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Interrupt: Bloody Signal
Genre : Action - Platformer
Multiplayer : 1 player
Year : 1996
Developer : Family Production
Publisher : Microforum International
Par
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Interrupt is almost three different games in one. There's two mechas to chose from, the "RG-104 Cyber-Troll" is obviously inspired by Cybernator with its trademark heavyweight feel, several weapon systems and jetpacks, whereas the lightsaber-wielding "SG-43 Ripple" controls just like the protagonist in a standard sidescrolling action platformer.
Finally, most stages contain a flying sequence. These are self-scrolling and play just like a horizontal shmup, with the exception that there's a seperate fire button for left and right, respectively.
The controls in all three modes are very tight, but the hit detection seems not always coherent. For that reason it's sometimes more difficult to avoid getting hit than it should be. The huge sprites, while looking gorgeous, worsen the issue, and at a high speed it's almost impossible to anticipate incoming danger before it's too late. This is especially true for the shoot 'em up passages, where the characters almost fill a perceived quarter of the screen. There are no checkpoints during the rather long stages, making failure all the more frustrating.
With the release of Illusion Blaze, Family Production provided preview screenshots for the then upcoming title, tentatively dubbed Signal. These shots showed one of the later enemies as the assumed player character, and suggested seamless transition between some substages where the screen fades out and reloads in the final version.
Interrupt was the first of three Family Production titles that made it to the US and Europe thanks to a publishing deal with Microforum International, here with the titel Iron Blood. Family Production brought in turn Microforum's Maabus to Korea.
Finally, most stages contain a flying sequence. These are self-scrolling and play just like a horizontal shmup, with the exception that there's a seperate fire button for left and right, respectively.
The controls in all three modes are very tight, but the hit detection seems not always coherent. For that reason it's sometimes more difficult to avoid getting hit than it should be. The huge sprites, while looking gorgeous, worsen the issue, and at a high speed it's almost impossible to anticipate incoming danger before it's too late. This is especially true for the shoot 'em up passages, where the characters almost fill a perceived quarter of the screen. There are no checkpoints during the rather long stages, making failure all the more frustrating.
With the release of Illusion Blaze, Family Production provided preview screenshots for the then upcoming title, tentatively dubbed Signal. These shots showed one of the later enemies as the assumed player character, and suggested seamless transition between some substages where the screen fades out and reloads in the final version.
Interrupt was the first of three Family Production titles that made it to the US and Europe thanks to a publishing deal with Microforum International, here with the titel Iron Blood. Family Production brought in turn Microforum's Maabus to Korea.
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