Difference between revisions of "Mega SWIV"

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{{stub}}
 
 
{{Bob
 
{{Bob
 
| bobscreen=MegaSWIV_MDTitleScreen.png
 
| bobscreen=MegaSWIV_MDTitleScreen.png
| scale=1.25
 
 
| publisher=[[Time Warner Interactive]]
 
| publisher=[[Time Warner Interactive]]
 
| developer=[[Sales Curve Interactive]]
 
| developer=[[Sales Curve Interactive]]
 +
| distributor={{company|[[Ecofilmes]]|region=PT}}
 
| system=[[Sega Mega Drive]]
 
| system=[[Sega Mega Drive]]
| romsize=1MB
+
| sounddriver=[[Teque London]]/Peter Hennig
| genre=Shoot-'em-Up
+
| peripherals=
| releases={{releases
+
| players=1-2
 +
| genre=Shooting
 +
| releases={{releasesMD
 
| md_date_eu=1995
 
| md_date_eu=1995
 
| md_code_eu=T-48366-50
 
| md_code_eu=T-48366-50
 +
| md_rating_eu=3
 +
| md_date_uk=1995-03{{magref|segamaguk|15|84}}
 +
| md_code_uk=T-48366-50
 +
| md_rating_uk=3
 +
| md_rrp_uk=39.99{{magref|segapower|58|28}}{{magref|gamesworld|10|15}}<!--39.95{{magref|segamaguk|15|84}}-->
 +
| md_date_pt=1995
 +
| md_code_pt=MDJ48366
 +
| md_date_gr=199x
 
}}
 
}}
| elspa=3
 
 
}}
 
}}
'''''Mega SWIV''''' is a shoot-'em-up developed by [[Sales Curve Interactive]] in 1995 and published by [[Time Warner Interactive]] exclusively in Europe for the [[Sega Mega Drive]]. It is a port of the 1992 SNES game ''Super SWIV''/''Firepower 2000'' (which did see international release) and the sequel to the original ''SWIV'' for home computers.
+
'''''{{PAGENAME}}''''' is a shoot-'em-up developed by [[Sales Curve Interactive]] in 1994 and published by [[Time Warner Interactive]] exclusively in Europe for the [[Sega Mega Drive]]. It is an extended port of the 1992 [[Super Nintendo]] game ''Super SWIV'' (also known as ''Firepower 2000'') and the sequel to the home computer game ''SWIV'', from 1991 (itself a spiritual successor to the 1988 [[Tecmo]] arcade game, ''Silkworm''). The acronym "SWIV" stands for "Special Weapons Interdiction Vehicles."
  
Tests of prototype military airships near Bermuda end in disaster as the airships vanish; in reality, an underground race capture the airships and use their technology to build a new, unstoppable army powered by computer drones — an army that no nation's army can match. And it is up to the player to stop it.
+
==Story==
 +
A secret underground race in an island near Bermuda is stealing prototype military aircraft. They are transforming them into powerful new war machines piloted by robots and bent on destruction. The military is sending the only vehicles capable enough to take on this army to infiltrate the enemy base.
  
 
==Gameplay==
 
==Gameplay==
{{B}} fires a single shot and can be held down for rapidfire. {{A}} cycles between a variety of weapons. {{C}} uses a special weapon that can be collected in levels. From the main menu, hitting {{A}}, {{B}}, or {{C}} allows access to a configuration menu which brings up the choice between playing as a helicopter (which will not be blocked by obstacles) or a tank (which can turn to aim in any direction but must actually complete the turn and stop firing before the gun sets in the new position).
+
The game is a vertically scrolling shoot-'em-up. Players can control either a helicopter or a jeep. The helicopter flies over obstacles, but the jeep can fire in any direction. In a single-player game, the player can choose either vehicle. In two-player games, one player controls the helicopter and one player controls the jeep. The vehicle can be changed or a two-player game can be started from the options menu, accessed by pressing {{A}}, {{B}}, or {{C}} from the title screen.
  
