Designed by Edward "Ned" Langman, Ronald Pieket-Weeserik and Daniel Marchant.
Commodore Amiga and Atari ST versions programmed by Ronald Pieket-Weeserik and John Croudy; Graphics by Edward "Ned" Langman; Music and sound effects by Andrew Barnabas.
Amstrad CPC, MSX2 & Sinclair ZX Spectrum 128k conversions team: Programming and sound effects by Ken Murfitt; Graphics by Tahir Rashid; Additional CPC programming by Javier Fafula; Spectrum loader code by Steve Snake; Spectrum and MSX music by Sound Images.
Commodore 64 conversion team: Programming by Robert Henderson; Graphics by Robert Whitaker; Presentation screens by Paul Rogers; Music and sound effects by Martin Walker.
Acorn Archimedes conversion team: Programming by Nigel Little; Music and sound effects by Andrew Barnabas; Published by Krisalis Software Ltd. in 1992.
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INTRODUCTION & GAME STATUS
You all remember Tecmo's Silkworm, that brilliant co-operative two-player shoot'em-up, right? Well, Tecmo wasn't involved in the second entry in the series at all - instead, it was made directly for home computers by Random Access, who were responsible for converting the original Silkworm to home computers. At the time, there was some debate as to whether or not SWIV was a sequel to Silkworm or not, but I'm guessing that was just pirate talk, because it is clearly indicated in the game manual, that SWIV is clearly a sequel, however unofficial. So of course, as a sequel of sorts to the Silkworm comparison from December, we decided to drive this matter to some sort of a conclusion. This results in the comparison of the newest game from the time prior to the 8-bit home computers' commercial death in 1993. And as was previously suggested, SJ has come to help me with the game's pivotal two-player mode, that made the first game so brilliant.





