Back to the introductionThe Transformer Games
The Transformers
Publisher: Ocean Software Ltd.
Year: 1986
Price: £7.95
Machines: ZX Spectrum (48K), Commodore 64
Type: Arcade/Platform
Music: Fred Gray
Protection Scheme: SpeedLock 1 (Spec)Story (from the inlay): The Autobots have had an energy crisis and must work as a team to repel the attack of the evil Decepticons while collecting the four pieces of the Autobot Energon Cube and transporting them to the Autobot Center. The Decepticons will attempt to steal these cubes and it will be only a matter of time before they succeed. The Decepticons have perfected ROBO-CLONING reproducing any of their number which you destroy. The Autobots have a daunting task ahead but gain some advantage from the DEFENSA-PODS under which they may seek shelter and regain their strength.
For the full manual click here.
References - ZX Spectrum magazines
Magazine Issue Feature Sinclair User February 1986 News Sinclair User March 1986 Review Your Sinclair March 1986 Review Crash April 1986 Review Your Sinclair May 1986 Tips Sinclair User July 1986 Tips Notes: This is the most common of the two 8-bit Transformer games. You get to choose from a batch of first wave transformers, Optimus Prime, Bumblebee, Mirge, Jazz, and Hound. The Decepticons featured are Megatron, Soundwave (difficult to tell which is which from the side), Laserbeak and Buzzsaw, Starscream and Skywarp (both in plane and robot modes) and Ravage. I don't remember seeing Rumble or Frenzy in the spectrum game but they are in the Commodore one (Although who is what colour is up to you).
A full character sheet is here.
The commodore 64 version was slightly different from the Spectrum version because it was a more advanced system. The transformation process was different, the spectrum version featured you simply looking straight forward and pressing fire. The C64 version used an extra icon on the character bar which you select to change form. It also had some bizarre color schemes, Bumblebee in a nice red shade, Hound looking brown rather then green, and Skywarp in illuminous pink !(See link above)
The back blurb on the Spectrum release states that you control four Autobots, leaving out Bumblebee. The screen shoots however show Bumblebee but leave out Mirge. The back cover of the Commodore version has a screen shot of the end scene. The inlay and front cover pictures use the standard toy box artwork.
Fred Gray, who wrote the music for the Commodore 64 version was not best pleased with his composition... "Transformers was a nightmare. I couldn't get it right and was going to refuse to do it. They still used it. Yuk..."
Reviews:
The Spectrum magazine Crash ran a feature on TV tie-in games in issue 48. They said "Ocean released Transformers (60%), diving into the continuing battle between the Autobots and the Decepticons with a licence that nobly tied up with its source series in scenario style and some of the animation's - but provided a poor game" I wouldn't have said it was all that bad.
Hints:
These from "Hex Loader" (whoever he was) from Your Sinclair issue 5 (May 1986).
- Flying up and over the planet's surface is faster and safer than trying to walk out. Fly whenever you can, especially up and right - you'll find a puzzle piece on top that way!
- Deploy your troops with care. Spread 'em around the surface so you stand more of a chance of finding puzzle pieces.
- Recharge regularly - your shields will soon wear down if you don't! It's also nice to have a breather occasionally, or change characters.
- Beware low flying - you can easily bump into a piece of platform hiding just out of screen. Many's the time I bumped into one of those floating ones by not concentrating!
- When faced with two adversaries trying to sandwich you, transform into a vehicle and barge through one of them to freedom. That way they'll shoot over your head.
- When you're recharging or reloading in a defensa-pod, the timer stops. Hah! A good time to rearrange your forces or concoct a fresh strategy? You betcha!The next hint is a cheat to make you able to fly in vehicle mode. This "amazing bug" from John Patmore in Sinclair User, issue 52 (July 1986):
Optimus Prime: Walk off the edge to your left. Keep going left and walk off the next edge you come to. Fly between the two floors directly opposite. When the top floor ends fly up a little and land on the floor to your left. Transform to the vehicle and go left; there should be a slope. Drive up that and the vehicle will fly.
Mirage: Keep going left until the platform ends. Now follow the instructions for Optimus Prime from the beginning.
Hound and Bumblebee: Keep going left. When you've gone up two slopes follow the instructions for Optimus Prime from the second command.
Jazz: Keep going left until you've gone down a slope then up a slope. Go down the first ladder you come to; this should go down and right. Now follow the instructions for Optimus Prime from the beginning.
Transformers - Battle to save the Earth
Publisher: Activision, Re-released by Masteronic
Year: 1986, 1989
Price: Unknown
Machine: Commodore 64
Music: Russell LieblichActivision release came in a double cassette case, Mastertronic release was a budget release (i.e. single case)
Story: (From the TF FAQ) Your mission in this game was to prevent the Decepticons from taking over various places on Earth, and to stop them from building their ultimate weapon. There was a map screen with about 15 different places on it, and you could send about 8 different Autobots to any of them, depending on where the Decepticons were attacking (they tended to go to the same locations every time the game was played, though, and some areas were never used at all). Once your Autobot was there, the game switched to a first-person view, and you had to move a cross hair to shoot at the nearly endless Decep jets that flew onto the screen. You could be hit by their missiles, and if you got hit too much your screen would "crack up" and you'd have to bring another bot in. There was also a nearly impossible part where you had to stop a tyrannosaur from stepping on the space shuttle.