==Physical Scans==
+
Vehicles are moved in any direction using the D-Pad. The playable area is wider than the visible area, so the screen scrolls at the left and right edges. They fire their main weapon with {{B}}, which can be held for rapid-fire. The helicopter always fires forwards. The jeep has a turret that rotates in the direction that it is moving; the turret locks in place when the player is holding the fire button. Players start with three weapons and can acquire two others in the later levels. Each weapons can be upgraded up to level 7 by collecting its token. Surplus tokens are stored. Weapons are cycled through with {{A}} (with the weapon and level being shown in the bottom of the screen).
{{ratings
+
 
| icon=MD
+
The vehicles also have special secondary weapons, such as homing missiles, which are limited use. Players do not start with any of these but can acquire them by collecting their tokens in the levels. They are used with {{C}}. Multiple special weapons can be stored in reserve (the last 12 are shown, but any number can be stored), with the most recently collected weapon being used first.
| consolesplus=80
+
 
| consolesplus_source={{num|40|page=90}}
+
A vehicle is destroyed when it is hit by enemy fire, but it respawns (with a brief period of invulnerability) if the player has an extra life remaining. The helicopter is destroyed if it runs into flying enemies, and the jeep is destroyed if it runs into terrestrial enemies. The vehicle's weapons lose a level when the player loses a life, but this can be mitigated if the player has excess tokens stored. The player is awarded an extra life every 50,000 points. The game ends if the player runs out of lives. There are no continues.
| gamesmaster=87
+
 
| gamesmaster_source={{num|26|page=65}}
+
===Weapons===
| gamesworld=76
+
====Permanent====
| gamesworld_source={{num|10|page=15}}
+
{{InfoTable|imagewidths=320|
| mega=87
+
{{InfoRow
| mega_source={{num|29|page=50/51/52/53}}
+
| title={{sprite | Mega SWIV, Items.png | crop_width=16 | crop_height=16 | crop_x=16 | crop_y=0}} Bullets
| megafun=59
+
| screenshot=Mega SWIV, Weapons, Bullets.png
| megafun_source={{num|1995/04|page=84|pdf=MegaFun DE 1995-04.pdf|pdfpage=84}}
+
| desc=Initially equipped. Fires rockets forwards. It gains a small spread when leveled up.
| mms=66
+
}}
| mms_source={{num|29|page=82/83|pdf=MeanMachinesSega29UK.pdf|pdfpage=82}}
+
{{InfoRow
| playerone=82
+
| title={{sprite | Mega SWIV, Items.png | crop_width=16 | crop_height=16 | crop_x=32 | crop_y=0}} Flame
| playerone_source={{num|50|page=88/89}}
+
| screenshot=Mega SWIV, Weapons, Flame.png
| segamaguk=66
+
| desc=Initially equipped. Shoots a flamethrower that does high damage but has short range.
| segamaguk_source={{num|15|page=84}}
+
}}
| segapower=64
+
{{InfoRow
| segapower_source={{num|65|page=48/49}}
+
| title={{sprite | Mega SWIV, Items.png | crop_width=16 | crop_height=16 | crop_x=48 | crop_y=0}} Plasma
| segapro=79
+
| screenshot=Mega SWIV, Weapons, Plasma.png
| segapro_source={{num|43|page=56}}
+
| desc=Initially equipped. Fires a energy pellets. They form a conical spreadshot when leveled up.
| stc=92
+
}}
| stc_source={{num|49|page=11}}
+
{{InfoRow
 +
| title={{sprite | Mega SWIV, Items.png | crop_width=16 | crop_height=16 | crop_x=64 | crop_y=0}} Laser
 +
| screenshot=Mega SWIV, Weapons, Laser.png
 +
| desc=Shoots piercing lasers.
 +
}}
 +
{{InfoRow
 +
| title={{sprite | Mega SWIV, Items.png | crop_width=16 | crop_height=16 | crop_x=80 | crop_y=0}} Ionic
 +
| screenshot=Mega SWIV, Weapons, Ionic.png
 +
| desc=Shoots energy blasts. When these projectiles hit a target, they reflect off laterally.
 +
}}
 +
}}
 +
====Special====
 +
{{InfoTable|imagewidths=320|
 +
{{InfoRow
 +
| title={{sprite | Mega SWIV, Items.png | crop_width=16 | crop_height=16 | crop_x=128 | crop_y=0}} Homing Missiles (H)
 +
| screenshot=Mega SWIV, Special Weapons, H.png
 +
| desc=Launches several homing missiles that seek out and attack enemies.
 +
}}
 +
{{InfoRow
 +
| title={{sprite | Mega SWIV, Items.png | crop_width=16 | crop_height=16 | crop_x=96 | crop_y=0}} X Missiles (X)
 +
| screenshot=Mega SWIV, Special Weapons, X.png
 +
| desc=Fires three large missiles directly forwards.
 +
}}
 +
{{InfoRow
 +
| title={{sprite | Mega SWIV, Items.png | crop_width=16 | crop_height=16 | crop_x=112 | crop_y=0}} Scorch (S)
 +
| screenshot=Mega SWIV, Special Weapons, S.png
 +
| desc=Releases a ring of explosions out from the vehicle.
 +
}}
 +
{{InfoRow
 +
| title={{sprite | Mega SWIV, Items.png | crop_width=32 | crop_height=32 | crop_x=128 | crop_y=16}} J
 +
| screenshot=Mega SWIV, Special Weapons, J.png
 +
| desc=Shoots a large, slow-moving firebolt. Appears only in the last level.
 +
}}
 +
}}
 +
 
