home *** CD-ROM | disk | FTP | other *** search
- Received: from uucp-gw-1.pa.dec.com by s.ms.uky.edu id aa06419;
- 15 Jan 92 22:53 GMT
- Received: by uucp-gw-1.pa.dec.com; id AA24101; Wed, 15 Jan 92 14:45:32 -0800
- Received: by limbo; Wed, 15 Jan 92 14:40:13 pst
- Date: Wed, 15 Jan 92 14:40:13 pst
- Message-Id: <9201152240.AA06439@limbo.intuitive.com>
- From: Info-Source <info@limbo.intuitive.com>
- To: abbott@ms.uky.edu
- Subject: Re: Your Request For Information
- X-Mailer: The Info-Source System
-
-
- (send Digital.Games/Digests/Digest.32)
-
-
- Digital Games Review, Number 32
-
- Sunday, October 6th 1991
-
- This issue we look at:
-
- GameBoy: Mega Man: Dr. Wily's Revenge
- Genesis: John Madden Football
- Mac: Sands of Fire
- Decisive Battles of the American Civil War, v.1
- Amiga: Flight of the Intruder (Preview)
- The Perfect General
- PC: Martian Memorandum
- Gateway to the Savage Frontier (2 reviews)
-
- ---- ERRATA NOTICE ----
-
- Last issue there were a number of PCEngine games reviewed that were
- accidentally listed as Genesis titles for the Japanese marketplace.
- In fact, they are TurboGrafx-16 titles for the Japanese marketplace.
-
- We regret any confusion this may have caused.
-
- ----------------------------------------------------------------------
-
- From: Andrew Bates <bates@ptolemy.arc.nasa.gov>
- Subject: GameBoy: Mega Man: Dr. Wily's Revenge
- Date: Mon, 9 Sep 91 16:24:15 PDT
-
- To anyone familiar with the Mega Man series on the NES, Mega Man for the
- Gameboy should be a welcome sight. The plot is similar to the NES versions:
- Dr. Wily has built eight robots (four each from the first two Mega Man games),
- and he is trying to take over the world. So you have to defeat each robot
- before taking on Dr. Wily himself. Besides your gun, you also have to ability
- to absorb the powers of each enemy you defeat. Thus, the farther you progress,
- the more options you have at your disposal. In fact, some weapons are
- necessary to get through other levels, so you must choose your way carefully.
-
- Graphics: Thankfully, the graphics on this Gameboy version are identical
- to the NES version. Mega Man looks the same, sans color, and the "feel" of
- the levels is also very good. At some points, when large enemies appear, there
- is some flicker, but it is not very often. The enemies are well done. However,
- each screen is smaller than the NES version, due to the decreased resolution.
- As a result, there is less area to run around in, and each level goes by more
- quickly.
-
- Playability: However, to compensate for the shorter levels, each is
- more difficult than the NES versions. This is one point which may very well
- frustrate some players, since it often takes many many many tries to
- complete a level./ Thus, there is a point when a level merely becomes
- an exercise in repetition. However, once a level is finished, a password
- feature allows you to save your position. This is absolutely necessary to
- ever finish the game.
-
- Sound/BGM: Sound is good, music is excellent. The stereo effect of the
- music is especially good.
-
- Overall, Mega Man is an excellent game. However, it has a few bad points.
- For one, the password feature does not go far enough in some levels, and
- repeating the same moves for hours in a row just to reach a certain point
- can be tiresome. Also, once the game is finished, there is little incentive
- to pick it up again. Most of the fun of the game is in discovering new
- areas and new enemies, so it's not that exciting to play once you've
- finished most of it. But while you're there, the game is really fantastic.
- The controls are responsive, the action is hot, and the graphics are great.
- Highly recommended.
-
- Graphics: 10
- Sound/BGM: 9
- Playability: 8
- Overall: 9
-
- Mega Man:Dr. Wily's Revenge, Capcom, for Gameboy
-
- ------------------------------
-
- From: decwrl!att.att.com!ihlpb!pdenton
- Date: Fri, 20 Sep 91 21:56 CDT
- Subject: Genesis: John Madden Football
-
- When I purchased my Genesis back in December 1989, I was looking to upgrade
- to new & improved sports games. My friends and I had spent many hours
- playing Bases Loaded, Tecmo Baseball, Tecmo Football, and Blades of Steel
- for my Nintendo. Unfortunately, the only sports games that existed then
- were Arnold Palmer Golf, Soccor, and Tommy Lasorda Baseball. Each game,
- interesting and graphically superior, never held my attention long.
