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- (send Digital.Games/Digests/Digest.28)
-
- Digital Games Review Digest, Number 28
-
- Sunday, June 30th 1991
-
- Today's Topics:
-
- Amiga: Chuck Yeager's AFT
- The Killing Cloud
-
- Mac: Vette!
-
- PC: Warlords
- Last Days of Doom
-
- Genesis: Sonic the Hedgehog
- Dick Tracy
- Star Control
- Ringside Angel
-
- TG16: Bomberman
-
- Top and Bottom Ten Video/Computer Titles
-
- ----------------------------------------------------------------------
-
- From: Mike Powell <mikep@hpmwmat.sr.hp.com>
- Subject: Amiga: Chuck Yeager's AFT
- Date: Thu, 30 May 91 22:11:07 PDT
-
- Well, finally got my hands on Chuck Yeager's AFT 2.0 for Amiga...
-
- It comes to us from Electronic Arts, and comes with a manual written
- specifically for the IBM version (oh great.) with an insert that
- explains the exceptions for use on the Amiga. An entertaining audio
- tape is included of Chuck talking about AFT and flyin' in general. I
- even received a free ball cap.
-
- It seems to run well on my A3000... but it must be slllooowww on stock
- 500's - 2000's. And there is no hard drive support (of course) even
- though hard drives are supported for the IBM version (as usual). The
- only way I found to exit is the 'three fingered salute'.
-
- There is manual copy protection, and the disk is NOT in AmigaDOS format,
- although it does make copies of itself.
-
- I have used the original AFT on the IBM that had smoke trails flowing
- from the wingman's planes (making it easier to follow them through
- manuvers), this is sadly missing from AFT 2.0. Also, there is this HUGE
- FLASHING CURSOR that shows the position of your 'stick' that is drawn
- right on the window making it difficult to see the terrain and other
- planes and is a MAJOR distraction at times...
-
- I'd like to see an H.F.C. on/off option. Or at least to kill the
- flashing!
-
- There are large warning placards that appear with warnings/messages/
- stats etc. that are WAY oversized and are again, drawn on top of the
- window blocking your view during flight.... this is especially
- troublesome during formation flying... Just imagine driving in a very
- small car with a single tiny window, at high speeds on a mountain road
- no less. Then having a number of bumper-stickers suddenly appear on
- your window, informing you to lock your door or some such nonsense, and
- you will have a fair idea as to how it feels to fly in formation in AFT.
-
- There is plenty of room on the instrument panels, why didn't they put
- in-flight messages there????? The world may never know.
-
- The scenery and ground objects are just so-so. ditto the sound.
-
- The selection of aircraft is pretty good (about eighteen) and you can
- fly from keyboard, joystick, or mouse (yea!). And the handling through
- the mouse is darned good (ala' FSII). It's about time someone made
- another sim that can be 'flown' pretty much like the aircraft being
- simulated (remember mouse control in Falcon 1.0? yeech!)
-
- The aircraft include: (partial list... from memory) -
- F16 - F117 - Cessna 172 - F18 - P-51 - Space Shuttle
- X-1 - X-15 - X-3 - X-29 - Spitfire - Spad - SR-71
-
- And there are a number of locations to start from that can be selected
- by menu option. These include 10,000 ft., final approach, on the runway
- for takeoff, and in the hangar to name a few.
-
- Among the other more interesting features are stars that are visible
- during night or high-altitude flight. Air races and formation flight
- are also available in several levels of difficulty. These are
- especially challenging.
-
- There are no weapons on any aircraft... ok by me.
-
- There are no provisions for the user designing/flying custom aircraft.
- The only aircraft available are in the menu... It would have been nice
- to see a bomber or two... (B-1, B-52 ???) Maybe next time.
-
- The rudder is controlled with the left/right mouse buttons... and works
- well. This is a nice change to standard sims that usually coordinate
- the rudder with the alierons, preventing slips, slow rolls, hammerhead
- stalls, spins, etc... Knife-edge flight is great fun... (but try it in
- the SR-71 :-)
-
- There are a number of external views (that are not nearly as good as
- the ones in Interceptor) that I don't see as being too usefull,
- although you can rotate all of the views if desired.
-
- There is also a 'Replay' feature that allows replaying the flight
- similar to the ones found in FSII, Their Finest Hour, F-16... Although
- there is a rather substantial bug in it. Sometimes the replay doesn't
- remember thigs as well as it should.... I have made a number of amazing
- landings that I wanted to see externally in replay mode, only to find
- that I 'buy the farm' in a horrible crash... some replay eh?
-
- Some of the nice touches found in other sims are missing... seeing and
- hearing the landing gear extend and retract, carrier landings,
- afterburner, and pilot ejection would have been great. Also the crash
- detection seems to be limited to the ground only. I'll try flying into
- more things to test this out (not my normal mode of flying mind you),
- but I know I taxied right through the hangar without a scratch!
