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- (send Digital.Games/Digests/Digest.29)
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-
- Digital Games Review Digest, Number 29
-
- Friday, July 12th 1991
-
- Today's Topics:
-
- SNES: F-ZERO
- Genesis: Batman
- Lynx: New Title Preview
- Mac: Space Warlock
- PGA Tour Golf
- PC: Renegade Legion Interceptor
- Heart of China.
- Freakin' Funky Fuzzballs
-
- [Note: the Digital Games Editorial Staff is going on vacation from 12 July
- through until 5 August, so submissions and other editorial queries will
- go unanswered until then. Until we return... -- Dave]
- ----------------------------------------------------------------------
-
- From: John Leo <leo@hpljdw.hpl.hp.com>
- Subject: SNES: F-ZERO
- Date: Tue, 02 Jul 91 09:44:08 PDT
-
- First I should say I'm not a huge driving game fan. I've played several
- arcade games, and played Pole Position way back when and so forth. I do enjoy
- them, but one is really enough for me. So I had Rad Racer for the NES and
- Afterburner II (not really driving but similar in a way) for the Genesis and
- was happy with just those. I wasn't particularly looking forward to F-ZERO
- but the reviews in Japan were remarkable. It received the highest ratings
- I've seen in Famicom Tsushin, and did the impossible by displacing DragonQuest
- IV and Final Fantasy III from the top of the reader's choice charts. Posters
- on fj.sys.famicom and even rec.games.video raved about it. "Best driving game
- ever." I started to look forward to it.
-
- And what can I say. I'll cast my vote. F-ZERO truly is amazing. Once again
- Nintendo has sacrificed realism for playability and made an enormously fun
- game. It actually took a little while to get hooked because it was rather
- complicated at first and and it seemed I'd never be able to win. But
- gradually I figured it out and then I couldn't stop playing; it was stiff
- competition even for Super Mario World, and that's saying a lot.
-
- I must have been kind of muddle-headed with the excitement of having the Super
- Famicom, because immediately I was really disappointed that F-ZERO didn't have
- a two-player game. Fortunately it didn't take too long to figure out why.
- I had somehow forgotten all about games like Final Lap and Big Run that have
- several machines hooked together. Strangely enough I made the same mistake
- last summer in Japan, when I was asking clerks about two-player Mah Jong
- games.
-
- Anyway, although the name clearly plays on the big F-1 craze in Japan, the
- game is set in the future and the cars are actually hovercraft, with maximum
- sustained speeds of a little under 500 km/h. There's actually a US-style
- comic in the rulebook providing a sort of story for the game; the text is in
- English with a Japanese translation included. Pretty silly, but not bad for
- that kind of comic. There are four cars to choose from, differentiated
- according to maximum speed and acceleration. So on one extreme the yellow car
- accelerates very quickly but has a low maximum speed (I think 438 km/h), while
- on the other the red accelerates slowly but has a high maximum speed (478
- km/h). The blue and green cars are in the middle. This is just one of the
- great aspects of the game, so simple yet very important. Mistakes slow you
- down considerably, so if you can go through with none the red car is
- definitely the best bet, but otherwise.... There are other yellowish cars
- that are slower and make up the minor opponents in a race; they are mainly
- obstacles you have to pass, whereas the other main cars are vicious
- competitors.
-
- The feel and control of the game are fantastic. All six buttons are used, but
- two have the same function. Steering is done with the direction key as usual,
- but you can use the L and R buttons to bank the craft for really sharp turns,
- which gives a lot of variability. The B button is for accelerate, and Y and X
- are for brakes, but I never really saw a reason to brake so that simplifies
- things (you can just let go of B and slow down if need be). The A button is
- used for the super jets, which propel you to incredible speeds (I saw over 900
- km/h) and then down to your maximum. You just have to tap the button to
- activate it. You pick up a super jet each time you cross the start line
- (there are 5 laps to a race) and can store up to three. It seemed the
- computer cars don't have super jets, but then they drive awfully well. There
- are also acceleration marks on some courses such that if you cross them they
- shoot you forward, also a lot of fun.
-
- As you can imagine the game is very very fast. Graphics are excellent. The
- scrolling is perfectly smooth, and the backgrounds nice although not very
- detailed. There are some great touches, such as the overhead shot of the
- start line which tilts down to the driver's perspective as the race starts, and
- when you crash the point of view continues beyond your car and then turns 180
- degrees to look back at the burning wreckage. Music is also excellent; very
- catchy tunes (I still find myself humming the one for the first track, which I
- did the most) for each race, many of them very relaxed with provides a nice
- contrast to the hectic pace.
-
- Something else that makes the game very playable is how crashing and so forth
- are handled. The courses are surrounded by bouncy walls, and when you hit them
- you don't necessarily crash. Rather your car has a certain amount of "power"
- and hitting the walls, or another car, or driving over certain obstacles
- reduces the power. You can refuel at certain places by driving the car
- through; this is all done at top speed. The walls are great and sometimes you
- find yourself bounced around like you're in a pinball machine. Of course you
- can push the other guys around too, and they do it to you. If your power ever
- reaches zero or you manage to exit the course you explode rather
- spectacularly.
