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- From: The Moderator <taylor@limbo.intuitive.com>
- Date: Mon, 25 Feb 91 11:15:13 PST
- Subject: Digital Games Review Digest, #21
- Reply-To: Digital Games Review <digital-games@dgrd.intuitive.com>
- To: Digital Games Review Digest <digital-games@decwrl.dec.com>
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-
- Digital Games Review Digest, Number 21
-
- Monday, February 25th 1991
-
- Today's Topics:
-
- IBM PC: A-10 Tank Killer
-
- Genesis: Fire Shark
- Darius II
- Crackdown
- Musha Aleste
-
- NES: StarTropics
- Zanac
- The Immortal
-
- ----------------------------------------------------------------------
-
- Date: Sun, 3 Feb 91 16:25:10 MST
- From: kguinn@orion.cair.du.edu (Kip J. Guinn)
- Subject: IBM PC: A-10 Tank Killer
-
- A-10 Tank Killer, from Sierra On-Line, is a very good simulation of
- the Thunderbolt II Close Air Support plane in service with US forces.
- In the game, you pilot the A-10, popularly known as the "Warthog", an
- ugly plane with a nasty disposition and a flair for violence that is
- unparalleled by its sleek, fancy rivals in the Air Force. When the
- A-10 flies, it's not very pretty, especially to the ground units
- who take the heat...
-
- The game uses 256 color VGA graphics, digitized pictures involving
- real actors, costumes, and on-location photo-shoots, full color, detailed
- scenes to throughout the game, and utilizes new 256-color drawing routines
- that are faster than the 16-color routines used in previous games. The
- simulation runs very smooth and fast, and copies (for backups) well,
- along with having a smooth hard drive installation program wthat allows
- you to configure the system and save it into the game, so it will always
- boot up ready to play. Other graphics are supported as well, and it
- runs well on 640k of RAM (you can run it with only 512k, but there may
- be some problems, depending on your graphics package, etc--the manual
- covers this). Optional support of mouse, and Roland MT-32, LAPC-1,
- Ad-Lib and Sound Blaster cards is included. I don't have a sound
- card (yet!), but the internal speaker does well.
-
- The game offers a training course, to familiarize players with the
- weapons the A-10 carries and to learn how to make attack runs with
- them, and six missions guaranteed to keep you sweating. You can
- configure the plane for each mission, choosing threat levels (whether
- the enemy is "wimpy" or "major bad news"), ammunition (standard or
- unlimited) and damage (normal or invincible). You can also tailor
- the plane's weapons, choosing from pre-set loads. One of the
- loads will be marked "Recommended"--the one the game thinks you should
- use. There is a Campaign option, which allows you to take
- your pilot through all the missions, presuming he survives... The weapons
- in the game are realistic, and for the most part follow real-life operations.
- Of course, if you kick enough ass (and with the A-10, that's about all you
- can do!), your mission will go into the Hall of Fame. You can also choose
- to review the victims, er, enemy units by choosing the Vehicle Preview
- option, which shows the various units in the game as they roll by,
- shooting off missiles or guns, whichever they have. A very nice addition
- to the game!
-
- Each mission carries with it a briefing from Commander Cord, whose digitized
- picture you will grow to love. The game carries it off well--some missions
- he is sitting quietly while he reads you the briefing, others he is shown
- screaming at you to "get that tub up in the air!" You then get your briefing
- after take-off. Talk about pressure to perform! The A-10 is hard enough
- to fly without Cord screaming at you. The cockpit is represented well, with
- only relevant istruments shown (i.e. tactical map, radar warning receiver,
- message box) and, of course, the two most important instruments--the HUD
- (heads-up display) and the TID (tactical information display). The lack
- of "serious" instrumentation is not a problem. In fact, its a blessing.
- The A-10 is aptly named--it's a _hog_! You have to constantly fight the
- plane to fly it. It is hard to trim, and your altitude is always flucuating.
- I imagine that's what the real A-10 is like. You _can_ trim it so that it
- will fly clean, if you are willing to work a bit. You have to watch it,
- though--flying close to the ground may be an advantage, until you scream
- down on some hapless tank, raking it with the cannon, only to find that
- you are about to park on top of it! Flying higher (which, in the A-10
- means 400-600 feet) makes attack runs easier, but also gives those
- pesky SAM vehicles more room to launch on you. In some missions, you also
- get reports from the battlefield--either ground units wanting help, or
- Cord telling you something.
-
- A nice feature is your co-pilot (the game uses the two-seat version of
- the A-10--not many of them in service) who informs you, in his own
- imitable dry wit, how things are going. You fly by choosing points on
- the Strategic Map, choosing a tank platoon, for example, and then
- following the pointer on your HUD until you reach the target.
