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- BATTLES OF DESTINY by QQP
- Reviewed by James D. Pipes
-
- QQP is at it again, putting out yet another way to take over this world
- and many others. Battles of Destiny (BOD) is a solid entry into the genre
- of Empire-like games that has arisen over the last few years.
-
- BOD is a strategic game with overtones of tactical considerations. The
- maps are built out of the now-traditional squares, and they wrap around
- into donut-like toroids. The units are little drawings of infantry,
- tanks, planes and the like, although they are neatly executed (heh heh
- heh) and erupt into little puffs of battle whenever they meet the enemy.
- The grapics require EGA or VGA, and are quite crisp and pleasing in VGA.
-
- The game allows the player to proceed through a number of fixed scenarios
- as a campaign, or to call up any of the stored maps for a stand-alone
- game, or even to design a new map. As in their earlier games, statistics
- are kept on each player; this area has been cleaned up a bit to make it a
- little less confusing. There is now one chart which tracks each players'
- progress, so that they can easily be compared to each other.
-
- The natural start to the game is to begin a campaign. This brings up a
- chart which is a bit like a flow chart. After the first game is won -
- each game is replayed until won, at which point the player advances - the
- next higher level of the chart becomes active. This usually means two
- different games will be offered. Completing either one allows access to
- the next level, and so forth through several screens worth of "Easy" and
- then "Hard" games. At any level, any earlier game may be replayed.
- There are two campaigns.
-
- Games are played until a certain number of turns has passed, or until a
- fixed number of victory points are reached by one player. At this point,
- the game is over, but the player can opt to continue indefinitely, should
- the desire to completely eradicate the enemy leap out and strangle the
- desire to move on to the next slugfest.
-
- There are up to 3 computer opponents for each game, and humans can play
- against each other in the single-game mode. There is also a modem-play
- option, which I have not been able to test. However, the manual devotes
- a chapter to it which answers the usual questions and attempts to
- anticipate the most common problems players will encounter in setup.
- This is a good sign, and one that more companies with modem options
- should consider.
-
- The opponents range across nine levels of ability, and the levels are
- mixed in the campaign games I have played so far. They do not get any
- advantages over the human player, and are disturbingly able at responding
- to the use of specific tactics. This means that the human players have to
- hit the ground running. If the computer players are allowed to build up
- undisturbed, they will simply out-compete the human in terms of points and
- capabilities, and it is hard to come back from behind against them. What
- this boils down to is that the human needs to spend some time figuring out
- what the particular map in use allows in the way of strategic growth. An
- island map will require airmobile units with eventual naval support; a
- large plain will be a fast-movers' battle; mountains become combined arms
- areas. All scenarios require a good mix of airpower. Add to the turn-
- limit or point thresholds the consideration that the size of the map can
- vary from tiny to huge, and the strategic concerns can easily trip the
- player up the first time through. Both I and my roommate, who have a
- truly time-wasting history of wargaming between us, found ourselves losing
- a few games as we progressed through the campaign. This is of course a
- good sign!
-
- As in all games of this type, cities serve as production areas. In this
- game, there are stacking limits, although I have rarely seen them
- reached. Units are rated for attack, defense, movement, damage capacity,
- fuel, vulnerability to missles, range and sighting range. Cities build
- units, taking a larger number of turns to produce the first of a type for
- that city, then churning out more fast as their industrial level (1-6)
- permits. They can also improve their industrial level and repair and
- refuel units. All of these features allow the full range of strategic
- warfare, from distant shelling of cities and strongpoints from artillery
- or naval units, to the execution of full-scale anti-production bombing
- campaigns. There are 20 different unit types overall - 4 land-based, 3
- air, 12 naval and an early-warning/missile base unit for the
- discriminating cold warrior. The range of unit types is satisfyingly
- complete.
-
- As for strategy and tactics, I found that there were a number of ways to
- expand quickly. Fast-moving ground units can scurry about the map taking
- cities, which can then produce more of these same units to allow a
- geometric rate of growth, or build infantry defenders to settle in for
- the long haul. Air transports can carry infantry or artillery long
- distances over impassable terrain for heliborne assaults - provided that
- they don't run into the odd enemy fighter, which seem to live for the
- treat of devouring hard-won production as airborne canapes. Of course,
- using any of these tactics will produce a response from the computer.
- Sometimes it will mirror your efforts - a rapidly expanding empire will
- run into another being built the same way, and both sides will scramble to
- put in their neglected defenses before being overrun. At other times,
- the computer will put together a massive ground force to respond to
- airborne assaults, and sweep across the map with a dozen or so artillery
- units pounding all resistance into bouncing dust to reclaim what the
- player took, and then some. All of this is complicated by the annoying
- tendency of combat to reduce cities, making it harder to build new units
- until the industry is repaired.
-
- The one small gripe I have with the game is that it is based heavily on
- the results of the players initial expansion. The use of production
- means that expansion is the overall goal, and so some nifty strategic
- elements tend to become submerged in the rush to get cities by any means
- possible. I have an idea that this can be fixed with clever scenario
- designs, but I still wish that brute force was just a little less likely
- to win out in the end. This has not taken away from my enjoyment of this
- game, it is just an observation on the flavor of the strategies which
- work.
-
- As for the physical components of the game, it does not take up much disk
- space - about 2.5 meg and you're set. The manual is the usual QQP fare,
- around 80 pages. It contains a lot of useful tables and information, and
- some of the more complicated maps are reproduced in black and white in
- the back. There is a very colorful, well-designed reference sheet which
- is paradoxically printed on fairly flimsy high-gloss paper. It is good to
- see a company keep component costs down while still providing lots of
- information for the player, but a heavy stock reference sheet would be a
- welcome addition.
-
- QQP has done well with Battles of Destiny. It is a good balance of
- detail and playability, and addresses a fairly well-known topic with the
- right degree of favorite features and new angles. New players will find
- it an easy to learn game with a lot of replay potential; grognards will
- respond to the "familiar but improved" nature of the game. If you are
- looking for a good strategic game with map design, modem play and face-
- to-face capabilities, this is an excellent choice. Fans of this
- relatively new company can add another solid achievement to their
- libraries.
-
- Battles of Destiny runs in EGA and VGA, requires about 2.5 meg of disk
- and has document based copy protection. A mouse is strongly recommended.
-
- This review is Copyright (C) 1993 by James D. Pipes. All rights reserved.
-
- ED. Enjoy these two reviews of Castles II.
-
- --------------------------------------------------------------------------
-
- CASTLES II: SIEGE AND CONQUEST by Interplay
- Reviewed by Michael Wang
-
- Min System: IBM PC 286 or 100% compatible, 640K, DOS 3.1, hard drive
- Graphics: EGA, VGA (MCGA not supported)
- Sound: Adlib, Adlib Gold, Sound Blaster, Sound Blaster Pro,
- Pro-Audio Spectrum, Roland MT-32/LAPC-1/SCC-1
- Input: Microsoft Mouse
- Copy Prot: Manual lookup
- Other: Mouse recommended
-
-
- CASTLES II: SIEGE AND CONQUEST, published by Interplay, is the follow-up to
- their CASTLES game. CASTLES II combines elements from CASTLES and Koei's
- strategy games like ROMANCE OF THE THREE KINGDOMS, with a bit of
- Cinemaware's DEFENDER OF THE CROWN thrown in for good measure.
-
- The object of the game is to accumulate enough victory points to be
- declared king of the fictional land of Bretagne (which is based on 14th
- century France) by the Pope. The main ways this is accomplished is by
- conquering territory, accumulating resources like gold, and building
- castles. The castle building part has been toned-down quite a bit from the
- original, both in its detail and its importance during the game, which
- makes the game title slightly misleading. You can still design your own
- castles, but the building part is handled automatically -- you no longer
- have to recruit builders, figure out the optimum balance among your
- workforce, etc.
-
- To achieve this goal of being crowned king, you need to skillfully managed
- your (hopefully) growing empire by allocating the resources you have
- available to you towards performing certain tasks. The tasks themselves are
- divided into three main categories: Administrative, Military, and
- Political. Each category allows you to perform certain actions. For
- example, the Administrative tasks includes actions like refining gold or
- building a castle, the Military task includes actions like recruiting some
- infantry or invading another territory, and the Political task includes
- actions like spying on another territory or sending a diplomat to make an
- alliance with another lord.
-
- You have a certain amount of points available for each task category. When
- you want to perform a certain task (like refine some gold) you need to
- allocate a minimum number of points to that task. You can also allocate
- more than the minimum number of points if you wish to improve the
- efficiency of that task. Once a task is assigned it will continue until it
- is finished or you interrupt it. At the beginning of the game, you can
- only perform one task from each of the three categories at one time. As you
- continue to perform tasks, the number of points in each category will
- slowly increase and at a certain point you will gain the ability to do two
- tasks at the same time from a particular category (but two is the limit).
-
- Many of the tasks require you to expend some resources. For example,
- recruiting infantry will use up some of your iron and gold. Building a
- castle will require some food, iron, gold, and quite a bit of timber and
- stone. Each territory that you conquer contains a particular resource that
- you can gather, so it becomes important to conquer enough territories to
- support the tasks that you wish to perform.
-
- Meanwhile, as you are trying to build up your empire, there are four other
- computer-controlled lords trying to the same thing as you, so it is
- inevitable that you will bump into one or more of them as you expand. At
- this point, you have the option of trying to conquer them militarily, or,
- if you have lots of gold, you can send over diplomats to try to bribe them
- to be your friend. Managing relations with these other players is tricky
- since at some point you may need to attack one of your neighbors, but you
- don't want the other players pissed at you since they will start trying to
- sabotage your empire or even attack you directly.
-
- Which brings me to my biggest gripe about the game. The way armies are
- handled in this game is really poor. Instead of having individual armies
- stationed in territories and moving them around to defend or attack, you
- sort of have this abstract pool of men that aren't located anywhere. When
- you attack a territory, you have to wait the same amount of time (which is
- quite lengthy) to move your troops to that territory no matter where your
- previous attack was. In other words, if I attack one territory and then
- decide to attack a territory next to it, the setup time for the second
- attack is the same as an attack on a territory one the opposite side of the
- board as the first. However, when it comes to defending, suddenly your army
- has rocket boosters and will show up in whichever territory of yours is
- attacked. Now obviously this game doesn't strive for realism, but it really
- awkward the way they handled this. I would have much rather preferred
- having armies that I could position where I needed them for attack or
- defense like the Koei games.
-
- Another gripe is that there seems to be an undocumented limit on how big an
- army you can have at one time. It seems to be dependent on how many
- territories you control, but I can't quite figure it out. The limitation is
- a problem, because if another player gets ahead of you in territory size
- later in the game, it becomes almost impossible to defeat him militarily
- because his army will usually be bigger than yours, and with the teleport
- feature, he will always outnumber you if you attack him.
-
- The game mechanics and presentation in CASTLES II are decent. Everything
- can be controlled with a mouse, though I would have preferred having a few
- more keyboard shortcuts. The graphics are good, but nothing spectacular.
- The music is nice but repetitive (which you can turn off) and the other
- sound effects are functional. The manual does a good job of explaining how
- the game works, and the manual lookup copy protection scheme is better than
- most since you only have to do a lookup once at the beginning of each new
- game, instead of everytime you start the program.
-
- Some of the other features of the game include a semi-random plotline and
- digitized movie clips that play during certain parts of the game. The plots
- feature will be familiar to CASTLES players. Plots are events that come up
- randomly during the game that require your attention. For example, some of
- your troops may get poisoned requiring you to deal the poisoner. You may
- have to mediate disputes between towns, some noble may offer their daughter
- to you for marriage, and so on. Each of these events can have a small
- effect on your kingdom. How you handle it determines if the effect will be
- positive or negative. The reason why the plots are "semi-random" is that
- there is only a fixed number of events that can happen. After you have
- played a number of games, the events, and their proper solutions, will
- become known to you and lose some of their appeal. Fortunately, you can
- turn off this feature if you don't want to be bothered by them.
-
- Digitized movie clips is another feature that can be turned on and off. If
- it is on, then during certain parts of the game a small B&W movie will
- briefly play on the screen. For example, if you invade a territory, you get
- to see your men rushing to battle, or if you lose a territory you can watch
- yourself agonize over the defeat. It is fun to watch the movies the first
- few times you play, but they too lose their appeal.
-
- Winning is actually a challenge, at least initially. There are three
- difficulty settings, but even on the easiest setting, it will take quite a
- few games before you become proficient enough to win consistently. The
- strategy that worked best for me was to grab as much territory as I could
- without attacking another player, consolidating that territory by building
- castles at strategic locations, and then accumulating as much gold as
- possible and building my army to maximum size. To facilitate the
- consolidation of territory I would try to make friends with all of my
- neighbors, greatly reducing the threat of attack. By cultivating friendly
- relationships, you usually don't have to worry about fighting until the
- very end, at which time your army can usually hold off attacks long enough
- for you to be declared king.
-
- CASTLES II, through its task interface, presents an interesting blend of
- administrative, military, and political challenges for would be kings.
- Unfortunately, the game has a number of problems with it that prevents me
- from giving it an unqualified recommendation. However, those looking for
- something simpler than the Koei games may find CASTLES II appealing.
-
- This review is Copyright (C) 1993 by Michael Wang. All rights reserved.
-
- --------------------------------------------------------------------------
-
- CASTLES II: SIEGE AND CONQUEST by Interplay
- Reviewed by Daniel J. Starr
-
- Technical Specifications:
-
- CPU: 12 Mhz 286 or faster
- DOS: 3.1 or higher
- Hard Disk: 11 MB with digitized movies, 6 MB without
- Interface: Mouse [strongly recommended] or keyboard.
- Graphics: EGA, 256-color VGA (MCGA not supported).
- Sound: Adlib, Adlib Gold, Sound Blaster, Sound Blaster Pro,
- Pro Audio Spectrum, Roland LAPC-1/MT-32/SCC-1.
-
- CASTLES II: SIEGE AND CONQUEST (C2) is a high-level strategy wargame, in
- which the player acts as one of five powers attempting to conquer
- Bretagne, a twin of medieval France. Success is achieved by forming an
- empire that is territorially, militarily and politically strong enough to
- convince the Pope to recognize your claim to the throne. As in the
- original Castles, gameplay in C2 is spiced up by 'plots', evolving and
- entertaining storylines in which you must make decisions that can affect
- the game. C2 also boasts digitized movie footage to accompany game
- events. It's a playable and enjoyable game, with a slick design and
- interface; the downside is that it doesn't allow for too much subtlety in
- the player's actions.
-
- At the start of the game, each of the five powers vying for Bretagne --
- Aragon, Anjou, Burgundy, Valois, and Albion -- controls a single province
- out of 36. The player recruits an army, takes over nearby neutral
- provinces, builds castles to increase production and forestall revolts,
- buys off some of his political rivals and takes out the others, all while
- maintaining sufficiently good relations with the Pope to avoid
- excommunication. When one's score -- determined not only by territories
- held but also by army strength and the quality of one's political
- relations, among other factors -- is sufficiently high, one petitions the
- Pope for his endorsement as the new king of France.
-
- C2 lets you perform these various activities as three kinds of tasks --
- administrative (e.g. harvesting resources, building castles), military
- (attacking, recruiting), and political (negotiating,spying). Each task
- requires both 'task points' and resources. You start out with task points
- of each type and gain more by successful completion of tasks using those
- points. Resources include food, timber, iron and gold. You can have up
- to two tasks of each kind running at any given time. Success depends on
- coordinating your tasks to achieve your strategic goals. If you're
- planning a war with one neighbor, you should negotiate peace with the
- others; if you plan to build a castle, you need to stockpile sufficient
- resources to support your other efforts while your workmen are busy
- building it; and so forth.
-
- Along the way, various plots will be brought to your attention, adding
- spice to an occasionally routine game. These interactive storylines range
- from comic to serious to fantastic: you may find yourself fending off a
- dung-seller, raising a navy to fight pirates, or commissioning an
- expedition to the golden kingdom of Prester John. Your decisions can have
- concrete effects -- an expedient marriage might increase your political
- rating, while a defeat at sea could cost you troops from your army.
-
- The interface is very smooth. The game is 'real-time', advancing about
- one day every 1.5 seconds on my 386/33 -- fast enough to give a sense of
- dynamism, but slow enough that I never felt rushed. Clicking on a
- province shows its status and gives you options to attack it, scout it,
- etc. Clicking on the administrative, military or diplomatic rectangles
- opens a general menu of that type. When an event takes place, you may be
- treated to a clip of appropriate black & white digitized movie footage.
- Taken from "Alexander Nevsky and the Private Lives of Henry VIII", some of
- the scenes are hilarious -- my favorite is the one where the king
- strangles his messenger. If a battle occurs, one can either let the
- computer resolve it or control it manually from a 3/4 display of the
- province. Designing castles occurs from the same display, and has been
- greatly streamlined since Castles I. Copy protection is document look-up
- -- "Sire, the man in the mask has escaped from the dungeon! I must ask
- you a question to make sure of your identity..."
-
- The game's only problem is a lack of subtlety in player options. In
- theory, one can give orders to each individual unit in battle; in
- practice, it's hard to do more than order a particular unit type (knights,
- infantry, or archers) to stand or advance. Negotiations with other powers
- are confined to buying them off; one can't make a defense treaty, offer to
- join with them against another power, or demand they withdraw from some
- border province. The layout of one's empire has no effect on attack or
- defense: a nation with 10 border provinces to defend is at no
- disadvantage over one with only 3, nor is there a way to garrison
- provinces in expectation of an attack.
-
- CASTLES II feels a bit like Risk -- it doesn't fully reflect real warfare
- and empire building, but is still great fun to play. Wargaming purists
- may want to pass on this title, but for those who are just looking for a
- well-presented and entertaining game with that nifty medieval flavor,
- CASTLES II fits the bill.
-
- This review (C) Copyright 1993 by Daniel J. Starr. All rights reserved.
-
- CYBER EMPIRES by SSI
- Reviewed by Rob Fermier
-
- I bought Cyber Empires, expecting it to be a moderate diversion for a few
- hours. I figured that me and my friends would have some fun fighting each
- other, Star Control style. As it turns out, the game completely devoured
- my entire 4-day weekend! I really enjoyed this game a lot.
-
- There are two basic modes to the game, unsurprisingly. The strategic mode
- and the tactical mode. The strategic mode is nothing amazing, but is
- pretty well done. The world of Orion is split up into 70-odd countries.
- Each country is one of 5 terrain types -- coniferous(forest), arctic,
- volcanic, desert, city. Each of the different terrain types influences how
- effective the various kinds of 'mechs will be (well, they call them
- cyborgs, but we all know that they're really 'mechs). You build factories
- to build mechs to go out and conquer more countries so that you have more
- money to build more factories to build more mechs. Sound familiar? The
- strategic mode is made more interesting by the fact that the City
- countries are worth much more than all the other types of countries but
- are also the hardest to defend (you can't build fortifications on them and
- you can't effectively use long-range weapons). The economics of the
- system works pretty well -- you gradually shift from having far too little
- production capacity to reaching a stable cash-influx vs. production-
- capacity balance. The relative costs of the different kinds of 'mechs
- versus the time to create them, the cost of more infrastructure, and the
- industrial capacity that creating one will tie up is fairly well done.
-
- The graphics for the map of Orion are quite nice also, although it is
- unfortunately the same map every time you play. In general, the graphics
- are nice although they never really completely blow you away. I haven't
- gotten the chance to investigate the sound yet, although it supports
- Adlib, Roland, and Soundblaster. Up to 5 players, any of whom can be
- humans, can play the game, although you have to restart the game a couple
- of times in 2-player mode before you get a fair starting position. You
- have the option of fighting combats in a pure number-crunching mode -- the
- computer determines who wins, who loses, and how much damage was
- inflicted. But normally, one uses the tactical combat mode, which is what
- makes the game shine.
-
- In the tactical mode, the two 'mech armies slug it out with each other.
- It's all from a birds-eye view of the battlefield. You control one of the
- mechs, although there can be as many as 10 mechs on either side. The
- computer controls all the mechs that you aren't using. You can cycle
- through which mech you are controlling. The computer does a fairly good
- job of controlling the other mechs. They don't (usually) shoot each other
- in the back, and they are very good at going in for the kill. As one
- might expect, they are technically very good (they don't make mistakes,
- and they have good reaction times :-) but they aren't very creative. All
- of the combat is in real time, and you see the missiles, lasers,
- autocannons, and neutrino cannons firing away. The middle of a large
- melee gets to be quite a hellstorm of fire flying back and forth.
-
- The tactical mode really does a good job of transporting into the realm of
- the game. While it isn't as powerful as the first person viewpoint of
- Mechwarrior, you really do get the feel of being in an intense, live
- combat. It is really cool to move around in formation with the other
- mechs on your side and then open fire, or catch the enemy in a withering
- crossfire. Some of the missions I have taken a mech away from the group
- to go on a "solo" mission while the computer controlled mechs on my side
- do the main diversion. It has really gotten my adrenaline pumping, let me
- tell you! And while it is fun even against the computer, it is a LOT of
- fun to go bashing on your friends. One should note that while arcade-like
- ability is something of a factor here, the tactics of the situation are
- generally MUCH more important (unlike Star Control).
-
- The five different kinds of terrain affect the tactics of the situation
- too. In arctic you can use your high-heat-generating weapons with some
- freedom because everyone cools off faster. It also makes the heat-causing
- weapons less effective. In desert and coniferous territories, you can
- find water to stand in to make your heat-assaults from. In desert and
- volcanic, you dissipate heat very slowly. And of course, in the lava-
- lakes of the volcanic region, you build up heat very quickly!! The city
- and coniferous countries (the two most common types to fight in) have a
- lot of cover in the form of trees or buildings that have to be blasted
- through or navigated around. This alone complicates the tactical
- situation considerably.
-
- The strategic mode interacts with the tactical mode nicely, in that it
- determines the type of terrain that you fight in, as well as the quality
- and quantity of 'mechs that you have to fight with. Moreover, in the
- strategic mode you can build fortifications which are banks of automatic
- weapons that fire at any oncoming invaders. Watching those things
- decimate an enemy army is a very gratifying experience, let me tell you.
- The 9 types of mechs differ in enough ways that you can spend a while
- trying to optimize for a combat and discovering strategies for fighting
- with and against each type of mech.
-
- There are also two tactical-mode-only options for those who want to get
- right into the action without doing the strategy (vaguely analogous to the
- Melee setting in Star Control). The first is called "Showdown", and can
- be played against another human or the computer. Both sides choose a
- terrain type to fight on, then get a certain amount of money to buy 'mechs
- with. Then they just slug it out.
-
- The other mode is called "Survival" and is for learning how to fight with
- each individual type of mech. You are in a mech by yourself, and you
- fight again progressively harder waves of combats. High-scores for this
- are kept, which is a nice touch. However, since the tactical superiority
- of one side or another tends to heavily outweight the arcade-ability
- beyond a certain point, the combats get nigh-impossible to win shortly.
- It is still a fun option when you just want to blow some stuff up, though.
-
- There are some down-sides to the game, however. One is that the strategy
- mode is slow in some annoying places. For instance, when you switch
- players, these large blast doors close over the map to hide it from being
- seen until the next player takes the controls. While it is a cool
- special-effect, the doors close WAY too slow and there is no way to speed
- them up. When you access certain strategic mode options like the
- statistics and purchasing screens, the screen blanks out for a second
- while it loads things in, which is disturbing. It also seems like it
- takes much longer for these screens to load up than it ought. Lastly, you
- have to click in the center of a country to give commands to it, rather
- than anywhere in the country. All of these things can start to grate on
- the nerves, but they are annoyances, not actual problems.
-
- Perhaps the biggest problem is the stupidity/singlemindedness of the
- computer in actual combat. When storming computer fortifications, even
- the smallest cyborg on a commando mission can breach the toughest defenses
- and destroy all the structures on the space, independant of the enemy
- forces there because the computer is STUPID about how it defends.
- Similarly, whenever you attack with more than one cyborg against
- fortifications, they blindly charge into the enemy fire and get mowed
- down. The worst of all is the algorithm for city-fighting is to plow
- directly towards the enemy, annihilating all buildings in the way. While
- this wouldn't be too bad in and of itself, they do this by firing all
- their non-ammunition burning weapons to the threshold of heat overload.
- So any cyborg can fire a laser at the attacker and cause him to overheat.
- Using this method, very small mechs can defeat 2 or 3 large mechs easily
- in cities.
-
- On the upside, Cyber Empires also is breaking with recent tradition in
- computer gaming in a number of ways.
-
- A. There don't seem to be any bugs, either major or minor. B. It only
- takes up 1.8 Megs of hard drive space C. It was only $35 at Computer
- City, as opposed to $45-$60 for most games these
- days.
-
- All in all, I would heartily recommend Cyber Empires, especially if you
- like the BattleTech sort of genre and games like Empire and Star Control.
- However, mastering combat versus the computer is not difficult, so you
- really need human opponents to keep this game interesting.
-
- This review is Copyright (C) 1993 by Rob Fermier. All rights reserved.
-
- ┌─────────┬──────────────────────────────────────────────────────────────┐
- │ Game │ The Humans │
- │ │ by Imagitec Design, Presented by Gametek, Published by Atari │
- ╞═════════╪══════════════════════════════════════════════════════════════╡
- │ Machine │ ∙ 8088/8086 (XT) √ 80286 (AT) √ 80386/80486 │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Graphics│ ∙ CGA ∙ EGA √ VGA ∙ SVGA │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Sound │ √ PC Speaker √ AdLib √ Soundblaster ∙ Soundblaster Pro│
- │ │ ∙ Disney Sound Source √ Roland │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Control │ √ Keyboard ∙ Mouse √ Joystick ∙ Gravis GamePad │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Memory │ ∙ EMS ∙ XMS │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Size │ 2.5 megabytes │
- ╘═════════╧══════════════════════════════════════════════════════════════╛
-
- Reviewed by Ron "Darwin" Dippold
-
- The advertising campaign on this thing has been fairly impressive - I've
- seen ads in places I've never seen computer game ads (other than for
- Links/386), such as Discover Magazine. They got Elwood Smith to draw the
- ad - he's one of the trendy new artists you catch in major magazines who
- can actually draw. You've probably seen his work - rather cartoonish,
- speckled with dots at large intervals. Anyhow, it worked. It intrigued
- me. So I checked it out.
-
- "You've never seen anything like them before" it said. "Hah!" thought I,
- thinkingly. "I bet it's a Lemmings takeoff." Damn, I'm good - It is. The
- people who read their advertising may never heard of Lemmings, but Lemmings
- fans will be on familiar ground here.
-
- The first thing I have to say is about the manual - jokes that bad should
- be a capital offense. If you love the "I'm a frayed knot" type jokes
- you'll dig these.
-
- The concept here is that you are in charge of a tribe of primitive humans
- (12 to begin with) and have to guide them through a series of pitfalls and
- help them find crucial discoveries on the way to civilization. The spear,
- the wheel, fire, rope, and the witch doctor. The last representing, of
- course, the arrival smart enough to get gullible types to do their work for
- them.
-
- I can't complain about the graphics, which are very professionally done.
- The starting animation and the animation whenever a major new discovery is
- made are certainly amusing. The sound is good, but the music is sort of
- annoying. For some reason, putting it into Soundblaster mode made it
- rather flaky until I placed it into Adlib mode. I don't have a standard
- Soundblaster interrupt setup, which could be the problem.
-
- There are 80 timed scrolling levels of pitfalls and obstacles to take your
- humans through. For Lemmings fans, imagine everything blown up about five
- times. These guys aren't tiny like lemmings, they're big and fully
- animated. However, the relative size of the level is tiny compared to
- Lemmings. Nor do you have the flood of new lemmings appearing - rather you
- start out with all your humans and they stay still until you tell them to
- do something. You can switch back and forth between them to get them to do
- whatever they have to do.
-
- To begin with, all they can do is walk around, climb, pick things up, and
- form human stacks by standing on each others shoulders. This is necessary
- in many places in the game, because the dummies can't climb up on a rock,
- even if it's only half their height. You need to use one guy to boost
- another over. The actions you can perform with the human are down at the
- bottom. You switch actions with the space bar (even if you're using the
- joystick) - as you get new items new options appear.
-
- The first thing they'll do is find a spear (that's your goal on the first
- level). Once you have the technology, any human with a spear has several
- other options: throw it, use it as a pole vault, brandish it to scare off
- animals (dinosaurs), and drop it. This is all you will get for quite a few
- levels, and the main challenge here is jumping holes with the spear. If
- you fall too far the human dies, so you need to make the jump, and some of
- them appear impossible. Until you find that you can plant the spear in the
- air next to the edge for a few pixels to give you that little extra bit of
- distance. This is fairly lame... you find the "real" edge by inching out
- until your guy falls and dies.
-
- It can be a real pain to cross a hole with your tribe - you've got to have
- one guy grab the spear, vault across, throw the spear back, and repeat.
- This involves quite a bit of space bar action. In addition, you can skewer
- your own guys with the spear, so you have to be careful.
-
- I mentioned that you start out with 12 people in the tribe. Well, you get
- a certain number of them per level, usually about four or five. If one of
- them dies, one of your reserve tribesmen replaces him where he died. Once
- you're out of tribesmen, they disappear from the level for good and you're
- usually dead meet. You may also be short for the next level. You can
- occasionally find new cavemen on a level and free them from their cages,
- adding to your tribe.
-
- The levels change their character - you start out in the caves with running
- lava, fairly dark, etc. You then move outside for the seasons, you'll move
- into a city, etc. They don't keep you bored with the scenery.
-
- The next item is the torch - you discover fire. The human with the torch
- can brandish it an an animal to keep it back; he can light some vegetation
- on fire to clear a path; he can throw the torch; or he can drop it. Just
- keep the humans away from anything you ignite or it'll be a human roast.
-
- The rope is useful for reclaiming your guys. Up till now, anyone who
- helped other cavemen over an object had to be left behind. Now you can
- lower the rope down from a cliff, or even throw it up, and the humans can
- climb it. You can also throw the rope to other humans.
-
- The wheel is an interesting discovery - you can actually hop up on it and
- ride it with limited control. But if you start going down a hill, watch
- out. You'll pick up speed. You may have to do a jump with the wheel at
- the end of a ramp, so be ready to press the button at exactly the right
- time. Oh yeah, do _not_ run over the Witch Doctor's toe with the wheel...
- trust me.
-
- Finally there's the Witch Doctor. He only shows up on certain levels after
- you've found him. He casts spells and refuses to do menial work - he won't
- use any item. He will, however, participate in stacks. Using spells
- requires a sacrifice, however. And that's literally. When the Witch
- Doctor casts a spell, a human standing nearby will be "terminated." What
- if there's no human nearby? Well, the gods are going to very very angry.
- The rest is up to your imagination.
-
- So what's the game play like? Well, like a rather slow Lemmings. You
- spend a lot of your time just moving guys around. You know where you have
- to go, but to get there you have to cross a couple pits, so you spend your
- time moving your guys one at a time across the pits. Jump, throw the
- spear, next guy jumps, etc. etc. etc. This gets old real fast. Then you
- screw up later and have to do it all over again.
-
- It's great when you do solve a level - some of them are very hard, and the
- graphics certainly aren't boring. The interesting things you run into,
- such as a bird you have to jump on to to ferry you across, work to keep the
- interest level up, but there's still an awful lot of drudgery involved,
- especially with the user interface. I just couldn't get very excited about
- this game, even after a good number of levels. The humans are bigger than
- lemmings, so they're better animated and look better, but for some reason
- the lemmings seem to have more personality. Someone who's into Lemmings
- will probably get a kick out of the puzzles, as long as the mechanics of it
- don't wear him down. The dedicated puzzle hound should be challenged by
- some of the rather fiendish puzzles.
-
- This review is Copyright (C) 1993 by Ron Dippold. All rights reserved.
-
- KING'S QUEST VI: (HEIR TODAY, GONE TOMORROW) by Sierra On-Line
- Reviewed by Richard Hsia
-
- I got my first glimpse of a King's Quest (KQ) game more than 7 years ago
- on a friend's Apple ][e. I was immediately taken in with the game which
- seemed at the time to be the ultimate in innovations, having been used to
- the static-type graphic adventures that were available. My own computer,
- lacking the amount of necessary memory, was unable to run the program and
- so I was obviously very disappointed. I can still, however, remember the
- feeling of being extremely impressed with the ability to move the
- character around the screen, have him interact with the surroundings and
- solve puzzles.
-
- A couple of years later, I got a new computer and played my first KQ game,
- which happened to be KQ3 (To Heir is Human). This was the story of
- Gwydion/Prince Alexander's escape from an evil wizard, and rescue of his
- sister from a dragon. I truly enjoyed the game, from its enchanting
- graphics (EGA was the standard at the time) and pleasant music to the
- classic, funny yet compelling plot and multitude of puzzles to solve. I
- really liked the character a lot and the advancements in the game from
- what I had seen in KQ1 were incredible. I played most of KQ4, though
- never finishing it, and started part 5, both of which had superior
- graphics and sounds, but still somehow for me lacked the 'star' character
- that drew me in with KQ3. Thankfully, part 6 renewed my fading interest in
- the series by bringing back Alexander for another adventure, the quest for
- 'true love.' I had my doubts about the game, but found myself drawn into
- it immediately.
-
- The story follows Alexander on a quest to the Land of the Green Isles, a
- previously unexplored area in the KQ world. He is in search of Cassima,
- who he briefly met at the end of KQ5, and has called him in the kingdom's
- magic mirror. Again, the writers have taken a classic fairy tale story
- and made it their own: at the most basic level, it's the classic story of
- the prince saving the princess trapped in the tower. Of course, there is
- a bevy of other things going on as well. Cassima is supposed to marry the
- court vizier, since her parents have died. The Green Isles are no longer
- the happy place they used to be. Without giving anything else away, it
- is sufficient to say that there are a variety of subplots going on in the
- world that the game has created, all or some of which you as Alexander
- will be involved in.
-
- An interesting difference in this game from the previous ones is that
- supposedly, a good percentage of the game is 'optional,' meaning you don't
- have to solve all of the puzzles and subplots to reach an ending to the
- game. This was done so that beginners can make it though the story with a
- minimum of frustration, and could conceivably go back through the game to
- discover large portions of storyline that they had missed.
-
- The technical aspects of KQ6 are impressive. Each game in the series has
- upped the ante so to speak in terms of pushing the current technology to
- its limit. The graphics are gorgeous, as they were in the previous game,
- but this time, the addition of digitized video actors has been added in
- some sequences to further enhance the game's visuals. The animation
- sequences are really nicely done. Two technical innovations included in
- the game are scaling of the character size as he walks to and from the
- screen perspective and an enhanced walking routine that allows the
- character to avoid objects in the scene and cross to a designated location
- with minimal obstruction.
-
- Where KQ has excelled the most, though, in my opinion, is in the sound.
- Digitized voice and effects are included thoroughout, and add to the
- flavor of the game, but most enchanting is the music soundtrack. Many of
- today's games boast an impressive soundtrack, but KQ6 is on of the few
- that really delivers consistently. Supposedly, over 2 hours worth of
- music was recorded for the game. This is easy to believe, since
- virtually every scene has its own music track. Further, certain actions
- allow the game characters to come alive in music accompaniment, and the
- effect is truly dazzling. I have never been so impressed with the music
- in a computer game; there are so many moods and feelings conveyed through
- the music in this game that great graphics could not generate alone. It
- seems they even went to the trouble of recording a pop single, "Girl in
- the Tower," which sounds pretty good to me as well (a digitized sample of
- it is included in the game).
-
- The gameplay is consistent with the previous games, though the interface
- seems even nicer than before. Completely icon-driven, a walking icon
- allows you to move across the screen, an eye icon to look at objects and a
- hand icon to operate and pick up objects. It is extremely simple yet
- effective, and the only thing that gave me a little trouble was that to
- open doors, you must use the hand icon (which makes sense, I guess) when I
- was used to just walking into a doorway. A pouch carries all of the items
- you picked up, and manipulating these items at the correct times allows
- you to solve the various puzzles the game throws at you.
-
- I do have a few complaints about the game, though. The first one is
- relatively minor, more a complaint about the genre rather than this game
- specifically. Some of the puzzle solutions, without outside help, I don't
- think I would ever have come up with. Most of the solutions make some
- kind of logical sense, but every once in a while, I came across something
- that totally stumped me, and without help, I may have been so frustrated
- that I would quit playing the game. I guess that's why they say you
- should play the game with friends, so that you can have fresh ideas at
- solutions.
-
- Also, having a copy of the walkthrough to the game, I realized that on my
- own, I would have missed a very large portion of the game, and probably
- would never have solved it. (As you can tell, I am of limited patience.)
- I am content, though, to just play through the game and see and hear all
- that it has to offer, without the arduous brain stumping some of the
- puzzles offer. The KQ games also like to include a maze section for some
- reason. Again, without help, I would never have had the patience to work
- my way through it. Maybe most gamers out there like this kind of torture,
- but personally I can do without it.
-
- Finally, the only complaint I have about this game specifically is the
- lack of Alexander's magic. In KQ3, having Alex cast spells was an
- integral part of the game's plotline. He had to learn many spells and
- cast them at the correct time to work his way through the story. In KQ6,
- it seems like he has lost all his previous abilities, since the only
- spells he can cast must be learned throughout the course of the game.
- This was something of a disappointment to me, since I really liked the
- spellcasting aspect introduced in part 3, and since Alex should be
- something of an expert spellcaster by now, some of his spells should have
- been ported over to the new game to add consistency in the sequel. Maybe
- I missed something in part 5, like his powers were taken from him, though
- I doubt it.
-
- Anyway, these faults I have discussed are trivial at best, since in the
- end, the good aspects of the game far outweigh the bad. For newcomers to
- the series, this game should provide an incredible experience, much more
- rich in detail and thought than some of the other similar offerings. For
- fans of the series, it is truly worthy of the KQ name, and takes the
- romantic quest to new heights in the computer world. All of the humor,
- texture and depth we've come to expect from a KQ game is provided, and
- then some.
-
- KQ6 takes up a good 15-16 meg of hard drive space and has typical RAM
- requirements. The only protection is that some of the puzzles can only be
- solved if you possess the key piece of documentation included in the game.
- VGA and EGA is supported, though I'd only recommend playing it in VGA, and
- a multitude of sound boards are supported.
-
- This review is Copyright (C) 1993 by Richard Hsia. All rights reserved.
-
- ED. We're pleased to present two reviews of this most classic of all
- boardgames - Monopoly from Virgin Games.
-
- --------------------------------------------------------------------------
-
-
- ┌─────────┬──────────────────────────────────────────────────────────────┐
- │ Game │ Monopoly Deluxe │
- │ │ by Virgin Games │
- ╞═════════╪══════════════════════════════════════════════════════════════╡
- │ Machine │ √ 8088/8086 (XT) √ 80286 (AT) √ 80386/80486 │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Graphics│ ∙ CGA ∙ EGA √ VGA (640x480x16) ∙ SVGA │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Sound │ √ PC Speaker √ AdLib √ Soundblaster √ Covox √ Big Mouth │
- │ │ √ DS201 √ Tandy √ PAS √ Echo II √ Sound Source √ Roland │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Control │ √ Keyboard √ Mouse ∙ Joystick ∙ Gravis GamePad │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Memory │ ∙ EMS ∙ XMS │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Size │ 2.5 Megabytes on Disk │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Other │ Mouse HIGHLY recommended │
- ╘═════════╧══════════════════════════════════════════════════════════════╛
-
- Reviewed by Ron "Greedy Capitalist" Dippold
-
- Ah, Monopoly (*), the most successful board game ever! I doubt that there
- are many people who don't have some memories of playing this game, or that
- many households with board games that don't own it.
-
- I remember playing it as a child (as opposed to now, when I'm just
- immature), and that I learned a lot about math and making change from it.
- At that time my addition and subtraction skills weren't top notch, and
- there's nothing like a game of Monopoly to exercise them.
-
- For all its great points, however, there are a couple disadvantages to
- monopoly that even the most dedicated Monopolophile will admit:
-
- * It takes a long time to play - a full game of Monopoly is a major
- undertaking requiring a couple uninterrupted hours.
- * The setup takes a while - sorting out all the properties and disbursing
- the initial cash. It'd be easier if you stored them in order, but you
- never do that.
- * Banking is intense - you spend a lot of game time making change.
- * It's hard to find people to play, especially when you consider, as I do,
- a multiplayer game to be superior to a two player game. That several
- hours thing again.
-
- Enter the computer. It can do setup in less than a second, handle all
- banking chores fast and easy, and can provide as many players as you want.
- This convenience comes at a price, however, as the large number of Monopoly
- computer clones I've played (over a dozen, most unlicensed) proves. So
- far, they've all suffered from lame graphics, a lame interface, lame
- players and just general lameness (see a trend?). Which finally brings me
- to Monopoly Deluxe.
-
- This is the first computer Monopoly I've ever played which re-creates the
- feel of Monopoly.
-
- First are the graphics - as you can see from the screen shots, the board
- shown on screen looks exactly like the Monopoly board. It's a little small
- on most screens, but that's a function of the screen size rather than a
- graphics limitation. All the icons are detailed enough that they're easy
- to identify. In addition, the programmers here have spared no effort, and
- there are lots of graphical touches that actually improve the game.
- Improvements include a red "MORTGAGED" stamped across mortgaged property
- cards, animated and improved Community Chest / Chance cards, and automatic
- coloring of owned properties so you can tell at a glance who owns what.
-
- There are animations for the following events: Closing an auction, going
- bankrupt, landing on Free Parking, passing Go, buying a hotel, breaking out
- of jail, getting sent to jail, paying taxes, and winning. In addition the
- icons themselves animate as they move - the dog and horse run, the cannon
- rolls, the car patters, etc. Whenever you roll the dice, the Monopoly guy
- pops out of the "O" in "MonOpoly," shakes the dice, and rolls. Finally,
- the Community Chest and Chance cards are sometimes animated. You can turn
- adjust the speed of these animations, and turn off any or all of these
- animations if they annoy you. Generally they're short and amusing enough
- that you'll want to leave them on.
-
- Next comes the sound. Your enjoyment of the game will be incredibly
- enhanced if you have some sort of sound device that supports digitized
- speech and sound effects. Each of the icons has it's own sound as it moves
- - the dog barks and pants as it runs, the cannon rumbles, etc. The dice
- clatter as they roll and bounce. The railroads have a train whistle if you
- land on them, the Electric Company sizzles, and the Water Works gurgles.
- There's a satisfying "KA-CHING!" when someone pays rent. And the cards are
- very noisy - many cards have their individual sounds, such as a fat lady
- singing for the opera card. For general use, each card has a standard
- "Okay" button to indicate acceptance of your fate, and also a "Darn!" or
- "Yeah!" button if you want a vocal comment along with that. For the really
- bad cards there's a very Homer Simpson-like "Doh!" The sucking sound made
- on the tax squares is hilarious. Again, you can turn these on and off as
- desired.
-
- User interface is a big plus - there's nothing that's a pain in the butt to
- do, someone spent a lot of time getting things right. It's all point and
- click. Provided, that is, you have a mouse. The keyboard interface isn't
- bad, considering, but this was designed for the mouse - keyboarding is a
- hassle. Menus provide all the options you need for things that aren't
- easily done by clicking on parts of the board, such as choosing animation
- options. You can even modify the menus by changing the included MP.INI
- file. A game history window in the lower right keeps track of everything
- that has happened, in a large or small font, so you don't miss anything.
- Most action is easily covered by moving the mouse with your right hand and
- occasionally slapping the Enter key on the keypad for extra speed. Sorry
- southpaws: just another in a long line of frustrations.
-
- Let's not forget the rules - this game adheres strictly to the rules of
- Monopoly. And if you don't like them you can change them! It supports all
- common variations with a Rules dialog box.
-
- Property rules variations: Jail rules variations:
- No auctions No renting
- One lap before buying No unmortgaging
- Unmortgage only on turn No building
- Automatic rent No trading
- No trading Jailed on 3 doubles
- No computer offers
-
- Building rules variations: Free Parking rules variations:
- No auctions Collects fines and taxes
- Unlimited supply Ante (default $500)
- Build only on turn Windfall (default $10 times roll)
-
- Miscellaneous rules variations:
- Short game (3 houses then hotel)
- Time limited game
- Go bonus amount (default $200)
- Doubles reroll limit
-
-
- So who do you play against? Well there are ten different icons, but "only"
- up to eight players can play at once. Each of the players can be a human,
- or one of three different computer players: Calculator, XT Clone, and
- 386/33 MHz, indicating their respective processing power. Calculator is
- really lacking in the smarts department - he pretty much just survives. An
- excellent simulation of playing a game with your younger brother when you
- can't find anyone else. More on 386/33 MHz later.
-
- Trading is one of the hardest things for a computer Monopoly to get right -
- you've got to be able to simulate any possible combination of property and
- cash trading between any number of players. I think they did a good job on
- this. Double clicking on any of the icons in the player window pops up a
- list of everything the player owns. You can have multiple player windows
- open at once, and you can indicate what each player will give to each
- other. Players can accept, reject, or modify a trade.
-
- That's the details - how does it do overall? As I said, I think this
- really captures the Monopoly feel. I've already burned too many hours on
- it, in solo games against the computer and with other human (or so they
- claim) players. All the attention to detail really pays off. There's
- nothing that's a pain in the butt to do. And you'll be amazed at how fast
- things go when the computer takes care of all the details - a full game
- against three players will take a little less than an hour. You can also
- save the game for later play.
-
- Again, this all assumes a mouse and a good sound board. The interface
- isn't really designed for a keyboard, even though it will work without a
- mouse, and you lose a lot of the effect without the digitized sounds. Lack
- of mouse I'd call fatal.
-
- There are a few things I want to gripe about in hopes of seeing them
- addressed in a future release:
-
- Gripe 1: Some of the colors used to indicate which property belongs to
- which player are pretty nasty and blotchy. Who needs a property that looks
- like someone with measles? Okay, minor gripe
-
- Gripe 2: Not all of the quirks have been worked out. You can occasionally
- get into a strange state, such as a computer player with less than $50
- trapped in jail. It goes into an infinite cancel loop that you'll have to
- break yourself by giving the player some money if you're quick enough with
- the mouse. Again, minor.
-
- Gripe 3: The only major gripe. The computer is FAR too easy to trick when
- trading, even at 386/33 MHz level, which can give you an insurmountable
- advantage that you'll have to compensate for yourself if you want a
- balanced game. The computer player will fall for things that no human
- player would, such as giving you the final property of a monopoly for just
- a few bucks above list price, even when he already has plenty of money.
- You'll have to restrain yourself and only offer deals which you would
- consider fair in order to balance out the game.
-
- Other than that, however, this game gets an enthusiastic three digits up.
- You couldn't see it, of course, but I got sucked into two more games of
- Monopoly Deluxe just while writing this review. It's addictive, it's fun,
- and it's fast and convenient - Monopoly moves into the computer age!
-
- (*) Monopoly is a trademark of Parker Brothers
- This review is Copyright (C) 1993 by Ron Dippold. All rights reserved.
-
- --------------------------------------------------------------------------
-
- MONOPOLY DELUXE by Virgin Games
- Reviewed by Joshua E. Randall
-
- Requirements:
-
- 80286 or better processor
- Hard drive with 2.6 megs free
- 640 KB RAM
- VGA graphics card and monitor
- Microsoft compatible mouse (recommended)
- Supports all major sound boards or internal speaker.
-
- No copy protection
-
- DOS version, reviewed on:
-
- 386 SX-16, 2 megs RAM, Logitech mouse, standard VGA monitor, no sound
- board.
-
- Virgin has produced a real winner in MONOPOLY DELUXE (MONOPOLY hereafter).
- As a childhood Monopoly addict, I had high expectations for this product.
- I'm happy to say that MONOPOLY met almost all of them.
-
- Monopoly is a board game in which each player tries to amass as much money
- as possible by buying, trading, and developing properties. The game ends
- when one player has driven all the others into bankruptcy.
-
- MONOPOLY remains very true to the original board game. The board,
- displayed with "Go" in the lower right-hand corner, takes up most of the
- display. On the right fourth of the screen is information about the game,
- which varies depending upon what you are doing. During normal play it
- includes an area showing whose turn it is and some stats about that
- player, the "dice", and, in the lower part of the screen, a scrollable
- "game history".
-
- Player stats appear on an index-card shaped display which shows the
- player's name, piece, and amount of money available in several different
- categories (such as "cash on hand", "liquid assets", and "available
- assets"). In a multi-player game, you can conceal your own monetary
- information by clicking on the "lock" icon. You assets are also concealed
- when paying "Income Tax", so you'd better know if that 10% is less than
- $200 _before_ you have to pay. Clicking on the piece shows what properties
- a player owns by highlighting them on the board.
-
- Below this is an area showing the pieces of all players in the game.
- Double clicking on a piece brings up that player's window which displays
- his prop-erties and money. Double clicking on the Bank shows which
- properties remain unowned, as well as how many houses and hotels are
- available for purchase.
-
- In the bottom half of the display is the "game history". While a nice
- touch, it is really pretty useless. The only time I needed it was when an
- involved trade had been completed and I wanted to make sure I remembered
- who owned what. Of course, I could have used player "inventories" to the
- same effect.
-
- Graphics quality is very good. The board, pieces, title deeds, and cards
- are exactly like the ones from the board game. Not much to say here --
- nothing fancy, just quality pictures.
-
- A minimum of two and a maximum of eight players can participate, choosing
- from the ten playing pieces available. As few as one player can be human.
- If you opt to play against the computer, you can select one of three skill
- levels -- "Calculator", "XT Clone", and "386/33 Mhz" (which, as the
- documentation reminds you, can be selected even on a system slower than
- that or with a weaker pro-cessor).
-
- I found the computer to be an able but not especially adept opponent.
- Even on the highest setting he failed to truly challenge me. Of course,
- MONOPOLY is heavily based on luck, so perhaps I was just very fortunate.
- Actually, there seemed to be little difference in the various levels. The
- only noticeable one was in how hard a bargain the computer drove in
- trading prop-erties. Also, while the computer could be quite demanding
- in trade with a player, it had an annoying tendency to have its players
- make foolish trades, such as Water Works for Board Walk. It is possible
- to disable trading, but this takes away a fundamental part of the game.
- However, this is my only real quibble with MONOPOLY as a whole.
-
- Game play is relatively simple. After selecting players, you click on the
- "dice" icon to start the game. The first player clicks on the dice to
- roll them. If animation is enabled, the Monopoly Man (you know, the guy
- in the black suit and hat who's pictured on all the Chance and Community
- Chest cards) emerges from the "O" in "MONOPOLY", shakes the dice, and then
- rolls them. While this is amusing, I found it repetitive after a while.
- Luckily, you can disable it. After that, the player's token advances to
- the appropriate space on the board. Each token has its own way of moving
- -- the dog runs, the hat rolls, and the thimble bounces, for example.
-
- If the space is a property, the player is given an option of buying it
- from the bank, or letting it go up for auction. (I found that the
- computer will _always_ buy properties, even if he has to mortgage other
- ones to do so.)
-
- The auction is very well done. A graph is displayed, with a number for
- each player. The bidding starts at the listed price, and decreases until
- someone bids by pressing the number which corresponds to his piece. (You
- must use the keyboard during auctions.) The price then jumps up to a new
- level and gradually decreases until someone else bids. Eventually, the
- property is sold to the highest bidder. I liked the auction system; it's
- too bad it has to use the keyboard in an otherwise all mouse game, but I
- can't really think of anyway around this, especially if you're playing
- with more than one human player.
-
- If the space is something else, the game reacts appropriately. For
- example, on Income Tax, the player puts his money in Uncle Sam's bulging
- hat, while on Go To Jail, he gets thrown in a paddy wagon and hauled off
- to the slammer.
-
- On a Chance or Community Chest space, the card is displayed on the screen,
- along with appropriate animation. For example, on "Life Insurance
- Matures", the couple hugs, while on "Get Out of Jail Free", the player
- flies out of a cage. I found the animation, while simple, to be enough to
- give some spark to the game. If you get tired of it, you can toggle it
- off. Make no mis-take, though; the animation is very well done, and was
- smooth even on my slow system. You can also adjust the animation speed
- and "skipping", which seems roughly equivalent to "frame rate", to
- compensate for processor variances.
-
- There is one minor annoying thing about cards -- in some cases, the player
- is given a choice of buttons to click on, like "Darn!" and "OK". However,
- both do the same thing. I initially suspected that one choice would let
- you avoid the effects of certain cards -- in other words, cheat. But that
- is not the case, so I really don't see the purpose of giving the player a
- false "choice". Far better to let him simply click on "OK", as in a
- Macintosh or Windows dialogue box.
-
- When a player is through with his turn, he passes the dice to the next
- player, who then clicks on them to take his turn, and so on.
-
- I found it helpful to enable "automatic dice passing", which saves you
- from having to actually "pass" the dice at the end of your turn -- the
- next player can simply click on the dice to start, without you ever
- "officially" ending your turn. If playing with computer opponents, I also
- liked to let them roll the dice themselves, so I didn't have to click in
- between computer turns.
-
- Eventually, the players are going to want to trade properties. To do
- this, you double click on the icons of the players you want to trade.
- This brings up a window displaying that player and all the things he owns.
- You then highlight an item in your "inventory" (have I been playing too
- many adventure games?) and click on the player you want to give that item
- to. If the item is money, you enter the amount. Finally, each player in
- the trade has the opportunity to accept, modify, or reject the trade.
- Trades can be a simple gift, or a multi-player swap of numerous
- properties. The trading mechanism is not perfect -- you have to do a lot
- of clicking -- but it gets the job done.
-
- A note on computer trading: as I said before, the computer is a reckless
- trader. He also has a tendency to propose the same trade over and over,
- even if you reject it repeatedly.