-
- There are other obstacles such as gravel, which slows the hovercraft down, and
- also on some courses wind which blows you into obstacles. But the best are of
- course the jumps. There are small ones on the easy courses, which increase
- your speed in the air but then slow you down when you land, and if you hit
- them at the wrong angle you can go flying off the course and onto the
- surprised commuters below. Even better is the big and long jump on the last
- practice course, Port Town 1, and I'm sure there are more spectacular ones on
- later courses (I've even heard there's one where you can refuel in the air!).
-
- There is a pracice mode in which you can try out 8 of the courses, either
- alone or with a single opponent (which can even be the same car you have).
- The game has battery backup and saves the best 5 speeds for each track as well
- as the best lap time (it also keeps best times for the various races). It's
- definitely best to practice for a while before trying the races, and I found
- the most success as a beginner on the easy tracks by using the red car versus
- the yellow, because once I got good enough to avoid hitting the walls the
- difference in maximum speed was enough to win.
-
- The main attraction is the Grand Prix, which consists of three
- circuits--Knight, Queen, King--of increasing difficulty. Each has 5 tracks
- for a total of 15, and I'd guess there's some 16th track somewhere but I'm not
- sure. All the Knight courses are available for practice but only two of the
- Queen and one of the King, so you have to get to the others by winning. You
- have three "lives" and can get more I think by reaching certain scores (I
- never did figure out the scoring system); you lose one for each race you lose.
- The game is similar to Super Monaco GP in that a "limit" is set for each lap
- and you have to be in at least that place when you get to the start line or
- else you immediately lose. The limit for the last lap is 3.
-
- In the two days I had the game I made it to race 2 of Queen, race 2 of King,
- and finally managed to beat all of Knight although it wasn't easy. The ending
- when you win is quite remarkable; they show you going through the entire track
- (not your race but a set one) from a side-view perspective! That must have
- taken a ton of extra memory, but it's great to watch.
-
- A lot more to say about the game, but in summary my one racing game is now
- going to be F-ZERO. I can't wait to play again. Without a doubt a 10/10.
-
- [F-ZERO by Nintendo for the Super NES. Due out late August.]
-
- ------------------------------
-
- From: Robert John Knaack <knaack@csd4.csd.uwm.edu>
- Subject: Genesis: Batman
- Date: Wed, 10 Jul 91 13:51:33 -0500
-
- Well, the dark knight has finally made his way to Genesis.
- The premise of the cartridge is basically the plot of the BATMAN movie. The
- Joker has kidnapped Vicki and you (Batman) have to save her. The game is
- your basic beat the bad guys as you run across the screen type game. At your
- disposal is your bat-rope to allow you to climb up floors and a limited
- number of bat-a-rangs. Additional bat-a-rangs can be found as you traverse the
- levels. Batman walks through most of the levels except on two. One of the
- levels batman drives hit Batmobile and the other, the Batwing. At the end,
- Batman must defeat the Joker to finally save Vicki.
-
- When I played the game I thought that parts of the game were too easy.
- The game didn't hold my interest very long and I found myself just
- getting frustrated with the game (not because of difficulty, but rather because
- of the poor playability). After all the articles on the game I guess I just
- had too high expectations.
-
- I thought that they did a good job on the art. The streets of Gotham had that
- eerie look to them like to movie (or the comic) and Batman looked pretty good
- (especially when he started the level--he comes down from the ceiling with
- his cape spread out)
-
- The sound-effects were pretty cool (good punching sounds). I thought the music
- was o.k. (nothing special). So after playing the game for three days I
- returned the game to Babbages and got SONIC instead (which has made me
- very happy).
-
- Graphics 9
- Sound 8
- Playability 7
- Difficulty 6 (too easy)
-
- Overall 8
-
- Batman, for the Sega Genesis, 4 MB cart, 1 player
-
- ------------------------------
-
- From: Robert Jung <jjung@aludra.usc.edu>
- Subject: Lynx: New Title Preview
- Date: Tue, 9 Jul 91 20:44:59 PDT
-
- CHECKERED FLAG.
-
- This is a one-to-six player auto racing game, and is easily the most
- impressive title I saw. Compared to F-1 RACE (Gameboy) and SUPER MONACO
- G.P. (Game Gear), this game leaves them _far_ behind. I want mine now!
-
- CHECKERED FLAG is literally crammed with game features. You can run for
- practice, drive one race on one track, or go for a multi-track tournament.
- There are 18 tracks to choose from, with enough twists and bends to satisfy
- everyone. You can race against up to nine opponents, from 1 to 50(!) laps
- (well, 1-10, 20, 30, 40 and 50 laps). Your starting position can be
- determined at random, or by a qualifying lap. Your car can have a 4-speed
- automatic transmission, 4-speed manual, or 7-speed manual. For the extra
- touch, your Indy racer can be any of ten colors, and you can choose the
- gender of your driver.