-
- After a long wait of a year, Electronic Arts entered the sports arena
- with Lakers Vs Celtics and John Madden Football. The advertisements for
- Madden caught my attention with talk of elaborate defenses and offenses,
- different weather conditions, and even stats at halftime & end of game.
-
- After plugging in Madden, you're given a rockin' tune complete with some
- minor voice rap ( t t t t touchdown!!! ). You get to choose from any of
- the 16 NFL teams, given only by city name ( not officially sponsored ).
- The teams do sport the actual team colors, including different uniforms
- for home and away. Even this minor touch adds to the game, making it that
- much more realistic. After choosing teams, length of game (5 or 15 minute
- quarters, in real-time), and single or tournament game, you're treated with
- John Madden's assessment of the teams playing.
-
- Offenses and Defenses are chosen via menu, with more than needed variety.
- Play is easy to learn, very similar to other games of it's type. On defense,
- Button B switches to closest defender to the ball, A dives towards ball
- carrier, and C raises arms to block a quarterback's pass (invaluable weapon).
- On offense, on a pass play, Button C brings up the passing window, and the
- A, B & C now will pass to their respective receiver in the window. On a
- running play, Button B spins around tackles, Button C pushes thru blockers,
- and Button A dives for that extra yard. It's basically that simple.
- At any time, the defense or offense can call audibles, which for the offense,
- is basically trick plays (eg. reverse). There are very few penalties, only
- for off-sides and defensive pass interference.
-
- Graphically, the game is excellent. The field is laid out well, and the
- players movements are realistic. There is no music during gameplay
- (thank goodness.) The sound effects are mostly digitized, from grunts and
- groans to the referee calls.
-
- Gameplay is adequate. I would have like the weather conditions to be much
- more hazardous for the controls, but as it is only the color is different.
- One thing I don't like about this game, and many other sports games, is
- no choice of difficulty level. It would be nice if games became more
- difficult during each game of the play-offs. I can generally stack the
- line with men and get a sack or blocked pass nearly every time.
- What is the most frustrating is the uncontrollables. Opposition punts the
- ball, but my receiver is not in position and just watches the ball go by.
- Opposition passes the ball, and my defense is nowhere in sight. I throw
- the ball to what appears to be an open man and ends up he's covered.
-
- Given that you can see over forty yards down field, I think there is
- no reason for the 'passing windows.' I enjoyed Tecmo Football (Nintendo)
- where you looked downfield and could tell 99% who was open and make the
- pass. The opposition could also see this, and try to move a defender in
- place to make a play. This level of gameplay is lost in John Madden.
- The only other problem I could bring up is why do I consistently miss
- field goals and extra points? The kickers on this game are terrible.
- Anything over thirty yards is nearly impossible, not very realistic at all.
-
- Even with these faults, it still is an enjoyable one-player game ( The
- game's 'uncontrollables' make it to frustrating for two players.)
- Though I have not played Joe Montana, I have consistly heard that Madden
- is superior. If you want to pick up a football game, Madden is worth
- picking up (Otherwise, we can hope for a Madden II someday.)
-
- Graphics: 8
- Sound: 7
- Gameplay: 7
- Documentation: 9 (if you like to read)
- Overall: 7 (Good game)
-
- John Madden Football, by Electronic Arts, for the Sega Genesis
-
- ------------------------------
-
- From: cem@cs.brown.edu (Charles E. Moylan)
- Subject: Mac: Sands of Fire
- Date: Wed, 11 Sep 91 18:05:41 -0400
-
- Sands of Fire, from Three-Sixty Inc., is a sham of a game and I am
- sorry I chose to waste my money on it.
-
- First of all, the manual is practically worthless, as it gives a mere
- smattering of the historical period in which the game takes place and almost
- no instructions concerning the game itself. There are vague references to
- different kinds of scenarios that you can play, along the lines of killing the
- enemy, or maybe breaking through the enemy lines to escape, or whatnot.
- However, points at the end of the game are given ONLY for killing
- enemy units. Thus there is no actual reward (or even a notion!) of
- "breaking through the enemy lines" or anything like that. One scenario
- is no different from the next.
-
- Add to this that often your own formation of tanks don't bother to
- follow after your leader tank as the rulebook states they should!
- This happens about 50% of the time. As I played Sands Of Fire I
- was consistently asking myself how in the world a so-called
- "professional" publishing company could release a game so
- absolutely RIDDLED with obvious and crippling bugs. I saw several
- serious bugs within the first ten minutes if playing the game, so I
- think it is fair to assume that the creators of the game knew that
- it was full of bugs yet released it anyway.
-
- In fairness, I should also point out the better points of the game and
- so I must say that I think the the _concept_ behind the game
- is a good one. I like the idea of a tactical tank simulation such
- as this - I just wish the makers had taken more care in creating it.