-
- Building is simple. You double click on the space on the board, which
- brings up a picture of that Title Deed card. Then just click on the house
- icon to build. You can change your mind and "un-build" the house before
- selecting OK. You can also mortgage a property if you need cash by
- selecting "mortgage".
-
- The game proceeds, with players striking deals, creating monopolies, and
- building houses and hotels. After MONOPOLY progresses far enough, one
- player is not going to be able to pay his debts. He can try to raise
- money by selling off houses, mortgaging properties, and trading, but if he
- still can't pay, he goes bankrupt. The player to whom he owed the debt
- now assumes control of his properties. The games ends when only one
- player remains -- he takes a "victory lap", and the board clears, ready
- for a new game.
-
- It's in this area that I found the only bug I noticed in MONOPOLY. What
- happened was this: a computer player was in jail, and didn't have a Get
- Out of Jail Free card, or $50 dollars to pay his fine. After rolling
- three times and failing to get the needed doubles, a screen came up
- informing the player that he had to pay $50 to get out of jail. But the
- computer didn't have the money, so he selected "Cancel". The window
- popped up again. And again the computer selected "Cancel". The cycle
- kept repeating, and there was nothing to do but quit that game and start a
- new one (I could still get to control bar).
-
- This happened three times while I was reviewing the game. It leads me to
- believe that if you go bankrupt to the _bank_ and not to another _player_,
- the game might crash. For example, I suspect that if you land on Luxury
- Tax with less than $75, you're going to get a crash. However, I was
- unable to test this theory because of the difficulty of controlling where
- you land.
-
- MONOPOLY also supplies you with a dizzying array of options. As I
- mentioned, you can toggle any of the animations on or off, as well as the
- accompanying music and sound effects. You can select "fast computers" to
- speed up play, "automatic rent" to keep you from having to request rent if
- someone lands on your property, and "no trading" if you get sick of seeing
- the computer trade away two reds for one purple. You can also modify the
- rules in many popular variants, such as "jailed for 3 doubles", "fines go
- to Free Parking", and "only build on turn". All in all, there are enough
- check-boxes to keep even the pickiest Monopoly fan happy.
-
- MONOPOLY DELUXE is an well done adaptation of the classic Parker Brothers
- board game. It features excellent graphics, amusing animation, an easy
- interface, and adequate computer opponents. My only complaints are the
- insufficient computer AI and the one bug. A few other things could use
- some work -- such as the somewhat clumsy trading system, and the keyboard
- based auction system -- but the game as a whole is very solid.
-
- Note: For owners of the original Monopoly computer game, Virgin offers a
- trade-up to MONOPOLY DELUXE at $10 off the store price.
-
- This review is Copyright (C) 1993 by Joshua E. Randall. All rights
- reserved.
-
- ED. - Enjoy two thorough reviews of Shadow President.
-
- --------------------------------------------------------------------------
-
- ┌─────────┬──────────────────────────────────────────────────────────────┐
- │ Game │ Shadow President │
- │ │ by D.C. True, Ltd. │
- ╞═════════╪══════════════════════════════════════════════════════════════╡
- │ Machine │ √ 8088/8086 (XT) √ 80286 (AT) √ 80386/80486 │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Graphics│ ∙ CGA √ EGA ∙ VGA ∙ SVGA │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Sound │ √ PC Speaker √ AdLib √ Soundblaster √ Soundblaster Pro│
- │ │ √ Disney Sound Source √ PAS √ Covox │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Control │ √ Keyboard √ Mouse ∙ Joystick ∙ Gravis GamePad │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Memory │ ∙ EMS ∙ XMS │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Size │ 7.5 Megabytes │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Other │ Mouse required │
- ╘═════════╧══════════════════════════════════════════════════════════════╛
-
- Reviewed by Ron "Plausible Deniability" Dippold
-
- Balance of Power fans rejoice! This is your type of game, in spades.
- Here's the scenario: you're the president of the United States of America,
- it's June 1st, 1990, your popularity at home is 50%, and you have 886 days
- left till the election. That's the least of your problems, however -
- Iraq is considering invading neighboring Kuwait, and all the usual
- suspects are doing that invasion, espionage, and guerrilla warfare thing
- around the globe. Do something rash, like invade Cuba, and you could get
- nuked. If your popularity gets too low, or if you upset a country
- enough, you could be assassinated. Less spectacularly, Congress could
- impeach you. To help you make all these decisions, you are tied into the
- Shadow Network, a computer which lets you track what's going on and make
- decisions.
-
- The interface consists of a map of the countries of the Earth which can be
- zoomed in to view specific regions. You can then view different
- information about the country, as well as specify actions to be taken
- against or for a country. Periodic news dispatches come in, and time
- passes fairly quickly.
-
- The standard for this kind of game is Balance of Power (BOP), and the
- updated Balance of Power 1990. As fans of BOP are likely to be interested
- in Shadow President, the comparison is certainly apropos. Basically,
- Balance of Power concentrates more on the United States vs. the USSR (the
- balance of power). Shadow President concentrates more on the U.S. vs.
- everybody else with regards to the Iraq/Kuwait situation, or more
- accurately, the President vs. everybody else. The Soviet Union is still
- involved, but it's just the most powerful of many players. The mechanics
- of decision making are more involved in Shadow President, and the overall
- game is far more complex and detailed.
-
- The standard screen is a line map of the countries of the world. You can
- select any country with a crosshair. The currently selected country is
- bright red, and the country your crosshair is currently on is dark red.
- Countries taking an action flash green, and countries being acted against
- flash purple. For example, if Uganda issues a statement condemning Kenya,
- Uganda will turn green, Kenya will turn purple, and an informational
- bulletin will appear.
-
- On top of the screen you have the current day and time, your popularity
- rating, and the number of days till the election. To the right of the
- screen are a graph of four informational variables about the country, an
- Earth icon, and a city icon. To the lower left are your advisors, and to
- the lower right are some option buttons. When necessary, the main screen
- will be replaced by specific detail screens, such as a War Room to view
- military actions in detail.
-
- The graph on the right shows the current levels of four variables for both
- the U.S. and a selected country. The first graph, T, is the total
- influence in the world. The second graph, E, is the ethical level of the
- country. The third, A, is the ambition level. The last, Q, is the
- quality of life. The Earth icon on the right gives you an overview of the
- global situation - quality of life, military tension level, you leadership
- effectiveness, U.S. quality of life, etc. The City icon shows you a
- stylized representation of an average city in the selected country. The
- height of the big buildings in the rear represents the GNP. The
- residential section on the left represents per capita income. The front
- part is a park which represents quality of life. And the right section
- gives the military strength. Along with the graph on the right, this lets
- you get a quick feel for the country.
-
- On the bottom left are your advisors. The White House Chief of Staff
- gives you a situation overview and points you to critical events. The
- National Security advisor lets you know who the U.S. is friendly with,
- who's on our top ten bad guys list, and the strengths of the various
- alliances. The Secretary of State reports on general political
- relationships with other countries, such as how much Foreign Aid other
- countries are begging for. The Secretary of Defense has all the
- information about military strengths we need, as well as the nuclear
- situation and any global hot spots. The Press Secretary condenses all the
- world events information into news updates for you. The CIA director
- reports on all intelligence activities. The Economic Advisor concentrates
- on the quality of life for the United States.
-
- These seven will give you incredibly detailed information about the global
- situation, the U.S. situation, and any information about the currently
- selected country. You may find yourself overwhelmed by the statistics.
- They'll also give you information about certain actions you propose to
- take, described below.
-
- On the bottom right are seven buttons that change your view. The first
- button changes the map to show you the entire world - some countries may
- be too small to locate effectively in this view. The next button will let
- you zoom in on any region of the world. The third button lets you zoom
- in further on one particular country.
-
- The fourth button invokes the filter view, which allows you to color all
- the countries of the world based on the current values of 29 variables
- such as quality of life, human rights, economic growth, trading partners,
- ambition, ideology, etc.
-
- The fifth button brings up the 1990 CIA world factbook information for the
- selected country, which is quite comprehensive. The sixth button brings
- up the budget view, which lets you adjust your taxation and spending
- levels. The last button is the system options, which lets you turn
- animations on and off, load and save a game, etc.
-
- Bring the mouse up against the left of the screen and a set of aid/action
- buttons pops up. Under Social, you can set humanitarian aid levels,
- encourage social reform, promote human rights reform, dispatch a peace
- envoy, initiate cultural exchange, improve diplomatic relations,
- strengthen economic ties, or issue a statement of condemnation. This
- gives you an idea of the actions available in each category, I won't list
- them all. After you choose each action, you can get advice from your
- advisors, cancel it, or initiate that action.
-
- The next option is Economic aid and actions, such as blocking trade or
- encouraging investment. The Intelligence option lets you give espionage
- aid to allies, or spy against a country, assassinate the leader, supply
- arms to rebels, etc. The Military option lets you give military aid,
- encourage or discourage military spending in a country, perform a surgical
- strike, attack the country, etc. The Nuclear option lets you give nuclear
- aid, and even perform a nuclear strike.
-
- You have further options in special screens, such as the War Room, where
- you can set troop levels, attack countries, demand surrender, install new
- leadership, and more. All in all, a lot of options arranged very well.
- It's a lot less cluttered than it sounds due to a very nice arrangement of
- options and data.
-
- Everything you do has repercussions which can affect several variables
- such as military threat concern, leadership effectiveness, concern about
- government, population, world influence, etc. Certain actions have their
- own animated sequences, small but sufficient. A burning flag for a coup
- d'etat, an animated jet cockpit sequence for a surgical strike, etc.
-
- That's all the details. Now, in the "a consultant is a person who knows
- 101 ways to make love but can't get a date" category, how does it all work
- out? For people who like this kind of game, this is the kind of game
- they will like. Those who only like arcade games are going to be
- frustrated. Although there's a lot going on, the "action" level is very
- low. They're going to get frustrated, nuke Canada, and lose. Those with
- a bit more patience who love things such as war games or other strategy
- games are probably going to like it.
-
- Besides the Iraq / Kuwait scenario (could you have done it better?)
- there's plenty of other things to do. You can concentrate on other parts
- of the globe, although the Middle East is still the most interesting place
- to play. You can play around with your budget at home and see what
- happens. What happens if you, say, annex Mexico? Play around! There are
- all sorts of unexpected consequences. In this game, at least, China has
- an itchy nuclear trigger finger. If you want to invade somewhere you need
- to have a base of operations in the area. Depending on your relations,
- you may find that no country wants to host your invasion force. Or you
- may find that you're very popular - when I had the U.S. invade Syria after
- escalating tensions, Turkey, the U.K, and Israel all contributed troops to
- the effort.
-
- Simulation freaks are going to love the level of detail - this takes up a
- lot of disk space, and it's not taken up with a lot of graphics or sound,
- which are just adequate.
-
- In fact, in the Style Over Substance Dept. let me address my chief beef
- with this game - the user interface. As I said before, everything is well
- laid out and designed, but the implementation could use a bit of work.
- It's all done in EGA, presumably because standard VGA MCGA mode doesn't
- offer the resolution necessary for good text. This program is a perfect
- example of where SVGA using a VESA driver would be useful. They could get
- better resolution and improve their pictures, which while good for EGA
- mode are still weak compared to VGA graphics. It doesn't feel like you're
- playing a new game.
-
- They may not have gone for that because the graphics are already slow
- enough - there's absolutely no excuse for how long this program takes to
- fill a country, given how often it occurs. I've got a 33 MHz 386 with an
- extremely fast VGA card, and I've written programs which can fill such
- irregularly shaped areas quickly. I'm not sure why they settled on what
- appears to be a simple series of generic flood fills. Due to this
- slowness, I expect, it takes a while from the time you place your cursor
- over a country till the time it is highlighted, probably to keep the slow
- flood fill from causing cursor movement from dragging.
-
- And that's my big beef. If it's the substance of the game you care about,
- the annoyance of the interface soon disappears as you get used to it and
- get into the game. The game itself is fascinating and endlessly detailed
- (you can get some kicks from reading all the text files in the game's
- directory). Strategy fans are going to waste a lot of time on this one.
-
- This review is Copyright (C) 1993 by Ron Dippold. All rights reserved.
-
- --------------------------------------------------------------------------
-
- SHADOW PRESIDENT by D.C. True
- Reviewed by Chris Franczyk
-
- Think that George Bush has an easy job? Ever look at Bill Clinton and
- think that could have been you? Well, D.C. True has come up with a unique
- way for you to see just how good of a job you could do as president.
- SHADOW PRESIDENT plays somewhat off the old "Balance of Power" series that
- Mindscape Software put out a few years ago. The central idea is the same,
- you are leader of the United States in the early 1980's with the Cold War
- going strong, and you must keep the U.S. out of nuclear war. Simple,
- right? But D.C. True has added many new twists.
-
- The concept behind SHADOW PRESIDENT is to ride out your term and get re-
- elected. This is not as easy as it seems. Staring out with a 50%
- approval rating, you must juggle world events along with keeping people
- satisifed on the home front and also keep your economy going. You are
- able to influence different countries, sign treaties with them, establish
- cultural exchanges with them, improve diplomatic relations and even send
- military, spy, nuclear, humanitarian, or economic aid packages. All of
- this is done on a country-by-country basis with the possibility of your
- help being rejected at any time. Invariably, every country will ask for
- more aid than you may wish to give. Other countries can issue statements
- of condemnation for your actions or praise them. All of this will
- ultimately effect your status in the rest of the world.
-
- On the home front, SHADOW PRESIDENT divides the budget into several large
- groups. For expenditures, you have defense, investment, foreign aid and
- social programs. All of which reflect the budgets of the 80's. As for
- income, you obviously have several different kinds of taxes. There are
- personal, corporate, and sales taxes along with tariffs. All of this
- needs to be juggled in such a manner as to keep the populace happy and
- promote economic growth. A favorite ploy of mine was to cut foreign aid
- to $0, raise tariffs as high as they could go, cut personal taxes and
- raise sales taxes. This left me with a strong economy and a 79% approval
- rating. If, however, you cannot effectively do your job and your
- approval rating begins to plummet, the electorate will let you know their
- ire by pasting a bulls-eye on your back and shooting you.
-
- You are given a group of advisors including a press secretary who keeps
- you informed as to the events in the rest of the world, a chief of staff,
- defense secretary, budget director and a national security advisor, among
- others. They do manage to provide useful information and insight, but
- they might resign if you are erratic in your dealings or if you show
- inconsistencies with their beliefs. Here the game falls short because you
- are given few notices of their disagreement and, if they do resign, you
- cannot appoint another person to fill their role.
-
- The game itself comes with several pre-set scenarios included in its basic
- programming. You have the earth as it was on June 1, 1990, a super-Iraq
- scenario where this is what might have happened if the U.S. did not
- intervene in Kuwait, U.S. economic decline, and a scenario where the third
- world countries develop strongly and quickly. The most intriguing of
- these are the first two with the super-Iraq scenario being what I thought
- was the most difficult.
-
- Sending troops into a country proves to be the most interesting part of
- the game. You need to find countries that are friendly to you so you can
- deploy and ready your troops for invasion. The game takes you into the
- war room with a sound-card fan-fare unmatched in any game I have played.
- After setting the amount of troops you wish to deploy, you must wait for
- them all to be sent to their destination. This time frame obviously
- varies on how many troops you are sending and to where. If you decide a
- nuclear attack is necessary, you are allowed to decide how many warheads
- to launch and where you want them to strike (civilian targets, industry,
- etc.) Once the nukes hit, you get an instant tally as to how many were
- killed. But, unlike "Balance of Power", the game does not end there. You
- then have to deal with the possibility of a counter-strike (if the country
- has nuclear weapons) or the political fall-out could end up killing you...
- .LITERALLY!
-
- The game itself is mouse-driven. VGA graphics and a minimum of a 12MHz
- 286 IBM-PC compatible computer are needed. A sound card is strongly
- recommended (especially to hear George Bush at the end of the game). The
- game can use your PC speaker, but you must have a 16MHz machine. The game
- takes up roughly 7.5 megs of hard disk space.
-
- D.C. True has loaded this game with all kinds of variables and statistics.
- Because there are so many different calculations and things to consider,
- there is a considerable lag time for hard drive access. The game has
- several different speed settings ranging from 1 day per second on the
- game clock to 1 hour per second on the clock. I strongly recommend
- playing at the slowest, or 1 hour/second, speed. I ran the game on a
- 486/33 and, when I set the game speed up to 1 day/second, I had a hard
- time getting back into the game to fix my budget or do anything else
- because my hard disk would not stop accessing. Installation of the game
- is bothersome as well. For a three-disk game you would expect a short
- install. But again, because of the amount of information that has to be
- unzipped, the whole installation process takes some 30 minutes.
-
- If you are the arcade, shoot-em up type person, stay far away from this
- game. This game caters to the sim-lover and to the stat lover. I
- strongly recommend this game to the fans of the old "Balance of Power" and
- to all other sim-lovers. You will not be disappointed as this brilliantly
- written game takes into account virtually every factor that can be
- concieved when it comes to being president. D.C. True should market this
- to all prospective presidential candidates before they decide to run.
-
- SHADOW PRESIDENT is published and distributed by D.C. True.
-
- This review is Copyright (C) 1993 by Chris Franczyk. All rights reserved.
-
- ED. - It is important to note that the new version of Shadow President
- now available corrects the installation time problem. It now takes
- approximately 5-10 minutes to install, not 30.
-
- SPELLCRAFT ASPECTS OF VALOR by Asciiware, distributed by Broderbund
- IBM version
- Reviewed by Wyvern
-
- "He who crafts the most potent spells wins" so says the quip on the back
- of the SPELLCRAFT box. If the title hadn't already given you the clue,
- this quotation certainly would. SPELLCRAFT is about learning to make
- spells. There have been many crpgs on the market that have included the
- learning of spells. Some have included the necessity of proper
- ingredients and/or a magic word to activate the spell, but SPELLCRAFT
- takes this alchemy to new heights.
-
- There is a rift between the world of magic and Terra. You, Robert Garwin,
- have been summoned by a powerful wizard, Garwayen, to become his
- apprentice and help to close this rift which otherwise would mean the
- destruction of Terra. You meet your mentor in Stonehenge, the portal
- between the world of magic and that of Terra. You are told your task and
- your instruction begins.
-
- First you must align yourself to one of the four elemental colleges,
- Earth, Air, Fire or Water. Whichever of these colleges you choose shall
- be the primary basis of the spells you will learn. There are two other
- colleges of magic, Ethereal and Mind, which are available to all
- pratitioners of alchemy. Garwayen explains that spells are made of five
- types of ingredients: Aspects, Jewels, Powders, Candles and Stones which
- are activated by a Magic Word. These five ingredients will be found or
- can be purchased during the course of your training. To start you off,
- Garwayen teaches you a couple of the easiest spells, one of which is the
- Return Home spell. Garwayen also provides you with a Robe of Enablement
- and a Sword of Striking.
-
- Spells are not all that will be needed to defeat the Lords of Magic who
- wish to widen the rift between their world and Terra. Physical fighting
- ability will also be needed. Your training consists of visiting the the
- elemental planes of Earth, Air, Fire and Water as well as Dead World while
- you learn to make spells. In your earliest ventures into these worlds,
- Garwayen provides a magical map and vision which allow you to see the
- realm, the monsters and treasures therein. Within each world is a circle
- of stones, not unlike Stonehenge, which will provide you with safety
- should the enemy prove difficult. Seeking sanctuary within does have its
- price. Damage can be done to the stone structure which can only be
- repaired by visiting Dead World. Your training will take you to Dead
- World anyways, so this never seemed a critical consideration. When you
- die, you enter Dead World, if you manage to make it to your protective
- circle of stones you will be resurrected and continue playing. Garwayen
- will, early in the game, see to it that dying in Dead World is not your
- end, but later on, death in Dead World is final.
-
- So your apprenticeship begins, alternating between exploration and battle
- in the elemental worlds, instruction from Garwayen on the ways of spells
- and visits to Terra where you visit various locations and people who will
- have clues and quests and will sell and buy ingredients. As you gain
- proficiency the difficulty increases. Garwayen creates simulated wizards
- in the elemental worlds for you to fight and leaves you clues to spells in
- chests hidden in their realms. Eventually the Lords of the Elemental
- Worlds learn of your apprenticeship and challenge you to defeat obelisks
- of monster creation within their worlds. The clues on the correct formula
- for a spell become increasingly criptic and difficult to piece together.
- So goes your tutelage until you are ready to face the Lords themselves.
-
- An interesting premise for a game, certainly a new approach to bringing
- fantasy to the player. SPELLCRAFT is a well crafted game. Having choosen
- their orientation Asciiware follows through thematically. The
- documentation provides useful information on how to use the game while
- also contributing clues to the making of spells and the rules which govern
- their creation. In this manner the documentation becomes more than just a
- guide to play the game, it becomes part of the game itself. Other games
- have attempted to present their documentation with this sort of thematic
- orientation with terrible results. Instead of adding to the game and
- being clear in the information they provided, they became a mishmash of
- creative writing. SPELLCRAFT's documentation manages to maintain their
- theme while being clearly informative.
-
- The graphics vary in quality greatly. On your Terra visits to sites such
- as Pompeii and Giza you are treated to digitized pictures of photographic
- quality. Your journeys into the worlds of magic are of rather standard
- graphic quality and nothing about which to rave. When you mix a spell
- incorrectly, you are confronted with an image of the effects of this
- mistake upon yourself. You may appear turned to stone or with gapping
- wounds out of which worms crawl. Lovely. These gruesome portraits become
- increasingly less entertaining as the game progresses. Certainly there is
- a wide variety of graphic entertainment within the game, but I found it
- weakest, in the elemental worlds, where I would have wished it to be more
- interesting.
-
- The music while better than many games I have played was not so enjoyable
- that I kept it on for long. I fear this is a bias on my own part there
- having been only one game I have played in which I kept the music on
- throughout the entire game.
-
- The game interface is easy to learn and use. Players may use either a
- keyboard or a mouse or a combination of both. I found the latter to be
- the most convenient. Instructions on the use of the interface are clear
- and concise avoiding any confusion for the player. Saving and loading
- games is simple and fast offering the player the option of multiple saved
- games.
-
- High marks on the basics, but this game is not without its problems. This
- is a sizable game given the length of apprenticeship necessary to earn the
- power to take on the Elemental Lords of Magic. To really enjoy
- SPELLCRAFT, you must _love_ solving puzzles as well as be extremely
- patient as you learn to overcome seemingly insurmountable odds on the
- field of battle.
-
- Though Garwayen gives you the complete instructions for your first few
- spells, he will never do so again and learning the correct mixture for a
- spell can be a frustrating puzzle to unravel. Clues to spell construction
- come not only from Garwayen, but also from chests found in the Elemental
- Worlds and from your friends in Terra. Often these clues are incomplete,
- sometimes they are misleading. For example I received several clues that
- the magic word used in the creation of the Magic Map spell was the second
- power word from the Earth school of magic only eventually to learn that it
- was really the second power word from the Ethereal college. At other
- times in the game you will fail to mix a spell correctly not because you
- have any of the ingredients incorrectly mixed but because there is some
- task you must complete before the program will allow your success. This
- type of failure is particularly frustrating since you are given no
- indication of what you have done wrong. At times like this, the only
- option you have is to continue playing the game and hope to learn more.
-
- Garwayen will tell you early in the game when you should visit Terra but
- after that you must decide for yourself how often you will visit. A trip
- to Terra is not free. You have traveling expenses to manage and while you
- can raise some money by selling ingredients or items that you occasionally
- find in chests, your funds are limited. These trips are necessary, not
- only for the clues and quests but also to restock your inventory with the
- vital ingredients necessary for making spells. These trips also affect
- your progress.
-
- During a section of the game wherein I was combating simulated wizards
- Garwayen created, I defeated the last of the available wizards only to
- have Garwayen continue to tell me that I had not completed this task. I
- replayed the last battle twice over with the same results and was not able
- to alter Garwayen's admonishment of my failure until I visited all the
- sites in Terra. Why the program should be so stubbornly errant in its
- message over something so completely unrelated to the defeat of that last
- simulated wizard is a puzzle to me.
-
- As you progress in knowledge, completing various levels of training, you
- gain life force. You gain precisely 50 points of life force and believe
- me, that is a measily amount considering the increase of the numbers of
- monsters and strength of magic you will encounter at the next level. You
- will die and die often until you figure out the correct strategy to
- survive. It is bad enough that you die in one of these Elemental Worlds
- and have to try again from the "top", but after dying there you have to
- get through Dead World before you can retry. Sometimes these multiple
- trips to Dead World are not without reward. You can find some useful
- ingredients and have certain clues repeated. Other times it just seems
- like a lot to go through just to have another go at one of the Elemental
- Worlds.
-
- There is no doubt in my mind that SPELLCRAFT is a fine game, but its
- appeal is perhaps limited. I found the game too repetitious graphically
- to appeal to me on that level. While the puzzles, specifically on making
- spells, were often interesting, they were just as often frustrating.
- Failures in mixing spells or completing particular tasks were often caused
- by seemingly unrelated details. To clearly defeat a simulated wizard and
- to not have this acknowledged by Gawayen simply because I had not taken a
- trip to Terra recently seems a very poor programming choice.
-
- I presume that Asciiware decided not to offer a choice of characters to
- the player in an effort to keep the needed disk space as low as possible.
- Given that there are multiple graphic screens presented when your
- character mixes a spell incorrectly, this demand on space could be quite
- high. It does perhaps lessen the appeal of this game to female and ethnic
- players.
-
- SPELLCRAFT is a game for players who love taking notes, solving cryptic
- puzzles and a great deal of patience while learning to overcome the
- increasingly difficult odds. For players with such qualities, SPELLCRAFT
- will be a challenging game well worth the asking price of $39.99 <at
- Egghead>. Many hours of enjoyment await them. For players who do not
- possess these qualities, I recommend that you steer clear.
-
- SPELLCRAFT, the IBM version, will play on a PC, XT, AT and a PS/2 with a
- requirement of 640K of RAM, 256-color VGA/MCGA and DOS version 3.3 or
- higher. Hard disk space of 10MB is necessary to load the game. AdLib,
- Roland, MT32/LA PC-1, Sound Blaster or internal speaker supply the sounds
- and music. Mouse and EMS memory are supported but optional.
-
- This review is Copyright (C) by Wyvern, 1993. All rights reserved.
-
- SPELLJAMMER: PIRATES OF REALMSPACE by SSI
- Reviewed by Chuck McMath
-
- "Captain, we've spotted a ship off the starboard bow."
-
- "Any identification?"
-
- "It's too far away, sir."
-
- "Come about, attempt to hail them, but just in case they're not friendly,
- set a course to ram."
-
- "Aye aye, sir. Coming about, and hailing. Closing fast."
-
- "Sir, they're within hailing range, but they won't respond."
-
- "No response, eh? We all know what that means. Battle stations! Man the
- catapults."
-
- "Sir, it's a Neogi Deathspider, and... shots off, sir! We took one hit in
- the stern."
-
- "Fire at will! Aim the heavy catapults for the rigging, and the other
- weapons at the hull. We don't want a direct assault unless we can weaken
- her. And ram her, by golly! Our Squid ship has a sharp ram, but we're no
- match for a Deathspider, especially with those slimy Neogi slavers at the
- helm."
-
- "Shots away sir; we've hit the rigging, and she's starting to limp; the
- hull has also been hit. Sir, she's turning to ram us."
-
- "Hold on, boys, this should be a rough one."
-
- "Rammed! Sir, both ships took damage, but we came out ahead on that one.
- Shots away again; she took another hit on the hull."
-
- "Let's try to board her. Swing about and grapple."
-
- "We're hit again sir... but we grappled. Sir! Our air has mixed with the
- Deathspider's. It's fouled!"
-
- "Well, then we have no choice but to take over that Deathspider. Fighters
- at the front, Brightshield, you command the forces. Mages and priests,
- stay protected! Archers at the rear. Grab your weapons men, we're
- boarding! For glory! For gold!"
-
- That's life in the SpellJammer universe. It's a tough life, full of
- exotic worlds, excitement, and danger. This life isn't for everyone, but
- those of us who inhabit its worlds know we are the fortunate ones, for we
- have lived life fully. Come join us!
-
- SpellJammer (SJ) is a unique blend of the traditional AD&D role playing
- and space flight. This universe consists of solar systems which are
- encased in crystal spheres. Inside the spheres are the planets, which
- orbit suns, and the empty matter between the planets (called wildspace).
- Outside of the spheres is the great unknown. Traveling through space is
- accomplished in boats powered by magical means. In SJ you take the role
- of a novice captain, a mage or priest, who has just been given a boat by a
- retiring seafarer. Your goal (at least initially) is to survive long
- enough to find out what's going on in the universe. This is sometimes not
- as easy as it sounds!
-
- Ahoy Mates (Your Ship and Crew)
-
- There are many different ships in SJ. Each ship has its own rating for
- maneuverability, hull strength and cargo space. These ratings can be
- changed by modifying the ship (more on this later). Of course, when you
- start out, you are given a Galleon, one of the slowest (but strongest)
- ships around. You'd do well to reinforce the hull as soon as possible,
- and buy some more weapons, because you certainly aren't going to out-run
- or maneuver anybody!
-
- Each ship must have officers manning the different posts. For instance,
- you have to place a magic-user at the helm, because the nature of the
- power source is that it draws power from the helmsman. In addition, you
- choose a navigator, lookout, and others. Another allocation screen allows
- you to distribute your crew between weapons, rigging, and spare. Normally
- this is not much of a choice, as you will want to have enough crew to
- fully staff your ship, but sometimes after a heated battle you will have
- to adjust your crew allocation.
-
- You command an able and varied crew. This crew consists of the officers
- and the seamen. The officers range from Captain down to Navigator, and
- there are a few officers who don't have specific jobs. These eight or
- nine characters are the creme de la creme of the ship - 5th or 6th level
- Mages and Priests, a Paladin or two, Fighters, and even a Thief! These
- characters start out pretty well equipped, though you can upgrade armor
- and weapons pretty readily. The seamen are your basic fighter grunts.
- These men are all pretty interchangable, and can be recruited from here or
- there around different planets.
-
- Your officers advance in typical AD&D manner - successful battles gain
- experience points, and with the proper number of points, you advance in
- level. However, the captain garners most of the experience, so he
- progresses pretty steadily, whereas the other characters lag way behind.
-
- Ports 'O Call (The Spelljammer Universe)
-
- Although your ship is powered by a (seemingly) inexhaustable supply of
- magic power (just make sure a magic user is at the helm!), you require one
- supply which is not everlasting - air. Your ship holds a variable amount
- of air, depending on the ship size and the size of your crew.
- Periodically, then, you need to dock to replentish your air supply.
- Docking can be accomplished at any of the planets in the solar system. In
- addition, most of the planets allow sailors to disembark and fraternize
- with the natives. The inhabitants of these planets range from birdlike to
- lizard to plain rogues. Each port has a variety of places to visit -
- temple, tavern, warehouse, shipyard, government center, shop, etc. The
- exact names vary, but most planets have one of each. Visiting the temple
- allows you to heal your character or to raise the dead, visiting the
- tavern allows you to recruit crew, to hear rumors, and to buy a drink, and
- so forth. Each planet and place you visit has a corresponding graphic
- display, most of which have a small animation - water flowing, or tongues
- lapping, or fire cackling. Although the planet interaction is through
- menus, it's well done and doesn't detract from the gameplay.
-
- You can earn a meager living by ferrying cargo back and forth between
- planets. If you visit the warehouse on any given planet, you will be
- given the opportunity to pick up a shipment. If you carry the shipment to
- its destination, you will be paid a sum of gold. This is not the way to
- get rich, as the payment usually just covers your crew's wages, taxes, and
- provides a small extra amount. The way to make real money is by taking
- jobs. These jobs are available in the tavern, and will consist of taking
- passengers from one planet to another, or in catching the local pirate, or
- the like. These jobs are frequently more dangerous than merely carrying
- cargo about, but they help you much more. You see, one of the goals of
- the game is not to just amass money, but to become well known (ala
- Darklands). Your captain starts with a reputation of 'Unknown' and you
- must do what you can to advance. After a short period of ferrying cargo
- and taking jobs, you get a reputation of 'Reliable.' After a few winning
- battles you become 'Infamous.' At that point, the game really gets
- interesting. It's when you get a reputation that doors start opening up
- for you, and you begin to learn your _real_ mission in this universe!
-
- The Wild Frontier (Spaceflight)
-
- When traveling through space, you are presented with a view out the bow of
- the ship. Travel can proceed at two speeds: slow (can you say 'impulse
- power'?) and spelljam (can you say 'warp drive'?). You spelljam from one
- destination to another, but whenever you encounter another vessel or
- planet, your ship automatically slows down. Navigation is performed by
- going to a sub-screen which shows the known planets. You can click on a
- location to travel there, or you can step through the different planets by
- using a button. You get graphic and textual feedback as to where you're
- selecting. You can focus on the inner planets, the outer planets, or you
- can show the entire system at once. You can also toggle to show points of
- interest, which are locations in space that aren't planets (initially you
- don't know of any points of interest, but you find some pretty quickly).
- Once you 've chosen a destination, you return to the navigation sub-screen
- and click 'Spelljam to Destination.' If all goes well, you end up at your
- selected destination. However, it's a rare trip that isn't interrupted by
- a visit from another ship.
-
- Pirate off the Starboard Bow! (Encounters)
-
- When you happen across somebody, the ship comes out of spelljamming, and
- you see a tactical display in addition to the visual display. The
- tactical display shows the relation of the other ship to yours (all
- encounters are one-on-one). You have many options in this mode. You can
- attempt to hail the other vessel. If you're within hailing range, you
- will get a panel which presents what you can say to the other ship. These
- transmissions range from "Let's trade" to "Surrender Now" to "Let's both
- withdraw." In any case, you choose a transmission, and you then receive a
- response from the other ship. You can frequently glean useful information
- by asking nicely for it from other voyagers, and once someone offers a
- juicy tidbit, it's wise to keep pumping them until they're dry.
-
- On the other hand, you can hail a vessel and learn that they won't
- respond. In that case, you'd better break out the weapons, because a
- fight is on the way. Your ship is equipped with a number of projectile
- weapons - catapults, jettison, and ballista. Each weapon can be heavy,
- medium, or light. And each, of course, has different damage
- characteristics and loading times. Your weapon status is visible on the
- main screen, and when you click the fire button, all ready weapons fire.
- You can't aim the weapons, per se, but you just lob stuff toward the
- enemy, and hope it hits.
- If you want to create specialized damage, you can target your weapons.
- Targeting allows you to concentrate a weapon on different portions of the
- other ship - the hull (which is the default), the crew, the weapons, or
- the rigging. Each target destination produces different damage. For
- instance, targeting the rigging slows the other ship down. Targeting the
- hull is an attempt to destroy the ship completely. Targeting the crew or
- weapons tries to damage just that element of the other ship.
-
- Results from the battle are displayed in a scrolling text window, and also
- by a bar graph which shows the relative strengths of the two vessels. And
- of course, you see a visual display from the bow window. And there's a
- very satisfying feeling when you see a boulder strike an enemy ship and a
- small explosion appears. When the bar for a ship goes to zero, the ship
- is destroyed. When you destroy an enemy ship, you are rewarded with a
- pleasing explosion seen through the bow viewport. When your ship blows
- up... well, how would I know what happens? Actually, the game just ends.
-
- You can attempt to ram the other ship (if your ship is equipped with a
- ram), or to snag the other ship's rigging (thus slowing it down). You can
- also grapple the other ship, which is a prelude to boarding the other
- ship.
-
- Grappling is the method used when you think you may want to take over
- another ship, because it doesn't damage the ship very much. And once you
- grapple, you board.
-
- Take 'er Boys! (Boarding)
-
- When you board a ship, the view changes from a first-person type
- perspective to the familiar AD&D overhead view. If spaceflight is half of
- the game, boarding and fighting are the other half. You are presented
- with a view of the ship being boarded, with your crew and the enemy on-
- screen as the recognizable AD&D icons. This hand-to-hand combat works
- just as you would expect, coming from SSI. The officers are displayed
- individually, and they are controlled by you. The crewmen are displayed
- in groups (typically five in a group) and are controlled by the computer.
- Everybody takes their best shot, one at a time, and you slug it out until
- there's a victor. Of course mages and priests can cast spells, fighters
- can wield their best weapons, and archers can fire arrows through the air.
-
- The game's AI is pretty good, but suffers a little in battles. All too
- often computer controlled characters will occupy strategic areas, blocking
- your officers from moving to/from the battle. You _can_ take control of
- the computer controlled troops, but the procedure is somewhat awkward (you
- have to hit the Q key when it's that troop's turn, then cancel a movement
- grid. The computer will then ask if you want to take control of that
- troop of men. If you click 'Yes' you will then be in control of that
- troop for the remainder of the battle. Unfortunately, when you're
- controlling a group of men, you can't change weapons, for example, if your
- group runs out of arrows). You can flee a battle, but most battles are to
- the death. The battle sequences take a long time to resolve. There's one
- big battle for control of a Dwarven Citadel which took about 2 or 3 hours
- to play out (I took control of all my men because they insisted on going
- down the wrong corridors!). You also have a very limited viewing area
- when you're boarding a ship. You will need to explore carefully, as you
- can easily run around a corner and run into a cadre of enemies.
-
- Battles can be tough. Be sure to save this game often, because once you
- begin an encounter you can't save. Fortunately, you can have any number
- of saved games, and the interface for saving and restoring games is well-
- -done.
-
- Once a battle has ended (with you the victor, of course!) you have a
- number of choices. You can swap ships, and take the loser's ship to be
- your own. You can loot the ship, and get their money and cargo, and you
- can take a weapon (one only). After that, you set off for further
- adventures, or more likely, to a friendly port to repair your ship's hull.
-
- A Spelljammer's Life is the Life For Me (Overall Impressions)
-
- I like this game. The overall game play is well thought out, and
- progresses in an orderly manner. You begin as a nobody, and through
- tried-and-true AD&D conflict, build your reputation up to reputation up to
- being a 'somebody.' After an initial difficult start-up period (common to
- many RPGs) the storyline advances pretty steadily, as bit by bit more and
- more information is revealed to you. There's no fancy animations (well,
- just a little), but the game doesn't require it. The music is mood-
- enhancing without being overwhelming, and I don't recall getting tired of
- it. The manual is the typical excellent AD&D manual, complete with page
- after page of chart in the back, detailing what item does what damage to
- what, and how many experiene points you need to advance from one level to
- the next. The front part of the manual gives a detailed description of
- the software, intersperced with writings from the SpellJammer universe.
- Speaking of which, SJ has the feel of a real universe, with real peoples,
- places, and troubles. I believe this is an adaptation from an existing
- AD&D series, which explains the depth of the universe. Contrast this to
- something like Clouds of Xeen, where the world exists pretty much for the
- adventurers to go tromping through. In SJ people cross your path, and you
- sometimes help them, and other times don't. In addition, for those who
- wish to fly their vessels, but who are novices, SJ contains a difficulty
- setting, which may be adjusted while the game is underway. There are
- three difficulty levels.
-
- Even though SJ is an enjoyable game, there are a few rough spots. The
- initial release was buggy, or slow, or both. I encountered problems with
- the game on my original machine, a 386SX/20. I talked to SSI customer
- support and was informed they had heard of the problem, but weren't able
- to duplicate it. A week later I received a call back from SSI, telling me
- that they had found the problem, fixed it, and would be sending me out a
- fix - the update was sent Priority Mail, so service was definitely first
- class (pun intended!). The fix solved my problems. Installing a disk
- cache also sped the game up tremendously (the initial load time went from
- 1:40 to 0:25!). You can initially create your captain persona, but you
- have no control over the rest of the crew - they're just on your ship when
- you start (although given the storyline, perhaps this is more
- 'realistic').
-
- There are a few screen glitches, but nothing permanent. Perhaps the
- biggest problem with SJ is in the fighting/boarding mode, and it's not
- really a bug, it's more of a design flaw. It simply takes too long to
- resolve fights. I wasn't comfortable enough with the AI to let the
- computer control most of my characters, and controlling them myself means
- battles take forever. Oh, and after the long battle at the Dwarven
- Citadel, both my priests' first level spells got glitched - they both had
- 'Bless x 255' instead of 'Bless.' What that means is that somehow SJ
- thinks my Priests have upwards of 200 Bless spells. I have to admit that
- I'm taking advantage of this particular glitch...
-
- Copy protection is of the dreaded look up word x on line y of page z. Not
- even a 10th level mage can slay that beast!
-
- Sailing Away (Conclusions)
-
- If you like the gold box games, but perhaps got turned off by the
- repetitive nature of the stories, then you'll like SJ. It mixes a fun
- trading/spaceflight mode with the familiar hand-to-hand battle mode found
- in the gold box games. The SJ universe is well fleshed out, and has the
- feel of a real universe. There is enough variety in the game to keep you
- coming back, and the storyline develops in an engaging manner, once you
- overcome the initial character development inherent in most CRPGs. While
- not perfect, SJ is an enjoyable gaming experience. It appears that SJ
- could be the start of another SSI series. If so, then I'll be in line for
- the next installment, my spellbook in one hand, and a sword in the other.
-
- This review is Copyright (C) 1993 by Chuck McMath. All rights reserved.
-
-
- ED. - Enjoy these two very polar reviews of Terminator 2029 from
- Bethesda Softworks
-
- -------------------------------------------------------------------------
-
- TERMINATOR 2029 by Bethesda Softworks
- Reviewed by: Bill Foust
-
- Terminator 2029 (T2029) isn't your average game-based-on-a-movie game, in
- fact, I wouldn't even consider it your average game. The plot of the
- game is set in the year 2029. You are in The Resistance under Colonel
- Conner, and have been given the A.C.E. combat suit. Designed and
- manufactured by Skynet, the suit was captured by the Resistance on a raid
- into a Skynet facility, and you are the lucky bearer. The suit enables
- you to use and carry much more than the average resistance fighter. Add
- to that it's armor protection and you are suddenly a one-man-army against
- Skynet.
-
- Terminator 2029 has many features and aspects of it's operation that makes
- it so good. The most important one is that it's not just a shoot-em-up.
- There are a number of missions, with well defined objectives and goals.
- The next mission assignment depends somewhat on the success of your last
- mission, but only in the beginning will you actually get a different
- mission if you fail. They also alter the words in each mission briefing
- and de-briefing so that no matter how good or bad you do, it follows a
- consistent, continuous plot, like a movie.
-
- The interface of T2029 is so good, that if you could hook up a virtual
- reality (VR) helmet, it would rank with some of the best. All of the
- vital information is on the screen in a glance - a radar screen,
- map/information screen, a suit status report screen, the heads-up display
- with target acquisition system, and weapon selectors. There is some
- screen clutter near the borders, but for the most part, Bethesda made the
- display simple and concise. This aspect of the game, along with it's
- intuitive and natural controls, make it very easy to play.
-
- Unlike many games on the market that use a lot of keys on the keyboard,
- Bethesda basically only used two things, the mouse and the arrow keys.
- Like almost every computer game on the market, the cursor keys control
- movement - backward, forward, turn right and turn left. The mouse is
- then used for aiming and the mouse buttons are each used for firing the
- selected active weapon. This style of interface is a big plus for lefty's
- since the mouse can be moved to the 'handed' side of the keyboard making
- it equally easy to use for both right and left handed people.
-
- The graphics are less then stunning, but I don't consider this to be a
- fault of the game. I'm sure the resolution could have been enhanced,
- however the trade-off would have been response time. I tested this game
- on a 386-40 with 8 Mb of RAM, on an SVGA monitor with 1Mb Ram on the
- controller and I was very pleased with the speed of the game - another
- aspect that makes it very good. I don't know what it would be like on a
- slower system, but I would guess that it would not be much slower. The
- system requirements for T2029 are a lot more than normal games as well, I
- guess they try to insure that T2029 will look good for those who play it.
- It requires a not-so-unusual 14 Mb of hard disk space, 585k for lower RAM
- and an additional 1Mb of Expanded memory (EMS). I found this somewhat
- unusual, most games require extended memory, but if you have MS-DOS 5.0,
- it'll be no problem.
-
- No game can be perfect though, and T2029 has it's share of flaws. Actually
- they are things that irritated me while playing it than real flaws, but I
- feel they are valid. The first gripe I have is with the movement system.
- You are confined to a grid based movement - moving and facing only in 90
- degree angles. This wouldn't be bad by itself, a lot of companies use
- this style of movement, but there are blind spots that the enemy
- terminators always seem to find. In a typical scenario I would be
- walking along, and the screen would suddenly start flashing red,
- indicating that I'm being fired on. I quickly turn around all directions
- and see no one, so thinking I missed them, I turn around again. I then
- realize that he is in my blind spot and move back a few squares and turn
- around again. This time I find out I've nearly backed into the %$#@ and
- proceed to waste him, but in the whole process he's gotten off a half a
- dozen shots on me, and the armor on my arm is damaged.
-
- My second gripe is with the way new enemy's appear on the map. In the
- mission briefing someplace Merlin (a superior of yours) mentions trigger
- squares, so for lack of better terms that's what I will call them.
- Trigger squares are squares in the movement grid that have detectors in
- them to detect your movement and call in terminators to take care of you.
- The idea itself isn't bad, but it would seem that the terminators should
- move in slowly from the outskirts of the radar screen, and come toward
- you from there, but that is not how it works. When you step on a trigger
- square you are immediately surrounded by terminators, usually on the
- order of 6 to 8 of them in later missions. The only options are to fight
- surrounded, or run to a better fighting spot. Neither of the options are
- very good, and both can result in heavy damage in the right
- circumstances. In one mission the goal was to blow up this thing (don't
- want to get too specific and ruin the plot) with a proximity mine that you
- were given. The designers of the game felt it was necessary to surround
- the target (which you had to get right next to to use the mine) with
- trigger squares. So the instant you got to the target you are completely
- surrounded with terminators. Twice I died right there, which was very
- annoying.
-
- The third thing that irritated me didn't actually appear until the final
- mission. In it there are a number of cross shaped hall ways with the
- unused space simply unused and no way to get there - or get out. I
- swear though, Bethesda must have had David Copperfield on their pro-
- gramming staff by the way the terminators were walking through the walls!
- The scenario here is that I'm walking down this hall way and step on a
- trigger square. No problem, I've been dealing with this all game long,
- and I turn around and waste four terminators. My radar shows that there
- are still 6, but I can't see them - they are behind the walls, trapped,
- or so I think. Next thing I know, I'm getting wasted on by a terminator
- that's half out of the wall!
-
- All of these things aside though, T2029 is one of the best games I have
- played in a long time. Make no mistakes about it, this game is _hard_, it
- was definitely designed for the experienced gamer, and not for the kids.
- Unlike most games where you work up to the hard levels, in T2029 the
- first mission is one of the hardest- it requires a quick grasp of the
- controls and a lot of perseverance to succeed.
-
- This review is Copyright (C) 1993 by Bill Foust. All rights reserved.
-
- --------------------------------------------------------------------------
-
- TERMINATOR 2029 by Bethesda Softworks Reviewed by Richard Wyckoff
-
- Review configuration:
- 486/33 AMI BIOS
- Trident 8900C SuperVGA card
- Soundblaster Card
- Mouse
-
- Ratings:
- Graphics: 8
- Sound: 3
- Playability: 6
- Originality: 5
-
- Overview: TERMINATOR 2029 is another example of good idea, bad execution.
- Nice graphics and an interesting arcade concept are spoiled by a weak
- gaming engine, poor writing, and overly complicated controls.
-
- One of my favorite arcade games ever is Terminator 2. While it may have
- just been a fancy shooting gallery, the graphics and sounds were top-
- notch, and the pace was frenetic. Unfortunately, the Terminator 2 that
- came out for home computers bore no relation to the arcade version. When
- I heard about TERMINATOR 2029, I was hoping that it might fulfill some of
- my wishes. Looks like I'll have to keep wishing.
-
- Like most action games, the plot of TERMINATOR 2029 is relatively simple.
- John Connor's human Resistance forces wage war against the robotic armada
- of the defense-computer-gone-mad, Skynet. On one of their daring raids,
- they discover a suit of cybernetic armor (The ACE, or Advanced Cybernetic
- Exoskeleton, yet another in a long tradition of clever acronyms.) capable
- of mounting massively powerful weapons systems. Naturally, you are the
- only one qualified to operate it, and save what's left of the world.
-
- TERMINATOR 2029 came on 7 3.5" high density disks. The biggest problem
- with the game occurs at installation: The 3.5" versions of Bethesda's
- recent releases (TERMINATOR and Wayne Gretzky Hockey III) were shipped
- with bad copies of the install program. Luckily, I was forewarned by some
- astute Internetters, and got a working copy of the installation from
- GEnie, where it had been uploaded by Bethesda. If you do not have access
- to a major information service like GEnie or Compuserve, and your version
- has a corrupted installation file, you will have to contact Bethesda. As
- far as I know, the fix is not available for FTP on the Internet. Bethesda
- has a BBS, but since you have to have a completed registration card _on_
- file_ with them before you can get an account on it, it is not a very
- useful resource.
-
- Once you get over the first hurdle, installation is still a bit of a
- problem. Even the fixed installation seemed to have a bug on some systems
- on which I tested the game (it would print garbage when you pressed Y to
- confirm the installation, but you could press keys at random until you
- actually got a Y on the screen). The program automatically picks a
- directory for you, although you can specify a drive. If you like to keep
- all your games off a \GAMES directory, you are out of luck. You are given
- a choice of two methods of installation: copy the contents of the disks to
- your hard disks, then uncompress them, or uncompress them 'on the fly'
- (which is _much_ slower, even on a 486. Nearly as slow as the
- installation for Star Trek: The 25th Anniversary). The game takes up
- about 14 megabytes, so you need 22 total if you want to use the faster
- installation.
-
- Based on what I had already seen, I was not surprised to find that the
- installation had merely copied the files to the root directory of the hard
- drive, and then left them behind. If you want your 7 megabytes back, you
- will have to delete these files yourself.
-
- The problems are not over once you finally get it installed. When you run
- the setup program to pick your soundcard, you may pick Soundblaster, but
- there are no choices for IRQ or Address setting. Soundblasters that are
- not set at the default setting _for_the_Soundblaster_2.0_ will not work
- correctly. Bethesda has no official patch for this that I have seen, but
- you can avoid problems by setting the IRQ on your Soundblaster to 7.
-
- Once I actually got the game to run, I was pleasantly surprised. The
- introduction was very well animated, including a three-dimensional
- animation of a Dragon Hunter/Killer (the flying craft from the movies and
- the arcade game) getting destroyed by a missile). Digitized sound is used
- in the introduction, along with an incredibly weak rendition of the
- Terminator theme (at least on a Soundblaster), the only music you will
- hear in the game. (It's used again for the ending). After the
- introduction, a picture of your barracks appears, a la Wing Commander.
- 'Influence' might not be a strong enough term for the similarities between
- this game and the Wing Commander series. Move the mouse pointer over the
- computer, and it says 'Generate a Character'. Move it to the door, and
- sure enough, the words 'Mission Briefing' appear. There's even a bucket
- with water dripping into it, just like back home on the Tiger's Claw,
- although this bucket lets you 'Drop' to Dos. The pun is not appreciated.
-
- The copy protection for the game appears when you click on the computer to
- make a character. You are asked for the code from a specific line on a
- specific page of the manual. There are 50 lines at the edge of each page
- (numbered for you), and each code is printed in a yellow that is probably
- un-reproducible and definitely unreadable. It's schemes like this that
- make me advocate the use of patches by legitimate owners of the software.
- Copy protection is bad enough, in any form, but when it is neither
- integrated into the game story nor easy to use, it is enough of a reason
- to save your money. You only have to enter the code once per play
- session, but once is one time too many. The manual is well-written, but
- not complete, nor one-hundred percent accurate, and since nearly
- everything in the game is self-explanatory, it serves as little more than
- a repository for the codes.
-
- Besides creating a character, the computer also lets you save and load
- your game, view a map of the status of the war, and learn about your
- enemies. The war map is marginally useful. It displays the six sectors
- of post-nuclear Los Angeles with a green tint sweeping across them as you
- complete missions succesfully. The enemy information screens are
- graphically impressive, showing a nearly full screen image of each of your
- adversaries rotating in 3-D. Studying these pictures and the text read
- outs on the top of the screen will not do much to help you succeed,
- however.
-
- Once you have created a character, you can go back to the barracks to
- check out your characters stats, use the Wing Commander-esque trainer, or
- go on a mission. The trainer is the only part of this imitation that
- surpasses the original. Like any regular mission, you may choose what
- weapons to use. The training field (actually a virtual reality created by
- your suit's neural links) is divided up into sections of varying
- difficulty, and you will find at least one of every enemy in the game.
- Since you are given new weapons throughout the game, the trainer is
- incredibly helpful in practicing with and evaluating each system.
-
- Having messed around in the trainer enough, you are now ready to go on a
- mission. Your briefing is presented in pseudo-Origin style, with close
- ups of the various Resistance characters as they tell you your objectives.
- Unlike Origin games, however, the cinematic nature of the briefing is not
- explored. Instead, you get a more-or-less random assortment of the
- various views of each of the three Resistance personnel you come in
- contact with through the game. These are Colonel John Connor, your
- battle- weary commander, Merlin, the weapons specialist, and Technician
- Rachel Sterner, an attractive blonde in a halter-top, the only one without
- any scars. If you check the \T2029 directory, you will find several files
- called with the letters BABE in the filename...hmm, can you say 'sexism',
- boys and girls? I knew you could.
-
- The actual mission dialogue, while _usually_ not mis-spelled or
- gramatically incorrect, is just not very inspiring. It certainly lacks a
- feeling of professionalism. The first thing Colonel Connor tells you is
- that you don't have to write down anything that you are told. This is not
- very good advice. Although your orders usually aren't that complicated,
- the condensed version available in combat usually leaves out an important
- bit of information or two, such as where exactly to find the keycards you
- need, or the order in which you must tackle the objectives. At any rate,
- as long as you pay attention to what you are told, you should be able to
- succeed.