-
- What about the race itself? The action is shown from behind your car,
- with your dash panel (speed and gear) and side-view mirrors on the bottom of
- the screen. A road map at the top of the screen shows the course and the
- position of everyone in the race. The roadside obstacles consist of trees,
- cacti, rocks, cows, and signs (Lynx game ads, naturally), which are easy to
- hit on sharp turns or passes. Hitting an obstacle costs time as you build
- your speed up, and hitting another car causes you both to spin out and lose
- speed. The joypad is used to both steer and change gears (on the manual
- transmissions), while the buttons provide gas and brakes.
-
- Players who complained about the driving in ROADBLASTERS will be happy
- here; the road never bends too sharply (though they are sharp enough!), and
- the car itself is _much_ easier to steer. Sounds consist of musical scores
- between races, the roar of motors and the squeal of tires during the race,
- and a well-done digitized "start your engines" countdown (complete with
- "P.A. echo" effect!) at the start of the race. On the tournament races, your
- ending position is worth a certain number of points; the driver with the
- most points at the end is the winner.
-
- The only bad news is that, according to Gary, the promised track editor
- may not be in the final release version (I couldn't find it). Still, even
- without the editor, this game is terrific!
-
- SCRAPYARD DOG.
-
- This is the Lynx's answer to Mario, Bonk, and Sonic. You play the part
- of Louie, a junkyard owner whose best pet dog has been kidnapped by the
- mean "Mr. Big". You must guide Louie through a horizontally-scrolling
- junkyard landscape (divided into stages) and try to rescue your pet.
-
- This game owes a lot to the Nintendo SUPER MARIO BROS. series, and has
- the same kind of "cute for kids" appeal. Enemies consist of mean animals,
- such as rock-dropping birds and "gangster mice", and junkyard obstacles,
- like grappling hooks and rolling barrels. You dispatch enemies by throwing
- cans at them, and maneuver through the area by walking and jumping. By
- crouching down while standing over boxes, barrels, and dumpsters, you enter
- secret zones. These consist of "stores" where you can buy additional weapons
- and protection, or try to win extra lives and money in contests of skill
- (jump on the right keys in a giant organ, or play five-can monte for a free
- man, for instance).
-
- There's a lot to see and a lot to try. The game looks like it's clearly
- intended for younger players, with cute graphics and light music to match.
- However, it's not a pushover, and is worth your attention.
-
- TURBO SUB.
-
- This is a first-person, shoot-everything-that-moves action arcade game.
- Your objective is to repel an alien invasion by attacking the fiends in
- your turbo sub, a flying, diving attack craft. Waves consist of an aerial
- assault, where you blast flying enemies and dodge their attacks and
- flaming debris. You then dive underwater, to fight more enemies, dodge
- undersea obstacles, and try to pick up purple gems. At the end of each
- level, you can use the gems to buy additional weapons (good only for the
- next wave), protection, and lives.
-
- For me, this game walks a thin line between good and bad points. On the
- one hand, there is a wide variety of enemies to see and destroy, and the
- action level is very high, with a lot of items to shoot and dodge. On the
- other hand, the game offers little variation (shoot to kill) or innovation,
- and reminds me more of SPACE HARRIER than anything else. The 3-D effect is
- almost absent; aside from seeing targets and an occassional cloud fly by,
- there is little sense of motion. The graphics are adequate, though not
- unusually inspiring, and the sound is simply functional.
-
- Perhaps the final product will be more impressive, but for the version I
- saw, the main appeal of TURBO SUB will come from the shooting action.
-
- VIKING CHILD.
-
- Though this is supposed to be based on a European computer adventure game,
- the game I saw was more of a scrolling action-adventure than anything else.
-
- You play the part of a Viking, walking and jumping past a green forest,
- trying to find a missing child (I think). The action is presented in a side
- view, which scrolls along with your movements. As you encounter monsters
- along the way, you fight them with your sword, and seize any money they
- leave behind. Lose too much health, and you lose a life; lose all your
- lives, and the game ends.
-
- You will find shops, where you can buy additional attacks and health.
- You will also find hidden areas and underground caverns, where you battle
- more monsters and find more treasure. The game appears to break the quest
- into several stages, and each stage must be completed before you can reach
- the next. A password feature (8 characters, letters, numbers, and
- punctuation) lets you skip to the later levels, and the game holds high
- scores for up to ten players.
-
- My biggest gripe with VIKING CHILD is the speed. The game moves at a
- respectable rate, but the Viking moved a tad too slow for my taste.
- Impatient players are advised to try this title before buying. Basic combat
- consist of jabbing your sword into an enemy until it dies, though the use of
- additional attacks spices up the combat somewhat. The game graphics are
- small but detailed, and the subscreens have entertaining touches (such as
- the troll in the shops who kicks your purchases towards you).
