Quadrel

Last updated
Quadrel
Quadrel box art.jpg
Cover art
Developer(s) Loriciels
Publisher(s) Loriciels
Designer(s) Christophe Delmaere [1]
Platform(s) Amiga, Amstrad CPC, Atari ST, MS-DOS
ReleaseJune 1991
Genre(s) Puzzle
Mode(s) Single-player

Quadrel is a puzzle video game developed by Loriciels and released in June 1991. [2] It was released for MS-DOS, Amiga, Atari ST, and Amstrad CPC [3]

Contents

Gameplay

The game consists of a series of screens composed of patterns created by criss-crossing lines. the object of the game is to color the image entirely by using the four or less colours available in each screen. The same color can not be used to fill in adjacent shapes, requiring the player to form a strategy in order to complete each screen. [4] Each screen is treated as a separate game. [5] Two modes of play are available. The basic mode is a timed challenge for a single player, the player is scored by the number of seconds they spend to complete each screen. The main mode is for two players or a single player against the computer. In this mode the number of times each color may be used is limited. The player who cannot take their turn due to the placement of colors on the screen or the lack appropriate colors available to use loses. [6]

Reception

The game received poor to mixed reviews, varying from 37% to 76%. [7]

Related Research Articles

<span class="mw-page-title-main">Atari ST</span> Line of home computers from Atari Corporation

The Atari ST is a line of personal computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the Atari 520ST, had limited release in April–June 1985 and was widely available in July. It was the first personal computer with a bitmapped color GUI, using a version of Digital Research's GEM from February 1985. The Atari 1040ST, released in 1986 with 1 MB of RAM, was the first home computer with a cost-per-kilobyte of less than US$1.

<span class="mw-page-title-main">Atari Lynx</span> Handheld game console

The Atari Lynx is a hybrid 8/16-bit fourth generation handheld game console released by Atari Corporation in September 1989 in North America and 1990 in Europe and Japan. It was the first handheld game console with a color liquid-crystal display. Powered by a 16 MHz 65C02 8-bit CPU and a custom 16-bit blitter, the Lynx was more advanced than Nintendo's monochrome Game Boy, released two months earlier. It also competed with Sega's Game Gear and NEC's TurboExpress, released the following year.

<span class="mw-page-title-main">Original Chip Set</span> Chipset used in Amiga personal computer

The Original Chip Set (OCS) is a chipset used in the earliest Commodore Amiga computers and defined the Amiga's graphics and sound capabilities. It was succeeded by the slightly improved Enhanced Chip Set (ECS) and greatly improved Advanced Graphics Architecture (AGA).

<span class="mw-page-title-main">Atari 8-bit family</span> Home computer series introduced in 1979

The Atari 8-bit family is a series of 8-bit home computers introduced by Atari, Inc. in 1979 with the Atari 400 and Atari 800. The series was successively upgraded to the Atari 1200XL, Atari 600XL, Atari 800XL, Atari 65XE, Atari 130XE, Atari 800XE, and Atari XEGS, the last discontinued in 1992. These all differ primarily in packaging, each based on the MOS Technology 6502 CPU at 1.79 MHz and the same custom coprocessor chips. As the first home computer architecture with coprocessors, it has graphics and sound more advanced than most contemporary machines. Video games were a major appeal, and first-person space combat simulator Star Raiders is considered the platform's killer app. The plug-and-play peripherals use the Atari SIO serial bus, with one developer eventually also co-patenting USB.

In computer graphics, planar is the method of arranging pixel data into several bitplanes of RAM. Each bit in a bitplane is related to one pixel on the screen. Unlike packed, high color, or true color graphics, the whole dataset for an individual pixel isn't in one specific location in RAM, but spread across the bitplanes that make up the display. Planar arrangement determines how pixel data is laid out in memory, not how the data for a pixel is interpreted; pixel data in a planar arrangement could encode either indexed or direct color.

<i>Llamatron</i> 1991 video game programmed by Jeff Minter

Llamatron is a multidirectional shooter video game programmed by Jeff Minter of Llamasoft and released in 1991 for the Atari ST and Amiga and in 1992 for MS-DOS. Based on Robotron: 2084, players of Llamatron control the eponymous creature in an attempt to stop an alien invasion of Earth and rescue animals—referred to as "Beasties"—for points. Players advance by destroying all of the enemies on each level using a laser that fires automatically in the direction that the Llamatron is moving. Various power-ups exist to aid the player in defeating the wide variety of enemies and obstacles they face along the way.

<i>Klax</i> (video game) 1990 video game

Klax is a puzzle video game released in arcades in 1990 by Atari Games while Namco distributed the game in Japanese markets. It was designed by Dave Akers and Mark Stephen Pierce. The object is to catch colored blocks tumbling down a machine and arrange them in colored rows and patterns to make them disappear. Klax was originally published as a coin-op follow-up to Tetris, about which Atari Games was in a legal dispute at the time.

<span class="mw-page-title-main">CTIA and GTIA</span>

Color Television Interface Adaptor (CTIA) and its successor Graphic Television Interface Adaptor (GTIA) are custom chips used in the Atari 8-bit family of computers and in the Atari 5200 home video game console. In these systems, a CTIA or GTIA chip works together with ANTIC to produce the video display. ANTIC generates the playfield graphics while CTIA/GTIA provides the color for the playfield and adds overlay objects known as player/missile graphics (sprites). Under the direction of Jay Miner, the CTIA/GTIA chips were designed by George McLeod with technical assistance of Steve Smith.

