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The FX Giant
Sprites trick was achieved by using sprites that were composed of a set of small parts that allowed for the reuse of said parts in other characters. For example, many enemies share the same trouser and leg animations. In some ports, a problem with the vertical sync of the monitor lets
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featured two of the classic "FX brands" of
Dinamic, commercial names that Dinamic used for some features of its games in marketing. These included FX Double Load, consisting on two separate parts to get advantage of computer memory, and FX Giant Sprites, that made use of very large
262:. This first act takes place in the streets of the city, and consists of a sequence of fights with minor enemies and occasional bosses. The goal is to find the entrance to the city's underground rail transport, which is located on the opposite side of the map.
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432:, drew an initial version of the intended cover artwork for the game, but due to its protracted development schedule, by the time the game was completed Azpiri had ended his collaboration with Dinamic to work with software company
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The second part is set in the tunnels and stations of the city's underground rail transport. The gameplay in this section differs from the first, as the player now has the ability to shoot enemies, shifting the genre closer to a
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After completion of the first act the player is given an opportunity to enter their name on the game's high score board, and is then given a password which allows them to continue to the second act.
170:, in which the player must navigate through a hostile post-apocalyptic city. Although the name of the city is not mentioned in the game itself, both official promotional and unreleased artwork by
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was a collaborator with
Dinamic for the creation of the box art for their games. Azpiri, whose brother Jorge Azpiri contributed some of the graphics for the
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The game is structured into two parts. The first part is a side scrolling beat 'em up, and plays in much the same way as other staples of the genre, such as
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There are numerous differences between the versions released, depending on which system the version was developed for. For example, some
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In 2011, nearly two decades since the dissolution of
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versions featured digitized voices while others did not. Some ports featured more complex graphical effects, such as the
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the player easily see this trick as sometimes characters can be rendered and divided into two clearly different slices.
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and marketed as belonging to the same fictional universe as the original 1989 game.
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that had the potential to take up ¾ of the total play area height.
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was then released with new cover art commissioned to Royo.
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version, which included both mode 0 and mode 1 graphics.
514:"Retro: The ten greatest front covers by Alfonso Azpiri"
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version of the game that was never released outside
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224:. Unsourced material may be challenged and
408:Original, unused box art by Alfonso Azpiri
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346:Learn how and when to remove this message
244:Learn how and when to remove this message
538:(in Spanish). Vandal. September 17, 2011
494:(in French). CPC-Power. February 9, 2015
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516:(in Spanish). IGN España. July 1, 2013
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324:adding citations to reliable sources
222:adding citations to reliable sources
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462:under their new software company
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394:Parque de Atracciones de Madrid
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573:at Spectrum Computing
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540:. Retrieved
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318:Please help
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271:shoot 'em up
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86:Commodore 64
57:Publisher(s)
45:Developer(s)
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613:Amiga games
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498:October 13,
428:version of
426:Amstrad CPC
364:Amstrad CPC
283:Development
161:beat 'em up
98:ZX Spectrum
78:Amstrad CPC
69:Platform(s)
597:Categories
478:References
164:video game
648:MSX games
638:DOS games
468:rebranded
434:Topo Soft
418:Luis Royo
400:Cover art
307:does not
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172:Luis Royo
455:Collapse
288:Versions
186:Gameplay
129:Genre(s)
82:Atari ST
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375:sprites
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276:Contra
134:Action
102:Arcade
90:MS-DOS
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156:is a
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