-
- Lacking a user's manual, I wasn't able to tell if the game has more
- complexity than I saw. The version I played was decent, but I can't shake
- the feeling that either the game is too shallow, or I'm missing more
- details.
-
- === THE BETA VERSIONS: COMING LATER ===
-
- HARD DRIVIN'.
-
- Do I need to explain this? HARD DRIVIN' is an adaptation of the
- sensational Atari Games' driving simulator. You race a (manual or
- automatic) sports car, on a "speed track" or a "stunt track", trying to
- finish as fast as possible while avoiding a nasty crash and burn.
-
- The Lynx version I saw looked to be about 35% complete. The sound was
- mostly missing, while the graphics were more developed. Unlike WARBIRDS,
- which did its simulating with a combination of scaled sprites and filled
- polygons, HARD DRIVIN' seems to be _completely_ done with filled polygons.
- The most noticeable effect of this is that, compared to WARBIRDS, this game
- feels a little slow and is not as smooth. Though I could not compare
- directly, this game seems to play at about the same rate as the Genesis and
- home computer versions of the title.
-
- Though this was only a beta version, the game already shows signs of
- promise. As with the arcade game, you have a choice of manual or automatic
- 4-speed transmissions (no clutch). The track appears to have been duplicated
- exactly, with all of the familliar signs and obstacles. If and when you get
- into an accident, the instant replay feature will show you what you did
- wrong. The steering on this title was *INCREDIBLY* sensitive, though I was
- told that the programmers are aware of the problem, and are going to
- reprogram it.
-
- ISHIDO: THE WAY OF THE STONES.
-
- This title was a complete surprise to me, and is an adaptation of a
- computer game from Accolade/Ballistic software. Essentally, it is a
- strategy game; you have 72 tiles of six different colors, each marked
- with one of six different figures. The idea is to place the tiles on
- the board, adjacent to other pieces of the same color and/or symbol,
- in certain combinations to build points.
-
- Though I have not played the computer version myself, I have heard about
- it, and the Lynx adaptation seems to have left nothing out. You can choose
- the different colors and symbols for the tiles, to help identification. Game
- scoring can be in the "ancient" or "modern" method, depending on if you want
- to emphasise careful placement or quick thinking. Various hints and clues
- are available, and there is an "oracle" feature, which analyzes your playing
- strategy to "offer insights into personal questions". If nothing else, the
- oracle is harmless fun.
-
- I personally don't believe this is a beta card. The version of ISHIDO I
- saw looked almost complete, with elegant graphics and all of the game
- options available and installed. Don't be too surprised if you see this
- game out before HARD DRIVIN' is released.
-
- ------------------------------
-
- From: rubin@majorhavoc.apple.com (Owen Rubin)
- Subject: Mac: Space Warlock
- Date: Tue, 9 Jul 91 10:42:00 PDT
-
- Space Warlock is a new game for the Macintosh from a company called Reactor.
- Available, so far as I can tell, only on a CD-ROM, it can be had for
- "only" $89 dollars (mail order). Price is slightly higher in your local
- software store.
-
- To play this game, you must own a CD-Rom drive, the faster the access time the
- better this game will feel, and at least 4 megs of "free" ram AFTER the system
- is running. And it must be played in color (or monochrome of 8 bits).
- The game will try and play in other depths, but is not recommended. Annoying
- was the fact that the game does not seek out a color port if one is available.
- If you have more than one monitor, the menu bar must be moved to the screen
- that you wish to play upon before starting the game.
-
- This game falls into the "MindScape" type of movie adventure game I have seen
- on the Amiga in the past. However, unlike previous movie adventures which
- seemed very canned, this game offered a bit more challenge and a few more
- decision points. But like movie games of the past, there were often times
- where one and only one answer would allow the movie to progress, but these
- were few and not a real problem. The screen display is shown with a movie
- screen aspect ratio, with the playing area on the top half of the screen, and
- a "aux control" and inventory area on the bottom.
-
- The art work and music sound track are outstanding. This was some of the best
- computer art I have seen in a personal computer game so far. Given that they
- had access to 125 Meg of data on the disk, I would have expected nothing less.
- Music and sound effects, as well as voices of the characters are saved on the
- CD-ROM as digitized sounds and played through the Macintosh's internal
- speaker. Connecting an external speaker made these sounds even better. On a
- scale from 1 to 10, the graphics and sound in this game rate VERY high!
-
- The game play, while rather simplistic at times, is interesting enough to
- keep your attention all the way through. There are lots of diversions
- and red herrings which keep the game even more interesting, especially at the
- start, where the player's attention is most needed. Although the game wants
- to take itself quite seriously at times, a well placed comic flair is present
- throughout.
-
- Controlling the game is quite simple: point the mouse at something and click.
- If a direction, you go there. If an object, you pick it up. If an item
- can be controlled, it is! Items that you pick up along the way are displayed
- along the bottom of the screen, but ONLY when they can be used for something.