-
- But the best thing about AFT is that each aircraft has a distinct
- personality that really makes you feel like you have your hands on a
- "hurtlin' hunk of machinery". Some of the experimental planes are just
- about impossible to fly! It's great fun trying to get yourself out of a
- sticky situation. I once found myself flying (or should I say falling)
- tail-first at over 300 knots while rolling uncontrolably... no hope.
- No ejection seat either! (BTW, I did survive! I changed to an X-15,
- put her into high gear and eventually got her goin' the other way....
- up! Neat trick. :-)
-
- Overall, AFT 2.0 is about a 6 to 7 out of 10 in my estimation. It's
- nice to have a sim that is designed to simulate *Flight* as opposed to
- all the ones that simulate air attacks. And as a result, you will
- probably find that the planes in AFT can do a lot more and do it more
- realistically than the ones in the combat simulators.
-
- Chuck Yeager Air Force Trainer, for the Amiga, from Electronic Arts
-
- ------------------------------
-
- From: "Gary Burns, SS UISG Ayr" <decwrl!ayou34.enet!gary>
- Subject: Amiga: The Killing Cloud
- Date: Mon, 3 Jun 91 03:35:11 PDT
-
- San Fransisco sometime in the near future, a toxic cloud hangs over the city.
- The Black Angels, a ruthless gang of criminals, roam the city and show no
- regard for law and order. You, a member of the SFPD( San Fransisco Police
- Department ) must hunt down these criminals and bring to them the punishment
- they so rightly deserve...
-
- GamePlay:
-
- Fly around the streets of SF in the next generation of police mobile, the x-500
- hoverbike. The flying area is split into two, the top area where you see the
- tops of all the buildings and the low level where you dart around the streets
- of SF dodging buildings while in pursuit of your suspect. The game is split
- into missions i.e "Proceed to Chinatown where your suspect is driving about in
- a stolen van, capture him alive", before embarking on these missions you
- arrange backup which consists of placing Net pods (Fired at the suspect to
- snare him and allow you to arrest him) and PUPS (summoned when the suspect is
- arrested to retrieve him and take him back to the nearest police station) these
- can be places anywhere in the city for you to pick up, but be careful, the
- Black Angels have been known to blow up remotely placed PUPS when your not
- there to stop them. To arrest a subject you have to actually park your hover
- bike and move over to him on foot, after arresting him a PUP will be summoned
- to take him back for a suitably long period of incarceration. When the PUP has
- docked with the suspect its off to the interrogation room to force out some
- information, in this section you are offered a series of question to put to the
- prisoner, but you may have to knock some years off his sentence to make him
- answer...
-
- I like the Graphics, vector in style and while not being particulars smooth
- are very well detailed (Note : High medium and Low detail is selectable as is
- whether to make the street level contoured) the colours in the street level are
- various shades of red, which I feel adds to the atmosphere of the game. Sound
- is very average, i.e engine on, rat-tat-tat of machine guns, and could have
- been done better.
-
- Bad points/Good points:
-
- - Longish time to get into a game, forced to go through an animated sequence
- before play (A la dying sequence in Shadow of the Beast, but nowhere near
- as annoying)
-
- + Offers flight-sim like views when flying ie. Left, Right, External.
-
- - Disk Swap required when you die to restart the game, shouldn't be a
- problem with two drives.
-
- - Disk based copy protection, can't comment on Hard disk Installability
-
- Graphics 8
- Sound 5
- Playability 8
- Lastability 8 (Well I haven't finished it)
- Overall 8.5 (I like games of this type, and this one has
- been done well. The overall feel of the game
- has added to the final rating)
-
- The Killing Cloud, from Image Works, for the Amiga (UK only) #19.99
-
- ------------------------------
-
- From: Dave Taylor <taylor@intuitive.com>
- Subject: Mac: Vette!
- Date: Tue, 25 Jun 91 10:53:51 PDT
-
- As a resident of the San Francisco area, a game where I could drive
- through the streets of the city in a variety of different hot production
- and custom Corvette's seemed like a cool idea. Released a few months
- ago, Spectrum Holobyte's long-delayed Vette! game for the Macintosh
- (and DOS) offers just that venue, or does it?
-
- While Vette! has the premise of the driver going from specific points
- in the city to other specific points within, or on the edge of, the
- city, it's clear that the game designers intended for people to just
- tool around and see the sites.
-
- Drive past Davies Center in downtown SF, for example, and it says
- "MACWORLD" on the side. (you can't get to the Moscone, as SoMa [South
- of Market Street] is one of the undefined areas of the city: they
- didn't have space for all of SF, alas). Drive up to the Carol Dodo
- sign and sure enough, her left nipple flashes erratically. Drive down
- Lombard and, well, it's awful twisty. Use the helicopter view while
- driving through the Broadway tunnel... and you don't have too much
- headroom, and...
