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- Date: Tue, 6 Nov 90 18:41:17 PST
- Subject: Digital Games Review Digest, #15
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- Digital Games Review Digest, Number 15
-
- Tuesday, November 6th 1990
-
- Today's Topics:
-
- Genesis: Ghostbusters
- Whip Rush
- ESWAT
-
- NES: Destiny of an Emperor
-
- PC: Harpoon (2 reviews)
-
- ----------------------------------------------------------------------
-
- From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
- Subject: Genesis: Ghostbusters
-
- Game Type : Action
-
- In Ghostbusters, you assume the role of one of the three "real
- Ghostbusters" and attempt to rid the city of a sudden plague of ghosts.
- While ridding the city of the various ghosts, the Ghostbusters uncover a
- stone tablet which reveals a more sinister reason behind all of this
- paranormal activity which leads to the final confrontation in this game.
-
- When you start out the game, you get to choose which of the Ghost-
- busters you wish to play. Each has his own strengths and weakness (some
- have better armor while others have greater speed). When a building has
- been successfully cleared out, you receive money with which you can buy
- extra weapons, shields, food to restore health, etc.
-
- From beginning to end, this game has got some really nice graphics.
- The character you play has a head which is pretty good facsimile of one
- of the Ghostbusters on a little body. Kind of goofy looking, but fitting
- for this kind of game. Each of the ghosts you must capture are highly
- detailed and each requires a different technique to defeat it. After
- defeating a ghost, you must capture the ectoplasmic essence into one of
- the "ghost jars" (for lack of a better word). After clearing each level,
- a a graphic screen of a newspaper article describing your latest triumph
- appears.
-
- The background music on Ghostbusters is great. From the original
- Ray Parker Jr. theme to some that the Sega development team wrote them-
- selves, each song fits the mood of the game and doesn't get annoying if
- you stay on a level too long. Likewise, the sounds made by each of your
- weapons is unique and monster noises are neat as well.
-
- Gameplay and play value also are excellent on Ghostbusters. This
- game combines the right amount of challenge to make this game fun and yet
- keep it from being too easy. Each of the boss ghosts at the end of each
- job has a different attack method and each requires a different approach
- to defeating it. Control of the character is very clean - no sluggish-
- ness whatsoever with movement.
-
- Excellent graphics, sound, and gameplay make this cartridge one of
- the best new games currently available for the Genesis.
-
- Graphics : 8
- Sound : 8
- Gameplay : 8
- "Funness" : 8
-
- Overall : 8
-
- Ghostbusters, for the Sega Genesis, from Sega Enterprises
-
- ------------------------------
-
- From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
- Subject: Genesis: Whip Rush
-
- Game Type : Shooter
-
- Whip Rush is a side scrolling shooter in the vein of Thunder Force
- III with a twist - some levels scroll in every direction. Whip Rush
- consists of seven levels each of which ends with a confrontation with a big
- boss. The basic storyline of Whip Rush is that the Earth gets attacked
- by aliens and you must singlehandedly fly a ship and complete all of the
- levels to have the final confrontation with the alien leader. Upon
- defeating the final boss, the galaxy is saved and the game is over.
-
- One of the first things one will notice when playing Whip Rush are
- the sharp, vivid graphics. The graphics on Whip Rush are among the best
- on any Genesis game - enemy ships are well detailed as are the bosses.
- However, while Whip Rush's graphics are comparable, if not even better,
- than Thunder Force III's, Whip Rush falls flat on other aspects of game
- play which makes this game a very distant second place to Thunder Force
- III (although it's really tough to be Thunder Force III).
-
- One sore point with me about this game is the lack of interesting
- power up weapons. In fact there are only four different weapons - laser,
- missile, fireball, and option (helper). By picking up additional power
- ps, the laser, missile, and fireball weapons can be made more powerful -
- up to a limit of three times. The game allows you to have two options.
- Whip Rush allows for an interesting use for the options in that in
- addition to increasing the firepower of the ship, by pressing a control
- pad button, the options can be made to yo-yo back and forth to destroy
- enemies. The other weapons, however, offer nothing new in terms of
- outstanding graphics or features.
