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The Chaos Engine - Review
(Bitmap Bros, Commodore Amiga Game, 1993)

I wonder whether the Bitmap Brothers ever gambled. I play a bit of poker myself, enjoying the complexities of the game, the mathematical permutations, the joy of a well-timed bluff and the even greater joy experienced when finding yourself deep in a pot, knowing full well that what you hold is better than the opponent. If the Bitmaps were to gamble in an ‘all or nothing’ situation against other game developers they would want to be backing something pretty solid, such as Speedball 2, Gods, or maybe The Chaos Engine.

 

The Chaos Engine is a top-down viewed ‘run and gun’ game set in Victorian England with a decidedly ‘steam-punk’ feel. There is quite a complicated plot which I won’t bother you with (does anyone care about plots anyway?) but the basics are that you have to navigate four worlds, each made up of four maze-like levels, shooting enemies and collecting coins, ‘special-power’ weapons (such as smart bombs) and food (which replenishes health). As you explore you need to find silver and gold keys; silver keys open up secret passages to allow progression, while gold keys reveal areas full of bonus goodies. You must also find and activate ‘nodes’, by shooting them. When you have activated all the level's nodes the exit opens allowing you to progress. Some levels have alternative exits triggered by finding and activating an additional node.

 

You can choose to play as one of six characters: Brigand, Mercenary, Navvie, Thug, Preacher or Gentleman, each with varying levels of health and speed and a different gun with varying capabilities. They can each also collect different types of special power. At the start of the game two players are always selected; if you are playing alone then player two is computer controlled. Choosing the right playable characters can be tactical and the differences in their abilities genuinely alter how you play. The Preacher, for example, starts with low health and has to be careful as he can’t take many hits without losing a life, but is, as a counterbalance, quicker than the others. Thug on the other hand, is more cumbersome but starts with a stronger gun and more health.

 

The game looks and sounds absolutely fabulous. Appearance is really crisp, being beautifully drawn and really nicely animated. The AGA version is significantly more colourful but both look great. The levels are well designed with staircases dotted about giving you movement in (albeit limited) three dimensions. The play areas feel very solid and movement of both the characters and the various monsters you encounter is smooth. The whole thing is accompanied by a wonderful thumping soundtrack that complements the feel of the game perfectly. The in-game music reacts to your play, getting more triumphant as you approach the end of a level. There are also some nice voice samples informing you what you have collected or when nodes are activated.

 

Every two levels you can spend your accumulated coins, powering up the two characters, upgrading their gun or their ‘health’ or ‘speed’ bars, or alternatively increasing their ‘skill’ which enlarges the other bars enabling them to be filled even further. The gun power, health and speed bars that you finish the game with are significantly greater than those that you start with, an important gameplay leveller to help you cope with the increasing difficulty. You can also buy more special powers or extra lives. If you are playing a one player game with the computer controlled player 2, you have an extra option to power-up their ‘wisdom’ which affects their ability to play. It is a simple interface allowing you control over your character’s development and those that have played Speedball 2 will find the screen more than a little familiar.

 

The game can be played with a friend and while cooperation helps you progress further, the statistics comparison screen at the end of each level always maintains the element of competition. However, if you are playing as a single player, special mention must be given to the artificial intelligence engine driving the computer player-two. It really is very good, the best I have encountered in an Amiga game, backing up your main character perfectly. Your computer controlled buddy will dispatch enemies, collect the coins if you aren’t quick enough and will also pick up food, special powers and activate nodes, all without ever taking over. He won’t collect keys though, leaving you to decide the point at which you open up new areas of the level to explore. He rarely gets left behind, but if he does, he conveniently teleports swiftly back to your side. The best compliment I can pay is that it often genuinely feels that you are alongside another human player.

 

The intelligence driving the enemies is good too, targeting you when you are in range, firing at you if they have guns, or attacking you kamikaze style if they don’t.

 

Unfortunately the game is not perfect and there are some minor niggles to report. Firstly there can be a definite sense of ‘deja-vu’ gained from repeated play. As with so many games of this type (and platformers too), as you progress, the same enemies will appear in the same order, in the same place, triggered by your character reaching a certain point on the play area. This can make the gameplay feel a tad predictable once you have learnt a level. However, given the complexity of even the first levels, it will take some time before things feel repetitive. And even when they do, it still doesn’t stop it being fun. There is a password system too so you don't have to play from the start every time.

