Twinworld: Land of Vision (Amiga) - A Playguide and Review - by Lemon Amiga.com
Twinworld is a puzzle platformer, and an early release by Ubisoft; who also brought us Unreal and BC Kid; which was released in 1989, and published by Blue Byte. The game features music and sound effect, and great graphics later on. Lets check out the early levels in this playguide.
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Production Notes:
Captured: 7th November 2021
Narrated: 6th August 2022
We played Twinworld in Round 13 of the 2021 SuperLeague Amiga gaming competition (I say it was 2022 in the video!), which was played in November 2021. This was the first time I had given the game a proper try. Sometimes when I try out games, if they don't grab me in the first 5min, I choose something else. With this, the control system of the projectiles takes a lot of getting used to, and this made me skip this game initially. Coming back to this in 2021, I discovered there was a possibility of no-way-backs if you don't have enough keys, or waste them by going in the wrong direction. But after some memorisation of the levels, it was possible to find a safe route which always worked to complete the level. This was my final try in the competition, and I got further than ever before, but still not as far as World 3. This is a shame, as this has much better graphics. I think I should have gone the above way at the end of 2.4, and this would have been safer than taking the jump over the lava.
The footage was very easy to edit this time, as there was very little to cut out. The audio was still an issue, and some bits of this are slightly louder than others. The Cross and Swords logo I captured from the game manual. I presume this is based on a real German medal of some kind. There was nowhere to put this image in except in the middle of the video. The images for the producers of this game were put in after their credits, as I didn't want to add another track to the timeline just so they could appear along with their credits, as this might slow down the rendering time. There are a few audio bugs in the video but nothing major.
Danscore:
Platforming on the Amiga back in 1989 was a mixed affair. But a game had to be special in order to stand out from the ST ports of those days, and this tried to be a bit different by offering multiple routes and a more open world feel. Just like Hawkeye on the C64, we have different weapons and power-ups, and we must travel back and forth until we find what we need to exit the level. The music is ok, but the SFX seem rather weak. The graphics are a step above Great Giana Sisters but not exactly up there with SOTB or Unreal. For 1989 this was a cut above many others, and offered a more thoughtful approach by having to judge the arc angles of weapons fire. There are a few unfairnesses, like the unpredictable fall damage, the ability to run out of ammo, and the ability to waste keys and find the level becomes impossible. I also don't like that at least one of the owls in World 2 can't be avoided. The difficulty curve starts quite easy, but gets tough quickly, especially if you happen to get lost and can't find the ring/coin to escape. If the weapons had a high arc, a low bounce, and no bounce, it would be much easier to play and get far, but as half of the ammo is wasted on trying to deal with the weapons, it spoils what could have been a better experience. I also thing the graphics let this one down. So this isn't exactly Turrican, but it is a good game, so I will give this 6.5 out of 10.
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