For the full story see the manual
Notes: The Autobots featured were Cliffjumper, Bumblebee, Rodimus Prime, Hot Rod, Hound, Pipes, Blurr and Kup. This is, you may be saying, is odd as Hot Rod and Rodimus Prime are the same person. Indeed they are drawn virtually the same in the game, although Hot Rod is red and Rodimus Prime a strange orange colour. The front cover features many 1986/1987 characters such as Cyclonus, Octane, and Springer, although these weren't featured in the game.
The game was reviewed in Zzap! 64 in issue 24 and only got 40%.
There are two versions available on the Internet. One features the extension .lha. LHA is actually a compression format used on the Amiga. You can get a utility for Windows/DOS which allows you to uncompress them - in fact Winzip allows you to uncompress them if you have this utility. Another is a zip file containing two .d64 (disk) files. The first one is the game itself, which works perfectly. The second contains an introduction to the Transformers narrated by someone who sounds like Victor Caroli. The second disk will not work on an emulator because it is digitized speech, it is for use with a real Commodore 64. This is why the disk image looks corrupted.
Hints:
The Decepticons generally follow this pattern of destinations.Off shore oil rig, Nuclear power plant, Off shore oil rig.
At first they are collecting energy to power up the dinosaur. Depending on how well you fight them off they may need to attack these places again.Dinosaur park, Space center, Andreas zoo, Pipeline.
Once they have enough energy collected, they will go to the dinosaur park and activate the dinosaur. It will proceed to walk off from the park and head towards the Space Shuttle to get the Space dust. Once they get the dust the dinosaur will crush the shuttle. The Decepticons will then use the dust on the Hippopotami which will grow to gigantic proportions. After that the Hippopotami will walk off to the Pipeline to drain more energy.Use Rodimus Prime and Hot Rod. They have the best weapons. Make sure to aim then fire because you can run out of fire power very quickly.
Transformers: Mystery of Convoy
Publisher: Famicom (The Nintendo of Japan)
Year: 1986
Machine: NintendoStory: It is not all that clear but you, as Ultra Magnus must fight off the Decepticons (mainly generic ones eg. planes, tanks).
Notes: In this game as with all the other games you can transform from robot to vehicle modes. I don't really know much of this games background but try the following sites for more info.
Super Duper Toy Archive Toy - Go here for a scan of the box cover and cartridge.
JTF - Go here for a scans of the inlays and artwork.
Onyx Primal's TF Game page - Go here for general information and tips.The game has many levels but I (and many others) can only get to the nineth level. Once you get to the end of the level it just takes you back to the beginning. The game features end of level guardians. Some of these are recognisable as Bruticus, Menasor, the Decepticon spaceship, the Decepticon symbol (in various colours), Megatron, and Trypticon. (these last two are on the front cover of the box)
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Beast wars
Publisher: Hasbro Interactive
Year: 1998 (Friday 20th March - Playstation, Friday 3rd April - PC)
Machines:
PC (£29.99)
Playstation (£40.00!)Story: Various plots for either the Predacons or Maximals to engage in. Each level ends with a fight of a major enemy. The Maximals are Optimus Primal, Rhinox, Cheetor, Dinobot and Airazor. The Predacons are Megatron, Inferno, Tarantulas, Scorponok and Terrorsaur. There are 12 major missions for each area: Urban, Desert, Polluted and Volcanic. There are also rescue missions, which are bonus missions if you pick up a certain item during the game.
Notes: The PC version (36 levels) features more levels then the Playstation version (24 levels) according to the back of the packaging. The Playstation version also features 26 techno tracks from the game to listen to. The music from the PC game can also be listened to, the first track is the game information but the other 11 tracks are music tracks. Terrorsaur and Airazor are only available in the bonus flying missions (Optimus and Inferno can also be selected). Tigertron and Waspinator are absent from the game. There are two Secret characters, Rattrap and Blackarachnia, who are located in the polluted zone. To reach them you must wander round until you find a stasis pod.
The game has an offical site at www.beastwars.com.
The game recently featured in Hasbro's other transforming show Animorphs, which bear the Transformers logo. It was being played by the main characters in the first episode, but Beast Wars wasn't mentioned by title.
Unlike Doctor Who and the Mines of terror, Beast Wars is a better game for Beast Wars fans then ordinary gamers. The game play is simple and basic compared to other releases of the time, BUT the definition of the characters is superb, the only bad point is that they don't use the voices from the TV show.
End of level guardians (Maximal / Predacon)
Desert levels - Cheetor, Scorponok
Urban levels - Rhinox, TarantulasPublicity: There was an offer of a free beast wars figure (£4.99 versions) in some computer game shops with a choice of Rattrap, Razorbeast, Armordillo, Insecticon and Snapper. An advert for the game was a one off specially drawn to publicize the game release and featured in numerous Computer magazines.