- I was bothered by this feature because it made figuring out what to do with an
- item much too easy. There is plenty of room to display everything one could
- pick up throughout the game. However, this might have let you shoot someone
- with a gun where it should not have been possible, for example, and these types
- of complications were eliminated. There is a bug I found with this feature:
- If you pick up the gun and start shooting where you are allowed, then
- leave the area where you can shoot, the gun and gun sight stay with you! Even
- when they should not be allowed. While you can't hit anything you shoot now,
- occasionally the gun sight graphic would become something else! Very strange.
-
- To bring on the Macintosh menu bar, simply click above the "movie display".
- There is built in help under the Apple menu, as well as Save, Reatart, and
- Load a game. You can also set the volume level here as well.
-
- I had only a few minor complaints. First, even with a rather fast CD-ROM
- player, data accesses were slow. There appeared to be no prefetching of the
- next scene, even when only one was possible. Clicking on a direction was
- annoyingly slow at times while the music and sound for that scene were loaded.
- The program is not copy protected, and if you just happen to have 125+ Meg of
- disk space lying about, and you don't mind renaming your hard disk to "SS
- Warlock", you can play from the hard disk at a much greater pace. Given that
- most of us do not have that much free space, and the ability to make one's
- own CD-ROM is still reserved for the very rich, I suspect copy protection was
- not considered an issue. My other complaint was the overall game length. For a
- game of this cost and size, I expected a MUCH longer game play. I was able to
- complete the entire game in three sessions of about three hours each. Much too
- short for the cost in my opinion. But these complaints are minor, and I
- actually did enjoy the game quite a lot. I do plan to replay sections to find
- other red herrings I may have missed. I suspect there are lots. Oh yes, that
- reminds me, you can save the current game state to a local disk or floppy
- and continue later. This was especially helpful as you approached areas where
- you knew you might die. And there were plenty of places like that! Lastly,
- while I understand after playing that a great deal of production time for
- sounds, music and graphics went into this product, and while I suspect
- that the programming was also not simple, this game's rather high cost is
- going to keep a lot of players away. And given the Mac's still rather small
- game audience, this may be a problem. I can only assume that the game play
- software can be adapted to new adventures in the future, and that these will
- come out at a more reasonable cost. Many people who watched me play said for
- $50 they would buy it tomorrow, but $90 would keep them away. Add to that the
- fact that you need a rather expensive Macintosh set up, and I suspect that
- Reactor is not going to see large sales for this product. Too bad for such a
- a great game. One can only hope they will better support slower and 2 bit
- monochrome Macs in the future. There is an ever growing Classic (and SE)
- market out there that Reactor is passing right over.
-
- Graphics: 11 (the art work is excellent!)
- Sound: 9 (some sounds were cheap!)
- Playability: 7 (there are still improvements possible)
- Fun: 9 (too short to earn a 10!)
- Overall: 9 (I look forward to a longer and better game!)
-
- Space Warlock, from Reactor, for the Apple Macintosh
-
- ------------------------------
-
- From: nano@chaos.apple.com (Fernando Urbina)
- Subject: Mac: PGA Tour Golf
- Date: Wed, 10 Jul 91 11:01:05 PDT
-
- The newest Mac golf simulation game is PGA Tour Golf from Electronic
- Arts. I bought it for around $40 and it was well worth the investment!
-
- PGA Tour Golf is your standard golf simulation game but it is well done.
- The game runs on anything from a Mac Classic to a IIfx, although it does
- need 2 MB ram to run in color (in a color capable machine). More
- importantly, it is a well behaved application that IS System 7.0
- compatible. I was impressed by the "software quality" of PGA Tour Golf:
- it has a good Mac interface; the sounds are great; the graphics are
- quite detailed and colorful. The game does have "soft" copy protection,
- where you have to answer a question by looking in the manual. (These
- questions are all related to length of the tee for a particular hole on
- a course from one of the tees).
-
- Summary:
-
- The game consists of 4 TPC (Tournament Player Club) courses. When you
- start the game, you are in the "Pro Shop." From there, you have the
- choice of going to the driving range, the putting green, to take a
- practice round, or to take part in a tournament.
-
- At the driving range, you can practive your woods and irons. The
- interface for the golf swing is pretty much standard. You click once to
- start the backswing, where you can go up to a percentage of the swing
- (including overswinging at more than 100%), then click again to stop the
- backswing, and finally, click one last time to hit the ball. If you hit
- it before it reaches the "0%" marker, you hit it with a hook; if you hit
- it after, you hit it with slice. Overswinging exaggerates the effects
- of not hitting the ball straight. The screen also displays the length
- of your shot if you were to hit it at 100% with no wind and including
- the roll of the ball after it hits the ground. There is also a wind
- meter that shows you where the wind is blowing and how fast. It is too
- "gusty" for my taste!