 +
===Items===
 +
{{InfoTable|imagewidths=50|
 +
{{InfoRow
 +
| title=Item Container
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=32 | crop_height=32 | crop_x=0 | crop_y=16}}
 +
| desc=Destroy to release a cluster of items.
 +
}}
 +
{{InfoRow
 +
| title=Star
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=0 | crop_y=0}}
 +
| desc=Worth 100 bonus points when picked up. At the end of the level, the player is awarded 1,000 points times the level number for each star collected.
 
}}
 
}}
 +
{{InfoRow
 +
| title=Bullets
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=16 | crop_y=0}}
 +
| desc=Levels up the Bullets weapon.
 +
}}
 +
{{InfoRow
 +
| title=Flame
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=32 | crop_y=0}}
 +
| desc=Levels up the Flame weapon.
 +
}}
 +
{{InfoRow
 +
| title=Plasma
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=48 | crop_y=0}}
 +
| desc=Levels up the Plasma weapon.
 +
}}
 +
{{InfoRow
 +
| title=Laser
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=64 | crop_y=0}}
 +
| desc=Acquires and levels up the Laser weapon.
 +
}}
 +
{{InfoRow
 +
| title=Ionic
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=80 | crop_y=0}}
 +
| desc=Acquires and levels up the Ionic weapon.
 +
}}
 +
{{InfoRow
 +
| title=Homing Missiles
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=128 | crop_y=0}}
 +
| desc=Equips another use of the Homing Missiles weapon.
 +
}}
 +
{{InfoRow
 +
| title=X Missiles
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=96 | crop_y=0}}
 +
| desc=Equips another use of the X Missiles weapon.
 +
}}
 +
{{InfoRow
 +
| title=Scorch
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=112 | crop_y=0}}
 +
| desc=Equips another use of the Scorch weapon.
 +
}}
 +
{{InfoRow
 +
| title=J
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=32 | crop_height=32 | crop_x=128 | crop_y=16}}
 +
| desc=Equips another use of the J weapon.
 +
}}
 +
{{InfoRow
 +
| title=Glowing Mine
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=32 | crop_height=32 | crop_x=32 | crop_y=16}}
 +
| desc=Destroy to release a Bubble.
 +
}}
 +
{{InfoRow
 +
| title=Bubble
 +
| sprite={{sprite | Mega SWIV, Items.png | 2 | crop_width=32 | crop_height=32 | crop_x=64 | crop_y=16}}
 +
| desc=Collect to surround the vehicle in a shield that lasts 12 seconds or attack to blow it up and destroy all on-screen enemies. Collecting a Bubble when the vehicle already has a shield also blows it up.
 +
}}
 +
}}
 +
 +
===Levels===
 +
{{InfoTable|imagewidths=320|
 +
{{InfoRow
 +
| title=Level 1
 +
| screenshot=Mega SWIV, Stage 1.png
 +
| screenshot2=Mega SWIV, Stage 1 Boss.png
 +
| tabs=yes
 +