<i>Exile</i> (1988 video game) Single-player action-adventure video game first published in 1988

Exile is a single-player action-adventure video game originally published for the BBC Micro and Acorn Electron in 1988 by Superior Software and later ported to the Commodore 64, Amiga, CD32 and Atari ST, all published by Audiogenic. The game was designed and programmed by Peter Irvin and Jeremy Smith. It is often cited as one of the earliest examples of a Metroidvania game and featured "realistic gravity, inertia and object mass years before players understood the concept of a physics engine... an astounding level of AI, stealth-based gameplay, a logical ecosystem governing the world's creatures and a teleportation mechanic that feels startlingly like a predecessor to Portal".

The Lotus series consists of three racing computer games based around the Lotus brand: Lotus Esprit Turbo Challenge, Lotus Turbo Challenge 2, and Lotus III: The Ultimate Challenge. Published between 1990 and 1992 by Gremlin Graphics, the games gained very favourable reviews upon release. Original Amiga versions of the games were created by Shaun Southern and Andrew Morris of Magnetic Fields, and then ported by other individuals to several other computers and game consoles.

<i>Double Dragon</i> (video game) 1987 arcade game

Double Dragon is a 1987 beat 'em up video game developed by Technōs Japan and distributed by Taito for arcades across Asia, North America and Europe. It is the first title in the Double Dragon franchise. The game's development was led by Yoshihisa Kishimoto, and it is a spiritual and technological successor to Technos' earlier beat 'em up, Nekketsu Kōha Kunio-kun (1986), released outside of Japan by Taito as Renegade; Kishimoto originally envisioned it as a direct sequel and part of the Kunio-kun series, before making it a new game with a different cast and setting.

<i>Zarch</i> 1987 computer game

Zarch is a computer game developed by David Braben in 1987, for the release of the Acorn Archimedes computer. Zarch started off as a demo called Lander which was bundled with almost all releases of the Acorn Archimedes.

<i>Time Bandit</i> 1983 video game

Time Bandit is a maze shoot 'em up written for the TRS-80 Model I by Bill Dunlevy and Harry Lafnear and published by MichTron in 1983. It was ported to the TRS-80 Color Computer and Dragon 32, but enjoyed its greatest popularity several years later as an early release for the Atari ST. It was also released for the pseudo-PC-compatible Sanyo MBC-55x with 8-color display. Amiga and MS-DOS versions were ported by Timothy Purves.

<i>Alpha Waves</i> 1990 video game

Alpha Waves is a 1990 3D game that combines labyrinthine exploration with platform gameplay. It combined for the first time full-screen, six-axis, flat-shaded 3D with 3D object interaction. Alpha Waves was an abstract game with a moody, artistic presentation, named for its supposed ability to stimulate the different emotional centers of the brain with its use of color and music. The game was awarded the Guinness Book of Records title for First 3D platform game

Mach 3 is a 1987 3D shooter video game by Loriciels for Amiga, Amstrad CPC, Atari ST, MSX, Thomson TO7, ZX Spectrum and DOS. The DOS (PC) version uses CGA 320x200 video mode.

<i>Gauntlet III: The Final Quest</i> 1991 video game

Gauntlet III: The Final Quest is a home computer game by U.S. Gold and Tengen it was released in 1991 for the Amiga, Atari ST, Commodore 64, ZX Spectrum, and Amstrad CPC. Besides the standard four main Gauntlet characters, Thor, Thyra, Merlin, and Questor, four new playable characters were available: Petras, a rock man; Dracolis, a lizard man; Blizzard, an ice man; and Neptune, a Merman. The game is viewed from an isometric perspective and the cooperative multiplayer mode only supports two-players.

<i>Knights of the Sky</i> 1990 video game

Knights of the Sky is a World War I combat flight simulator designed by Jeff Briggs and published by MicroProse in 1990 for MS-DOS. Ports to the Amiga and Atari ST followed in 1991.

<i>The Real Ghostbusters</i> (1987 video game) 1987 video game

The Real Ghostbusters is a 1987 shoot 'em up arcade game developed and published by Data East in the United States. It is loosely based on the animated series of the same name. In Japan, Data East released it as a non-Ghostbusters arcade game under the title Meikyuu Hunter G. In 1989, Activision published The Real Ghostbusters for Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum.

Composite artifact colors is a designation commonly used to address several graphic modes of some 1970s and 1980s home computers. With some machines, when connected to an NTSC TV or monitor over composite video outputs, the video signal encoding allowed for extra colors to be displayed, by manipulating the pixel position on screen, not being limited by each machine's hardware color palette.

<i>Centerfold Squares</i> 1988 erotic video game

Centerfold Squares, retitled Centrefold Squares in Europe, is an erotic puzzle game originally developed and self-published by Artworx and released in 1988 for the Amiga, Atari ST and DOS. The game is a variation of Reversi where rectangular sections of an image of a nude model are revealed as the player earns points. Centrefold Squares was published by CDS Software in Europe, and published by Proein S.A under the original American title in Spain.

References

  1. Quadrel Tech Info - GameSpot.com
  2. Quadrel at retrocpu
  3. Game Companies: Loriciels at gamefaqs
  4. Merrett, Steve (June 1991). "Screen Scene - Quadrel". CU Amiga . EMAP: 105.
  5. Pelley, Rich (May 1991). "Game Reviews - Quadrel". Amiga Power . Future Publishing (1): 89.
  6. "Reviews - Quadrel". Amiga Action . Europress (21): 78. June 1991.
  7. Game reviews at AMR