-
- The down side, and one of the most frustrating things about the game is
- that there are major portions of the city that aren't included in the
- game map (though they are included in the printed maps included with the
- game, confusingly enough). Drive down Market street towards the Castro
- district and you smack into a wall, an "edge". It's vaguely like
- something out of a science fiction film, but it's annoying, and detracts
- from a great idea; of having a driving game where it's real roads you're
- driving on. (similar to Microsoft Flight Simulator letting you land at
- real airports throughout the world)
-
- On the other hand, when you are driving, well, it's a real blast, with a
- variety of typical Spectrum Holobyte touches. There are things that one
- learns playing this game too; for example, I now know that it's really
- hard to drive across the Bay Bridge at 250 mph unless you can remove the
- traffic beforehand. (on the other hand, a good strategy for medium
- traffic levels is to drive on the *wrong side of the road*, swerving
- around oncoming vehicles. Kids, don't try THAT at home!) I also found
- out that there's a street called MacExchange near, well, I leave it to
- intrepid Vette! explorers to find it...
-
- My summary comment is: if you like The Duel and/or Hard Driving, then
- you're going to flip over this game. If you know San Francisco, it's
- even more fun. The game has book-based copy protection which isn't too
- intrusive, reasonable graphics (includes color and B&W versions), some
- pretty nifty audio, and some very witty illustrations. The list of
- excuses when a cop pulls you over are great too... but I don't think
- I'll try them on a real cop.
-
- Oh! Another rule of thumb; don't try to push police cars off the Golden
- Gate Bridge if you're not in Trainee mode... They don't seem to like it
- very much...
-
- Graphics: 7
- Sound: 6
- Playability: 6
- Fun Level: 8
-
- Overall: 7
-
- Vette! from Spectrum Holobyte for the Apple Macintosh
- (also available for the IBM PC and compatibles)
-
- ------------------------------
-
- From: reagan@hubcap.clemson.edu (Reagan Schaupp)
- Subject: PC: Warlords
- Date: Fri, 28 Jun 91 8:31:34 EDT
-
- Warlords is sort of a mixture of Empire and Sword of Aragon, without the
- best features of either, but with some good ones of its own.
-
- It is a game of conquest, played on a map with 80 cities on it. There are
- eight players, and each one starts out with one city and expands from
- there. Each player is a different race/culture: the Horse Lords, the
- Elvallie Elves, the Sirians (human), the Grey Dwarves, the Storm Giants,
- the Selentines (human), the Orcs of Kor, and Lord Bane. You can toggle
- any of the eight to be played by human (you) or any one of four increasingly
- difficult level of computer play.
-
- Each city can produce one or more types of unit, at a certain cost. Units
- have different strengths, movement rates, maintenance costs, and bonuses
- for fighting in certain terrain (e.g. dwarves are good in hills, elves
- in forests, etc.) Each unit takes a certain amount of time to produce,
- a la Empire. As you expand, production can be "forwarded" automatically
- to cities on the front line, freeing the player from wasting time moving
- dozens of units to the front by hand. Some units include Elven Archers,
- Dwarven Legions, Giant Warriors, Wolf-riders, Navies, Griffins, Pegasi,
- heavy infantry, light infantry, and cavalry..
-
- In addition to armies, you begin with one Hero (a la Sword of Aragon).
- Heroes provide bonuses to units in combat. More importantly, they can
- explore the many specialized locations on the map (ruins, crypts, towers,
- halls, caves, libraries, etc.) In these places they may find artifacts
- which increase their command bonus or combat strength, or they may
- defeat monsters and acquire gold, or they may receive an offer to be
- joined by any one of several special creatures (devils, demons, wizards,
- dragons, ghosts, etc.) These special creatures provide bonuses to armies
- in combat. More heroes will join you throughout the game, for a price
- in gold (up front!)
-
- To win the game, you must capture over 40 of the 80 cities on the board.
- Some positions are easier to win with than others.
-
- Certain combinations of units will provide bonuses to combat overall.
- For example, eight heavy infantry are not nearly as good as two light
- infantry, one heavy infantry, one cavalry, one griffin (air support),
- one undead (special bonus), one wizard (magic bonus), and a hero with
- a nice command item. These "A-Team" combinations are very powerful.
-
- Combat is done on a "everybody line up, first person in line fights the
- first person in the other line" basis (no more than eight units can
- ever stack). Each unit has two hits. When one goes down, the next in
- line steps into the breach. And so on, until everyone on one side is
- dead. Cities have varying strengths of walls, which can add defensive
- bonuses.
-
- PERSONAL COMMENTS
-
- Seems like a great game, and not one you can get bored with very quickly.
- If you win the game with one position, you can start again with another
- position. Or at a different difficulty level. Or play TWO positions, or
- more! Or Play against computer opponents whose skill varies with each
- position (e.g. the Grey Dwarves played by a computer on "Warlord" level,
- while Lord Bane is played by the computer on "Knight" level).
-
- The role-playing twist with Heroes searching out ruins and finding items
- and allies is what really makes this game; otherwise, it's just another
- strategy game.
-
- The graphics are super. Each type of unit looks different (and a nice
- close-up picture of each one can be called up from the production screen).
- The terrain is done well. The interface is pretty good -- the overall map
- is on the right hand side, while the close-up window is on the left. You
- can zoom in on any area on the map by clicking on the large-scale map.