-
- It's a little hard to get used to the putting green. Other games show
- you small arrows with different densities to show the steepness of the
- different areas in the green. PGA Tour Golf uses a 3-dimensional mesh
- view of the green. Once you see this screen, it returns you to the
- regular green (which has no indication of its topology), and you putt
- away. You can aim from the 3-D screen, but it seemed a little awkward
- at first... I got used to it, though.
-
- The practice round allows you to play the course you select without
- having to play a tournament. You can even take mulligans! (Hit the
- ball again without losing a stroke). Each hole is preceded by a "bird's
- eye view" of the hole (like on TV), and a recommendation from one of the
- tour Pro's (stay on the right side of the fairway, can reach the green
- in two if the wind is at your back). Your automatic caddy selects your
- club (which you can change). On your second shot, your play will be
- affected by the lie of the ball, which can be one of 10 different ones.
- They range from "on the fairway", "in a divot on the fairway", to "half
- buried in the deep rough". When playing an iron into the green, you
- will get backspin -- so you have to be careful with your approach shots.
-
- The tournament round allows you to play against other players and/or the
- computer, while "real" PGA golfers play the same course. You'll get
- updates on how the "real" players are doing and you can see the leader
- board after each hole. You have to be in the top 48 to make the cut and
- advance to the 2nd, 3rd, and 4th rounds! (I haven't made it yet!).
-
- The game does not allow you to build your own courses. The screen size
- is limited to a 9" screen (that fits in the Classic). This is not as
- bad as it sounds, since the graphics are so good. When you hit a shot,
- you first see it taking off from where you hit it, and afterwards, the
- view changes with the ball approaching you. This is a nice touch! It
- also gives you the yardage for it shot you hit. You can also displays
- all sorts of statistics!
-
- I highly recommend this game. It's still challenging after a week!
- (BTW, I've only played it in color).
-
- Graphics 9 (nice approach shots, colorful)
- Sound 8 (good music, nice sound effects)
- Fun Level 9
- Difficulty 4 (hard to get used to the putting)
-
- Overall 9 ( A great fun game).
-
- PGA Tour Golf, from Electronic Arts. For the Mac (Classic through
- FX), System 7.0 Compatible.
-
- ------------------------------
-
- From: bhv@areaplg2.corp.mot.com (Bronis Vidugiris)
- Subject: PC: Renegade Legion Interceptor
- Date: Wed, 10 Jul 91 20:00:12 CDT
-
- As a longtime fan of various space combat games (such as, for example,
- Cosmic Balance, on my old apple II), when the price for RLI came down enough,
- I bought it.
-
- I enjoyed it, but I think that reflects my own interests, because the game
- has some fairly serious weaknesses. I suspect I'll be tired of it
- Real Soon Now.
-
- The game is basically a computer version of a hex-map game. It's probably
- a faithful reproduction, but I'm not familiar with the original. You can
- play against a background of bitmap 'stars', but I use the dots.
-
- The game mechanics seem to work better than some of the others I've seen,
- that is probably the best point of the game. The various weapons and
- the handling of turn-rates and acceleration make for an interesting tactical
- challenge.
-
- The negative points are a klunky user interface - though it's mostly mouse
- driven, you can't get information on an enemy ship by clicking on it, for
- instance - you have to cycle through all the ships with a 'previous / next'
- button, and the main viewing window doesn't scroll except by mouse clicks on
- four buttons which scroll by a fixed amount. This appears to be due
- to the fact that scrolling would be too slow otherwise. The game was
- apparently written in Turbo C, because there are BGI files on the
- disk. Because of the hex format, the main viewing area is very small.
- Fortunately, a tactical view is available, but it's hidden away in a
- 'utility' menu that I didn't notice for quite awhile.
-
- The computer plays a pretty stupid game - it's pretty easy to beat.
-
- There are a number of different missions, but there appears to be no way
- to select them, they come up at random and often repeat - I've gotten the
- same mission twice in a row.
-
- You keep the same pilots, develop skills and can get better ships once you
- have a high enough prestige. With a lot of prestige, you can build a
- 'custom' ship with your own choice of weapons, but those are quite a bit more
- expensive than the 'stock' ships.
-
- I've had the game crash once on me - right in the middle of one of the more
- interesting and challenging missions. (The computer even wished me 'good
- luck' right at the start. I was starting to really get into it, as more and
- more enemy with nastier and nastier armament kept showing up, then *crash*.
- Reboot time. Sigh.)
-
- Anyway, if a somewhat klunky computerized version of a fairly decent
- hex-map type spaceship board game sounds interesting to you, that's what RLI
- is.
-
- Graphics: 5
- Sound: 5
- Playability: 7
- Fun Level: 7
- Overall: 7
-
- Review system: IBM 386 / 16mhz with VGA
- Manufacturer: SSI
- Copy protection: occasional questions from manual on game save
- Display: CGA / EGA
-
- ------------------------------
-
- From: "Kamikaze" Andy Phang (phang_s@dropbear.cs.uwa.oz.au)
- Subject: PC: Heart of China.