-
- Sound on Whip Rush is fairly good. The background music on some of
- the levels is really good while on others is mediocre. Sounds other than
- the background music are not annoying but nothing to write home about
- either. Whip Rush is the first shooter I've played so far where there
- exists a level where scrolling occurs in every direction. While this
- makes the game more challenging, it can also make the game frustrating
- if you die somewhere and lose your weapons.
-
- The gameplay on Whip Rush is okay - everything moves smoothly and it
- is very easy to control your ship. However, after playing Thunder Force
- III, I just didn't find this game to be very fun. For those looking for
- a good shooting game, it would be better to wait for Thunder Force III if
- you're on a limited budget. If you have the money, this cartridge may be
- worth getting just to see the graphics - they're among the best I've seen
- on any Genesis game.
-
- Graphics : 8
- Sound : 7
- Gameplay : 7
- "Funness" : 5 (get Thunder Force III instead)
-
- Overall : 7
-
- Whip Rush for the Sega Genesis, from Innovation/Sega
-
- ------------------------------
-
- From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
- Subject: Genesis: ESWAT
-
- Game Type : Action
-
- ESWAT is a game where you play the part of a policeman of the future.
- The goal of the game is to stop crime in the cities - there is yet another
- goal but it is a surprise of the game. Surprisingly, from the literature
- I have read (magazine previews), this game does not have six levels like
- what many publications claimed (can't remember which ones, if any at all).
- In fact, the MegaDrive manual, which I may have misread, mentions only six
- levels when in fact, there are eight. The extra levels exist to reveal
- the secret plot of the storyline.
-
- The first two levels of the game are training missions where the
- policeman you control does not were the battle armor. These missions are
- remarkable in the sense that they are incredibly tedious. However, starting
- with level three where you get to wear the special battle suit, gameplay
- and graphics get much better. All eight levels end with a confrontation
- with one of the games "big bosses." The bosses are nothing spectacular
- until the fourth level.
-
- Those who do not play this game very much may be disappointed by the
- game at first sight. This is because the games best graphics and most
- exciting game play doesn't occur until the fourth level's boss. From
- this point on, the game gets fairly intense. The levels become more
- complex and the bosses are bigger better defined graphically.
-
- Sound on this game is for the most part average for a Genesis game.
- Some notable exceptions are the digitized voices at the end of each level
- stating completion of a mission - nice touch. However, the soundtrack to
- ESWAT is limited - the songs are short and there aren't very many
- different songs and needless to say, the songs get repetitive. Other
- sounds in the game are very well done - especially the sounds your guns
- make.
-
- Gameplay is what saves this game in the end though. While the game
- play on the first two levels is boring beyond belief (too easy), this is
- quickly remedied with the latter six levels. The remaining six levels are
- really challenging and as the game progresses, the game requires you to
- master all forms of movement - walking and stopping precisely, flying, and
- jumping. Further, each of the bosses has a unique trick and overcoming
- these bosses are what make this game fun in the end.
-
- Although different from the arcade version (which I never played so I
- can't make a comparison), this game is pretty fun once you get past the
- first three levels.
-
- Graphics : 6
- Sound : 6
- Gameplay : 7
- "Funness" : 7
-
- Overall : 7
-
- ESWAT for the Sega Genesis, from Sega Enterprises
-
- ------------------------------
-
- From: David Hawk <wiwiriya@rodan.acs.syr.edu>
- Subject: NES: Destiny of an Emperor
-
- An RPG with the story from Chinese History about 18 centuries ago.
- I bought this game with the expectation that it will be a simulation
- game. However, it turned out to be an RPG, which happens to be my
- favourite type of game. I was hooked onto the game for the next two
- days, trying to figure out the twists and plots of the game. It
- would be a great advantage to players if they knew Chinese history
- because the game consists of stories and facts from a famous Chinese
- history book.
