Published by
Developed by
Released

Platform
Genre
Perspective
Non-Sport
73
MobyRank
100 point score based on reviews from various critics.
3.8
MobyScore
5 point score based on user ratings.

Description

This horizontally-scrolling shoot 'em up features six long levels, all with detailed and mellow background graphics, aiming for a less hectic feel than contemporaries such as Project X. As a magician's apprentice, you have been turned into an owl to give you the best chance of destroying the many dark creatures to be faced, and thus discovering the secret of cosmic strength.

These dark creatures include piranhas, giant ants and mosquitoes. Extra weapons and invincibility periods can be collected. The technical details include 3 layers of multi-directional parallax scrolling, background animation, and different title and in-game music.

Merchant Title      
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Agony    
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Agony    
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User Reviews

Sideways scrolling shooter with top quality visuals Neepie Lantern Bronze Star Contributing Member (487) 3.2 Stars3.2 Stars3.2 Stars3.2 Stars3.2 Stars
An amazing game. Mark Papadakis Bronze Star Contributing Member (31) unrated

The Press Says

Amiga Action Feb, 1992 86 out of 100 86
Amiga Joker Feb, 1992 81 out of 100 81
Pixel-Heroes.de Dec, 2004 8 out of 10 80
Amiga Power May, 1992 78 out of 100 78
Pelit Feb, 1992 78 out of 100 78
Power Play Apr, 1992 59 out of 100 59
ASM (Aktueller Software Markt) Jun, 1992 6 out of 12 50

Forums

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Trivia

The non-playable demo of the game contains following information: "After starting up with an over 50 takes long animated intro sequence Agony will lead you through 6 worlds." The problem is that there is no intro sequence in the final release of the game. Franck Sauer (from the development team) was kind enough and provided precise information about the missing intro for Agony:

"There was an animated intro sequence that was supposed to be included into the game and explained its backstory in more detail. That sequence had been animated by fellow artist Marc Albinet but didn't make it into the game mainly because it would have required one or two more disks and given the quality wasn't really on par with the in-game art, Psygnosis and Yves Grolet (lead programmer) decided it was not worth it."


This entry to the MobyGames database was contributed by Johnny "ThunderPeel2001" Walker (425) on Jan 31, 2004.
 

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