Rogue Trooper - get to da hopper! - Commodore Amiga game capture
How to beat the fourth and final part of level one... incompetently, eventually.
Our task is to plant explosives in four designated locations around the base within a tight time frame, before escaping to the docking bay where a Nort hopper - and a Space Harrier clone - awaits. Complicating matters, the pivotal detonation points are all initially inaccessible.
Each location is reached by flicking a switch on the ground floor that disables an electrified laser beam. Behind these otherwise impenetrable force-fields is another switch that causes a further switch to appear on the ground floor adjacent to the first laser beam switch we switched to reveal the other switch.
Flicking this switch deactivates the next laser beam in the series, making the subsequent switch switchable, and so on. Except you have no idea of knowing which switch controls which laser beam until you've trial and error-ed your way through it a dozen times. At least the cause and effect mechanics aren't switched, that's something to be grateful for.
Two of the bomb sites are positioned at the far left of the screen on floors two and three, while the remaining two key areas are to be found at the far right, also on levels two and three.
Speaking of keys, you need a keycard to pass through the final barrier between the quadruple switcheroo room and the docking bay. This you source from one of the computer terminals. Then there was that other more traditional key on the floor that opens something-or-other that's no doubt essential, but I can't remember what it is because I'm losing the plot, and the will to live.
You have one life and no continues with which to accomplish the mission, and it's no walk in the park even with the trainer in effect, as it is here. How funtastic does that sound!?!?
You may notice a few not-so-subtle edits. I couldn't complete it all in one go so exploited save states to get the job done a bit at a time.
It might have been worth all the blood, sweat and tears if the game hadn't crashed at the interlude where the next level is supposed to begin!!!
Actually, no it wouldn't. I've played the Space-Harrier-'em-up section via a demo, and can guarantee it's no great loss. It's endless, confusing, boring, repetitive... *trails off ranting and dribbling*
You can find my written, ebook review of the Amiga game at...
https://archive.org/details/rogue-trooper-dreamkatcha-review