- Intelligence updates your co-pilot, (I assume) who then updates the map
- during the battle. In some of the missions, when things heat up, you
- can find yourself flicking back and forth between the cockpit and the
- map, choosing targets, wrestling the plane over to them, chewing them
- up, admiring the explosions (the game has nice, gratifying explosions),
- dodging SAM's, and doing it all over again! A very frantic, and
- satisfying, pace. The Strategic Map has grid coordinates, and icons
- representing various units, both yours and the enemies, so you can get a
- good feel of the battlefield, any threats to your base (they can and
- gleefully WILL overrun your base if you let them!), SAM vehicles and
- their area of coverage (a circle around the SAM's shows you the danger
- zones), and terrain features (like helpful hills to skim around,
- allowing you to jump the hapless groundies).
-
- The ground and background graphics are good, if a bit blocky. But they
- serve well enough--when you go screaming at full throttle around a hill,
- banking your Hog so that one wing scrapes the dirt, you get a good sense
- of what's going on! One of the missions, The City, has a very good city
- layout, with buildings, roads, etc. The buildings are not finely detailed,
- but again--it serves the purpose well. The ground units in the game (they
- are many and varied, from T-80 tanks to SA-13 SAM vehicles, trucks, planes,
- airfields, etc) are only somewhat distinguishable. I was especially
- disappointed with the helicopters (both the US Blackhawk and the Soviet
- HIND's are represented), which are flying trapezoids. Your TID comes
- in handy here. Not only does it show you a nice picture of the unit
- (much better detailed than the actual target), but it gives you the
- range to it, and puts a box up on your HUD. Also, friendly units are
- shown in white, and enemies are red.
-
- Actually, you _have_ to use your TID. Here is one of my major gripes
- with the game. You can only fire when the target is locked by the TID,
- and you can _only_ fire the "recommended" weapon-- i.e. Maverick for
- vehicles, LGB's for bridges and buildings, Durandals for runways, etc.
- This is limiting, to say the least. I understand the fact that the
- Durandal is a runway cratering bomb, but wouldn't a 2000 pound LGB do
- _something_ to the runway? I think so! The Rockeye cluster bombs are
- the most frustrating. Airfields, as you may imagine, have loads of
- targets. If you don't have LGB's, you _cannot_ attack things like the
- supply dump, fuel dump, control tower. Come on! A few cluster bombs
- could certainly be used on these things.
-
- They may not take them out completely, but a few fires, destroyed munition
- stockpiles (secondary explosions, anyone?) and ravaged control facilities
- sure can screw up the enemy's day. This problem limits the A-10's
- capacity to chew things up--and when you have a hungry beast, you want to
- feed it, no? :-) Another problem is lost ordinance--occasionally, when
- you drop a cluster bomb, you hear the lauch blip, see the dot on your
- radar screen showing the bomb is away, and then--nothing. Nada. Zip.
- The big El Squat-o. It just disappears. While this may be realistic,
- it doesn't do much for your frustration level! The missions are relatively
- problem-free, with the exception of "Tank Killer". If you don't engage
- the tank platoons that are near the edges of the map first, it's over.
- They will drive off the map. You can chase them, but you will _never_
- catch up! The only way to engage them is with the Maverick, which somehow
- manages to catch them at extreme range, but you soon run out of those...
- I guess the game wants you to engage the targets _immediately_, to keep up
- with the fast tempo the designers envisioned--but it's frustrating.
- The last gripe is the background music/sounds. The explosions sound alright,
- but the music, which plays incessantly, is gruesome at best. It's a
- snappy tune, I guess, but it destroys your concentration. While you fly
- over this grim battlefield scene, dealing destruction to things, the music
- (which is loud) grinds on. And on. Always. You can turn it off--but then
- there is _no_ sound, except the explosions. There is no engine noise at
- all. This is a serious oversight. The A-10 has two turbofan engines
- each creating 9,000 lbs. of thrust--it is surreal at best to be in that
- beast and be flying in total silence. It doesn't work.
-
- Another _good_ thing about the flight simulation are the various views
- available to you. You have three cockpit views (front, left, right) and
- seven external views (sides, back, front), and two weapon views: the
- victim view, which keeps the target and the weapon in view until it hits;
- and the engagement view, which keeps the target and your plane in view.
- You can also call up a status screen which shows the weapons you have left,
- and the damage you have taken. Is your plane flying extremely sluggish
- after you overran those SAM launchers? You check the status screen, and
- sure enough, they blew your left engine off! But, being an A-10, you
- fly it home... They have to better than that to take down a 'Hog!