-
- 'Destiny of an Emperor' is a story of 3 warriors from Han Dynasty
- fighting the Yellow Scarves, the notorious rebels group. At first,
- it seems like an ordinary job for ordinary warriors, but later
- when Tao Qian, the Emperor at that time, fell sick, Tao Qian
- appointed Liu Bei, one of the 3 warriors, to be his successor. Liu
- Bei left the party and his son, Liu Feng, replaced him. They fought
- Zhang Jao, the leader of the Yellow Scarves and the founder of the
- Taiping Sect. As it turned out, there were plots of overthrowing
- the Emperor. The rest of the story is still long and you will have
- to play the game to find out.
-
- The main characters :-
- Liu Bei - a descendant of the old Han Dynasty
- Guan Yu - a warrior, very good with sword
- Zhang Fei - a warrior with a skill matchin that of Lu Bu
- Zhang Jao - the leader of the Yellow Scarves and the founder of
- the Taiping Sect
- Dong Zhuo - Luo Yang's ruler who defected
- Lu Bu - the greatest warrior in the history of China, destined
- to be a traitor because of his great strength.
- Yuan Shao &
- Yuan Shu - the two brothers who pronounced themselves Emperor
- Zhao Yun - a warrior famous for single-handedly breaking the
- defense of the Cao Army
- Zu Ge Liang - the greatest strategist in China
- Si Ma Yi - a warlord famous for his Thunder spell
-
- Graphics 8
- Playability 10
- Story 10
- Sound 8
- Overall 9
-
- Destiny of an Emperor, for the Nintendo Entertainment System
- from Capcom Games.
-
- ------------------------------
-
- From: dgil@pa.reuter.com (Dave Gillett)
- Subject: PC: Harpoon
-
- Harpoon v1.1, Battleset 2: North Atlantic Convoy (not copy protected)
-
- Hardware Configuration
- Intel 302: 80386 at 25 MHz, w/ 4 MB RAM
- ATI VGA Wonder in 16-bit mode, w/mouse
- NEC MultiSync 3D
- 2xST-251 hard drives
- MS-DOS 4.01, QEMM 5.1, Mace Gold (disk cache software)
-
- Required: 550-580 KB program memory
- 1.6 MB disk space (600 KB minimum for basic game on CGA)
-
- Playfield
-
- The main screen display is divided into five areas, with a menu bar
- across the top. The bottom half of the display is divided into a
- zoomable unit display map and an information box. The top half is
- mostly occupied by a zoomable group display map (coarser detail than the
- unit display, but also has a cursor keypad (for use with the mouse;
- these functions are also available from the keyboard) and a small
- battleset map showing the current areas of the group and unit maps.
-
- These areas are tiled, and of fixed size. The group map is thus
- much wider than it is high. The group and unit maps can be moved around
- on the battleset map using the keypad or mouse. The group map can also
- be easily moved by clicking on the battleset map, but this does not work
- with the unit map, which more desoerately needs this feature.
-
- Each map shows land, water, all friendly groups/units, and detected
- enemy groups/units. In addition, the maps may show range circles for
- sensors and weapons (colour coded, but selectable so that users need not
- be overwhelmed) and a latitude/longitude grid.
-
- The maps are generally well done, with one exception. Many of the
- scenarios in Battleset 2 include at base in eastern Canada, at St.
- John. Yet none of them include the far more important naval port at
- Halifax, or the far more important (and more strategically and usefully
- placed!) airfield at St. John's. It's possible that the game intends
- to represent the latter; plenty of Canadians confuse St. John (in New
- Brunswick) with St. John's (in Newfoundland) and it wouldn't surprise
- me if the battleset is simply in error. Unfortunately, this changes the
- character of many scenarios significantly, since many aircraft without
- the endurance to fly between Iceland and St. John can easily make the
- trip via St. John's.
-
-
- Units and Groups
-
- Units consist of single ships or submarines, or groups of identical
- (not only type, but mission loadout and fuel) aircraft. Groups consist
- of bases and collections of units of various kinds.
-
- The game database includes most modern and near-future American,
- Soviet, British and Norwegian naval equipment. Battleset 2 adds
- American carriers and carrier-based aircraft, and both French and
- Spanish units. Not all units, however, are fully supported yet: for
- instance, although the A-6 and F-14 aircraft added in Battleset 2 can be
- loaded as tankers, there is no way for them to refuel other aircraft.
