X-COM: UFO DEFENSE, the U.S. release, reportedly has fixed bugs that prevented completion of the European release.
TRIVIA: The game initially began life as LASER SQUAD 2 on the Atari ST. Game designer Julian Gollop shared these revealing insights on the early beginnings and subsequent development of Mythos Games' best-selling title:
'We showed a demo of ‘Laser Squad 2’ on the Atari ST to MicroProse in 1991. The idea was to produce a sequel to ‘Laser Squad’ but with much neater graphics using an isometric style very similar to Populous. They liked what we had done so far, but they explained that they wanted a ‘big’ game. I said "what do you mean by ‘big’" and they said "well, you know – BIG". They also said that it had to be set on earth, like Civilisation or Railroad Tycoon, because people could relate to it much more. So we went away, scratched our heads and thought about it. Then we came up with the idea of adding on a grand strategic element to the game, very firmly set on earth, in which the player managed an organisation that defended the planet against UFO incursions. I bought quite a few books on UFOs for research purposes so that we could give the game an even more ‘authentic’ basis.
The project started reasonably well with myself and Nick designing and programming, while the art was to be done by John Reitze and Martin Smillie at MicroProse. Soon we had some problems because MicroProse did not understand our game design and they asked for clarification. Several documents later we were not much better off and I had wasted a lot of time. Certain creature types were removed, including the ‘Men In Black’ and others added. Then the whole project was nearly axed when MicroProse made some cutbacks due to financial difficulties. Everything proceeded reasonably smoothly for a while until Spectrum HoloByte acquired Bill Stealey’s shares in the company. Our producer was made redundant and the game was nearly axed again. Finally we had to spend a couple of months working very long hours at MicroProse in Chipping Sodbury to get the game finished by the end of March in 1994' [Source: Mythos Games (old website), courtesy of the Internet Archive].
- HD installer is contained on disk 3. - A boot disk must be created for HD gameplay on standard AGA machines with only 2Mb ram.
[1] Min. Requirements: AGA chipset, WB 3.x, 2Mb ram.
Recommended: AGA chipset, WB 3.x, extra memory (to access additional features - e.g. HD gameplay without the need for a boot disk)
[2] Magazine Publisher: Amiga Format no. 109 (CD no. 25), Apr 1998.
[3] UFO: ENEMY UNKNOWN(all languages) is freely available for download HERE [Source: Amiga Land].
TRIVIA: The game initially began life as LASER SQUAD 2 on the Atari ST. Game designer Julian Gollop shared these revealing insights on the early beginnings and subsequent development of Mythos Games' best-selling title: 'We showed a demo of ‘Laser Squad 2’ on the Atari ST to MicroProse in 1991. The idea was to produce a sequel to ‘Laser Squad’ but with much neater graphics using an isometric style very similar to Populous. They liked what we had done so far, but they explained that they wanted a ‘big’ game. I said "what do you mean by ‘big’" and they said "well, you know – BIG". They also said that it had to be set on earth, like Civilisation or Railroad Tycoon, because people could relate to it much more. So we went away, scratched our heads and thought about it. Then we came up with the idea of adding on a grand strategic element to the game, very firmly set on earth, in which the player managed an organisation that defended the planet against UFO incursions. I bought quite a few books on UFOs for research purposes so that we could give the game an even more ‘authentic’ basis. The project started reasonably well with myself and Nick designing and programming, while the art was to be done by John Reitze and Martin Smillie at MicroProse. Soon we had some problems because MicroProse did not understand our game design and they asked for clarification. Several documents later we were not much better off and I had wasted a lot of time. Certain creature types were removed, including the ‘Men In Black’ and others added. Then the whole project was nearly axed when MicroProse made some cutbacks due to financial difficulties. Everything proceeded reasonably smoothly for a while until Spectrum HoloByte acquired Bill Stealey’s shares in the company. Our producer was made redundant and the game was nearly axed again. Finally we had to spend a couple of months working very long hours at MicroProse in Chipping Sodbury to get the game finished by the end of March in 1994' [Source: Mythos Games (old website), courtesy of the Internet Archive].