- Date: Tuesday, 2nd July 1991.
-
- Heart of China is the second "point and click" adventure released by
- Dynamix (a subsidiary of Sierra On-Line). This time, the setting is the
- mysterious Orient, and the era is the 1930s. You are Captain Jake "Lucky"
- Masters, a rough and tough pilot operating an airplane service out of Hong
- Kong. Unfortunately, your company is in deep financial trouble, until
- your debts are suddenly taken over by EA Lomax. Good old EA is one of the
- colony's biggest industrialists, and it so happens that he has a slight
- problem. You are the answer.
-
- EA's daughter Kate has been kidnapped by a local Chinese Warlord called Li
- Deng while on nursing duties deep in China's heartland. It is up to you
- to rescue Kate from the evil clutches of Li Deng, who plans to make Ms.Lomax
- his umpteenth concubine. Aiding you in your quest is Zhao Chi, a streetwise
- Ninja with a penchant for jelly donuts and a fear of flying. Getting Zhao
- Chi to join you can itself be a problem, but the local bar is often the best
- place to go when you need to find someone...
-
- Once you pick up some necessary items from the local herbalist, it's off to
- the airport. "Set a course for Chengdu, China, Zhao Chi. What? You don't want
- to touch the controls? Oh all right, I guess I'll have to do everything
- myself." This is an example of the regular interaction between Jake and Chi,
- which can often be helpful, and is always guaranteed to be humorous. Dynamix
- has managed to create "real" characters in both Jake and Chi (and later, with
- Kate Lomax). The player can experience the swinging moods of the characters,
- especially when the two male heroes gradually warm up to each other. The
- building of relationships between Jake and Kate is also important, as the
- best ending for Heart of China is (predictably) a happy one between the two
- lovebirds. To further this relationship in the eyes of the gamer, Dynamix
- has included special "cutaway" scenes between destinations. These scenes
- reflect the feelings between Kate and Jake at any given time, and is
- represented by a thumping heart. If the heart is healthy and red, the sparks
- are flying, but if it's an icy cold blue, then you know there is no love
- lost between the two.
-
- Besides the usual "meanwhile" scenes that are non-interactive but provide
- additional information and enjoyment to the story, Dynamix has come up with
- the "plot branch" for Heart of China. If there are two or more methods of
- solving a particular problem, the game will display a "plot branch" indicating
- so. However, this sign will only come up AFTER you've chosen a particular
- solution to a problem. Be sure to try all the different ways of completing
- the game, as they often have new graphic sequences. On reflection, it's too
- bad that Dynamix didn't use the space taken up by these "plot branches" (which
- often end in disaster anyway) in making the actual game last longer.
-
- If you've played Rise of the Dragon (the first Dynamix adventure with the
- "point and click" interface), then you will probably be familiar with
- Heart of China's interface. Basically, you just use the mouse to click on
- any object on the screen, either to look at it or to use it. Drag the
- object to your inventory window if you want to pick it up, and click on
- specific characters in the game if you want to talk to them. That's all there
- is to it!
-
- Graphics in the 256-VGA version are excellent as usual, and Dynamix has used
- quite a bit of video footage for its scenes. Indeed, the introduction
- sequence has to be seen to be believed! There is realistic movement of
- characters, distinct facial expressions when you talk to others, and some
- sublime animation at work here. The manual lists a whole crew of actors
- who took part in the game, and it strengthens the philosophy of Dynamix (and
- most adventure game companies these days) to produce "Interactive Movies"
- instead of mere "Computer Games." The use of scrolling is clever and well
- executed, and the text which appears in message boxes or conversation bubbles
- is easy to read.
-
- The music sounds great on a Roland LAPC-1, with gentle Oriental melodies
- and thumping adventure tunes scattered throughout the game. Heart of China
- also uses sound effects with efficiency and excellence, from the sound of
- waves crashing into the Hong Kong dock to the rumblings of the Orient Express
- as you journey towards Paris. Unfortunately there is no speech anywhere in
- the game (not even in the introduction, unlike Rise of the Dragon). Note that
- speech cannot be found on a Roland soundcard, and I played Heart of China
- through with a SoundBlaster as well to verify the lack of speech.
-
- In the great tradition of Sierra and Dynamix games, the obligatory arcade
- sequences have been included in Heart of China. There are two this time, a
- technically excellent but time wasting WWI tank simulator, and a surprisingly
- enjoyable punching battle on the roof of the Orient Express towards the end
- of the adventure. It will be a great relief for hopeless arcade players (like
- myself!) to know that Dynamix has included a Difficulty setting for the arcade
- games, and that you can even skip the games themselves and continue with the
- adventure as though you had won them. In the case of the latter choice though,
- you are likely to miss out on some of the "cutaway" or "meanwhile" scenes
- that occur between arcade battles.
