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Not Known
1988
Tactical Combat
£5.95
English
ZX Spectrum 48K
Unspecified custom loader

68,69
Marcus Berkmann
Chris Bourne

It's funny, isn't it, the way that the more things there are to go wrong, the more things do go wrong. And in a spacecraft, there are billions of 'em. So when the Novadrive on your Prestinium space ship cuts out on a routine trip to Gamma 5, you know you're in trouble. And as the planet Targ approaches rather faster than you'd wish. It's inevitable that the controls all fail together and you spiral helplessly into the centre of the main city... ker-SPLAT!

Fortunately you survive. In Mercenary you always survive, no matter how stupid, careless or downright suicidal you are. It's that sort of game. But there's more, much more. In fact. I've never seen a game in which there was so much. Its a staggering achievement.

You've no doubt heard of it. Owners of the despised Commie 64 have already had the best part of two years to hone their skills on the original Mercenary, and I'm sure they've told you about it. And told you about it. And then mentioned it again, just in case you hadn't heard the first 6549 times. If, like me, you weren't listening, I'd better tell you what it's all about.

Mercenary uses a 3D vector graphics system to display an entire planet, or at least a sensor-scan representation of it. You see, it's not the planet that you see, but what your portable computer, installed in your helmet and known as 'Benson', lets you see.

You start the game with just 9000 credits. Benson and your enormous brain - and your aim is to get off Targ as quickly and lucratively as possible. Well, you are a mercenary! The city's large (about the size of Walsall, by my reckoning) so you'll need to find some transport if you don't fancy slogging about on foot for several months. Fortunately you've crashed at an airport, so there could be an aircraft for sale. But isn't 5000 credits rather expensive? And will it get you up to the space station that revolves high above the city? And what about this missile flying towards you? Wouldn't it be a good idea to shoot it down?

You discover that there are two warring races on the planet, each controlling parts of the city. The Palyars were Targs original inhabitants: while the warring Mechanoids are a particularly nasty bunch of invading robots. Long wars have reduced most of the planet's surface to wasteland. Even the city is relatively barren, and most life is now concentrated in a huge subterranean network of rooms and corridors. accessible from large elevators. As you explore you find objects to take and use. Although you meet people you don't actually see them - Benson just interprets their demands or messages and relays them on-screen. As a rule, people don't fire on you. Most doors are simple rectangles, but other, differently shaped ones need keys before you can get through them, and those with crosses on, hide teleports that whip you off to another part of the labyrinth. Even these are not always what they seem - some only send, others only receive, yet others send and receive, and some transport you to a random destination. Naturally there's a certain amount of mapping to be done. Well, a vast amount, actually.

Of course. you can cheat. Novagen is selling a Targ Survival Kit, which features all sorts of useful maps and some amazingly cryptic clues. But even if this gives you the edge, it by no means ruins the game. What might ruin it is if I tell you too much. It's more fun to start from a condition of total ignorance, and then find things out.

I'll just leave you with a couple of clues for now (study the captions). There are apparently three ways to complete the game, though at present I know of only one (all to do with acquiring enough credits to hire a Novadrive ship from the local spacecraft hire shop). I'll be interested to hear of any more - indeed, I expect that both Tipshop and Clinic will be bursting with hints and game-snags in the coming months. Yes, Mercenary is that good.

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APPROACHING JORDAN AIRPORT

Named after Novagen's boss Bruce Jordan, curiously enough (other places in the game are named after far less reputable people - Takoushu Drive????). When you land, do it gently. There's no rush, and you'll regret it if you smash the craft into a heap of useless rubble. It's from this airport that all flight traffic leaves for the Second City (of which more later...).

Part trading game, part strategy, part arcade-adventure, Mercenary also works on the level of flight simulator. Controls are easily mastered, and you can even hover motionless for as long as you want, idly surveying the cityscape. Heav-ee!

Irritating, isn't it, the way that certain craft will only go up so far and then no further. Unless of course you find a gadget that'll power them up a bit!

There are always perspective problems, even with such clear two-tone graphics, so use the elevation window regularly. Particularly useful when flying up to the space station - otherwise you could be upside down without knowing it!

A useful window this - the city is divided into a 15 by 15 grid, so this helps you get around and see where you are. Try 09-06 if you need a lift and 15-02 for liquid refreshment. Or see the Walton Monument at 06-00 a fine slab of modern architecture (yuk!).

Learn to use the compass - it's invaluable when making maps and especially when identifying where you are after a teleport. Red and yellow indicate direction, in this case virtually due north.

This is where Benson pipes up with all his various comments and snippets of info. Pay attention, as he won't give you much time to respond, and if you don't, he won't ask again!

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This is the Mechanoid leader, and a nasty bit of work he is too. If you agree to sell any bits and bobs you've picked up to him, you'll be well rewarded, but if he finds out you've been flogging them on the side to the Palyars, you'll be Whiskas Supermeat. This is also not a good place to start shooting.

Need any medical supplies? Well you might or might not. Who's to tell? Just remember that you can't carry more than ten things at any one time, and as some of them may be important keys (there are at least half a dozen different ones required) you've got to be careful. That door in the distance is a two-way teleport. How do I know? Mum's the word!

Ah, a tempting little structure for some swift target practice. But if you blow it up, Benson tells you that "You have just destoryed the author's advert. From now on things will be even tougher." Don't say we didn't warn you!

This radar screen on the edge of the grid is pretty but probably irrelevant. Or is it? One of the problems is to sort out what's useful and what's not. For all you know, this may be tracking you down and could be why those irritating missiles keep attacking you. Should you blow it to bits, and attract possible reprisals?