- It's the kind of game that _could_ have been quite good, if it had been done
- right. In addition, the graphics aren't bad, albeit a bit slow.
- They are not particularly special, but they are adequate. The
- sound is also satisfactory.
-
- I played the game on a Mac SE, in black and white (although, to the best
- of my knowledge it is not available in color). I paid $35 for it at
- a game software store.
-
- In summary, I rate this game a 2 on a scale of 1 to 10. It looks
- better than this on the surface, but a few minutes' worth of serious
- play will reveal its many flaws.
-
- In my opinion, I would suggest that you NOT buy this game. As gamers,
- we should not support irresponsibly released and unsupported software
- like Sands of Fire.
-
- Charlie Moylan
-
- ------------------------------
-
- From: mmarkowi@pepvax.pepperdine.edu (Mike Markowitz)
- Subject: Mac: Decisive Battles of the American Civil War, v.1
- Date: Tue, 24 Sep 91 15:49:35 PDT
-
- The recent public TV documentary series seems to have revived interest in
- the American Civil War (1861-1865) so this new SSG release is timely.
- The generals who made that war such a futile bloodbath learned their trade
- as captains and majors during the Mexican War (1846 - 1848). In the
- intervening decade, the range and killing power of small arms increased
- dramatically, but there was no rethinking of tactics or training. As a
- result, Yanks and Rebs began the war standing in 18th-century columns and
- lines to mow each other down with weapons of almost 20th-century lethality.
-
- _Decisive Battles_ is a Macintosh simulation of the problems faced by
- commanders in six of these battles:
-
- * First Bull Run (or Manassas), July 21, 1861
- * Shiloh, April 6-7, 1862
- * Second Bull Run (or Manassas), August 29-30, 1862
- * Antietam (or Sharpsburg), September 17, 1862
- * Fredericksburg, December 13, 1862
- * Chancellorsville, May 2 - 4, 1863
-
- (Many Civil War battles have two names because the Yanks oriented to the
- nearest creek or river, while the Rebs oriented to the nearest town.)
-
- The basic units in the game are brigades of 1 - 3 thousand men, and each
- turn represents an hour of real time. You don't actually move individual
- brigades -- you issue orders down through a chain of command, and the units
- occasionally wander off on their own, which is historically
- very accurate, but disconcerting to the player. Civil War battles tended to
- sprawl over many square miles of woods and farmland, but without radios
- or helicopters, generals had endless trouble controlling their own forces
- and locating the enemy. The game lets you recreate these conditions, or
- ignore them by clicking a few options during the initial setup.
-
- The Mac version of _Decisive Battles_ is a significant improvment over the
- earlier PC version. You can play either side against a shrewd and
- determined computer opponent. You can get into the game's database to
- modify unit strengths, locations and arrival times, or even design your own
- battles. The 16-color screens are very handsome, and the user interface
- is smooth and intuitive. A new "cohesion" display feature causes the icons
- representing brigades to crack and crumble on the screen as they suffer
- casualties. The only "flaw" I found in the design is the seeming
- indestructability of headquarters (representing senior commanders, staffs and
- about 100 clerks and messengers). Leader casualties are unpredictable, and
- cost you points, but the HQ's hang in there, holding ground and resisting
- overwhelming concentrations of enemy fire. Something here needs to be
- redesigned!
-
- SSG is a small Australian software company with a unique combination of
- historical scholarship and programming talent. Hardcore wargamers will
- enjoy this demonstration that the Macintosh really can be a good game machine.
-
- Subjective Ratings
-
- Graphics and animation: 8
- Documentation: 7
- User interface: 8
- Historical "feel": 8
- Overall value: 8
-
- Decisive Battles of the American Civil War
- Vol. 1: Bull Run to Chancellorsville
- designed by: Roger Keating, Danny Stevens and Ian Trout
- published by: Strategic Studies Group (1991)
- 8348 Monticello Drive
- Pensacola, FL 32514
- (904) 494-9373
- For: Macintosh (1 Mb for monochrome, 2 Mb for color, System 7 compatible)
- List price: $49.95
-
- ------------------------------
-
- From: brad@ersys.edmonton.ab.ca (Brad Grier)
- Subject: Amiga: Flight of the Intruder (Preview)
- Date: Tue, 24 Sep 91 00:16:21 MDT
-
- Flight of the Intruder (FOTI) is a Vietnam War era Flight Combat
- Simulator, based on scenes from the book (of the same name) by Stephen
- Coonts. FOTI was also made into a movie, but I prefer the book's story
- to the movies. But on to the software...