-
- Groups can include units of various kinds. Groups which include a
- carrier are designated carrier groups; groups that include any surface
- units are designated surface groups. Air and submarine units may be
- attached to these groups, or may form their own separate air, submarine,
- and helicopter groups.
-
- A formation editor gives the player control of the arrangement of
- units within groups. (Many game details are reminiscent of SPI's 'Task
- Force' board wargame -- the formation editor most of all.) Units may be
- allocated to a main body, or to sectors of an anti-air ring,
- anti-submarine ring, and picket ring. The radii of the various rings
- are user-adjustible. The result is that a group, represented as a point
- location on the group map, may in fact spread out over a considerable
- area.
-
- Patrolling aircraft may also be placed on the formation display.
- This is a good idea for ship-based aircraft, so that they move with the
- surface group, but less useful for land-based aircraft since they do not
- show up on the group map. (Air patrols may also be launched as separate
- groups.)
-
- Air units have an enduarnce which depends on their loadout and
- determines their range. This is probably the source of most of the
- game's flaws. There's an option to show a radius around air groups to
- show how far they can go before reaching "bingo" fuel (10% more than
- needed to return to base), but this is not calculated correctly. (If it
- were, it would not be a circle centred on the aircraft, and it would
- change immediately according to the throttle setting.) Once an air
- group has past this point, there is no way to find out its fuel status.
- (Neither is there a way to check its gun ammunition supply.)
-
- There are other problems with air unit endurance. The game doesn't
- seem to include the range of standoff weapons in determining whether an
- air unit can reach to attack a selected target. An air unit which
- reaches "bingo" fuel while in the process of landing can create phantom
- units of 0 aircraft -- which may in turn make real air units no longer
- accesible. Finally, if you group landbased air units in with a surface
- group (say, a couple of P-3s escorting a convoy), the endurance circle
- disappears because surface groups aren't supposed to need one, and you
- need to separate the air unit into its own group to find out its status.
-
- Combat
-
- Most combat in Harpoon proceeds as follows: Group A is instructed
- to attack group B. If group B is not yet in range of group A's weapons,
- an interception course is computed, and continuously updated as B alters
- course or speed. (As with one of the fuel bugs cited above, it's not
- clear that weapon range is included in course computations, so the
- results are sometimes sub-optimal.) When A is within range, the main
- screen display is replaced by one which allows allocation of weapons
- from individual launch units in A to individual target units in B.
-
- The program will already have done an allocation, but there are
- several reasons why the player may wish to change it. First, his plan
- may call for a different target priority than the program's default.
- Second, the program may not take into account factors like other missile
- waves already en route to the same target group. And third, while the
- program will usually allocate enough missiles to destroy the target, it
- rarely makes enough allowance for attrition and defensive fire.
-
- There's also a problem with the interception course approach.
- Suppose you have two groups of interceptors vectored against an incoming
- airstrike. The first group comes within range and launches missiles,
- and the intruders turn away to try to dodge the missiles. Often, the
- second wave of interceptors will be unable to find an interception
- course for this evasive maneuvre, and only quick player action will
- prevent them from aborting the intercept -- when in fact the enemy group
- will revert to its original course in a few seconds.
-
- Documentation
-
- The small, glossy manual describes what every key and menu choice
- does, and includes a small glossary. A few accompanying documents try
- to convey some of the underlying principles of modern naval warfare, but
- a few of the best tactical suggestions are hidden in the textual
- descriptions in the database. A few key game concepts, like patrols and
- interceptions, don't seem to be covered at all.
-
- Scenarios
-
- Each battleset (Battleset 1 is included with the game) consists of
- about a dozen scenarios, of gradually increasing size and challenge.
- Each scenario can be played from either side. Advantages in position or
- forces are balanced by individual victory conditions. There is no
- provision for two- or multi- player play; the computer always plays the
- opposing side.
-
- Virtually every scenario can be won from either side by taking a
- more agressive approach than the canned opponent. (Destruction of bases
- is a particularly effective way to negate enemy air power, and is rarely
- anticipated.) But that won't usually be true on your first two or three
- tries, and many scenarios can take several days to play. (Scenarios
- include a few random elements in initial positioning or force
- selections, too, so few scenarios have a trivial winning strategy.)