-
- After everyone has had their say, you suit up (without anything in the way
- of cinematic running-down-halls or climbing-into-spaceships), and pick
- your weapons. At the beginning of the game, you options are very limited.
- There are six hardpoints on your ACE, and three initial weapons systems: a
- 40-watt phased plasma cannon, a fusion grenade launcher, and an autodoc,
- for emergency medical treatments. You can have only two of your
- hardpoints active at the same time, and for any of your systems to be
- used, their hardpoints must be active (a point not made clear in the
- manual). Once you decide what you are taking along with you, you step out
- into the field of battle.
-
- Here is the big let-down of the game: you get a first-person view of the
- action, but the movement is square-by-square (like Eye of the Beholder or
- Might and Magic, for example). This is about the biggest limitation you
- can put on an action game, and even worse, your enemies are not limited to
- jumping from square to square. It isn't just annoying when an enemy is
- sitting at a 45 degree angle to you, in your blind spot, and you can only
- turn 90 degrees at a time, it's a major problem. The graphics are
- relatively nice, but limited. There are only three types of scenery in
- the whole game: the ruined city, underground complexes, and the Skynet
- space station, which you only see on the last mission. The enemies are
- smoothly animated, but there are only a few types, all of which you will
- see many times. They also become extremely blocky when they get close
- (like the ships in Wing Commander I). This is particularly unpleasant
- with the Terminators, who turn into a mass of silver and gray pointing a
- black tube at you. On the other hand, the explosions and laser blasts are
- very nicely done, as are the damage effects on your info screens when your
- helmet gets shot (the screens roll, blink, and get bursts of static).
-
- The controls for the game are another impediment. You need to use both
- hands to play: one for the movement keys, and one for the mouse (for
- aiming. If you don't have a mouse, you must use even more keys, and will
- become very frustrated very quickly). But wait, there's more: you need to
- hold another key down at the same time as the movement keys to step
- sideways without turning, and there are a bunch of other keys, spread all
- around the keyboard, that you will have to use to do everything from
- accessing your map to manipulating your inventory. All functions besides
- movement may be accessed with the mouse, but you will usually be too busy
- blasting the bad guys to point and click anywhere else. It's hard enough
- just trying to move the cursor up to the top of the screen, where you
- select your weapons, and back down to the action window. Changing weapons
- can be done with the keyboard, but you have to use the function keys,
- which are far away from the movement keys.
-
- Luckily, you can personalize the settings for the movement keys. Be
- careful, though, because several missions require you to type in passwords
- to enter certain doors, and if you've mapped one of the letters of the
- code to your movement keys, you'll have to abandon the mission and start
- again. I found using X for left, F for up, V for right, C for down, and
- SPACE for the side-step key to be an acceptable combination. Once you
- find keys that you are comfortable with, your life will become much
- easier. Like any arcade game, if you do not keep moving, you will die
- very quickly.
-
- Once you get used to the control scheme (which is difficult, but not
- totally impossible), you can concentrate on the missions. The box
- advertises "19 missions", but since the designers followed the branching
- mission path nature of Wing Commander, as well, you will not play all of
- them. In fact, I was able to finish the entire game in just eight
- missions. Each mission can take a significant amount of time, but it is
- still a short game. The first mission is unique. You must protect a
- satellite dish from enemies for a certain amount of time, then track down
- a slaughtered Resistance squad and retrieve the data they were carrying.
- Unfortunately, after this your assignments degenrate to things like "Find
- the keycards to enter the underground complex, then find the time
- distorter and blow it up." There are some "rescue" missions, where you
- find injured Resistance personnel, but the reality factor is missing, as
- you are asked if you want to 'pick up' the person, at which point they
- will be added to your inventory. I have trouble picturing the huge,
- person-sized pockets this armor must have, but apparently they are there!
-
- To win each mission, you must make sure you have the proper assortment of
- weapons. Although there's a large variety of grenade launchers, missiles,
- and PPCs (a laser-like weapon) to use, not to mention all the defensive
- systems, you are limited by your number of hard points, and also by the
- fact that there are several systems that you will not be able to do
- without. You start out with only three weapons, but if you destroy
- sufficiently large numbers of Skynet troops, you will be promoted, and new
- weapons will become available. This part of the game could have been
- considerably more strategic, but based on my own experience, and comments
- from other players, most of the weapons besides the PPCs are utterly
- useless. I usually took two PPCs, and filled the other slots with
- enhancements. Your PPCs can destroy anything except for transmitter
- towers and certain other of your primary objectives, and in these cases,
- you are usually given proximity mines which do the job quite nicely. If
- you aren't given any mines, you can usually find room for a grenade
- launcher. Experimentation in the training simulator will show you which
- systems are useful and which are not.
-
- After resolving the issue of weapons, the actual gameplay is repetitive.
- As you walk (square by square) around the map, looking for the your
- primary targets, you will be mobbed by enemies. I found out, on the first
- mission, that the enemies are triggered by stepping on certain squares. I
- was trying to cross a particularly dangerous-seeming piece of ground, and
- kept stepping back to finish off the Terminators from a more advantageous
- position. Every time I cleared the enemies away, then stepped forward
- again, they re-appeared! After doing this a dozen times, I wised up and
- ran forward, right through all the enemies. This is about the only way to
- make any progress, unless you can manage to finish off all the enemies you
- have triggered without moving from the square. The worst aspect of these
- trigger-squares is that the enemies appear _all_around_you_. I don't know
- how many times I've been backing away from a group of Terminators only to
- trigger another bunch that shoot me in the back, sides, and front.
-
- While you are doing all this running and shooting, you will be taking
- damage. Take enough damage, and you weapons will start to go off-line,
- and eventually you will die. Therefore, you must always be ready to
- retreat to a safe place and repair your armor, and use your autodoc to
- restore your health. There are some safe squares on the map, referred to
- as safe-houses in the documentation, but you can only discover them
- through experimentation. These safe-houses aren't so safe, anyway, since
- they only work if there are no enemies on your radar. You can repair
- anywhere, but when you repair, your waepons systems go off-line. Pressing
- fire brings them back up, though (but you stop repairing). The whole game
- boils down to shooting enemies, then running away to repair, while you
- look for your targets to protect/destroy/rescue. Of course, you can
- simplify just about any game to tasks like these, but in most you aren't
- painfully aware of the fact that that is all you are doing. Since many
- missions will take 30 minutes to an hour, you will probably find yourself
- getting bored of the continual shoot-a-bunch-of-robots-then-repair
- routine. Some missions have ten to fifteen minute time limits, and are
- perhaps the most exciting in the game, providing that you don't mind time
- constraints.
-
- To sum up, TERMINATOR 2029 comes across as a rather poor imitation of the
- Wing Commander series. It does some justice to the Terminator movies, but
- it almost completely lacks originality. It also seems to fall into the
- old rut of graphics over gameplay, and even though the cinematic sequences
- that you occasionally get between missions are very well done, they add
- little more to the game than hard drive space. Perhaps someone will enjoy
- this game, but I certainly did not, and most of the comments I've heard
- about it from game players (not reviewers at certain other magzines which
- are well known for their low standards) were lukewarm at best. If you buy
- this game, do so at your own risk.
-
- This review is Copyright (C) 1993 by Richard Wyckoff. All rights
- reserved.
-
- ┌─────────┬──────────────────────────────────────────────────────────────┐
- │ Game │ Tristan Pinball │
- │ │ by Amtex/Littlewing │
- ╞═════════╪══════════════════════════════════════════════════════════════╡
- │ Machine │ · 8088/8086 (XT) · 80286 (AT) √ 80386/80486 │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Graphics│ ∙ CGA ∙ EGA √ VGA √ SVGA │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Sound │ √ PC Speaker √ AdLib √ Soundblaster ∙ Soundblaster Pro│
- │ │ ∙ Disney Sound Source ∙ Roland │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Control │ √ Keyboard √ Mouse ∙ Joystick ∙ Gravis GamePad │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Memory │ √ EMS √ XMS Two megs total RAM │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Size │ 1.5 megabytes │
- ╘═════════╧══════════════════════════════════════════════════════════════╛
-
- Reviewed by Ron "Blind Deaf and Dumb" Dippold
-
- Love pinball, but can't go down to your local arcade? Maybe it costs too
- much, it's too far away, it's too full of smoke, or it's too full of punks
- who would cut up anyone over 24 who wandered in. Well, how about video
- pinball?
-
- This is another game category with a long history - one of the first
- programs provided with the Apple ][ was an extremely primitive lo-res
- pinball. Didn't quite re-create the true pinball feel, if you catch my
- drift. Better pinball games followed, for that and other machines. But
- the PC has always been sort of lacking in decent pinball games. Tristan
- Pinball changes things.
-
- First of all, it's the first IBM pinball game I'm aware of that isn't
- limited by the colors and resolution of EGA and (gack) CGA. It uses VGA,
- and SVGA if you have one of the most common cards or chipsets, as almost
- all of you do. In fact, all you need is a VESA driver for your card and
- Tristan will support it. It play in 640x480 mode, 16 colors for standard
- VGA, 256 colors for SVGA. And believe me, it makes a big difference in
- how it looks.
-
- Second, it supports the major sound boards - Adlib and Soundblaster.
- Previous games have been limited to the frankly pathetic PC speaker sound.
- The Adlib sound here is certainly passable, and the digitized Soundblaster
- sounds are great.
-
- And finally, it's got some power to throw things around - it requires an
- 80386 machine, although it will run on the least of them, a 386sx-16.
- Given the PC's lack of graphics coprocessors, every bit helps for smooth
- action.
-
- So given all that, let's look at the game itself. It mimics a standard
- pinball machine with up to four players. The playing field itself takes
- up a little over half of the screen, on the left side. The right side has
- the graphic / scoreboard that you find on a pinball game, including three
- rows of 11 alphanumeric LEDs and a final row of 6 for small messages.
-
- The field is familiar pinball. A single set of flippers at the bottom
- with two exit lanes and two lanes to the paddles, and two bumpers in the
- standard positions. There's a "chute" on the left side, three alleys at
- the top, three bumpers, quite a few sets of knockdown targets, a few
- rollover stars, and three ball grabbers.
-
- The actual field background is a simple wing device (as in Littlewing
- Software) - otherwise it's all white, or rather light grey. The designs
- on the elevated parts are very intricate and detailed.
-
- If you knock down one set of four targets five times you light up MAGIC
- and get a whole slew of bonuses and multipliers. Another set of targets
- lights up the "extra ball" bonus, and another lights up the ball lock so
- you can get the multiball bonus. A final set up knockdowns lets you
- increase your bonus multipliers.
-
- One of the ball grabbing holes gives a "Tristan Bonus" - the LEDs spin
- through a random set of possible bonuses and finally selects one. So this
- is a great way to get bonuses and special goodies, but it's darned hard to
- hit. It also unlights itself after a while.
-
- The exit lanes are interesting in that they can be lit and unlit. If it's
- lit and a ball goes down the lane it'll be kicked back out into play.
- Otherwise it's adios ball. You can relight the lanes by hitting targets.
-
- One thing I found interesting is that, contrary to pinball tradition, the
- flippers don't move the lights on the upper alleys around.
-
- A "nudge" key will bump the whole machine and hopefully keep the ball from
- going where you don't want it to go. It simulates a sharp push forward on
- the machine, rather than the possibly more useful right or left nudge -
- you can't direct it. Don't do it too many times, or you're tilted toast.
-
- The whole thing is very slick - the balls look very nice and bounce around
- very convincingly. If you have a sound card, the sounds add a good touch
- of realism. This game had me playing late into the night. It's a very
- solid recreation of your average game of pinball.
-
- Surprisingly enough, its strength is also its weakness. It's a great copy
- of a standup pinball game. But that's all it is. It's an extremely simple
- game, to begin with. One set of flippers, one level, nothing fancy at
- all. Williams has been offering more complex games for a decade. It also
- totally ignores all the possibilities a computer version offers. As far
- back as Night Mission Pinball and Raster Blaster, the computer pinball
- games have offered abilities that its ability to defy physics allows. I
- must admit I've been playing Devil's Crush for the Megadrive / Genesis,
- and am far more impressed by it's use of a computer's capabilities, such
- as switching playing fields, animated nuisances wandering around the
- field, and more. Tristan suffers in comparison. Seen Pinball Dreams on
- the Amiga?
-
- But maybe that's just my techie side going "More beeps, more graphics,
- more more more!" You won't find a better pinball game for your PC, and
- it's a great game in it's own right. If you're into pinball this is going
- to burn up quite a few hours. A SVGA card and sound card will really add
- to the atmosphere. The keyboard is all it takes to play.
-
- This review is Copyright (C) 1993 by Ron Dippold. All rights reserved.
-
- UTOPIA by Konami
- Reviewed by Michael Wang
-
- Min System: IBM PC or 100% compatible, 640K, DOS 2.1, mouse
- Graphics: EGA, VGA
- Sound: Adlib, Sound Blaster, Roland
- Input: Mouse (required)
- Copy Prot: Manual lookup
- Other: 286 16MHz, hard drive recommended
-
-
- UTOPIA, published by Konami, is the latest in the line of "world-building"
- games like SIMCITY and POPULOUS and it combines elements from those games
- with games like MOONBASE. The basic idea is to colonize a planet and to
- achieve a 80% or greater "quality of life" rating for your colony. Once you
- have achieved this rating you are informed that you have finished this
- planet (scenario), though you can keep playing if you like. There are ten
- total scenarios that you can choose from. You can play them in any other
- that you like, but there is a definite order in terms of the easiest to
- hardest scenario.
-
- Complicating matters is the fact that another alien race is also trying to
- colonize the planet and will try to attack your colony whenever they get
- the chance. Of course, you can do the same to them by building tanks and
- spaceships to attack their colony.
-
- The game mechanics in general are good, though the user interface could use
- some work. For example, some actions are performed with the right mouse
- button and some others with the left, and it gets confusing to remember
- which one to use. The graphics are decent, but the sound effects are
- mediocre at best. The game could have used sound to give more feedback on
- what was going on. Instead, all you get are some simple chimes and
- explosions, even if you have a nice sound board.
-
- The game does have a few minor bugs, but nothing that seriously affects
- gameplay. The manual is reasonably complete, though the manual lookup copy
- protection scheme is more obnoxious than usual since the pictures you have
- to match are hard to differentiate. At least you get more than one try
- which is better than some other games.
-
- The playing field uses the same isometric perspective as Populous. You
- build structures by picking the type of building you want to build and then
- clicking somewhere on the map. Some scaffolding goes up and after a period
- of time the building will be completed. There are a variety of building
- types that you can construct including: housing, stores (to store surplus
- food, etc.), hydroponics, life support generators (for air), power plants,
- hospitals, laboratories (for doing research), mining and chemical plants
- (for ore and fuel), ship yards, sport stadiums, radar stations, and so on.
-
- You start out with a certain amount of money to build these various things
- and your money will increase depending on the tax rate that you set and
- whether or not you are getting some support funds from Earth. The revenue
- you generate from taxes depends on your population, so the faster you can
- grow your colony, the more money you will get.
-
- In addition to the basic things like having enough housing, food, and air
- for the colonists, there are other things a busy colony manager must keep
- track off.
-
- Laboratories are needed for doing research. When you have scientists
- working in a lab and are funding them, they will periodically make
- scientific discoveries and breakthroughs expanding the types of buildings
- and weapons you can build and also improving the quality of the colony in
- general. For example, your scientists may discover a better method for
- growing food increasing the food production of future hydroponic plants. Or
- they may design a better tank for combat.
-
- Hospitals are needed to keep deaths down and they are also needed to
- control the population growth rate of the colony. Without at least one
- hospital your colony will grow at a constant rate, possible outstripping
- your capacity to support them.
-
- Once the colony gets to a certain size, you have to start worrying about
- crime. To keep the crime rate down you can build security HQs and staff
- them with security personal.
-
- Mines are needed to extract ore from the ground which is then used to build
- tanks and/or ships. The ore deposits are scattered around the planet so you
- need to first scout around to find a place to build a mine. Similarly,
- chemical plants are needed to extract fuel from fuel deposits to power your
- ships. Without chemical plants and fuel tanks to store the fuel, your ships
- will never get off the ground. Also, to build tanks and ships you need to
- construct weapons labs to manufacture armaments. Tank plants will build
- tanks, provided all the necessary raw materials are available, and ship
- yards will do the same for ships. In addition to the tanks and ships which
- you can send to attack the enemy colony you can also build laser turrets,
- missile launchers, and land mines to help defend your colony.
-
- Now we come to the biggest gripe I have about the game -- you cannot see
- what the enemy is doing! The enemy colony that you are supposed to be
- competing against is not even on the map. You can send spies to first
- discover where the enemy is (which edge of the map they are off of),and
- then later keep track of what they are doing to a minimal extent(the spies
- will tell you what they are researching, how belligerent they are, etc.).
- But you can never see what they are building, how big their colony is, etc.
- Combat against the enemy is completely static -- you send your forces off
- the appropriate edge of the map, and sometime later you get a report back
- on how you did. However, when the enemy attacks your colony, you do have
- full control over defending your colony.
-
- I feel that not been able to see what the enemy is doing takes a lot away
- from the game. You lose the sense of competition since you cannot see what
- he/she/it is doing (i.e, "Damn! He built another shipyard, I better get
- cracking on my air force!"). Attacking the enemy colony also becomes a crap
- shoot because you don't know what his defenses are like, so basically you
- are attacking blind. Also, since the enemy is not on the map you never have
- to compete for resources like ore or fuel.
-
- My next major complaint is how you control your tanks and ships. The way
- you move them around is by first placing a numbered marker somewhere on the
- map and then selecting a tank or ship and telling it to go to a marker.
- This method works well for sending a lot of stuff to one location, but when
- you have to control an individual unit when the enemy attacks your colony,
- it completely breaks down. It is extremely difficult to intercept enemy
- forces because by the time you place a marker, the enemy has moved
- somewhere else. Even if you try to anticipate where the enemy unit is
- going, it usually decides to head somewhere else. You end up futilely
- chasing the enemy around while he attacks your colony. I gave up using
- tanks and ships to defend my colony and instead built lots of missiles,
- because once they are launched they will automatically head toward the
- nearest enemy.
-
- Once you get the hang of building stuff to keep up with population growth,
- managing your colony becomes almost automatic mostly because you don't have
- to worry about where you place structures like you do in SIMCITY since
- colony growth does not depend on that. The only tricky thing is deciding
- how quickly to build up your military forces. Since you can't see your
- enemy, this becomes guesswork, and usually the most prudent thing is to try
- to wipe them out as quickly as possible. So each scenario becomes, in
- effect, a race to destroy the enemy colony and once they are gone,
- mindlessly building up the colony until you achieve the 80% rating.
-
- I'm not sure who this game would be most appealing to. The hard-core
- simulation fans will probably find colony building in Utopia too
- simplistic. The military conquest types will find combat too frustrating
- because of the complete lack of information about the opponent and the
- difficult in controlling your own forces. I don't feel that game has the
- same staying power as games like SIMCITY or CIVILIZATION, but those looking
- for some "lighter" entertainment may find Utopia appealing.
-
- This review is Copyright (C) 1993 by Michael Wang. All rights reserved.
-
- ED. - For such a hit as Underworld II, we expected more than one review
- for this game, and we weren't disappointed. We're pleased to be present
- three reviews for our Game Bytes readers.
-
- -------------------------------------------------------------------------
-
- ULTIMA UNDERWORLD II: LABYRINTH OF WORLDS by ORIGIN
- Reviewed by Sam Bauer
-
- Requirements:
- - 386SX, 386, 486 PC or 100% compatible PC
- - 2 Megs RAM
- - 14 megs hard drive
- - DOS Version 3.3 or higher
- - Expanded memory manager
- - 256 color VGA graphics
- Recommended:
- - Microsoft (R) 100% compatible mouse
- - 386/20Mhz or better processor
- - Sound board
- Music Support:
- - Ad Lib (R), Sound Blaster (R), Roland (R) MT-32/LAPC-1 or
- 100% compatible sound board
- Digitized Speech Support:
- - Sound Blaster (R) or 100% compatible sound board
- Media in Package Reviewed:
- - Four 3.5" 1.44M & one 3.5" 720K diskettes
-
- System Configuration I Used:
- 486/33 Gateway 2000, ATI Ultra S-VGA, Pro Audio Spectrum 16
-
- Almost a year ago, I had just finished playing EYE OF THE BEHOLDER II
- and picked up the February issue of Computer Game Review. Inside I found
- a review of ULTIMA UNDERWORLD: THE STYGIAN ABYSS - a first person dungeon
- exploration real-time hack and slash computer role playing game (CRPG).
- Most notable, of course, was the fact that movement was smooth and could
- be made in any angle through the varying sized and shaped rooms, halls,
- and caverns, while other games of this genre (like EYE OF THE BEHOLDER I
- & II and the WIZARDRY series) used ninety degree angles and steps of
- movement that jump the player five feet or so at each key press. Two of
- the reviewers were quite excited about UNDERWORLD I while one claimed
- that the interface was just too difficult to use. Of course the game
- went on to be one of the most acclaimed first person dungeon CRPG to
- date. Players loved the ability to swim, fly, run and jump, as well as
- its depth of characters, story, puzzles, magic and combat. I personally
- dubbed it the best game I had ever played. Since then I went back and
- played ULTIMA I through VII as well as several other CRPGs, but nothing
- has quite measured up to my experience with UNDERWORLD... Until now.
-
- The story of UNDERWORLD II, LABYRINTH OF WORLDS (UW2), picks up after
- ULTIMA VII, which followed UNDERWORLD I. In ULTIMA VII, the Avatar was
- summoned back to Britannia to help fight the Guardian, who is an
- extremely bad dude, bent on creating havoc in Britannia. In the end, the
- Avatar prevails of course, but only in foiling the Guardian's plan. UW2
- opens with a celebration in Lord British's castle with many faces
- familiar to the Avatar including his friends Iolo, Geoffrey, Dupre and
- Julia, as well the likes of Mayor Patterson and Ferdiwyn. During this
- celebration, the guardian strikes again and encases the castle inside a
- giant black rock gem, sealing all exits. As the Avatar, you must save
- Britannia. Isn't it always the case? You must explore the levels
- beneath the castle as well as eight new worlds - assuming you can find
- the entrance to them.
-
- INSTALLATION
-
- The installation went without a hitch. It required 14 megabytes of disk
- space. I had to run an included utility to get the game configured for
- my Sound Blaster IRQ - just like in UW1.
-
- USER INTERFACE
-
- Firing up UW2 finds the interface almost wholly unchanged from UW1.
- Grabbing the mouse and starting to steer myself through the rooms of the
- castle, I found myself running into walls and oversteering turns for a
- while, but I was quickly re-acclimated and soon felt as though I had
- found that pair of long-lost most-comfortable slippers. The UI is
- entirely mouse driven. Holding down on the right mouse button while
- moving the cursor allows you to move freely through rooms and corridors
- at any angle. Moving the mouse gradually higher in this manner increases
- walking speed until you are running. Pressing the left mouse button
- causes you to jump, unless you have your weapon drawn, in which case the
- left mouse button controls your weapon swing. Every thing is organized
- well and is easy to use.
-
- It is amazing the amount of control you have over your weapon and body
- movement during battle - and its a good thing since your enemies rarely
- stand still. Be prepared to chase them down for the final kill since
- many monsters will run when hurt badly. You'll also have to look up and
- sometimes even jump to hit those flying creatures while other times it is
- necessary to look down to slash those creatures at shoe level. More acid
- slugs...Yuk!
-
- This UI really adds tremendously to the realism. I only have a few
- minor gripes here. I would like to see the number of save file positions
- expanded beyond four. Perhaps they kept it limited since the save space
- required grew to about 500K per save in UW2. Also, looking into your
- rune bag or checking your character's stats always makes you wait though
- a minor bit of animation. It's cute, but you soon get to where you are
- hitting keys in hopes of cutting the 3 second sequence short. Lastly,
- the only thing really keeping this UI from being perfect is the lack of a
- note taking feature. Now that I am freed from the drudgery of map-making,
- I am so close to being able to play without my pencil and note pad that I
- can almost taste it. I get so tired of writing down all of the
- conversation. Games like THE LOST FILES OF SHERLOCK HOLMES and CLOUDS OF
- XEEN have taken this step and so should others.
-
- GRAPHICS
-
- The graphics are very impressive. Many games easily top UW2 for
- beautiful still images, like those found in THE LEGEND OF KYRANDIA (just
- to mention one), but not many come close to being as completely
- mesmerizing as UW2 is when you are travelling through it. The walls,
- floor and ceiling smoothly scroll past you, while a slight bobbing up and
- down motion adds to the illusion of rhythmic steps. Swimming and flying
- are two of my very favorite modes of travel. I love to cast a walk on
- water spell and stroll over to a lurker and fight him on my terms for
- once (was that a look of confusion in his eyes?). Running on top of the
- water and to jump up a low waterfall is truly a magical experience.
-
- The viewing window is bigger than that of UW1 without any noticeable
- slowdown. Monsters and non-player characters are more detailed and have
- more frames of animation during combat. The new worlds showcase new
- surface textures like ice, snow and strange alien substances. I really
- can't find any gripes with the graphics or animation other than to say
- that objects are still a little blocky when seen up close, though this is
- much improved from UW1 and did not bother me while playing at all.
-
- SOUND AND MUSIC
-
- The sound is improved in many ways over UW1. Many new sound effects
- have been added for monsters, combat and movement. Stepping on snow
- really makes that snow compressing skrunch sound. Killing some monsters
- gets you a creepy screech. And while there is no digitized voice in the
- introduction, like there was in UW1, voice is used from time to time when
- the Guardian makes a surprise appearance to taunt and laugh at you. The
- effect is a little unnerving - a couple of times I almost jumped out of
- my chair.
-
- The music soundtrack is pretty well done. It succeeds in adding mood
- to the game without becoming annoying. I never felt like turning it off
- and I often found myself thinking that it was a little eerie - just as I
- was beginning to have second thoughts about what might be around the next
- corner.
-
- MANUAL AND DOCUMENTATION
-
- The players guide, containing instructions on how to play the game
- seems complete yet brief and well organized. Another larger manual
- containing a history of Britannia, while not required reading, is
- enjoyable to read and I recommend it. The installation guide also looked
- quite complete, though I had no problems and did not make much use of its
- trouble-shooting sections. The only shortcoming was perhaps in the area
- of character generation. It is not completely clear how your choices
- here will help or hinder you through the duration of the game. This may
- very well been a purposeful omission, left to the player to discover.
-
- CHARACTER GENERATION
-
- Your character must be generated before game play may begin.
- Unfortunately, there is no provision for importing your character from
- Underworld I. Character generation is easy with only a few choices to be
- made. The documentation does fail to tell you a couple of important
- things that could help make wiser choices here. Your character's
- strength attribute is important since it determines how much weight you
- can bear throughout the game. This strength stat never increases, so it
- is important to get one that you can live with throughout the game. Also
- it is not clear from the documentation that any profession can practice
- any skill during the game (e.g. you need not be a Mage to use magic).
-
- PLOT
-
- UW2 enhances game play with an interesting story. They have taken the
- "You must save our world" plot and made it quite interesting through the
- addition of the mysterious Guardian who makes several appearances
- throughout the game. Also breaking the game world up into eight
- different worlds serves to break the story into chapters, each having
- subplots to play out inside new, unique, and sometimes alien settings.
- Many of these subplots produce quests which you must carry out within a
- single world or across several worlds. While some quests are optional
- to the game, most are critical. There is also a story playing back at
- the castle while you are exploring these worlds, so you must come back
- often to exchange information.
-
- The story of the game slowly rolls out through your players interaction
- with many, many non-player characters (NPC). These non-player characters
- are quite well done, as is the interaction interface. Some of the
- characters and their deeds are quite interesting and at times, down right
- clever.
-
- MAGIC
-
- Magic is always an important part of a CRPG as it is in UW2. The magic
- system is basically unchanged from UW1, except for the addition of new
- spells. Rune stones must be found throughout the worlds in order to cast
- spells. As your character is awarded skill points for advancing levels,
- you must use some of them to train in the magic arts of casting and manna
- if you ever hope to cast those higher level spells. You should plan to
- use magic as much as possible since it makes winning easier and opens up
- one of the more interesting aspects of the game. There are also many
- magical potions and scrolls and spells to be found throughout the
- labyrinth. The lore skill is also important in identifying many magical
- weapons and armor items that you will find.
-
- FIGHTING
-
- Fighting, whether weaponed or magical is real-time and depends greatly
- on both your characters skills and your mastery of the UI. The
- importance of you skill at wielding the mouse is perhaps the factor that
- most involves you in the game. You don't just issue commands to your
- character and then watch him/her carry out the orders - you instead slip
- into the character like a pair of gloves and guide all actions and
- movements through the battle. You may move in close and strike, then run
- over to a short platform and jump up for a better vantage, or just stand
- toe to toe and hack it out. The beauty here is that you can use your
- surroundings as well as your weapons and quite often, many strategies are
- available for use against a foe. Just remember that not all creatures
- are hostile and some possess very important information - so always try to
- talk before you draw blood.
-
- PUZZLES
-
- Like any good CRPG worth its magnetic bits, UW2 has many puzzles to
- solve. While none of these puzzles are overly hard, they are all fun and
- some are set in surroundings that will visually awe and dazzle you.
-
- GAME DIFFICULTY
-
- This game has two difficulty settings to choose from, STANDARD and
- EASY. To the best of my knowledge this selection controls only the
- difficulty of battles. The game is just a little larger than UW1, but is
- spread out over eight different worlds instead of eight, tightly packed
- levels. You should expect from forty to seventy hours of play depending
- on how many roses you stop to smell along the way.
-
- GAME PLAY
-
- Game play is the most important factor of any game - how good is the
- overall game play experience? UW2 is a package that is even greater than
- the mere sum of all of its strong components. For me, UW2 is one of the
- best CRPGs to come out in a long long time. While UW2 does not use any
- "virtual reality" hardware, it successfully created a virtual reality for
- me to get lost in for several hours each day. The only problem is that
- it stayed on my mind during the day and invaded my dreams at night.
- Perhaps the obsession I felt with the synthetic reality created by UW2
- and the way it kept drawing me back is the best testament to its play
- value.
-
- RECOMMENDATION
-
- I heartily recommend this game for all players except perhaps those who
- hate this genre of game. Even if you don't rate it a highly as I do, it
- is certain to be one of the years best CRPGs and you are bound to get
- your moneys worth.
-
- This review is Copyright (c) 1993 by Sam Bauer. All rights reserved.
-
- -------------------------------------------------------------------------
-
- ULTIMA UNDERWORLD II: LABYRINTH OF WORLDS
- from Origin and Looking Glass Technologies
- Reviewed by Daniel J. Starr
-
- Technical Specifications--
-
- CPU: 386sx or better
- DOS: MS-DOS 3.3 or higher
- Memory: 2 MB RAM, expanded memory manager [e.g. EMM386.EXE]
- Hard Disk: 14 MB
- Interface: Mouse [strongly recommended], Keyboard or Joystick
- Graphics: 256-color 320x200 VGA
- Sound: Adlib, Soundblaster, Roland LAPC-1/MT-32 or compatibles
- [supports simultaneous use of separate cards for music
- and digitized speech & sound]
-
- For people who played the first Ultima Underworld and want a quick summary:
- bigger and better graphics, better sound and music, much better plot and
- atmosphere, same old interface. For everyone else, read on!
-
- When the original Ultima Underworld was released last April, it was
- revolutionary -- a true 3-D role-playing game, in which you could smoothly
- turn, walk, jump, swim and fly -- not to mention swing swords, cast spells
- and hold conversations with all manner of creatures. Its plot was a bit
- superficial, but its dramatic interface won it a bevy of awards.
-
- ULTIMA UNDERWORLD II: LABYRINTH OF WORLDS substantially repairs most of
- its predecessor's weak points while improving on its strengths. It's not
- perfect, but it is very, very good. UW2 adds to the best first-person
- interface in current computer role-playing games one of the best-executed
- storylines as well.
-
- UW2 begins with a feast at Castle Britannia, where the player, as the
- Avatar (Britannia's destined savior in times of danger), and the other
- notables of the kingdom are celebrating the defeat of the Guardian a year
- ago, as chronicled in Ultima VII. Suddenly, a huge gem of impregnable
- blackrock springs up around the castle -- the Guardian has unleashed a new
- attack on the kingdom, trapping its leadership within the castle while his
- invading forces conquer the realm outside. The Avatar is called upon to
- investigate the castle, and the ancient tunnels below, for a way to break
- free of the mystic prison -- a quest that will in turn lead to other,
- stranger worlds with the secrets to the Guardian's undoing.
-
- UW2's display and interface will be familiar to veterans of the original
- game. The game screen has an inventory display on the right, with command
- icons and an information window on the bottom, but the majority of the
- screen holds the view window, with the 3-D display of the player's current
- view. The view window is about 30% larger than in the original game, and
- the particular graphics in it are much more detailed. Walls and beings
- still 'pixelize' when one gets too close, and faces in particular tend to
- look strange, but the animations and the backgrounds look very nice.
- People walk around, move their heads and arms, etc.; broad views of a
- throne room or an ice cave as one turns around can be quite dramatic.
- Motion was acceptably smooth on a 386DX/33, but users may find slower
- machines annoyingly jerky.
-
- The interface, inherited from UW1, uses the left mouse button to move and
- turn, while the right button is clicked to look at, get, use or talk to
- things, and various mouse or keyboard controls allow one to jump, look up
- or down, etc. Spells are cast by invoking combinations of runes which you
- collect over the course of the game. Most things work smoothly, although
- there is a persistent problem with the game not permitting you to drop
- things even when there's obvious empty space, and an occasional moment
- when the player appears to become stuck against a wall, requiring some
- fiddling before one can start moving again. The biggest interface problem
- is combat, which I find impossible without using the keyboard, and even
- then a frantic matter of wheeling, retreating and hacking -- it certainly
- gets the adrenalin pumping, but elegant it's not.
-
- On the other hand, the plot design and execution have been completely
- overhauled, and dramatically improved, in Underworld 2. From the
- beginning, there is a serious and well-defined problem; but at the same
- time, the complete plot is slowly ferreted out by the player instead of
- being prophetically unveiled by the computer. The game does an excellent
- job of having characters and events develop and respond to the player's
- actions. There are a number of subplots that are revealed (although the
- game does a poor job of sustaining them), and there are genuinely
- surprising twists in the situation in the castle. The endgame is
- tolerable, although leaving some gaping plot holes. Aside from occasional
- weak points, the plot presentation is much more sophisticated than the
- average for computer role-playing games.
-
- The atmosphere of the game is another strong point. Digitized sound
- effects let the player hear his or her footsteps -- and others'. Water
- splashes, swords clank on armor, and dying monsters moan. The music lends
- appropriate moods to the situation (and is more varied and less grating
- than in UW1). At appropriate moments, the Guardian jumps in to taunt the
- player, as sudden and nasty as ever. (Unfortunately, digitized speech is
- only provided for about half his lines, an annoying inconsistency.) The
- designers have made good use of the alternate worlds to provide distinctly
- different settings -- ice caverns, a floating keep, a prison tower, a
- psychedelic place from somewhere out of Star Trek, and others.
-
- There is no explicit copy protection; I encountered only one bug, an
- occasional tendency to start pausing every few seconds -- this only
- occurred during games when sound was enabled, and could be fixed by
- restarting the game. One hopes a patch is forthcoming, but it's hardly
- fatal.
-
- ULTIMA UNDERWORLD II: LABYRINTH OF WORLDS still has some rough spots, but
- is by and large an excellent game. The scrolling 3-D display that was the
- centerpiece of its predecessor has been improved, while the storyline
- execution is far more sophisticated than that earlier game's -- indeed,
- better than most on the market today. Those who liked the original should
- certainly get this game; those who haven't tried either will probably also
- really enjoy this game, assuming they can put up with the occasional
- interface nuisance. Ultima Underworld II may not be quite as
- revolutionary a game now as the original Underworld was a year ago, but
- it's certainly hard to beat.
-
- This review Copyright (C) 1993 by Daniel J. Starr. All rights reserved.
-
- --------------------------------------------------------------------------
-
- ULTIMA UNDERWORLD 2 : Labyrinth of Worlds by Looking Glass Technologies
- Published by Origin Systems
- Reviewed by Mitch Aigner
-
- System requirements: 386DX/20, 2 Meg RAM, 13 Meg Disk space (from box)
- (Minimum) 386DX/33 (in my opinion)
- 486DX/33 (for full benefit of the 3D scrolling
- effect)
-
- Overall rating: (on a scale from 1 - 10) 9!!! (-1 point for bugs)
-
- The game takes place in Britannia, after the events of Ultima7. You are
- trapped in the castle of Lord British by the evil Guardian,.. along with
- several other folks. Diehard Ultima fans will know exactly who these
- folks all are,... who can be trusted, and who can't. The rest of us will
- just have to guess.
-
- Your mission: Free yourself, and everyone else, from the Guardians' grasp.
- This is accomplished by visiting 8 other worlds (other than yours). Each
- of these worlds is very different, and very unique.
-
- Contrast with Underworld 1: This new game has much improved graphics, more
- objects/items, and a bigger 3D viewing window. The amount of territory to
- explore is much larger than in the original. Several other enhancements
- have been made. The user interface is identical (which I consider to be a
- positive attribute), so that Underworld 1 players will immediately feel
- right at home.
-
- GAME PLAY: Fabulous 3D scrolling effect. Just like being there! You can
- turn any direction, any angle, look up, look down, and fully interact with
- the environment. The environment itself is also 3D. There are pits,
- pedastals, elevated walkways, and other 3D landscapes to explore.
-
- The user interface is very easy to use, once you get used to it. There are
- icons for talking, weapons, using items, etc,... but these are unnecessary
- once you get the hang of the interface. If you are just starting out, the
- icons make life easy. Once you have some experience, you can use all of
- the short-cut methods, and forget about the icons. This is a nice feature
- to have, as it makes life easy for the beginner, yet allows the more
- experienced users to really get the most out of the game.
-
- Play consists of exploring new worlds, talking to folks, killing monsters,
- collecting neat stuff, and solving puzzles. The role you play is that of
- The Avatar from the Ultima series. You are a hero, as well as a pillar of
- virtue,... and this is important to understand while playing the game.
- Lying, cheating, and stealing are frowned upon (except when absolutly
- necessary). Also, attacking anything that is not trying to kill you is
- not always a good idea (you can actually talk to some of the monsters, and
- need to do so in some cases, to complete the game). So be polite !
-
- SOUND/SPEECH: Support for Adlib, SoundBlaster, and SoundBlaster Pro. While
- speech is limited (takes lots of disk space), sound is abundant. The
- sounds really add a lot to the game, and can literally save your life! If
- there are any nasty critters about, you will probably hear them before you
- see them. You may also be ambushed from behind. With a sound card, you can
- save yourself from some nasty surprises (rest assured that there are more
- than enough _other_ nasty surprises in store).
-
- With the lights turned off, and the sound turned up, the illusion of
- alternate reality can be really intense.
-
- OVERALL: This is the best game that I have ever played (as of 1/1/93) If
- you are a fan of Might & Magic, Eye of the Beholder, and other such games,
- ... you have got to try this!
-
- BUGS: Considering that this is an Origin product, there are surprisingly
- few bugs. The main problem seems to be in allocating the available memory
- for both graphics and sound, at the same time. After a while, the action
- halts for a moment (screen freezes), while the memory gets juggled around
- for the next event. This seems to be a memory frag-mentation problem,
- and only gets worse. The frequency of this occurence increases as time
- goes by. This results in mangled sound, and a loss of fluid motion,...
- which goes from bad to worse. There are a couple of ways around this:
-
- 1) Quit, and then restart the game (annoying)
-
- 2) Turn off the sound (really annoying)
-
- This review is Copyright (C) 1993 by Mitch Aigner. All rights reserved.
-
- SUPER SONIC BLAST MAN by Taito
- For the Super Nintendo
- Reviewed by Jer Horwitz
-
- Another welcome surprise this month comes in the form of a side-scrolling
- fighting game by Taito. Super Sonic Blast Man is a comedic hero taken from
- the unusual Japan-only Taito arcade game, "Sonic Blast Man".
-
- The opening cinema intermission introduces our hero, a suave businessman,
- who happens to see a beautiful damsel tied to train tracks. In a flash,
- his combat suit (complete with television screen and clock radio mounted
- on the breastplate) appears and he saves the girl, stopping an incoming
- train with a 100 Megaton punch. Of course, who cares about the conductor?
- It's the girl he's after.
-
- The arcade game of Sonic Blast Man began right after the cinema screen.
- You actually took a blue boxing glove from the side of the machine, put it
- on your hand, and watched your choice of 5 cinema intermissions depicting
- something which Sonic Blast Man was fighting. When the movie ended, a
- large red target popped out of the machine, and you had three chances to
- deck the (enemy) target as hard as possible. Average scores ranged from
- 30-50 Megatons.
-
- The home version deviates. Taito's home unit has crafted their finest no
- -arcade translation title yet, complete with really well-drawn enemies and
- diverse fighting. The character's comedic aspects have been enhanced and
- the gameplay actually gets better than Capcom's Final Fight at some
- points. That says a lot for the company whose only (arguably) good recent
- arcade game was Galactic Storm, and I don't even know if it's been
- released in the U.S. yet.
-
- The premise is the same type of punch, jump and "special move" thing that
- we see repeated endlessly in fighting titles. Taito, for once, took the
- time to balance the moves and make them "cool" to watch. Some examples of
- each of SBM's neat stuff: Sonic Blast Man has three primary attack
- buttons. One of them punches normally. Another does a spinning Haggar-
- esque Final Fight move, and the last is the "D-Punch". Why are they
- speciai? Well, if you hold towards a character with the punch button, you
- grab them and can do two different moves from there. If you don't hold
- them, you can do four different moves, one of which is a Ryu-ish leg toss
- and another is an uppercut with a fireball. If you hit the "all-powerful"
- spinning "knock-everyone-down" move, everyone falls around you, but you
- become dizzy for a few seconds. If you want to D-Punch, a 100-Megaton
- ground-shaker, you can only use three. It's a nice balance.
-
- The other neat catch is the enemies' programming. On the first of five
- (long) levels, the enemies dodge well but don't attack too much. The
- challenge is to catch them, then punish them. Every other level builds up
- with better challenges for the play mechanics - certain attacks won't
- damage certain enemies, and luckily Taito decided not to use the same
- enemies on every level. A lot of diversity there, also. Not all of them
- are human, especially past level two. That's when the game makes Final
- Fight look like the somewhat old game it is.
-
- Graphics are quite above Taito's standard, and the standard set by most
- game publishers. I liked all the animation a lot, and didn't see any lack
- thereof. The backgrounds are interesting and get really good during the
- later levels and boss scenes especially, but are well done throughout. The
- characters range from mohawked punks to prostitutes (in the Japanese
- version) to aliens. I love the aliens. Music is interesting but repeats
- itself, although it was never annoying. Sound effects are good, as well.
- It's without a doubt better than Rival Turf, even minus the two-player
- option.
-
- The gameplay is quite at par with Final Fight. The same premise is
- executed without some of the Capcom frills, like throwable weapons, but
- some new concepts which make it... better. I especially liked the well-
- programmed enemies. What really did it for me was the inclusion of the
- arcade game's cinematic boss scenes - minus the glove, of course - as a
- way to chalk up points and see some more well-done graphics, in-between
- levels. What you wind up with is a 5-level game with cool bosses, followed
- by bonus level additional boss scenes, and a well-done package to watch it
- in.
-
- The challenge level is reasonable. On easy, it took me a few games to beat
- it (it gives you three continues), and on normal and hard it's quite
- difficult for a while. The repetition factor is certainly there, since you
- don't have a 6-button arsenal like Street Fighter II. That factor is
- compensated for by a nice learning curve of which moves work against the
- later, tougher enemies, and the humorous Sugar Ray Leonard-like showboat
- punch SBM can do, as well as other funny moves.
-
- Overall, the game puts on a good show. The characters are as large or
- larger than Final Fight's, and there is hardly any flicker in the game
- (and very minimal when I did see it a couple times on the first level).
- Whether you want this game in your collection depends on whether or not
- you have Final Fight. They're similar, but not different enough in play
- mechanics to have both. If I had to pick one, Super Sonic Blast Man would
- be my choice. If I already had Final Fight, I'd rent SSBM for the thrills
- and return it when I beat it a few hours or days later.
-
- This review is Copyright (C) 1993 by Jer Horwitz. All rights reserved.
-
- Fighting Game Battle Royale
- Reviewed by Jer Horwitz
-
- Data East's Captain America and the Avengers (8 Megs) [Sega Genesis]
- vs Jaleco's Rival Turf II [Brawl Brothers] (12 Megs) [Super NES]
- vs Sega's Streets of Rage 2 (16 Megs) [Sega Genesis]
- vs Technos/Tradewest's The Combatribes (12 Megs) [Super NES]
-
- Fighting games are all the rage, if you'll excuse the pun; an examination
- of software release charts for video game systems reveals an interesting
- trend. The games with the highest megabit numbers are those in the
- fighting and RPG genres, RPGs demanding memory for extended storylines and
- fighting games for better animation and more levels. Many of the fighting
- games are translations of multi-megabyte arcade games, and programmers
- have to decide how to shrink their huge thousand-dollar dedicated machines
- into a package which sells for less than $80. Two of the four games in
- this comparison fit that description, while the other two are sequels to
- earlier game system fighting games.
-
- * Rival Turf II may now go under the name Brawl Brothers in the United
- States. In Japan, it's sold as Rushing Beat Run.
-
- ARCADE TRANSLATIONS
-
- The Combatribes and Captain America and the Avengers share a common
- malady: Both were depicted in various import company advertisements and
- gaming magazines as being identical to the arcade versions, when neither
- of them is. The "arcade translation" pictures came from arcade screenshots
- until only recently, when the games hit store shelves. The questions to
- ask in each of these games are: "How close did the translation come?",
- "What corners were cut in translating the game?" and "Were any new
- features added?"
-
- In the case of The Combatribes, the translation comes reasonably close. A
- Technos ad for the arcade game bragged about how "players won't believe
- all they can do"; you were able to pick up large items like motorcycles
- and heft them at enemies. The translation violates the spirit of that
- boast by reducing the play mechanics from interacting with the scenery to
- simple punching and kicking. The items have disappeared entirely, most
- likely due to sprite flicker which might have resulted - there is none in
- the SNES version as it is programmed. Luckily, the programmers added
- something new: A one-on-one fighting mode with three arenas specifically
- designed for the battles.
-
- The one-on-one mode was obviously thought out. After you complete each
- level of the normal arcade game, you get a password for the one-on-one
- mode which lets you play either as or against whichever enemies appeared
- on the arcade level. The arenas offer three types of games in themselves,
- as one lets you push your enemy off a mountain, another forces you to move
- only left and right, while the other makes you keep away from walls which
- catch on fire. Also, new moves for some of the characters were added into
- this mode - a great idea. Playing against a good computer opponent in this
- mode makes the game all the more worth its price.
-
- As for Data East's Captain America and the Avengers, there is a much
- different problem. Whereas The Combatribes was a reasonably unambitious
- arcade game which did very little to innovate, Data East's game screamed
- out at the players in the arcade with tons of digitized voice, animation
- and huge attackers which did more than just charge aimlessly at you.
-
- The problem is how Data East approached the translating task. As if they
- had planned on cutting X percent of the graphics and sounds, Data East cut
- enough of each to make the result unenjoyable for any critical gamer. The
- same game, done either on CD or with four to eight additional megabits,
- could have been perfect or near-perfect, Data East instead opted for the
- traditional 8 megabits and produced a failed translation. The animation is
- sub-par all the way through, made even sadder by the scratchy digitized
- voices throughout which obviously sapped the memory needed to animate the
- game better. Even the play has suffered from a lack of fine-tuning the
- animations. As with The Combatribes, this translation also includes a one-
- on-one mode (only Avenger vs. Avenger) which doesn't compare to the well-
- programmed Technos option.
-
- The Combatribes suffers from a lack of things to do - you can punch and
- kick, but you can't jump. There aren't any items to use against the street
- gangs you encounter. On the brighter side, the graphics are very nice and
- the characters are all animated quite well, with good sound effects and
- music which suffers from a lack of allocated memory more than anything
- else. The levels are short but colorful and well drawn. The Avengers lets
- you jump, but only gives you one type of attack. There are things to
- throw, but they're poorly animated and do almost no damage. The colors
- are washed out all throughout the game, with backgrounds which seem to
- have been made for a system more powerful and unsuccessfully scaled down.
- The programmers kept a lot of digitized speech, which is reasonable in
- quality and quite long in length, but seems unnecessary considering the
- things compromised to implement the voices. The animation is poor and the
- music is similarly bad. Data East spread their megabits much too thin.
-
- The games have their similarities, though. You can select from several
- characters in each game; Captain America, Hawkeye, Iron Man and Vision are
- in the Avengers game, Berserker, Blitz and Bullova are in The Combatribes.
- Both games use three dimensional movement with the joystick and only two
- buttons are used in each. They're both too short, but feature two-player
- simultaneous play. Neither of them does as much as they should have done
- to retain the arcade games' feel, but The Combatribes is a much better
- package than almost any other fighting game when it comes to options and
- two-player simultaneous play.
-
- THE ORIGINAL EFFORTS
-
- Jaleco's Rival Turf II and Sega's Streets of Rage 2 are very similar in
- their appeal. As the sequels to 8 meg games for the SNES and Genesis,
- respectively, both feature two-player simultaneous play and the choice
- between multiple characters (five in Rival Turf II, four in Streets of
- Rage 2). They're far more dynamic than the arcade translations, employing
- some really interesting grabs and throw/slam moves. They're also among the
- best animated fighting games released to date. Each game also allows you
- to battle against your friends either during the game (which can be turned
- off, as well) or in an arena setting.
-
- Streets of Rage 2 was designed with the premise that the sounds and
- animations would be made far better than its predecessor. The programmers
- succeeded to the Nth degree. The characters are noticably larger than
- before, also, and now scream out Japanese and English phrases so beloved
- to Street Fighter II devotees. The boss and mini-boss characters are among
- the best human (and semi-human) designed in video games today. The music
- is completely terrific, designed by [Jer's favorite musician] Yuzo Koshiro
- in a house/techno style which grows on you each time you hear it.
-
- Rival Turf II keeps the same character size intact, but animates the
- players and enemies much better than before. Backgrounds use the SNES much
- better than before, with a notable level where a helicopter attacks you as
- you walk on a bridge. The music is repetitive and unimaginative, but the
- sound effects are reasonable. One slight flaw is the lack of various boss
- characters - your player characters ARE the bosses, and whichever
- characters remain unchosen become your enemies. The game is also pretty
- short.
-
- SoR2 and RT2 differ the most in play mechanics. SoR2 has an enormous
- number of moves for each character accessible by combinations of joystick
- and button moves, and each character is different from the other three.
- RT2 characters all have similar moves (but are at least very different
- looking). Rival Turf II characters can get "angry" after they're hurt,
- whereby their bodies flash with fury and their moves become more powerful
- temporarily. SoR2 characters have a "special moves" button which lets
- them do special attacks at a cost to their lifebars. Both games feature
- "pick-up" items, although Streets of Rage 2 weapons are more useful and
- powerful while Rival Turf II's are more diverse. For example, SoR2 has two
- sets of weapons which are nearly the same, a knife/ninja blade and a
- sword/pipe. Rival Turf II has fewer weapons (and they are hard to use,
- too) but you can get a gun which sets people on fire and a mallet, amongst
- other things.
-
- What sets Streets of Rage 2 apart from Rival Turf II are the far longer
- levels of SoR2, much better music, much better character design and
- interactivity with backgrounds, and the "cool factor" which becomes
- obvious as Axel shoulder slams his opponents to the ground or Skate gets
- on a guy's shoulders and punches him in the head. Streets of Rage 2, in my
- opinion, is Sega's premier piece of software - out of the leagues of
- anything save arcade fighting games.
-
- FOUR-WAY COMPARISON
-
- If you have to pick the best of the bunch in the "side scrolling fighting"
- genre, it's obviously Streets of Rage 2. This is Sega's best piece of
- software to date, and most visually and sonically impressive. If you're
- interested in the one-on-one feature, Combatribes offers the most
- characters (16), automatically giving it the win in diversity. Streets of
- Rage 2's limited number of characters (4) have far more moves than the
- rest of these games, but there are only those characters to choose from.
-
- But, overall, Streets of Rage 2 comes out on top. It has the best side-
- scrolling action game and a very good one-on-one mode - it's one of the
- few games these days actually worth buying.
-
- This review is Copyright (C) 1993 by Jer Horwitz. All rights reserved.
-
- BATMAN RETURNS by Sega
- for the Sega Genesis
- Reviewed by Hank Driskill
-
- To start off, I have to mention that I'm an avid comic book collector, and
- I have some small prejudice with games that have comic book themes. Soon
- after I bought my Genesis, I bought BATMAN by Sunsoft, and (although the
- game was far from perfect) I enjoyed it quite a bit.
-
- This week, while perusing the new video games, I saw the BATMAN RETURNS
- cartridge for the Genesis (note that it's coming out for Sega CD as well).
- Although I planned to rent it at some point, I hadn't planned on buying
- it; seeing it however, I decided to give it a chance. Since I have
- BATMAN, and most people considering BATMAN RETURNS probably do also, I
- thought I'd compare the two (which is what I did the first time I plugged
- it in).
