After the War (video game)
After The War is a side-scrolling beat 'em up video game published in 1989 by Dinamic Software, where the player must navigate through a hostile post-apocalyptic city. Although the name of the city is not mentioned in the game itself, both official promotional and unreleased artwork by Luis Royo and Alfonso Azpiri suggest that it is a post-nuclear version of New York City.
Gameplay
The game is structured into two parts. The first part is a side scrolling beat 'em up, and plays in much the same way as other staples of the genre, such as Streets of Rage. This first act takes place in the streets of the city, and consists of a sequence of fights with minor enemies and occasional bosses. The goal is to find the entrance to the city's underground rail transport, that is located on the opposite side of the map.After completion of the first act, the player is given an opportunity to enter their name on the game's high score board, and is then provided a password which allows them to continue to the second act.
The second part is set in the tunnels and stations of the city's underground rail transport. The gameplay in this section differs from the first, as the player now has the ability to shoot enemies, shifting the genre closer to a shoot 'em up game such as Contra. Many of the enemies in the second act are larger and tougher than in the first, and feature more complex in designs.
Development
Versions
There are numerous differences between the versions released, depending on which system the version was developed for. For example, some 16-bit versions featured digitized voices while others did not. Some ports featured more complex graphical effects, such as the Amstrad CPC version, which included both mode 0 and mode 1 graphics.After The War included two of the classic "FX brands" of Dinamic, commercial names that Dinamic used for some features of its games in marketing. These included FX Double Load, consisting of two separate parts to take advantage of computer memory, and FX Giant Sprites, that made use of very large sprites which had the potential to take up ¾ of the total play area height.
The FX Giant Sprites trick was achieved by using sprites that were composed of a set of small parts which allowed for the reuse of said parts in other characters. For example, many enemies share the same trouser and leg animations. In some ports, a problem with the vertical sync of the monitor lets the player easily see this trick as sometimes characters can be rendered and divided into two clearly different slices.
A few computer magazines published notes about a coin-op version of the game that was never released outside Spain, although a coin-op of the game could be played many years before the worldwide home release in the Parque de Atracciones de Madrid, graphically identical to the 16-bit computers counterpart.