Based on 1994 Mythos/MicroProse PC (DOS) release. PC versions: VGA NB. [1] Initially began life on the Atari ST as LASER SQUAD 2, but the final product never saw the light of day on the machine. [2] Released as X-COM: ENEMY UNKNOWN on PSX in Europe
HD installer is contained on disk 1.
[[HDNOTES]]HD installer is contained on disk 1.[1] Min. Requirements: 1Mb ram Recommended: Extra memory (to access additional features - e.g. playback of music & sound FX simultaneously in-game, HD gameplay)
[2] X-COM: UFO DEFENSE, the U.S. release, reportedly has fixed bugs that prevented completion of the European release.
[3] Magazine Publisher: Amiga Format no. 109 (CD no. 25), Apr 1998.
[4] UFO: ENEMY UNKNOWN(all languages) is freely available for download HERE [Source: Amiga Land].
[5] Game requires a min. 1Mb ram. Extra memory is recommended, however, to access additional features (e.g. playback of music & sound FX simultaneously in-game, HD gameplay).
[6] Distributed in Italy by Leader.
TRIVIA: The game initially began life as LASER SQUAD 2 on the Atari ST. Game designer Julian Gollop shared these revealing insights on the early beginnings and subsequent development of Mythos Games' best-selling title: 'We showed a demo of ‘Laser Squad 2’ on the Atari ST to MicroProse in 1991. The idea was to produce a sequel to ‘Laser Squad’ but with much neater graphics using an isometric style very similar to Populous. They liked what we had done so far, but they explained that they wanted a ‘big’ game. I said "what do you mean by ‘big’" and they said "well, you know – BIG". They also said that it had to be set on earth, like Civilisation or Railroad Tycoon, because people could relate to it much more. So we went away, scratched our heads and thought about it. Then we came up with the idea of adding on a grand strategic element to the game, very firmly set on earth, in which the player managed an organisation that defended the planet against UFO incursions. I bought quite a few books on UFOs for research purposes so that we could give the game an even more ‘authentic’ basis. The project started reasonably well with myself and Nick designing and programming, while the art was to be done by John Reitze and Martin Smillie at MicroProse. Soon we had some problems because MicroProse did not understand our game design and they asked for clarification. Several documents later we were not much better off and I had wasted a lot of time. Certain creature types were removed, including the ‘Men In Black’ and others added. Then the whole project was nearly axed when MicroProse made some cutbacks due to financial difficulties. Everything proceeded reasonably smoothly for a while until Spectrum HoloByte acquired Bill Stealey’s shares in the company. Our producer was made redundant and the game was nearly axed again. Finally we had to spend a couple of months working very long hours at MicroProse in Chipping Sodbury to get the game finished by the end of March in 1994' [Source: Mythos Games (old website), courtesy of the Internet Archive].
Based on 1994 Mythos/MicroProse PC (DOS) release.
PC versions: VGA
[1] Initially began life on the Atari ST as LASER SQUAD 2, but the final product never saw the light of day on the machine.
[2] Released as X-COM: ENEMY UNKNOWN on PSX in Europe
1. Only a little one here. If you can’t wait for the goodies to
arrive, save your game and when you return to geoscape they will arrive instantly.
2. Save your game and reset the machine. Load your saved game and go to the base information screen. Click to the right of the 3
base icons and you will find 4 more invisible icons. Ignore the one with symbols as a name. Select one of the other bases and click on OK. When the base screen comes select transfer and
your current base. Select the goodies you want and voila! In
six hours they will be yours.
No cheats found.
After playing the game for a while and building up your stores save the game. Now quit the game and go into your current save game
directory and make a copy of the base.dat file. Now boot the game
back up and sell everything you have (if you need money) or transfer stores (not ships or personel) to other bases. Now save the game
again and quit. Next replace the base.dat file with a the copy of the original that you made earlier. Now when you go back to the game
you’ll have all the money from the sales plus all the equipment you sold. And, if you transferred anything those items will arrive
shortly. Continue the above procedure as often as you like.
No maps found.
No maps found.
No maps found.