-
- The game comes with both 5.25 and 3.5 disks, and a good manual, which
- includes specification data on the A-10 and it's weapons, an overview
- of the enemy units you will face, and an interview with the technical
- advisor to the project, Major Chuck "Hollywood" Temple, USMCR. There
- is a card with the relevant loading and control keys laid out, including
- view keys, armament selection, etc. Very handy.
-
- Graphics: 9
- Playability: 10
- Complexity: 9
- Sound: 3
- Fun factor: 10
-
- Overall score: 9
-
- A-10 Tank Killer for the IBM PC and compatibles, by Sierra On-Line
-
- ------------------------------
-
- Date: Wed, 30 Jan 91 17:51:30 -0600
- From: Rav Tonsiengsom <tonsieng@cs.uiuc.edu>
- Subject: Genesis: Fire Shark
-
- Fire Shark is a vertically scrolling shooter in which you control a
- high-tech bi-plane with some really awesome firepower. You start out
- with three way regular shot fire. The object of the game is to blow
- through all ten levels of the game just to reach an ending in which they
- tell you to do it again. Supposedly there are 99 levels to this game
- though the backgrounds do repeat after ten levels. There are other
- power up that you can get besides the the basic threee way that comes
- standard. You can pick up "P"'s which will improve the strength of the
- weapon you are currently using. Other weapons include a green square,
- which will give you a green spiral laser, a red square, which will give
- you the awesome fire weapon, and a bomb power up which adds more bombs
- to you arsenal. You can also pick up 1-ups and 2-ups.
-
- The graphics in this game aren't really fabulous. Adequate is what I
- would callthem. There isn't that much detail to any of the enemies or
- backgrounds. I don't see any parallax scrolling as in most Genesis
- shooters and the bosses look like bosses found in Nintendo games. You
- definitely do not want to buy this game if all you care about are the
- graphics. They are only mediocre at best.
-
- The sound effects in this game were quite good. The sound of the laser
- and fire weapons were decent as well as the explosions. The music in
- this game has a lot of bass in it. It's not a bad musical score but it
- does seem like the music to every stage sounds the same after a while.
- Pretty good overall, but I don't make it a point to turn on the stereo
- as I do when I play Thunderforce III.
-
- The thing that saves this game is its playability. There are tons of
- things to blow away from APCs, tanks, AA-Guns, planes, battleships,
- cruisers, to submarines, missile launchers, and mobile fortresses.
- There's literally dozens of different enemies with different attack
- capabilities. Shoot to survive may be the basic theme of Fire Shark but
- if you want to rack up points you must collect "lightning bolt" icons
- that give you bonus points at the end of each round. This bonus total
- is multiplied by the number of bombs you have remaining. You may want
- to figure out how to beat the end of round bosses without the bombs if
- you want to beat you friend's point total. Thus some strategy involved
- in this game definitely adds to gameplay value.
-
- Fire-Shark is a good game for any type of game lover. People who love
- shooters should especially give it a look. However, be warned: most
- people either seem to totally LOVE this game or totally HATE it! My
- personal opinion is that it is a good game that is worth buying, but
- just barely. There are much better games coming out for the Sega in the
- future. If you have the money buy Fire Shark, but if you don't, save it
- for future games like Aero Blasters, Gaiares (especially Gaiares),
- MUSHA, Sonic the Hedgehog, or Galaxy Force.
-
- Graphics: 6
- Music/Sound: 7
- Playability/"Funness": 9
-
- Overall: 7
-
- Fire Shark, for the Sega Genesis, $49.99
-
- ------------------------------
-
- From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
- Subject: Genesis: Darius II
-
- The name says it all - Taito's shooting extravaganza is finally
- available for the Sega Mega Drive. Boasting 8 Mbits of code, Darius II
- features all 26 stages and multiple endings - just like the arcade
- version. Unfortunately, Taito's adaptation of Darius II for the Mega
- Drive just isn't what an 8 Mbit game should be - while the game is big
- with its 26 stages, the graphics and sound on Darius II are worse than
- many cartridges sporting only 4 Mbits of ROM. In brief, Darius II for
- the Mega Drive fails to live up to the high standards of graphics and
- sound set by it coin-op counterpart. Needless to say, this is probably
- the most disappointing cartridge I have bought to date. I should
- emphasize disappointing - Darius II is not the worst game I have ever
- bought, just the one that least lived up to my expectations.
-
- One of the most striking features of Darius in the arcades was the sharp
- graphics displayed over three screens. For its time, and even today,
- Darius features some of the best graphics ever on a coin-op machine.