  

Also, in the heat of battle it is easy to forget that a long hold on the fire button can detonate a ‘special-power’ (once collected), meaning that it isn't hard to use them accidentally. This is a game crying out for a two button joystick.

 

Finally, I find this is a pretty tough game. It only takes a few hits to lose a life and there are sections where you have to be especially careful and precise to avoid this. I have played The Chaos Engine extensively over the years and have never got much further than about halfway through. Great if you like a challenge (and I am not the most skilled gamer so others may find it a little easier) but I fear that there are significant areas of the game that I will never see.

 

Nevertheless this is still a terrific game. It looks great and sounds absolutely fantastic and offers a significant challenge, either in two player mode, or as a single player backed up by one of the most impressive artificial intelligence engines I have seen on the Amiga. It has a real consistency of gameplay while the varied abilities of the six playable characters make a real difference to playing style and progression.

 

Now it could be argued that the game bears more than a passing resemblance to Alien Breed and Alien Breed 2 (Team 17’s offerings from 1991 and 1993 respectively). All are top down, two player, ‘run and gun’ games, navigating maze like levels, killing enemy monsters, collecting keys to complete the levels and coins/credits to purchase gun power ups, other weapons, health and extra lives. Aesthetically they are very different but in terms of gameplay, strikingly similar. Alien Breed was a very good game. Alien Breed 2 was better. But at the poker table the Bitmap boys have called Team 17 and then raised them all-in with their own take on this classic formula and there is only one winner.  

 

Great solid fun, highly impressive and a must-have for any collection.

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Graphics - 93%

It looks fabulous, with well designed, solid and atmospheric levels and the characters and enemies move very fluidly. The AGA version is even sharper and more colourful. 

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Sounds - 90%

In game sounds do their job perfectly well with a nice use of voice samples. The soundtrack is one of the best in any game for the Amiga. 

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Grab Factor - 92%

Really easy to get along with, no need to be consulting the manual before you dive in. 

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Playability - 88%

Full-on fun, with always something to be collecting or shooting, and offering a really solid and consistent learning curve, only tempered by that fact that it maybe gets a touch hard.  

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Verdict - 91%

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AG 21.05.2021

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© Words and pictures copyright grapeswriting.com

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Beating the Bitmaps

Beating the Bitmap Brothers

Hints and tips on completing two of their classic Amiga games

Do you struggle with Gods and The Chaos Engine? They are two of the very best Amiga titles, offering tight and complex gameplay, but both are as hard as nails and become completely brutal once you make it further than halfway.

I have completed both games (I hold the seventh highest score worldwide for Gods Remastered) and while I don’t have space here to publish complete walk-though guides, here are some hints and tips to help you to reach the final stages of each. Some hints apply to both titles whereas others will be specific to one. Let’s kick off with help that applies broadly to both…

 

Carefully does it…

This is the number one tip! Neither of these are games that you can charge through gung-ho, especially if you are in new or unfamiliar areas. In each, enemy spawning is triggered by reaching certain points of the play area. It is vital that you progress carefully and deal with enemies quickly. If you charge forward and allow too many to appear at once it can be very easy to lose energy or a life.

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As you become familiar with the levels you will also learn the spawn points. Target them, as dispatching bad guys the moment they appear will make progress significantly easier. Both games repeatedly use the trick of spawning enemies behind you when you think you have cleared out an area, so be aware of this; cautious progression is definitely the way to go.

 

If you change nothing, nothing will change…

This is hugely important. Both games are far from linear - there are a variety of routes that can be taken, some being more fruitful than others. If you see a bonus area that you can’t reach, it is pointless to continually replay the same way. Change your route. Kill enemies or collect items in a different order, or don’t collect some to see what happens.

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Collecting or not collecting some keys can change the route through certain Chaos Engine levels, while many of Gods’ secrets hinge on using different combinations of the switches. It is good to experiment, especially when you find several switches close together; even on the very first world there are bonuses to be harvested by their correct manipulation.