-
- Additional options allow the simulation to include weather, system
- breakdowns, and the possibility of nuclear weapons. There's an even an
- option to randomly start each unit with a partial load of ammunition,
- instead of assuming that everything is fully loaded. You won't want to
- start with these to deal with, but extra realism can breathe life into
- a scenario that you think has gotten stale.
-
- Graphics 9 (not visually stunning, but does all it needs to)
- Realism 8 (a few bugs and flaws)
- Documentation 3 (pretty skimpy, even for a game)
- Speed 3 (slooow on a 25 MHz 386; your mileage may vary)
- User Interface 6 (overlapping/resizable windows would be nice)
- Playability 8 (many months of play; many to go)
-
- Overall 8 (I wish I had written it)
-
- Harpoon, for the IBM PC, from Three-Sixty Pacific, Inc.
-
- ------------------------------
-
- From: deichman@cod.nosc.mil (Shane D. Deichman)
- Subject: PC: Harpoon
-
- Harpoon, from Three-Sixty Pacific, Inc., is a contemporary naval
- wargame for the IBM. Harpoon requires an IBM PC, PC/XT, PC/AT or
- compatible system, and will also run on the Tandy 1000 series.
- Also, DOS 2.0 or later is necessary, as is 640k RAM with 550k free.
- Harpoon will NOT run from 360k floppy drives, and a hard disk and
- mouse are highly recommended.
-
- The IBM version of Harpoon is perhaps one of the best (if not THE best)
- Naval Warfare simulators around. It is very up to date on the various
- systems and platforms utilized by the navies of the world. Fans of Tom
- Clancy may recall that his initial inspiration for "The Hunt for Red
- October" came from the board game version of Harpoon by Larry Bond. The
- biggest complaint I've heard of the board game is the time involved in
- setting up an engagement. The computer version resolves that dilemma.
-
- More than just a "game," it is also a very in-depth data base on the
- capabilities of various ships, subs, and aircraft seen in a modern
- combat theatre.
-
- Play can either be a small engagement between individual surface craft
- or a broad campaign pitting carrier battle groups against one another.
- You can play either NATO or the USSR (all engagements are between forces
- of the two superpowers; if you want a political statement of "glasnost"
- this isn't the place to find it).
-
- You actually perform the functions of the battle group commander, issuing
- orders for course, speed, what radar/sonar to activate, what systems to
- fire, etc. The realism of ephemeral contacts (especially in ASW -- anti-
- submarine warfare) and tracking is readily apparent. You also see the
- grim effectiveness of some of today's most advanced weapons (including
- tactical nuclear devices; you do have the option of restricting nuclear
- releases in the game).
-
- Various other aspects (such as sea state and visibility) are taken into
- consideration, making a very real exercise in naval confrontations.
-
- Harpoon is an excellent product, and I would highly recommend it to anyone
- interested in modern naval warfare. Or, if you're just a trivia buff,
- I give the same recommendation -- the money you pay for the game is about
- half what you'd pay -just to get the database alone (_Jane's Fighting
- Ships of the World_ is around $125 these days).
-
- Harpoon also provides a wide range of visual aids to complement the
- extensive database. While it will run on a CGA monitor, it is truly
- a spectacle on an EGA system. The graphics provided include a map of
- the theatre of battle (default is the Greenland-Iceland-UK gap area,
- with coverage of the North Sea to the Barents Sea given; a separate
- scenario is available for North Atlantic engagements), a smaller area
- of operations view which focuses on the battle group, plus various
- information screens. Also, when engaging other platforms, a close-up
- graphic of the ships involved is given, with accompanying launch sounds
- and a moving missile.
-
- Graphics: 8
- Sound: 7
- Documentation: 9
- Fun-level: 7
-
- Overall: 8
-
- So, if you're looking for a very in-depth naval wargame, Harpoon
- is for you. However, if you want arcade-like action, I would suggest
- you try something else -- Harpoon is a thinking persons' game, and
- requires a certain degree of patience and forethought.
-
-
- -------------------------------------
-
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-
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-
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-
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-
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-
- *********************
- End of Digital Games Review Digest
- *********************
-