Hello dear internet viewer,
It's been a while since I had not presented a space shooter game. Although very emblematic of the era of the PC/DOS, I admit that I have only very little interest in these, because in my eyes, they all look the same. which also explains why, when I presents some, I only present those that included some topics that are out of the ordinary. And of course if seen from 2015, it always seem to comes out of the ordinary this means that I'm presenting you some obscurities that very few have heard, this is why I still presents those, because they deserve to have their story told, even though that I do not like this type of game. Today, I present to you a space shooter by the name of World Quest developed and distributed by WordUp Software Productions in 1994.
Although at first sight, this game may appear to be an another classic "shoot'em all", but in fact, it is largely inspired by the rescuing in helicopter game, Choplifter. Yes, the goal is to save lives by destroying missile launchers, weapons, forests, houses and destroying everything in our path. You know, the kind of egocentric war where we must save the world by neutralizing the enemy regardless of the consequences, it's a little bit it. Here, rescue people, it is not mandatory, but it gives bonus points when you arrive at the end of a level and at the end of our game (since we have a second bonus when we die versus the number of lives it has saved.) So, yes, we can finish the game by having saved no lives, but as the primary purpose of shooter is to make good scores, it is quite important to save some if you want to have a good score.
As you may have noticed, I only have played the shareware version, version which is very short and slightly too easy (I finished it in less than eighteen minutes on the first try), but which I believe, is pretty much what the hardcore players of the genre were expecting at the epoch. Indeed, they rather want difficult games, but I think that the reason which why the shareware version is so easy, it is because the authors sought to show the diversity of the product in a short period of time. Because it must be understood that at the epoch, there was no YouTube so players who wanted something new had to go in the BBSes and most of them after ten minutes of play their idea were made that if they loved or not a game. So, with this in mind there, as there was the introduction of Choplifter approach to a space shooter game, I easily understand the idea of not having tried to make it difficult. As a too much difficult game, usually at the end of 10 minutes, well, you're still at the beginning, so the player can not experience adequately the atmosphere, hence the reason which why the shareware version is so easy. I presume at the same time that the full version has been suitable in every aspects to expectations of somebody who was sure of his purchase. I'm saying that, but at the same time, it's here an obscurity and not many people have experienced the registred version of this game, so I speak a little bit through my beard. I.e., that I go by deduction without really knowing or at least without concrete evidence of what what I just say.
Otherwise, presentation-level, it is pretty much clear that the game was aiming a customer base from BBS, since the choice of colours, by the underground aspect of the choice of the apocalyptic music in an "hyper cheesy" environment. Some might say, that the years 90 are by definition cheesy and I will answer you that you're wrong. Because if there is anything that defines well the years 90 from the other eras, it is in the extreme of constrast. I.e., that an unique style was not existing. At the epoch, you could see rappers wearing a fluorescent yellow coat with raves goggles while riding a Harley-Davidson motorcycle while dragging ton of pugs in his pockets. It was a common things to mix genres, because people did not want to be stereotyped, although that seen from ourdays, we can clearly see stereotypes that were born just by reading the description i have just made. But where I am getting with it, is that that it is not true that the abundance of colors means that it must be overly joyful. Quite the contrary, it is a sign of revolt against the system which at the time were censoring everything. Because yes, the years 90, it is an era of great sarcasm and ironic winks. So, you understand that in this context, it was very underground to reinforce the aspect of seing the world threatens rather than to consolidate the sarcastic aspect and there, there is, a concept which distinguished the mainstream world against BBS universe of the years 90.
To conclude, if you're the type to love space shooter and the game Choplifter, you'll love this game and will probably try to contact the author of this one so he can unearths the complete version, so for that either he puts the freeware or the put it on the market once again, because it has all the elements to be among those that stand out the most of its era.
P.S.: A regular client of my former company (when I had 10% of shares), Logique Eclectic, with who I chatted occasionally died prematurely today. As a measure of respect, I wanted to announce to my readers the death of Mark Nawrocki! Since many of you, also knew him and he deserves the posthumous highlights!