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Description

Unusually for Electronic Arts in the early 90s, this was a platform -shooter game with little or no adventuring or strategy elements. The game scrolls sideways, and has sections where precision jumps are required, either to clear rivers or collect bonuses. You carry a dagger to deal with the enemies, and must avoid contact with them. When killed, they leave coins to be collected - these are spent in the shop sections. Death loses you most of your coins, but they can usually be retrieved if they land on solid ground - making it better to be killed in combat than by drowning.

Screenshots

Risky Woods Amiga Stage 2
Risky Woods Genesis stage 1
Risky Woods Amiga Shoot the treasure chest for goodies
Risky Woods Amiga Stage 1

Alternate Titles

  • "邪神ドラクソス" -- Japanese spelling
  • "לוחמי המערות" -- Hebrew spelling
  • "Jashin Draxos" -- Japanese title

User Reviews

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Critic Reviews

Play Time Genesis Apr, 1993 75 out of 100 75
Play Time DOS 1992 3.5 Stars3.5 Stars3.5 Stars3.5 Stars3.5 Stars 70
Power Play DOS Jan, 1993 69 out of 100 69
Amiga Games Amiga Oct, 1992 68 out of 100 68
Amiga Format Amiga Aug, 1992 65 out of 100 65
Video Games Genesis Jan, 1993 63 out of 100 63
Retrogaming.it Amiga Mar 14, 2008 6 out of 10 60
Amiga Joker Amiga Sep, 1992 60 out of 100 60
Sega-16.com Genesis Apr 28, 2011 6 out of 10 60
ASM (Aktueller Software Markt) DOS Mar, 1993 7 out of 12 58

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Trivia

Milestones

  • Risky Woods was the last title developed by Dinamic Software before falling into bankruptcy.
  • The Genesis/Mega Drive version was the first Spanish game to be ported to a console system.

Amiga graphics

The Amiga version of the game featured parallax scrolling with 16-colors in the back layer, which is quite an technical effort. The background was not implemented with the Amigas build in parallax scrolling possibilities, as this would not have allowed so many colors for the background -- other games with parallax scrolling featured 2 or 4 colors in the background, but these colors are usually changed in certain lines of the screens, creating the impression of more colors. Risky Woods work with an extensive Copper list (one of the Amiga custom chips), to create the complete background with sprite multiplexing (the limited amount of hardware sprites is constantly reused and synchronized with the cathode ray beam). This technique was very rarely used in commercial games.
Sources: Interview with developer Ricardo Puerto, Codetapper article about the sprite technique of Risky Woods
Contributed to by Luiz Pacheco (1257), Kohler 86 (7293), *Katakis* (38149) and Syed GJ (1525)