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Description

A 3D strategy / action game featuring scaling and rotating polygon graphics. You're the sole voyager happening upon an abandoned space station that's ready to explode from the pressure of dangerous vapors building up inside. For each sector, you must locate the build-up area, then drill to release the pressure. Features 18 different areas to explore, each with its own unique laws of physics and logic, and a number of secret rooms and hidden levels to discover.

Screenshots

Space Station Oblivion Atari ST Game over
Space Station Oblivion Amiga X marks the spot
Space Station Oblivion DOS Beginning the game (Hercules Monochrome)
Space Station Oblivion DOS Title screen (CGA)

Promo Images

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Alternate Titles

  • "Driller" -- International title

Part of the Following Groups

User Reviews

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Critic Reviews

ACE (Advanced Computer Entertainment) DOS May, 1988 962 out of 1000 96
Zzap! Commodore 64 Jan, 1988 96 out of 100 96
ACE (Advanced Computer Entertainment) Amstrad CPC Oct, 1988 945 out of 1000 94
ST Format Atari ST May, 1991 91 out of 100 91
Commodore Format Commodore 64 May, 1991 85 out of 100 85
Power Play Amiga Jan, 1989 84 out of 100 84
The Games Machine (UK) Atari ST Dec, 1988 83 out of 100 83
ASM (Aktueller Software Markt) Amstrad CPC Dec, 1987 8.8 out of 12 73
The One Atari ST Nov, 1988 65 out of 100 65
Commodore User Amiga Nov, 1988 56 out of 100 56

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Trivia

Amstrad sound effects

The Amstrad version's sound effects were the result of a competition in Amstrad Action magazine.

Game versions

The game's release for Amstrad, Spectrum and C64 occured on Christmas 1987. It was quite expensive (14,95 pounds for cassette version and 17,95 pounds for disk version) but the game contained a big glossy box with a 32-page scene-setting novella and a cardboard thing which could be folded into a 3D model and could be used for mapping purposes of Miteral landscape - the moon on which Driller was set.

Amiga and Atari ST ports were done in 1988 by Sean Ellis. Thanks to "16-color screens, 32-bit arithmetic in single instructions and huge amounts of memory" the title was much more sprightly. "The data was left in the same format as before but enormous amount of RAM allowed us to do things like have better dashboard graphics, sampled sounds, and also to use more memory-intensive algorithms to trade size for more speed."

Awards

  • ACE
    • October 1988 (issue #13) - Included in the Top-100 list of 1987/1988 (editorial staff selection)
    • March 1991 (issue #42) - Included in the list Greatest Games of all Time in category Original Games (editorial staff choice)
  • Commodore Format
    • July 1993 (Issue 34) - Modern Classics: FRP & RPG
  • Computer and Video Games
    • May 1988 (Issue #79) - Golden Joystick 1988 Award: Third in category Best Original Game of the Year
  • CRASH
    • Newsfield Reader's Awards - Best Game 1987 (readers choice)
    • Newsfield Reader's Awards - Most Imaginative Game 1987 (readers choice)
    • Newsfield Reader's Awards - Best Graphics 1987 (readers choice)
    • Newsfield Reader's Awards - Best Game Packaging 1987 (readers choice)

Contributed to by Martin Smith (66869), festershinetop (9635) and Ye Olde Infocomme Shoppe (1691)