-
- The package includes (subject to change upon actual release);
-
- - 216 page manual (excellent with historical data and scenario vignettes)
- - wall map of the theatre of operations
- - Intruder patch
- - 2 disks
-
- In FOTI you fly either an F-4 Phantom II fighter or an A-6 Intruder
- bomber. Each is a formidable aircraft to learn, let alone master. If
- you've experienced Spectrum Holobyte's other combat simulator, Falcon,
- you'll appreciate the depth and realism they put into the product. FOTI
- is no different, though you can regulate the difficulty level by
- choosing your characters rank, options, and missions.
-
- The Program
-
- First out, you create a 'persona' or alter-ego to fly within the FOTI
- world. This is a simple method of entering a name and Call Sign. The
- Call Sign is important, as all radio messages to your aircraft (and your
- wingmans if you have one) will use it. This persona actually includes
- two people in the Intruder, Pilot and the Bomber/Navigator, you get to
- play both parts.
-
- Then you get to choose missions;
-
- - Scramble - Replay the last mission
- - Phantom pilot brief - Fly Phantom mission
- - Intruder pilot brief - Fly Intruder mission
- - CAG brief - Design your own mission
- - Duty Roster - Load a different aircrew
-
- Phantom missions include anything from escorting Intruders and providing
- top cover once on target, to Wild Weasel/Iron Hand missions
- (anti-aircraft fire suppression).
-
- Intruder missions are all ground attack (it's a 2 man bomber, no guns,
- no dogfighting) though by using LAU-3A Zuni Rockets it is possible to
- down a few MiGs.
-
- After picking your mission, arming your aircraft, viewing the waypoints
- to target, and checking out the latest intelligence on enemy activity in
- the area, you're ready to launch.
-
- Depending on the time of day of the mission, your world will be depicted
- accordingly. Also, if you are in bad weather, you will notice a
- definite 'greyness' in the outside world (until you get above the
- clouds).
-
- After you launch and line up on your first waypoint, it's time to take a
- look around. Hey, there are other aircraft up here, and they're not
- enemies! This is the part about FOTI that I like the best. You can
- jump from cockpit to cockpit. If your Intruders are steady on course to
- the target, jump to the lead Wild Weasel element, and take out some SAM
- sites. Then jump to the Escort elements and take out those menacing
- MiGs. Then back to the Intruders to take out the primary and secondary
- targets.
-
- If you've killed all the MiGs, handily disposed of the targets, and the
- flight back looks uneventful, simply turn on the AutoPilot, and toggle
- the program speed-up option.
-
- Once you near your carrier (The fleet has more than one...you have to
- find yours or face the embarrassment of being the only Intruder on a
- Phantom's deck) you are faced with the second most difficult aspect of
- flying for the US Navy, landing on a Carrier.
-
- You have an ILS (Instrument Landing System) similar to the one in
- Falcon, to get you lined up on the landing deck. Lining up is easy,
- landing your jet is a different matter. If you don't feel up to a
- landing, you could let your Autopilot do it for you, or you could simply
- End the mission in the air. You won't receive credit for the landing,
- but you will receive all the other points accumulated up to that point.
-
- After landing, or choosing to end the mission, you will be de-briefed.
- This includes a breakdown of how you did individually, and as an attack
- group, as well as the squadron's current statistics. After that, you
- are awarded medals based on your individual performance. This is
- handled rather cutely, as your character is depicted in a bar with your
- Bomber/Navigator and a medal case behind you.
-
- The Simulation
-
- FOTI is a multi-aircraft combat simulator. You can move between
- aircraft with a couple of keystrokes, and the computer operated pilots
- fly and fight rather intelligently.
-
- You can hook your Amiga up to another (or to an Atari ST) via Null Modem
- cable and fly in cooperation with another human, or fly a MiG and try to
- stop your opponent.
-
- The graphics are quite well done, especially the clouds and the 'vapor
- trails' from the wingtips in high-gee manuvering. You can record your
- performance via a Video command, or take a snapshot of your current
- situation with a Photo command. There are two external aircraft views,
- as well as weapon, satellite, and carrier views.
-
- The program is very versatile, and will allow Analog, or Digital
- joysticks, as well as the Gravis MouseStick for control. It will
- recognize the ADSPEED accelerator and take advantage of it for graphics
- generation.
-
- Problems
-
- FOTI was a challenge to convert to the Amiga. Commodore had developed a
- new operating system that was improved over the old one, yet hadn't
- released it to owners of Amiga 1000's, 500's and 2000's yet. So it had
- to be compatible with Both.