-
- Battle is so-so -- the units are lined up, and they just sort of "pop"
- as they die.
-
- Graphics: 8 (no fancy animation, but still good)
- Sound: 7 (nice digitized sound "phrases", but very repetitive)
- Playability: 8 (great except for the production interface)
- Fun Level: 8
- Overall: 8 (somehow Empire measures up in spite of archaic sound
- and graphics)
-
- WARLORDS, from the Strategic Studies Group, for the IBM PC.
-
- ------------------------------
-
- From: atkinson@vaxrom.cern.ch
- Subject: PC: Last Days of Doom
- Date: Tue, 25 Jun 91 13:27:26 +0200
-
- Topologika, about the only company still producing text-only adventures,
- has just released (or is just about to release) "Last Days of Doom"
- by Peter Killworth (well-known as the author of Philosopher's Quest, one of
- the first games ever published for the BBC Micro).
-
- The game is available for PC, Amstrad, BBC Micro, Archimedes. Possible
- release for Amiga at some point in the not-too-distant future.
-
- The game is text-only, but on some machines the text changes colours
- during conversations so that you can see who is speaking, for instance.
- The "setting" is very faintly SF, like that of the previous two "Doom"
- games by the same author, but the style is very much in the tradition
- of "Colossal Cave" - there is no real story, just a nasty set of puzzles.
-
- As usual, the planet of Doom is in serious trouble. You must go to
- find out why. All sorts of creatures/friends/enemies from the first
- two games turn up again, but it does not matter if you haven't played
- the first two games.
-
- The first stage of the game is quite time-critical, and involves rescuing
- your robot dog from your ship and finding a way to enter a cave. You
- then go through and enter a city on the far side. The main part of the
- game is there. As is usual with Topologika, the puzzles interact in
- fiendish ways. One aid to exploration is a library which can teach you
- exactly two skills chosen from a list of four. Working out which two
- you need (and which two have effects which can be duplicated in ordinary ways)
- is part of the game, of course, but in the meantime this allows
- you to explore larger areas. Some of the puzzles stand alone - one of
- my favourites was the Muu Bird area - a zone inhabited by birds which fly
- through solid aluminium. You have a limited number of charges in your
- gun with which you must blast a way through. The end-game is in an area outside
- the city, and is not very long. You simply have to have ALL the bits
- from earlier sections, and to have made the correct preparations.
-
- Again, as is usual with Topologika, there are no "normal" mazes (ie mazes which
- you map by dropping objects to disambiguate rooms). The Muu Bird area is an
- example of an "unusual" maze. Also, as usual, this game is NOT for beginning
- adventurers. It is aimed at people who breeze through the likes of
- "Spellbreaker" or "Starcross". It is rather easier than Topologika's larger
- offerings like "Acheton", though, and rather harder than the relatively
- introductory "Sangraal". (One Topologika author once told me they were
- thinking of putting difficulty grades on the boxes like the Infocom
- standard/advanced/expert grades, only Topologika was considering something
- like "Hard", "Bloody Hard", "Absurd")
-
- The game should come with a hint sheet (a bit like the Infocom invisiclues
- booklets, but not as high-tech), which makes it possible to find out
- what to do when you are absolutely stuck. Of course, you shouldn't just
- read the whole sheet.
-
- Idea of difficulty: I did Starcross in 3 days, Spellbreaker in 4 or 5,
- Planetfall in 5 hours, Lords of Time in 2 days, Enchanter in an evening,
- Sorcerer in 2-3 days, Sangraal in 30 hours (competition for the
- playtesters!). Last Days of Doom took me a week. (And Acheton took me
- a month)
-
- Obviously, it is hard to say too much about games like this without giving
- away secrets. Also, I don't know the address of Topologika or how much
- the games cost. I don't think the company has an American distributor,
- so anyone who wants more details can contact me via electronic mail
- at ATKINSON@VAXROM.DECNET.CERN.CH or JRP1@phoenix.cambridge.ac.uk
- JRP1 should know prices and how to get hold of the games. I saw the
- pre-relase version rather than the final version, but I believe that
- the only difference in the final version is that the "congratulations"
- message at the end is now less than 10 pages long, and no longer makes
- the player want to vomit.
-
- Graphics - 10 (there aren't any! excellent! I hate adventures with pictures)
- Sound - 10 (for the same reason!)
- Playability - 10 (the parser is good - what else is there to say?)
- Fun value - 8 (I quite enjoyed it, but I prefer larger games. Also, as I
- said above, this game is only really suitable for text
- adventure fanatics.)
- Overall - 8 (Same as fun value since graphics and so on don't count)
-
- Last Days of Doom, by Peter Killworth, published by Topologika.