| desc=This is a new level that was not present in the SNES version.
 +
}}
 +
{{InfoRow
 +
| title=The Desert
 +
| screenshot=Mega SWIV, Stage 2.png
 +
| screenshot2=Mega SWIV, Stage 2 Boss.png
 +
| tabs=yes
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Jungle
 +
| screenshot=Mega SWIV, Stage 3.png
 +
| screenshot2=Mega SWIV, Stage 3 Boss.png
 +
| tabs=yes
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The River-Bed
 +
| screenshot=Mega SWIV, Stage 4.png
 +
| screenshot2=Mega SWIV, Stage 4 Boss.png
 +
| tabs=yes
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Military Air Base
 +
| screenshot=Mega SWIV, Stage 5.png
 +
| screenshot2=Mega SWIV, Stage 5 Boss.png
 +
| tabs=yes
 +
| desc=The vehicles enter airplanes at the airbase and play the rest of the level in them.
 +
}}
 +
{{InfoRow
 +
| title=The Volcanoes
 +
| screenshot=Mega SWIV, Stage 6 Boss.png
 +
| screenshot2=Mega SWIV, Stage 6.png
 +
| tabs=yes
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Enemy Complex
 +
| screenshot=Mega SWIV, Stage 7.png
 +
| screenshot2=Mega SWIV, Stage 7 Boss.png
 +
| tabs=yes
 +
| desc=
 +
}}
 +
}}
 +
 +
==Versions==
 +
It is widely thought that ''Mega SWIV'' was rushed to meet a deadline, as the game is not as fully optimised for Mega Drive hardware as seemingly planned.
 +
 +
Stage 3 (Jungle), for example loads a complete but largely unused 16-colour palette into memory, while pieces of scrap metal in the scenery appear to have been given the wrong palette line, causing them to appear dark grey with odd green spots. Assigning the unused palette to this metal causes it to look more natural, with a gradient metallic shading. Many design oversights, such as only a few flying enemies having shadows, also exist.
 +
 +
The jeep had the ability to jump in the original [[SNES]] release, a feature omitted from this version. Instead the jeep can now run over most obstacles that required a jump in the original.
 +
 +
Also noticeable is that enemy behaviours and sizes (for example, the black jets) were not recreated faithfully, making ''Mega SWIV'' an easier game.
 +
 +
==Production credits==
 +
{{creditstable|
 +
*'''The Game:'''
 +
**'''Programmer:''' Ken Murfitt
 +
**'''Artist:''' Ned Langman
 +
*'''Presentation:'''
 +
**'''Programmer:''' Charles Robson
 +
**'''Artist:''' Rob Whitaker
 +
*'''Producer:''' Sean Kelly
 +
*'''Many Thanks Go To:''' The game testers, Matt Sansam, Chris Lipscombe, Kevin Filson, Michael Wolliston, Rob Lewtas
 +
| source=In-game credits
 +
| pdf=Mega SWIV MD credits.pdf
 +
| console=MD
 +
}}
 +
 +
==Magazine articles==
 +
{{mainArticle|{{PAGENAME}}/Magazine articles}}
 +
 +
==Physical scans==
 +
{{ratings|MD}}
 