- While the Mega Drive's graphics are definitely not up to the coin-op's
- standards, there is no excuse for the poorly defined, murky graphics
- found in this cartridge. Enemy ships are small and ill-defined while
- the big bosses do not move in any way other than the opening and closing
- of their mouths to shoot lasers at you. To make matters worse, Taito
- has done a terrible job in color selection. On some levels, it is very
- difficult to distinguish the background from the objects in the
- foreground.
-
- Another problem with Darius II for the Mega Drive is Taito's poor job in
- programming the sound. Taito's programmers failed to recognize a need
- for balancing the volume of the shooting noises with the background
- music. As a result, the background music is drowned out by the sound of
- shooting for almost the entire duration of the game. Couple this and
- the fact that some soundtracks seem to use only two channels of sound
- and you end up with a game that quickly grates on your eardrums. Again,
- a job that is at best mediocre is made worse by the fact that the
- original Darius had one of the best soundtracks ever. The excellence of
- the coin-op soundtrack just makes the Mega Drive version seem that much
- worse.
-
- Game play for Darius II is okay but nothing special - the typical
- destroy the enemy and retrieve the power up. Nonetheless, the game is
- pretty fun when you become fully powered up since you can really wreak
- havoc among the enemy. Furthermore, Darius II is a game that can stand
- up to multiple plays due to the fact that more than one path may be
- taken to reach one of the multiple endings. After finishing the game
- once, the game can be replayed, new levels may be explored, and a
- different ending can be reached thus enhancing Darius II's play value.
- This is arguably the strongest feature of Mega Drive Darius II.
-
- Overall though, Darius II is not a cartridge worth buying. Given the
- fact that it is an 8 Mbit cartridge, Darius II is going to be expensive
- (it has a list price of 8900 yen which is about $60). For the money,
- you'd be better off buying something else.
-
- Graphics : 7 (good in some areas, horrible in others)
- Sound : 6 (can't hear the music for the shooting noises!)
- Gameplay : 7
- "Funness" : 7
- Overall : 6 (this game wins my award for "Most Disappointing
- Mega Drive Game Of 1990")
-
- Darius II, for the Sega Mega Drive (the Genesis equivalent, in Japan)
- by Taito (Japan only), 8 Mbits (1 MB)
-
- ------------------------------
-
- Date: Sun, 10 Feb 91 01:19:47 -0600
- From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
- Subject: Genesis: Crackdown
-
- Crackdown, based upon the Sega coin-op of the same name, is now
- available for the Sega Mega Drive and will eventually be made available
- for the Sega Genesis. Crackdown takes place in the 21st century where
- artificial lifeforms have been created. Unfortunately, the evil Mr. K
- now possesses the technology to manufacture his own artificial life
- systems and he intends on using them to conquer the world. The two main
- characters of the game, Ben and Andy, are government operatives assigned
- to destroy Mr. K's manufacturing facilities and put a stop to the
- megalomaniac's schemes.
-
- Crackdown is played from a top view much like Gauntlet. The
- players each have guns, rocket launchers, and super bombs. Guns are the
- standard weapon but more difficult enemies take more than one hit to
- kill. For the more difficult enemies, the rocket launcher may be used.
- The rocket launcher behaves like the gun except its shot is much more
- powerful. Finally, in times of dire need, the super bomb may be used to
- destroy all enemies and enemy fire on the screen. Throughout the course
- of the game, more bullets, rockets, and super bombs may be picked up.
- The goal of the game is to destroy Mr. K's empire by placing bombs in
- each of the levels (the game is divided into four levels each of which
- has four areas to be cleared). Once all bombs have been put into place
- by the players, they must then leave the area through the exit before
- the time bombs explode. While attempting to destroy Mr. K's
- stronghold, the heroes of the game are constantly assaulted by Mr. K's
- artificial creations. Upon reaching the fourth and final level, Ben and
- Andy must destroy Mr. K's headquarters and ultimately, Mr. K himself.
-
- Although the graphics on Crackdown are almost exactly like the
- coin-op version, that in itself proves to be the most troublesome facet
- of the game since objects are too small and quickly induce eyestrain.
- Nonetheless, if played sitting very close to the television screen, the
- enemy and the maps are just like the arcade version. Despite the minute
- graphics though, Crackdown displays an unusual amount of detail -
- enemies attack using different weapons and if one looks closely enough,
- the method of attack can be recognized.
-
- One of the things that made Crackdown so much fun in the arcades
- was the two player simultaneous play feature and this feature has been
- beautifully preserved on the Genesis. In the two player simultaneous
- mode, each player gets half of the screen showing his view of the map.
- While playing, players may choose to cooperate or compete in their quest
- to complete the game. Crackdown for the Genesis is made even more fun
- because like the arcade, it has the tendency to "rip-off" players who
- are doing too well by killing them in a mysterious manner. While
- frustrating in some ways, it makes finishing the game that much more
- satisfying.