- for the IBM PC, Amstrad, BBC Micro, and Archimedes (UK only)
-
- ------------------------------
-
- From: exuhag@exurchn1.ericsson.se (James Hague)
- Subject: Genesis: Sonic the Hedgehog
- Date: Thu, 13 Jun 91 11:36:28 CDT
-
- Every couple of years in the video gaming industry there is a blinding
- explosion of hype. And in the center of that hype is a usually pretty
- insignificant speck: a video game. Anyone remember the old Atari 2600
- version of Pac-Man, the straw that broke that system's back when it
- didn't live up to expectations? Or Super Mario Bros. 3 for the
- Nintendo? Well, here we go again. But amid the whirlwind of fluff
- reviews and mounting sales figures, try to keep things in perspective.
- After all, hype has zero playability.
-
- Which brings us to Sonic the Hedgehog for the Sega Genesis. In a
- nutshell, this is yet another one of those Super Mario Bros. 2 & 3
- style games (which, by the way, have very little in common with the
- original Super Mario Bros. which has nothing in common with the almost
- forgotten Mario Bros.). You can waste little robotic animals by
- pouncing on them. You can collect rings and power-ups. And most
- importantly, you run around aimlessly.
-
- Ah, but in Sonic the Hedgehog, running around aimlessly is FUN. You
- don't just methodically trudge along as in Super Mario and friends.
- You can accelerate little Sonic until his legs are a cartoon blur, then
- sail off a cliff only to land on a springboard and rocket several
- screens straight up at nine-hundred miles an hour. And...well, this is
- all very difficult to explain. This gist is that in this game you can
- really move around FAST. And it is very easy to control and very
- fluid and very FUN.
-
- And herein is Sonic the Hedgehog's greatest contribution to the video
- game world: the difficulty is automatically "adjusted" to your style
- of game play. You can cautiously explore Sonic's surprisingly intricate
- universe, taking as few risks as possible. Or you can be the Hedgehog
- from Hell and wildly zip about, bounding over two screens at a time,
- only to land on an unanticipated set of rather pointy spikes. Or, as
- most of us will, play somewhere between the two extremes. As proof of
- this system's playability, bear in mind that there is NOT an options
- screen. (WHAT!?! No sound test!?!?)
-
- There are several other aspects of Sonic which in conjunction with the
- above make the game a joy to play. You are not forced to move to the
- right, as is so common these days. You are free to roam wherever you
- please. The levels are arranged in a refreshingly non-linear
- fashion which makes exploration all the more fun. You can fall ungodly
- distances with nary a scratch. And the "get hit when carrying rings,
- lose all rings but keep on truckin'" rule cuts down on the frustration
- of "barely nick a bad guy--BOOM" games. Don't get the idea that this
- is an easy game, though.
-
- Okay, now I'm gonna break all the rules for reviewing a hype-o-saurus
- and start complaining. As in the Mario games, levels are divided into
- sub-levels (called "acts" in Sonic). At the end of the third act on
- each level, you have to fight a "boss." Sigh. Yes, I know bosses are
- big and cool, etc., but these bosses are just repetitive and break up
- the rhythm of the game. Including them was a mistake, but I guess they
- were needed to beef up the manual's ridiculous "save Sonic's friends
- from the evil Dr. Robotnik" storyline...
-
- When I first played Sonic, I was amazed at the feeling of freedom and
- speed for all the reasons I've already mentioned. BUT, this only
- applies to Level One. The second level is just a bunch of Super Mario
- nonsense: hop on this "ladder" of moving platforms, push this block
- onto this button, carefully jump over this pool of lava (hmmm...sound
- familiar?). To top it all off, Act One is almost completely linear.
- I'm a super-fast hedgehog, by golly, and I want to run and play! I
- don't want to time a precise jump onto a little brick in the middle of
- a lava lake. It's maddening--what moron designed Level Two?
- Fortunately, it gets a bit better later on, but so far (no, I haven't
- seen all the levels yet), Level One is BY FAR the best.
-
- Okay, I'll admit it, Sonic the Hedgehog is one of the graphic wonders
- of the world, for the Genesis or any other system. But, and this is
- surprising for games of this type, I would have been perfectly happy if
- the graphics weren't quite so extravagant--just as long as the gameplay
- was still there. Of course, I don't mind at all that Sonic is
- visually incredible. Quite frankly, some of the graphic effects are
- amazing. I've done some video game programming in the past so I know
- what kind of work goes into this sort of thing, but there some effects
- in Sonic that I can't even begin to imagine how they were pulled off.
- This is some top notch programming. Some of the greatest effects,
- though...
-
- ...have absolutely nothing to do with the game. There is a "secret
- room" kind of a bonus level thing which Sonic can get to occasionally.
- It's sort of...well, no it's...uh, it's beyond description. The room
- is really a floating maze in which Sonic can bounce around and collect
- things. It is tricky to describe because it is so unlike the rest of
- the game. In fact, it probably could have been released as a game in
- its own right, although probably not a best seller. It is not only
- difficult to describe, but to play as well. The first few times I
- reached this level I had no idea what was going on. And the hypnotic
- scrolling birds/fish didn't help matters any.