{{Scanbox
 
{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
Line 52: Line 245:
 
| cover=MegaSWIV MD EU Box.jpg
 
| cover=MegaSWIV MD EU Box.jpg
 
| cart=MegaSWIV MD EU Cart.jpg
 
| cart=MegaSWIV MD EU Cart.jpg
 +
| manual=Mega SWIV MD EU Manual.jpg
 +
| item1=MegaSWIV MD EU pcb.jpg
 +
| item1name=PCB
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=PT
 +
| front=MegaSWIV MD PT cover.jpg
 +
| back=MegaSWIV MD PT box back.jpg
 +
| spinemissing=yes
 +
| cart=MegaSWIV MD EU Cart.jpg
 +
| manual=MegaSWIV MD PT Manual.jpg
 +
| item1=Mega SWIV MD EU Manual.jpg
 +
| item1name=EU Manual
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=GR
 +
| cover=MegaSWIV MD GR Box.jpg
 
}}
 
}}
 +
 +
==Technical information==
 +
{{mainArticle|{{PAGENAME}}/Technical information}}
 +
 +
==References==
 +
<references/>
 +
 +
{{MegaSWIVOmni}}

Latest revision as of 10:10, 2 October 2024

n/a

MegaSWIV MDTitleScreen.png

Mega SWIV
System(s): Sega Mega Drive
Publisher: Time Warner Interactive
Developer:
Distributor: Ecofilmes (PT)
Sound driver: Teque London/Peter Hennig
Genre: Shooting

















Number of players: 1-2
Release Date RRP Code
Sega Mega Drive
EU
T-48366-50
ELSPA: 3+ OK
Sega Mega Drive
PT
MDJ48366
Sega Mega Drive
UK
£39.9939.99[2][3] T-48366-50
ELSPA: 3+ OK
Sega Mega Drive
GR

Mega SWIV is a shoot-'em-up developed by Sales Curve Interactive in 1994 and published by Time Warner Interactive exclusively in Europe for the Sega Mega Drive. It is an extended port of the 1992 Super Nintendo game Super SWIV (also known as Firepower 2000) and the sequel to the home computer game SWIV, from 1991 (itself a spiritual successor to the 1988 Tecmo arcade game, Silkworm). The acronym "SWIV" stands for "Special Weapons Interdiction Vehicles."

Story

A secret underground race in an island near Bermuda is stealing prototype military aircraft. They are transforming them into powerful new war machines piloted by robots and bent on destruction. The military is sending the only vehicles capable enough to take on this army to infiltrate the enemy base.

Gameplay

The game is a vertically scrolling shoot-'em-up. Players can control either a helicopter or a jeep. The helicopter flies over obstacles, but the jeep can fire in any direction. In a single-player game, the player can choose either vehicle. In two-player games, one player controls the helicopter and one player controls the jeep. The vehicle can be changed or a two-player game can be started from the options menu, accessed by pressing A, B, or C from the title screen.

Vehicles are moved in any direction using the D-Pad. The playable area is wider than the visible area, so the screen scrolls at the left and right edges. They fire their main weapon with B, which can be held for rapid-fire. The helicopter always fires forwards. The jeep has a turret that rotates in the direction that it is moving; the turret locks in place when the player is holding the fire button. Players start with three weapons and can acquire two others in the later levels. Each weapons can be upgraded up to level 7 by collecting its token. Surplus tokens are stored. Weapons are cycled through with A (with the weapon and level being shown in the bottom of the screen).

The vehicles also have special secondary weapons, such as homing missiles, which are limited use. Players do not start with any of these but can acquire them by collecting their tokens in the levels. They are used with C. Multiple special weapons can be stored in reserve (the last 12 are shown, but any number can be stored), with the most recently collected weapon being used first.

