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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 High Score
Risky Woods Atari ST Part of the eye key
Risky Woods DOS Fighting Zabrus the first boss.
Risky Woods DOS Entering Draxos' lair.

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

Interface Amiga 1992 93 out of 100 93
CU Amiga Amiga Jul, 1992 90 out of 100 90
Atari ST User Atari ST Apr, 1993 84 out of 100 84
Sega Force Genesis Jul 08, 1993 81 out of 100 81
Amiga Computing Amiga Sep, 1992 80 out of 100 80
Power Play Amiga Jul, 1992 70 out of 100 70
Play Time DOS 1992 3.5 Stars3.5 Stars3.5 Stars3.5 Stars3.5 Stars 70
Amiga Games Amiga Oct, 1992 68 out of 100 68
PC Games (Germany) DOS Nov, 1992 68 out of 100 68
Video Games Genesis Jan, 1993 63 out of 100 63

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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* (38155) and Syed GJ (1525)