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There are sometimes benefits in both games if you retrace your steps and revisit areas you thought you had cleared. Some items are only released once other areas have been explored or items collected. For example, in Gods Labyrinth (level 3, world 1), if you trek all the way back to your starting point after the majority of the world is completed, a vital trapdoor key can be collected that allows access to a large secret area.

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In short – experiment. It pays dividends!

 

Shop wisely

Both games have their own power-up systems - The Chaos Engine by powering up your character and Gods by purchasing weapons and other items in the shop, each using coins collected during play. These decisions matter. In The Chaos Engine you should power up your health bar and gun as fast as possible. Speed matters less unless you are playing with a particularly slow character.

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It is somewhat obvious, but if you avoid taking unnecessary hits, fewer coins have to be spent on refilling health between levels leaving more for other power-ups and extra lives.

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In Gods, weapons have varied effectiveness depending on the upcoming level. Work out which are effective against which enemies and don’t spend on weapons if the next level will offer them as collectable items within a short time. When completing The Temple (level 2, world 1) for example, progress is more straightforward after purchasing bouncing bombs.  On the other hand the game forces you to collect certain weapons shortly after starting some worlds so any weapon spending before those worlds can be a waste of coins.  

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Of course - you should purchase extra lives at every opportunity.

 

And some game-specific advice…

Gods

Perfect your firing and ducking timing. Avoiding enemy fire is essential to staying alive and a large percentage can be ducked.

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The end of level bosses are quite straightforward, there are safe areas to stand relative to their position and all can be dispatched fairly easily without losing any lives.

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Other bonus areas and items can be unlocked by reaching a point in the level within a predetermined time (I realise that that is contrary to my “progress carefully” advice – so I suggest that you don’t worry about these bonuses until you know a level well).

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If you collect a shield you can surge ahead, force multiple spawning and use it to kill all the bad guys in an area upon touch.

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If a particular area is too busy and repeatedly thwarts you, buy a shield or a starburst in the shop and use it to help you through.

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Hercules can defy physics and can overhang a ledge by an absurd degree; this is necessary to make some of the more challenging jumps in the game.

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Use Thieves by allowing them to collect something out of your reach, tempt them towards you by dropping a key, then kill them and collect what they have retrieved for you.

 

The Chaos Engine

Character selection matters. The six really do play quite differently, with varying balances of speed, gun power and special weapons. I always play as Navvie; finding him to be the best balanced, and I select Thug for the CPU (because he is the slowest character and gives me the best chance of beating him to the coins and power-ups!).

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In the same way as fire and duck works for Gods, get used to firing and retreating (or moving sideways). Because you have to line up with bad guys to shoot them, it is far too easy to take hits if you don’t quickly move out of their line of fire. Firing and immediately backing up or moving sideways is the safest way to avoid unnecessary damage. Standing around a corner and letting an enemy walk into your line of fire is a good way of dispatching them before they have chance to target you. Oh – and fire rate is important. When things get busy, don’t be afraid to really mash that fire button!

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Choosing alternative exits (where available) changes your start point for the next level; work out which are the most advantageous.

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While you should enlarge the heath bar at every opportunity and it is always advisable to keep your energy topped up, you don’t always have to spend your coins refilling the health bar. Some levels have plenty of food and first aids available; if one of those is next then you can spend your hard earned cash on different power-ups and use the bonuses on the level to refill your energy. As an example, Level 1.3 – Rings has plenty of health power-ups; so starting with lower energy is not a huge disadvantage, as long as you are confident that you can reach the power-ups without dying. 

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If blocks or parts of the background appear different – shoot them; some will reveal hidden bonuses, keys, or access to hidden areas.

 

Failure is not an option…

Hopefully some of these hints will enable you to see more of the games. It is well worth persevering with both as the levels and enemies change continually as you progress, and they are enormously rewarding as you advance further.

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Of course – if you get completely stuck there is always good old YouTube to fall back on; you might find my complete walkthrough of Gods helpful, made using Gods Remastered.

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If you are stuck on any particular section of either game you can email me at alan@addict.media.

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Good luck and have fun!

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AG 05/03/2023

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Featured in Amiga Addict magazine, issue 20.

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© Words and pictures copyright grapeswriting.com

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