-
- Overall, Crackdown is a pretty good game and anyone with an interest
- in the coin-op version or two player simultaneous play games will enjoy it
- immmensely. Crackdown's only real fault is its brevity - four levels of
- this addictive game isn't enough!
-
- Graphics : 6 (objects are too small and hard to see)
- Sound : 7
- Gameplay : 8
- "Funness" : 8 (two player simultaneous is really fun)
- Overall : 7
-
- Crackdown, for the Sega Genesis, by Sega Enterprises, 4 Mbits.
-
- ------------------------------
-
- Date: Fri, 15 Feb 91 20:44:15 -0600
- From: Rav Tonsiengsom <tonsieng@cs.uiuc.edu>
- Subject: Genesis: Musha Aleste
-
- The first vertical scrolling shooter on the Genesis to really impress
- me, Musha Aleste is as much a favorite with me as is Blazing Lazers
- (finally a vertical scroller for the Genesis as good as Blazing Lazers).
- There is a cinematic demo at the beginning of this game, but since I
- can't read Japanese I cannot give you the full details. What I can
- gather from the pictures and eventually solving this game, is that you
- are a part of a squadron of mecha sent to evict some pretty nasty
- aliens. However, the aliens are stronger than expected and manage to
- wipe out almost everyone in your squadron. As the only one left able to
- carry on the mission, you must fly your transformable robot (reminds me
- of an Alpha Veritech) through seven grueling stages of extremely INTENSE
- shooting action.
-
- The graphics in Musha Aleste are just as good as those found in
- Thunderforce III. The backgrounds scroll independently, the enemies are
- large and well defined, there is much use of the color palette, and even
- scaling in some areas! There is no noticeable flicker throughout the
- game, but on later levels there is so MUCH stuff being shot at YOU that
- the game slows down appreciably. Nevertheless, graphically, this is the
- best looking vertical scrolling shooter that I have seen for the
- Genesis/Mega Drive.
-
- Excellent music and sound effects make this great game even better. The
- sound effects are quite good from the firing of you main guns, to the
- sound your thrusters make. Explosions still aren't as thunderous as the
- ones in Blazing Lazers (the standard by which I judge all non CD-ROM
- sound effects and music) but they are very well done. The musical score
- on this cart is almost as good as Thunderforce III but just misses. I
- suppose the only difference is one's taste in music. Otherwise, all
- I'll say is that the music is just as intense as the game itself....
-
- Speaking of intensity, Musha Aleste contains some of the most intense
- game play that anyone will ever try. The levels are quite long, even
- though the game moves at a very brisk pace. Even on the easy setting
- the game gets extremely hectic. On the normal and hard levels the enemy
- is very aggressive as literally TONS of ordinance is continually being
- shot at you. To help you, you can grab little capsules which give you
- "helpers". These surround your mech and can be configured in six
- different firing positions. You can accumulate helpers since they are
- not indestructable and can be destroyed. Various power ups are
- available in this game. They can be powered up in four steps for some
- really major firepower. The power ups are: electro-quark lasers,
- cluster bombs, and barrier. By powering up the cluster bombs all the
- way you can get the "black hole" weapon. By powering up the barrier to
- level 4, the barrier will also sling bolts of energy out as it rotates.
- You'll need all of this as some of the bosses and even the cannon fodder
- can be pretty nasty.
-
- A very fun, though not as challenging, a game as I first thought it
- would be, Musha Aleste is another one of those must get games for the
- Genesis. To get the most out of this cart novices should start on
- normal (really) and experts on hard. Experts will BLOW THROUGH this
- game on the easy level. The first time I played on normal I got to the
- end of level 4. The second time I got mid-way through the last level
- and the third time I played I put the thing on EASY and cruised right
- through to the closing credits. Great graphics, sound, music, and
- gameplay still hold my interest though and I still play this game a lot
- as I do Thunderforce III. It is not out in the States yet but you all
- won't have very long to wait.
-
- Graphics: 10
- Music/Sound: 9
- Playability: 8
- Funness 8
-
- Overall: 9
-
- Musha Aleste for the Sega Genesis; to be called M.U.S.H.A (Metallic
- Uniframe Super Hybrid Armor) here in the States. Scheduled Feb '91
- release date by Seismic.