-
- Much like BATMAN, BATMAN RETURNS (hereafter BR) is a hard game starting
- out. The first hour of BR reminded me how much I hated BATMAN when I
- first played it: the bad guys kept winning, I kept getting beat up, and
- things just didn't seem very fun. Also like BATMAN, however, once I got
- used to BR I found it to be an incredibly fun game.
-
- The premise: once again, in scrolling mayhem fashion, you take control of
- Batman and wander through various Acts. The Penguin has framed you for
- the death of the Ice Princess, and you must clear your name and stop him
- and Catwoman from taking over the city. From the city streets to a burned
- out department store to the circus to the sewers, you battle fire
- breathing clowns and acrobats and motorcycle riders with giant heads, all
- in a quest to make Gotham safe again.
-
- This game is more of everything than the original was; more bosses (2-3
- per Act), more variety in the villains, more variety in the gadgets, and
- larger character pictures. The villains are much smarter, too; in BATMAN,
- I do much better with the Genestick because all it takes to beat each thug
- is a lot of punches. You walk up, hit the thug with "autofire" set to
- high on your joystick, and he dies. BR excels here, with villains who
- duck when you shoot things, dodge your punches and kicks, and in general
- take a little thought to beat. There are a lot more options in your
- movements: the walk/punch/kick/jump has been complimented with swinging
- and gliding, both useful and a lot of fun.
-
- The controls for BR are simple: button A fires off special attacks, and
- lets you "glide" while falling, button B punches or kicks (you kick when
- you push the joystick toward the enemy), and button C jumps and fires off
- the cable for climbing and swinging. The Start button pauses the game and
- Batman's famous "utility belt" appears; this has the various weapons
- available to our hero. Batarangs are plentiful and simple (you throw them
- and they hurt someone), but you also have smoke bombs (which stun the
- villain and let you close in), seeking batarangs (like in the movie, they
- hit multiple targets), the cable gun (you can use it as a weapon), and the
- "cloud o' bats" from the movie. Punches and kicks look like the fight
- scenes from the movie, and a lot of attention was paid to making all the
- thugs and such look good as well.
-
- So far, I've gotten to the first boss of Act 4 (there are 5 Acts). Here's
- the blow-by-blow on the game so far:
-
- Act I, scene I: Fighting acrobats and exploding penguins on the rooftops.
- Boss: Catwoman
-
- Act I, scene II: Clowns with uzis on unicycles, in a tilted house.
- Boss: The two kneeling statues from the movie
-
- Act I, scene III: Abandoned church, more clowns and gargoyles to boot.
- Boss: Penguin
-
- Act II, scene I: City streets, motorcycle goons.
- Boss: Big musclebound guy on a sign, throws rubble at you
-
- Act II, scene II: Schreck's department store, all burned out.
- Boss: Catwoman
-
- Act II, scene III: Running from a giant metal ball Penguin drops on you.
- Boss: Penguin (once the ball goes away)
-
- Act III, scene I: The zoo, with nastier clowns and fire breathers.
- Boss: none
-
- Act III, scene II: Red Triangle circus, trapeze and ferris wheel and all.
- Boss: Nastier uzi-toting unicyclists
-
- Act III, scene III: Circus train, sword swallowers and fire -- again.
- Boss: Firebombing goon (Penguin in disguise)
-
- Act IV, scene I: In the sewers, machine guns and bombers everywhere.
- Boss: Giant clown with blowtorch... haven't gotten past him yet
-
- The graphics are among the nicest I've seen, the characters are plentiful
- and diverse, and the game play (while taking some getting used to) is
- varied and exciting. There is no hard/easy option (like in BATMAN), but I
- always player BATMAN on "hard mode" anyway. I'm a fan of the scrolling
- mayhem genre, and BR definitely beats out BATMAN, STREETS OF RAGE,
- SPIDERMAN, and the others I have. I haven't decided whether or not it's
- better than my other new purchase, SONIC II, but that's another story.
-
- The negatives for this game: like BATMAN, BR is one player only, which is
- mildly depressing. I'm hoping for a Batman and Robin game sometime, just
- because I play with friends a lot. There's also no level select, although
- there is an infinite number of continues, and the traditional 3/5/7 lives
- option. When you continue, however, you go back to the beginning of the
- Act, not the scene, so it's frustrating at times.
-
- If you liked the BATMAN cartridge, liked the movies, and like scrolling
- mayhem games, you can do a lot worse than BATMAN RETURNS. It's fun, it's
- nice to look at, and after a week it hasn't gotten boring yet. It
- challenges your mind and your reflexes at the same time, and that's all
- you can really hope for.
-
- This review is Copyright (C) 1993 by Hank Driskill. All rights reserved.
-
- LIGHTNING FORCE by Technosoft
- For the Sega Genesis
- Reviewed by Christopher Fleming
-
- Lightning Force is another Thunder Force shooter from Technosoft. (If you
- haven't played Thunderforce II or III, stop reading right now, and go out
- and buy them.) There are 10 levels of horizontally scrolling action, with
- most levels being larger than one screen in height. You get your standard
- front and rear lasers to start with, and there are five additional weapons
- you can collect via the usual shoot the powerup pods. There are also
- powerups for a shield to protect you for a certain number of hits, extra
- lives, and the infamous 'claw' (two thingies which rotate around your ship
- providing protection and extra firepower). A new item of mass destruction
- not found in the previous Thunderforce games, is after level five, the
- claw alows you to fire a 'thunder sword' by letting the selected weapon
- power up, then pressing the fire button (similar to the r-type fire
- mechanism). Other than that, it's nothing new, just blast through the
- level, and destroy a boss critter (though that's all a good shooter needs
- to do :) ). There are lots of options in the option screen, including a 4-
- level difficulty select, number of starting lives, music playing, etc.
-
- This game is very well done, and certainly has given me a lot of quality
- play-time. There are some points to note about the game, however.
-
- For experienced shooter fans, do yourself a favor and turn the difficulty
- up a notch from normal to hard. The first seven levels are really easy
- (though the last three are worthy of the best levels I have ever played!).
- Most of the lack of difficulty is due to a lot fewer bad guys, and very
- short levels. The number of levels though, and the more heinous boss
- characters, make the game last a very reasonable length of time.
-
- Speaking of boss characters, these are particularly well done, and require
- a fair amount of blasting to destroy. All have multiple parts which you
- must destroy before you can get to the core of the boss. Again, these are
- well done. The 10th level bad guy is really fun, and rather different
- than usual. Something well worth looking forward to!
-
- The graphics are really, really beefed up. If you like large enemies and
- **lots** of parallax scrolling, this is your game. Quite frankly, I was
- suprised at what the Technosoft guys were able to make the genesis do.
- You all probably knew this was comming, but the game suffers from some
- serious slowdown at times, often depending on what weapon you are firing.
- This can be used to your advantage, but most of the time, it's just an
- extreme nuisance.
-
- Most of the music is really, really good. Some of it is as adrenalin
- pumping as in MUSHA (high praise indeed!). Check out the opening theme
- music. Definitely one to pipe through a good amp.
-
- Overall, a fun game, and one all shooter fans should get, but sometimes
- you'll think you're playing on a SNES with the pretty graphics and awful
- slowdown. Technosoft has gone backwards a bit in their balance between
- good graphics and good gameplay. Here's hoping their next release can
- achieve the best of both.
-
- This review is Copyright (C) 1993 by Christopher Fleming. All rights
- reserved.
-
- SUPER MARIO KART by Nintendo
- For the Super Nintendo
- Reviewed by Chris Petit
-
- Type: Fantasty Racing
- Players: 1 or 2
-
- Game Basics:
-
- You are one of eight very familiar characters (Mario/Luigi, Princess/Yoshi,
- Bowser/Donkey Kong Jr., or Koopa Troopa/Toad), and are taking to the Mario
- Go-Kart Park, where you race one of your karts in one of several trials
- (Time Trial/Mariokart GP for 1 player, or Mariokart GP/Match Race/Battle
- Mode for 2 players). There are 4 different karts (Mario and Luigi, the
- Princess and Yoshi, Bowser and Donkey Kong Jr., and Koopa Troopa and Toad
- each have karts with similar abilities). They differ on handling, top
- speed, and acceleration.
-
- In the Mariokart GP race, you start in 7th or 8th place and race against
- all of the other karts. You progress through a 'cup' (from easiest to
- hardest, they are Mushroom, Flower, Star and Special cups) and must be
- fourth or higher place to advance to the next track (there are 5 tracks to
- a cup). You get 6 points for 1st, 3 for 2nd, 1 for 3rd and 0 for 4th.
- Rankings for the Cups come from that total (added for each race).
-
- In the Match race, you and an opponent race against each other (the other
- karts aren't on the track), on any of the tracks available.
-
- In the Time Trials, you pick one of the tracks and try to race through it
- as fast as possible (you're alone on the barren track---all tracks are
- based on worlds from Super Mario World---the Bowser's Castle/Chocolate
- Island/ Doughnut Plains/Vanilla Lake).
-
- In the Battle Mode, you go against an opponent, and try to pop his three
- balloons which protect his kart. Four maze-like tracks are used, which
- you must race through to find Question Blocks which give items to stop
- your opponent.
-
- In each contest, except for the Time Trials, you must collect Coins (they
- make you go faster up to 10 coins, and you surrender a coin from hitting
- an enemy kart, as well as losing 2 for 'towing' charges (e.g. you fall off
- a cliff or into lava) and 4 for a spinout), as well as try to drive over
- Question Mark blocks (which give useful abilities to hurt the other karts,
- like a Star which lets you run through karts and spin them out, Turtle
- Shells which can be shot at opponents, a Banana Peel to slip them up, a
- Mushroom for a burst of speed, a Feather to jump over their heads, a Ghost
- (only in Battle Mode---you are invisible and can steal opponent's item),
- and Lightning (not in Battle Mode)---causes every kart except you to
- become tiny and vunerable---squish them by running them over).
-
- Finally, when computer controlled, Karts gain deadly abilities to slow you
- down.
-
- Important Point:
-
- If you adore IROC or Indy 500 racing, you'll probably HATE this game.
- It's not as quick, but you have much more to do than just pass the other
- cars.
-
- Review Comments: (all ratings are 1.0 to 10.0, with 10.0 being high)
-
- Graphics: 10.0
-
- You really feel you ARE in Super Mario World's Go Kart Park. Not awe-
- inspiring, but quite appropiate to SMW, not to mention quite cute. Split
- screen is well done.
-
- Music: 7.0
-
- Kind of catchy tunes, but I don't think anyone tapes them and dances to
- them.
-
- Sound Effects: 9.0
-
- Great skidding effects, as well as jumping, and even tires rolling over
- boards sound accurate.
-
- Play Mechanics: 9.0
-
- A bit confusing at first, but very clear with practice. You have an
- excellent feeling of control over your car and can do many different
- things with your little kart.
-
- Skill Range: 9.0
-
- Many different people can enjoy this game and get a thrill out of it, via
- the 50cc or 100cc races.
-
- Skill Progression: 5.0
-
- Progress is smooth within a cup, but has a huge jump in skill required
- from 50cc to 100cc races. Would have prefered at least 8 levels of
- difficulty.
-
- Replay Value: 10.0
-
- Having many different ways to play, in addition to a Secret Cup (with 5
- new tracks), and many 2 player options, means this game is always a thrill
- to play just one more time.
-
- Gameplay: 10.0
-
- Again, quite impressive display. The game plays very intensely, without
- ever really overwhelming the player.
-
- Overall: 8.63
-
- Very solid game that will appeal to people who look for a different kind
- of racing.
-
- This review is Copyright (C) 1993 by Chris Petit. All rights reserved.
-
- STREETS OF RAGE II by Sega
- For the Sega Genesis
- Reviewed by: Charles Daniel Carleton
-
- This game is a worthy successor to the original. It takes full advantage
- of its 16Megabits to add length and variety to the already excellent
- legacy of SoR. All of the levels are longer, more interesting, and better
- drawn. One of my main complaints about the original was that the
- background just repeated over and over. In this games, the backgrounds
- have much more variety.
-
- In the original, the repetitive backgrounds weren't much of a problem, I
- was too busy with the fighting action! SoR 2 takes the good, solid action
- of SoR 1, and adds to it. In the original, a police car could be summoned
- to destroy your enemies with napalm or grenades, but is SoR 2, you can't
- do this. Instead, there are special moves added that damage the player,
- but hopefully do more damage to the enemies. Also, new attacks are added
- by making it so a player can tap the control twice in one direction, like
- running in Golden Axe, and hit the attack button. Jumping attacks are
- also more versatile. Jumping up does one move, jumping forward does
- another, and pressing down on the control as you hit the attack button
- does another. Weapons are available, and are used by hitting the attack
- button. Any weapon may be thrown by pushing B and C simultaneously. This
- can be a problem, because hitting B and C is also the rear attack, which
- means that you can't do rear attack while holding the weapon. If you
- throw a weapon and hit an enemy, its gone for good.
-
- One reason I didn't tell exactly what each control combo did is because it
- varies from character to character. For instance, hitting 'A' with Axel
- causes him to do a devastating flurry of punches similar to the SFII
- 'Hundred Hand Slap' followed by a Dragon Punch. Pushing 'A' while
- controlling Skate causes him to Break dance, with his spinning feet mowing
- down enemies that are close enough. The four characters are Axel, Blaze,
- Max the Wrestler, and Skate, who is Adam's little brother. Adam was in
- the original SoR. Each character is distinctive. If you have played
- Streets of Rage, you will find that Axel and Blaze have the same basic
- moves as before, with new moves added. Max and Skate are very different
- in play style from each other and from the two originals. This range of
- abilities makes it so that changing characters changes strategy, but
- allows you to rely on your SoR 1 skills if you choose Axel or Blaze.
-
- The enemies are also more interesting. Each enemy type has a name, and
- some are unique. The denim jacketed punks in the original are called
- 'Galsia' with the higher powered ones of the same type having different
- names. When you hit one, it shows his name, and a hit-point bar so you
- can see how badly you pounded him. Most enemies have several different
- attacks. Punks are much smarter about weapons than in SoR 1, they won't
- hesitate to pick up a weapon if one is lying about. Many of the enemies
- are similar to SoR1, but have more moves. One example is the 'Signal'
- type punk, who in the original could only slide into you or get close and
- throw you. In SoR 2, he can also punch you or do combinations of punches.
- Another example is that huge Wrestlemainia boss from the beach in SoR 1.
- In the original he would charge on to the screen and clobber anyone in the
- way. If he missed you could just grab him a throw him before he retreats
- for another charge. His only other move was to throw you if you got too
- close. In SoR 2 he comes back as 'Abadede'. Not only does he have his
- devastating charge-punch, he can also punch you, bellyflop onto you, throw
- you, and several other nasty things. If you are trying to hold him or do
- a combination move on him, he can break loose, hurting you severely in the
- process. The situation is the same for the other bosses that carried over
- from SoR 1, they have their basic move and-much more. In addition to the
- 'enhanced' SoR 1 characters, there are plenty of new punks to cause you
- trouble. One of the new bosses looks like a combo of Vega and Blanka of
- SFII fame, and can do some of the moves of both of them. In general the
- enemies are smarter and have more moves, making it more interesting to
- learn to defeat them.
-
- There is now a player duel mode. Because of the variety of moves and
- distinctiveness of the players this can be quite fun. It's kind of like
- playing Pit Fighter. Both players can select the same character, in which
- case the color scheme will be changed for player 2. You can duel in any
- of the level scenes, and there are weapons lying about to enhance the
- mayhem. The bouts tend to be very brief, because it doesn't take many
- hits to finish a character. Also, the SoR automatic combos lead to lots
- of damage even though you can break free of a hold or combo using the
- special 'A' button move.
-
- I do have some complaints about the game. A player's character will
- always grab someone who gets too close, even another character. I SoR I
- there were team tactics where one character can throw another one at the
- enemies and the thrown character does a more damaging move.
- I didn't see any mention of these in the SoRII manual, so the player
- grabbing player feature is just an annoyance. I would also have preferred
- that weapons could be carried between levels and that they wouldn't
- disappear if they were dropped too much.
-
- In general It would seem I am implying that Streets of Rage 1 was an
- inferior game. This is not the case; Streets of Rage 2 is a big
- improvement over an already impressive game. It's worth having even if
- you already have Streets of Rage.
-
- This review is Copyright (C) 1993 by Charles Daniel Carleton. All rights
- reserved.
-
- DEATH VALLEY RALLY by Sunsoft
- For the Super Nintendo
- Reviewed by Chad Dawson
-
- Road Runner's Death Valley Rally last night and here are some comments..
-
- Music/sound
- ===========
-
- Good. The sounds and BGM come from the LoonyToons cartoons, and if you
- close your eyes you would think you were listening to the soundtrack of
- a cartoon. Even has the "that's all folks" ending (although no voice
- sample). Personally I'm not a big LoonyToon fan, but I did not find the
- BGM too distracting.
-
- Graphics
- ========
-
- I only played two levels of the game, both of these were in the desert (As
- I assume most of the levels are). The levels are pretty big (screensize
- wise), but the detail is not that great. Pretty much repetitive red-rock
- textured cliffs and platforms. The characters and other objects are fairly
- detailed though, although since the game is trying to simulate a cartoon
- look, none of the graphics are any better than what you would expect
- watching the cartoon on TV. Most however, are comparable.
-
- Game/Play
- =========
-
- Your player (the road runner) is a bit gangly. When he runs around it is a
- bit like sonic the hedgehog [SEGA] in that the screen scrolls by fast and
- the character follows the terrain until you jump or something and go
- flying into the air. You can also "walk" slowly and skid to a stop
- (anyone remember Joust? well its kind of like that...).
-
- At the end of each level you get an added score for each "flag" that the
- roadrunner finds. Somewhat like SuperMarioWorld most of the flags are
- hidden in "secret" parts of the level or in particularly difficult areas
- to jump to. It seems that a good part of the "fun" of the game would be to
- run around trying weird jumps to see if you can find the secret stuff.
- Sometimes you find things by accident if you take a bad fall.
-
- I found the jumping (especially from moving platform to moving platform)
- to be difficult as the roadrunner has difficulty in jumping without
- skidding, and if you skid on a moving platform, you often fall off, or
- "through" the platform. Maybe this "technique" gets better with practice,
- but I found it to be frustrating. I prefer more controlled precision
- jumping and timing like in SF2 as opposed to this roadrunner who seems
- like he is going to run into everything.
-
- Also, you cannot jump down, which seems like an oversight. Certain
- buttons on the joypad make the roadrunner jump up or turn to face you and
- go "meep meep", which might of been fun if these functions actually were
- good for anything.
-
- Overall I found the game to be entertaining. I would buy it only if you
- are a big fan of roadrunner and like games where you spend a lot of time
- on a level trying to find secret jumps ect... I was disappointed with this
- game as a rental, since I felt I could either try to finish the game (get
- through all the levels to see the ending without trying to get all the
- flags on each level), or explore the first few levels and try to get all
- the flags and not get to the end. I like rentals to be ones which I can
- finish in one rental (or at least get a code so I can start back where I
- left off the next time I rent the game). Hopefully I've given you enough
- info so you won't have to rent the game to see if you'd like to buy it.
- Enjoy.
-
- This review is Copyright (C) 1993 by Chad Dawson. All rights reserved.
-
- SUPER SMASH TV by Acclaim
- For the Super Nintendo
- Reviewed by Chris Petit
-
- Type: Shooter Players: 1 or 2
-
- Game Basics:
-
- It is the year 1999, and you are on the most violent game show in TV
- history-- Smash TV. With a friend (if you wish), you venture into the
- arena, collecting glamorous prizes (and possibly glamorous showgirls---but
- that's in the PleasureDome), while trying to survive by blasting all of
- the hundreds of guys that storm towards you. These guys can be human, but
- are also just as likely to be mindless machines (robots, Orbs), or even
- animals (Buffalo). And, if you should happen to clear an arena of
- attackers, you may reach a point where you must defeat a Mega Monster---
- the Mutoid Man, ScarFace, the DieCobras, or even the Game Show Host
- himself!
-
- Each type of critter has its own attack pattern and speed. Orbs move
- slowly, but emit deadly laser beams which can fry you, while metal robots
- lunge for you mindlessly, and people come in with clubs trying to kill
- you. You can have around 2 dozen enemies on the screen at once, yet the
- action isn't as unfair as it may seem. The enemies enter from one of four
- stage entrances, and none is particularly bright.
-
- Also to help you succeed are powerful power-up weapons (the Spread Shot,
- Grenades, an extra gun to shoot alongside you, a Rocket Launcher, and a
- Distance Launcher). Not to mention the useful Socks (to make you run
- faster), and Keys (get enough and you reach the PleasureDome), and ever-
- -wanted Force Fields, Flying Stars, and Nuke (clear the screen of guys
- REAL fast).
-
- But, mindless slaughter isn't the only thing that draws you into the
- arena. We musn't forget the PRIZES---2600' screen TV's, 1999 Roadsters,
- Vacation Trips, Toasters, Good Meat, Super VCR's, and, of course, BIG
- MONEY.
-
- Important Point:
-
- You do not automatically progress to the next screen when all enemies are
- present---a new cluster may appear within seconds. Be on guard.
-
- Review Comments: (all ratings are 1.0 to 10.0, with 10.0 being high)
-
- Graphics: 9.5
-
- A truly impressive conversion of the arcade game. Everything is brought
- home, with only one flicker (which may be intentional---the Force Field).
- Only minor details are missing---the announcer's eyebrows and eye
- movements, the fact that you must pick up money in groups of 3 rather than
- individually, and some guys are a bit smaller in the home version (notably
- the Buffalo Herds).
-
- Music: 8.0
-
- Quite good. Kind of catchy, and appropiate for the game (although I don't
- think the arcade version had any background themes in the stages).
-
- Sound Effects: 9.5
-
- Again, superb but not flawless. The game show is still as obnoxious as
- ever, spouting the wisdom "Big Money, Big Prizes...I Love It!" "I'll buy
- THAT for a dollar." But, again, a handful of sounds are missing---most
- notably the` pitiful wail that occurs when you really pound on a big boss.
-
- Play Mechanics: 10.0
-
- Incredible translation of the Arcade controls (which use 2 joysticks)---
- the joypad moves you, while the four visible buttons form the second
- 'joypad' for firing control. Keeps all the feel of the arcade, and is
- very easy to use and intuitive after a minimum of practice.
-
- Skill Range: 8.0
-
- Good range for a shooter, but not really astounding. Some earlier boards
- are good for beginners, and Turbo mode is available (check SNES Cheat
- Sheet) to make gameplay more intense for masters. But, real novices may
- find the game a bit too hard.
-
- Skill Progression: 8.0
-
- Most of the game progresses easily and smoothly from easy to difficult,
- but I feel the bosses really break the smooth progression---they require
- much more attention and often wolf down about 6 lives.
-
- Replay Value: 10.0
-
- A well-done shooter, and remains intense without becoming overwhelming, it
- offers challenge even after it's beaten, and is a romp for 2 players.
-
- Gameplay: 10.0
-
- Again, it keeps everything the arcade has intact, and is truly a shooter
- every SNES user should have in his library.
-
- Overall: 9.13
-
- Quite a shooter.
-
- This review is Copyright (C) 1993 by Chris Petit. All rights reserved.
-
- SUPER PLAY ACTION FOOTBALL by Nintendo
- For the Super Nintendo
- Reviewed by Sen-Pin Lin
-
- I have played SPAF for a few months, used to have the original JMF, and
- rent the JMF '93 the other day. Each of them has been played for a
- certain period of time. Basically JMF '93 is an update of JMF with better
- animation, a few more plays. Besides, JMF '93 provides players' stats and
- a few more teams (the all time greats) and several nice touchs such as
- game stats at half time and final, more vivid animation after a good play
- (TD, sack, etc), crowd's cheering or booing, firework and celebration in
- the locker room once you win the champ.
-
- TEAMS AND PLAYERS: JMF '93 supposely provides all NFL teams plus 8 all
- time great teams and some all star teams. Unfortunately, it seams like EA
- doesn't want to spend the money on licensing from NFL, so no team names
- nor logos are provided. This results in one L.A. team, the other being
- moved to Oakland. Similarly, there is only one N.Y. team, the other one
- becomes N.J. SPAF provides 3 levels of teams: high school, college, and
- NFL teams. Not much to say about high school. In college there are nearly
- 100 teams, with some fake ones(like Pale (Yale?), Standard (Stanford?),
- Pursue (Purdue?), I think they are humorous but someone on the net said
- no.) And all 28 "real" NFL teams. These three levels differ in many
- aspects such as variety of plays, difficulty, variety of player moves,
- subsitution and injuries. Neither of these two games have the players'
- names.
-
- FOOTBALL FIELD VIEW: JMF is from the back of offensive side, vertivally,
- showing about 40 yards. SPAF is 45 degree diagonal from the offensive
- side, only about 15 yards is shown, with a radar view covering the whole
- field.
-
- PASSING: Each of them has their strength and weakness. JMF '93 uses 3
- windows showing the intended receivers. The trick is to pass the ball to
- the open receiver, and use X button to reach for the ball. The weak point
- is that, you can't see the running route of your receivers, and due to the
- limited size of the windows, you can't see the defenders who are close
- (but not too close) to the receivers. SPAF uses radar view to indicate
- which receiver is open. The trick is to switch (your focus) between radar
- view and field view, use radar view to find the open receivers and the
- field view to actually catch the ball. The weakness is that you have to
- look at both views at the same time, and you can't see your reciver until
- the ball is about 10 yards next to him, making the passing too difficult
- for a beginner. On the other hand, I thought the passing is too easy in
- the original JMF, now in JMF '93 a circle is used to indicate the spot
- where the ball will go, making passing even easier. The computer seems to
- be unable to counter my passing game in JMF '93 because I always use fast
- and shotgun formation, and complete the passes most of the time. In SPAF,
- if I use the same passing play consecutively, I will mostly end up being
- intercepted. BTW, I think there are too many interceptions in SPAF.
-
- RUNNING: Without a doubt, SPAF is much better. The primary reason is that
- in a running game, you don't usually have an open field. With 40 yards
- shown as in JMF '93, the players are way too small and too close to each
- other. It can be very confusing as whether your RB has been tackled or
- not. In addition, the handoffs or laterals are done automatically, which
- is bad since you want to control your QB to handoff at the right moment.
- SPAF provides a much clearer view of the individual players. The only weak
- point is the speed, looks like the players are running in slow motion.
-
- DEFENSE: Both are fine, but I still like SPAF better since I have a
- clearer view of each player, and I have the ability to jump.
-
- AUDIBLE: I never used audibles in JMF or JMF '93 since I can't choose a
- specific play to use. All I have are three pre-defined plays. In SPAF, you
- choose your audibles just like the usual plays (in the beginning of each
- quarter). And they are indeed very useful if you can read your opponent's
- defense.
-
- CONTROL: Both are very good. It might take sometime to get used to SPAF
- though because of the 45 degree view.
-
- GRAPHICS AND SOUND: Without a doubt, JMF '93 wins. I can't describe here,
- try it yourself.
-
- DOCUMENTATION: JMF '93 provides a complete list of stats for each player
- in all teams. But the information on the defensive and offensive plays is
- minimal. Whereas SPAF packs in a play book (in addition to the instruction
- manual) of every offensive and defensive play, with explanation of how
- each play works. This is a big plus considering there are 60+ offensive
- plays and 20+ defensive plays in SPAF. Only the best players are
- highlighted in the manual, you have to check out the rest of them during
- the game play.
-
- MISC.: JMF '93, like JMF, lets you play playoff for free. Thus a regular
- season game is nothing but an exhibition game. On the other hand, in SPAF
- if you choose to play a season, you start from the beginning and play 16
- regular season games. If you rank among the top 3 in you division, you
- can play playoff games. It also keeps tracks of your team's and players'
- stats throughout a season. JMF '93 still use the password system to keep
- track of your playoff's standing whereas SPAF has battery backup for your
- standing and stats in a season. Another PLUS for SPAF in the NFL game is
- that, your players get tired or injured if allowed to play for too long.
- Hence it's your responsibility to check the players' status and make
- subtitutions. There is more strategy involved since you have to decide
- when to let your best player rest so when a big play is needed, he will be
- ready.
-
- BUGS: The type of football field seems to be chosen randomly in JMF '93. I
- played S.F. in my first playoff round. The first and third are home games,
- but one is in a domed stadium yet the other is an open stadium. The second
- game was played in a dome also, but surprisingly, there was strong WIND!
- In SPAF there are also some silly bugs. One being the erraneous replay of
- a TD. But, none of the bugs in both games affect the gameplay itself. BTW,
- there is an obvious slowdown in JMF '93 when you punt the ball.
-
- Final comments: For those who hate SPAF (there seem to be quite a few)
- because of of the mediocre graphics and sound, plus the silly bugs in
- replays, JMF '93 is a very good bet for you. With pretty good graphics,
- smooth animation, plenty of plays, and the many teams to play (especially
- those all time great teams, too bad you can't use them in playoffs), it
- should bring you a long time of enjoyment. For those who (like me) prefer
- to have a total control of the game, a clear view of the players, a very
- rich set of offensive/defensive plays and very solid gameplay, enjoy to
- play a long season, and can tolerate the mediocre graphics and sound,
- SPAF is the BEST.
-
- This review is Copyright (C) 1993 by Sen-Pin Lin. All rights reserved.
-
- ULTIMATE FIGHTER by Culture Brain
- For SNES, 12 Megs, $65.99 retail
- Reviewed by Jer Horowitz
-
- I had somewhat high expectations for this game. Culture Brain presents
- Ultimate Fighter as a 2-in-1 game with 4 modes of play. As you may have
- seen from screenshots, the characters are large and have been displayed in
- ads and pictorial layouts as well-animated. The great ideas were a Street
- Fighter II style "Tournament Mode" with martial artists who use everything
- from Shaolin Karate to Thai Kickboxing, in addition to a "Fighting Mode"
- which lets you walk the streets of a few countries, attacking grunts and
- boss characters, as well as a reflex-testing "Expert Mode" where you aim
- to exploit an enemy's weakness in a real-time statistical battle, and a
- "Animation Story Mode", an RPG variant of the "Fighting Mode".
-
- To their credit, Culture Brain delivers on their promises. They actually
- (contrary to what you may read elsewhere) did a good job of taking the
- fighting genre into new grounds, especially in the "Expert Mode". The
- characters are large and in some cases are well animated. There is a
- unique combat system employing a new "Hiryu no Ken" attack, and the
- control mechanism is unique and presents a new challenge to SF2 players.
- The game fails in several important ways, but also manages to give Capcom
- a few ideas for what could be put into a Street Fighter 3 release of the
- future.
-
- The major flaw is best stated this way: "Don't mess with a good thing."
- Culture Brain foolishly tampered with the near-perfect control mechanism
- of Street Fighter II, taking what could have been totally phenomenal one-
- on-one tournaments and creating repetition and confusion for both
- players. It isn't so much that each character needs six attack buttons,
- but that the joystick must be totally responsive. Culture Brain allows
- the player to do a hopping jump by pressing up, but forces him/her to
- press another button to do a high jump. The blocking is also
- unresponsive, and the throwing mechanism requires both a successful block
- (see above) and a button press, then another joystick movement. Too hard
- to do.
-
- The Tournament Mode, where the above flaws most apply, does have a
- selection of some interesting fighters to choose from - two boxers, two
- strong wrestlers, two "power" wrestlers, two Thai Kickboxers, two karate
- masters, a male Shaolin Karate fighter and a female Shaolin fighter. One
- would think, "12 megs? Street Fighter II had 16 megs and it had 12
- characters and they couldn't put 3 other modes in! Ultimate Fighter must
- be better." Let's examine the characters. Wherever you see "two" listed
- above, the characters are the same except for different skin color or
- heads. That's really it. The only two really good characters are the
- Shaolin fighters, the male, not coincedentally, is also the hero of the
- various Fighting modes, so he has the best animation and most moves; the
- female is also really a great character but isn't part of the Fighting
- mode. She even has a Guile-style flash kick, which looks real neat. The
- background in Tournament Mode is constant - it becomes later in the day as
- the fights take place, but the background doesn't change except for color.
-
- The Fighting Mode, Expert Mode and Animation Mode share everything except
- gameplay, which varies between them. Fighting Mode is almost exactly like
- China Warrior, in that you continuously move right without three
- dimensional movement, punching enemies out. Occasionally enemies will
- come from behind, you turn and hit them. The bosses are actually quite
- interesting, although they're all easy to defeat. During boss
- confronations, you have all of the "Tournament Mode" moves at your
- disposal, which is a great idea. The scrolling is choppy throughout, the
- backgrounds are pretty poor, and the enemies are as repetitive and boring
- as any I've seen, basically taking the twelve characters from Tournament
- Mode and recolorizing them, level after level.
-
- Expert Mode deviates in that you begin the game with a sparring session
- where you learn to aim for weak points on your enemy, which are
- represented by "O"s and "*"s appearing on the body. Then, you begin the
- fighting mode, fight the grunts normally, and use the Expert reflex skills
- to fight the bosses. Animation mode lets you fight the grunts and then
- attack the bosses in RPG style "hit point" battles. Each mode
- encorporates a storyline with still-photo intermissions showing a
- conversation between the hero and his friends.
-
- A very interesting twist which deserves commendation is the idea of mixing
- a spirit world with the "real world" street fights. Some bosses upon
- defeat transform into demons, and as a response, your character dons
- magical armor and unsheaths two swords, which he uses in combat against
- the boss. The background shifts to a spirit realm with a twisting
- background and the adversaries get magical spells to use. When you
- complete various levels, a new member joins your party, and you'll be able
- to switch between bo-stick fighters and swordsmen. A great idea, again
- executed poorly due especially to bad control.
-
- The sounds are quite bad throughout and are at best nothing special. The
- music is similarly mediocre. The difficulty level is reasonable
- generally, but there's a password feature to make it easier and an Expert
- Mode to make it harder. Animation is good, not great, and scrolling is
- generally choppy. Use of special effects is typically Culture Brain
- cheesy stuff, nothing showing they know how to use the advanced SNES
- features. I would have to say that my biggest complaint is that it feels
- just like every Culture Brain title -- Baseball Simulator 1.000 and the
- "Ninja Kids" games.
-
- The game reeks of superior planning but inferior execution, the worst type
- of game around. If Culture Brain had left the programming to Sculptured
- Software, they'd have more to brag about than a game with big characters
- and a lot of moves and characters - they could say they had an infinitely
- playable fighting title which both "brainless" Final Fight-type game
- lovers could enjoy and "thinking" Street Fighter II lovers could play.
- What Ultimate Fighter gives the player is a step down in most ways from
- other SNES fighting games, but a combination of various genres. Not
- highly recommended, but quite interesting nevertheless.
-
- This review is Copyright (C) 1993 by Jer Horowitz. All rights reserved.
-
- JIMMY CONNORS TENNIS by UBI Soft
- For the Super Nintendo
- Reviewed by Tom N.
-
- GENERAL:
- --------
-
- Jimmy Connors' is made by UBI Soft. When I had my Amiga a couple years
- ago, I had Pro Tennis Tour and Pro Tennis Tour 2 for it. Both games were
- made by UBI Soft and were excellent tennis simulations. Pro Tennis Tour 2
- was the most real computer tennis game I had ever played. The speed of
- the game was real, the shot possibilities were more-or-less endless, and
- the various surfaces were well represented.
-
- JIMMY CONNERS' for the SNES is no different, but it has some added twists
- that were not in Pro Tennis Tour 2 for the Amiga:
-
- 1) You can lob 2) Drop shots 3) Net courts (Ball hits top of net and drops
- over) 4) Service speedometer (Not a big thing, but sort of neat) 5)
- Running match stats checked after each odd game
-
- CONTROLS:
- ---------
- The controls are fairly easy. Each button represents a certain shot.
-
- From the baseline: Topspin, Slice, Dropshot, Right spin, Left Spin, Lob.
-
- The same for the serve: Hard serve, Easy serve, Right spin, Left spin,
- Fake topspin serve, Kick serve.
-
- Net play: Drop volley, Easy volley, Hard volley, Smash, Lob, Angle volley.
-
- Angle is created by pushing the control pad Left or Right. The longer it
- is pressed the more angle the ball has, as well as the more power. Gotta
- love those cross-court screamers!
-
- THE GAME:
- ---------
- There are 16 players you can choose from, including Connors. Each player
- has certain strengths and weaknesses, listed in the back of the manual.
-
- You start the tour in January and can pick 1 tournament per month to play
- in. Each tournament is worth points, with the Grand Slams being worth 100
- points. The lowest point value I've seen so far is 20.
-
- You play 1 year from January to December. The "object" of the game, of
- course, is to become #1. The #1 player is very tough to beat, even on the
- Amateur level! You start ranked #7, at least on the Amateur level.
-
- There are 3 levels of difficulty: Amateur, Professional, Expert.
-
- You can also select a coach before going out on the tour. There are 5
- coaches, each with a different specialty: Basic shots, Advanced shots, Net
- play, Serving,
-
- There are really only 2 bad things I will say. Neither is too major:
-
- 1) I have made it to the final in 4 tournaments so far, each time
- encountering the #1 player. I don't think the game has heard of "Early
- round upsets". It gets a little repetitious to keep playing the same
- people.
-
- 2) The password is a little tedious to enter, as in Legend of the Mystical
- Ninja.
-
- All in all, this is an excellent tennis game. I have never played Super
- Tennis so I can't compare the two. I'm a big tennis fan and player in
- real life, and since we get maybe 4 months a year of "warm" weather up
- here, this game is a wonderful substitute.
-
- This review is Copyright (C) 1993 by Tom N. All rights reserved.
-
- A Basic Brief on Hardware
- by Daniel J. Starr
-
- This is an attempt to very briefly summarize the main differences among
- the various kinds and brands of hardware you can purchase, and describe at
- a simple level what they do and how.
-
- Arranged in decreasing likelihood that you'll buy one of these just for
- games:
-
- I. Sound cards
- II. Graphics cards and the local bus
- III. CPU types
-
-
- I. Sound cards
-
- Sound can add a great deal to your games. Music sets the proper
- atmosphere for the scene and can make the difference between a jolly romp
- and a spooky delve. Digitized effects and speech add tremendously to game
- realism and provide information without distracting from the visuals.
-
- There are two elements to game sound: synthesized sound, used primarily
- for music, and digitized sound, used primarily for effects and speech.
- Many but not all cards have both.
-
- Digitized sound is the simpler of the two -- a digital recording is made
- of the speech or sound effect, the recording is added to the software, and
- the card plays it back just as it's recorded. In theory, how good the
- reproduction is depends upon the sampling rate and the number of bits used
- per sample; in practice, speech and effects sound just fine at 8 bits and
- 22kHz.
-
- The further good news is that nearly all cards that do digitized sound are
- compatible with the de facto standard, the Sound Blaster. If digitized
- sound is the only consideration, it doesn't matter too much which card you
- choose, as long as it can do digitized sounds and is Sound Blaster-
- compatible. The bad news is not everything out there that says it's
- compatible is perfectly compatible in practice; the good news is that
- these problems are gradually getting worked out as programmers learn to
- deal with the various flavors of sound cards.
-
- The one problem with digitized sound is that it takes a LOT of space. One
- minute of digitized speech or effects takes 10 MB on the hard disk.
- Considering that even a game like Ultima VII only takes 21 MB, and that
- plenty of hard drives out there hold only 80 MB or less, and that
- manufacturers have to pay for all the disks they ship the software on,
- there's a strong motivation for software makers to use a minimum of
- digitized sound. (Or to produce software on CD-ROM, with 660 MB of space
- per CD.)
-
- That's where synthesized sound comes in. Instead of being a direct
- recording of the original sounds, a synthesized-sound data set is just a
- list of instruments and notes to play on them -- the electronic equivalent
- of sheet music instead of a tape recorder. As a result, the size of a
- piece of music in software is substantially reduced from what it would
- have to be as a digital recording.
-
- The downside is that the quality of the music you hear with synthesized
- sound depends strongly on the sound card. Most low-end sound cards make
- their music by what's called FM synthesis: they add a lot of sine waves
- together until they get something whose waveform resembles the right note
- on the right instrument. As you might guess, this general-purpose
- procedure has a hard time differentiating instruments from one another;
- it's the electronic equivalent of humming. Everything on these cards can
- come out sounding more or less like an electric piano, except for drums --
- they sound like rubber bands snapping.
-
- The ranks of these cards include the Adlib and its variants, the Sound
- Blaster and its variants, the Thunderboard, the Pro Audio Spectrum and
- others. There are differences in quality among them -- you can do a
- better or worse job of adding waves together. All of these cards are more
- or less compatible, with Adlib as the de facto standard to emulate. And
- don't get me wrong: any of these is much better than silence, some games
- (e.g. Wing Commander) do a really nice job with them, and you can get one
- for less than $100, so the price is right. With speech and even mediocre
- music, games really do take on a new dimension.
-
- On the other hand, if you're willing to spend more, it's possible to do a
- much better job. Just as with professional music keyboards, high-end
- sound cards store small digitized samples of various instruments, so that
- they can play something that actually sounds like a trumpet or a kettle
- drum -- because it IS a trumpet or a kettle drum, just adjusted in pitch
- and duration. These cards are as good as most cassette recordings, and
- the difference between one of these and an FM synthesis card is like night
- and day. (My favorite sounds: church bells in Darklands and birds
- chirping in Ultima VII -- stunningly realistic.)
-
- The first piece of bad news about these cards, which use what is called
- wavetable synthesis (because they hold tables of various waveforms) is
- that they're more expensive. The second piece of bad news is that they're
- not all compatible with each other, nor are they all supported.
- Fortunately both of those are changing, and prices on these cards are
- dropping. The Roland LAPC-1 had the biggest installed base of software,
- but it's been recently replaced by the not-completely-compatible SCC-1.
- Gravis, Roland and Ensoniq have been and are introducing new cards at
- lower prices in recent months. If you play a lot of games and have $300
- or so to spend, these are definitely worth a look... but wait six months
- or so for the market to figure itself out.
-
-
- II. Graphics cards and the local bus
-
- If your hot new computer game seems to be playing too slow, odds are that
- what's choking it up more than anything are graphics -- lots of them.
- Calculating and displaying all the changing pixels on your screen takes a
- heck of a lot of CPU time.
-
- Now, the most logical way to speed up graphics performance in a computer
- is to simply add special chips to take over the basic graphics functions
- from the CPU -- draw a line here, fill a block there, etc. This is
- precisely what console machines such as the Sega Genesis do, not to
- mention arcade games and graphics workstations. The problem with doing
- this on the PC is that in the absence of a standard "graphics accelerator
- goes here" program interface, only those programs that are popular and
- hardware-flexible enough to have drivers written for them can support
- these graphic accelerators and coprocessors. As a result, if you're
- running Windows or CAD, you can probably increase your speed dramatically
- with a graphics accelerator -- but if it's Wing Commander or Wolfenstein
- 3D or any other standard DOS game, you're out of luck. Simply put: don't
- buy a graphics accelerator card to speed up your games, it won't make a
- difference. For simple DOS VGA graphics, good cards include those based
- on the Cirrus Logic or Tseng ET-4000 chipsets.
-
- Fortunately, there's another way to ramp up graphics performance, one that
- works independently of the particular graphics-intensive program you're
- using. There's a bottleneck in the standard PC between the CPU and the
- graphics card: the system bus. The ISA bus, over which all information
- from the CPU travels to peripherals in a standard PC, is 16 bits wide and
- operates at 8Mhz. A typical CPU these days thinks in groups of 32 bits
- and does so at a rate of 33Mhz. So simple math indicates that when the
- CPU is trying to send graphics to the screen at top speed, it is slowed
- down potentially by a factor of eight.
-
- The solution is to create a special bus -- a local bus -- that has the
- same speed and width as the CPU and lets it communicate directly with the
- graphics card (and/or other high-speed peripherals). Tests typically show
- local-bus machines getting double the benchmark performance of standard
- machines; the difference in actual application performance isn't as great,
- but it's still significant if the graphics use is intensive enough.
-
- If you're shopping for a local-bus machine, look for a VESA local bus --
- that's the new standard. Going with the standard means that you know what
- kind of bus speed you're actually getting, and that you can easily change
- or upgrade your card later.
-
-
- III. CPU Types
-
- Let's face it, it's a mess out there. Lots of types of CPUs with lots of
- bizarre combinations of numbers and letters describing them. But here's a
- quick rundown:
-
- 286: Has a 16-bit brain, won't run a lot of software coming out these
- days. Don't bother with it.
-
- 386SX: Has the 32-bit common to everything up to and including the 486DX,
- and so can in theory run anything they can, but it has a 16-bit bus so it
- runs the stuff slowly. Many current games do not run well on this.
-
- 386DX: Has both a 32-bit brain and a 32-bit bus. If you're feeling
- cheap, this is the place to go (the performance cost with anything less is
- usually not worth the savings). Games are just beginning to come out that
- push its limits -- Strike Commander, for example, will run on a 386DX-33
- but be much happier on a 486.
-
- 486SX: The 486 CPU is an optimized 386 with a cache that lets it store
- and reuse data on the chip for extremely fast access. In benchmarks it
- goes about twice as fast as a 386 with the same clock speed; in
- applications a good rule of thumb is a 50% improvement. The 486SX is the
- real entry level now unless you're pressed for cash.
-
- 486DX: The 486DX is the same as the 486SX save that it includes a math
- coprocessor (which you can get separately for other CPU's). This is
- useful for math-intensive applications such as CAD, but not most games --
- they don't support it, with a few notable exceptions such as Falcon 3.0.
-
- 486DX2: Because of the on-chip cache, a 486 doesn't need to access main
- memory most of the time. The DX2 takes advantage of this by running the
- CPU at twice the rate of the main system, so that a slower motherboard
- design can support a computer that's effectively almost twice as fast.
- This is the current high end.
-
- The 486 chips in their various flavors are currently the best
- price/performance deal from mail-order vendors. Is it the right time to
- buy? If you can use the performance, yes. Otherwise, there is no right
- time to buy, because prices ALWAYS drop. It's nearly impossible to buy a
- computer these days without seeing its price go down 10% in 3 months.
-
- Other chips:
-
- "486DLC" and "486SLC": these are Cyrix chips, designed for 386
- motherboards, that perform somewhat worse than 'true' 486's at the same
- clock speed.
-
- 486DX3: A number of vendors are working on 486 chips that run at triple
- the speed internally; these should be available sometime this year.
-
- Pentium: The upcoming '586' from Intel, expected to be faster yet, have a
- 64-bit brain, be really really fast at the heavy math computations, and be
- inordinately expensive and unavailable. First systems somewhere between
- March and June, probably.
-
- Other '586's: Both Cyrix and NexGen have announced plans to come out with
- very fast compatible chips this year. No data on performance or genuine
- existence yet.
-
- P6: The '686' as it were -- Intel's next major chip advance is due in the
- first half of 1994, which should indicate that there's just no way to stay
- at the top of the technology heap for very long.
-
- This article Copyright (C) 1993 by Daniel J. Starr. All rights reserved.
-
- The SUPER ADVANTAGE JOYSTICK
- by Ascii Entertainment
- For the Super Nintendo
- Reviewed by Ross Erickson
-
- For quite some time after the release of the Super Nintendo console, there
- were no alternatives to the standard SNES controllers that came with each
- unit. There were certainly no good joystick alternatives that could be
- found easily in the retail channel. Close to Christmas of last year,
- ASCII Entertainment changed all of that. The Super Advantage joystick is
- now the standard by which all other joysticks are and should be compared.
- In a word, it's excellent!
-
- The unit comes in fairly large box with very clear and easy to read
- instructions on installation (plug it in!!) and the operation of its
- different features. The joystick is mounted on a generous metal platform
- (about 6"x9") that provides a lot of stability. The joystick itself is a
- high-quality unit that provides smooth motion in any axis. While controls
- on the screen are limited to 8 directions, the joystick seemingly will
- travel with easy in any of 360 degrees. This translates into much finer
- control over the movement of action on the screen.
-
- The buttons have a somewhat irregular layout; at least for the R and L
- buttons. They are mounted to the left and right of the A,B,X,Y diamond and
- don't provide a great deal of funtionality there. Playing Street Fighter
- 2, for example, was somewhat difficult initially. My fingers just
- wouldn't travel to those L and R positions. As with any new layout, it
- will take some getting used to. The A,B,X,Y buttons are brightly colored
- with different colors, while the L and R buttons are both grey. All of
- the buttons are at least twice the size of the regular controller buttons
- and have a very good travel and 'stroke' feel to them.
-
- The joystick also has some very useful extra controls. Each button can be
- set up for rapid-fire, as well as auto-fire. The auto-fire function was
- particularly useful in playing Space Megaforce. All I had to concentrate
- on was the timing of the bombs. There is also a semi-useful slo-mo button
- with the ability to control how slow you want to go. It was moderately
- useful playing against the top seed in David Crane's Amazing Tennis.
-
- This review is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- ASCIIpad SG by ASCII Entertainment
- For the Sega Genesis
- Reviewed by Ross Erickson
-
- As a pretty active gamer, I was never really very impressed with the
- original Sega Genesis control pads. The buttons always seemed to stick
- and never give me the kind of feedback I was looking for. Plus, the
- direction pad seemed to have too much 'play' (pardon the pun) in, again,
- giving me unpredicatable results when playing. So it was with great
- pleasure that I tried out the ASCIIpad SG for the Genesis when ASCII
- Entertainment sent one to us. The pad is very ergonomic in nature. It
- fits nicely in the hand and is considerably thinner than the original
- Genesis controller.
-
- The buttons on the ASCIIpad are also the result of better engineering.
- They have a much firmer tactile feel to them and offer a much better
- 'stroke' when the button is pushed. The direction pad itself is also very
- 'tight'. What I mean by tight is that the controls always feel like they
- are returning to center after each movement. Most of all, this new
- controller offers something the original didn't - Turbo buttons and a Slow
- button. With these, you can set your fire buttons to a very fast rate,
- or have them set on automatic, firing all the time, thus saving your thumb
- from some agony during long plays. The slow-mo button doesn't offer that
- much value to me. It's just simply hitting pause repeatedly and makes
- the action quite jerky as well as slow.
-
- Overall, I'd give a strong thumbs up to the ASCII pad. It is a quality
- product that offers more funtionality and better feel than the original.
- Like they say, build a better mousetrap...
-
- This review is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
-
- ASCIIpad by ASCII Entertainment
- For the Super Nintendo
- Reviewed by Ross Erickson
-
- This controller is a very nicely engineered, no-nonsense device that
- offers virtually the same direction pad as the original SNES controller.
- It adds turbo and autofire controls for each individual button, plus a
- slo-mo feature that affects all the action. The feel is identical to the
- original controller with possibly a little better tactile feedback on the
- buttons. The direction pad feels no different than the original.
-
- There's not much more to say about this unit. The turbo fire function
- works very well for shooters like Space Megaforce or Axelay, and I've used
- the slo-mo function a few times when playing a game of tennis with Jimmy
- Connor's Tennis. The buttons can also be set to auto-fire so that you're
- not wearing out your thumb, even for autofire functions. Basically, this
- is the same functionality as the Advantage Joystick minus the variable
- rate fire controls.
-
- When your original controllers wear out, or if you immediately want to
- jack up your shooter scores with some turbo fire, this is a no-brainer.
-
- This review is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
-
- FIGHTER POWER STICK by Capcom
- For the Super Nintendo
- Reviewed by Ross Erickson
-
- With the advent of Street Fighter 2 for the SNES, players/fighters
- everywhere anxiously awaited some kind of joystick that approximated the
- same joystick controls as found on the stand-up coin-up machine. Several
- companies have come along, but only Capcom, the game's author, deliberately
- targets Fighter Power Stick directly to Street Fighter 2 players. The
- news of its coming was reported on very early and the wait for many
- players was agonizing. Now it's here and what's the verdict? I'm afraid,
- at least for this editor, that I was somewhat underwhelmed.
-
- The unit comes on a large stable base that sits well on a lap while
- slugging it out with the likes of Ryu or Zangief. There are special mode
- controls that allow for rapid fire or slo-mo fire. I must say here,
- though, that the use of these controls is entirely NON-intuitive. I also
- have to give honest criticism to the manual writers. The photo-copy of
- the manual I received with the unit was very poorly laid out and the
- intructions on how to use all the features of the unit just didn't clearly
- communicate. In defense of the manual writers, the controls themselves
- are the problem. Confusing is the word.
-
- However, we have to discuss the overall feel of the joystick, as that is
- the most important feature for gamers. Plus, the feel, not only for
- Street Fighter 2, but for a wide variety of today's hottest carts. I
- started with Street Fighter 2 and followed it up with a selection of other
- SNES carts. The SF2 moves and controls were only marginally better for me
- than my control with a standard controller. The stick has 8 very
- distinctive axis' of motion and for me, the tension is way too loose.
- It's just too easy to move the stick in any direction. My other gripe
- with the unit was that there truly is only 8 places you can move the
- stick. Perhaps this will force more precise dragon punches, but for me,
- it became quickly frustrating. By comparison to the ASCII Super Advantage
- joystick, it was no contest. The other games I tried with it were no
- better. In some cases, I simply couldn't get the controller to react the
- way the action required.
-
- In conclusion, for some dedicated SF2 players, this controller may well be
- their product of choice. The buttons are laid out in the typical arcade
- coin-op layout and are easy to access. But for me, the control and the
- non-intuitive controls were enough to turn me off of it quite quickly.
-
- This review is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- TURBO TOUCH Controllers by Triax
- Reviewed by Ross Erickson
-
- After receiving my Street Fighter 2 cartridge and spending several
- sleepless nights for a few weeks, I found my left thumb to be in pure
- agony. I was 'pressing', as they say, and my desire to crush Dhalsim
- was causing my controller "thumb" to simply wear out. So, along comes
- the Triax Turbo Touch (TT) controller. It's claim to fame is that it
- requires far less effort to 'move' your character or the action on the
- screen. Using very sensitive devices in the direction pad, all it takes
- is a slight (very slight) movement of the thumb in the direction you want
- to go. There are no 'rocker' devices in the unit at all. The movement
- seems more 'solid-state'-like. This immediately saved my thumb from
- much further agony. The real question is - what's the control like?