-
- Quite off the record, the secret room seems to be Sega's way of showing
- the world that they can match the graphics of the Super Nintendo, and
- nothing more. Think about it: LOTS of VERY fast super smooth rotation
- of really large objects. Yes, it is quite impressive, but it still
- doesn't fit with the rest of the game. Please note that this is
- just a personal theory and not any kind of inside information.
-
- People lose sight of the fact that these days, video games are more
- important than the systems they run on. One great game can make a
- system. The Genesis is drowning in a pile of chop-socky Rambo-commando
- garbage. While not the end all be all of video games, Sonic the
- Hedgehog is one of the few real stand-outs in the Genesis market.
- And, unfortunately, probably the first in a long line of sequels...
-
- Gameplay/Funness: 9.5 (the key factor)
- Concept/Originality: 6.0 (major factor)
- Attention to detail: 9.5 (intermediate factor)
- Graphics/Effects: 10.0 (minor)
- Sound Effects/Music 8.5 (minor)
-
- OVERALL RATING: 9.5 Not completely original, but
- execution & playability are
- excellent.
-
- Sonic the Hedgehog, by Sega for the Sega Genesis, $54.99.
-
- ------------------------------
-
- From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
- Subject: Genesis: Dick Tracy
- Date: 22 Jun 91 07:56:25 GMT
-
- Having rented and played this game, I was so shocked at how incredibly
- bad this game was that I felt I had to review it. Although I rented
- this game, it still wasn't worth it! Here's my review of Dick Tracy
- for the Sega Genesis. Those of you who liked the game or movie might
- want to skip to the next review: This ain't gonna be pretty....
-
- At first glance, Dick Tracy looks to be a promising game despite
- the fact that the movie stunk of week-old fish. The graphics are
- actually pretty good for a game that is so lacking in other areas. In
- fact, one of my friends who was watching me play and had never played
- this game before remarked that the game looked "cool." Beyond the
- decent graphics, however, is a game totally void of originality, game
- play, and other features which make a game fun.
-
- Take sound, for example. There are a probably no more different
- songs in this game than there are fingers on my hand (I am not a mutant
- so I have five fingers per hand :-) I played through nearly every level
- and heard only three different songs. To be fair, there may be many
- more songs but this game was so bad, I could not bear playing it
- anymore. Playing this game was such punishment that I am certain that
- in Hell, Satan would probably commission the people who wrote Hellfire
- to make this game more challenging for the damned. The damned souls
- would have to keep playing this game until they finished. Once they
- finish, they can move onto Sword Of Sodan or Hard Drivin'. The only
- good thing about the sound is that most of the time you are busy firing
- the machine gun or pistol and the shooting noises mercifully drown out
- the music.
-
- Dick Tracy brings a whole new meaning to the phrase "shooting
- game." You literally shoot anything and everything that moves. See a
- guy walking across the street? Well don't just stand there! Pull out
- your machine gun and blow him away! Sound stupid? Well, that's just
- about the whole game. Most of the game is comprised of walking around
- warehouses, restaurants, and streets gunning down thousands of villains
- who just pop up out of nowhere. There are also car chase scenes where
- you stand on the running board of a car and shoot cars which are loaded
- with baddies. In fact, some cars have six or more armed and dangerous
- criminals in them! Of course, to qualify as a stupid game, the car
- chase scenes cannot be fun -- and they aren't. They are just like the
- warehouse, restaurant, and street scenes except your mobility is reduced
- (i.e., game play is EVEN worse, if that is possible with this game).
-
- There are over five levels of the same boring, monotonous shooting
- with each level comprised of three areas. After every level, Dick Tracy
- gets to go to the shooting gallery to earn extra points and continues.
- Three dummies with faces will appear and Tracy must shoot the bad guys
- while not hitting those dummies who are good guys. Does this sound
- familiar? Well, the bonus stage's concept is straight from Hogan's
- Alley. The only difference is the dummies come out of the same place
- every time on Dick Tracy.
-
- Overall, this game is so bad that the silicon used to make the ROM
- should be turned back into sand and returned to the beach where it will
- be put to better use. At the rate Sega Of America is going, it won't be
- long before I ignore all of their stuff like I do Electronic Arts'.
- Needless to say, I think this game is so bad that I may even consider it
- dumber than XDR -- and that's quite an insult. The best part about this
- game was dropping into the return slot at the store I rented it.
-
- Graphics : 7 (The graphics are actually okay)
- Sound : 3 (There are only about three different songs!)
