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1987
Arcade: Action
£7.95
£1.99
Multiple languages (see individual downloads)
ZX Spectrum 48K/128K
None

89
Phil South
Chris Bourne

You can stop you ninjing 'cos Durell has released Saboteur II - Avenging Angel. Phil South gets his shurikens shaken and his sword rattled.

Swish Thud "Urgh!" Pad pad pad. "Halt! Who goes..." Swish snap!" ...Urk!

Silently sneeking through the darkened corridors, the sightly built Ninja dropped the two guards before they could make a sound. She climbed the ladder at the end of the corridor, only to find another three guards at the top... she expertly spun a pair of shuriken, injuring two of them. But the third ran after her. The corridor ended in a sheer drop own the side of the building... she backed up a step and without hesitation flung herself into the void, bunching her body tightly in a fast, high spin.

Phew! It's exciting all this ninja stuff, innit? If you enjoyed Saboteur, you'll just lurve Durell's spanking new sequel, Saboteur II. Subtitled 'Avenging Angel', it's the adventures of Sab's sister, a fetching gel called Nina, who it seems is a Ninja too. Poor old Sab, though he escaped intact from the last adventure with the enemy's computer disk, got himself iced (clumsy beggar) at the end of Saboteur I. Sis is understandably miffed about it, and sets out to make home cooked catfood out of the evil foreign power who did for him.

The format of the game is similar to Sab I in that you are black clothed figure, with all the high leaps, Kung Fu kicks and punches, and a lot of shuriken and dragon's tongue swordplay besides. Where Sab II wins out over Sab I is in the sheer size of the thing! Over 700 screens take you through tunnels, the rooms in the three buildings, through the grounds around the base and even beyond... if you can escape.

Nina has discovered that her brother was knocked off because the disk he stole contained the plans for a new missile base, which the enemy is building inside a mountain. She hang glides over the mountain and drops into the enemy's base. On the top is the original missile base, a building containing all the enemy's ammo, and the new missile base. Previous Ninja warriors who tried to destroy this base have left their weapons behind, so there's plenty of stuff for you to fling at the flame-throwing androids and man-eating pumas...

You must get in, destroy much as possible, prevent the evil toads from nukeing the western world, and get out again on the flashy motorcycle you'll find in the lower caverns of the mountain. As in Sab I, you must also collect computer tapes, but this time if you feed them into the computer you'll blow up the missile. There are lifts to negotiate, 14 pieces of computer code to collect, pumas to outrun and eight foot tall androids to beat the living springs out of. Yep Sab II's a hell of a lot more difficult than its prequel! In order to drop a guard, you have to kick it, pierce it with shuriken, beat it over the head with spanners and lead pipes and generally duff it up for some minutes before it consents to have a little lie down. On the whole I avoided confrontation with the metal mickies and ran away rather than waste my energy.

All the computer tapes are in boxes along with your ammo - in order to find them you have to riffle through the contents of the boxes. The lifts save you a lot of time going up and down levels 'cos you can travel up to ten floors in one fell swoop. This comes in very handy when your timer's running short and you've got to get right down to the bottom level and on yet bike before the missile blasts off!

The graphics are smaller and a little more detailed than on Sab I, and the characters more animated. The androids seek you out, so you have to keep moving a lot more than in the previous game. For 128 music fans, the music for the Fat Sperry is fantastic.

This is a fine sequel, but possibly more important, it's a fine game in it's own right. Saboteur was an original twist on an old platform riff, so that makes Sab II a double twist with a backflip and a lager chaser!

9/10
9/10
9/10
9/10
9/10

Screenshot Text

Offing the androids can prove a little bit of a problem. To clear the way for some of your more complicated manoeuvers, search the ammo boxes for the lead pipes, and let him have it in the teeth with one of them. That'll get his attention! Now he'll be lying down for the rest of the game, so your way through his sector will be clear.

Wzzzzzzzzzuttt! The turbo lifts in the complex are fast and easy to use. Take the first one down as far as it will go. (You'll find it on the left hand side of the middle building.) Then run right until you pass the lift mechanism. Then go right into the next screen and go down the first ladder you come to. You'll find another lift to the left, and the lift control to the right. They're a bit far apart, but you'll find them. Now you're only a few right, down and left, left, lefts away from the motorcycle.

Vrrrroooooommm! Finally you struggle down the tunnels and leap astride you 5000000cc Achoogesundheit motorcycle and whoosh off into the night, leaving the stupid androids standing about waiting for someone to hang their hat on. You have to stand right where the saddle is and press UP to get on. This bit's critical and you've usually got a couple of androids on your back, so you've got to get a move on. And then it's off to the next level, and a more complex task. Vrroooommmm!