-
- American and European Amigas have some noticeable differences. The
- obvious ones are Screen displays (NTSC and PAL respectively).
-
- Spectrum Holobyte decided to support the ADSPEED accelerator card, and
- another bug hunt began.
-
- Summary
-
- Flight of the Intruder is expected to be shipped to dealers the first
- week of October (appearing on store shelves a few days later).
-
- On the whole, I like FOTI. It's a window into a war that was
- little understood. It's a heck of a lot of fun too, unlike
- the real thing.
-
- Flight of the Intruder for the Amiga, from Spectrum Holobyte
- suggested retail price US$59.95
-
- ------------------------------
-
- From: charbonn@sol.crd.ge.com (Michael R Charbonneau)
- Subject: Amiga: The Perfect General
- Date: Wed, 25 Sep 91 16:55:43 EDT
-
- I just purchased the Perfect General and wanted to let everyone know
- what a great strategy game it is. It was written by Mark Baldwin and
- friends (the creator of Interstels amiga empire). It will run on any
- amiga, the only requirement is a minimum of 1 meg of memory - and it is
- workbench 2.0 compatible.
-
- The interface is the best I have ever seen for a strategy wargame
- (only exception would be empire). No lame IBM ported bullshit, this
- game makes full use of the amiga. The interface has a sleek 3D WB2.0
- look to it, and there is context sensitive help available at any time.
- The help option is very useful for the novice wargamer who is just beginning
- to master all of the nuances of multi-phase game play.
-
- The game itself depicts unit level combat between ground units (tanks,
- infantry, bazookas, engineers, mobile artillery and fixed artillery).
- The game is very flexible allowing the player to set many options
- (random hit, partial destruction of units, hidden units using line of
- sight, etc.) At the start of a scenario the player is given so many
- purchase points that can be used to acquire whatever hardware the player
- would like. This gives you the flexibility to try different strategies;
- a fast sweeping attack with many high speed armored cars, or a slow but
- deadly heavy tank force.
-
- The layout is similar to Harpoon or Populous, in that there is a small
- world map in the upper corner that allows you to scroll the larger full
- size map where the actual units can be seen. The sound is very well
- done, with different units making their respected sounds.
-
- The game is not disk protected (manual protection), is easily installed
- on a hard drive and also allows modem play. A typical game (playing both
- attacker and then defender) takes about 3 hours.
-
- All in all, it is a "must have" game along the lines of Simcity, Populous,
- or any other great strategy game.
-
- Some things I'd like to see:
-
- 1) the map scrolling takes too long, (I have a 68000) - when you click
- on the global map the large map takes too long to move to the new place.
- This should be speeded up - nothing worse then waiting for the map to move.
-
- 2) It would be nice to see a group move mode, similar to empire's , sometimes
- it can be tedious when you want to move 15 vehicles to the same place.
- I understand that this would create problems with passing fire, but maybe
- it could be disabled in those circumstances.
-
- 3) There will be new scenario disks available soon, but I would really
- love to have a editor available to create my own scenarios - and share
- them with my friends. This would sell as well as the game itself.
-
- Other then that, this game gets my vote for wargame of the year - check
- it out you won't be disappointed.
-
- Interface 10
- Strategy 9
- Graphics 9
- Sound 8
- Fun 10
- Overall 10
-
- The Perfect General $49.95, Modem playable, from QQP, for the Amiga
-
- ------------------------------
-
- From: Andy Phang <phang_s@dropbear.cs.uwa.oz.au>
- Subject: PC: Martian Memorandum
- Date: Mon, 30 Sep 91 15:53:01 WST
-
- Access Software is back with a sequel to its popular PC product, Mean
- Streets. While the original game starring Tough-Guy Private
- Investigator Tex Murphy featured a mix of arcade and adventure elements,
- the latest chapter in Murphy's case files leans heavily towards the
- latter. Titled Martian Memorandum, the glossy box promises lots of
- intrigue, excitement, and state of the art multi- media technology.
- Weighing it at over 7 Megs, one would certainly expect some- thing
- special.
-
- Your day as Tex starts just like any other. Poking around your office,
- you soon discover a few items essential for survival in the crowded San
- Franciscan metropolis. The gun in your holster, for example. Then
- there's the ammo you'll find on the shelf, the camera on the filing
- cabinet, and most importantly, your Comlink. With the Comlink, you can
- call up your secretary Stacy and run a list of possible names and
- locations for her to do some research on. However, it's Stacy who calls
- you first: Marshall Alexander, the richest man in the world, needs your
- services. And so you make your way to Alexander's conglomerate HQ.
