At least it was better than the C64GS . . . also released ridiculously late. (well, the sound was still worse) Odd and ironic that they didn't release an Amiga based console instead. (earlier would have been better, but 1990 still wouldn't have been bad for the Amiga hardware . . . certainly much more sensible than the C64 -and more than the CD32 in 1994 for that matter)
Too bad the flare guys ended up leaving Sinclair after the Amstrad buy-out . . . otherwise the Loki project may have ended up going actually useful game console hardware (along the lines of the Flare 1 or Slipstream) . . . granted, Amstrad certainly still could have licensed the Slipstream/Flare1 after the fact (their agreement with Konix was non-exclusive) and it would have at least made a somewhat decent semi-mainstream class "16 bit" console, though certainly not a MD or SNES killer on the performance end. (more flexible in some respects due to the blitter based architecture, and perhaps still significantly cheaper -depending on the CPU/RAM configuration used, and production volumes, and better at doing 3D/pseudo 3D out of the box -compared to software rendering on the MD or SNES- and decent color too with 256 colors from 4096 -12 bit RGB- as well as 16 color modes -blitter is faster for 256 colors, but the framebuffers and textures take 2x the space in RAM -or ROM if uncompressed)
The Slipstream was also rather dated hardware by 1990 in general . . . it was a mid/late 80s design, and for something targeting a 1990 release, the Flare engineers could have done much better. (and possibly still kept costs low compared to the competition)
But yeah, the GX4000 was not a very capable performer for the time . . . and probably not even a very good budget console either.
On the note of the CPC in general . . . it's really odd how many games used mode 1 rather than mode 0. If it used bitplanes, I could see some sense to it (drawing to 4 160x200 bitplanes could be more of a pain than 2 320x200 planes), but it uses packed pixels, so mode zero would be the fastest to render to (and you could also render things on byte boundaries -2 pixel wide blocks- to keep speed up at the expense of having lower precision scrolling/sprite movement -limited to an 80x200 grid) and obviously with much better color on top of that. (and running at a similar resolution to most C64 and A8 games)On an interesting side note, the most impressive tech demo I've ever seen is for the regular Amstrad CPC.
It's sounds a bit better than yerzmyey's Spectrum sample tracker tunes http://www.youtube.com/watch?v=j4aEHXpRaUg but given those are all done on a 48k 3.5 MHz speccy, there's obviously room for improvement with the 4 MHz and (more importantly) 128k CPC+.
If it DID have DMA sound, you'd think they'd at least use it in-game for limited drums/sfx/etc.