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You will find Gold Rush very entertaining with impressive animation - which you can't help admire - even if it does lack a little finesse.
After setting off for California, frequent saving of the game position is a necessity as there are many ways to die ranging from cholera and starvation to sinking (on the ship of course!). Dying frequently can become irritating (as my zombie uncle Trevor keeps telling me), but somehow the lure of all that gold makes you persevere. And if you get totally stuck, you can read the fascinating 96-page historical guide (included in the packaging) to see how the real 49ers managed. (They won the Superbowl, didn't they?! - Ed). Ultimately, how much enjoyment you get out of Gold Rush depends on whether you love or loathe the Sierra 3-D adventure style - if you're a fan, you shouldn't be disappointed.
the difficulties are well worth putting up with, for here is a game that is educational as well as entertaining. The eighty-eight page paperback which accompanies the game is one informative read and a lovely little extra. That is gold in that softshop.
The animation is fairly smooth but in a rather slow resolution, which shows its PC ancestry. There is generally quite a lot going on in each scene. Some of the animations are entertaining, although they can be slow.
One annoying problem is that on an unexpanded Amiga most screens have to be loaded in from disc each time and although a 1 meg machine will cache several screens, there is still a second or two delay between them because they have to be decompressed.
The sound effects are terrible. Despite a few nice musical jokes it is imperative for your sanity that you turn the sound off.
The graphics are crude, the animation is not particularly smooth and the gameplay is tediously slow, even in ‘fast’ mode. It is obvious, however that the game’s authors had researched the game, and planned each graphics screen (which have to be individually loaded) which would be fine if it worked. The game’s control interface is unhelpful and confusing at best, and the written descriptions are a nonentity. Puzzles are few and general common sense can reach through these – else you face an inglorious death. The non-player characters appear solely to be information givers, inept to do anything else except, perhaps, ignore you.