- (1 point for each song since I'm so generous :-)
- Gameplay : 2 (Over five levels of the same crap over and over)
- "Funness" : 1 (I'd rather watch a blank screen than play this)
- Originality : 1 (Even dead people can be more original)
- Difficulty : 3
- Overall : 2 (Definitely not worth buying and not worth renting)
-
- Dick Tracy, for the Sega Genesis (4 Mbits/512 KB)
-
- ------------------------------
-
- From: poret_jc@jhunix.hcf.jhu.edu (Jay C Poret)
- Subject: Genesis: Star Control
- Date: Tue, 25 Jun 91 11:04:53 PDT
-
- Star Control is a space stragedy/combat game which takes place in the
- 27th century. The conflict is between the alliance of free stars
- against the evil Ur-Quan hierarchy. The game itself consists of 3
- variants: the first is a practice mode which allows you to try out all
- the ships, and to learn how to manever in the combat mode. The second
- (melee) is ship vs. ship from both sides in a battle to the death. The
- most interesting part of the game are the 15 different scenario's which
- pit computer vs. player, or player vs. player under different
- stragetic situations. What makes this game so unique is the playing
- field is a 3-D rotating cluster of stars. The movement from star to
- star is not a simple left to right, up down type of movement, but a
- complex series of jumps which moves you to the desired location in the
- cluster. The star cluster rotates the entire time the game is in
- progress to allow you to see the entire star cluster. This concept is
- really difficult to explain, but the closest game to this is an old
- board game called 4000 A.D.
-
- I have to admit, it took a while to get used to the rotating cluster.
- It was really mind blowing to watch this thing rotate, but once you get
- used to it, it serves a very important purpose. It allows you to plan
- routes to send your ships to attack, colonize, or to find areas to
- fortify. The variety of ships that are available to both sides are
- pretty good. Obviously, each ship has its strong points, and weak
- points, but all in all the choice of ships is pretty good. Another
- really cool feature of the game is that every time a senario is played,
- the shape of the star cluster is different.
-
- The graphics are also good. The 3-D effects are handled quite well, and
- the close up battle scenes are really clear. The sound effects are
- excellent. To give you an idea, when one of the Ur-Quan ships fires, it
- sounds like the photon torpedo firing from the Enterprise in Star Trek.
- Most of all, there are no flicker problems (at least from what I have
- seen so far). Also, the planets look really detailed, as well as the
- rotating star cluster itself.
-
- Overall, I would give this game a 10 but two minor points prevent me from
- this. The first is the advantage of the Hierchy ships: in my opinion,
- these ships are slightly better then the Alliance. In the easy level this
- doesn't matter, but playing the computer on hard levels, the advantages
- become readily apparent. My second minor complaint is that Accolade spent
- 4 megs of RAM on pretty pictures which do not contribute to the game.
- This could have been used to increase the number of senarios, or to put
- more effects into the games.
-
- In summary, this game definitely rates above a 9 overall. This is
- really cool game which has excellent graphics, sound, and game playing
- elements. It is an excellent game when played against the computer, and
- even better when playing against a friend.
-
- Graphics: 9
- Sound: 10
- GamePlay: 9
- Fun Level: 10
-
- Overall: 9+
-
- Star Control from Accolade for the Sega Genesis System
-
- ------------------------------
-
- From: brackney@ecn.purdue.edu (Larry J Brackney)
- Subject: Genesis: Ringside Angel
- Date: Mon, 3 Jun 91 11:38:42 -0500
-
- Although many games manufactured for the Japanese Megadrive system
- eventually find their way across the Pacific in the form of Sega
- Genesis Carts, many get lost in the shuffle. In some cases, the
- games are just too strange for American tastes. In other instances,
- American distributors may feel that the games are too violent or
- contain questionable elements. Ringside Angel, a lady wrestling
- game produced for the Megadrive, definately falls into the latter
- category.
-
- With the release of Sega's Wrestlewar being pushed back month after
- month, hardcore gamers might consider this title in its place. The
- game pits one player against the computer or two players against
- each other in a no-holds-barred wrestling event. (The computer can
- also fight itself in a spectator mode which is fun for a while.)
-
- Each player may choose a character. (There are around ten to choose
- from.) In addition to appearing differently on screen, each of the
- well rendered characters has a different "specialty" move. For
- instance, one of the leather-clad wrestlers uses her chain belt to
- strangle the other wrestler. With nearly twenty possible holds and
- throws to choose from, game play remains varied for some time.
-
- The moves themselves are somewhat stiffly animated. Characters
- move around the ring slowly, and the game bogs down at times.
- The accompanying sounds and music are also dissapointing. Sound
- effects consist of simple "smacks" and "thuds" as well as a few
- poorly digitized sounds. (The refs count and an end of round bell)
- The music is fair but repetitive. (My suggestion is to turn down
- the sound on your TV and toss on an appropriate CD!)
-
- The next point is not so much a complaint as a warning for potential
- buyers. The game IS Japanese - read: the manual is in Japanese! As
- such, you have to figure out the controls yourself. Nearly all of the
- holds and throws are initiated by combinations of the three trigger
- buttons and the direction pad. Not too difficult to get the hang of,
- but something you should know about!
-
- As a one player game, this title suffers. The computer opponents
- are predictable, and offer little challenge after the second or
- third play. However, the game IS at its best in two player
- mode. Despite the poor animation and sound (poor for a 16 bit
- game) the game is great fun to play w/ friends. Where else can you
- toss your best friend out of the ring then kick them in the face
- when they try to get back in? (Nothing quite like ultraviolence!)
