Title Shadow of the Beast Publisher Psygnosis/Reflections, 1989 Game Type General Action Compatibility Not A1200, but WHDload patch available HD Installable Yes (With Patch) Submission RJP Review Along with Defender of the Crown, Deluxe Paint and Lemmings, Shadow of the Beast is one of the names that will forever be synonymous with the glory days of the Amiga. Beast might even be the most important, for it was the first game to really stretch Jay Miner's custom chips and be manifestly superior to the ST version. You didn't need to pore over the tech specs to see which was the best computer anymore; the Amiga's advantage was suddenly tangible and for the next couple of years it would be *the* aspirational games machine. As is often the case with such technical break-throughs, the game itself is pretty straightforward - a platformer come beat-'em-up. The one real innovation is the way it isn't broken up into levels - instead you are largely able explore the large gaming world in any order you please. This freedom of movement is somewhat restricted because you need to collect various keys and power-ups in the right order to move from one section to another, but adds an adventure-like depth nonetheless. The sections themselves fall into three types: 1) Outside bits, running across long flat stretches of plain, dispatching waves of fantasy-inspired monsters with kicks and punches before they can inflict damage, and avoiding traps. The latter most commonly take the form of large spikes or surreal giant hands which shoot out the ground without warning, but also include guided missiles (!) and dragons which fly overhead and drop bombs. These parts of the game are distinguished by utterly stunning multilayer parallax scrolling and copper lists. Although the graphics are quite bright, the dreary mountains and forest in the background somehow convey the ominous feel of a late afternoon just before a thunderstorm. 2) Dark, dispiriting inside bits, including underground caves and a castle. These are more platform in character and require a fair bit of exploration to find keys, power-ups etc. 3) A horizontal shoot-em-up part where the main character dons a flying suit and moves through a bizarre sci-fi landscape. It's all very well presented as you'd expect, with Psygnosis's trademark intro sequence, fantasy graphics and a wonderfully gloomy panpipe soundtrack. What really made Beast stand out at the time was the super-smooth 50 fps screen update, which gave it an authentic arcade feel and proved impossible to replicate on an ST or contemporary PC. But is it any fun? Well, it's not bad. It's pretty tough, though infinitely more playable than Beast 2, and you find yourself progressing a little further with each attempt. The real stumbling block is the rather lack-lustre quality of the enemies. While well animated, they lack the vivid detail of the backgrounds, often being rendered in only 3 colours or so, and their attack patterns are fairly simplistic. Too frequently, they just form a line and shamble towards you from left to right. We've seen a lot better since 1989, but Shadow of the Beast is undoubtedly one of the first "real Amiga games", as AUI magazine put it, and retains a quirky charm even today.