-
- Alexander tells you that his daughter has been kidnapped, and he wants
- YOU to find her. To help you in your search, you're given a list of
- possible leads (mostly names and addresses) you can travel to. Some of
- these leads will lead (naturally, since that's what a lead is for...)
- to shady characters you must entice information from. Eventually, your
- search for the misssing Alexis Alexander will lead you into the jungles
- of South America, and as the title of the game suggests, into the vast
- remote outreaches of the Red Planet.
-
- Extensive use of digitized footage, miniature sets and models, and video
- styled animation truly lends some credence to the "multimedia" claim.
- The graphics are great in 256-VGA, with photo realism in many places.
- As you move Tex along the various play areas, the animation of the
- walking Tex is directly taken from the actual walking patterns of live
- actors. One small gripe I did have with the Tex figure was its small
- on-screen size. I'm sure Tex would be the first to declare himself a
- Big Big Man!
-
- The "still" shots of areas such as San Francisco, Mars, and the South
- American jungle must also be mentioned. Similarly impressive is the
- facial movements of the characters you speak to. Martian Memorandum
- provides close-ups of the faces, and it's great fun to see the different
- people smile, frown, snarl, and even pout in response to your questions.
- While Martian Memorandum is the "official" sequel to Mean Streets, the
- final product (at least graphically) looks more like the successor to
- another Access hit, Countdown.
-
- The close-up conversations also highlight another great feature of
- Martian Memorandum, the use of (often visibly synchronized) speech. The
- voices from the characters fit their personalities perfectly, from the
- growl of Martian Casino Owner "Big" Dick Castro, to the sultry come-on
- tone of Marshall Alexander's private secretary. RealSound is supported,
- but you really need a SoundBlaster to enjoy the speech and the digitized
- sounds. Access also has (finally!) supported the Roland soundboards
- with Martian Memorandum, and the music itself is extremely atmospheric
- and well executed. You can have the Roland (playing the music) and the
- SoundBlaster (for the sound effects and speech) running simultaneously.
-
- The preferred method of moving Tex around is via the mouse, though the
- function keys duplicate the choice of menu selections on the screen and
- can be handy in certain parts of the game. Using the mouse, however,
- just click on any location on the screen and Tex will walk there. Click
- on the choice of menu options to perform certain actions, such as the
- obligatory Look, Get, Move, and Use. When talking with other
- characters, you can choose from (up to) three responses in reply to
- their questions. Once they are comfortable in conversation, click on
- the "Ask About" icon to bring up the list of possible topics. You can
- also "Offer" items to certain characters, like the photographer with the
- fake French accent...
-
- The puzzles you encounter in the game are a mixture of dialogue (choose
- the right things to say to certain people) and objects (use the right
- object at the right place at the right time, etc). Most of the problems
- are fairly easy to solve, but if you're really stuck, there is also an
- on-line hint facility (just click on the Help button!) which gives
- clues. Saving and Loading games from disk is a breeze, and you should
- do this often. It is vital that you save your game before speaking to
- certain characters (like Marshall Alex- ander's secretary in the
- Restaurant).
-
- Back to the plot, and you can't help but feel that you've heard it
- somewhere before. Especially if you've seen Arnie's summer flick of
- 1990, Total Recall. Yes, Martian Memorandum has borrowed quite a few
- ideas from the sci-fi hit, such as the "ancient Martian Civilization"
- story branch, the vision of Mars as a "sleazy" Earth colony in the 21st
- century, and the integration of the role of the "Martian Mutants" and
- their fight for self-determination against an evil Corporation.
- However, the game designers have managed to weave an equally intriguing
- and compelling tale from these ingredients, and Martian Memorandum does
- deliver a satisfying experience from beginning to end.
-
- Martian Memorandum comes on 6 Hi-Density (5.25) disks, and a low density
- (3.5) 10 disk version is also available. It requires 256-VGA on the
- IBM, and provides great music/sound support on all major soundcards. A
- Hard Disk is also needed (make sure you have approximately 7-8 Megs of
- space), and on a lighter note, the installation process from floppy to
- hard disk is probably the best I've ever seen. After being subjected to
- the hour-long waits by other games, I was really pleased at the speed of
- installation, as well as the innovative way in which Access has done it.
- Bravo, guys!
-
- In conclusion, all I can say is that Access has done a superb job with
- Martian Memorandum. All the best things about Countdown and Mean
- Streets have been retained, while the inane bits (remember the dreaded
- Hovercard simulator from Mean Streets?) have been discarded. The
- "multimedia" technology promised in this game isn't perfect, but with
- time (and hopefully, in the next Access Adventure) this should be
- redressed. Adventure buffs, get it now!