-
- After spending some time with SF2, I found my thumb to be thanking me, but
- my scores were not. Of course, I can chalk some of this up to practice,
- but overall, I lost a great deal of feedback in my play to gain relief
- from pain. For example, it was much more difficult to properly time my
- jumps in SF2 with the TT because there is very little, if any sensation,
- that you are preparing to jump. It was quite hard. Other games like
- F-Zero were mildly similar, though not as bad. It's very easy to over-
- steer the race vehicle, but again, we'll chalk most of this up to
- practice. What was telling was my 7 year-old son. I had him try it, and
- while he said it was nice to not push so hard on the thumb. He had a
- hard time with the control. The feedback mechanism from the thumb-to-
- brain and back is quite remarkable.
-
- For specific gaming moves, like Dragon Punches and Fireballs, the TT is
- an excellent device. It makes performing these moves quite effortless.
- Where it falls down is the rest of the games where particular feedback
- control is necessary. I can only marginally recommend the unit.
-
- This review is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- ED. - Here are several very informative, slightly polar reviews of the
- Gravis Ultrasound board for your information. More information will be
- published later with the advent of the 3-D sound technology that Gravis
- has just recently announced. Because of the length of these articles,
- we will split these into two parts.
-
- --------------------------------------------------------------------------
-
- ADVANCED GRAVIS ULTRASOUND by Advanced Gravis
- Reviewed by Phat H. Tran
-
- Ever since I first heard about the Ultrasound last year, it had my mouth
- watering. Thirty-two digital voices, stereo, wavetable synthesis, on-
- board RAM. These are the things that wet dreams are made of. All for
- less than $200. So I eagerly waited for this wonder-card instead of
- upgrading from my tired SoundBlaster to one of the other soundboards
- available at the time.
-
- After a long string of delays, the Gravis Ultrasound (GUS) was finally
- released during the fall of 1992. It can be had for about $169CDN at
- better stores in Canada, and about $129-139US in the States.
-
- Well, was it worth the wait? Most definitely!
-
- Here is an overview of the card that shipped:
-
- - Wavetable synthesis
- - 32 digital voices
- - 16 stereo digital voices
- (Note: There was some controversy on Usenet whether or not the GUS is
- actually 32-voice stereo instead of 16. Several programmers working
- with the card, most notably Dan Nicholson, the music writer for Star
- Control 2, Joshua Jensen, author of Super Pro Play, and Tom Tran of
- the demo group Renaissance, have claimed that it has 32 independently
- pannable voices. Whether this constitutes 32-voice stereo is
- debatable, since playing back stereo samples would still require two
- voices, one panned completely to the right, and the other completely
- to the left. This means that only a maximum of 16 stereo samples can
- be played at once. However, when generating music with patches,
- having 32 independently pannable voices means that we can have 32
- voices individually positioned to varying degrees between right and
- left, so isn't that 32-voice stereo? It's an academic debate, really.)
- - 16-bit playback up to 44.1 kHz
- - 8-bit recording (16-bit recording daughtercard optional)
- - 256k of RAM (expandable to 1 Meg with 6standard 44256 DRAM chips)
- - UART MIDI
- - speed-compensating joystick port
- - SB and Adlib compatibility through software emulation
- - Win 3.1 MIDI and WAVE drivers
- - optional SCSI daughtercard
-
- Wavetable Synthesis
- -------------------
-
- The GUS, first of all, is certainly not your typical SoundBlaster clone.
- In fact, SB compatibility is its weakest feature. What makes the GUS
- stand out from the other soundcards already available in the sub MT-32
- range, and in some ways, inclusive of the MT-32, is that it uses wavetable
- synthesis (WTS) as opposed to FM. In FM synthesis, pure waveforms (such
- as sine waves) called operators are used to modulate and combine with each
- other to generate more complex waveforms. Wavetable synthesis, on the
- other hand, uses samples of real sounds and instruments as the basis for
- sound generation, and thus, can produce results that are much more
- realistic than FM synthesis can.
-
- The samples used in wavetable synthesis have a certain structure and are
- called patches. On the GUS, patches, which are uploaded onto its on-board
- RAM, have the following format:
-
- Start------------------------LoopS-----------------------------End
-
- The segment of the patch between Start and LoopS is played once, and is
- called the attack transient. It is usually the most harmonically complex
- part of the sample. The segment that lies between LoopS and End is played
- after the attack transient and then looped (i.e. repeated over and over)
- for the sustain of the note. As a note decays, the volume is faded while
- the LoopS-End segment is looped. The looped segment is often much simpler
- than the attack transient. In fact, in the MT-32, a middle-end semi-
- professional soundcard from Roland, the attack transient, because of its
- complexity, is reproduced using WTS while the sustain is done with just FM
- synthesis.
-
- If you've ever listened to a MOD, then you've heard a crude 8-bit, 4-voice
- implementation of wavetable synthesis. Imagine how much better a 32-
- voice, 16-bit implementation of WTS would sound, in panning stereo. Also,
- playing MODs on cards such as the SoundBlaster, which have only a "dumb"
- DAC, requires that the CPU do the processing of the samples and mixing of
- the 4 channels into one to feed out through the single DAC. The GUS, on
- the other hand, handles the sample processing and mixing all on its own,
- thus freeing up the CPU for other tasks.
-
- Installation
- ------------
-
- My first impression about the GUS after taking it out of the box and
- marvelling at its shiny red circuit board was that it was going to be one
- heck of a beast to install. After all, I had to choose a base port
- address, a DMA channel, and two IRQs for the card. But as it turned out,
- the installation was a breeze. The only two jumpers I had to set was one
- for the base address, and another to disable the joystick port (since I
- already had one that I liked). I then plugged the card into an empty
- slot, installed the software, and then used the talking(!) setup program
- to set the DMA channel and the two IRQs (one is for the Ultrasound's GF1
- chip and the other is for SB emulation and MIDI). The defaults work fine
- for most people. The only catch I had so far was running out of hard disk
- space for the software. If I had not been watching the screen for the
- entire installation process, I would have never known that I didn't have
- room for all the patches since the installation program finished without
- reporting any errors. I freed up about 10 Megs and the reinstallation
- proceeded without a hitch.
-
- Next came Windows. I called up the Control Panel, double clicked on
- Drivers, removed my SB stuff, and added my GUS drivers. I then rebooted
- Windows. Much to my horror, the startup .wav, which sounded fined, was
- followed by a deafening screech. I had to reset the computer for it to
- stop. Upon the next invocation of Windows, though, there was not the
- slightest sound after the startup .wav. Later, I found out that the
- Windows screech problem is a result of mixing SBOS and Windows. So, now,
- I always uninstall SBOS and run ultrinit to reset the GUS before starting
- a Windows session. Another thing that I had to remember to do with regard
- to Windows was copy midimap.cfg from my \ultrasnd\windows directory to
- \windows\system. Otherwise, .mids won't play properly with Media Player.
-
- Sound Quality
- -------------
-
- When I first played the demos that came with the card (mostly .mid files),
- I was just bowled over. Then, I downloaded some more .mids and, to my
- further delight, they easily surpassed the demos that had my virgin ears
- in awe. The card sounded incredible, putting every other soundcard in its
- price range to shame. The SB, SBPro, and PAS-16 can't even begin to match
- the richness and realism of the GUS. I knew a thing or two about
- wavetables, but I didn't expect my GUS to sound this good, especially at
- its price. The instrument patches, though incomplete and imperfect as of
- this writing, sounded extremely real nonetheless. Even with the current
- patches, people have compared the GUS favourably to the MT-32/LAPC-1. I
- wonder how much better it'll sound when Gravis ships the complete and
- polished set of General MIDI patches to registered owners.
-
- In comparisons between the MT-32 and the Ultrasound, people have said that
- though the some of the GUS's current patches can sound quite a bit better
- than those of the MT-32 since the GUS uses full wavetable synthesis while
- the MT-32 still used FM for the sustain, the GUS tended to sound drier.
- Apparently, it lacks the on-board reverb and chorus effects that added
- "warmth" to the MT-32's output. Wanting reverb and chorus on a $139US
- card is probably asking for a little too much.
-
- One thing I found out early on about the GUS is that the 256k that it
- ships with, though probably adequate for games, was not enough to hold the
- patches for many MIDI files. As a result, many of the .mids I downloaded
- from various ftp sites would cause playmidi, a utility that came with the
- GUS, to choke with "load patch failed -7" errors. I quickly shelled out
- $30 for the 6 DRAM chips that upped the memory on the card to 1 Meg, which
- is enough to hold about 40 different instruments. Ever since the upgrade,
- I've yet to encounter a MIDI file that used more patches than would fit on
- the card.
-
- Another thing I learned quickly was that the software that shipped with
- the card did not use it to its fullest potential. For example, playmidi
- would only use up to a maximum of 20 of the GUS's 32 voices when playing
- songs. Even worse were the Windows drivers. The MIDI driver wasn't even
- in stereo, and it purportedly uses only up to 12 of the GUS's voices. The
- WAVE driver would only support 8-bit playback up to 22 kHz, in mono,
- instead of 16-bit and 44.1 kHz, in stereo. Gravis are working on updated
- drivers and utilities, though, and hopefully they'll be released soon.
-
- The GUS, though it appears to be unshielded, is very noise-free. Feeding
- its line out into my home stereo receiver and cranking up the volume to
- max revealed extremely low hiss and no RF pickup from the motherboard and
- other cards. The GUS also has a 2-watt amplified output that is somewhat
- noisier than the line out, but is still quite clean.
-
- Compatibility
- -------------
-
- As there currently aren't a lot of games out there that support the GUS in
- its native WTS mode (there are only two that I know of, Star Control 2 and
- a new version of Chuck Yeager's Air Combat or Advanced Flight Simulator),
- we still have to consider its compatibility with existing software. The
- GUS emulates the SoundBlaster through an 18k TSR called SBOS (for Sound
- Board Operating System), which can be loaded high. As the GUS uses a
- sound generation technology entirely different from the FM synthesis on
- the SB, the emulation isn't perfect. FM sounds are approximated using
- patches. The approximations are close, and often quite good, but not
- exact. However, what gives SBOS the most problems is emulation of the
- SB's DAC. Most of the time, DAC output is crisp and clear, but there will
- be occasions when the emulated DAC sounds raspier than the real SB DAC
- would. SBOS seems to work best when digital samples are played using DMA
- instead of direct DAC feeding.
-
- How well does SBOS work overall? Much better than most people would
- expect for a software emulator. SBOS works very well with virtually all
- Adlib and SB games that do not use the DAC. The success rate drops
- slightly with games that use the SB's DAC. There's also the question of
- slowdown with software emulation, but I've found very few games that had
- noticeable speed degradation under SBOS. I have a 386-33, so people with
- slower machines may notice more slowdowns. Most of the games that do slow
- down only do so at certain parts, such as during an explosion, and not
- throughout their entirety. From my own tests and the experiences of other
- GUS owners, I'd say that about 90% of SB/Adlib games work well with SBOS.
- That still leaves 10% of SB games that will not work or will not work well
- with the GUS, so if you buy the Ultrasound, hope that your favourite SB
- game isn't in that 10%.
-
- SB emulation is clearly the GUS's achilles heel. SBOS is very good, but I
- wouldn't want to use it forever over a real SoundBlaster if all I'll be
- doing is playing SB games. However, as more games come out that support
- the GUS, SB emulation will become less of an issue. Native GUS support
- looks to be spearheaded by Electronic Arts, who were promoting the GUS
- during the summer, and by Accolade. If you don't plan on using the GUS
- for games, then SBOS shouldn't even be a concern.
-
- Outlook
- -------
-
- The GUS will be facing some stiff competition from a new series of
- wavetable cards based on the Aria chipset from Sierra Semiconductors. The
- major plus that the Aria cards have over the GUS is hardware SB emulation
- that is purported to work better than SBOS. However, though the emulation
- is now in hardware, it's still using wavetables to emulate FM, and so will
- share some of the GUS's FM emulation problems. The Aria cards also use a
- DSP to handle the SB DAC emulation, which will probably offer greater
- compatibility with SB DAC-driving software than does SBOS.
-
- The Aria cards use 512k or 1 Meg of ROM to store preset instruments,
- depending on the model. The advantage of this approach is that the
- instruments are all readily accessible, making life easier for developers,
- while with RAM, programs have to cache the ones they intend on using.
- However, there is a tradeoff. To fit 128+ of the General MIDI instruments
- into 512k or 1 Meg means that the patches have to be pretty small. With
- the GUS, you only load the few instruments you need at any one time. If a
- song only requires ten different patches, then you only load the ten
- patches into the GUS's RAM. With 256k, and more often a full 1 Meg since
- most GUS owners I know upgrade, these ten patches can each be much larger
- than each of the 128+ patches packed onto 512k or 1 Meg of ROM. For
- technical and obvious reasons, the larger the patch, the more realistic
- the instrument will sound. That's why a professional card such as the
- Sound Canvas has over 4 Megs of ROM to store its patches. The GUS's
- current and incomplete set of 130 patches already takes up close to 3 Megs
- of space, so the complete set of about 190 (128 + percussions) GM patches
- will probably be 4 Megs in size. A complete GM patch set on the Aria
- cards can only take up 512k or 1 Meg and, thus, will be of much poorer
- quality than one that takes up 4 Megs.
-
- There are two other advantages of RAM over ROM. With RAM, the instrument
- set can constantly be improving as better and better patches are released.
- Gravis has revised the patches for the GUS at least once in the past, and
- will do so at least once more in the future when they release the
- completed GM set. In addition, with RAM, the enduser can create or add
- instruments that are not included in the GM patch map. It would be quite
- hard to compose certain types of music such as techno without the ability
- to create your own instruments.
-
- The Aria cards look to be quite good, certainly better than FM synthesis,
- but because they are largely ROM-based (with the ROM limited to a maximum
- of 1 Meg) it remains to be seen whether they'll match the versatility and
- sound quality of the GUS.
-
- Summary
- -------
-
- Likes:
-
- - Superb sound quality.
- - RAM based.
- - Advanced technology. What IS inside that ICS chip!?
- - Affordability.
- - Expandability.
-
- Dislikes:
-
- - Imperfect SB emulation. This may be a strong deterrent for many
- people.
- - Poor packaged software and documentation.
- - Incomplete Windows drivers which only work in 386 Enhanced mode,
- leaving 286 Windows and OS/2 users GUS-less. Let's hope the final
- drivers will address these problems.
-
- Despite all the rough edges in its software and documentation, the GUS
- still offers the best sound for the money at present and most likely into
- the near future as well, even when its closest and more expensive rivals,
- the Aria cards, are released. Gravis are polishing off the GUS package
- with better drivers, thicker manuals, and newly licensed software, so
- before long, the rough edges may all but disappear. The new drivers will
- be available to all GUS owners free of charge, but I am not sure if the
- new third-party software will be free to current owners as well. The
- Ultrasound's biggest weakness, and one that can't be totally eliminated
- with revised software, is its imperfect SB emulation. But heck, people
- don't gripe about the MT-32/LAPC-1 being completely SB-incompatible, and
- the GUS can sound almost as, and sometimes just as good as they do. If
- you want the best sounding card for under $349US (the price of the LAPC-
- 1), and can live with 90% SB compatibility, then the $139US Gravis
- Ultrasound is well worth your consideration.
-
- Tips for the potential GUS buyer:
- ---------------------------------
-
- - Some OPTi chipsets do not like soundcards, including the GUS. So, if
- your have OPTi chips on your motherboard, make sure that you can
- return the GUS if it does not work in you machine.
- - The Ultrasound archive can be found on two ftp sites:
-
- - archive.epas.utoronto.ca (128.100.160.36) /pub/pc/ultrasound
- - wuarchive.wustl.edu /systems/msdos/ultrasound(?)
-
- The archive has the latest versions of patches, SBOS, utilities, and
- various other support files for the Ultrasound. You can probably get
- revisions from the archive faster than Gravis can mail them to you.
-
- This review is Copyright (C) 1993 by Phat H. Tran. All rights reserved.
-
- --------------------------------------------------------------------------
-
- GRAVIS ULTRASOUND by Advanced Gravis
- Reviewed by Ian Mercado
-
- UltraSound sounds great! Here's why I'm returning it...
- --------------------------------------------------------
-
- Well, folks, here it is...the complete and unabridged version of why I am
- forced to return my great-sounding Gravis UltraSound for a full refund.
- (Make sure you buy yours at such a place that will accept returns as
- well.)
-
- After many months of hype and GUS digest reading, I couldn't wait until
- the Gravis started appearing in retail outlets (I didn't want to deal with
- all the many mail-order headaches that many of you had been describing).
- Well, last Monday, that day had finally arrived. Several UltraSounds had
- been spotted by a friend at the local Micro Center over the weekend, and
- after rushing out there after work, I was able to pick up one of the two
- remaining cards (they originally had four) for $159 plus tax. (Not the
- greatest of deals, but I knew I could return it if I had problems with it.
- ..and, oh, did I have problems; read on...)
-
- I rushed home to install my new Gravis, but only had an hour to get it
- installed before heading to the Springsteen concert that evening (shame on
- The Boss for interrupting my UltraSound fun!). But that was plenty for
- me... in 45 minutes I had that card installed, setup for the default port
- (220), DMA channel (1), and interrupts (GUS 11, MIDI 5). My computer
- booted just great (a homebuilt 486/33 with a MusicQuest MIDI card, 16550
- serial card, bus mouse card, original Diamond Speedstar card, and Aska
- multi I/O card), and I was delighted (and relieved) when I was finally
- greeted with my familiar "D:\>" prompt. (By the way, software items in my
- configuration included QEMM, ANSI.SYS, Microsoft Mouse Driver 8.xx,
- Stacker, Hyperdisk, Doskey, and Vmode). I quickly switched to the
- D:\ULTRASND directory to begin the fun.
-
- I loaded the FLIDEMO (with fingers crossed). It sounded great. I played
- all the MIDIDEMO songs, they sounded even better. (Especially HIDNSEEK.
- MID, that one truly shows off the GUS's potential, and I think it could
- easily have been better, too!) Well, I'd used up my remaining 15 minutes,
- so it was off to see how Bruce could perform without his familiar E-Street
- band backing him up (he did quite well, BTW). Well, as we all know, "The
- Boss" is famous for his concerts of extended length, so it was straight
- to bed when I doggedly trudged home at about 1:00 am (I still have to
- work 40 hours a week, you know!). But Tuesday would be the true test...
- SBOS. (Insert menacing music here).
-
- I rushed home from work Tuesday to again return to my GUSsing. (And
- you'd better believe my wife was starting to wonder what all the fuss was
- over this little computer product.) I started up my computer fine, and
- began the testing. "SBOS installed," the irritatingly nasal voice
- informed me. I considered using the "-p" option to shut him up
- permanently, but since so many people had posted about strange problems
- occurring when using this option, I decided to bear with the sound of the
- anonymous Canadian as long as I could. First test...WOWII (the .MOD
- player which reportedly worked with the GUS). WOWII came up just fine,
- the oscilloscopes started oscillating, but what was this? NO SOUND AT
- ALL!!! WOWII apparently noticed this, because fived seconds later, it
- locked the machine up hard. "Uh, oh," I thought as I realized I was in
- that unlucky group of people who currently face problems getting their
- UltraSound to run correctly. A few other tests revealed that indeed other
- games that reportedly have and should work did not work at all on my
- computer. After stripping all suspect items out of my configuration (MIDI
- card, 16550 card, bus mouse card, QEMM, and Hyperdisk), I still could not
- get the thing to produce any digitalized sound, I COULD however get it to
- do Adlib sound, which did indeed sound quite better than the original
- Adlib most of the time. Well, this day had produced nothing but
- frustration, and unfortunately, it was once again bedtime. Further
- GUSsing would have to wait until Wednesday.
-
- I got a call from my wife Wednesday afternoon. "Honey, the computer won't
- boot." "Oh, great," I thought as I reverted to my days of working on the
- computer help-line for a former employer. Apparently, the computer would
- power-on, the hard disk light would light...stay lit...stay lit...and
- nothing would execute. After putting my poor wife through many
- meaningless (to her) boot-floppy, Norton utilities gyrations (none of
- which would get the computer booted), I had her remove the UltraSound. It
- booted like a champ. Well, I knew I would be in store for more GUS fun
- that evening, so I enlisted the aid of a fellow computer-knowledgeable
- programming geek to help me out with the UltraSound tuning that was to
- ensue.
-
- We arrived at my house that evening, armed to the teeth with our favorite
- game software (including the much renowned Star Control II) and our
- collectively vast pool of knowledge of IBM computer circuitry. Two and a
- half hours later, we determined that absolutely no matter what sort of
- software configuration we used, no matter what DMA channel we selected,
- and no matter what interrupts we used for the GUS, DIGITAL SOUNDS WOULD
- NOT WORK ON THE DAMN THING USING SBOS!!! (Yes, I was getting peeved by
- this point... especially because the problem my wife was having during the
- day had carried over into the evening...most of the time the computer
- would NOT boot off the hard drive with the GUS installed...it would boot
- fine from a floppy however, and then allow hard drive access.) Well,
- nearing the point of total despair, we loaded up Star Control II. It
- sounded AWESOME!! Damn, WHY WOULDN'T SBOS WORK RIGHT ON THIS THING?????
- As we again pondered possible solutions to the problem with renewed vigor,
- I suddenly remembered that extra 386/40 I had lying in the corner I had
- purchased as a Christmas present for my little sister (don't worry, my
- wife has already given me thorough mental pummeling for my overly extended
- generosity).
-
- Well, you'd better believe we had the GUS installed in a flash...this
- system contained the 386/40 with a Boca SVGA card, a no-name multi I/O
- card, the GUS, and the hard drive from my 486/33 (I couldn't afford to
- get my sis a hard drive, I was being bashed by my wife enough as it was).
- We powered up both systems (the hard drive was still in my 486/33's case),
- and BINGO...it booted right up off the hard drive! FLIDEMO? Check!
- MIDIDEMO? Check! SBOS? CHECK!! WOWII played mods like a champ! Tristan
- played digitized pinball sounds just great! Even Castle Wolfenstein
- sounded superb!! (I had forgotten how much I enjoyed playing that game,
- too!) My excitement quickly turned sour, however, when I realized that
- the computer I was enjoying my wonderful UltraSound on was slated to be
- delivered to my little sister in just a few weeks. But my friend and I
- did figure out a few things as he was packaging up the UltraSound to take
- home and try out on his 486/50:
-
- Apparently the UltraSound has some problem with certain hardware
- configurations that can easily prevent SBOS from working correctly, and
- (in my case), even prevent the computer from booting up successfully.
- Obviously, the software was not a factor as I was successfully running
- SBOS on the 386/40 with QEMM, Stacker, and Hyperdisk loaded. Oh, and the
- UltraSound was back to the default ports and interrupts when we used the
- 386/40 also. We took pity on poor Joe-Average user who doesn't know his
- DMA channel from his RAM disk. Obviously, there are some hardware problems
- that Gravis needs to address before releasing the final revision of this
- card (see included message below).
-
- As for me? Well, after my friend gets through his testing, I'll re-
- install it on my 486/33 to give it one last shot. There's still a few
- things I could try changing in the CMOS, that could possibly (but
- doubtfully) produce better results with SBOS. If I fail to have any luck
- there, I'll be returning my GUS (woefully) for a full refund. Thank
- goodness I had planned for these abnormalities ahead of time by purchasing
- the GUS from a place with such a customer-oriented return policy.
-
- For all you people who have GUSses installed and working great, I am very
- happy for you. I laud Gravis's attempt to make such a bold first entry
- into the sound card market. I firmly believe that Wave Table Synthesis
- is the sound card technology of the future, and I can't wait until a
- stable card emerges as the industry standard, so I can purchase it and
- enjoy a whole new realm of PC gaming enjoyment. I only hope that the
- "card of the future" is as reasonably priced as the Gravis, and possibly
- even hope that it would indeed be made by Gravis (I still think that
- their PC Gamepad is the greatest PC video gaming accessory ever made!).
-
- This review is Copyright (C) 1993 by Ian Mercado. All rights reserved.
-
- --------------------------------------------------------------------------
-
- ED. In defense of Gravis, it should be fairly noted that several
- revisions of the SBOS driver have been completed, with the most recent
- version of 2.0 that reportedly fixes many, if not all, of the
- Soundblaster emulations problems reported earlier. Gravis is to be
- commended for 'sticking with it' for their emulation strategy, though
- their primary thrust is for native support from many vendors. We will
- continue to publish and report on the status of Gravis development from
- many different vendor's perspectives.
-
- ULTRASOUND by Advanced GRAVIS
- Reviewed by Daniel G. Kennett
-
- Early Xmas morning I tore off the wrapping of my Gravis UltraSound (GUS
- herein), my eyes alight with joy and longing. As soon as the morning
- festivities had ceased I rushed up to my room, popped the "hood" off my
- computer and carefully opened the box containing my GUS. Inside the box
- one will find a large box and a small one. The small box contains the
- GUS, while the larger box contains the manuals and software. After
- quickly perusing the sparse GUS manual I upgraded my GUS from 256K to 1
- meg, by plugging 6 DRAM chips (100ns or less) into the expansion slots at
- the end of the card. I then eased the GUS card into my computer. I had no
- problems installing the card. After replacing the case, I turned my
- computer on and installed the software. No problem there either. The
- problem came with running setup! Setup itself was fine, I heard the
- voice and sound effects that are part of setup but when I left setup, my
- hard drive crashed with a message saying something along the lines of
- "Your hard drive cannot be read, hard disk failure". It appears that the
- setup program has problems with certain motherboards concerning IRQ's and
- DMA channels, a new setup program can be downloaded from the Gravis BBS
- (1-604-431-5927) or from the GUS ftp site (archive.epas.utoronto.ca).
- With the new setup program from the Gravis BBS, I installed it and reran
- setup. After a flawless install and setup, I encountered no more problems.
-
- The following chart compares the GUS to the other sound cards on the
- market:
-
- GUS = Gravis UltraSound
- AL = Ad Lib
- SB = Sound Blaster
- ALG = Ad Lib Gold 1000
- SBP = Sound Blaster Pro
-
- * = Yes
- @ = Optional
-
- +==========================+=======+=======+=======+======+=======+
- | OPTIONS: | GUS | AL | SB | ALG | SBP |
- +==========================+=======+=======+=======+======+=======+
- | Synthesized Voices | 32 | 11 | 11 | 20 | 22 |
- | CD Quality Sound | * | | | | |
- | Digital Audio Voices | 32 | 0 | 1 | 2 | 2 |
- | Stereo Digital Voices | 16 | 0 | 0 | 1 | 1 |
- | Stereo Synthesis | * | | | * | * |
- | On-card Memory (K) | 256 | None | None | None | None |
- | Speed Adjusted Game Port | * | | | | |
- | MIDI Interface | * | | | * | * |
- | Stereo Sample Rate (kHz) |2-44.1 | None | Mono |1-44.1| 4-22 |
- | MPC/Win3.1 Compatibility | * | | | * | * |
- | Recording Res. (bits) | 8/16@| | 8 | 12 | 8 |
- | CD ROM Interface | @ | | | @ | * |
- | On-board Mixer | * | | | * | * |
- +==========================+=======+=======+=======+======+=======+
- NOTE: This data is from the rear panel of the GUS Box.
-
- The sound quality of the GUS in native mode is excellent. The MIDI files
- included with the GUS really demonstrates the cards abilities. My
- personal favorite of the MIDI files included with the GUS is "bagpipes.
- mid ". Under Windows 3.1 Enhanced mode you can use the media player to
- play MIDI files while you work (in fact, at the time of my writing this,
- I have a MIDI file playing in the background).
-
- Utilizing a TSR, the GUS offers Sound Blaster emulation. While not 100%
- emulation, it is close to 90%-95% compatible. I have yet to find a game
- that does not work with the Sound Blaster emulation. A downside of the
- emulation, besides one or two programs refusing to work, is how it
- sounds. Most games sound very close to Sound Blaster quality (as a
- previous owner of a Sound Blaster I can vouch for this). The games don't
- sound worse, just different. Advanced Gravis is continually upgrading
- and fixing the TSR so the emulation is becoming better and better.
-
- Software support of the GUS at the moment is limited to Star Control II
- (which sounds incredible in GUS native mode) and a special version of
- Chuck Yeager's Air Combat. Future releases will support the GUS.
- According to Advanced Gravis over 25 developers are working on projects
- that will support the GUS. In fact, Jay Wilbur (1) of Id Software has
- said that their present project, DOOM will support the GUS.
-
- The technical support from Advanced Gravis, through email left on their
- BBS, was excellent. If I had a question or problem I left a message and
- promptly received a reply the next day.
-
- Aside from the sparse manuals and the Setup problem I love this card. I
- have no hesitation recommending this card to anyone! It is, in my humble
- opinion, _THE_ best sound card on the market for its price ($170 Cdn).
-
- --
- 1: Special Thanks to Jay Wilbur.
-
- This review is Copyright (C) 1993 by Daniel G. Kennett. All rights
- reserved.
-
- --------------------------------------------------------------------------
-
- GRAVIS ULTRASOUND made by Advanced Gravis (a LogiTech Affiliate)
- Review by David D'Antonio
-
- Features (from the box):
-
- o True 16-bit, 44.1KHz CD quality (96 Db dynamic range)
-
- o "Compatibility Plus" - Ad Lib and Sound Blaster compatible
-
- o Digital stereo recording at variable sampling rates
-
- o Advanced Wave Table synthesis
-
- o Industry standard MIDI support
-
- o 32 digital and/or synthesized voices
-
- o Speed compensating joystick port
-
- o 2 watt amplifier on board
-
- Features (not from the box):
-
- o Has Line in, Mic in, Line out and Amped out
-
- o Has internal 4-pin CD-ROM connector
-
- o Software selectable DMA and IRQs (requires 2 separate IRQs)
- Base addres is via jumpers
-
- o List Price, $199, street price $130
-
- Some Simplified Definitions:
-
- Wave table synthesis: Otherwise known as sample-based synthesis. Real
- instruments are sampled at various frequencies.
- When a note is played, the sample is interoplated
- (if necessary) and played back. Effects can be added
- and the sample can be looped to give a "sustain".
-
- FM synthesis: A method of simulating an instrument by frequency
- modulation (varying the frequency of a base wave)
- and adding effects.
-
- MIDI: Musical Instrument Digital Interface. A means of connecting synthe-
- sizers (and computers) together to send messages between them. Also
- refers to those messages. These include such things as "note on",
- "note off", "change patch", etc. MIDI supports 16 different channels
- of data.
-
- Standard MIDI: Also known as UART MIDI as opposed to MPU-401 MIDI. A
- means of sending MIDI messages from a serial port.
-
- General MIDI: A "standard" mapping of patch number to instrument so that
- patch 1 is always a piano, patch 9 is always a glocken-
- spiel, etc.
-
- Patch: An instrument or voice that a synthesizer can produce.
-
- The test system:
-
- Standard Computer Corp 486/33 MHz
- OPTi chipset (see below)
- 8MB RAM
- Adaptec SCSI card, Chinon CDS-431 and SCSI disk
- Diamond SpeedStar Plus/Mag Colorview 14e monitor
- DR DOS 6.0 or OS/2 2.0 with Service Pack
- SoundBlaster 1.5
- Gravis UltraSound
- Both of the above hooked in an amp driving some bookshelf speakers.
-
- A Bit Of History:
-
- Back in the dim mists of time (winter of 91), a new sound board was
- rumoured to be under development by Advanced Gravis of joystick fame. Not
- much of known, other than that it would be a wavetable board, it would
- allow 16-bit playback of digital data and do MIDI and have a joystick
- port. It was also suppose to ship around May/June of 92. At the time, the
- sound board offerings for the PC were divided into 2 categories, FM-based
- boards (the SoundBlaster from Creative Labs) and synth boards (mostly all
- from Roland, the MT-32 and LAPC). The FM boards were mostly used for games
- whereas the synth boards used wavetable synthesis and were mostly used for
- composing music (although some games supported them as well). The Gravis
- board was also supposed to be "cheap" (under $200, for example).
-
- The SoundBlaster (SB) was the standard of PC gaming sound, having
- inherited that title from Ad Lib, the original music board. It is a 8-bit
- mono board that is basically an Ad Lib board with a DAC chip to play
- digital data. Creative Labs had released a couple different versions of
- the SB and was working on the SB Pro, which is stereo, although still 8-
- bits, but now is stereo. It also uses a better version of the FM synthesis
- chip as well as a non-standard SCSI port.
-
- In April of '92, MediaVision released the Pro Audio Spectrum 16 (PAS16),
- their 16-bit recording and playback sound board. It was hardware
- compatible with the SB, was stereo and had a Trantor SCSI port. It was
- also an FM based board, though.
-
- Around June of '92, rumours of the Gravis board picked up, along with an
- offer from Electronic Arts, wherein you bought one of a list of titles and
- you could get the Gravis UltraSound, as it was now known, for $99. The
- specs were pretty impressive, in that it would be a 16-bit, stereo board,
- although it would only record in 8-bits. A 16-bit recording daughterboard
- as well as a SCSI/CD daughterboard were also to be available. They said it
- would have on-board memory in which to hold the samples and be able to mix
- 32 voices! It was also supposed to be compatible with the SB via a TSR,
- which you could load high. It would come with drivers for Windows. The
- ship date was August 27th. With all this in mind, I bought one, along wth
- Chuck Yeager's Air Combat which was being redone to support the Gravis
- UltraSound (GUS) in it's native mode.
-
- I ordered mine on August 24th but it looked like Gravis would miss the
- ship date. Which they did. And the date after that. Numerous calls to both
- EA and Gravis brought discouraging information, with EA saying they were
- waiting for Gravis and Gravis saying they were waiting for the SB
- emulation software. And then that they were waiting for FCC certification.
- And then that they would release the board in Canada (Gravis hails from
- Burnaby, British Columbia). Meanwhile, EA is getting many irate calls from
- folks wondering where their sound boards are. The relationship between EA
- and Gravis got strained to say the least. But finally, wonder of wonders
- the board is released in Canada in October and the first real reports show
- up on the Internet. It sounds fabulous! It just trashes the SB and the
- PAS16! Needless to say, this prompted more phone calls to EA and Gravis.
- Now Gravis says they've shipped to EA! But EA hasn't gotten them. But
- wait, Gravis says they didn't really ship. Oh, but wait, EA gets some!
- They got about 1/3 of their order which they sent out, but mine wasn't
- amongst them. Gravis is also flip-flopping on whether or not they will
- release an OS/2 2.0 driver. And then the matter of a development toolkit
- comes up and it seems they require a non-discolosure agreement to be
- signed and money to be paid. This is not good since MediaVision had just
- release their toolkit free on FTP sites.
-
- At about this time, one of the sale people at Gravis gets an account on
- the Internet and starts to read news. Also a mailing list for the GUS
- starts up (info at the end of this review) so there is alot of talk about
- the GUS. Sometime in November, EA gets another shipment from Gravis and
- they say mine will actually arrive in 2 days!
-
- On The Installation And Setup Of A GUS
-
- Sure enough, a package arrives via UPS and I unpack it to reveal, at long
- last, the GUS box. And it's a BIG box, which turns out to be mostly air
- and packaging materials. But I finally hold in my hands the big red board
- from Gravis, which doesn't look much like the picture on the box. It's a
- 3/4 length 16-bit ISA board, with 256KB of on-board memory, easily
- upgraded to 1 MB with 44C256 chips (100ns or faster). I upgraded mine for
- about $30. I have rev 2.2, although 2.4 is currently being shipped. It
- also comes with 6 disks, which includes the patches, programs to play MIDI
- files and play/record digital sounds, Windows Enhanced mode drivers and a
- mixer applet to control volume. Also included in a FLI demo, the SB TSR
- (called Sound Board Operating System or SBOS) and a SETUP utility to help
- with the installation and configuration. They also include a program
- called UltraSound Studio 8 to handle 8-bit recording. As an incentive to
- return the registration card, they will send the full General MIDI patches
- upon receipt (when the patches are done, I haven't recieved anything yet).
-
- I read through the little booklet on how to install the GUS and came
- across a warning that the board will NOT co-exist with a SB. So I opened
- up my machine, removed the SB and slotted the GUS, right next to my video
- card, completely ignoring the booklet's suggestion that I not do so. I
- booted up the machine, ran through the software installation program and
- then ran SETUP. I was greeted with a voice saying, "Let's configure your
- Ultrasound card, Select port." The program talked me through selecting
- base address (selectable through jumpers on the board from Hex 220 to
- 2F0), DMA channel (8 or 16-bit), MIDI IRQ and UltraSound IRQ. It would
- make a sound when I hit return. The only trouble was that if I tried to
- change any of the defaults, it hung my system. This was traced to QEMM so
- I tried again with it loaded. SETUP wrote some lines to my AUTOEXEC.BAT to
- set up some environment variables (ULTRASND and ULTRADIR) and run a
- program to initialise the card. Everything except the base address is
- software selectable. The SETUP program tried to "sense" which IRQ and DMA
- channels are free, but this hangs alot of machines so the current version
- no longer does this.
-
- Then it was time to hear this puppy in all it's glory! The software
- supplied includes some MIDI files and a player so I fired it up. Nothing.
- I tried several files with the same result. Then I tried starting Windows
- and it reported it couldn't see drive D (the SCSI drive) and then hung.
- Yikes! A call to Gravid confirmed my suspictions; The UltraSound IRQ
- defaults to 11 which conflicted with the Adaptec card. Upon fixing that by
- editing the ULTRASND environment variable, I was treated to a big hand
- (ABIGHAND.MID) followed by some Bach (TOCATTA.MID and JESUJOY.MID). It
- sounded wonderful! Compared to the SB, there was no question, this was an
- awesome sound board. I went into Windows and installed the driver but
- didn't seem to notice any better sound. WAV files are 22KHz mono, but
- WinMOD PRO claims it can do stereo however, it didn't work. It turns out
- that the Windows driver could only handle 22KHz mono. Gravis has since
- released a driver that can do 44KHz, stereo.
-
- "Compatibility Plus"
-
- Then came the big test; how well can it emulate a SB? SBOS has several
- options that are described in the booklet, and there is a small list of
- various games and the SBOS settings to make them work. A much larger list
- has been compiled by Ron Dippold and is available. SBOS 1.2 takes 14K and
- can be loaded high. It also can be unloaded easily and has a small
- configuration file that lets you define keys to raise and lower the
- volume. I fired it up and it said, "S B O S installed". I tested it with
- Wing Commander and the sound was interesting. It wasn't like the SB, but
- it was close. Since I was used to the SB, it sounded odd. I tried the
- AMAZON demo and it took some fiddling with SBOS options, but it worked as
- well. Again, the sound was close. Ultima Underworld was spot on for most
- sounds. Then came Wing Commander II. Locked up the machine, requiring a
- reset. I fiddled with options, but if it didn't lock up, there was no
- sound! I have several MOD players and I tried those next. All except WOWII
- 1.3 hung the machine. WOWII froze without playing any sounds, but I could
- get out of the program.
-
- At this point, someone on the net posted how they had actually installed
- both a SB and the GUS. A call to Gravis confirmed that this can be done
- and so, reluctantly, I put my SB back into the machine.
-
- OPTi Chipsets, DMA And You
-
- A problem has appeared that has affected many Gravis owners, but is
- actually related to 16-bit DMA hardware. It seems that some batches of the
- "chipsets" that support the processor don't work properly doing 16-bit
- DMA. The problem was first noticed with the OPTi chipset, but others are
- affected as well. Gravis encounterd the problem with the UMC chipset.
- Apparently, the DMA timing is incorrect for 16-bit DMA and since the GUS
- defaulted to a 16-bit DMA channel, memory parity errors would result. 8-
- bit DMA should work fine and the new SETUP program defaults to 8-bit DMA.
-
- MIDI Mania
-
- Turning to Windows and MIDI files, I tried a couple programs to see if I
- could get any MIDI data to or from my PC. I have a keyboard and some synth
- gear as well as the MIDI breakout box for the SB. Gravis has yet to
- release their breakout box, which plugs into the joystick port and "breaks
- out" the MIDI data and provides sockets to plug in a MIDI DIN cable.
- Unfortunately, I was totally unable to get any data in or out via the SB
- breakout box. Another call to Gravis revealed that, depending on which
- chips where used in the breakout box, it might be necessary to cut some
- capacitors on the GUS! I've opted not to do this, waiting instead for the
- Gravis box, now due out in April, '93. The card only support "industry
- standard MIDI" so anything that expects MPU-401 is out of luck. There is
- currently no VAPI driver so it's not clear if any DOS-based sequences will
- work.
-
- Another problem encountered by many folks was that many Windows programs
- couldn't seem to play any of the MIDI files! Programs like Media Player
- had no problem, but WinJammer or CakeWalk for Windows would be completely
- silent. It turns out that the UltraSound driver is doing "patch caching"
- (loading the patches into the GUS's memory) and thus only programs that
- support this will work. This has been addressed with a program from Gravis
- called Patch Manager that allows you to load all the patches needed by a
- song in advance. It's not really the fault of the UltraSound as programs
- really should support this feature. The version of the driver than shipped
- with my GUS didn't support the MIDI in feature. The new beta version does.
- For you synth types out there, the board should be capable of at least 32
- pannable mono voices simultaneously as well a pitch wheel information.
- Gravis has said they will release a program so you can "play" the
- UltraSound from your keyboard. Patch Manager lets you "audition" each
- patch, as well as the drum kit using a simulated keyboard.
-
- OS/2 2.0
-
- I've been able to play MIDI files using the supplied software in a DOS box
- under OS/2 2.0 (and with the Service Pack). However, SBOS has either
- failed miserably or crashed OS/2 (in one case trashing my video drivers so
- I couldn't reboot).
-
- The Times, They Are A Changin'
-
- Advanced Gravis has since released several updates to the software as well
- as a new revision of the board. The board changes have been minimal,
- involving consolidating some socketed chips into a custom chip, removing
- the capacitors mentioned above and (optionally) including 512KB of memory.
- The software updates, on the other hand, have been extensive. As mentioned
- above, a new stereo, 44KHz Windows driver has been released, as well as a
- new mixer applet for controlling both MIDI and WAV volume separately. Two
- new beta versions of SBOS, including a new SBOS patch set have also been
- released. I've tested version 1.22B and it worked better than 1.2 (which
- shipped with my GUS). Others on the net have tested 1.23B and report mixed
- results. Gravis has also released a new SETUP program and the entire 1.2
- installation disks are available.
-
- Gravis maintains a BBS and there is an FTP site (archive.epas.utoronto.
- ca:/pub/pc/ultrasound) that is mirrored on wuarchive.wustl.
- edu:/systems/msdos/ultrasound. In addition to discussions in comp.sys.ibm.
- pc.soundcard, there is an UltraSound mailing list (many, many thanks to
- David Debry). To subscribe, send mail to ultrasound-request@dsd.es.com. A
- mail server is also available for those without FTP access.
-
- The Verdict Is...
-
- This is an excellent soundboard. I hear no hiss, nor any noise from the
- video card or power supply. The supplied instruments are mostly clean,
- although there have been some reports of noisy patches. >From early
- reports of the General MIDI set, they are excellent. The hardware is
- capable of dealing with 32 digital samples and/or MIDI patches, all
- without bothering the CPU. So once the card memory is loaded, it's impact
- on processor speed should be minimal.
-
- The software isn't at the same level, though. To be fair, Gravis has
- released beta updates and responded to feedback so the software is
- improving. The problems with QEMM are being investigated by QuarterDeck.
- The compatibility with the Sound Blaster (and hence with most games
- available today) is good for most people and the latest version of SBOS
- appears quite good. With some games, the sound using SBOS is better than
- the same game using a SoundBlaster, since SBOS always delivers stereo
- sound. But Gravis admits they never tested it with DR DOS and I am still
- encountering problems. On the other hand, programs are starting to appear
- that fully support the GUS (Star Control II and Chuck Yeager's Air Combat)
- and Gravis will be offering a MOD player and some Windows composition
- utilites for a minimal charge. They also just announced something called
- UltraSound 3D that is a GUS with some special software that allows sounds
- to be placed anywhere in a 3D sphere centered on the user (if they are
- wearing headphones). However, game designers will have to rewrite their
- music/fx tracks to include the new placement information.
-
- As for game support, several game designers have said they will support
- the GUS, including Accolade, Electronic Arts (not sure about their new
- "partner", Origin), Sierra, LucusArts and perhaps Microprose.
-
- I believe that Gravis entered the soundcard market unprepared for both the
- competition and the demands of the users. But they are learning quickly.
- They have committed to releasing a "hobbyist" toolkit that won't require a
- non-disclosure, native OS/2 drivers as well as a Standard mode Windows
- driver. When these appear, as well as the 16-bit recording and SCSI
- daughterboards, I think this will be a very tough board to beat. Even
- given the delays and hassles, I'm quite pleased with this soundboard.
-
- This review is Copyright (C) 1993 by David D'Antonio. All rights reserved.
-
- ED. Though this information is now somewhat dated (and now made obsolete
- by Roland's recent introduction of the Sound Canvas, the information here
- is still useful for someone considering a purchase of a used MT-32 or LAPC
- sound device. Use it as you see fit.
-
- --------------------------------------------------------------------------
-
- LAPC1/MT32 Sound System by Roland Corporation
- Reviewed by "Scarman"
-
- Most of you have probably heard of the Roland LAPC1 and/or MT32,
- especially if you've bought a game by one of the 'bigger' producers. But
- what is it and how is it different from the rest of the sound cards?
-
- The MT-32 came out before the Soundblaster and the rest of the follow-on
- compatible boards. It is a true synthesizer of the type that professional
- musicians use, minus a keyboard. It is controlled through industry
- standard MIDI (Musical Instrument Digital Interface) signals. These MIDI
- signals are sent from either a MIDI keyboard, eg. another synthesizer, or
- a computer, and that's where it gets interesting for us.
-
- Since MIDI signals are standard, any computer can use the MT32 as long as
- the computer has either a built in interface, such as the Atari 520, or a
- plug in interface card for computers such as IBM-PCs. For the sake of
- those wishing to use the MT32 with their IBM's only, Roland brought out an
- all-in-one card and called it the LAPC1. The LAPC1 plugs into an
- expansion slot, just the same as an Adlib, etc. So an LAPC1 and an MT32
- are the same thing when we talk about sound for games on the IBM-PC.
-
- Forget about the hardware, how does it sound? As said above, it is a true
- synth. I know a couple of musicians who are using it professionally. Sure
- there are better quality synths around, but they cost a lot more. The
- first time I heard the MT32/LAPC1, I thought my friend was playing a CD,
- so we are talking about THE best sounding _music_ card for the IBM ( not
- to mention Amigas, Ataris, etc). It is stereo with full panning and
- 'surround' effects, has 128 preset sounds such as piano, trumpets,
- guitar, flute, etc as well as a full drum section. The soundtracks of
- games are truly HI-FI quality. It is recommended to connect the Roland
- devices to a good quality stereo amplifier and good quality speakers.
- The sounds are absolutely excellent.
-
- So what about these games then? Sierra games, such as Space Quest IV,
- sound great because being a true synth, new sounds may be created and
- programmed into it. The Sierra guys have a good imagination and that's
- about all that limits the sounds that can be produced. For example,
- Dynamix' Red Baron has very realistic plane engine noise, gunfire, and
- explosions, as well as the music. In fact the only sounds that can't be
- done on the MT32/LAPC1 are the digitized speech of the type the
- Soundblaster can produce.
-
- Inevitably, we now come to the the comparison with the Soundblaster(/PRO).
- In terms of just orchestral music, there is no contest. The MT32/LAPC1 is
- far better sounding than FM-based boards like the Soundblaster and
- Soundblaster Pro. Sound effects? This depends on the efforts the game
- producers make. For certain publishers, then the MT32/LAPC1 wins easily
- because of it's better sound quality, but for other games that require
- sampled sounds and speech, then the SB wins because it's DAC-based
- (Digital to Analog Circuitry) that produces digital sound effects.
-
- The MT32/LAPC1 is ideally suited to those who want the best quality music
- and want a sound card for more than just the games. It is a great tool
- for learning music and music synthesis, as well as the world of MIDI.
- When it's supported well by a game, then the Roland devices are the best,
- but it's not supported by them all, and only 'well' by a smaller number.
- The best news is the MT32/LAPC1 and the Soundblaster(/PRO) can co-exist
- and be used to stunning effect when combined. The Soundblaster produces
- the speech and the digital sound effects, while the MT32/LAPC1 produces
- beautiful, orchestral music.
-
- The MT32 is no longer manufactured and is now replaced by an even better
- sounding Roland device called the Sound Canvas. Used MT-32/LAPC
- systems/cards are available on the market for very reasonable prices.
-
- This review is Copyright (C) 1993 by "Scarman". All rights reserved.
-
- PRO AUDIOSPECTRUM 16 Soundcard by Media Vision
- Reviewed by Eric Hsiao
-
- Hardware description:
-
- True 16-bit stereo sound
- --16 bit stereo playback and recording (16 bit linear DAC & ADC)
- --Sampling/playback at 8, 12, and 16 bit PCM 4kHz-44kHz in stereo
- --Dynamic filtering 2Hz-22kHz programmable
- --ADPCM compression (2:1) and decompression (2:1, 3:1, 4:1) mono mode
- --Microphone, external line-in, and CD-audio inputs (enables you to
- make CD-quality 16-bit recordings from a variety of sources)
- --Shielded circuitry and dynamic filtering for low noise and clear
- sound
-
- Advanced 20 Voice Stereo Synthesizer
-
- --Yamaha YM262 (OPL-3) synthesizer
- --4 operator FM synthesized sound for true stereo
- --16 bit FM DAC
- --General MIDI compatible
-
- Audio Mixing
-
- --Internal synthesizer (stereo)
- --Digital audio (stereo)
- --CD audio (stereo)
- --External line-in (stereo)
- --Microphone
- --PC speaker
- --10 channels with stereo enhance
-
- Volume Control
-
- --Master volume: 0 to -62dB (1 dB/step)
- --Input mixer +1 to -60dB (2dB/step)
- Signal quality (1 V p-p reference)
- Dynamic range and signal to noise
- --Synthesized and mixed audio: 85 dB
- --Sampled audio PCM: 90 dB
- --Total harmonic distortion: 0.05%
-
- Frequency Response
-
- --30 Hz - 20 kHz (+- 3 dB)
-
- Audio Outputs
-
- --Drive level: 11.5 V (p-p)
- --Power: 4 watts per channel (software controllable volume, bass, and
- treble)
- --Load impedance: will drive 4 or 8 ohm speakers
- --Output connections: stereo mini jacks
-
- 16 bit PC Interface
-
- --16 bit DMA
- --Selectable IRQ (2-7, 10-15)
- --Selectable DMA (0-3, 5-7)
- --Software selectable DMA and IRQ settings with auto configuration
-
- MIDI Interface (Requires Optional MIDI Mate)
-
- --Full duplex MIDI port (can record and playback at the same time)
-
- IBM Standard Joystick Port
-
- High Performance SCSI Interface (Requires Optional SCSI Cable Kit)
-
- --Supports CD-ROM drives, SCSI hard drives, removable/erasable optical
- drives or removable cartridge drives
- --690 kB per second
-
- System Requirements
-
- --IBM PC, AT, 80286, 80386, 80486, or 100% compatible
- --640k RAM memory
- --DOS 3.1 or higher
- --Hard disk with 6 MB free space
- --External speakers (4 to 8 ohm)
- Optional
- --Headphones: 1/8 inch stereo phone plug
- --Microphone: 600 to 10K ohm dynamic
- --External amplified speakers
-
- 3 Year Limited Warranty
-
- I bought my Pro AudioSpectrum 16 card, back in early June. At the time,
- it was the only card out there to use the new stereo FM synthesizer chip
- called OPL3. This chip offers what is called 4-Operator FM, providing
- better sounding instruments, compared to its older brother, the YM3812
- chip, which was only a 2-Operator mono FM chip. Cards that used the older
- YM3812 chips include: Soundblaster, Soundblaster Pro Version 1, original
- AdLib, and Thunderboard.
-
- To begin, installation did not give me any problems. Before installing, I
- was already familiar with my system's IRQ and DMA configuration. A
- program such as Checkit 3.0 or Microsoft's MSD (comes with Windows 3.1)
- will tell you what IRQ's and DMA's are used by your system. Mediavision
- is working on the next version of the DOS installation software, which
- will automatically scan the system and suggest the settings for you to
- use. Right now, it's advisable to be somewhat familiar with your
- peripherals, in order to avoid conflicts. In a typical configuration
- running DOS, IRQ 5 would be free and IRQ 7, which is used by the printer
- port, can also be shared with the soundcard. The Pro AudioSpectrum-16
- (PAS-16 for short) needs two usable IRQs and two DMA channels. The reason
- for this is that the Soundblaster part of the card needs its set, and the
- PAS-16 part needs its set. In essense, there are two separate Digital--
- -Analog-Converters (DAC) on board, and each needs its own setting. This
- allows the PAS-16 to simultaneously output two different DAC sounds at the
- same time, without resorting to mathematical waveform superposition.
-
- Playing two .WAV files at the same time in Windows is possible with the
- PAS-16. However, if you do not wish to have Soundblaster compatibility,
- you can easily disable the Soundblaster DAC, thus requiring only one free
- IRQ and one free DMA channel. However, most systems do have enough free
- IRQs and DMA channels, so there shouldn't be too much problems finding the
- setting that works for you.