Hints and tips
These are general hints and tips for both versions.Infinite Points
Go to a desert level with a rock wall. Now Maximize or Terrorize and shoot the rocks. This only works if you didnt pick up any red chips. If shooting in one area doesnt work, shoot an edge. Your points will grow with every shot.Missile Lock
To use the Missile Lock, hold the FIRE button after shooting to lock the missile on an enemy.Playing Tip
If you're playing as the Maximals, use Cheetor in Polluted levels and Optimus in other levels. If you're using the Predacons, use Megatron in Polluted levels and Inferno in other levels.Beast Wars Trainer
This is a program which can be run while the game is playing which gives you Infintive energy and life. But if you fall down a hole or pit you won't die! you'll just be stuck there so be careful.Play station codes:
Super Weapons
While playing quickly press Up, Down, Left, Right, Triangle, X, Square.Weapon Power-Up
To max out your weapon energy, pause the game then hold L2 and press Up, Down,Left, Right, Triangle, X, Square. Unpause the game while continuing to hold L2. Your Weapons should be at the maximum level.Weapon Power-Up
Pause the game, hold down L1, quickly press Left, Right Down, Up, Triangle, X, Square while still holding L1, release L1 and unpause the game.Level Skip
Pause the game, then hold L2 and press Up, Down, Left, Right, Triangle, X, X, Triangle, Right, Left, Down, Up. Continue to hold L2 and unpause.
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Beast Wars 2
Year: 1998
Machines: Gameboy Color
Type: Beat-em upStory: You can choose from various BWII characters including Galvatron, Lio-Convoy, Megastorm and Scuba. Other Beast Wars series also feature with Megatron, Cheetas and Convoy from Beast Wars and Guiledart from Beast Wars Neo. Each has their own special fighting technique in robot or vehicle/beast mode.
Notes: Head on over to Rockman's webpage for the Faq on the game and scans of the inlay. The game also features various sub games as well as the main game. There are also hidden characters to be found !
Challenge of the Gobots
Publisher: Hanna Barbera Productions Inc (Ariolasoft)
Year: 1987, June 24th (Spectrum), May (other versions)
Price:
£8.99 (Spectrum)
£9.99(C64 Cassette)
£12.99 (C64 Disk)
£8.99 (Amstrad Cassette)
£14.99 (Amstrad Disk)
Machines: ZX Spectrum (128K), Commodore 64, Amstrad
Type: Arcade / Shoot-em-up
Authors: Tony Crowther, Ross Goodley, Tony Cooper
Music: Ben DaglishStory: The evil Gog has taken over the planet Moebuis and is mining its ore, to use as fuel to conquer Earth. You as Leader-1 must collect rockets (Scooter) and destroy Gog's bases inside the planets two surfaces. His evil badbots, Turbo and Copter will try and steal the rockets. Copter can be stopped by shooting him. Turbo can be stopped by landing, mining ore from the planet to form a rock which you can throw at him.
The characters featured varied from game to game. All three games feature Leader-1, Scooter and Cy-kill. Turbo is present in the Amstrad and Commodore versions. Copter is in the Commodore 64 and ZX Spectrum versions but is replaced by Crusher in the Amstrad version.
References - ZX Spectrum magazines
Magazine Issue Feature Sinclair User August 1987 Preview Your Sinclair August 1987 Preview Crash August 1987 Review Sinclair User September 1987 Review Your Sinclair September 1987 Review Sinclair User September 1987 Hack Note: This was the pretender to the throne back in the early eighties. I myself liked them both but Gobots didn't survive despite spawning a movie with Telly Savalas. The game came with two tapes, the game itself and a story tape which retells in music and robot voices the basic game plot. It also has a computerized comic book giving the background story to the game as well. It was even presented in three languages, English, French, and German.
The plot itself is nothing like the Tv series. The evil Gog controls his evil robots (badbots) which include Turbo. You must use clones of Scooter as rockets to blow up his bases.
The game was advertised in most Spectrum magazines with a full page advert of the games front art work. Your Sinclair devoted not only a front cover to it but also a two page spread.
Difficult as hell, the main problem being it plays to fast. Unusual for a game, it featured an option screen that allowed certain features to be changed such as your speed, turning gravity on or off and also if an object would harm you or not. This is featured on the Amstrad and Spectrum versions but not the Commodore version
Pokes:
Feature Address Code Infinitive lives 51330 205 52515 205 The Spectrum magazine Crash ran a feature on TV tie-in games (issue 48) and had even less to say about the Gobots then the Transformers "And then there's Challenge Of The Gobots (37%, Issue 43) from Reaktor, yet another dreadful tie-in. Controlling Leader-1 you embark on a dangerous mission to rescue your friends. Whatever one might have imagined the game could look like, no one could have been prepared for something faintly reminiscent of the ancient Commodore 64 hit Sheep In Space. Poor content, poor programming and steep price resulted in an extremely disappointing product."
Now I'm not sure that I agree with all of that but they were right about the game being similar to Sheep In Space.
The Commodore 64 magazine zzap! 64 also gave the game a pretty bad score of 44% in issue 28
Copyright. 1999 A.Rowe