-
- Graphics: 9 Fun Factor: 8
- Sound/Music: 9 Documentation: 6
- Gameplay: 8 Ease of Use: 8
-
- Overall: 9
-
- Martian Memorandum, by Access Software, USA. Released on IBM-PC, Sept 1991.
-
- ------------------------------
-
- From: Andy Phang <phang_s@dropbear.cs.uwa.oz.au>
- Subject: PC: Gateway to the Savage Frontier
- Date: Tue, 1 Oct 91 14:25:38 WST
-
- SSI is certainly cashing in on its Advanced Dungeons and Dragons license
- with the release of the latest in the "Gold Box" series. Gateway to the
- Savage Frontier (let's call it GSF for short) delivers more of the same
- stuff you'd come to expect, namely a sprinkling of puzzles, some pretty
- average graphics, and LOTS and LOTS of combat.
-
- Many have called SSI's AD&D games (like Pool of Radiance and Curse of
- the Azure Bonds) "combat simulators", because that seems to be the
- dominating factor. Nothing has changed in GSF. Since GSF takes place
- in a new part of the Forgotten Realms, you will not be able to transfer
- any characters from previous AD&D games into this scenario. Beginning
- gamers can take heart, since GSF has two features that will make things
- slightly easier when you start off. First, there is the ability to
- change the Difficulty level of the game. This will reduce the number of
- "hit points" required to kill each foe (then again, if you're
- particularly masochistic, you can always INCREASE the number of "hit
- points"!). Secondly, when you create new characters, you can Modify
- their statistics (Wisdom, Strength, and so forth) to supposedly match
- the stats of your favourite AD&D characters. It's also a neat way to
- boost your abilities, though not by much.
-
- Starting off in the Town of Yartar, your party awakes from a night of
- disco dancing only to discover that some local thugs have stolen all
- your worldly possessions! You then scour the town, picking battles
- along the way, until you bump into another fighter (who will join your
- party after you rescue him, and lead you to your first sub-quest).
- Eventually, after exploring one or two towns, you meet up with an
- elderly mage who tells you about your ultimate goal in GSF. Four
- mystical statuettes have been scattered across the Savage Frontier, and
- in order to prevent the impending invasion of the Frontierland by the
- militaristic forces of Zhentil Keep, it is your task to recover these
- four objects of power.
-
- As you explore the Frontier, you'll come across a variety of towns (in
- other words, mazes), ruins (more mazes), and generally anything and
- everything that looks interesting, which turns out to be another maze.
- As is often the case, these mazes are populated by a host of nasty
- critters ranging from Medusae to Hellhounds to Giant Squids. The
- further you get into GSF, the deadlier the enemies become. Remember
- also that you start off with brand new characters, which means your guys
- will have few hit points to spare in combat. After a couple of fights,
- and a few level advancements (which increase the number of hit points as
- well as other attributes), you can be more reckless in picking fights.
- Until then, retreating may be the only way out!
-
- The story behind GSF can hardly be called innovative, though the use of
- "plot paragraphs" in the game's manual does help set some sort of
- atmosphere. Be warned that not all the passages in the Adventurer's
- Journal will actually be encountered during the game, so try not to read
- ahead! Otherwise, it's still the same "complete the subquests and
- defeat the Big Bad Guy at the end to win the game" type of thing.
-
- Perhaps one of the most disappointing aspects of GSF is the lack of any
- real improvements to the AD&D Game system, in terms of graphics, sound,
- OR gameplay. I was really surprised to discover how mediocre the
- graphics on GSF actually were, especially in (so called) VGA mode.
- Having played my last AD&D computer game on an Amiga, I was really
- thrown when I first booted GSF. The colors were limited, and the icons
- during combat lacked detail and finesse. I had expected a lot more from
- SSI (especially after the excellent VGA in Eye of the Beholder) but
- eventually came away disappointed.
-
- Sonically, GSF is nothing to shout about either. It doesn't support the
- Roland (SSI games never seem to, and I have no idea why), and your best
- bet is the SoundBlaster. Even then, the music that plays during the
- intro is below par, and you won't hear much (if any!) music elsewhere
- in the game. Sound effects are a definite letdown. GSF hardly uses the
- SoundBlaster's capabilities at all, and even combat noises like the
- clashing of swords fails in the realism test (again, this is in
- comparison to the digitized "clangings" you hear when playing the Amiga
- version of AD&D games. I believe such a comparison is valid since the
- SoundBlaster can easily reproduce digitized samples like the Amiga. The
- fact that it doesn't suggests that the fault lies with the coders and
- not the hardware).