A vehicle is destroyed when it is hit by enemy fire, but it respawns (with a brief period of invulnerability) if the player has an extra life remaining. The helicopter is destroyed if it runs into flying enemies, and the jeep is destroyed if it runs into terrestrial enemies. The vehicle's weapons lose a level when the player loses a life, but this can be mitigated if the player has excess tokens stored. The player is awarded an extra life every 50,000 points. The game ends if the player runs out of lives. There are no continues.

Weapons

Permanent

Mega SWIV, Weapons, Bullets.png

Mega SWIV, Items.png
Bullets
Initially equipped. Fires rockets forwards. It gains a small spread when leveled up.

Mega SWIV, Weapons, Flame.png

Mega SWIV, Items.png
Flame
Initially equipped. Shoots a flamethrower that does high damage but has short range.

Mega SWIV, Weapons, Plasma.png

Mega SWIV, Items.png
Plasma
Initially equipped. Fires a energy pellets. They form a conical spreadshot when leveled up.

Mega SWIV, Weapons, Laser.png

Mega SWIV, Items.png
Laser
Shoots piercing lasers.

Mega SWIV, Weapons, Ionic.png

Mega SWIV, Items.png
Ionic
Shoots energy blasts. When these projectiles hit a target, they reflect off laterally.

Special

Mega SWIV, Special Weapons, H.png

Mega SWIV, Items.png
Homing Missiles (H)
Launches several homing missiles that seek out and attack enemies.

Mega SWIV, Special Weapons, X.png

Mega SWIV, Items.png
X Missiles (X)
Fires three large missiles directly forwards.

Mega SWIV, Special Weapons, S.png

Mega SWIV, Items.png
Scorch (S)
Releases a ring of explosions out from the vehicle.

Mega SWIV, Special Weapons, J.png

Mega SWIV, Items.png
J
Shoots a large, slow-moving firebolt. Appears only in the last level.

Items

Mega SWIV, Items.png
Item Container
Destroy to release a cluster of items.
Mega SWIV, Items.png
Star
Worth 100 bonus points when picked up. At the end of the level, the player is awarded 1,000 points times the level number for each star collected.
Mega SWIV, Items.png
Bullets
Levels up the Bullets weapon.
Mega SWIV, Items.png
Flame
Levels up the Flame weapon.
Mega SWIV, Items.png
Plasma
Levels up the Plasma weapon.
Mega SWIV, Items.png
Laser
Acquires and levels up the Laser weapon.
Mega SWIV, Items.png
Ionic
Acquires and levels up the Ionic weapon.
Mega SWIV, Items.png
Homing Missiles
Equips another use of the Homing Missiles weapon.
Mega SWIV, Items.png
X Missiles
Equips another use of the X Missiles weapon.
Mega SWIV, Items.png
Scorch
Equips another use of the Scorch weapon.
Mega SWIV, Items.png
J
Equips another use of the J weapon.
Mega SWIV, Items.png
Glowing Mine
Destroy to release a Bubble.
Mega SWIV, Items.png
Bubble
Collect to surround the vehicle in a shield that lasts 12 seconds or attack to blow it up and destroy all on-screen enemies. Collecting a Bubble when the vehicle already has a shield also blows it up.

Levels

Mega SWIV, Stage 1.png

Mega SWIV, Stage 1 Boss.png

  • Mega SWIV, Stage 1.png

  • Mega SWIV, Stage 1 Boss.png

Level 1
This is a new level that was not present in the SNES version.

Mega SWIV, Stage 2.png

Mega SWIV, Stage 2 Boss.png

  • Mega SWIV, Stage 2.png

  • Mega SWIV, Stage 2 Boss.png

The Desert

Mega SWIV, Stage 3.png

Mega SWIV, Stage 3 Boss.png

  • Mega SWIV, Stage 3.png

  • Mega SWIV, Stage 3 Boss.png

The Jungle

Mega SWIV, Stage 4.png

Mega SWIV, Stage 4 Boss.png

  • Mega SWIV, Stage 4.png

  • Mega SWIV, Stage 4 Boss.png

The River-Bed

Mega SWIV, Stage 5.png

Mega SWIV, Stage 5 Boss.png

  • Mega SWIV, Stage 5.png

  • Mega SWIV, Stage 5 Boss.png

The Military Air Base
The vehicles enter airplanes at the airbase and play the rest of the level in them.

