Name
Legend of Omega 2
Author
ZzCrook 
Category
Game
Release Date
Unknown
Rating
(3/5)
Tags
Version
Requires MegaZeux 2.83 or newer.
Downloads
Legend of Omega 2
Teebo returns to protect and save Kilipso from Bokal in this sequel to Legend of Omega!

ADMIN NOTE: This patch was uploaded in a RAR, resaved in 2.83, and has converted S3Ms that shouldn't be there. These fixes should probably be redone with MZX 2.51s1 and resubmitted using the correct archive format.
ThDPro  said:
Link
Last modified 2012-03-07 09:22:43
This had all the potential to be an awesome game with a crumby story (also know as an awesome MZX game) but was so friggin' buggy that I spent more time fixing fundamental flaws with the programming than actually playing the game. However, the game itself is excellent if you play the patched version I ended up with.

Like the first Legend Of Omega, this game starts with a story dump (of about 60 words) at the beginning of the game. The people are sick and a wizard named Bukal is to blame! Defeat him! That describes the entire story. Having played the previous game just recently however, this is much what I expected, and in all reality, I can't imagine a better or more flushed out story fitting very well into this setting...

Well, that's not true. The story is just crumby.

On the note of graphics, once again, ZZcroak managed a game with a single palette/charset without seeming to badly confined. The overall aesthetic is much like the first game, about the same looking enemies and landscape, but everything is just a tiny, tiny bit better. Almost un-noticeably I'd say: still has great fields of a single char, an overused single if good looking brick char, and some okay char editing, these graphics work. They don't do much more, but I'm not sure I'd want them to. Nothing graphical goes to far into the fancy, but there are some halfway neat effects that thought really tied the game together visually.

Something about the quaint nature of the graphics is somewhat endearing to it's classic MZX style gameplay.

SEGUE!
Gameplay in this game is, again, much like that of the last game with a couple things added. First, a weapons upgrade system that seemed to have very little effect on the actual damage, but maybe I just stopped paying attention to my primary weapon when I got the "Armageddon" spell.

The spells are pretty, well, limited. One heals, one explodes everything on the board, hurting the player, one immediately deletes all enemies. Once you get the last one, (kill all enemies) you have enough money to buy enough magic to clear every single board with "kill all enemies." Kinda of makes it less interesting, but hey, at that point, there are only two boards left.

A couple of the bosses were, like the previous game (I've been saying that a lot), kind of nifty, but certainly no more than that. In fact, it seems like ZZcroak just gave up after the first two and made the rest in about 20 minutes. Even the last boss (although the multiple player mechanic is ahead of it's time a la emF) was was just like a version of one of the previous enemies, but with the ability to shoot. Still, it managed to at least remain entertaining, even if not THAT entertaining.

The sound in this game is fine... I mean the music is fine, there really was no sound, and like the first one (There's that phrase again) this game could benefit massively from sound effects. It didn't take away much not to have them, but I can imagine a much more immersive world if that little bit of effort was put into it. The tracks are well chosen, though. At least there's that.

Okay, the big bummer, (which is less a bummer now that it's been patched) the game was damn near unplayable due to so many idiotically simple bugs. (ALL LISTED cept splosions HAVE BEEN FIXED IN PATCHED VERSION)
- The shovel didn't send anything to anything. It just sent to beneath the player.
- None of the items were usable except the hammer due to a fundamental programming error.
- It is possible to go to the fortresses in several orders, the game expects one and breaks if you don't use the right one.
- The second boss locks if you shoot it at just the right time as it copy/moves and you can't do any more damage to it.
- Explosions go to ash. This isn't good for a game made up entirely of two color customfloor.

This game is good. It was unplayable at first, but the game itself is actually good. Once it was fixed, it's actually half fun-- probably more, but maybe I'm easily entertained by the quaint nature of old MZX games. Anyway, this one deserves to be played more now that one can actually play it.

Recommended.