-
- ------------------------------
-
- From: leo@theory.lcs.mit.edu (John Leo)
- Subject: NES: StarTropics
- Date: Mon, 18 Feb 91 10:47:36 -0500
-
- StarTropics is an action role-playing game set in modern times. The
- story involves you trying to find your uncle who mysteriously
- disappeared. But for Kyoko Watanabe and myself, the real mystery was
- just who made the game. StarTropics has not only not come out in
- Japan--it hasn't even been mentioned as coming out in the future
- there. So maybe this was by some other company and just being
- released under Nintendo's name, something they often do in the US, but
- there was no indication of that. So maybe it was the first game by
- Nintendo of America...certainly some of the aspects of the game seemed
- more American, whereas others were more Japanese.
-
- We figured we'd find out in the ending credits, so we started playing.
- And this is a really good game. The game is one of the newer-style
- action RPGs (the first of this style I know of is Capcom's Gargoyle's
- Quest) in that the action and RPG aspects are separated for the most
- part. There are overhead scenes done in the typical Ultima/Dragon
- Warrior style where everything is sort of square-shaped and you visit
- towns, get information, and so forth. Unlike other games there is no
- combat possible in this mode, although there are mazes and so forth to
- explore. Also the game progresses linearly through a number of
- chapters, each with a mini-story which is nice. The "story" aspect of
- the game is good, but certainly not outstanding. I won't say how many
- chapters there are in the game, since part of the fun is that the game
- is a whole lot longer than you might expect. It took us several weeks
- to make it to the end, playing an average of a few hours each day.
-
- Then there are the action scenes which are from a slanted overhead
- perspective. You start out with a yo-yo as a weapon and this gets
- powered-up at a couple locations; there are also special weapons and
- items to be found. The action scenes owe a lot to Zelda and those who
- have played Zelda will recognize quite a few borrowings from that
- game. One big difference is that you can jump in this game, and
- jumping is a big part of the action. It's a bit hard to describe
- since it's rather unique. Overall there are quite a lot of new
- features, interesting enemies, and so forth in the game. Perhaps the
- biggest surprise is that there is a strong puzzle aspect as well.
- There are a lot of areas which are almost impossible to get through by
- force. The puzzles are quite good and fit in with the game well, and
- the game gives enough hints and has a very good learning curve,
- typical of Nintendo. And overall there is a freshness to it, and a
- sort of magic, again Nintendo-rashii.
-
- Yet there is one major failing of the game which really made us wonder
- if Nintendo had done it. One of Nintendo's greatest strengths is that
- the play control and "feel" of its games are typically excellent. One
- reason we keep coming back to play Zelda again and again is because it
- just feels so good to move Link around. Unfortunately the play
- control of StarTropics is pretty bad--on par with many other companies
- (it reminded us a bit of Sega's Sword of Vermillion) but very low by
- Nintendo standards. There are many times when it's tough to turn your
- character, tough to get moving, and then tough to stop moving. We got
- used to it to a certain extent, but it was annoying throughout. With
- much better play control this could be a truly classic game, but as it
- is the game is just "really good."
-
- StarTropics is a very tough game. I can see a lot of people getting
- frustrated and giving up, and certainly we took long breaks during
- some parts. Another Nintendo-like aspect is that they make it seem
- very hard, and when you think that's hard enough they add something on
- top of that to make it seem almost impossible. But everything is
- ultimately quite beatable in the game, and if you are at a place that
- really does seem impossible you are probably missing something. I
- lost count of the number of times I shouted at the game that I hated
- it, then thought it was great when I figured out what to do.
- Playability overall is very good. The game is automatically saved at
- the end of the action scenes and there are intermediate points in
- action scenes that you can start from when you die as long as you
- don't run out of lives. Still, there are a lot of spots where it can
- be tough if you miss something or don't try something special out; I
- can see a lot of people calling the game counselors for this game.
-
- There are a number of interesting minor features. StarTropics is
- apparently the first game to use the MMC6 chip; Nintendo Power had an
- article on their chips but it only went up to MMC5 so I don't know
- what features this one has. Apparently like MMC5 you don't have to
- hold down reset when you turn the game off, although by habit we did
- that anyway. You don't ever explicitly save the game; instead the
- game does that automatically. The graphics are good but not
- outstanding; we didn't much like the detailed stills of major
- characters but the monsters and so forth in the actions scenes were
- well done, the colors are good, and there are some very nice special
- effects and surprises.
-
- Aside from the rulebook the game comes with a letter from your uncle,
- along with a number of warnings not to damage the letter (they decided
- to glue it to the book, though, and I do recommend separating the
- two). If you end up losing or damaging the letter you are going to be
- in big trouble, but it's a neat surprise when you find out how it is
- used in the game.
-
- Another nice feature is a review mode which allows you to go over the
- last chapter you've completed, to review clues and maybe play the
- action scenes again. We actually didn't need to use this although we
- tried it once. You can save up to three games so when I got stuck
- near the end I started playing from the beginning again and the game
- is as expected a lot of fun the second time too. Definitely one you
- can play many times, and the early stages are still challenging.