Mega SWIV, Stage 6 Boss.png

Mega SWIV, Stage 6.png

  • Mega SWIV, Stage 6 Boss.png

  • Mega SWIV, Stage 6.png

The Volcanoes

Mega SWIV, Stage 7.png

Mega SWIV, Stage 7 Boss.png

  • Mega SWIV, Stage 7.png

  • Mega SWIV, Stage 7 Boss.png

The Enemy Complex

Versions

It is widely thought that Mega SWIV was rushed to meet a deadline, as the game is not as fully optimised for Mega Drive hardware as seemingly planned.

Stage 3 (Jungle), for example loads a complete but largely unused 16-colour palette into memory, while pieces of scrap metal in the scenery appear to have been given the wrong palette line, causing them to appear dark grey with odd green spots. Assigning the unused palette to this metal causes it to look more natural, with a gradient metallic shading. Many design oversights, such as only a few flying enemies having shadows, also exist.

The jeep had the ability to jump in the original SNES release, a feature omitted from this version. Instead the jeep can now run over most obstacles that required a jump in the original.

Also noticeable is that enemy behaviours and sizes (for example, the black jets) were not recreated faithfully, making Mega SWIV an easier game.

Production credits

  • The Game:
    • Programmer: Ken Murfitt
    • Artist: Ned Langman
  • Presentation:
    • Programmer: Charles Robson
    • Artist: Rob Whitaker
  • Producer: Sean Kelly
  • Many Thanks Go To: The game testers, Matt Sansam, Chris Lipscombe, Kevin Filson, Michael Wolliston, Rob Lewtas
Source:
In-game credits
Mega SWIV MD credits.pdf
[4]


Magazine articles

Main article: Mega SWIV/Magazine articles.

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
1700 igr dlya Sega (RU)
50
[5]
Consoles + (FR)
80
[6]
GamesMaster (UK) PAL
87
[7]
Games World: The Magazine (UK) PAL
76
[3]
Hobby Consolas (ES)
86
[8]
MAN!AC (DE) PAL
49
[9]
Mega (UK) PAL
87
[10]
Mega Force (FR) PAL
76
[11]
Mega Fun (DE) PAL
59
[12]
Megazin (SI)
68
[13]
Mean Machines Sega (UK) PAL
66
[14]
Player One (FR)
82
[15]
Play Time (DE)
60
[16]
Power Up! (UK)
70
[17]
Power Unlimited (NL)
73
[18]
Sega Magazine (UK) PAL
66
[1]
Sega Power (UK) PAL
64
[19]
Sega Pro (UK) PAL
79
[20]
Sonic the Comic (UK) PAL
92
[21]
Todo Sega (ES)
85
[22]
Tricks 16 bit (RU)
79
[23]
Última Generación (ES)
78
[24]
Video Games (DE) PAL
52
[25]
Sega Mega Drive
72
Based on
23 reviews

Mega SWIV

Mega Drive, EU
MegaSWIV MD EU Box.jpg
Cover
MegaSWIV MD EU Cart.jpg
Cart
Mega SWIV MD EU Manual.jpg
Manual
MegaSWIV MD EU pcb.jpg
PCB
Mega Drive, PT
MegaSWIV MD PT box back.jpgNospine.pngMegaSWIV MD PT cover.jpg
Cover
MegaSWIV MD EU Cart.jpg
Cart
MegaSWIV MD PT Manual.jpg
Manual
Mega SWIV MD EU Manual.jpg
EU Manual
Mega Drive, GR
MegaSWIV MD GR Box.jpg
Cover

Technical information

Main article: Mega SWIV/Technical information.

References


Mega SWIV

MegaSWIV MDTitleScreen.png

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