then you can put the sprites together into an Object, which may consist of up to 18 frames of animation (e.g., 18 separately designed Sprites), and then test the animation. When you're defining the Enemy Object, you can also determine: speed; points scored when it's blown up; number of hits required to destroy it; which directions it can fire in; its firing rate; all related sound effects; what its bullets look like; what it looks like when it explodes; and what happens when it is touched by another bullet or object. Related features of your hero Object are modified via the Player Limitations editor. In creating the Background, you operate with blocks and have full control over their color and placement. When working with Sound, you can control the sample rate and volume (I made a sword "ting!" into a low, rolling "gong!" simply by adjusting the rate slider). The Player Limitations editor permits you to manipulate lives, ship speed, bullet speed, number and direction of fire, score color, fire rate, extra lives, and starting positions. You can design up to 22 levels, and control background scrolling speed, duration, and what happens at end-of-level. You can create "Boss" levels too. Your background screens can alternate between Still, Scrolling, and Push-Scrolling; you can set time limits for each level. While testing, you can use a "Cheat" mode (infinite number of lives), and an indicator monitors the remaining Chip memory available as the game is playing in test mode. If this sounds like a lot of work, well, perhaps so! One thing you'll learn from this program is how much work any serious arcade game design can require. Creating great animations takes time, patience, and attention to detail. The development of the screen backgrounds alone will test your computer-artistic abilities and your sense of shape and color. SHOOT 'EM UP CONSTRUCTION KIT's biggest appeal is that it takes the programming code out of the design loop, and makes it possible for anyone with some patience and imagination to design a respectable arcade game. What you don't have to do is fight coding bugs and editor limitations in the process of creating your game. You'll be amazed -- with all there is to do -- at how quickly you can actually produce a passable design! At the price, SHOOT 'EM UP CONSTRUCTION KIT is almost a giveaway of a system that's astoundingly sophisticated. Fans of arcade games will not only learn a lot about what goes into the creation of their cherished toys, but they'll also be introduced -- by way of an original and creative tool -- to the dynamic world of computer art. COMMODORE 64/128 VERSION NOTES SHOOT 'EM UP CONSTRUCTION KIT for the Commodore 64/128 offers three ready-made arcade games, keyboard and joystick control of the design functions (which include sprite, object, background, and sound editors), and copy protection. In spite of the protection, the game you create can be saved, passed on to your friends, and played at any time without the master disk. The KIT package comes with one double-sided disk, and an instruction manual that explains all editors and functions. KIT offers 127 sprites, 58 objects, 22 levels, 254 characters that can be edited and combined to form backgrounds, and 24 sounds, all of which can be edited in some way: drawn, colored, placed, animated, mirrored, copied, erased, redrawn, and saved. The three ready-made games are controlled with the joystick. The editors can be controlled with the joystick and function keys, or with the keyboard alone. The C64 screen display depends, of course, on the editor you're working with. No matter which editor it is, though, everything about it operates at warp speed. The graphics of the program itself aren't the best the Commodore is capable of, but they're close enough. The games provided for play are okay; the most intriguing aspect of them is that their constituent sprites, objects, and sounds can be studied close up in the editors: If you're a person who wants to design an arcade game, but are unsure how to go about it, KIT will be a revelation. Watching the sequential animation of an object is an experience in itself. SHOOT 'EM UP CONSTRUCTION KIT is one of the neatest design programs around. While it doesn't guarantee the production of a good arcade game -- that's between you and your imagination -- it certainly goes a long way toward making the technical aspects a lot easier. In addition to covering every aspect of an arcade game, KIT's editors worked perfectly. If any product from Avantage/Accolade truly justifies this low-priced line, it's SHOOT 'EM UP CONSTRUCTION KIT. Everything you need to design a good arcade game is available here, from the opening message that describes the game, to the limitations of the players. Don't buy KIT to stuff into someone else's Christmas stocking -- buy it to stuff in your own. SHOOT 'EM UP CONSTRUCTION KIT is an amazingly good program. At $14.95 (for the C64/128 version), it's downright unbelievable. SHOOT 'EM UP CONSTRUCTION KIT is published by Avantage Software and distributed by Accolade. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253