DescriptionUnusually 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.
- "邪神ドラクソス" -- Japanese spelling
- "לוחמי המערות" -- Hebrew spelling
- "Jashin Draxos" -- Japanese title
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|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|
|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|
There are currently no topics for this game.
- 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 graphicsThe 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