-
- After getting the card up and running, I proceeded to test some of the
- software that came bundled with it. First thing that gets loaded is a 7K
- config.sys driver that tells the PAS-16 what IRQ and DMA settings to use.
- It also enables volume control using the Control-Alt-U (for Up) and
- Control-Alt-D (for Down) keys. The DOS software comes with some really
- nice programs and some really not-so-nice programs. One program that's a
- favorite is Trakblaster Pro, an excellent Soundtracker .MOD file player.
- It plays .MOD files in stereo at either 44.1 KHz or 32 KHz. While doing
- this, it sports an impressive display of VGA graphics, complete with a
- spectrum analyzer and real-time oscilliscopes. However, a 386-33 MHz
- machine or better is needed if you want to see all the graphics at once.
-
- If you have a slower machine, you can get away with just playing .MOD
- files by turning off the graphics options. Also, if you chose an IRQ
- higher than 10 or DMA higher than 5 during installation, Trakblaster Pro
- will lockup. This is because most DOS software does not support settings
- that high.
-
- Next, the software comes with Monologue text-to-speech software, which is
- licensed, speech-synthesis software from First Byte. The program speaks
- with an understandable male voice, and it has the capability of reading
- standard text back to you. It also includes a TSR that allows you to
- highlight something on the screen in any application and it will try and
- read that back. When installing Monologue, it is important to select the
- IRQ & DMA settings to what the Soundblaster part of the card is set to.
-
- Next, I tried sampling some of my CDs with the card. I used the DOS
- program provided, called RECFILE. Sampling to my harddrive on a 386-33
- MHz machine at 44.1KHz 16-bit stereo proved to be a problem, as I kept
- getting an error about my drive being full, even though I had plenty of
- room. It turns out my drive could not keep up with the huge amounts of
- data transfer, and that is why the error was ocurring. It seems that 486
- machines do not have this problem. However, it is still possible to
- sample on 386 machines. To do so, I sample to a large RAM drive, setup
- Norton NCACHE and enable Intelliwrite, or try a harddrive defragmentation
- program.
-
- Other DOS programs I really didn't get into was the waveform editor and
- the Voyetra sequencer program. The waveform editor does not support 16-bit
- samples yet, and I'm not really into MIDI.
-
- Next, I took a look at the Windows software. The Windows installation was
- not hard, and again, it requested IRQ and DMA settings. However unlike
- DOS, using higher IRQ and DMA settings are not problems for Windows
- programs. Windows software includes a control panel where you can change
- volume, treble, bass, and other aspects of the mixer.
-
- Also included is a recorder program, which lets you sample and perform a
- variety of waveform effects like adding echo, increasing amplitude, and so
- on. The Windows disk also includes some .MID files that can be played
- using the Media Player program that comes with Windows 3.1 -- which plays
- using the new OPL3 FM instruments. There also exists a shareware MOD
- player, called Win Mod Pro, that does stereo playback. Overall, software
- that comes with the card is a mixed bag, but Version 1.4 Windows Drivers
- is due out November. It promises to make installation easier and fix bugs.
- Also, OS/2 driver support for the PAS-16 is due out for MMPM in November.
-
- How is third party software support for the card? Right now, the card has
- only some support for its full potential. Most games now use the card in
- its Soundblaster mode. However, this will be changing as you read this
- review. Microprose's Rex Nebular, Ancient Art of War in the Skies, and
- Sierra's King's Quest VI all support the Pro AudioSpectrum Plus and 16
- boards in its native stereo mode, providing rich sounding music. Also,
- currently in the works is Protracker Playing Source, a .MOD file player
- that will utilize the 16-bit DAC on the PAS-16. Also, MediaVision has been
- kind enough to release programming information into the public domain,
- which means good news for future support. If you would like even more
- technical information about the card, you can call up the MediaVision ISV
- developer's support program.
-
- How is the Soundblaster compatibility? I say it's very good, working
- about 99% of my software. However, some people may have problems with
- Wolfenstein 3-D and other programs. In this case, just add the following
- to your AUTOEXEC.BAT file:
-
- SETBLASTER = A220 I5 D1 T3
-
- The I5 in the above statement signifies the IRQ 5 setting for the
- Soundblaster part of the card. If you set your IRQ to a different
- setting, change the number after the I. Overall, these programs worked on
- my machine: Ultima 7, Wing Commander, Jill of the Jungle, Kiloblaster,
- Links 386 Pro, all older Sierra games using the Soundblaster option,
- Modplay v2.19b, Super Pro Play, Wow II, and many others. If a program
- still gives problems, contact the author. Most likely, the programmers
- assumed the Soundblaster to be set at IRQ 7.
-
- So, how does this card compare to the Soundblaster Pro? Well, different
- people will tell you different things, but technically speaking, the PAS-
- 16 is a much superior product. The hardware design is so much better --
- it includes shielding against noise-pickup from the motherboard and power
- supply, an on-board clock crystal so playing .MOD files in protected mode
- environments sound normal (QEMM, EMM386, OS/2, etc.), a standard 50-pin
- SCSI port with a transfer rate of 690 kb/sec for CD-ROM hookup (instead of
- the SB Pro 40-pin proprietary port), 16-bit 44.1KHz stereo DAC and ADC for
- CD quality sound (SB Pro is 8-bit 22KHz stereo), a mixer that allows you
- to sample from more than one source at once, and 62-step volume settings
- (SB Pro is only 8-step). However, the SB Pro has been out longer so
- there's more software support for it, but with the popularity of the PAS-
- 16 and the free developer's kit, support for it will not be too far
- behind.
-
- With all these technical specifications, how's the card sound? Basically,
- the card is great. The .MOD file player sounds excellent, games like Rex
- Nebular and King's Quest VI use stereo to add a new depth of
- dimensionality. The OPL3 FM provides a good improvement over the older FM
- chips, and 16-bit sampling is quite extraordinary. Using 16-bit stereo
- clips gives Windows 3.1 sounds a new life.
-
- Overall, if you're in the market for a great stereo soundcard, the PAS-16
- is the way to go. You will not be disappointed with its capabilities.
- For some people, installation is easy, for others it is difficult. If you
- have a standard PC configuration, the default choices provided by
- MediaVision should work fine. Only when a system contains many other
- peripherals that also use IRQ settings like network cards and scanners, do
- conflicts occur. Being familiar with your system's IRQ and DMA settings
- will be helpful in installation. Once installation is complete, the card
- will serve you very well.
-
- The current retail price for the card is $299 for the 16 version and $199
- for the Plus version. The big difference between the 16 and Plus is the 16
- has the 16-bit DAC/ADC capability, and the Plus has an 8-bit DAC/ADC. I
- would definitely recommend getting the 16 over the Plus. If you only want
- to spend money in the low one hundreds, then you might be better off
- getting the Gravis Ultrasound. Else, mail order prices for the PAS-16 is
- around $180-$200, about the same price as the SB Pro.
-
- How to contact Mediavision:
-
- Media Vision, Inc. Main: (800) 348-7116 or (510) 770-8600
- 3185 Laurelview Ct. Sales: (800) 845-5870
- Fremont, CA 94538 Tech Support: (800) 638-2807 or (510) 770-9905
- FAX: (510) 770-8648 or (510) 770-9592
-
- BBS: (510) 770-0968 2400 (8 bits, no parity, 1 stop bit)
- (510) 770-1661 2400 (8 bits, no parity, 1 stop bit)
- (510) 770-0527 9600 (8 bits, no parity, 1 stop bit)
-
- Tech Support can be reached at 75300.2772@Compuserve.Com
-
- A special note to multi-media enthusiasts: MediaVision has just released
- the "Fusion" CD-ROM bundle. There are two models: Fusion and Fusion-16.
- The regular Fusion model has a PAS Plus and a CD ROM drive. The Fusion-16
- model has a PAS-16 and a SONY CD-ROM drive, and comes with several CD's,
- including Wing Commander II. Also included is "Quick Start", an
- installation program that will configure every-thing for you. You insert
- the disk and just type install and it will take care of the rest. Street
- prices for Fusion-16 range between $500-$600.
-
- This review is Copyright (C) 1993 by Eric Hsiao. All rights reserved.
-
- SOUND BLASTER 16 ASP
- Developers - Creative Labs Technology Ltd.
- Reviewed by Sir Launcelot Du Lake
-
- This hardware was reviewed on a 486DX-33 with Chips & Technology
- chipset, 4 MB RAM, and a NEC CDR-84 CD-ROM drive. The SB16 was
- also attached to a AIWA NSX-330 MIDI hi-fi system and a pair of
- generic 4-ohm speakers.
-
- I would also like to point out that I'm only a gaming enthusiast
- and have limited knowledge of MIDI, recording etc. I purchased
- the SB16 ASP primarily for my entertainment software needs; MIDI,
- application software, and music are all secondary. This review
- will thus reflect this.
-
- The Sound Blaster 16 ASP is Creative Technology's latest addition to its
- Sound Blaster family of soundcards. This is now a true 16-bit card as
- opposed to the Sound Blaster Pro which is only 8-bit. All features of the
- SB Pro is found in the SB16 and the latter is supposedly fully downward
- compatible with all versions of Sound Blaster released previously,
- although some users have problems with 8-bit sampling (I will elaborate
- further later on). Naturally, the price is also higher; it is selling for
- about S$500 (about US$350) here in its home country, (Singapore) but is
- going for as low as US$200 in North America, probably due to the
- competition from the Pro Audio Spectrum 16 (limited representation in
- Singapore) and the Gravis UltraSound (totally absent).
-
- The documentation is informative and generally well written. It comes in
- two books: one for hardware settings, and one for software. The software
- manual, however, does have a glaring error - the Multimedia Jukebox was
- completely left out in the Windows applications section! Three other
- books are also included, and these cover the bundled software - HSC
- Interactive, PC Animate Plus, Monologue for Windows, and SBTalker.
-
- New Features
-
- The SB16 offers 16-bit stereo sampling from 5 kHz - 44.1 kHz. Its ASP
- (Advanced Signal Processing) processor is touted to be able to perform
- high speed mathematical algorithms on 16-bit wave signals, which allows
- real-time 16-bit hardware compression and decompression, without loss of
- quality. This supposedly achieves CD-quality recordings and playbacks. I
- tested this by using the bundled Creative WaveStudio to record a portion
- of Madonna's Holiday played off my NEC CDR-84. I selected the highest
- possible options - 16-bit, stereo, 44.1 kHz. On playback of the recorded
- sample, it was extremely difficult to tell the difference between the
- recorded sample and the track on the master CD, even on the generic 4-ohm
- speakers alone!! The quality of the recording was superb. However, even
- with the compression abilities, recording at this quality eats up a lot of
- HDD space. For a 26-second sample, the resulting wave file was nearly 4.5
- MB. This was the maximum I could go given my 4 MB RAM plus 4 MB virtual
- memory in Windows 3.1. For those who want to do serious recording, I
- would suggest getting as much RAM as possible, since there will be
- noticeable breaks in the recording when it switches from RAM to the
- virtual memory on your hard disk.
-
- Other new features include MPU-401 UART mode compatibility in the MIDI
- interface, as well as controls for bass and treble. The DMA and IRQ
- settings are now software selectable and there are more options - 2,5,7,
- or 10 for IRQ; 0,1, or 3 for 8-bit DMA; 5,6, or 7 for 16-bit DMA. The
- default for the IRQ is now 5 (yippee!!), and the defaults for the 8 and 16
- bit DMAs are 1 and 5 respectively. The Base I/O address is still jumper
- selectable, but with more options at 220H (default), 240H, 260H, or 280H.
- Another new setting is the MIDI port base I/O address, also jumper
- selectable, at 300H or 330H (default). You will also need to load an ASP
- driver in your config.sys, which will take about 2.45 KB of RAM. I have
- tested loading it high with QEMM 6.02 alone and in combination with
- PCTools RAMBoost. No problems at all encountered.
-
- Improvements
-
- By far the greatest improvement is the elimination of noise upon power-on
- and when your mouse is working. One of the most annoying features of SB
- Pro was that continuous tone one gets upon power-on, and when this was
- eliminated by pressing the reset key, you can sometimes hear noises coming
- from the speakers when using the mouse to click around, particularly in
- PCTools 7.1. My mouse experience is probably unique, but I know a few
- people have the same noise problems upon power-on with SB Pro. I am glad
- to say that when I now power-on my system with the SB16, there is complete
- silence! The architecture was completely revamped for this. No noisy
- mice now too :-)!
-
- Possible Problems
-
- I qualify this section with "possible" as I have recently had some system
- problems with a second IDE hard disk, so the problems could be due to
- extraneous factors, although it is unlikely. I noticed some static during
- microphone recording. But upon setting the levers in the SB16 Mixer for
- everything except Mic to 0, the static disappears. However, this static
- could also be due to the quality of the microphone. The one that came
- with the package looks like one of those big, dubious-looking ones used
- for karoake.
-
- Some people on Internet have reported hearing intense "hissing" when
- playing 8-bit sample sound effects. I have also experienced this at
- times. However, this situation has been very inconsistent, i.e., only
- some 8-bit samples have the "hiss" upon playback, not all. I have
- detailed some of the software that have this problem in the list after the
- next paragraph. Note that others on Internet have also reported no
- "hissing" at all.
-
- There seems to be some very odd situations with games and SB downward
- compatibility. The soundtracks and sound effects for some of the games
- are rather soft, no matter how high I turn the volume knob on the SB16. I
- could only rectify these through my MIDI hi-fi. It is as though the
- master volume for these games are not set high enough. Below, I provide a
- listing of my experiences, though I am perplexed as to this situation and
- can offer no reason as to why this should be so. Again, this may be a
- unique situation as I am not aware of anyone else with similar
- experiences. In all fairness, these reflect the situation during playback
- on the generic 4-ohm speakers only.
-
- Ultima VII soft Ultima Underworld soft
- Wing Commander II normal Might & Magic III very soft
- Powermonger loud Populous very loud
- Pirates of Realmspace normal Countdown to Doomsday normal
- Matrix Cubed normal Carriers at War normal
- Carrier Strike soft Pacific War soft
- Ultima VI loud Italy 1990 loud
- King's Quest V MPC normal KiloBlaster * loud
- Magic Candle II * normal Wolfenstein 3D * loud
- X-Wing (demo) * normal Veil of Darkness demo normal
- Lemmings 2 (demo) normal Legend/Kyrandia demo very loud
- Origin FX soft
-
- * these titles have the "hiss"
-
- CD-ROM Interface
-
- Unfortunately, it still uses the proprietary Panasonic interface. However,
- this is actually negligible, since a CD-ROM drive is independent of your
- soundcard. It simply means that you will have to get a controller card
- for the drive, i.e., your soundcard won't control the drive and one more
- slot is used on your motherboard. I have successfully matched the NEC
- CDR-84 to the SB16. NEC provided a Trantor SCSI controller card for the
- drive. The troublesome thing is more of finding a wire to connect the
- internal audio out from the drive to the CD-in on the soundcard. It
- happens that the latter on the SB16 is smaller than the former on the CDR-
- 84, so it is well nigh impossible to find a ready made wire with such
- connectors at both ends. Finding that out after an island-hopping hunt, I
- finally got two separate wires with the appropriate connectors and joined
- them (after some filing and shaving of the connectors to make sure they
- fit into the appropriate sockets [they didn't initially]). The whole
- setup now works like a charm :-) If you can't make this wire, don't
- worry, it's not fatal. It simply means you have two sound sources, one
- from the soundcard, and one from the drive. A mixer will solve all these
- equally well, albeit a lot more expensive.
-
- Software
-
- The SB16 software requires 5 MB of HDD space for installation. Included
- are 6 Windows programs. WaveStudio is fully featured wave file editor;
- Soundo'Le is an object-linking software that allows you to record sounds
- and attach them to your application documents using OLE; Talking Scheduler
- is obvious; Multimedia Jukebox allows playback of MIDI files; SB16 Mixer
- now features bass and treble control; and Mosaic is a game along the lines
- of Klotski.
-
- The bundled software included are: HSC Interactive, an object-oriented
- authoring multimedia program; PC Animate Plus, a DOS-based animation
- program; and Monologue for Windows, a text-to-speech software whose
- pronunciation and diction leaves a lot to be desired. One will also be
- able to send for a Voice Recognition software that is similar to what the
- chaps at Microsoft are trying to do. This is not available yet, though I
- have seen the demonstration of it. Using this and a good microphone or
- headset, one can talk through a Windows session, although at the moment,
- it just appears to save you from moving the mouse around (sometimes that
- may well be faster!). I seriously doubt that you can dictate to your
- word-processor as yet.
-
- The following section highlights some of the new products that
- Creative has on the wings. I can only give you information that
- has been gleaned from product info sheets and talking to chaps
- from Creative, as I obviously will not have first hand experience
- on these:
-
- Wave Blaster - this is an expansion daughterboard for the SB16. It uses
- E-mu Systems' Proteus chip with its patented wave sampled playback
- technology to achieve virtually perfect reproduction of instrument sounds.
- With this and the SB16, you will have the power of a 32-voice, multi-
- -timbre, General MIDI compatible music card, plus the speech capability of
- the Sound Blaster. This has been released.
-
- MIDI Blaster - for those who do not have the SB16 to put a Wave Blaster
- on, this is a General MIDI module that has the following specifications:
- 20 (sound + drums) polyphony, 16 channels, 128 preset sounds, 33 effects,
- and 55 drums. This connects to any General MIDI port, a SB card is not
- required. One chap from Creative also told me at a recent show that this
- has more drums than the Wave Blaster. It is unclear whether this has been
- released, though I have seen boxes (empty?) of it on display at Creative's
- showrooms here.
-
- Port Blaster - Creative goes portable here, essentially a SB Pro emulation
- module that plugs into your laptop or notebook.
-
- The next section is an opinionated and speculative analysis of
- Creative Technology's purchase of E-mu Systems, the creators of
- the Proteus chip that is a leading component of many MIDI
- products. For this, I have to acknowledge Flash, a MIDI
- enthusiast as well as a gamer for a substantial portion of the
- analysis. Note that this is solely our opinions; we are not in
- the pay of Creative Technology, or its American subsidiaries,
- Creative Labs and E-mu Systems. As background, I was an ardent
- supporter of AdLib and resisted all temptations to get an SB
- whilst enduring the delays of the AdLib Gold. However, when
- AdLib destroyed themselves, I had no choice but to turn to SB as
- a viable alternative. Flash has a Roland SCC-1 and a SB 1.5. A
- relative working for Gravis recently gave him a GUS, but Flash is
- still of the opinion that the SCC-1 is supreme. In all fairness
- though, he hasn't finished testing the GUS.
-
- Sim Wong Hoo, chairman and founder of Creative Technology, recently
- announced the purchase of California-based E-mu Systems. Given his public
- desire for Creative to become the Number 1 multimedia company in the
- world, this came as little surprise. Word before this was that E-mu
- wanted to control the price of the Proteus chip by restricting the sale of
- the Wave Blaster, which uses the chip, to only direct-sales from
- Creative. This apparently prompted the buyout. We cannot confirm all
- these, of course, but this is largely irrelevant now. Whatever the
- original motives, Creative can now send out the Wave Blaster to dealers
- and let market forces decide the street price.
-
- The implications of this acquisition are many. It effectively puts
- Creative into the digital music industry, meaning that Roland can no
- longer afford to ignore them, as they have in the past. If Sim wants to
- corner the high-end market, he is in a very good position to do so. With
- E-mu's research and technology, it is likely that Creative may be able to
- come up with a card that is equal to the Roland, plus having SB downward
- compatibility. If such a hypothetical card can be sold at a very
- competitive price, Flash surmises that Roland, not one to cut prices
- overnight, may very well de-emphasize the soundcard market and concentrate
- on their keyboards and others.
-
- It has also been said that the Proteus chip being used in the Wave Blaster
- is not the top-of-the-line model, as the one used in Turtle Beach's
- MultiSound. Given the acquisition, there are several possible scenarios.
- One, the Wave Blaster may be left as it is, released into the market,
- while Creative completely redesigns new products around the Proteus chips.
- Two, Creative releases Wave Blaster, but six months later puts out a new
- version that uses the top-of-the-line Proteus chip. The precedence here
- is the SB Pro, the first version had two mono OPL2 chips masquerading as
- stereo, and the later version with the true stereo single OPL3 chip.
- Three, Creative withdraws the current Wave Blaster and works on a new
- one. Since it has already been released, this is unlikely.
-
- This uncertainty is likely to remain at least until budget time, which in
- Singapore is around March/April, during which time strategies may be set.
- Even then, it is unlikely that it will be made public. But given the lack
- of games using PCM wave synthesis at the moment, it is well advisable for
- potential buyers to wait until things are clearer (I can't believe I'm
- saying this, in our hobby, if one waits, one waits forever!). With the
- heavily guarded secrets of the Proteus chip in the bag, one can be certain
- that Creative will exploit it.
-
- This review is Copyright (C) 1993 by Sir Launcelot Du Lake. All rights
- reserved.
-
- SOUNDCARDS: A Summary
- by Jerry van Waardenberg
-
- **** SOUNDCARDS - Which is the best? - January 1993 ****
-
- Introduction
-
- Generally PC's can produce music in four different ways, dependent on the
- type of soundcard used:
-
- 1. By Digital to Analogue (D/A) conversion. Samples stored in the
- computer's memory are digitally processed and transformed to analogue
- signals, that can be played over a stereo set or headphones.
-
- 2. By synthesis. The computer sends note-information to the soundcard,
- which produces analogue signals. There are two basic forms of synthesis:
- FM and wavetable synthesis.
-
- 3. By MIDI. Note-information is send through a MIDI-interface to a MIDI-
- device, which produces the music.
-
- 4. By controlling a CD-ROM drive. The music is stored on CD-ROM which is
- controlled by the computer.
-
- ** FM synthesis
-
- With FM synthesis the tones are produced by waveform-generators, called
- operators. The more operators are used, the better the sound quality will
- be. A disadvantage of FM synthesis is that it is very hard to produce
- realistic sounding instruments, especially when playing high pitched notes
- (reeds, guitar, etc.). The Adlib was the first soundcard that used this
- technique, using a Yamaha YM3812 FM chip with two operators. Most Adlib
- compatible cards (SoundBlaster, Pro Audio Spectrum) are also using this
- techn ique. The newer cards are mostly using the new Yamaha YMF262 (OPL-3)
- FM chip, which has four operators.
-
- ** Wavetable synthesis (WS)
-
- With WS (mostly 16-bit PCM) samples are used to produce sound. The samples
- are stored in ROM or RAM on the soundcard. A WS-processor performs
- operations on the samples, such as altering their pitch and length. Since
- the samples are taken from real instruments, they generally sound very
- realistic. Until recently this technique was only used by high-end
- soundcards, but it is becoming more and more popular now. Examples of
- cards that use WS are the Gravis UltraSound and the Roland SCC-1.
-
- ** MIDI
-
- [The following explaination is from Teemu Mottonen] (General) MIDI is a
- standard that many synth- and soundcards manufacturers are starting to
- use. It assigns particular sounds to certain sound (or patch) numbers.
- There are 128 of them. This way, say, a MIDI file that uses sound number 1
- will always play an 'acoustic piano' on different synths. In PCs, mainly
- two kinds of MIDI interfaces are used: UART MIDI and MPU-401. The first
- can be found in soundblasters, Pro Audio Spectrums, etc. With these the
- computer (or the program using MIDI) handles everything. MPU-401 is the
- model of an early PC MIDI interface by Roland. These cards have two modes:
- dumb and intelligent. Many DOS programs use the MPU in the intelligent
- mode, so compatibility is a must. In Windows things are different; as long
- as you have a driver for the MIDI card, things should work o.k.
-
- Some cards use a mixture of these techniques, such as the Roland LAPC-1.
-
- ** Sampling
-
- Most cards nowadays support sampling. Usually this is done in 8-bit or 16-
- bit resolution, but there are cards that use other resolutions (Adlib Gold
- 1000 uses 12-bit sampling). Sampling is done by a Analogue to Digital
- Converter (ADC). Samples can be compressed by using PCM (Puls Code
- Modulation) or AD-PCM, which is an variant of PCM that yields higher
- compression. With AD-PCM the sound quality usually is less than with PCM.
-
- ** MPC (Multimedia PC) specifications.
-
- A PC may be called a "Multimedia PC" (MPC) if it conforms to a number of
- specifications. For the soundcards these specs are:
-
- * 8-bit DAC (16-bit recommended) with PCM and 11 and 22 KHz
- sampling. Processor load may not be more than 10%.
- * 8-bit ADC (16-bit recommended) with PCM and 11 and 22 KHz
- sampling.
- * Microphone input.
- * MIDI synthesizer, 6-tone polyphonic (6 tones at the same time), FM-based
- and/or sample-based (WS). If sample-based, the samples must at least be
- 8-bit.
- * Audio mixer.
-
- Since a MPC must be equipped with a CD-ROM, most soundcards provide a CD-
- ROM interface, with a minimum throughput of 150 kB/sec.
-
- ** Channels, instruments and voices.
-
- These words are common in the soundcard-business, but what do they mean?
- It took a while before I understood what they were and I am not sure if I
- do now, so correct me if I'm wrong. I will try to explain. Instruments,
- patches and notes are synonyms. Each instrument can be played "through" a
- single channel. So if a card has 8 channels, it means that it can play 8
- instruments at the same time. And the number of voices is the number of
- instruments per channel. Let me try to illustrate that with an example:
- Consider an orchestra divided into 8 sections (channels). Each section
- plays one type of instrument (patch, note). Every section can contain 16
- musicians (voices). Then we've got 8-channel, 16-voice sound. Now you see?
-
- **** REVIEWED CARDS
-
- I will give an overview of some cards that looked interesting to me. Most
- of them were released only recently. The reviewed cards are: The
- SoundBlaster Pro, the SoundBlaster 16, the Pro Audio Plus/16, the Gravis
- UltraSound, the Roland LAPC-1 and the Roland SCC-1. After that I'll give
- an short description of some other cards. All these cards, except for the
- Rolands, are MPC-compatible.
-
- ** The SoundBlaster Pro (SB-pro)
-
- The SoundBlaster (SB) from Creative Labs was the first Adlib compatible
- card that, besides FM music, was capable of recording and playing (8-bit)
- samples. The original SB contained 1 (mono) or 2 (stereo) Yamaha YM3812
- chips. The first SB-pro was also equipped with 2 YM3812 chips, but the
- newer version (SB-pro 2.0) contained the new OPL-3 chip.
-
- The SB-pro is capable of 8-bit sampling at 44.100 Hz in stereo and
- supports AD-PCM compression. It has a CD-ROM interface which is only
- compatible with Matsushita drives. A General MIDI interface is present.
- The SB-pro has a 2 x 4 Watts amplifier. Volume can be altered manually on
- the back of the card or by software.
-
- Inputs:
-
- * Microphone,
- * external line in.
-
- Outputs:
-
- * Audio,
- * line out,
- * SB compatible MIDI,
- * SB CD-ROM interface.
-
- The SB-pro is fully Adlib and SB compatible. It is supported by a lot of
- games, but many of these games do not use the extra possibilities of the
- Pro version.
-
- Sampling quality of the SB-pro is good. Since it uses FM-synthesis to
- generate sound, the SB-pro is not a good card to produce high quality
- music. However, FM-synthesis in combination with sampling produces good
- results for games.
-
- The SB-pro comes with seven 5.25" DD disks or four 3.5" DD disks, which
- contain drivers for Windows, demos and applications. Interesting are Voice
- Edit 2, for recording and editing samples. Unfortunately SB uses its own
- "voice" format for storing these samples (.VOC files), instead of the more
- general Windows-compatible "wave" format (.WAV files). The Windows
- software consists of a simple but good Mixer program and JukeBox, for
- playing MIDI files. The rest of the software isn't much good, except for
- Voyetra (a MIDI sequencer).
-
- PERSONAL OPINION: The big advantage of the SB is its support by a lot of
- games. Too bad these games usually do not support the extra capabilities
- of the SB-pro. Therefore, if you're looking for a CD-ROM, I think you can
- better buy a normal SB than a SB-pro. If you do want to have CD-ROM, you
- can better take another card (read on!), since the SB-pro supports only
- Matsushita CD-ROM drives.
-
- ** SoundBlaster 16
-
- The SoundBlaster 16 (SB 16) is an improved version of the SB-pro, that
- offers real 16 bit stereo sound. Of course the SB16 is SB, SB-pro and
- Adlib compatible.
-
- The SB-16 supports 8 and 16 bit stereo sampling and playing up to 44.1
- KHz, has dynamic filtering and ADPCM compression. It also contains a 16
- bit ASP (Advanced (Digital) Signal Processor), which enables you to
- download a compression and/or voice recognition algorithm. On-board real-
- time (de)compression takes much load off the processor (up to 75%).
- Compression also minimizes the amount of data that must be transferred
- from memory to the card (16 bit stereo sampling at 44.1 KHz requires
- 2x2x44 = 176 kB/sec uncompressed... *glug* that really keeps your PC busy!
- No more smooth scrolling!).
-
- Like the SB-pro the SB-16 has a Yamaha YMF262 (OPL-3) synthesizer chip,
- with 4 voice operator FM synthesis. A WaveBlaster daughterboard is
- optional. The WaveBlaster works according to the General MIDI system and
- has 128 PCM sampled sounds.
-
- Inputs:
-
- * Microphone,
- * external line in.
-
- Outputs:
-
- * Audio line out,
- * MPU-401 UART and SB compatible MIDI,
- * SB CD-ROM interface.
-
- The MPU-interface is only supported in dumb mode.
-
- The SB16 comes with quite a lot of software. I haven't seen it, so I don't
- know if it is good stuff. Included are: Creative Wave Studio, HCS
- Interactive, DB Talker, SB Sim, Creative Mosaic, PC-Animate Plus,
- Intelligent Organ, MMPlay, Creative Talking Scheduler, Monologue for
- Windows, SB MIDI and DOS and Windows 3.1 drivers.
-
- The sampling quality of the SB-16 is good, but there is quite a lot of
- noise (I've heard this from someone who's reviewing a test version, which
- may not be entirely correct. Maybe the circuitry isn't shielded very
- good?). Since there is no software for the SB-16 yet, the special
- capabilities cannot be tested.
-
- PERSONAL OPINION: Since it is a SoundBlaster, it is supported by a lot of
- games. Together with the optional WaveBlaster it forms a great, but quite
- expensive, combo. It's advantages are its MPU-compatible MIDI interface,
- 16 bit sampling and ASP. But it still has a SB-compatible CD-ROM interface
- instead of a SCSI interface. I think it is best to wait until this card is
- more supported.
-
- ** Pro Audio Spectrum Plus and Pro Audio Spectrum 16
-
- The Pro Audio Spectrum Plus and -16 (PAS+ and PAS-16) from Media Vision
- are probably the SB's main competitors when it comes to Adlib compatible
- cards. Both cards are almost identical, except that the PAS-16 has 16 bit
- sampling and the PAS+ 8-bit.
-
- The PAS-16 features 8, 12 and 16 bit stereo sampling and playback (up to
- 44.1 KHz), dynamic filtering and ADPCM compression and decompression. The
- PAS+ does not have 12 and 16 bit sampling.
-
- Like the SB-pro and SB-16, the PAS has a Yamaha YMF262 (OPL-3) synthesizer
- chip with 4 operator FM sounds. The PAS has shielded circuitry and dynamic
- filtering.
-
- Inputs:
-
- * Microphone,
- * External line in (stereo),
- * PC speaker.
-
- Outputs:
-
- * Audio line out (headphones, amplifier),
- * SCSI (not just for CD-ROM, but also for tape-streamers, optical drives,
- etc),
- * general MIDI (requires optional MIDI Mate),
- * joystick.
-
- S/N: 90 db. Dynamic range: 90 db. Harmonic distortion: 0.05%
-
- The PAS-16 is one of the two cards I've tried myself (the other is the
- GUS). The 16-bit samples sounds incredibly good. The example MOD-files
- that come with the PAS-16 sound really awesome (great stereo, no noise)!
-
- The PAS16 comes with quite a lot of software (compared to the other
- cards): Stereo Studio F/X is a waveform editor. It looks very neat but is
- incredibly slow. SP Spectrum is a MIDI sequencer. TrakBlaster Pro is a
- very nice MOD-player. Furthermore, there is a mixer (supports "loudness",
- which makes low pitched sounds come out better), a multimedia application
- (Audio Mate) and a speech synthesizer (Pro Speech). For Windows there are
- three (!!) mixers and a number of drivers.
-
- Although Media Vision claims the PAS is fully SB(-pro) compatible, some
- people have problems when using the PAS as a SB. It seems that the PAS is
- not 100% SB compatible.
-
- PERSONAL OPINION: The PAS16 is a good soundcard and offers a lot of value
- for your money. The 16-bit MOD files sound very good. But playing MIDI
- songs through the internal FM chip is quite a disappointment. I like the
- amount and quality of the software that comes with the PAS16 and the
- standard SCSI interface for CD-ROM. This, and the overall mechanical
- quality of the card, IMHO makes the PAS a better card than the SB. Too bad
- the PAS16 is not 100% compatible with the SB(-pro).
-
- ** The Gravis UltraSound
-
- The Gravis UltraSound (GUS) from Advanced Gravis is a brand new 16 bit
- soundcard that uses wavetable synthese (WS) to generate sound. With WS 16-
- bit samples (called patches) are used to generate sound effects and music.
- On the GUS, these samples are stored in RAM.
-
- Standard the GUS supports 8 bit stereo sampling and 16-bit playback, up to
- 44.1 KHz. 16 bit recording is optional (requires a daughter board). It has
- 16 stereo channels and 32 voice Wavetable Synthese, which enables you to
- create very realistic instruments. Unlike the Roland SCC-1, the GUS stores
- the samples for WS in RAM, so you have unlimited possibilities. The
- instruments can be stored on disk and downloaded to the card when needed.
- The GUS comes with 256 kB RAM, but this seems a little too short. However,
- it can be expanded to 1 MB. According to the importer (for the Benelux
- this is Logitech), 1 MB will soon become the standard amount of RAM for
- the GUS.
-
- Inputs:
-
- * Microphone,
- * Audio Line In.
-
- Outputs:
-
- * Audio Line Out,
- * Amplified Audio Out,
- * speed compensating joystick (up to 50 Mhz),
- * general MIDI (requires optional MIDI adapter),
- * SCSI CD-ROM (requires optional SCSI interface card).
-
- S/N: 80 db. Dynamic range: 96 db. Harmonic distortion: <0.014%
-
- Gravis claims 100% compatibility with SB and Adlib. This compatibility is
- achieved through software emulation by SBOS (Sound Board Operating
- System). Unfortunately, in practice SBOS is not 100% SB compatible. Newer
- releases are becoming more compatible. Another big disadvantage of SBOS is
- that it degrades performance considerable in some cases. In general SBOS
- doesn't work good with demos and high speed animation. It works o.k. with
- (for example) King's Quest VI, Dune and Links 386 Pro. Since the GUS has
- no FM-chip, the FM-sounds are emulated through samples/patches. This
- results in slightly different (but not worse) sounds than the SB.
-
- All of this is not really a big problem, since the GUS is not intended to
- be a SB clone. MIDI files, for example, sound very good. If you play a
- piano-song, then you _hear_ a piano and a guitar sounds like a guitar. As
- soon as software companies are going to support the GUS directly, the
- sound quality will be far better than a SB. Sierra already announced
- support for the GUS.
-
- The GUS has no special effects, like chorus and reverb. I am not sure if
- the GUS has (dynamic) filtering, since documentation is brief. The sound
- quality is very good, in most cases even better than a Roland LAPC-1.
- However, the sound quality of the GUS is dependent on the quality of the
- patches. Some patches are not so good, so those instruments sound worse.
-
- The GUS is definitively not complete at this moment. The software is flaky
- and is still being improved. Currently the GUS comes with DOS and Windows
- drivers, Studio 8 (a 8 bit waveform editor), UltraFli (Multimedia
- application for .fli files) and PlayMidi (MIDI player and composer). The
- Windows mixer is *very* (i.e. too) simple. At the moment, not even all 192
- MIDI-patches are available.
-
- Since the GUS is mainly software controlled, it is very flexible. Gravis
- is still working on better software support for the GUS. Rumours say
- they're working on a MOD-player and MT-32/LAPC-1 emulation. With better
- software (and no doubt it will be released soon) the GUS is going to be a
- very good alternative for the FM-based cards.
-
- PERSONAL OPINION: The GUS seems to be a good soundcard. It offers high
- (sound) quality for a low price. Unfortunately it is not 100% SB
- compatible, but this may be solved by new software patches. Since the card
- is becoming quite popular, software developers will probably start to
- support it very soon. The GUS is, at this moment, my favourite.
-
- ** The Roland LAPC-1 and SCC-1
-
- The Roland LAPC-1 is a semi-professional soundcard based on the Roland MT-
- -32 module. In fact, the LAPC-1 is a MT-32 and MPU MIDI-interface on a PC-
- card. The LAPC-1 contains 128 LA (Linear Arithmetic) synthesized
- instruments. The LAPC-1 uses a combination of samples and waveform
- synthesis to build a patch (note): A patch consists of 4 "partials" that
- can be either a sample or a linear part. The total number of partials is
- limited to 32, up to 8 instruments can be played simultaneously and each
- channel can pl ay up to 16 voices at the same time. There is a 9th channel
- for percussion sounds (MIDI channel 10). Besides 128 instruments, the
- LAPC-1 has 30 pre-sampled drum- and percussionsounds and 33 sound-effects.
-
- The SCC-1 is the follow-up of the LAPC-1 and is compatible with the SC-55.
- Like the LAPC-1, it is a module (in this case a CM-300) and a MPU-MIDI
- interface on one card. The SCC-1 does not use waveform-synthesis, but is
- fully WS-based. It contains 317 PCM samples in ROM. A patch can consist of
- 24 partials, but most patches use only one partial. Like the LAPC-1 it can
- use 32 partials simultaneously, but it has 15 channels for instruments (+
- 1 for percussion). The sounds can be fully programmed, except for the
- samples.
-
- The LAPC-1 has two special effects: hall and echo; the SCC-1 has chorus as
- well. The Roland cards do not have a DAC/ADC, so it is not possible to
- record or play samples. They also don't have a CD-ROM interface. This
- means that the Roland cards do not conform to the MPC specifications.
-
- The sound quality of the LAPC-1 is good. High pitched instruments like
- piano or reeds do not sound as good as with the GUS. The quality of the
- sound-effects in general is quite good. The sound quality of the SCC-1 is
- outstanding. The PCM samples are of high quality. The SCC-1 is not fully
- compatible with the LAPC-1.
-
- The LAPC-1 comes with no software at all. The SCC-1 only has a program for
- enabling the MT-32 emulation mode.
-
- PERSONAL OPINION: The Roland cards are good cards for making music,
- especially since they contain a MPU-MIDI interface. However, the cards are
- quite expensive and offer less functionality than other cards. In
- combination with a cheap SB the Roland cards are very nice (just listen to
- Space Quest IV :^))! But I think the GUS comes close to this combo and it
- is far less expensive. It's a pity that the SCC-1 does not have RAM to
- store samples in.
-
- ** Other cards
-
- Here follows a list of other popular cards, with a short description of
- each card:
-
- * Covox/Disney Sound Source. Simple DAC plugged into your computers
- printer port.
-
- * Adlib Gold 1000. Adlib and SB compatible card with SCSI and General MIDI
- interface. Yahama OPL-3 FM chip. 20 channels, 1-voice polyphonic. Surround
- processor to improve sound quality. 12 bit sampling and playing up to 44.1
- KHz.
-
- Inputs: Mic and Line.
- Outputs: Line.
-
- * Adlib Gold 2000. Like the Adlib Gold 1000, but with 16 bit sampling.
-
- * Thunderboard. Predecessor of the PAS+/16. Adlib and SB compatible.
- Yamaha YMF3812 FM-chip. 11 channels, 1-voice polyphonic. 8 bit mono
- sampling up to 22 KHz. SB-compatible MIDI interface.
-
- Inputs: Mic.
- Outputs: Headphones.
-
- * ATI-Stereo F/X. Adlib and SB-compatible. Yamaha YM3812 FM-chips. 11
- channels, 1-voice polyphonic. 8 bit stereo sampling up to 44.1 KHz. SB-
- compatible MIDI-interface.
-
- Inputs: Mic, Line.
- Outputs: Line.
-
- * Turtle Beach MultiSound (TBM). GM/GS compatible. Proteus-1/XR soundchip.
- Motorola 56001 DSP. 384 pre-sampled 16-bit PCM instruments. 15 channels +
- Drums, 32 voices. Special effects: Hall, Chorus and Echo. 16 bit stereo
- sampling up to 44.1 KHz. Turtle Beach compatible MIDI interface.
-
- Inputs: Aux, Line.
- Outputs: Line.
-
- The specs of this card are impressive, but it costs about $1000 !!! (You
- can buy 8 GUSses for that money :-)).
-
- [from Stefan Hartmann]
-
- * AudioBahn 16 from Genoa Systems. Aria chip from Sierra semiconductor.
- Adlib and SB compatible with MPU-401 MIDI interface and Adaptec SCSI
- interface. 1 MB PCM samples in ROM. 32 voices simultaneously. 16 bit
- stereo sampling at 44.1 KHz. MPC compatible. GREAT SPECS, BUT WHAT ABOUT
- THE PRICE????
-
- **** OVERVIEW SPECIFICATIONS
-
- ===========================================================
- SBpro SB16 PAS16 GUS
-
- HARDWARE
- ISA slot (bits) 16 16 16 16
- Compatibility Adlib Adlib Adlib Adlib###
- SB SBpro SB SB###
-
- CONNECTIONS:
- Mic in mono? mono? mono? mono?
- Line in stereo stereo stereo stereo
- PC speaker in yes ? yes no
-
- Line out stereo stereo stereo stereo
- Amplified out 2x4 W 2x4 W 2x4 W 2x2 W
-
- Joystick yes yes yes yes
- MIDI UART UART & UART# UART#
- MPU
- CD-ROM SB SB SCSI SCSI#?
-
- SYNTHESIZER
- Type FM FM FM WS
- Chipset OPL-3 OPL-3 OPL-3 ?
-
- Voices* 1 1 1 32
- Channels 20 20 20 16
- Instruments 128 128 128 RAM
-
- Effects - by ASP - -
-
- Miscellaneous - ASP - -
-
- SAMPLING
- AD (bits) 8 16 16 8 (16#)
- DA (bits) 8 16 16 16
- Freq. stereo (Khz) 11-22 5-44 4-44 ?-44
- Freq. mono (Khz) 4-44 5-44 4-44 ?-44
-
- Compression ADPCM ADPCM ADPCM ?
- ___:1 2 3 4 2 3 4 2 ?
- Decompression ADPCM ADPCM ADPCM ?
- ___:1 2 3 4 2 3 4 2 3 4 ?
-
- SNR (dB) 90 80
- Dyn. range (dB) 90 96
- Harmonic dis. (%) 0.05 0.014
-
- MIXER**
- Master 16 32 63 ?
- Synthesizer 16 32 31 ?
- DAC 16 32 31 ?
- Mic 8 32 31 ?
- Line in 16 32 31 ?
- Tone*** (dB) - 12 12 -
-
- PRICE (est.) $200 $250 $200 $150
-
- ===========================================================
- LAPC-1 SCC-1 TBM
-
- HARDWARE
- ISA slot (bits) 8 8 16
- Compatibility MT-32 GM/GS GM/GS
- MPU MT-32###
- MPU
-
- CONNECTIONS:
- Mic in - - mono?
- Line in - - stereo
- PC speaker in - - ?
-
- Line out stereo stereo stereo
- Amplified out 2x? W 2x? W 2x? W
-
- Joystick - - yes
- MIDI MPU MPU TB#
- CD-ROM - - -
-
- SYNTHESIZER
- Type LA WS WS
- Chipset Roland Roland Proteus
-
- Voices* 32 24 32
- Channels 7+drum 15+drum 15+drum
- Instruments 128 317 384
-
- Effects Hall Hall Hall
- Echo Echo Echo
- Chorus Chorus
-
- Miscellaneous DSP
-
- SAMPLING
- ADC (bits) - - 16
- DAC (bits) 12##? 12## 16
- Freq. stereo (Khz) - - ?-44
- Freq. mono (Khz) - - ?-44
-
- Compression - - by DSP
- ___:1 - - by DSP
- Decompression - - by DSP
- ___:1 - - by DSP
-
- SNR (dB)
- Dyn. range (dB)
- Harmonic dis. (%)
-
- MIXER**
- Master - - ?
- Synthesizer - - ?
- DAC - - ?
- Mic - - ?
- Line in - - ?
- Tone*** (dB) - - ?
-
- PRICE (est.) $495 $495 $499
-
- REMARKS
- * Number of voices per channel.
- ** Volume control in steps.
- *** Bass and treble.
-
- # Optional.
- ## Only for playing on-board samples.
- ### By emulation.
-
- - Not present.
- ? I am not sure :-). PLEASE FILL IN!
-
- **** CONCLUSION
-
- Many manufacturers are now rapidly releasing new soundcards. Game
- companies are already working on support of a new generation of sound
- cards, that will offer significantly better quality over the present
- cards. The GUS is an example of a card with great potential. It's not the
- Ultimate Sound Card, but it is probably the first of a whole series of
- high quality cards.
-
- Secondly I think the FM-based cards are rapidly going to be replaced by
- WS-based cards, since WS gives much better sound quality than FM.
-
- Watch which cards the software companies are going to support. If you want
- to buy a card now, go for a cheap sound card. Maybe you can get an old SB
- for just a few bucks. If you want a card with better sound quality, the
- GUS is a good choice.
-
- **** NOTE
-
- The information in this article may not be entirely correct or up-to-date!
- Some info is from my own experience, other is from different sources. If
- anyone finds any mistake, please let me know. If you want to contribute to
- this article, please send your info. I'll put it in a next release (if
- it's interesting enough and if you want me to ;-))!
-
- ** Thanx to:
-
- Josha Munnik (for lending me his lended GUS :-)), Bjorn Haavard Kleven,
- Phat Tran and Stefan Hartmann (for their useful tips and info on the
- newsnet), Timo Veijola (for his info about the Roland cards), Teemu
- Mottonen (for his info about MIDI) and a lot of other csips-readers.
-
- This review is Copyright (C) 1993 by Jerry van Waardenberg. All rights
- reserved.
-
- ED. - Because we are dedicating so much of this issue to gaming hardware
- and peripherals, we felt it would be useful to reprint this review
- completed several months ago for the Thrustmaster products.
-
- --------------------------------------------------------------------------
-
- Weapons Control System by Thrustmaster
- Reviewed by David Masten
-
- The Thrustmaster (no jokes please!) WCS is a replica of the multi-purpose
- throttle controls found on advanced fighters. When combined with a
- joystick, it mimics the HOTAS (Hands On Throttle And Stick) of jets such
- as the F15 and F16. So it is clearly a specialty item, only those who
- are addicted to flight sims need consider spending the $100 ($80
- discount) for this device.
-
- Befitting the HOTAS concept, the WCS is not just a throttle control.
- Depending on the game, the 6 buttons and one 3-position rocker switch
- control functions such as flare/chaff release, target select, speed
- brakes, etc. The above are supported on most flight sims, usually with
- the same buttons. So if you have a number of sims and are tired of
- memorizing the different keystrokes, the WCS may be for you.
-
- The WCS works as a keyboard substitute with a built in PROM and dip-
- switches which control the button-keyboard mapping. It plugs into the
- keyboard input of your computer, with the keyboard plugging into the WCS.
- Virtually all current sims are supported. Included are Falcon 3.0, SWotL
- (and its forerunners), F117A/F19/F15II, Chuck Yeager's Air Combat, the
- Jetfighters, MS FS4, plus other sims such as Gunship2000, LHX, Wing
- Commander and a few others. Yes, now you finally don't have to search
- for that missile release key when a Kilrathi is breathing down your neck!
- Curiously, nothing is said about Knights of the Sky. True, those WWI
- planes didn't have many controls, but Red Baron is supported. You can
- probably find a setting that at least gives you throttle control if KOTS
- uses a typical setup. I found a setting for throttle and chaff/flares
- for F16 Combat Pilot, a game not officially supported. Updated proms
- reportedly are available twice a year (cost?).
-
- As to how well it works, the throttle is better than the CH Flightstick's
- throttle wheel I used previously. I would prefer slightly greater
- resistance, as you might find your hand moving it slightly when hitting
- another button. End result may be that the button depress will be
- missed. Having the flare/chaff and target/weapons selects available
- right at hand does indeed help when in a furball. I've noted that it is
- much easier to close on an adversary without overshooting as the throttle
- and speed brakes are right there. Landing ease is also improved. I
- tried going back to keyboard control of Falcon 3, yuck! I suspect it
- will markedly improve your combat performance.
-
- Is it worth it? It cost about as much as two new games which may provide
- more entertainment. But if you're a sim nut, it will enhance many games.
- I'm happy with it. Comparing peripherals, I'd say first priority is a
- good joystick (like the CH Flightstick, or maybe the FCS), then a
- Soundblaster. Only then consider the WCS. But be honest, how many of
- you really did buy that $2000 computer for games? If that's the case,
- what's an extra $80?
-
- This review is Copyright (C) 1993 by Dave Masten. All rights reserved.
-
- VIRTUAL PILOT by CH Products
- Reviewed by Ross Erickson
-
- Since 1988, a CH Products Flightstick has been sitting proudly on my
- desktop next to my PC, chugging away at virtually everything I've thrown
- at it. Mind you, it's not the greatest for arcade-type games, but it
- can't be beat for flight sims. Or so I thought.
-
- Recently, CH Products brought out a new, exciting peripheral called the
- Virtual Pilot (VP), focused specifically for flight sim usage. We should
- be specific - it's not going to make any Falcon 3.0 or F-15 III pilots
- really excited. It is mainly focused on the commercial flight sims like
- SubLOGIC's ATP or the omnipresent Flight Simulator 4.0 from Microsoft.
- And to that end, the Flightstick is still 'safe'. It won't be replaced
- by the VP (though Thrustmaster is making a strong case for doing so with
- some it their products!) as long as sidewinders and AMRAAMs are concerned.
-
-
- The VP is a genuine, grade-A yolk for flying flight sims that approaches
- the true hands-on feel of flying a Cessna aircraft. Some local pilots
- nearby have said that for the price point, you simply can't get any closer
- to the real feel of controlling a small aircraft.
-
- The feel of the VP is great. The unit has a pair of clamps that allows
- the unit to be firmly attached to a desk. Make sure, however, that your
- desk surface (top to bottom) isn't more than an inch thick or so, or it
- won't have room to clamp. This is my first criticism. Though perhaps
- more awkward, CH could have made the unit to have at least 3 inches
- clearance to attach to more types of work surfaces. I had no problem
- attaching to my desk with a roll-out keyboard surface. The material is
- very rugged in nature and instantly gives a good impression of quality
- construction. The yolk itself (looks like a miniature steering wheel
- found on a drag racer...more on driving later!) is mounted onto a smooth
- flowing post that is automatically centered. Pushing in approximates
- moving the joystick forward and the opposite is, of course, true. For a
- bank left or right, it's a simple turn of the wheel. Buttons A and B are
- mounted on the left and right top corners of the wheel, respectively.
- What is exceptionally attractive to ATP and FS4.0 pilots is there are
- separate controls for aileron and elevator trim controls, and also a
- separate T-shaped throttle control. The throttle has very smooth travel
- and will give the pilot a lot of fine-tuned control.
-
- To get the most out of the unit, the VP should be plugged into a joystick
- port that has support for dual joystick control through a single port. In
- this way can the throttle and the other controls be managed properly with
- the controls on the unit. No other special software is required. The
- Gamecard III card from CH Products or the joystick card from Thrustmaster
- are ideal choices for use with the VP.
-
- What I also found exciting with the VP was its application with driving
- sims like World Circuit. The difference in control between driving with
- a standard joy'stick' vs. the VP was remarkable. It was MUCH easier to
- approximate the real feel of steering a car with a steering yolk like the
- VP than a joystick. No contest. Any driving simulation should
- immediately benefit from this type of control. Even the old classic
- stand-by, Indy 500, was greatly improved by using this type of controller.
-
- My only other problem with the unit was simply the size it takes on the
- desk. I have limited desk space as it is, and with the VP on the keyboard
- shelf, I had to do some major 'furniture moving' to make my keyboard,
- mouse, and monitor still useful. Give yourself some real estate if you
- plan on picking one of these up.
-
- Which brings me to my final point - should you get it? If you are an avid
- FS4.0 or ATP pilot, then the answer is an enthusastic and unrestrained
- 'YES'. If you are a casual commercial 'virtual pilot' and also hit the
- driving circuit now and then, the answer is still a resounding 'YES'. If
- you are primarily a combat pilot, and only dabble with FS4.0 now and then,
- I would probably direct you to a good joystick like the Flightstick or the
- Thrustmaster Flight Control System. For what it's focused for, the VP is
- an excellent peripheral any 'electronic pilot' shouldn't be without.
-
- This review is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- ALONE IN THE DARK by Infogrames
- Previewed by Kish Shen
-
- First off, I should say that I am reviewing the UK version of the game.
- This may be somewhat different from other versions, especially the version
- that will eventually appear in the US.
-
- Summary
-
- Alone in the Dark (Alone) is a graphic adventure/action game, with a
- horror theme. You are trapped in this haunted house full of danger and
- monster, and you need to survive and find your way out by solving the
- mystery of the house. A novel feature of the game is that it takes place
- in a "real-time 3D" environment (as described in the documentation). I
- highly recommend this game, but with some reservations concerning the
- stability and length of the game.
-
- The Game
-
- In terms of game play Alone most resembles Another World (Out of this
- World), and to a lesser extent, Prince of Persia. However, there is a
- much greater element of adventuring in this game, in that in many cases,
- you have to find the right item and use it in the right way to solve a
- particular problem.
