Developed and published by System 3 in 1992
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Originally released on the Commodore 64 in 1989, Myth was one of my favourite games on the system. Featuring great graphics, some interesting themes and excellent music, the game cemented System 3's reputation as one of the premier developers for the computer.
Fast forward four years and System 3 decide to release a 16-bit version of the game for the Amiga home computer line. Although I never owned the full game, I do remember playing a demo from a magazine cover disk. Even back then, I wasn't exactly sure what was different about this new edition of the game, bar the obvious graphical upgrade that the Amiga's custom chipset allowed.
Having read through the manual, it's clear that System 3 tried to craft a backstory intended to be more epic, involving defending the realm of man from an interstellar demon with near-limitless power. The arrogant, varsity jacket-wearing teen from the C64 version has been replaced by a muscle-bound, blue-haired warrior named Ankalagan. The new version of the story is incongruous with the game's focus on fighting through the various myths associated with ancient cultures - there's a notable lack of a coherent narrative that explains how fighting skeletons, medusa and collecting a bunch of canopic jars grants one the ability to fly through space in the lotus position whilst shooting lasers from one's eyeballs.
But, I digress...
The objective of the game is to fight through levels based on ancient civilisations and the various mythologies associated with them. The Greek stage sees the player fighting hordes of undead skeletons in the depths of Hades, whilst the Norse level pits you against trolls, imps and even Thor, the God of Thunder. Somehow, each of these encounters is pivotal in your quest to defeat Dameron, the lord of all that is darkness.
Gameplay is a blend of platforming action, with some (very) basic puzzle solving elements. Various items and weapons feature on each stage and it is up to the player to determine how these need to be combined in order to progress. The items the player needs to succeed are easy to find, but their purpose can often be somewhat obscure. For example, the hanging skeleton on the first stage can only be cut down with a sword acquired from a skeleton warrior. Plunging the skeleton into the pit, along with the decapitated skull of another undead warrior summons the lord of the underworld. This massive devil unleashes a demon that can be destroyed only with fireballs dropped by the mischievous, harpy-like creatures.
In terms of differences between the Amiga and C64 versions of the game, unsurprisingly, the Amiga version features considerably better graphics and animation and is very easy on the eyes. The art style is somewhat reminiscent of First Samurai blended with Gods, and is certainly a great looking title in it's own right.
In the audio department, the introduction music is a disharmonious, warbling dirge that tries hard to be akin to the theme from some epic 'swords n' sandals' movie, but really doesn't come close to Jeroen Tel's epic C64 intro tune. On the plus side, the Amiga's superior sound chip allowed for some really good digitised effects, some of which actually improve the overall gameplay. For example, it's much easier to acquire the fourth health sphere from the siren in stage 1-2 thanks to the commands she issues to the player.
As for the gameplay, I was disappointed to find that there was precious little difference between the Amiga and C64 versions. This really is the same game with a graphical overhaul and little else. There are a couple of additional attack moves that the player can call on, such as the overhead swipe, and the controls are more responsive, but that's about it.
This isn't to say that Myth is a bad game, just one that I found a tad underwhelming. Had I not played the C64 version, I would probably have been more impressed, but the lack of any new levels or content means that this is would hardly have been an essential purchase. Bearing in mind that the C64 version of the game was release in 1989, I think it's fair to say that with the rise of the 16-bit era of gaming machines, both games and the audience that consumed them had become more sophisticated. I can't help but find the game a little unambitious, especially from a studio that was so pioneering on the 8-bit platforms.
I expect there are Amiga fans out there who will disagree with my assessment of the game, but I can't help but feel that the game is a missed opportunity, especially given the capabilities that the Amiga afforded.
#retrogaming
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