{center} {subhead} Olofight{def}{p} Review by Neil Williams {left} {p} {p} Olofight is a beat'em-up style game of the old style. It's a 2D fighting game, where we have the usual playmodes of a loose plot-line based mode, timed fighting, 2 player verses, survival, and one-off matches against the computer. This is what you'll probably know of the style from all the other fighting games around. {p} {p} Technically Olofight is quite an achievement. It installs from 10 floppy disks, taking up about 10MB of disk space. After loading, the intro begins with some really nice 3D animations showing us each of the characters, of which there are 10 in total (including 2 hidden characters). Once we get into the game itself, there are beautiful backdrops animated in apparently over 3000 colours. The foreground characters do blend in with the background sometimes, although the characters do tend to look good. We lose the smooth anti-aliased look of the background in the characters graphics. Between the background and foreground there are some layers of parallax, and the floor has proper perspective which is something often missed in an Amiga beat'em-up. The characters themselves consist of over 400 rendered frames each, and look good in motion - . When they're not actually in motion (okay, so that's the pause mode then) they do look even more blocky and stand out less against the background, something that does sometimes intrude in to the game occasionally. {p} {p} There is a part of the game which looks out of place though: the main menu. There are some nice touches if you watch closely, but in comparison to the rest of the game I'm sure something better could have been done. On the same note, entering the copy protection (manual based) and your name (for the worldwide highscore system) is a little tricky as it simply won't let you type fast, ignoring some keys. Maybe it's a problem with my computer, but nevertheless it's there, although a minor point since it takes just a moment to get past it. {p} {p} But, how does it {italic}play{noitalic}? {p} {p} Olofight doesn't play like the various StreetFighter clones, and this takes some getting use to. One of the features of the game is that distance matters: a move done precisely and close to your opponent will have more effect than a move that just grazes your opponent. The problem with this is that the controls really are not precise, there is `free play' in your character's movements and sometimes movements don't seem to be registered (just like that described on the menu). You also have to be careful not to move into the same space as your opponent - you can't hit them, and unless you pull off a special move quickly, they will and you're out. {p} {p} Each fighter starts with 4 special moves, available in each match, but you're able to buy more as you progress through the game, and there are 10 unique moves for each character! - although you can still use only 4 per match. You start off able to use one of each move. Just hold fire and push up, down, left or right. Not really taxing. The problem is that the computer can do sometimes as many as 9 each of the special moves, and seems to start off with energy/defense/aggression just as high. While you can spend a good few minutes putting the boot in the computer just needs to get a good hit in two or three times... This is not an easy game to start with. Not at all. {p} {p} Questionable too is that this doesn't have a "best of three" system either. Lose one fight, and that's it: start over. {p} {p} Within the game as you play and win more, your character gets stronger and faster improving your chances as you progress to faster and more difficult opponents. But that isn't all: The Real Ologram have a database of players on the InterNet allowing you effectively compete against other, real, players - your character's strength being upgraded on their server. All you need do is flick to Workbench (yes, the game 'partially' multitasks - hit LAmiga-M and the game will pause and return you to the system, giving an icon on the Workbench to resume the game), connect to the InterNet and let the game do the rest. {p} {p} Conclusion {p} {p} The game is technically sound; it'll not shake the earth due to some dodgy controls, but it will provide hours of gameplay if you can stick to it despite how hard it is to start with. There are some neat special moves to find, and timing - an essential part of a fighting game - can be taking well to your advantage if you can handle the controls. {p} {p} Created By : The Real Ologram, Italy.{p}   {link http://www.ologram.com}http://www.ologram.com{end} ologram@ologram.com{p} Available from : All Amiga dealers{p} Requirements : AGA Amiga, 10MB free disk space,{p}   0.7MB free chip RAM, 1.8MB free fast RAM.{p} Media : Floppy disk. Won't run from floppy disk,{p}   requires installation. {p} {p} Graphics : 80%{p} Sound : 71%{p} Playability : 70%{p} Lastability : 80%{p} {p} {p} Overall : 75%