-
- A major difference in presentation is that unlike the other two games,
- which basically takes place in a flat 2D environment, Alone takes place in
- a "3D" environment, i.e. you can move freely around rooms depicted in
- perspective. The background itself is static, and it is your character
- that moves around. As your character moves, it is also depicted in
- perspective projection (so he/she gets smaller when further from the
- "viewpoint"). The background may change as you move into certain
- positions. Usually there are several views of a particular location
- (room). Some of these views are seen from quite unusual angles, and
- really gives a very interesting cinematic feel to the whole game.
-
- The backgrounds are generally quite nicely done. Your character, along
- with other creatures, and some of the objects (generally those which you
- can move in some way), are done using polygons, so the detail is less than
- the background, but the effect is still quite effective. Personally I
- liked the graphics a lot more than in Another World. The animation is not
- as fluid as Prince of Persia, but a nice touch is that your character
- still have body movements while standing still (when you are not moving).
- This is more realistic than standing perfectly still as in Prince of
- Persia or Another World! The change to 3D also makes the game more
- interesting, in my opinion.
-
- The game uses sound very effectively. Both the sound effect and the music
- are very well done (on a Soundblaster). There are a variety of digitised
- (?) sound effects, most of them very good. For example. your character's
- footsteps sound different when you are stepping on stone or wood. There
- are also many different sounds made by the monster and moving various
- things around. The music really adds to the atmosphere, although it
- repeats quite often, I was never really annoyed by it. It also helps to
- give warning of danger, though it often also play this tune suddenly when
- nothing is happening, which, especially at the beginning, was quite
- unnerving (I think that was the desired effect).
-
- There are many ways you can get killed or hurt, many of them with quite
- interesting animations. This also adds to the horror effect, along with
- the sound, music and graphics. The atmosphere of the game is very well
- done, though personally I don't particular like horror, I was nevertheless
- drawn into the game. Personally, I think the relative crudeness of the 3D
- objects is an advantage, as you don't get to see all the horrific details
- being lovingly depicted. I guess this would be a disadvantage for others
- who like this sort of thing, though.
-
- You can choose to play this game as a male or female character. However,
- you do not get to choose how your character look like. As far as I can
- tell, the game play is the same for both characters, though I have not
- tried out the female character extensively. Curiously, the static pictures
- displayed by the game during the opening (or "attract") sequence shows a
- male character that is different from the one that you can use.
-
- You can save and restore game at any time, and you can save more than one
- game. I had about 5 saved games, but I think you can have more. The save
- game mechanism is quite nice, as it allows you to give a title to the
- saved game, and it shows a mini-picture of the action when you saved the
- game.
-
- Finally, the game has quite a nice introduction sequence, which shows your
- arrival at the house. This is done using the same engine as the one that
- you play with. There is also an end sequence, which I think is somewhat
- less impressive.
-
- Problems
-
- The game is not without problems, however. It crashed twice when I was
- playing it. In one case, when I rebooted the computer, I discovered that
- my computer's setup in CMOS was changed. If this is caused by the
- program, then it is indeed a very serious problem. I contacted
- Infogrames, and they don't seem to know about the problem. The problem was
- caused by an unusual set of circumstances (reading a particular book in
- the library in the dark). The crashes were relatively rare, but it seems
- to be potentially dangerous, as the setup information contains rather
- vital information, such as detailed information about your hard disc type.
- I was able to recover without lost from the crash, but only because the
- documentation for my computer came with details about my hard disc. A more
- naive user also would probably not know what to do when the computer
- simply fails to boot up, so this problem can be very serious.
-
- Other than these crashes, the game appeared to be quite stable, but there
- were some relatively minor problems that may affect game play: the most
- serious of these is that I found it quite hard to make the character run.
- Walking is done by holding down the up and down arrow keys, and running is
- done by releasing and then holding down the arrow key while walking.
- Unfortunately the program seems very sensitive to the duration of how long
- the key was released, thus making it very difficult to get the character
- running.
-
- When the player's character moves around the background, parts of the
- character or background are clipped as he/she moves in front of or behind
- objects. This works most of the time, but not all the time, giving some
- strange clippings such as parts of the body disappearing behind a wall
- that the character is supposed to be in front of. Another problem is that
- the background is static, which is fine most of the time, except for when
- the background is supposed to be moving, e.g. a body of water. In such
- cases, the picture contains "ripples" to indicate that the water is
- moving, but as this is static and not animated. As your character can move
- all around this, it seems very strange to have completely still water that
- should be moving. Also, the interaction between 3D objects and the
- background is also not perfect: e.g. when stones drop into water, you hear
- the splash, but don't see the splash, and when the player puts down an
- object on the floor, you see the player bend down with empty hands, and
- then the object suddenly appears on the floor. These are, however,
- relatively minor distractions, though they do tend to affect the
- atmosphere.
-
- Another slight problem is the way the writings are displayed. When a book
- or other written material is read, the contents are graphically displayed,
- with the pages depicted as quite creased. This is very nice, and adds to
- the atmosphere (though it seems strange that some of these written
- materials, which are supposed to be written quite recently, should be in
- this state), but the writing itself are displayed as if there are no
- crease on the page, so the effect is that the writing seems to be floating
- on some flat surface just above the paper, which is somewhat strange.
-
- Another problem with the game is that it is not very long. I managed to
- finish it (though I did have a solution posted to the net) quite quickly.
- There are not many locations. I estimate that it is about the same in
- terms of playing length (assuming you know all the solutions) as Space
- Quest IV. It would be nice if the game was longer than this.
-
- Requirements, etc.
-
- The documentation states that you can run the game on a 16MHz AT-clone. I
- cannot test this as my machine is a 33MHz 486DX. However, I didn't notice
- any difference in speed when my computer is ran at 8MHz. You can change
- the detail level to get faster game speed, but I have not noticed much
- differences between the two different detail levels except for the way
- objects are shaded (certainly it does not seem to make any difference to
- your character). I have not ran the game much at the low detail level,
- though.
-
- The documents states that a hard disc and VGA (MCGA) are needed, and that
- the program takes up 5Mb of space. In practice, I found that you needed
- slightly over 5Mb of space, but I had a few saved games.
-
- The player character is controlled entirely from the keyboard. Mouse and
- joystick are not used. The control is quite simple, and I rapidly got used
- to it (except for the running problem).
-
- The game is copy protected by a document look-up. A special small but
- thick (255 pages) book which contains pictures of objects is used: each
- time the game is started, the user is asked to give the objects from a
- particular page. The objects are selected by cycling through a list of
- objects. As there are many objects to select from, this can get a bit
- tiring if you have to cycle through many objects to get to the one you
- want. You are given 3 chances, after which you are returned to DOS.
-
- The version of the game I have is the UK version. The packaging could be
- made better, I think. My discs arrived with the labels partially stuck to
- each other, and I had to physically separate them. You also start the game
- with the command "tatou", which is rather meaningless in English, and I
- had to look in the manual to find out how to start the game. The manual
- itself is reasonable for the game mechanism, but does little to add to the
- atmosphere.
-
- So the bottom line is: this is a great game. I would recommend it without
- reservations if it was not for the crash I suffered. Even with the crash,
- I still highly recommend the game. It is a bit short, but for the price I
- paid (less than 25 pounds through mail order), I thought it was well worth
- it. I do hope they fix the problem with the crash, though.
-
- This preview is Copyright (C) 1993 by Kish Shen. All rights reserved.
-
- CAESAR by Impressions
- Previewed by David Pipes
-
- Impressions' new game "Caesar" has hit the streets. Hopefully this
- preview will provide some general information of interest, to tide you
- over until the review gnomes at the highly-secretive GameBytes Labs can
- fully dissect this newest offering.
-
- In Caesar, the player has just been assigned to a province of the Roman
- Empire in the Augustinian period (around 13 BC). The job? Design and
- protect the new provincial capital, while encouraging trade and building a
- stable economy tied to the rest of the province and the Empire itself.
- The game operates at several different levels.
-
- The province level is where decisions are made about army patrols (to
- fight off barbarians, either with a simple included combat resolution
- system, or as a scenario designer for Cohort II), roads and hiways to
- other towns and the like. Each province is large and is represented by
- some incipient cities, with different surface terrain for each playing.
- As an idea of size, the province of Narbonnensis covers Southwestern
- Britain, centered of course on Bath.
-
- At the city level, houses can be built, bathhouses constructed and the
- important submenus can be accessed. These allow the building of
- infrastucture areas (roads, wells, fountains, water pipes and more) and of
- general construction items (schools, manufacturing areas, markets, walls,
- etc.). The city is centered on various fora, and the need for many
- bathhouses, temples and the like quickly produces neighborhoods. A useful
- overview map provides information on water distribution, land values,
- administrative coverage and more.
-
- The economy is fairly complicated, and requires some tweaking through the
- balance of population and available structures. This is a definite
- challenge, and the inertia of the simulation is easily felt. In addition,
- the buildings change, even take over more land as time passes. Citizens
- walk the streets, riots break the peace, barbarians assault and are
- repulsed by the guards. Roads crumble, buildings collapse, overtaxed
- water systems dry up - all of this and more is found in quantity.
-
- Finally, once the player has a stable city and province, with the respect
- of his citizens and even the Empire, a fat purse in his pocket and legions
- at his back - after all this, he is promoted, and handed another province
- to handle. One that is more of a problem. With less money to start with.
- And so the game proceeds, until the player becomes Emperor himself.
-
- As noted above, GameBytes technicians are currently working day and night
- to bring you the full review fresh from the Reviewtron (tm). Until then,
- Ave!
-
- This preview is Copyright (C) 1993 by David Pipes. All rights reserved.
-
- DOOM by ID Software
- Previewed by Ross Erickson
-
- There's hardly a gamer in the world today that hasn't played the mega-hit
- Wolfenstein 3D or the commercial equivalent, Spear of Destiny. It set new
- standards for arcade action games and, in fact, just recently won Game
- Bytes' Action Game of the Year for 1992. The game is so enthralling that
- many players report motion sickness when sailing through the corridors of
- the castle in search of the elevator exits.
-
- Many players immediately asked ID what do they plan for an encore. The
- expectations are set VERY high after such a huge hit as Wolf 3D and we're
- pleased to report that ID has VERY high standards. The author of the
- engine of Wolf 3D, John Carmack has said that he was 'embarrassed by Wolf
- 3D and didn't even want to release a game like this'. He immediately went
- to work on refining the engine tremendously and making a new game that
- would provide as much visual impact on veteran Wolf 3D players as
- Wolf/Spear did on the uninitiated.
-
- After several hours now with a pre-Alpha, I'm quite confident in saying
- that the wizards of ID are definitely on the right track. Doom will be
- another mega-hit for this incredible bunch of talented designers. The
- game is in the same genre as Wolf/Spear (ie. action/arcade), but uses a
- highly refined engine to really draw the player into the fray. As an of
- -duty soldier in a scientific research facility, you (and up to 3 other
- players) must take on creatures from another dimension that have invaded
- the facility. Lock and load! What is new and exciting about Doom is not
- only have the graphics been highly improved; not only has modem and
- network play been added for multi-player support; not only will the game
- support virtually all the sound cards under the sun, but this game has a
- visceral appeal unlike any other I've seen in recent months, including all
- those at CES.
-
- The game has a similar first-person perspective like Wolf, but utilizes a
- new viewing window that takes the entire screen if you choose. Another
- enhancement is a viewing port that includes status items and an automap
- function that updates your position as you travel. The screens are
- further enhanced by the addition of texture mapped ceilings and floors
- along with the ability to fine tune the quality of the texture map to
- adjust to the speed of your machine. For a final coup d'grace, ID has
- also stated they plan to support Hi-color DAC-based boards for 32K color
- support. I don't have such a board yet and can't comment on it, but the
- effect should be stunning.
-
- The pre-alpha has 4 of the many levels partially complete and I was
- immediately stunned at their breadth and depth. The ceilings are no
- longer simply 8 feet tall. There are staircases, cathedral-like rooms,
- and much more confining quarters. The game also doesn't take place at
- right angles. There is a real sensation, in fact, that there are rooms
- that are rounded in nature. The animation is also extremely well-done
- (so far). One particularly nice effect is the view of the shotgun blast;
- the shot goes off and the (your) hand comes up and cocks the next shell
- into the chamber ready for another blast. The pre-alpha doesn't have the
- "violence factor" built in yet, nor are the present aliens very
- intelligent. In fact, they aren't even really there. I can run right
- through them.
-
- The environment of Doom is also a major change from the Wolf/Spear games.
- Walls can be of any thickness and of any lucency. They can be damaged (to
- mark paths), animate, and change shape. They can also be used to provide
- messages to the gamer as he travels throughout the mazes. I was
- particularly impressed with the use of light-shading and diminishing in
- the game. At one point, you can travel through a completely darkened room
- into a tunnel and finally into the light again. The game gradually showed
- clearer and clearer features of the room as the lighted room at the end
- of the tunnel was reached. What is also very cool is the blasts from your
- various weapons will also light up the room for a split-second to see if
- any dangers lurk nearby.
-
- Communications has been added to Doom as well. For modem or serial-link
- support, two players can enter the game, cooperatively or competitively.
- If you are on a network, then up to four players can join in. ID has also
- stated that they are opening up the game itself and will actively supply
- support to 'entrepreneurs' who wish to write editors, communication
- drivers, mappers, etc.
-
- On my 386/20, the game ran suprisingly fast on full detail with a full
- screen window. Scaling down to a smaller window still gave me 19 frames
- per second. If you have a 386/33 or above, you will likely not remember
- that you're NOT watching T.V. The animation is that good.
-
- There are a lot of things still not in the game yet; all the weapons
- (concussion explosives, grenades, etc.), music and sound, "disgusting
- displays of gibletty horror and mayhem..." (Jay Wilbur's words, not
- mine!), intelligent aliens, and finished levels.
-
- Doom will be released in the third quarter of this year for DOS machines,
- with plans to support Windows, Windows NT, and even the orphan NeXT
- machine. This will truly be a landmark game for 1993.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- BETRAYAL AT KRONDOR by Dynamix
- Previewed by Ross Erickson
-
- Dynamix has long been known for their technological breaththroughs in
- their flight simulations and have put out a few of the industry's top
- adventures too. They have just released probably the best football
- simulation to date and puzzle fans everywhere delight in The Incredible
- Machine. So. What do you do when you're ready for new challenges? Sure!
- Take on the likes of the Ultima's and Wizardry's of the world and do a
- ground-breaking RPG! Why not?! Raymond E. Feist's Riftwar Saga is the
- background for this foray into new territory for Dynamix. While Betrayal
- at Krondor (BAK) may not follow any one novel or story, it does put the
- player in the setting of the Riftwar universe. And it is unlike anything
- any RPG'er has seen before.
-
- The beta has arrived only days before this issue went final so we haven't
- had much time to get into detail with the game yet, but after a few hours
- of play with it, Dynamix is headed into some exciting directions. The
- game is set in the fantasy world of Midkemia and sports an environment
- filled with a variety of races. What is truly unique about BAK is the
- perspective when travelling from place to place. Done from the first
- person, you get a real sensation of movement through a world that appears
- to be made up of typical polygons that one would expect to see in Chuck
- Yeager's Air Combat, but is texture-mapped and spotted with trees, bushes,
- etc., that you get the feel that you are truly travelling down a road,
- much like a plane would fly over terrain. On my 386/20, the "frame rate"
- (do I dare bring up FRAME RATE in an RPG!!??) was a bit choppy with full
- detail on. There are some nice features in BAK. When a player reaches a
- road, you can toggle the "follow the road" icon on, and any forward motion
- (mouse or keyboard) will cause the character and/or party to follow the
- road, wherever it may lead. The scaling of the objects as you move closer
- or farther away from them is done very effectively. The mouse interface is
- used with great skill here. The left button examines objects and the
- right button identifies them.
-
- The game starts with a 'chapter'-like interface that puts the player as
- young Owyn joining a party on their quests throughout Midkemia. There is
- a nice fluid flow of interaction when the party meets up with characters
- who have information or who otherwise don't want to fight. The portraits
- of said NPC's pop up and a dialog is exchanged. As topics of interest are
- exchanged, buttons are added to the menu to ask more detailed questions.
- Combat is also well-done in BAK. When combatants appear on screen, the
- combat will begin automatically, and the screen shifts to a 3rd person
- perspective. The player will then have to control to move characters to
- position them for tactical advantage to fight or use magic. The mouse is
- used to perfection here. You utilize your resources by controlling
- different colored rectangles at the base of the characters, allowing them
- to strike, parry, retreat, or cast a spell. Once the combat is completed,
- the characters will be given the option to rest or camp and recover from
- wounds. The magic system in BAK is a bit hard to explain. You click on
- an icon on the main screen and another menu is presented with a selection
- of geometrical patterns that represent a certain spell. You are also
- given the flexibility for certain spells to control how much energy is
- expended using the spell and what the effects on the spellcaster would be.
- The visual results of the spells on the combatants is quite stunning. A
- 'turn to stone' spell shows exactly that. No 'disappearing character'
- here. The spell results are obvious.
-
- In conclusion, while BAK will likely require a new perspective in RPGs,
- its presentation is so unique that it is likely to attract many new gamers
- to the genre that previously wouldn't touch an Ultima or a Wizardry. It's
- nice to see from fresh air in this category of games that in recent years
- has become dominated by the "kill the ultimate bad guy" type of plot. BAK
- is an interesting blend of many technologies coming together in a whole
- that appears greater than the sum of its parts.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- LEMMINGS 2: THE TRIBES by Psygnosis
- Previewed by Ross Erickson
-
- Yes, the little green-haired creatures are back. It was inevitable,
- wasn't it? I mean, after the runaway success of the original, you just
- HAD to know there was going to be a Lemmings II (L2).
-
- The game premise hasn't really changed that much at all. Get the little
- guys from point A (opening overhead trap door) to point B (Lemmings
- Heaven) through a variety of ever increasingly difficult environments.
- The method? Use the little critter skills in logical patterns to ensure
- safety over the dangerous landscape. What's new and exciting about L2 is
- the vastly increased number of 'personalities' and traits that the
- Lemmings will be able to use. The game has the Lemmings into 12 very
- different tribes, each with their own unique abilities. For example, the
- Polar Lemmings will be able to ski past certain obstacles, the Circus
- Lemmings can float across the screen when they inflate their balloons,
- and the Beach Lemmings can surf past obstacles on their way home.
-
- The game looks like a riot and should provide many many hours of puzzle-
- solving fun. Sound support is full and rich, and the graphics sport a
- very clear, cartoon look to them. What is particularly fun is watching
- each of the different tribes do their own version of 'Armageddon' when you
- decide you've botched it for good. Great fun. Watch for Lemmings II in a
- month or less.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- RISKY WOODS by Electronic Arts
- Previewed by Gavin Scarman
-
- Requirements: 16+MHz 286 (at bare minimum,IMHO)
- VGA, 512k RAM, 1.3MB disk space.
- Supports: Soundblaster, Adlib, MT32/LAPC1.
-
- Risky Woods is a pure arcade game, and you would not be surprised to see
- it on a coin-op machine. This is not surprising when you look at the
- publisher, Dinamic Software. Dinamic have been around since 1984 and are
- based in Spain. In that time they have produced 57 programs for both home
- computers and coin-op machines. Risky Woods is distributed by Electronic
- Arts.
-
- The game itself is pretty straightforward with run and shoot type action,
- but what makes it nice to play is the excellent graphics and musical
- score. The basic storyline is you are trying to rescue some old monks
- trapped in stone. The monks' captors obviously aren't happy about this and
- tend to want to kill you.
-
- Game controls are the keyboard, which is configurable, or joystick, with
- either giving good response. There are a variety of weapons, but you start
- with an endless supply of knives, which is just as well since there are an
- endless supply of baddies to kill. When you kill a monster he will often
- drop his "milk money" on the ground which you can collect. This money can
- be used to buy more powerful weapons or replenish your lost energy at the
- "Olde Shoppe" at the end of a level.
-
- There are many other objects to collect along the way, with a number of
- treasure chests holding many goodies, such as magic potions and powerful
- but short term weapons. There are also a number of objects trying to
- collect you, such as pits and falling rocks.
-
- To stop you just standing there and destroying the monsters till the cows
- come home, there is a clock. If you don't reach the end of a level before
- the clock runs out then the game ends. Reaching the end of a level is also
- important so that you can spend all that money you've collected. There are
- axes, fireballs, maces, and boomerangs, as well as healing energy for
- sale.
-
- To quote the box there are 12 levels, 8 landscapes, and 150 screens. There
- are also 11 musical scores, 20 types of monsters and 5 different weapons.
- This game should please almost everyone who likes an action game, with
- enough variety and challenge for even the more skilled arcade game player.
-
- I only had a few gripes with Risky Woods, and the main one is the
- inability to start from where you last died, although it is possible to
- achieve this by finding an object sometimes placed in the game. However I
- have found a patch that allows you to start from any level and this has
- improved my enjoyment of the game a lot. The other problem is the copy
- protection, which is of the answer a question from the manual type. The
- thing is you have to answer two questions which is a real pain when you
- just want a quick game. And (to stop you photocopying it?) the manual text
- is printed over the top of pictures of trees making it very hard to read.
- Neither of these problems should stop you buying the game though.
-
- Summary: I'd score it a 8 out of 10, worth buying if you like games like
- Gods, Xenon2 and the like. And to give you an idea of my taste in games,
- my favourites are Ultima Underworld, Wolf3D, Sorcerian, Red Baron, and
- Sierra adventure games.
-
- Review Machines: 386DX-40, Trident VGA, Star Cursor Joystick.
- 486DX-25, Paradise VGA, Keyboard. (also tested on 286-10
- but totally unplayable on this speed machine).
-
- This preview is copyright (c) 1993 by Gavin Scarman. All rights reserved.
-
- SHADOWRUN by Data East
- For the Super Nintendo
- Previewed by Ross Erickson
-
- Recently, the good folks at Data East were kind of enough to send me a
- PROM of their latest SNES game, Shadowrun. This is a new adventure/RPG
- game for the Super Nintendo that is based on a very popular FASA
- publication and pen and paper role-playing game of the same name.
-
- You play Jake Armitage in the futuristic world of 2050. You awake to find
- yourself in a body drawer in the city morgue. Except,..you aren't dead!
- You extract yourself from your immediate surroundings and head off into
- the world to find out why you were in the morgue in the first place.
- Officially, you don't exist anymore. You must survive in this world
- with what is determined to be very valuable data in your head that the
- ruthless members of this world want from you.
-
- There are six 'chapters' in Shadowrun, each with a new phase of your
- quest to survive and solve the mystery. You will have to find plenty
- of weapons and will rely and many new companions along the way. The
- graphics are presented from a 3rd person perspective and you 'walk' Jake
- around the environment. The buttons are used intelligently to open and
- shut doors, pick up and examine items, and even manipulate and use magic.
- The game is also battery backed-up so you can play for any length of time
- you like without worry that you have to finish or start over later.
-
- Data East is also planning a Shadowrun Sweepstakes with plenty of prizes
- for players, including posters, T-shirts, and flight jackets. The grand
- prize is 300 bills for video game shopping a plethora of Shadowrun items.
- Four questions will be asked about Shadowrun that will determine who is
- put into the final drawing.
-
- The sound of the game wasn't much to write home about. They are adequate,
- but I felt there was plenty of room for improvement in this area. There
- is a real opportunity to play a hardcore, driving theme music throughout
- the game. Sound effects were fair, but again, nothing tremendous. The
- real strength of Shadowrun will be the story.
-
- I was quite impressed with the game. I don't really consider myself an
- RPG'er, but Shadowrun made it so easy to play the game without worry
- a bunch about hit points and experience points, etc. It's the closest
- thing to a Sierra game on the console that I've seen. I believe there
- is a LOT of game here that I haven't explored. Like with any RPG or
- adventure game, replay value is about nil, but the adventure is still
- worth the price. The game should be shipping by April.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- STARFOX by Nintendo of America
- For the Super Nintendo
- 8 Megabits and Super FX Coprocessor
- Reviewed by Jer Horwitz
-
- Unusually enough, Nintendo didn't decide to hype this one as much as they
- normally do with big games. Despite a CES demo which left many observers
- of StarFox awed, the gaming press in general has shown remarkably few
- pictures and said very little about the first in the Super FX chip line
- of games. For those of you unfamiliar with the Super FX chip, it has been
- described as an innovative and inexpensive RISC processor which performs
- mathematical functions and boosts the system's clock speed substantially.
-
- A quick peek at the circuit board of StarFox reveals an interesting fact.
- There are no chips on the board of normal stock; simply black plastic
- globs and labels reading things like Mario Chip 1, RAM and ROM. Peer down
- into your SNES and you'll notice three potential holes for the cartridge
- to go into; then examine your normal cartridges and notice that they only
- use the large central part. StarFox uses all three parts, the outer two
- for input/output functions between the new co-processor and the Super NES
- CPU.
-
- But this is all inconsequential to the game itself. A cross between Sega's
- Afterburner and Atari's Stun Runner, StarFox places you in the role of Fox
- McCloud, pilot of an Arvin starship, and comrade of three other animals
- who just happen to fly starships (an Eagle, a Rabbit and a Toad for those
- who care). In a universe rendered generally with filled polygons, you and
- your wingmen set off to destroy Dr. Androv (a Chimpanzee) and his armada
- of deadly spaceships. You fly on the surfaces of planets, through asteroid
- belts and inside of enemy bases.
-
- You take one of two perspectives during the game: Behind your spacecraft
- (at various distances) or inside of it. During flight, you'll receive
- voice communications from your companions (in their native languages, of
- course), translated into something comprehensible at the bottom of your
- screen. It is your duty to protect them during the missions you fly, as it
- is their duty to protect you; you lose bonus points if their ship's
- shields are knocked down. Your weapons include normal laser blasters,
- smart bombs and several power-ups to change the nature of your lasers. You
- also have a quick thrust to get you quickly through a tight spot, usage of
- which is limited to one burst until the meter recharges in several
- seconds.
-
- The objective of each mission is to fly from point A to point B, dodging
- buildings, blowing up targets and destroying enemy offensive and defensive
- weapons inbetween. Point B is a large boss character complete with
- multiple targets to destroy and several weapons to unleash upon the
- quartet of creatures. Along the way, power-ups float around to recharge
- your shields, double your lasers and rebuild your damaged wings. The
- challenge level is above average.
-
- The Super FX chip is employed to calculate the 3-D movement of the polygon
- universe in real-time, without any flicker or slowdown problems. Enemies
- scale with polygon fluidity, as do towers, buildings and satellite dishes,
- your wingmen flying on your sides and laser blasts traveling in every
- direction. The movement of the objects is smooth and truly three
- dimensional, although they are, for the most part, undetailed and rendered
- with a low palette. Impressive signs of things to come are located in the
- asteroid belt, where an entire screen full of true variable distance
- scaling sprite asteroids fly towards you. Other neat effects are in a
- level where the polygons are generated while you watch, forming a
- crosshatched wall with holes to fly through among other traps. The power
- of this chip has yet to be truly realized, but these efforts are excellent
- enough to warrant a long look.
-
- The music and sound effects are among Nintendo's best efforts to date. The
- music in particular rivals any arcade game of the 3-D shooter genre, and
- sounds a lot like a futuristic Afterburner, which is, in effect, what the
- game actually is, albeit more targeting-oriented. Sound effects never get
- annoying, and in fact sound the best when they're loud. There are quite a
- few English language voices, as well as a few in the tongues of your
- animal friends, all of which add another dimension to the gaming
- experience.
-
- StarFox provides a cinematic experience whereby the player sees his/her
- ship prepare for takeoff, jet out onto the planet and then merge with the
- screen, all in real time. After sustaining critical damage, your view
- leaves the cockpit of your craft and watches from a distance as your ship
- explodes. Unlike bitmapped graphics, the polygons enable the camera to
- move through three dimensions without changing screens, providing the
- viewer with a real-time view of what's happening from the best
- perspective. (And, there's a game, too!) The fun of blowing apart enemies,
- squeezing through tight spaces and dodging asteroids has never been
- better. The later missions are incredibly intense, yet fair, something I
- admire in a game.
-
- There are six levels per mission (mission three actually has a total of
- seven levels; map scene shows 5 per), three missions of varying
- difficulty, and three men per game total. Continues are hard to earn. The
- levels are long enough and full enough not to leave the screen or player
- wanting for more. Will the game have long-lasting appeal? A very good
- question; my first answer would be "not as much as F-Zero; probably more
- than Pilotwings," but I'm not totally sure as of yet. I haven't finished
- it yet, but you can trust that I'll be trying throughout the night.
-
- This review is Copyright (C) 1993 by Jer Horwitz. All rights reserved.
-
- V FOR VICTORY: MARKET GARDEN by Three-Sixty Pacific and Atomic Games
- Previewed by Ross Erickson
-
- The V for Victory (V4V) series has garnered many fans in its still young
- stages. Utah Beach and Velikiye Luki have raised the bar considerably
- for computer wargame designers everywhere. Wargamers everywhere have been
- throughly impressed with the beautiful graphics to go along with very
- easy-to-use interface, both on the Macintosh and the PC platforms. V for
- Victory: Market Garden (V4V:MG) continues this newly established tradition
- of excellence. The scenarios in this continually evolving and improving
- series are increasingly more sophisticated than the previous. V4V:MG
- should continue this tradition with easy. Already out on the Mac, it
- should be arriving for PC gamers within a month or so.
-
- I won't go into the historial aspects of the battle or the decisions to
- engage the Nazi war machine. These historical facts and their subsequent
- copious analyses can be read at any library around the world with great
- detail. Suffice it to say that the game will, as accurately as possible,
- present the challenges the Allies faced with seizing such important
- territory and capturing and holding strategic bridges with such tenous
- command and control. Key to the game will be the use of the important
- bridges over the Rhine. Many bridges are featured in V4V:MG and their
- control and capture is key to the final result of the game. There is
- some random liklihood that certain bridges will be blown up before the
- Allies arrive the first time. There are other new features in the game
- such as multinational forces, different types of terrain that greatly
- affects the ability to move units quickly, and also the choice to change
- the use of paratroopers from what happened historically. Atomic Games are
- still determining if this version will support modem play, though if not
- in the initial version, a follow-on product will like do so.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- ASSAULT SUITS VALKEN by Masiya
- U.S. Release by Konami as CYBERNATOR
- for the Super NES / Super Famicom
- Reviewed by Jer Horwitz
-
- I never thought I'd see the day. When the Genesis was first released, I
- remember taking a risk on a completely unknown game by an unknown company
- - Target: Earth, by Dreamworks. The game made a great first impression by
- opening with a full two- or three- minute cinema display of a cosmic war
- between two armies; this was amazing in that there were no games with
- cinema displays on cartridge, nor were any of them as beautifully
- orchestrated. Target: Earth continued to impress me with amazing music
- (especially for the time) and great graphic effects, even though the first
- levels were set in space and somewhat dark. The best part was the gameplay
- -- ferociously intense and challenging.
-
- So when Electronic Gaming Monthly reviewed it and gave it a 6, 7, 6, 5, I
- felt personally slighted. The "Review Crew" attitude was summed up in Ed
- Semrad's comment, "This game would have received a much higher rating, but
- the difficulty is too high for any normal human." Steve Harris said that
- "the attackers fill the screen and eventually become too much to fight
- off."
-
- The unique thing about Target: Earth was that the programmers attempted to
- make the game semi-realistic. You were given a robotic suit with an energy
- meter - one suit per game. If you were stupid, and spent the first level
- wading into a group of ten enemies, you were bound to lose all of your
- power when they shot you to death. This was no ordinary shooter. You
- needed a little strategy and several tries to complete any level. You were
- rewarded by getting better weapons based on your performance in the level.
- It added a great, complex Japanese movie-style plotline which actually
- meant something to the gameplay. Especially in an age when every new game
- is easy, the challenge was welcome, despite the perspective of EGM's
- reviewers, who viewed it as "just one of the 11 games to review that
- month". In other words, it was actually worth buying.
-
- A few months later, I would discover that the game had been written in
- Japan by Masiya, and that it was originally named Assault Suits Leynos. I
- figured that I'd never see a sequel, given the beating it took. Yet,
- Masiya decided, intelligently, that there was more that could be done with
- the concept.
-
- The result is Assault Suits Valken, being released stateside as
- Cybernator; this time, for the Super Famicom and Super NES. Since Konami
- is releasing it, perhaps it will get the attention it deserves.
-
- Masiya responded to the critics by changing several things. First, the
- game packs a much more obvious graphic punch throughout. Second, the
- levels are arranged in a manner that still presents a challenge but eases
- the player into the strategic aspect of the game more gently. Third, they
- changed the complex reward based power-up system into a more standard one
- which retains most of the good aspects of the old system. They also
- ignored the critics in several ways, making the game challenging and
- retaining the control mechanism of your Assault Suit. Valken also is more
- "Assault" oriented than the original game, sending you on missions to
- destroy the enemy instead of defending against his attacks.
-
- The game begins dramatically as your army stages an attack on the enemy's
- colony, breaching the colony's shields by crashing your main battleship
- straight through them. At that point, you and your Assault Suit are
- deployed, and you take command inside of the enemy's fortress. Your suit
- is equipped with a battery pack which loses power only from enemy attacks,
- a shield which can defend against most types of projectiles coming from
- either the left or right of you, a machine gun with unlimited bullets,
- reinforced metal hands that can punch through enemy armor, a jet pack for
- limited flight abilities, and rocket boots which can speed you up. Your
- main weapon, the machine gun, points in whatever direction you are moving
- unless you press a button to hold it in one place. This element of the
- control takes only a short while to get used to. The suit itself is
- extremely well animated and given sound effects which evoke the correct
- feeling of metallic dead weight moving.
-
- Later levels involve new play mechanics, some taking place in zero
- gravity, others in the process of entering the atmosphere of a planet
- (complete with fiery burn-ups). Masiya added one major new play mechanic,
- very short horizontal shooting parts of levels which intermingle with the
- normal mechanics.
-
- The levels are generally quite long, but can be moved through quickly if
- the player doesn't mind losing all of the power-up items that can be had.
- The background art is first class science fiction quality, with very
- appropriate music. A notable feature of these backgrounds is your ability
- to blow them to shreds with your rifle, leaving patches of ripped up steel
- wherever you walk.
-
- The weapons are all interesting, also. Your machine gun has unlimited
- bullets but takes a second to reload itself after emptying out a clip, so
- you need to be careful not to stumble into a trouble spot with three shots
- left. Your punches are roughly twice as powerful as your gun's shots, but
- are extremely short range. The laser weapon shoots until it runs out of
- energy, then takes a few seconds to recharge itself with accompanying
- visual effects. You also can find a limited stock of missiles, which can
- be powered up to home in on targets. Each weapon, in fact, can be powered
- up two extra times, and with the exception of the missiles, the
- improvement is always in the power of the weapon.
-
- Each level has new enemies, some ground based and some hovering in the
- air. The animation of everything is superb, and the only flicker (no
- slowdown) comes from the multiple explosions of a dying "boss" enemy. Best
- yet, the style of plotline has been retained from Target Earth, with a
- continuing rivalry between your hero and the enemy commander. Large
- sprites and great visual effects round the game out.
-
- The challenge is formidable - I highly doubt that anyone can beat the game
- in their first day of play like the majority of other titles out there.
- There are three credits given to you (with an impressive continue screen,
- no less) and you have to learn how to make them count. There are multiple
- ways to reach the target points of each area, some more hazardous than
- others, although the dangerous ones always give you extra power-up
- incentives to take the risk. Depending on your level of skill, expect this
- game to take one and a half times (if not two times) as long as the
- average action game to beat.
-
- I can't say the game has left me extremely satisfied - it hasn't left me,
- yet. I'm still playing it, trying to get further, and enjoying every
- minute of it. Masiya included everything I hoped for, and satisfied even
- the "critics" at EGM (the game received all 8's this time). This is among
- the most solid purchases a sci-fi game lover could ever made; you'll agree
- when it's still being played a month after you buy it.
-
- Thanks to Konami for letting the rest of the world play this excellent
- game.
-
- This review is Copyright (C) 1993 by Jer Horwitz. All rights reserved.
-
- WILSON PRO STAFF GOLF by Konami
- Previewed by Ross Erickson
-
- With the likes of Jack Nicklaus Signature Golf, Links 386 Pro,
- Leadbetter's Greens, et al, it would seem the last thing the gaming
- industry needs is another golf game. Yet, another one is what we're
- getting. Konami has just released Wilson Pro Staff Golf (WPSG) for PCs
- and is making its claim to fame to be the fast screen redraws the game
- has whilst moving from shot to shot. This golfer/editor isn't sure this
- is what makes a good campaign for strong sales, but when the competition
- has the graphical capabilities of Links, the design capabilities of
- Nicklaus, and the modem capabilities of Greens, there's not much left to
- tout.
-
- The demo arrived only a week or so prior to the real game, so observations
- are based on both. Unfortunately, we were ENTIRELY unsuccessful getting
- screen shots to capture for this game, so you're going to have to rely on
- the old 'back of the box' for some looks at what the game is about.
- Suffice it to say that you shouldn't be buying this game on account of
- the graphics anyway.
-
- The game installed and loads fine and will use XMS memory if found
- available in the machine. EMS memory can be utilized as well. Another
- nice feature of the game is the variety of side games that can be played
- (read: betting) while playing through the game. Everything from a normal
- 'skins game' to the world famous Bingo Bango Bongo (??) are available for
- the player.
-
- Once the first tee appears, one screen pretty much presents everything you
- need to do or utilize to get down the fairway. You have controls over
- club selection and also stance (for fades and draws), though no control is
- given over ball placement and swing trajectory. In WPSG, the ball is
- always struck on the sweet spot, it would seem. In similar fashion to
- Links, there is a clock/dial screen device that sets the power from
- anything to a 2 inch putt to a ripped drive. Once the power has been set,
- a new tool pops up that has a red dot cycling through the ball position in
- a figure 8 pattern. Your job, for straight hits, is to click on the point
- where the red dot is at the center of the ball. The ball is struck
- accordingly. Konami's claim that this has very fast screen redraw is most
- definitely true. Played on a fictional course with a hilly-to-mountainous
- background, the screens indeed paint themselves almost instantly.
-
- Once the ball is on the green, things really started to break down. In a
- word, the putting engine seems abysmal. There are two 'ranges' for
- maximum putting distance - 60 feet and 99 feet. Trying to hit a 5 inch
- putt based on a 60 foot scale is difficult. The same counter-clockwise
- dial approach is used, but the red dot just cycles horizontally across the
- center of the ball instead of in an up and down figure 8 pattern. Putting
- will take a LONG time to master, in my opinion.
-
- The game continues relentlessly in this vein with no variation at all.
- Thought more time needs to be spent with the game, the novelty of having
- screens redraw very quickly was soon forgotten by the 3rd hole. What
- remains is a very non-descript golf game with very difficult putting
- controls. This reviewer previewed this game and quickly got bored.
- While it was a valiant try at an already crowded market, WPSG probably
- won't get many golfers excited except those who are still on a 286 with a
- VGA monitor.
-
- This preview is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- A VIEW FROM THE EDGE
- By Ross Erickson, Editor
-
- I bet you never thought you would ever see this again, did you!? Game
- Bytes lives on! The past two months have been some of the most hectic,
- unpredictable times of my life and the gaming industry nor our readers
- will wait. The reasons for the delays are several fold and I don't think
- that it would be very useful to go into all the reasons, but suffice it
- to say that when your spouse's health is at issue, then all other
- priorities shift accordingly.
-
- One of the other major reasons Game Bytes got set back was our recent
- 'overhaul' of the graphics code within this reader. As some may have
- experienced first-hand, our previous iterations of code caused havoc on
- some high-res graphics cards when trying to display high-res (640x480)
- pictures of any color density. We determined where our problems were and
- completely rewrote this section of our code. This new code was tested
- recently a wide variety of graphic boards with great success. What our
- programmer discovered, however, that the integration of this test code
- back into the overall reader proved very daunting indeed. After some very
- serious struggles and delays, the new code (obviously) is in place and we
- are very confident in it. This is not to say that we think there will
- never be any further bugs, but we're confident we can make this magazine a
- very clean production.
-
- With all that said, let us move forward.
-
- This issue of Game Bytes focuses some more than usual attention on the
- gaming hardware peripherals that are available both to the PC gamer as
- well as the high-end 16-bit console systems. By no means does this level
- of coverage include all the products on the market, but we feel it is a
- good introduction. We will continue to publish more hardware-oriented
- reviews in future issues. Game Bytes issue #10 (no, you won't have to wait
- as long for #10!!) will focus on the question I get a great deal. "Is now
- a good time to buy a CD-ROM drive for my system?? It seems that there
- isn't anything good to run on it. What games are available and what else
- is good to run on it?" We're going to dispel the myth that "there isn't
- anything good to run on a CD-ROM drive" with gusto. There are some
- amazing CD products for PCs now, some emerging technologies for consoles,
- and the floodgates are just now opening. We'll be producing some coverage
- for some CD titles that aren't even purely entertainment related just to
- show the breadth of products available.
-
- 'Nuf said. Let's get on (back!) to the show. With some major hurdles
- behind us now, I feel safe to say that Game Bytes will be back on a roll
- and raising a LOT of eyebrows in the future. Please, dear readers, spread
- the good word around about Game Bytes. We want more and more readers.
- Our apologies again for these painful delays and thanks for being patient
- with us.
-
- Let the games begin!!! (again..)
-
- Ross Erickson, Editor/Publisher
- Game Bytes Magazine
-
- ============== GAME BYTES ================
-
- Editor and Publisher
- ~~~~~~~~~~~~~~~~~~~~
- Ross Erickson
-
- Assistant Editor
- ~~~~~~~~~~~~~~~~
- Glen E. Cox
-
- Programmer
- ~~~~~~~~~~
- Ed Rafalko
-
- Contributors
- ~~~~~~~~~~~~
- Jean-Yuan Chen James Ollinger
- Lisa Erickson Mac Su-Cheong
- John Metzner Nigel Tan
- Oleg Gasanov A. Salmela
- Dave Haertig Sir Launcelot Du Lake
- Rafael the Ravager Dave Taylor
- Warren Spector Ron Gilbert
- Lee Beng Hai Daniel Starr
- Jer Horwitz Kish Shen
- Robin G. Kim Hank Driskill
- David Pipes Michael Wang
- Michael Lounsbery Mark Hesidence
- Rob Fermier Jay Wilbur
- Dave Masten Chris Petit
- Phil Rice Mitch Aigner
- Ian Mercado Daniel G. Kennett
- David D'Antonio Brad Craig
- Ron Dippold Richard Hsia
- Jerry Luttrell Christopher Fleming
- Joshua E. Randall Scarman
- Eric Hsiao Martin Meier
- Gavin Scarman Chad Dawson
- Chris Franczyk Charles Daniel Carleton
- Jerry van Waardenberg Sen-Pin Lin
- Wyvern Chuck McMath
- Bill Foust Tom N.
- C.J. Appelo Sam Bauer
- Phat Tran
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Game Bytes is published monthly by Ross Erickson,
- 108 Castleton Drive
- Harvest, AL 35749
- ross@kaos.b11.ingr.com
-
- Contents are copyright 1992 by Game Bytes, unless otherwise indicated.
-
-
- THE WINTER CONSUMER ELECTRONICS SHOW - 1993
- By Ross Erickson
-
- To a gamer, the CES show in Las Vegas always seems like a great way to
- start off the new year. This year was no exception. Some have said that
- the computer game titles would eventually give way to the onslaught of the
- Nintendo and Sega cartridges and that this abandonment would be hasty. I
- can safely stand up and say that this 'retreat' simply won't happen in
- '93. More and more companies are adding cartridge titles to their plate
- of offerings, it is true, but with a very few exceptions, this is not at
- the expense of the computer titles. Many companies continue to resist the
- urge to chase the $$$ in cartridge market and produce increasingly
- fascinating and sophisticated computer games. No, '93 won't see the end
- of the computer game in any way, shape, or form. W.C.E.S. had many
- treats in store for the player who has just purchased his/her first 386
- or 486. Given some of the incredible things being done on the computer by
- many of today's popular developers and publishers, the 486 is the easy
- choice for new gamers when considering what platform to buy, especially
- considering the rampant price war with 486 technology. Yes, unfortunately
- it's time to upgrade again. This is not to say that all the new games on
- display at C.E.S. require a 486, but the trend is obvious. There are
- still many games that are still very playable on the 386sx/dx technology,
- but I sense a true movement up the power curve by nearly all vendors. To
- truly draw the player into the 'alternate reality', better graphics,
- orchestral sound and effects, and highly sophisticated A.I. routines will
- simply require more oomph - read 486/33 and up. Fortunately, the price
- war has made this available to many active gamers. Several relatively
- new technologies made their debut in consumer level products at C.E.S.
- Much to the dismay of the developer community, it seemed as though
- everyone and their brother was now in the soundcard business. There were
- a plethora of new cards introduced to the market, all with varying levels
- of sophistication. The venerable Soundblaster has been given an
- overhaul, the result being the Soundblaster Pro 16 ASP. Combining this
- with the 'Wave Blaster' add-on daughtercard provides about as high a
- quality sound system as one can expect for under $500.00 with street
- prices being even lower. The Maestro 16/VR provides the same digital and
- MIDI support as many other cards but also adds very functional and useful
- voice recognition capabilities. This can allow the flight sim. pilots to
- speak their commands to the controls rather than search frantically for
- the keyboard command. Nice stuff.
-
- CD-ROM technology, though still not making huge inroads into the PC game
- market, is starting to show promise with some interesting new titles that
- specifically are designed to tap into the capabilities of this huge
- storage medium. LucasArts, Virgin Games, Psygnosis, and others were
- showing early versions of their new games that are graphically a huge
- step up the sophistication ladder. SVGA (specifically 640x480x256) is
- starting to make its presence felt in the gaming market. Particularly,
- those games that don't require a large amount of animation are good
- candidates to use this higher resolution. Well, enough is enough. Let's
- get to the games! We'll do this company by company.
-
- Access Software
-
- Access wasn't showing or announcing any particularly new products at
- C.E.S., but were showcasing their flagship product Links 386 Pro with the
- new MAUNA KEA SVGA COURSE. If Linksters out there haven't picked up this
- latest creation, be sure to get it soon. It's the most detailed
- rendering of a golf course yet. Access was also showing their latest
- adventure, Amazon. This product may have an extended life due to Access'
- plan to produce AMAZON CHAPTER DISKS that keep this cliffhanger going on
- longer and longer. The MPC CD-ROM version of Links continues in
- development. It won't be based on Links 386 Pro technology, but rather
- the Links for Windows product from Microsoft. Aerial fly-bys of the holes
- being played, more sounds, and a host of other new features makes this a
- desireable product. Tex Murphy, the venerable hero of Mean Streets and
- Martian Memorandum is back again in '93. Though no title is known yet,
- (we'll simply call it TEX MURPHY '93) this Access sleuth will be solving
- more mysteries for adventurers by late summer. Finally, several new
- courses have been announced for Links 386 Pro this year. In addition to
- the SVGA course remakes, there will also be new courses to play from the
- likes of BANFF SPRINGS, INNISBROOK (FLORIDA), and the BELFREY (home of
- this year's Ryder Cup).
-
- Accolade
-
- Accolade is one of those companies branching out into the cartridge game
- market, though they remain committed to supporting computer game
- platforms, specifically the PC, as well. Though no new product titles
- were announced, several sports celebrities have been signed to put their
- name to new titles from Accolade. JACK NICKLAUS SIGNATURE GOLF will go
- through yet another upgrade later this year and is supposed to offer much
- improved graphics, including possibly texture-mapped fairways and greens,
- etc. The feature war continues with Links 386 Pro and Access. "BRETT
- HULL HOCKEY" is another of the sports products for this fall. No
- features were discussed or presented so the suspense will build for
- several more months. Having a hockey game on the PC like the NHLPA '93
- product from Electronic Arts for the Sega Genesis would be a dream come
- true. "PELE SOCCER" is also planned for this fall, though again, no
- features or screens were available at the show. Though he's a coach
- without a team now, MIKE DITKA'S ULTIMATE FOOTBALL 2 is still a planned
- product for this fall as well. Of course by that time, Ditka will likely
- either be with another team or in the press box anyway, especially given
- his quality analysis during this year's Super Bowl. For Hardball III
- players, be sure to check out the HARDBALL III BIG LEAGUE BALLPARKS DISK.
- It adds the remainder of all 26 major leagues park.
-
- Activision
-
- Most gamers who have been around the block a few times have probably
- played some iteration of Zork at some point or another. The GUE is
- back!! And this time, you don't have to use your imagination (too bad,
- really). RETURN TO ZORK is well underway and looks to be a worthy entry
- into the now crowded adventure game market. Disk and CD-ROM versions are
- planned for an almost simultaneous release. Watch for a preview in these
- "pages" shortly. For the younger crowd, CD-ROM, 256 color versions of
- THE MANHOLE and RODNEY'S FUNSCREEN are now shipping. Both products are
- really designed well to draw youngsters to the keyboard and have them
- explore to their heart's content. In the action/strategy genre, look for
- an interesting use of skills in the ALIENS VS. PREDATOR game, coming this
- summer.
-
- Amtex Software
-
- If there was any a company that was focused, you could say Amtex is
- focusing on the computer pinball market "like a laser beam" (to borrow a
- phrase....yawn). This Canadian company does virtually all their
- development on the Macintosh, but eventually move all titles to the PC as
- well. Following the very successful TRISTAN PINBALL will first be 8-BALL
- DELUXE. It showed a much more complex table layout than their debut
- product and rivaled many real pinball tables that have swallowed many a
- quarter of mine. Later in the year will bring FUN HOUSE to be followed by
- ROYAL FLUSH by fall. If we're all lucky, we might see by Christmas '93
- the AMTEX PINBALL CONSTRUCTION SET that will allow us to create our own
- pinball masterpieces.
-
- ASCII Entertainment
-
- From the company that brought us Spellcraft, comes a new title called
- DOMINUS. It's an excellent looking strategy and domination game that
- includes fascinating arcade-like graphics as strategies unfold. ASCII has
- been known for their excellent gaming peripherals like joysticks and
- controller pads, but with Dominus and SPELLCRAFT, they are becoming known
- as a quality role-playing company as well.
-
- Bethesda Softworks
-
- While in no booth of their own, Bethesda was available for visits at the
- show. Termintor 2029 has been a successful product for the company, but
- they aren't standing still. T2029 MISSION DISKS are now well into
- development and should extend the life of this strategy/arcade game even
- further. The HOCKEY LEAGUE SIMULATOR II product is now out and
- available. It's especially useful for Gretzky III players. Bethesda's
- first try at basketball (NCAA: Road to the Final Four) could not be
- called a success, so back to the drawing board. NCAA II is getting close
- to completion and from the demo available at the show, this is a marked
- improvement. I still maintain that basketball is the most difficult sport
- of all to simulate well on a computer. Finally, look for 2300 A.D.:
- MAN'S BATTLE FOR THE STARS to be released this fall. Using elements and
- pieces of the T2029 engine, Bethesda will take the battles of the ruined
- Los Angeles to the stars in this new action/strategy game.
-
- Broderbund
-
- It was with great excitement that I was able to visit Broderbund and see
- their two new games; particularly because it was a great thrill to meet
- Jordan Mechner, the man who designed the original Prince of Persia and
- brought me so much gaming fun and agony all at the same time! It was
- also a thrill to have him give a tour through PRINCE OF PERSIA II. This
- sequel is long-overdue and will still offer the same amazing human motion
- animation made famous in the first. Watch for it in the summer. Also
- coming in the summer is WHERE IN SPACE IS CARMEN SANDIEGO? Yes, the most
- famous female thief of all time is now headed to outer space and the
- player must foil her attempts to steal the famous features of our galaxy.
- Broderbund is also firmly committed to the Living Books series and will
- shortly be releasing ARTHUR'S TEACHER TROUBLE to be followed by The
- Tortoise and the Hare.
-
- CH Products
-
- CH Products CH was demonstrating the long-awaited VIRTUAL PILOT and
- talking about their Flightstick Pro joystick controllers. The Virtual
- Pilot is an excellent controller designed exactly like the yolk of a small
- commercial aircraft. The movement is smooth on all axis and the control
- given to Flight Simulator through this product is amazing. Truly a 'must-
- have' product for any commercial sim-pilot. It also can function very
- nicely as a steering wheel for driving simulations like World Circuit.
- The FLIGHTSTICK PRO is following the lead of Thrustmaster and adding more
- buttons to their classic joystick design and also adding the now-popular
- "coolie hat" for viewing control.
-
- Creative Labs
-
- CL was showing the new SOUNDBLASTER PRO 16 ASP card along with the WAVE
- BLASTER daughter card. For those looking for very high-quality sound and
- remaining within the standards that the industry has adopted, this may be
- the card to beat. The sound quality is very good and the included
- software offers a great deal of functionality for manipulating sound
- resource files. Creative Labs is also making a big push into the video
- production market. The VIDEO BLASTER board hooks up to your standard VGA
- port through the special features connector and allows you to play
- standard NTSC video input on your monitor for image capture,
- manipulation, or video storage back to a VCR. Also on display was the
- VIDEO SPIGOT that allows you to directly capture video clips from a video
- source directly to your disk for manipulation. Anyone wanting to make
- home movies to be played back on your monitor need look no further.
-
- Cyberdreams
-
- Off the beaten path of the show floor was Cyberdreams showing the status
- of their latest post-Darkseed creation - CYBERRACE. This game has
- remarkably similar screen presentation to Commanche: Maximum Overkill.
- The focus, however, of Cyberrace is not in the air. It's on the ground,
- as you race against others futuristic vehicles in very realistic rendered
- and computed terrain. It's due out by early summer.
