Uploaded November 2014 | Updated September 2026, 3 weeks ago
This is a tool-assisted playthrough on hard difficulty using savestates between levels.
Added parallax graphics is the most obvious difference between this AGA version and the ECS/OCS version. HUD is changed to worse in the AGA version, health bars are just barely visible. I like this sequel better than Zool 1. Level and graphic designs are more interesting. This one is more challenging and extra challenge is welcome. However, there are some problems with the controls. Excessive sliding effect on all surfaces makes the character hard to control and increases frustration.
Level can't be exited before the item counter at HUD reaches %99 when playing on hard difficulty. This becomes a major pain especially in the last level, because it seems like there isn't enough items in that level and some time needs to be spent collecting items dropped by random enemies. Arkanoid type bonus levels are lame and I didn't even bother trying these after playing the first one for a little while. Easy extra lives could be harvested there.
1.Swan Lake (03:45)
2.Bulberry Hill (14:34)
3.Tooting Common (25:52)
4.Snaking Pass (43:40)
5.Mount Ices (56:38)
6.Mental Blockage (1:09:03)
Developer: The Warp Factory
Publisher: Gremlin (1993)
lemonamiga.com/games/details.php?id=2514
hol.abime.net/1637
This is a tool-assisted playthrough on hard difficulty using savestates between levels.
Added parallax graphics is the most obvious difference between this AGA version and the ECS/OCS version. HUD is changed to worse in the AGA version, health bars are just barely visible. I like this sequel better than Zool 1. Level and graphic designs are more interesting. This one is more challenging and extra challenge is welcome. However, there are some problems with the controls. Excessive sliding effect on all surfaces makes the character hard to control and increases frustration.
Level can't be exited before the item counter at HUD reaches %99 when playing on hard difficulty. This becomes a major pain especially in the last level, because it seems like there isn't enough items in that level and some time needs to be spent collecting items dropped by random enemies. Arkanoid type bonus levels are lame and I didn't even bother trying these after playing the first one for a little while. Easy extra lives could be harvested there.
1.Swan Lake (03:45)
2.Bulberry Hill (14:34)
3.Tooting Common (25:52)
4.Snaking Pass (43:40)
5.Mount Ices (56:38)
6.Mental Blockage (1:09:03)
Developer: The Warp Factory
Publisher: Gremlin (1993)
lemonamiga.com/games/details.php?id=2514
hol.abime.net/1637







![Screamer (PC DOS) 60FPS longplay
Recording from 2012. This is 60 FPS updated version for YT.
There are three difficulty levels for championship and you have to race through all three to unlock bullet league where you drive against the bullet car. I recorded pro and bullet car leagues. There are also two special modes where you have to knock down cones or drive through gates. These modes can be driven on same six tracks seen in championship mode and are not particularly interesting events. Only drove quick run for slalom event at the end to demo the bullet car. Bullet car can be seen in the beginning of the video at the car selection screen only because I had already unlocked it before recording the menu.
Pro league is much harder than bullet league, because of more opponent cars blocking the track. All cars behind the player will move at least with equal speed to player, but cars ahead will have reduced speed. Collision system in this game is not very realistic: If you hit a rear half of an opponent, your car will jump all over over the screen. Hitting front half causes computer cars to crash.
The graphics engine was very good for its time, providing extremely fast texture-mapped graphics on a 486 [MobyGames]. Game was recorded with max details and resoulution.
02:40 Pro League
21:21 Bullet League
39:29 Slalom (bullet car) Screamer (PC DOS) 60FPS longplay](https://i.ytimg.com/vi/JTe-L8VwFJU/mqdefault.jpg)


