![]() Wouldn't say it was a great game, but it did have it's own dirty charm in it's own way. Don t think it was Rob Hubbard or Martin Galway who were probably the top musicians at the time for the 8bits (c64) but I think it was someone who was equally as talented if I'm not wrong. The game incorperated this ffeature into it's gameplay by making it a necessity to kill so many as to create a walkable ladder out of the corpses in order to traverse high around the levels like a ladder or ramp basically. It's an action game, set in an arcade, licensed title, platform and comics themes and it was released on Amstrad CPC and ZX Spectrum as well. However in Nemesis, they stay on screen and the more you killed the more they would stack up on top of each other. Here is the video game Nemesis the Warlock Released in 1987 on Commodore 64, it's still available and playable with some tinkering. ![]() Due to computingg limitations at the time, enemy (sprites) would often just disappear when you killed them. It was somewhat of a technical marvel at the time however, as it was probably one of the first games to be able to do this. What really stood out at the time though was once enemies were killed they stayed on screen (think persistant corpses nowadays. Quite dark and dirty atmosphere created by the music.
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