TIME is funny stuff. We don't know what it is or where it's going, but it affects us all. In the Magical Lands, Time hardly has a look in. Mighty strange things can happen. Past mixes with Future, all under the guise of The Present. Weird.
The Scorpion folk have as little as possible to do with the Magical Lands, possibly because they're a little odd but mostly because they natives aren't friendly.
So when the Princess of Scorpia is kidnapped off to the Fifth Domain of the Magical Lands, the Scorpions get worried and in true democratic style, you - a Scorpion warrior - are volunteered to be the hero.
Standard issue Scorpion weaponry are magic hands that can belt out fairly feeble death rays at a rate of knots. Along the way extra skills and weapons can be picked up - the standard weapon isn't great shakes against the guardian giant at the end of each level.
The opening screen doesn't promise much - a very small though little display, accompanied by a very short snatch of Holst's Mars. Things are not going too well in the boding department. This is rapidly cured by the start of level one, which is set in a rather odd harbour.
Speedboats mix with pirate ships and barges. Every last denizen is out to harm you - seagulls, pirates, crabs kamikaze piranhas, the lot.
Bits of the scenery decide that they're not going to be left out of this whole hurting scene, and fall on you. Large cannons take more than just a passing interest and parrots drop slightly suspect bombs on you. Does one get the idea by now that there is a faint hint of zaniness in Scorpion?
Out of the harbour, it's into the town, where everything is thrown at you. If you've been clever you'll have picked up some additional jumping abiity and some serious bidirectional firepower. Advanced overkill, or what? Frogs, dogs, skulls, snails (ra-ta-
Getting killed produces a faintly tacky but well executed zoom routine that may cause the delicate of stomach to make an urgent call down the Great White Telephone.
The action progresses in level two to the forest - complete with rock-
Everything about Scorpion screams quality and style, except for the box illustration which is a little iffy. The game is a zany Gryzor cum Green Beret hybrid with deliciously large, fast characters and plenty of big noises.
DMS may be a new software house, but this is a very polished product. There's certainly no draw for the gentle type, but if the brain can be swung into neutral, it's highly therapeutic.
One thing, it isn't easy, so there's definite long term interest here. The only slight problem is that you always restart at level one, not at the highest you reached. A mere bagatelle to the dedicated connoisseur.
Scorpion has made a jaded reviewer very happy and will be doing so for quite some time to come.