-
- Once you make it to the ending the game saves itself so that you can
- just watch the ending over and over if you like, and the ending itself
- is very long and pretty good--in some ways standard but there are some
- nice touches, such as a series of stills showing various highlights
- from the game, done in a very differnent style from the action scenes
- themselves. And yes there are credits, and we found out the game was
- done by Nintendo, in fact essentially the same team that did "Mike
- Tyson's Punch-Out!!", one of my favorite games. This game isn't
- up to that one, but any new Nintendo game is a cause for celebration,
- and here's a Japanese game we get to play before they do.
-
- Originally Kyoko gave this 5 points out of 10, then by the end raised
- it's marks to 7. I started at 6, went to 7 for a while, and have
- settled on 7.5. If the play control were better I'd give it an extra
- 2 points; feel is very important to me. Still the game was so good I
- didn't mind that much, and although I can't recommend it
- unconditionally I would say that if you don't mind somewhat poor play
- control and are looking for a fresh, interesting and very fun game I
- recommend this one. I paid about $40 and feel StarTropics is well
- worth it. Especially now when essentially no other good games are
- coming out for any system this is one to get and enjoy.
-
- StarTropics, for the Nintendo Entertainment System, by Nintendo.
-
- ------------------------------
-
- From: c162-hx@danube.berkeley.edu (Teh Kao Yang)
- Subject: NES: Zanac
- Date: Wed, 20 Feb 91 11:01:58 PST
-
- Zanac is not only the best shooter, in my opinion, for the Nintendo, but
- probably one of the best shooters ever created. The game was written by
- Compile, who also wrote Blazing Lasers for the TG-16 and Musha Aleste
- for the Genesis. The other two games are also arguably the best
- shooters for their corresponding systems.
-
- Basically Zanac is a vertical scrolling shooter with stages and "boss
- enemies" in between and at the end of each stage. But Zanac is so much
- more than your ordinary shooter. There are so many great things and
- original ideas in this game.
-
- You can obtain an amazing number of different weapons. Your ship is
- armed in the beginning with just missiles. You can upgrade your single
- missle shots to triple missiles. There are 8 other different weapons you
- can obtain. Each one of them is unique and effective in their own way.
- One is a shield that protects your ship. Another is a smart bomb which
- destroys everything on the screen. Another is an awesome machine-gun-
- type blaster. Each weapon can be powered-up to higher levels by grabbing
- the same weapon consecutive times. For example a guided bomb can be
- upgraded to a double-bomb and ultimately into a devastating laser weapon.
- Each weapon is also limited either by amount of shots or by a timer.
-
- The scrolling in this game is amazingly fast and smooth. Each scene has
- its own unique background scenery which scrolls at different speeds.
- Some scenes scroll so fast its comparable of intense 16 bit shooters
- like ThunderForce 2 for the Genesis.
-
- The sound in this game is great too. The introductory music and the
- ones in the game itself are all catchy, exciting tunes. The sound
- effects are great as well.
-
- There is a bewildering variety of enemies. Each require different ways
- to destroy and defend against. My favorite is the fat saucer which
- drops a continuous stream of missiles at you. The boss enemies are all
- basically ground installations which don't move but have a lot of
- different parts to destroy. They also shoot at you A LOT. The boss
- enemies shoot so much that often the screen is completely full of
- bullets. Amazingly there is no slowdown or flicker at all, even when
- there are dozens of thing on the screen at once.
-
- There are 10+ stages in the game. There is a continue feature plus a
- secret level select feature. So it'll help keep you interested for a
- long time.
-
- This game is a must have for any Nintendo or shooter fan. It's an
- utterly original and exhilirating game to play. Amazingly this game was
- released I think in '87. or '86. It's pretty old but since then there
- hasn't been a game released that even comes close to Zanac. One problem
- is that it may be a bit hard to find. You could probably get it for
- around $20 from any good NES mail order place.
-
- Graphics: 10
- Gameplay: 10
- Music: 10
- Addictiveness: 10
-
- Overall: 10+
-
- Zanac, for the Nintendo Entertainment System, by Compile, $20.00
-
- ------------------------------
-
- From: Jay Vosburgh <fubar@sequent.com>
- Subject: NES: The Immortal
- Date: Thu, 21 Feb 91 13:55:48 PST
-
- "The Immortal" is, quite honestly, the first game I've ever wanted to
- smash into little pieces with a hammer. The plot for this game isn't
- too unusual: A single character must work his way into the depths of a
- dungeon to rescue somebody, who is incidently being help captive by a
- dragon. The implementation this fairly standard sounding plot is very
- unusual, however, in many good and one extremely bad way.