-
- As usual, the most important element of any adventure is the puzzles, and
- Heart of China has quite a few of these. None are too hard for the novice
- adventurer, and most require the successful use of objects found in the game
- area, so there shouldn't be any need for hintbooks. Although there wasn't as
- many puzzles as I would have liked (especially for the price of the game),
- the strong storyline behind the puzzles, and the development of the characters
- during the game, more than made up for this. Heart of China is thus recommended
- to beginning adventurers as a fun and involving product.
-
- Along with the high density game disks (6 for 3.5 format, 7 for 5.25), Dynamix
- has included a Reference Card, a Guide to the Orient (with quite a few useful
- clues), and the Game Manual. Heart of China on the IBM comes in two different
- versions, a 256-VGA version and a 16 color EGA/VGA version, and supports all
- the major soundcards. Conversions to the Amiga (32-color) and color Macintosh
- (similar to 256-VGA) are planned. Finally, you do require a harddisk!
-
- Ratings:
-
- Graphics: 10 Fun Factor: 8
- Sound/Music: 9 Documentation: 8
- Gameplay: 7 Ease of Use: 8
-
- Overall: 8
-
- Heart of China, by Dynamix/Sierra, released on IBM-PC, 1991.
-
- ------------------------------
-
- Subject: PC: Freakin' Funky Fuzzballs
- From: Marvin Raab <marv@intuitive.com>
- Date: Fri, 5 Jul 91 4:09:43 PDT
-
- Combining the adventure of Rogue with the fast pace of Pac-Man, Sir-Tech
- has unleashed version 1.0 of Freakin' Funky Fuzzballs. Our hero, Fuzzy,
- needs our help navigating through a series of fourteen maze levels in search
- of the fifteenth. All the time, he is followed by the enemy, fittingly
- called "Enemy". It is on the final level that he will find dynamite with
- which to fry his foe.
-
- With a keen sense of intent and relentlessness, Enemy removes 10 units of
- strength from Fuzzy each time they touch. He pursues Fuzzy without fail from
- level to level, distracted only briefly by the random appearances and
- disappearances of wands. Frightened, Fuzzy has little defense. He needs to
- quickly explore each level, snatching food and other items, searching
- for the one passage to the next level.
-
- In addition to Enemy, Fuzzy finds that another obstacle -- disappearing
- floors -- also threaten his very existence. Once he walks over the same floor
- block twice on some levels, it vanishes, potentially leaving him without
- a return path.
-
- Of course, he can also use this fact to his advantage by separating him from
- Enemy. Another big problem is that Fuzzy cannot stand in one place for very
- long for if he does, he's finished. He has very little time to be fickle or
- to plot his next move.
-
- Throughout his journey, he uncovers items which he uses to assist in his quest.
- Although there is no object of force he can use to fight Enemy, he can utilize
- wands he uncovers to return vanished floors. In his flight, he also discovers
- scrolls for his fancy. Unfortunately, he doesn't know whether they will have
- positive or negative effects until he actually uses them. Potions and shields
- are also able to be found in the advanced levels. Perhaps the most prevalent
- item he finds is food. In fact, Fuzzy is a Junk Food Junkie with an appetite
- for Shakes, Burger and Fries, Sundaes, and Pizza. Surprisingly, the only
- fruits he finds are apples. Each food replenishes his strength with between 5
- and 20 units.
-
- The game, as its ancestors of Pacman and Rogue, is addictive. The player
- begins to feel bad for Fuzzy and after a few hours, desperately wants to find
- the dynamite at all costs. However, there are various design flaws which need
- to be worked out for future versions. One such drawback is the need to switch
- from Fuzzy's movement keys (FFF uses the arrow keys and doesn't allow for
- user-defined keys) to the SPACEBAR in order to use a wand. Another is the
- lack of valuable information at critical times. Fuzzy needs to uncover
- a specific number of keys to open the door leading to the next level. The
- game flashes this number at the beginning of each level but it is
- quickly forgotten and the only way to find it again is to attempt to open
- the door. With disappearing floors and the constant pursuit of Enemy, this
- is often impossible to accomplish without fatal results. Cute messages,
- such as "Darn!" and "%!@@" flash accross the bottom of the screen during
- Enemy's forays but they are usually missed by the player due to the urgency
- to escape.
-
- All in all, it's quite a fun, despite frustrating game and fans of Rogue and
- Pacman will greatly enjoy it. At $29.95, it's not a bad deal.
-
- Requirements: 640k for VGA but can access EMS
- 512k for EGA
- 384k for CGA
- 1.2MB of disk space.
-
- Graphics: 9
- Sound effects: 7
- Playability: 7
- Fun: 8
- Overall: 7.5
-
- -------------------------------------
-
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-
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-
- We welcome reviews of games for any computer system, including the IBM
- PC, Apple Macintosh, Atari, Nintendo Entertainment System, Atari Lynx,
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-
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-
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-
- *********************
- End of Digital Games Review Digest
- *********************
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-