-
- SSI's Special Projects Team, the usual designers of its AD&D games,
- wasn't actually responsible for GSF. Instead, Beyond Software (an
- out-of-house company which also designed SSI's Tony La Russa Ultimate
- Baseball, and from all reports is a MUCH better effort than GSF) was
- given the job. All I can say is, Beyond had better lift its game or
- stick to baseball simulations. There will inevitably be a sequel to
- GSF, probably to be released sometime next year, and hopefully with
- actual (quantum leap?) improvements to the GSF and general SSI AD&D
- role-playing system.
-
- In conclusion, all I can say is that you really have to be a fan of SSI's
- AD&D stuff to enjoy (even in the slightest) Gateway to the Savage Frontier.
- With all the other great role-playing games available now on IBM (Might and
- Magic III, for example), I recommend that you pick up GSF only as a second-
- last resort (well, it ain't great, but it ain't THAT bad either! Just very
- close to it!).
-
- Graphics: 4 Fun Factor: 5 (if you like AD&D...)
- Sound/Music: 4 Documentation: 7
- Gameplay: 5 Ease of Use: 5
-
- Overall: 5
-
- Technical stuff:
-
- Gateway to the Savage Frontier, by Strategic Simulations Inc (SSI), CA, USA.
- Available for IBM-PC (Hard Disk "virtually" needed, EGA/VGA/Tandy graphics
- supported, AdLib/SoundBlaster soundcards supported). GSF comes on 1 High
- Density (5.25) disk or on two 3.5 (720K) disks, both in the same package.
- Documentation consists of the obligatory Adventurer's Journal, Rule Book,
- and Command Summary Card. A very nice SSI catalog is also included! Amiga and
- C64 (why?) versions due out "real soon now, y'all"
-
- ------------------------------
-
- From: reagan@hubcap.clemson.edu (Reagan Schaupp)
- Subject: PC: Gateway to the Savage Frontier
- Date: Mon, 16 Sep 91 16:40:13 EDT
-
- GSF is the first volume in SSI's new Savage Frontier series. It is
- similar to the gold box format games in their Forgotten Realms and Krynn
- series. I played it on a 286 clone (16MHz), with a VGA monitor and internal
- speaker.
- As always, I enjoyed their latest AD&D effort. In this first game,
- you start out robbed blind in the city of Yartar, and must comb the streets
- looking for a quest. The one you find takes you to Nesme, where you
- ae to overthrow a priest of Bane. In doing this, you meet your real adversary
- briefly and receive your REAL quest: to recover four mystical statuettes and
- use them to stop the invasion of Zhentarim forces and monsters from across
- the desert to the east.
- The plot was pretty good overall; nothing was seriously lacking, and
- no spectacular twists that sent your mind reeling, either. The plot was
- completely linear. That is, you always found out where to go next after
- you'd been to a place. In this way, you visited all the major cities in
- the game and embarked on several interesting side adventures in your efforts
- to regain the four statuettes.
- Most people are at least somewhat familiar with the format of the SSI
- AD&D games and their interface, and to describe it in detail would take too
- much time here. Some minor differences I noticed in GSF were:
-
- 1) Games took a long time to load and save. This if course depends on
- your hard drive and access speed, but for me it took abuot a minute or so
- to load or save. Longer than usual for them.
-
- 2) Graphics were a bit better than other SSI games. VGA capability
- was used to some extent in bit-mapping the monsters during combat.
- "Character"-type encounters were still 16-colors, though (disappointing
- if you have seen _Pools_of_Darkness_.)
-
- 3) Sound was pretty good even on (are you sitting down?) my internal
- PC speaker. The "clinks" of weapons hitting, the "swish" of them missing,
- and the death wails of the monsters were OK. I don't doubt but that the
- sounds would be much better on better sound hardware, too.
-
- Overall, the game was good for about 15-20 hours of playing time. It
- will work on any MS-DOS machine, although heaven help you if you're trying
- to play it on an 8088 with a floppy drive (make that 100 hours of playing
- time! :-) ).
-
- Graphics: 8
- Sound: 7
- Playability: 9.5
- Fun Level: 8
- Overall: 8
-
- Gateway to the Savage Frontier, by SSI (MS-DOS), Typical Cost: $39.95
- Copy Protection: word verification from one of the manuals
-
- -------------------------------------
-
- To join this group or have your reviews appear in the next issue, please
- send electronic mail to Dave Taylor at the following address;
-
- 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". To
- obtain them via anonymous FTP, connect to "eklektik.cs.pitt.edu"
- [130.49.2.135] and look in 'videogames/digest'.
-
- The views expressed in Digital Games Review 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" are stated here.
-
- *********************
- End of Digital Games Review
- *********************
-
-