-
- On the good side, "The Immortal" has a lot going for it. It's got just
- about the best manual I've seen, except maybe for Final Fantasy. It's
- got good graphics, especially considering how small everything ends up
- being. The animation is excellent. The dungeon you must explore
- appears to be immense, with plenty of interesting things to do, items to
- find and characters to meet, not all of whom exist merely to be killed.
- I don't recall if there was any music at all (which can be viewed as
- both good and bad), but the various sound effects were well done, and
- certainly didn't detract any from the game.
-
- Combat is reasonably well done. When you encounter a foe, the game
- switches to a closeup view of the two of you, with scales for damage and
- fatigue. You must dodge in the proper direction to avoid being hit by
- the other guy, and attack in the right direction to overcome the other's
- dodge. The more you attack, the higher your fatigue goes. The more
- fatigue you have, the slower your attacks get. Dodging never slows
- down, and the manual recommends that you dodge until the other guy gets
- tired and then beat up on him while he's too tired to fight back. That
- sounds good in theory, but dodging is fairly difficult to get right
- consistently, so we generally just beat on the other guy as fast as we
- can. You don't slow down too much until your fatigue gets fairly high,
- so this worked pretty well early on. In the second level of the
- dungeon, though, it rapidly got us pummelled into submission.
-
- The number of items is pretty large. In just the first two levels, we
- found around 14 different things (one of which you can buy from a
- merchant, who lowers his price if you keep pestering him). Collecting
- items is necessary to solving the game, since it appears that you must
- do something special on each level to get to the next level. For
- example, on the first level (the only one we finished), you must find an
- amulet and use it a special way to open a secret trapdoor. The manual
- includes an excellent walkthrough of the first level, and has a
- "notebook left by your master" as well, filled with hints about the
- deeper levels. After you complete each level, you're given a password
- (ours was about 14 characters long). You get unlimited continues from
- the beginning of the last level you completed, but you must finish each
- level with only 3 lives.
-
- The dungeon itself is very well detailed, with lots of traps and
- assorted whatnot scattered about. There are sections of floor (in the
- room you begin the game in, as a matter of fact) where nicely animated
- worms pop up and eat you. There are pink cannon things mounted on the
- walls that fire at random intervals. My favorite, however, are the
- "flame jets," which are scattered around. These are little dots on the
- floor, that occasionally shoot out a burst of fire. If you're too near
- when that happens, or you're foolish enough to step on the dot at any
- time, they fry you dead. There are also black (and incredibly hard to
- see) bats flying around, they run into you repeatedly and damage you.
- There are pretty much two categories of obstacles: those that do a
- point of damage, and those that kill you outright. The ratio between
- the two types is about 50-50, with the predictable result.
-
- Now, lest you be deceived by all that praise, let me tell you about the
- bad part. The game is done in 3/4 perspective (you know, like Zaxxon),
- and it's damn near impossible to control the main character with any
- degree of precision. If you push "up" on the controller, the character
- moves "up" on the screen, which is generally diagonally across the room
- you're in. Since there are very few areas where you want to move
- diagonally, it's usually very difficult to move with any precision "in
- parallel" to the action, since you tend to veer one way or ther other if
- you don't hit the joystick just right. Plus, you move pretty fast in a
- relatively small and crowded area, full of "flame jets" and other
- assorted things to run into or step on. You do get a fireball shooter
- to blast things (like the bats), but your target is generally moving
- parallel to the walls, and that's the direction you can't aim in easily.
- If you do try to aim at them, you start walking and run into something
- nasty that kills you, like the "flame jets." The difficulty involved in
- just moving the character without dying is so bad that we only played
- the game for a total of maybe two hours. I would've liked to play more
- (since everything else is so wonderful), but I was getting very tense
- and frustrated, and I got the game to relax and have fun with.
-
- In summary:
-
- A truly well designed and thought out dungeon exploration game, horribly
- scarred by abysmal character controls. If you can deal with the controls,
- then you've got a real winner on your hands, but they just drove me up
- the wall. I found it to be the single most frustrating game I've ever
- played, entirely due to the difficulty with the controls. I'd say rent
- it as the "one" on a "two for one" coupon at your local video store.
-
- Graphics: 8 (good, but small)
- Animation: 10 (let a worm get you once, just to see it)
- Sound: 5 (not fantastic, but not bad, either)
- Playability: 1 (if you can deal with it, good; I couldn't)
-
- Overall: 3 (A 9 if the controls were as good as the rest)
-
- "The Immortal," for the Nintendo Entertainment System,
- by Electronic Arts
-
- -------------------------------------
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