-
- Graphics : 8 (Characters are large & well drawn)
- Animation : 6 (Game bogs down sometimes)
- Sound effects : 5 (Basically NES quality)
- Music : 7 (Okay, but repetitive)
- Playability : 6 (Controls take a while to figure out)
- Manual : 0 (Who knows, maybe it would be a 10 if
- I read Japanese!)
- Fun Factor : 6/9 (Depends on the number of players 1 or 2)
-
- Overall score : 6 Recommendation : Low - Only if you get a
- good deal on it!
-
- Ringside Angel: Asmik of Japan, available through mail order
- houses in the U.S. (Price varies $59 - $89)
- Overseas price is more reasonable. (estimate $20 - $35)
-
- ------------------------------
-
- From: ins_apw@jhunix.hcf.jhu.edu (Philip Wong)
- Subject: TG16: Bomberman
- Date: Thu, 27 Jun 91 16:43:38 EDT
-
- As a single player game, Bomberman was ok. The first 7 levels were very
- easy...With the save game feature, you had virtually unlimited
- continues. The last level was difficult, but not in the way I like
- difficult. The difficulty is that you either die immediately or you
- survive to continue the level. The difficulty doesn't come from more
- challenging stages. The final battle was very good though (in contrast
- with the rest of level 8). The one player game was much too easy. An
- avid game player can easily finish the game in a day.
-
- As a multiplayer game, Bomberman shines. It is very fun to try to blow
- up your friends. I have only tried playing with 3 players total, but I
- suspect the more players, the merrier. For those of you who won't give
- up MotoRoader for anything, this game will also hold a special place in
- your hearts. The game starts each of the players off in a corner
- blocked off from everyone else. You must bomb your way to the other
- players, finding power-up items on the way. If you have a Turbo-Tap,
- this is a definite good buy.
-
- What's also nice is the new price. It's $44.99 at EB. That's a pretty
- good starting price...I'd like to see the trend continue (since most
- games start at about $55)
-
- Overall Value: 8
-
- TurboBooster+/CD-ROM Save game feature used
- Bonus: up to 5 players simultaneous play
- special game for 2 player TurboExpress C-linked
-
- Bomberman, for the NEC TurboGrafx-16, $45 at Electronic Boutique
-
- ------------------------------
-
- Compiled By: erc@radon.berkeley.edu
- Subject: Top and Bottom Ten Video/Computer Titles
-
- TOP AND BOTTOM TEN GAMES (5 VOTE MINIMUM)
-
- Votes Rank Title
- 16 9.9 Ys Books I And II (CDROM, for the NEC TG16)
- 33 9.6 Castle Of Illusion Starring Mickey Mouse (Sega Genesis)
- 28 9.6 Military Madness (NEC TG16)
- 8 9.6 Gaiares (Sega Genesis)
- 25 9.3 Dungeon Master (Atari ST)
- 22 9.3 Devil's Crush (NEC TG16)
- 37 9.2 Lemmings (Amiga)
- 30 9.2 Blazing Lazers (NEC TG16)
- 19 9.2 Final Fantasy Legend (Nintendo GameBoy)
- 13 9.2 Chaos Strikes Back (Atari ST)
-
- 10 3.3 Last Battle (Sega Genesis)
- 5 3.2 Sex Vixens (Amiga)
- 5 3.2 Manhunter: N.Y. (Amiga)
- 12 3.2 Goldrunner (Amiga)
- 7 3.1 Teenage Mutant Ninja Turtles (IBM PC)
- 8 3.1 Faces (...Tris III) (Apple Mac)
- 11 3.1 Ogre (Apple Mac)
- 5 3.0 Paladin (Amiga)
- 6 3.0 Orbiter (Apple Mac)
- 14 1.6 Gauntlet (Apple IIgs)
-
- In this list, games have been rated on a scale of 1 to 10, 10 being the
- best and 1 being the worst.
-
- The general guideline for ratings is:
-
- 8-10 worth buying at full price
- 6-7 worth buying at a discount, or if you're particularly interested
- in this kind of game
- 3-5 only worth renting
- 2 only worth playing for free, and only for a few minutes
- 1 worthless
-
- -------------------------------------
-
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- send electronic mail to Dave Taylor at the following address;
-
- digital-games@digital-games.Intuitive.Com
-
- We welcome reviews of games for any computer system, including the IBM
- PC, Apple Macintosh, Atari, Nintendo Entertainment System, Atari Lynx,
- Sega Genesis, Nintendo GameBoy, NEC TurboGrafix, Amiga and so on.
-
- Back issues are archived as digests, as well as broken into individual
- reviews. To receive them via electronic mail, send a note to the
- address "info@limbo.intuitive.com" (or decwrl!limbo!info) with the
- body containing the lines "help" and "listall Digital.Games".
-
- The views expressed in Digital Games Review Digest are those of the
- individual authors only, and do not represent the views or opinions
- of Intuitive Systems or any of our affiliates worldwide. The copyright
- of each article is that of the original author, and the copyright of
- the digest itself, as well as the name "Digital Games Review Digest"
- are noted here.
-
- *********************
- End of Digital Games Review Digest
- *********************
-
-