-
- D.C. True
-
- This relative newcomer was in a different part of the exhibit floor and
- were showing their very unique SHADOW PRESIDENT game. D.C. True is now
- exploring new ways to teach kids elementary education topics on the PC and
- are focusing much of their efforts on the 10 and under age group.
-
- Disney Software
-
- Actually, I'm cheating a bit here. Disney Software/Buena Vista Software
- were not actually at C.E.S, though we were able to learn more about their
- '93 products that are in development. COASTER is well underway and should
- be shipping by early spring. This roller coaster simluation should have
- people running for their Drammamine. DOG EAT DOG is a humerous look at
- office politics and will enable players to choose a vast array of choices
- for dealing with decisions in the office. Sim-Anita Hill perhaps? Also,
- UNNATURAL SELECTION looks to be one of the hot titles of '93. This is a
- genetic warfare game where players must design their own organisms to go
- up into combat against other genetically enhanced creatures.
-
- Domark
-
- Domark is making a bold statement in the flight simulator market. Their
- AV8B HARRIER flight simulator was very impressive. It's close to
- shipping now. Domark is also planning on releasing a specific version in
- SVGA fine-tuned to support graphics boards that have the S3 graphics
- accelerator chip on board. Their demonstration in 640x480 in 256 colors
- showed no frame rate degradation at all. Very impressive. Another
- simulation of an unknown aircraft is also slated for late this year.
- Domark will also be dabbling further into Virtual Reality with their
- VIRTUAL REALITY STUDIO 2.0. It has a number of new features over the
- original and has wide-reaching applications and capabilities.
-
- Dynamix
-
- While it's parent, Sierra On-Line was not present, I was fortunate to get
- a private tour of the Dynamix products in a hotel suite one evening.
- There are a LOT of new products coming from Dynamix this year. First of
- all, BETRAYAL AT KRONDOR was in a firm and stable state and was an
- impressive debut entry into the RPG category for Dynamix. ACES OVER
- EUROPE has gotten underway and the intial look at the code shows once
- again that Dynamix is doing its historical homework. The 3-Space
- technology continues to be enhanced. There's also a planned ACES OVER
- EUROPE MISSION DISK. RAF IN THE PACIFIC hasn't been cancelled, but it's
- on indefinite hold. Many modem players are now sobbing uncontrollably.
- By the time you read this, many of you will be playing SPACE QUEST 5.
- Hilarious, just hilarious. TAKE A BREAK: PINBALL continues to be
- delayed. Something about ball and flipper physics in Windows. Somehow
- this is ironic. The MPC WILLY BEAMISH has now been released and with
- full speech throughout, this one is a lot of fun. THE FURTHER ADVENTURES
- OF WILLY BEAMISH is underway for a late summer release too. Puzzle
- solvers will enjoy the INCREDIBLE MACHINE EXPANSION DISK and delight in
- knowing that THE INCREDIBLE MACHINE II is also being developed for a late
- summer/early fall release. The much-rumored Dynamix submarine game is no
- longer a rumor. SEAWOLF is for real and it looks great. Very preliminary
- work has been done, but Dynamix is using their flight simulator skills and
- translating them to the seas. This WWII sim takes the player into very
- realistic environments. Seawolf isn't expected until late this year. In
- the sports category, Dynamix has just recently released a fairly major
- bug fix to the FRONT PAGE SPORTS: FOOTBALL game and is already planning
- the sequel that adds even more realism to this already terrific football
- simulation. The next sport to be simulated by the Dynamix wizards is
- FRONT PAGE SPORTS: BASEBALL, but isn't expected until spring training or
- opening day, '94. Other sports being considered strongly are basketball,
- golf, and possibly soccer. Parents who enjoyed Turbo Science can look
- forward to TURBO MATH from Jeff Tunnell Productions this fall. This
- product will be an excellent way to teach youngsters basic math skills.
- And if that isn't enough, there are still a couple of other secret
- projects underway that will knock your socks off. Sorry. Our lips are
- sealed for several more months still.
-
- Electronic Arts
-
- EA, as expected had a LOT of titles to show in their booth. Along with
- their affiliates, plus their increasing level of success in the cartridge
- market, EA is still strongly devoted to the computer game market.
- ULTRABOTS is nearing completion and is a very interesting looking robot
- combat sim. Done by the same crew who did Commanche. Expected later this
- summer, CYBERFIGHT should be a strong contender in the "Mech" fighting
- games. Both CAR AND DRIVER and POPULOUS II have now started shipping. A
- new platform arcade game, RISKY WOODS, is also just about complete.
- MICHAEL JORDAN FLIGHT still looks great, though the delays are getting
- annoying. It looked reasonably complete at the show and is expected to
- ship in March. From the makers of 4-D Boxing comes WORLD TOUR TENNIS
- using the same polygonal approach to human anatomy, but allowing them to
- smoothly simulate the motion and physics of tennis players as well as the
- game of tennis itself. A surprising new title is coming through EA via
- Bullfront (Populous/Powermonger) called SYNDICATE. Set 103 years from
- now, this is primarily a strategy game where you must gain control 50
- cities in a post-war era via mind control chips. Network support is
- included. SEAL TEAM is another new game from EA. Using 3-D graphics, you
- must replay some of Vietnam's most famous SEAL missions. It has a very
- unique perspective to the game where you can switch from character to
- character in a first-person perspective. SPACE HULK is also coming later
- this spring. You join the Space Marines as you battle the Genestealers
- in close quarters action. The game of chess continues to be explored to
- the fullest. KASPAROV'S GAMBIT is a unique CD-ROM game that offers the
- best approach to teaching chess strategy I've ever seen. Gary Kasparov
- himself is available for advice using speech in this game. He can also be
- your toughest opponent. Done in SVGA and utilizing very crisp digitized
- sound, this chess game could (should) end the chess wars right on the
- spot. DAUGHTER OF SERPENTS comes to the market from Millenium and is
- their first RPG game set in the roaring twenties. Set in Alexandria,
- Egypt, the player must solve a host of mysteries to get to the real world
- threat that keeps world power off balance. THE LOST FILES OF SHERLOCK
- HOLMES CD-ROM is being prepared for a mid-to-late summer release. This
- game will greatly enhance the period and atmosphere of Sherlock Holmes
- time by using full speech throughout.
-
- Empire Software
-
- From this U.K. developer comes an interesting look at the world of cyber-
- space. The game is called CYBERSPACE and the player is thrown into a
- first-person perspective mystery that takes place both in this world as
- well as the wire-frame world of cyberspace as presented on screen. It
- has some interesting potential. Due in May. For the military strategist
- who loves action comes PACIFIC ISLANDS II. Based upon the original, this
- tactical tank game puts the player in control of four tanks and different
- crew seats.
-
- Epyx
-
- Though a far cry from their earlier status as a software developer in the
- mid-80s, Epyx has rebounded with a good collection of quick and easy
- games for Windows users. GETAWAY FOR WINDOWS provides 6 different games,
- all with digitial sound effects through the Windows drivers. A nice
- addition for laptop Windows users.
-
- Formgen/ID
-
- Perhaps the game I looked for a sneak peek at more than any other (and I
- got it!), DOOM is definitely hot and on the way. It is a follow-on
- product to the Wolfenstein/Spear of Destiny family and the engine is
- completely revamped. Expect high energy action in this one with very
- smooth scrolling, texture-mapped walls and loads of weapons and sound
- effects. This one will take the player into new dimensions battling all
- kinds of new monsters with a variety of weapons. One definitely to watch
- for. As a side note, it was interesting to note that ID will no longer be
- distributing their products through the Apogee shareware channel. They
- are going it alone and will also be distributing their commercial products
- through Formgen. Other games are planned for late this year (new Keen
- perhaps...), but Doom was the definite hit of what's to come.
-
- Gametek
-
- This Florida-based company is making a bold statement into the cartridge
- market, yet are still committed to putting a few interesting new disk
- games out too. Their latest entry, HUMANS, is an interesting "Lemmings -
- How do we get out of here?" type of product. Coming soon is what Gametek
- claims is the 'mother of all RPGs'. DAEMONSGATE has been delayed several
- times and is now expected to show in this first quarter of '93. I'm not
- holding my breath yet. Gametek has also been known for their conversion
- of entertaining (speak for yourselves..) T.V. game shows into computer
- entertainment. This year we'll see VGA with digital sound versions of
- JEOPARDY: FEATURING ALEX TREBEK, WHEEL OF FORTUNE, JEOPARDY II, and
- FAMILY FEUD. Most of these games come from their cartridge counterpart,
- yet Gametek states that many of them will also be produced in disk format
- for the PC as well.
-
- Humungous Entertainment
-
- This relative newcomer to the games business is ironically full of "old-
- timers" in the games business. Humungous was founded by Ron (Monkey
- Island) Gilbert and Shelley Day, both veterans of LucasArts Games. The
- company's focus is primarily on producing very high quality adventure
- games for kids. Their debut product, PUTT PUTT JOINS THE PARADE is an
- excellent example of their production values. It's available now on
- diskette and CD-ROM. A PUTT PUTT FUN PACK will be coming soon as well
- which adds more fun screen toys for youngsters to play with. Their next
- product, FATTY BEAR'S BIRTHDAY SURPRISE is another children's product
- with very high quality graphics and sound support. Plus kids just eat
- these easy to use adventures up. Later this year or early into '94,
- Humungous will be doing adventures for the older crowd as well.
-
- ICOM Simulations
-
- Known primarily for their SHERLOCK HOLMES CONSULTING DETECTIVE CD-ROM
- games (Volume 3 is on the way), ICOM is branching out into other areas
- this year. SHADOWGATE FOR WINDOWS has shipped recently and more Windows
- products, like DEJA VU I AND II FOR WINDOWS and perhaps UNINVITED FOR
- WINDOWS are coming. ICOM is also leveraging their talent in CD-ROM
- productions by producing at least 2 more 'designed-for-CD' titles this
- year. GGA TOUR: EARTH INVITATIONAL is a wacky look at golf with a twist.
- The player will be banging drives off of places like the edge of Mount
- Everest accompanied by some very bizarre video commentators. Another CD
- product expected by this summer will be BEYOND SHADOWGATE. This sequel
- adds tons of video footage and special effects to this new adventure in
- the dungeons and looks to be an interesting member of the adventure
- genre.
-
- Impressions
-
- This hard-charging strategy games company is making a big push for new
- titles in '93. By the time you read this, CAESAR should be shipping.
- Thought of (unfairly) as Sim-Rome, this title will allow you to establish
- your small Roman settlement and build and grow it into a seat of power.
- The companion product, COHORT II will add the miniatures and the tactical
- battle engine to the game's combat mode. Together, the two products make
- a formidable game. Caesar will shortly be followed by WHEN TWO WORLDS
- WAR, a planetary strategic battle/conquest game with an emphasis on
- controlling and utilizing planetary resources to thwart your foe, who can
- be another human on the other end of the modem link. Combat not only
- takes place on two planets, but also in space. Looks to be a strong early
- product in '93. RULES OF ENGAGEMENT 2 is due to ship in April. This
- real-time strategic space combat game adds 256 color support to the
- original, and builds on the concept of interplanetary travel and starship
- command. Plenty of digitized speech and sound effects have been added to
- the game for a much richer feel. The ships computers spend a lot of time
- 'talking' to you. The game even provides support for a math coprocessor
- though it it not known yet what floating point calculations occur in the
- game. This looks to be a VERY rich sequel. Ed (Air Bucks) Grabowski is
- well into his American Civil War game (who isn't these days???) and THE
- BLUE AND THE GRAY looks to be a very ambitious wargames/miniatures
- effort. The graphics support 256 color and the animations of the various
- soldiers are very true-to-life and look great on the computerized
- battlefield. Historic campaign games are included of course allowing the
- player to immerse him/herself into the battles of the day in the 1800's.
- Large, zoomable maps are provided for strategic control with zoom
- controls available allowing the player to get right down to micro-
- miniatures to watch tactical battles take place. A commissioned book on
- the Civil War will be included with the game as well. Impressions are
- also working on several version updates of some of their current titles.
- AIR BUCKS 1.2 will be a fairly major upgrade that provides 256 color
- support, adds new animations and sounds, and otherwise spruces up what
- was originally a novel idea with mediocre 'to-market execution'. Air
- Force Commander is getting a WWII UPGRADE DISK to recreate several
- historic air campaigns that occurred during the Second World War. There
- is also confirmation of a BREACH 3 coming later this year from Omnitrend
- via Impressions. The company assures us this isn't all either. Many more
- new products are slated for '93.
-
- Interplay Productions
-
- Interplay is making a big play for the multimedia market (meaning adding
- video and cinematics combined with sound) to many new products this year.
- 1993 will see the introduction of CD-ROM enhanced versions of SIMCITY,
- STAR TREK: 25TH ANNIVERSARY (with Shatner and Nimoy as voice talent) LORD
- OF THE RINGS, and OMAR SHARIF ON BRIDGE. These new CD versions will
- incorporate video from a variety of sources; from Interplay-generated
- source video and from film footage from the movies themselves. Get that
- CD player! The European players have been enjoying ALONE IN THE DARK for
- a few weeks now and it is due to hit American shelves very soon (with a
- few bug fixes). This extraordinary animated adventure will really turn a
- few heads. There's already talk of an ALONE IN THE DARK II! Interplay is
- producing several innovative titles for the cartridge market as well and
- PC players will be fortunate to see at least one of them, THE LOST
- VIKINGS, soon. This game is a cooperation, "How the heck do we get out
- of here??" type of game with 3 Vikings at your control, all with very
- different talents and skills. Very entertaining. For card and board game
- player, The CLASSIC FIVE presents a well-rendered set of games like
- Chess, Backgammon, and Go among others. Another interesting title coming
- this year is RAGS TO RICHES, a financial stock market simulation game
- that puts the player into realistic economic circumstances and historical
- events. See how well you do during the '29 stock market collapse. As
- you achieve success, you can buy more luxury items and improve your
- standard of living. BUZZ ALDRIN'S RACE INTO SPACE is a title that should
- be shipping soon. The game puts the player in charge of the space
- program and forces critical decisions upon the player if the race into
- space is to be won. Finally, in a private invitation-only press party,
- Interplay debuted what they believe is their flagship product - STONEKEEP.
- This is a smooth motion, first-person perspective 'explore the dungeons
- and kill the foozle' type of game. The production standards are very
- high on this and Stonekeep looks to be a very impressive title, though
- honestly, not much was seen other than maneuvering around dungeon
- corridors. The motion effects were stunningly well-done. For chess fans,
- BATTLECHESS 4000 is shipping now and is utterly hilarious. Pick it up
- soon.
-
- Intracorp/Capcom Software
-
- This Florida-based company put out several products in '92 that can't be
- characterized in anyway as hits, but they are back this year with highly
- improved production values and several new products that demonstrate that
- commitment. The hit of the '92 Christmas season is back in a recently
- released game. TROLLS is a very colorful platform arcade game that has
- more in common with Nintendo games than PC. It's a category of game that
- isn't often attempted on the PC. In line with their strategy of going
- after hot license titles, Intracorp has also recently released L.A. LAW:
- THE COMPUTER GAME that recreates the courtroom moments from the T.V. show
- on the computer screen. Win enough cases and the firm is in your hands.
- Coming later this year will be a license of the hit movie, WAYNE'S WORLD.
- You'll hop in your Mirthmobile and join the adventure to save your T.V.
- show from cancellation. Hmmm. As they would say in L.A. Law, "the jury
- is still out" on this one. Intracorp is also continuing to enhance their
- casino titles by releasing TRUMP CASTLE III. This SVGA game is an
- excellent recreation of many of the casino games found in Vegas and
- Atlantic City. It even supports modem and network play. But the hit of
- the year (so far) for Intracorp will definitely be the upcoming release of
- TERMINATOR 2 CYBER CHESS. Building on the superb Grandmaster Chess
- engine, this latest entry into the chess wars brings Battlechess-like
- effects to the chess board as robotic pieces destroy and blow away other
- pices. Available in diskette and CD-ROM formats. Hasta la vista, baby!
-
- to be cont'd....
-
- Koei Corporation
-
- Koei is continuing to improve their strategic and historical battle and
- conquest games. In '93, however, we'll see new games that take them out
- of the far east and into other time periods and historical situations.
- Soon to be released is LIBERTY OR DEATH, a recreation of the American
- Revolutionary War. Another historical war game coming is PACIFIC THEATER
- OF OPERATIONS (PTO). You'll command either the Japanese or American
- naval forces in World War II following Pearl Harbor. Famous battles such
- as Midway, Coral Sea, Guadalcanal, and the Philippines are all available.
- Two other games headed for the cartridge format remain a distinct
- possibility of being ported to the PC. ININDO, a Ninja role-playing game,
- and AEROBIZ, where you must establish and build your fledgling airline
- into a worldwide (Air Bucks competition?) transportation powerhouse, are
- good possibilities for PC products later in '93.
-
- Konami
-
- Konami has traditionally announced most of their new PC titles at Summer
- C.E.S. and this show was no exception. There were a couple of new titles
- introduced however. WILSON PRO STAFF GOLF is another entry into the
- already crowded computer golf market. ELITE 2 (working title) is
- underway and is the long-awaited sequel to the original space trading and
- combat hit product. CHAMPIONS, the undisputed champion of vaporware was
- on display and looked reasonably close to completion, but the clock keeps
- ticking. This should be the "mother of all RPGs". Konami and their
- partners are working on CD-ROM products as well, such as a full CD
- version of NFL VIDEO PRO and BEAT THE HOUSE.
-
- Legend Entertainment
-
- Just barely beating the opening of the show, Legend's ERIC THE UNREADY was
- debuted and receive glowing reviews. Legend, however, isn't discussing
- any more new products at this time. Stay tuned for summer C.E.S.
-
- LucasArts Games
-
- I did it! I saw it! I played it! Of course, I'm referring to X-WING.
- This marvelous production, though delayed slightly, is very close to
- completion and will be a strong candidate for '93 Game of the Year. In
- the successful Wing Commander genre, X-Wing will no doubt draw many
- thousands back to their joysticks and reruns of the movie. There is more
- great news because several CAMPAIGN DISKS and 'spaceship' disks will be
- produced as well. Ultimately, you may find yourself even flying for the
- Imperial Forces in a Tie Fighter. But the hits don't stop there! Staying
- with the Star Wars theme, we also can look forward to REBEL ASSAULT, a
- CD-ROM-only game that is a highly advanced cinematic shoot'em-up arcade
- game. As a pilot for the Rebellion, you'll fly 15 different combat
- missions in a variety of situations ranging from defending Tatooine from
- Imperial attacks to the famous Death Star trench run. The animation in
- this title is truly stunning and movielike. Actual movie clips from the
- movies will be included as well. Switching gears slightly, but staying in
- the CD-ROM format, adventure fans will rejoice in playing (or replaying)
- Indiana Jones in the CD-ROM version of INDIANA JONES AND THE FATE OF
- ATLANTIS. This CD "talkie" adventure will have full speech throughout the
- game - no more text/dialogue bubbles. And get this, Harrison's Ford's
- brother, Harvey (I'm not making this up!) has been recruited to do the
- voice of Indiana Jones (though LucasArts is....)! Also in the adventure
- category, DAY OF THE TENTACLE: MANIAC MANSION 2 looks great. There are
- very critical time-travel elements here which must be manipulated in order
- to finish the game. This makes the challenge loads of fun. The writing
- and animation are hilarious and everyone who even moderately enjoys an
- adventure should enjoy this one. Full "talkie" CD-ROM versions and disk
- versions are planned.
-
- Maxis
-
- This SIM company continues to sim-ulate everything under the sun
- (literally) this year. The next major sim product will be SIM-FARM. Yes
- folks, you got it. You've got to become Old McDonald and build your small
- family farm into a profitable and growing (pardon the pun) business.
- You'll buy equipment, land, livestock, and other farming items and have to
- deal with factors like debt, good crop selection, and long term soil
- fertility. Crops must be harvested and sold if you're going to continue
- to be a farmer next year. Another sim coming this year will actually be
- done by a different group and published by Maxis. EL-FISH, the
- Electronic Aquarium will allow you to toy with the evolution of your fish
- and watch their interaction in the aquarium. The animation and beauty of
- the swimming fish was really quite stunning, rendered in SVGA graphics.
- There's plenty of little extras you can add too; like showing the "cat's
- paw" trying to snag some lunch from the fish bowl. You can place
- miniature castles, plants, coral and other items for a very personal look.
- Though not really a game, there is still plenty of enjoyment from El-
- Fish. The final product Maxis was demo'ing at the show was another
- "import" called ROME: PATHWAY TO POWER. You begin as a lowly Roman slave
- and have to learn to adapt and make correct decisions which will
- eventually lead you to becoming 'Caesar' and ruler of the known world.
- This game is basically an adventure game, not a classic 'Sim' from Maxis.
- There's a beginning, a plot, and an end to this game. The screen had some
- similarities to the Populous/Powermonger style of presentation. Coming
- later in '93, we can hopefully expect to see a very major rewrite of
- SimCity, tentatively entitled SimCity 2000. No further details are known
- at this time.
-
- Megatech Software
-
- The company that brought the first true 'R' rated game (Cobra Mission) is
- preparing two new games for '93, though no details were known or
- forthcoming about them. ROBOT FIGHTER and DRAGON KNIGHT III are the
- titles of the new games. The company confirms that they will be
- continuing in the Japanese-style graphics and the 'R' rated graphical
- nudity.
-
- Merit Software
-
- Merit is bringing two new games to market so far this year. One has just
- been released. MAELSTROM is a planetary strategy game that involves
- espionage, sabotage, and plenty of shady characters to keep your interest
- up. Your role is to lead a new planet's forces against a foe that you
- recently defected from, while maintaining balance and order on your new
- home. In KRONOLOG, history didn't exactly "work out". The year is 2020
- and the U.S. is under the control of the victors of WW II - the Nazis.
- You are investigating your son's mysterious death and learn about the
- secrets of the Nazi war machine. You must travel through time to change
- the course of history and save the world from ecological disaster. Looks
- like fun.
-
- Micro League
-
- This company has been known primarily for their sports simulations, but
- are now branching out into new types of entertainment for computer
- players. Sports titles will continue to come from Micro League, but a
- host of other titles will be too. MICROLEAGUE BASEBALL 4 DIAMOND EDITION
- in disk and CD-ROM versions will be coming soon. This new version adds
- more stadiums, teams, and managing capabilities than the original. The CD
- version will contain many more cinematic cut scenes of baseball plays.
- QUARTER POLE is Micro League's entry into the horse racing sport. Here
- you must not only bet and race the ponies, but also manage and train an
- entire stable of horses. Other sports titles being considered for this
- year include MICROLEAGUE HOCKEY, MICROLEAGUE BASKETBALL and MICROLEAGUE
- RACKETBALL. A 'no-rules' combat football game called BLOOD BOWL is also
- expected later this year. In the action/strategy and adventure
- categories, Micro League is hard at work on DATELINE 2021, a futuristic
- first-person perspective adventure game. SHADOWORLDS puts the player in
- the role of a commando team leader commissioned to find out what happened
- to a space station weapons facility that has not been heard from in
- weeks. Finally, SABRE TEAM pits you as commander of a tough group of
- anti-terrorist soldiers instructed to go deal with a group of
- international terrorists. You'll even have to listen for the enemy, not
- just respond to visual clues.
-
- Microprose
-
- Boy, oh boy. This is going to take a while. Microprose has a TON of new
- games coming this year. And I DO mean a TON. Over 20 new PC titles are
- intended to ship this year. Let's get to them. HARRIER JUMP JET should
- be making its appearance soon. This U.K. flight sim puts you in the
- famous hovering jet flying over fractally generated terrain. It's
- available in the U.K. and Europe now, but is getting some cleanup for a U.
- S. release very soon. PIRATES GOLD is coming in the summer and adds SVGA
- graphics and realistic digitized sound along with plenty of new adventures
- and more cities to explore and swordplay to engage in. Legacy: Realm of
- Terror is coming in May. It's a first-person perspective haunted
- house exploration and adventure game that uses 3-D graphics and bitmapped
- technology to its fullest with plenty of levels and rooms to explore.
- DOGFIGHT is nothing but hard-core, head-to-head aerial combat. Modem and
- direct connect support are, of course, included. Six different
- historical time periods are included with any of 12 different aircraft
- available for combat, each with their own flight characteristics and
- weapons choices. Strategic allocation of resources much be considered
- when making decisions as well. RETURN OF THE PHANTOM is the next major
- game using Microprose' Adventure Development System (MADS), debuted in
- Rex Nebular. In this mystery adventure, you play a present day Parisian
- detective flung back in time 100 years to solve the mysterious
- disappearance of your girlfriend into the lair of the Phantom of the
- Opera. Looks quite intriguing. Microprose Greensburg (formerly Paragon)
- will soon be releasing CHALLENGE OF THE FIVE REALMS, their epic fantasy
- RPG game. In it, you must solve and thwart the spells of darkness cast
- over your lands by the evil lord Grimnoth. 100 days, and counting. The
- flight sim. crew at Microprose have shifted gears slightly. Previously,
- the next major flight sim. from the group was to be F-22: ADVANCED
- TECHNOLOGY FIGHTER, but it has now been moved out into '94 in deference
- to F-14 TOMCAT. This new sim. will of course introduce the computer
- pilots of the world to real Navy air combat sorties, including realistic
- carrier takeoffs and landings. A sequel to M1A1 TANK PLATOON is also
- in the works, though it's not likely to appear before '94. Staying on the
- battlefield, watch for FIELDS OF GLORY, Microprose' entry into the
- classic wargame market featuring the Napoleonic era. SID MEIER'S CIVIL
- WAR game is well into development and should be a major contender in what
- is gearing up to be a real battle (pardon the pun again) in 1993 for
- simulated Civil War games. Though Sid isn't directly involved in it,
- there's also serious talk about making a CIVILIZATION CD-ROM version of
- this now famous game. It would add more and better graphics to the game
- and a host of new sounds and music, though the engine itself wouldn't be
- changed. Sorry, no multi-player Civ coming. Microprose is also investing
- in the Microsoft Windows environment in '93. DR. FLOYD'S WINDOWS
- ENTERTAINMENT VOL. 1 AND 2 are underway, with volume I being almost ready
- to hit the shelves now. There's plenty more from Microprose coming, but
- hey, I can't tell you ALL about it now, or we'd have nothing left for the
- next next issue!!
-
- Microsports
-
- Though these products are distributed through Interplay, it's important to
- note what direction is being taken. Just recently this Tennessee company
- released its '92/'93 version of NFL PRO LEAGUE FOOTBALL. A COLLEGE
- EDITION is being prepared for sale as well. Microsports intends to
- statistically simulate the game of basketball so look for NBA and college
- versions of PRO AND COLLEGE LEAGUE BASKETBALL. For gamers looking for
- the ultimate in statistically reality, this has been a safe stop along
- the way.
-
- Mindcraft Software
-
- The guys from Torrance, CA will be busy again this year with quite a few
- new games coming. In the strategy "Siege" vein, watch for ABUSCADE in a
- couple of months. Staying with strategy, Mindcraft will also be releasing
- STAR LEGIONS II (play the good guys!), TEGEL'S MERCENARIES II, and
- DOMINION. For the Mindcraft RPG fans, the company will be releasing
- several new exciting products. GRYPHAN (sp) MASTERS OF HAVLAR and LEGENDS
- OF DRAKKA will both be new fantasy RPG games this year. There's also plans
- for a totally revamped MAGIC CANDLE IV game as well. Finally, a strategic
- battle game entitled MECHAMANDER featuring, you guessed it, Mechs, is
- underway for a late fall release. It's gearing up to be a great year for
- strategy gamers.
-
- New World Computing
-
- New World wasn't introducing a lot of new products at C.E.S. They were
- demo'ing their upcoming DARK SIDE OF XEEN which combines with Clouds of
- Xeen to make one huge gaming world. By the time this is read, EMPIRE
- DELUXE should be finished and on shelves near you. Pick up this strong
- candidate for Strategy Game of the Year (so far...). SPACEWARD HO FOR
- DOS is also wrapping up now for those who just don't want to play games
- under the GUI.
-
- Novalogic
-
- The creators of COMMANCHE: MAXIMUM OVERKILL are developing MISSION DISKS 1
- & 2 for this highly acclaimed helicopter simulation. The first mission
- disks adds some absolutely beautiful snow-covered terrain to fly over and
- the second should impress as well. Novalogic is also working for a early
- spring release of ARMORED FIST. This is a tactical state-of-the-art tank
- warfare game that breaks new ground for terrain detail and combat command.
- 21st century, next generation tanks and vehicles are present in this
- title. For CD-ROM owners, another justification for that hardware
- purchase is also coming. WOLFPACK: CD MULTIMEDIA is coming that adds
- many new animation sequences and new musical score. You can command
- either a U.S. Naval forces surface fleet in search of German U-boats, or
- you can choose to be beneath the waves commanding the submarines to take
- out the surface fleet.
-
- Ocean
-
- This U.K.-based company is working furiously to release many of their
- cartridge titles on the PC as well. Products we can expect to see in a
- PC format are COOL WORLD, LETHAL WEAPON, JURASSIC PARK, and HOT HATCHES.
- Other titles already released recently in PC format are PUSHOVER, EPIC,
- HOOK, and ROBOCOP 3D. The company seems to be emphasizing heavily,
- however, the cartridge products, specifically the Super Nintendo.
-
- Origin Systems
-
- Origin was showing the perennial show favorite, STRIKE COMMANDER, at the
- show. Fortunately, the wait, while painful, will be well worth it. The
- game is basically complete and will likely ship by mid-to-late March.
- Also on display was the sequel to Ultima 7: The Black Gate. In ULTIMA 7
- PART 2: SERPENT ISLE you, the Avatar, realize you didn't fully thwart the
- plans of the Guardian. You go after him once more after clues arise that
- the secret to the problems in Brittania are in a strange dimension far
- across the sea. Origin is hard at work on PRIVATEER. This game takes
- place in the Wing Commander universe, but adds elements of trading, role-
- playing, and adventure into the Kilrathi/Confederate storyline.
- "Ultimately", ULTIMA 8: PAGAN and ULTIMA 9: ASCENSION will see daylight,
- but don't expect even U8 until well into 1994. In episode 8, you head to
- the Guardian's world and take him on there.
-
- Pop Rocket
-
- Pop Rocket is a new company with a brand new CD-ROM-based game called
- TOTAL DISTORTION. It breaks all categories as you, the player must
- interact in a rock music-media "theme park" and create music videos. You
- take on the roll of an "adventurous music video producer" who travels to
- another plane of existence to gather new bizarre material for new fresh
- music videos. Once created, you "beam" the material back home and if the
- T.V. producers like the work, your bank account grows. Kind of bizarre,
- but certainly unique. The media effects in the game (sound and video) are
- astounding and should draw a lot of players into the game.
-
- Psygnosis
-
- Going after the big license, Psygnosis is trying to capture the horror of
- the movie DRACULA in a CD-ROM product. Basically a horizontal action
- game, Dracula shows promise as it uses many of the video clips from the
- movie to preserve the atmosphere of the game. Another CD-title coming is
- MICROCOSM which takes us on an incredible journey into the human body and
- ultimately into the brain to remove a foreign device that is manipulating
- the actions and thoughts of the president of the world's largest
- corporation. Perhaps we could extract it and send it to Washington. It
- could be used properly there. LEMMINGS 2: THE TRIBES is close to
- finishing. This sequel product will group different Lemmings into tribes,
- each with their own category of skills. It looks like loads of fun, just
- like the original. Also in the puzzler category is CREEPERS, just
- released. In this game, you must manipulate the creeping caterpillars to
- their safety where they can become butterflys. The PC version of
- ARMORGEDDON is nearly complete. It enhances the Amiga version, out for a
- long time now, with better graphics and sound support, though staying
- faithful to the multi-vehicle game premise.
-
- Quantum Quality Products
-
- QQP is poised to become the de facto standard for high-quality strategy
- games. In 1993, they are making a bold push to enhance that reputation
- further. CONQUERED KINGDOMS and BATTLES OF DESTINY are two very well
- received games. QQP has stated that full 256 graphics, better sound,
- etc. are design goals for both THE PERFECT GENERAL DELUXE as well as THE
- LOST ADMIRAL DELUXE, both due late this year. Other new games being
- developed are a new Pacific wargame entitled WWII: BATTLES IN THE
- PACIFIC. Continuing in the fantasy vein is THE RED CRYSTALS: THE 7
- SECRETS OF LIFE. Plus, there's an additional scenario disk for Conquered
- Kingdoms and the recently released FAMOUS BATTLES OF THE 20TH CENTURY add-
- on disk for The Perfect General.
-
- RAW Entertainment
-
- RAW was not actually present at the show, but we learned about two new
- products slated for late this year. FLEET COMMANDER is the long-awaited
- graphical update to the highly intelligent ACTION STATIONS! product. Also
- slated for a late '93 release is SPACE, INC., and outer space exploration
- and resource management game.
-
- Readysoft
-
- This Canadian company wasn't showing any new products for '93 at the show,
- but did announce the soon-to-be-released KING'S RANSOM game. They also
- were showing their recently shipped, DRAGON'S LAIR III: THE CURSE OF
- MORDREAD. Readysoft is also the North American distribution arm of
- Empire (Cyberspace) Software from the U.K.
-
- Sierra On-Line
-
- Sierra wasn't at C.E.S. this go-round, but they do have several new
- products announced and gearing up for a spring release. ECOQUEST II
- should be on shelves by the time this goes to press as will PEPPER'S
- ADVENTURES IN TIME (previously known as Twisty History). INCA and
- PROPHECY from Coktel Vision in France are also soon to be released in the
- U.S. via Sierra. Al Lowe's FREDDY PHARKAS FRONTIER PHARMACIST is
- imminent. It's in the same genre as Blazing Saddles was to cinema.
- There are plenty of CD products coming as well. KING'S QUEST VI CD, LAURA
- BOW II CD, ECOQUEST CD, and perhaps even more later in the year. Roberta
- Williams is hard at work on her horror game, SCARY TALES, which could be
- Sierra's first CD-only game.
-
- Sir-Tech Software
-
- Sir-Tech was showing, CRUSADERS OF THE DARK SAVANT, of course, but they
- also had two new RPGs on display. AMBUSH, previously known as Breakfast
- of Champions, is a fascinating strategy roleplaying game where you much
- preserve some ecology on a desert isle from pillage. Sir-Tech is also
- bringing out REALMS OF ARKANIA, a german import that is getting all the
- raves in Germany.
-
- Software Toolworks
-
- The Software Toolworks are making a very big push into the CD-ROM market,
- and their diminishing number of pure entertainment PC titles is the
- result. They are also making more cartridge games for the Genesis and the
- Super Nintendo. There is a conversion of the hit game, BATTLETOADS,
- coming for the PC. Chess players will once again love CHESSMASTER 3000
- PRO, which includes plenty of video footage to teach chess to newcomers.
-
- Spectrum Holobyte
-
- From the makers of Falcon 3.0 comes perhaps one of the best contenders for
- a long time to F3's crown. Remarkably, it isn't even from the big U.S.
- publishers. TORNADO is being developed by Digital Integration and looks
- to be one of the most complete packages made to date, certainly from the
- U.K. It's mission builder capabilities have no rival, not even in F3. No
- sights or sounds on WARTHOG A-10 yet. Nor from STAR TREK: THE NEXT
- GENERATION. Both of these products are not due until fall of this year.
- With tongue firmly planted in cheek, Spectrum Holobyte is bringing out
- CHESSMEISTER 5 BILLION AND ONE. This very irreverant chess game is
- brought to us by National Lampoon. The 'Battlechess-like' spoof chess
- game still plays a mean game of chess. Perhaps the CD-ROM game of the
- show was IRON HELIX. This is a very smooth motion action game that
- requires that you control your robot as it pilots through a derelict space
- ship with combat terminator droids hot on its trail. Your job is to keep
- the robot alive to disarm the spaceship. Very classy looking. DAVID
- ROBINSON BASKETBALL was the final game of the show. Basketball is a
- tough game to design and implement, but we'll give the developers the
- benefit of the doubt and wait until we see a bit more to judge.
-
- SSI
-
- On sheer quantity alone, SSI was really up near the top as far as
- publishers at CES go. TONY LA RUSSA BASEBALL II was probably their best
- new product. Mr. La Russa was there for one day as well and it was an
- honor to meet him. Several expansion disks for Tony II are planned too.
- DARK SUN continues to show only the several month old demo still, but
- shows great promise for being a tremendous RPG/adventure. EYE OF THE
- BEHOLDER 3 will be SSI's first (and last) go-round for the game in this
- series without the help of Westwood Studios. The gothic horror VEIL OF
- DARKNESS should be shipping now. It has the same quality 3/4 overhead
- view as seen in The Summoning. In other news, we're sad to report that
- there won't be a Summoning II anytime soon. The UNLIMITED ADVENTURES
- dungeon adventure construction set will be out in a few months and will
- allow you to create your own 'gold box' fantasy adventure. FLASHBACK, on
- both the Sega Genesis and the PC, look just tremendous. The quality of
- animation is very good and reminds me of Prince of Persia. This is the
- follow-up product from Delphine (Out of this World) Software. Though the
- action elements of Flashback are similar to OOTW, the games are entirely
- different in plot. Finally, several new add-ons for GREAT NAVAL BATTLES,
- including a SCENARIO BUILDER shows SSI's confidence in this title.
-
- Strategic Studies Group
-
- SSG was not visibly present at the show, but we hear that they will be
- shipping their CARRIERS AT WAR SCENARIO EDITOR very shortly. This will
- add a lot of life to this WWII marine classic.
-
- Sublogic
-
- The flight people from Champaign, IL were present at CES proudly showing
- of the new version of ATP WITH SOUNDBLASTER SUPPORT. Also in the works
- (still) are Flight Assignment: AIR FORCE PILOT TRAINER (?) that will be
- focused specifically around teaching air combat maneuvers to armchair
- pilots. Also, in the never ending quest for denser scenery, SubLOGIC is
- hard at work on major revisions to their entire U.S. scenery. Entitled
- USA: EAST and USA: WEST, they will incorporate up to 6 times as much
- scenery as previous scenery disks on the market. They are not abandoing
- the COWBOY COLLECTION of scenery of the south and southwest. Just
- recently, they announced their plans to do a specific scenery disk
- collection for the BAHAMAS.
-
- Three-Sixty Pacific
-
- Many of us show-goers were excited to see BATTLECRUISER 3000 A.D., and
- just as quick, disappointed that it isn't further along that it is.
- Three-Sixty and Dr. Derek Smart have backed out of their arrangement for
- publication at this point. The wildly successful V FOR VICTORY series
- will soon have another newcomer. The famous battle, MARKET GARDEN, will
- soon be appearing in the V4V engine soon. Modem play is being added soon
- for the ultimate in opponent A.I. PATRIOT was also released, but
- unfortunately, a few weeks or maybe a month or so, too soon. Three-Sixty,
- by their own admission, say that the game will continue to be enhanced
- and improved. The air support needs to be added, for example. Ooops!
- Three-Sixty also announced their plans to do a CIVIL WAR game using the V
- for Victory engine, plus they plan to work with Colorado Computer
- Creations to do a VGA/SVGA version of their highly respected HIGH COMMAND
- WWII war game.
-
- Tsunami
-
- This relative newcomer is being distributed through Accolade. Many of the
- companies principles, including Jim Walls of Police Quest fame, are ex-
- Sierra people. Out just now are RINGWORLD, of Larry Niven fame.
- Ringworld is an adventure game with very similar approaches to the Sierra
- style (naturally). WACKY FUNSTERS is an irreverent collection of very
- non-politically correct games like Roadkill, Blambi, and Steroids. Buy
- it, and you'll know what I mean. Coming later this year are Jim Wall's
- newest police adventure, BLUE FORCE: NEXT OF KIN, and also watch for an
- outer space adventure called PROTOSTAR: WAR ON THE FRONTIER. Tsunami
- intends to be a major player in the games market in short order. They're
- off to a good start.
-
- UBI Soft
-
- This French company is bringing two games to market and should be out by
- now. B.A.T. IIL: THE KOSHAN CONSPIRACY has been previewed before and
- presents a very interesting collection of various game genre's into one
- game. MEGALOMANIA is one more in the 'god' series of games.
-
- Virgin Games
-
- We come to the end (finally!!) of the C.E.S. report with several exciting
- new titles from Virgin. Of course, the centerpiece of their products has
- been and continues to be THE 7TH GUEST. It's still in development but the
- beta CDs we've seen show an incredible production. We're still very
- hopeful that the game elements haven't been compromised in deference to
- amazing graphics and CD sound. Speaking of CDs, there are several new
- ones coming from Virgin. Watch for CD VERSIONS OF DUNE, THE LEGEND OF
- KYRANDIA, SHUTTLE, and MONOPOLY. DUNE II may also receive a CD conversion
- later this year too. New disk products in the works are POOL SHARK,
- finally a great billiards game for the PC; KYRANDIA: BOOK 2, continuing
- the story saga; LANDS OF LORE, a new adventure from the Westwood crew; and
- finally, CAESAR'S PALACE FOR WINDOWS, a collection of casino games
- (natch) for the Windows environment.
-
- With that, I must rest my fingers. What a lot of games!! A final
- observation might be that 1993 will bring a lot of games with a high
- quality graphical content with amazing and beautiful sound tracks and
- effects, but once again, with some exceptions, the gaming industry
- continues to be bitten by sequelitis. We welcome and will pay particular
- attention to those games that break new ground and provide entertainment
- and gaming value in ways that no other publisher has yet attempted.
- Bring'em on!!
-
- This article is Copyright (C) 1993 by Ross Erickson. All rights reserved.
-
- WINTER CES 1993 GAME CONSOLES REPORT
- by Joseph Cataudella
-
- In The Beginning
- ----------------
-
- It seems like ages ago when the video and computer game sections at CES
- used to dominate almost two huge floors. I mean, we're talking the size of
- an airplane hanger. Those were the days of Coleco-Vision, Intellivision,
- Atari 800, Atari 7800, Atari VCS, and Commodore 64.
-
- As everyone knows, after a few years of video game madness, the great
- crash took place. Many companies were trying to jump on the bandwagon,
- releasing anything for every machine. The result: a flood of poor quality
- video games from third-party contenders and even from Atari itself.
- Remember Atari's PACMAN? Or how about their ET game for the Atari 800?
- Somewhere in California, there are thousands of these over-produced titles
- literally buried underground. (Gee, Atari should have just given them to
- retailers for free. But then again, who would actually want them?) The
- next few years would be quiet; most companies went belly-up. This was
- especially obvious at CES. The console sections were dominated by computer
- games, and the entire hall was down to one floor, which was shared with
- telephones and other accessories.
-
- Not long after, Nintendo introduced their 8-bit machine. It was a slow
- start, but caught on like a brush fire after the birth of Mario. Shortly
- thereafter, Sega released their 8-bit console. Video games were coming
- back stronger than ever. With Nintendo's excellent marketing strategy, and
- a host of third-party support, Nintendo became a household name. Sega's
- machine had a pretty large following, but Nintendo was the video game
- console of choice, far outdoing Sega.
-
- It was only three years ago that Sega decided to shake up the market by
- releasing the Genesis. Many 8-bit Nintendo owners, as well as first-time
- video game recruits jumped on the Genesis, the first 16-bit console.
- Meanwhile, Japan's next generation machine was the PC-Engine, a machine to
- go up against the successful Genesis (introduced in the U.S. as the Turb
- -Grafx). Slowly but surely, the 16-bit world grew larger, and before long,
- SNK released a home version of their coin-op machine, the Neo*Geo. This
- marked the first time that a consumer could play the actual arcade game at
- home, not a translation of one. The Neo*Geo turned a lot of heads with its
- amazing arcade graphics and sound, but for its heavy duty price tag it did
- the opposite. Portables were also popping into the picture from every
- company. Nintendo's Gameboy was the first, and although it was monochrome,
- it amazed consumers everywhere. Atari was the first to incorporate full
- color on a portable, followed by Nec with their Turbo-Express, and Sega's
- Game Gear.
-
- The Turbo-Grafx was the elite of portables, but the asking price was too
- high. Atari Lynx owners grew impatient with long periods of no software
- releases, and Sega's Game Gear was just too new, and didn't have much
- software yet (which of course has changed today).
-
- With the continued success of the Genesis, Sega had the number one spot in
- the 16-bit arena. Many third-party companies were releasing game after
- game; unfortunately, these were mostly shoot-'em-ups. Sega decided to put
- a stop to that, as many dealers were getting stuck with too much
- inventory, and consumers were getting burnt out. With the release of SONIC
- THE HEDGEHOG, and EA's sports titles, the Genesis sales soared like a
- rocket, over powering Nintendo's newly released 16-bit console, the Super
- Nintendo.
-
- The Super Nintendo was the new kid on the block, featuring a stunning
- color palette, amazing sound, and 3-D scaling and rotation. The first
- releases were good, but not enough to steal the Sega Genesis audience.
- Rapid release of software titles, especially that of Capcom's STREET
- FIGHTER II (during Sega's slow summer '92 period), had Super Nintendo
- catching up to Genesis in no time.
-
- Even though Nec was the first to introduce the CD player for their Turbo-
- Grafx, they were still in third place. The CD player was expensive, and
- the titles were few and far between. Undergoing some distribution changes,
- the new force behind the Turbo-Grafx/Duo line became TTI. Back in November
- '92, Sega unveiled the long awaited Sega CD. The Japanese already had the
- Sega CD (Mega CD) for a year, but the initial CD titles were poor, and the
- Mega drive (Genesis) along with the Mega CD, slacked in sales.
-
- It was the reverse for the Turbo-Grafx (PC-Engine). The PC-Engine, CD ad
- -on, and Turbo-Duo were doing well in Japan with a huge number of great CD
- titles. Most of these titles are just now showing up in America, but Sega
- decided to do it differently than their Japanese counterparts: a great
- marketing campaign, and some all-new CD titles for the American market.
- The Sega CD was flying off shelves during the holidays. Consumers were
- hunting down Sega CDs left and right, and stores were sold out usually the
- same day they received restock. The release of the Sega CD, SONIC II, and
- a slew of newer high-quality cartridge games, gave the Genesis a second
- wind and another successful season. Games like SUPER STAR WARS, OUT OF
- THIS WORLD, and SUPER MARIO KART, gave the Super Nintendo an incredible
- sell-out season as well.
-
- Here at Last!
- -------------
-
- Entering the 1993 Winter Consumer Electronics Show in Las Vegas, I noticed
- something interesting: The huge South Hall was filled with video games,
- almost three-quarters of it Sega products. Nintendo had their own area, a
- huge circus-like tent that seemed even bigger the South Hall itself. Video
- games were alive and better than ever, and with the CD-ROM era just
- beginning to build, things should get even more exciting.
-
- Let's Start At TTI! (a new beginning)
- -------------------------------------
-
- If anyone asks whether CD-based games are going to eventually dominate
- game cartridges, checking out the TTI section would surely answer their
- question. There were a multitude of great Super CD games for the sleek
- Turbo-Duo, and older Turbo-Grafx w/ CD players. I finally had the pleasure
- of meeting Vic Ireland of Working Designs (who's also one of our Carts
- Section members in The Gamers' Forum). Vic took time out to give me a
- rundown on some of their newer releases. Two huge Neo*GEO hits will make
- their way to the Turbo-Duo in '93: KING OF THE MONSTERS II and WORLD
- HEROES on CD. Both games were recently signed on, so there was nothing but
- a title page on each of the games. COSMIC FANTASY II was one of the best
- CD RPGs this year, and to follow that up, Vic gave me a taste of COSMIC
- FANTASY III, which looked even better! Another sequel from Working Designs
- will be EXILE II, a fast-paced arcade-style RPG like the first, as well as
- a new strategy game called RECORDS OF LOODOS WAR.
-
- TTI had a healthy array of new CD titles. DUNGEON EXPLORER II was finally
- showing on CD and it looked more engrossing than the first game. The mega
- hit DUNGEON MASTER will also be available this year, and it looked as good
- as the original computer versions; however, the scenario seemed a bit
- different. Other CD RPGs coming in '93 are BEYOND SHADOWGATE (a fully-
- animated horror romp), DRAGON SLAYER PART II, DANGEROUS JOURNEY, and also
- in the works but not shown, MIGHT AND MAGIC II.
-
- BONK and ZONK were there in full force and staring on some new CD titles.
- BONK III: BONK'S BIG ADVENTURE and CD ZONK were looking incredible. BONK
- III sticks with the usual BONK scenario, only this time he can grow very
- large, were ZONK continues to soar across skies in another shoot-'em-up.
-
- Speaking of shooters, there were plenty of shoot-'em-ups everywhere I
- looked; however, these were in their next generation. MACROSS 2039,
- METAMOR JUPITER, TERRAFORMING, COTTON, IMAGEFIGHT II, and Konami's GRADIUS
- II and SNATCHER were just some of the newer, amazing shooters you can
- expect this year. But the one that really attracted the crowds was LORDS
- OF THUNDER.
-
- Personally, I thought GATES OF THUNDER was one of the best shooters of
- '92, but when you see LORDS, your eyes and ears will thank you. The music
- is absolutely "knock out," and the graphics rival almost anything on the
- Sega Genesis or Super Nintendo. This is the way all shoot-'em-ups should
- be done. LORDS OF THUNDER was one of the top five games I saw at the show.
-
- Not everyone likes (or has the coordination) for shooters, so for the
- mellow player, you can expect to see GAIN GROUND, MACROSS STRATEGY
- (tentative title), and the computer hit SIM EARTH on CD (a strategy game
- where you build your own planet and watch how evolution changes the course
- of your game). The current trend of beat-'em-ups continues with RAMNA 1/2
- and RIOT ZONE. These are both excellent fighting games. RAMNA 1/2 is
- similar to STREET FIGHTER II, and it looked and sounded incredible! RIOT
- ZONE seemed to be more like a STREETS OF RAGE or FINAL FIGHT style game.
- SHOCKMAN II (CD) looked like a new super-hero style platform game, and
- Irem's GEKISYA BOY (CD) looked very unique.
-
- TTI was also showing BUSTER BROTHERS (CD), and unlike the SNES version, it
- will have an option for two-player cooperative mode. In the area of CD
- sports games, there will be POWER GOLF, WORLD SPORTS COMPETITION, and
- TECMO WORLD CUP SUPER SOCCER. Some of the new Turbo-Chips at the show
- were: LIQUID KID (a great-looking platform game), BATTLE LODE RUNNER,
- BOMBERMAN '93 and MAGICAL CHASE (which is a gorgeous shooter even though
- it's not on CD).
-
- TTI will introduce two new peripherals for the Turbo Grafx and the Duo
- this year. One will be a Karaoke attachment called the KARAOKE NINJA, and
- the other will be an interface to allow computers to use the Turbo-Duo as
- their PC CD ROM.
-
- Welcome to the Next Level (well, almost)
- ----------------------------------------
-
- Heading towards the Sega area, I noticed that it was larger than last
- year. On a multimedia stage, were two Sega employees dressed in their
- "Welcome to the Next Level" T-shirts. They were on opposite sides of the
- stage, both jumping and kicking into the air. I had no idea what they were
- doing, but something seemed weird. When I finally inched past the crowd, I
- noticed they were both controlling their own character in STREETS OF RAGE
- II, using full body movements...with no joystick. Then I looked down at
- their feet and realized they both had these hula-hoop-sized rings
- surrounding them on the floor. Each, section of the ring was divided into
- segments that contained sensors to pick up hand and foot movement. This
- new idea has been named THE ACTIVATOR. This device senses height, and
- picks up both lower and upper movements of the body. So theoretically, it
- puts the player into the game.
-
- Both employees seemed to be working up a sweat as they went through their
- fighting movements (who needs Jane Fonda's workout video?). Another
- possible use for the ACTIVATOR was that of a "musical instrument." A third
- and equally agile Sega employee came on stage and played a classical piece
- with graceful hand and foot movements. I did notice another Sega employee
- controlling an actual synthesizer. Personally, I thought the man
- controlling the synth was also cueing in the sounds for the dancers'
- movements, thereby giving me the idea that the person in the ACTIVATOR was
- not "activating" anything. I guess they were just presenting future
- possibilities. The ACTIVATOR is a unique idea, but what if you're not
- playing a fighting game? Do you really want to go through all the body
- movements just for a quick game of SONIC II? And remember how big a hit
- the Nintendo Power Pad was? <grin>
-
- As I turned around, I noticed BATMAN RETURNS on a large monitor. It was
- the CD version and it actually had a joystick attached to the Sega. The 3-
- D Batmoblile driving scenes were unreal. The scaling chip was finally
- being put to use, and the 3-D was flawless. The driving course features
- hairpin turns and stomach-turning hills, as the Batmobile chases down
- enemy clowns on cycles, and other bad guys from the movie. The sensation
- is great as you pass huge-scaled buildings and travel under dark bridges.
- The Gothic atmosphere from the movie is captured to a T. The other stages
- include a flying Batwing area and of course the side-fighting platform
- area from the cartridge version. The entire game's CD music is all
- original material made just for this game.
-
- Another game that had heads turning was a new CD shoot-'em-up called
- SILPHEED VR. The opening introduction used 3-D polygon graphics that
- rotated and zoomed with ease. The effect looked quite beyond what we
- customarily see on the Sega. RISE OF THE DRAGON, a murder mystery,
- reminded me of the movie "Blade Runner." This CD featured actors' and
- actresses' voices, and uses a real intuitive interface. JOE MONTANA on CD
- was there, but it looked far from finished. Where Sega came up with some
- of these release dates is beyond me. The little I saw looked amazing. The
- football field rotated and you felt like you were on the field as the
- players scaled in and out giving a realistic 3-D perspective. There were
- also short segments of video showing the audience cheering, cheerleaders,
- and even Joe Montana himself.
-
- CITIZEN X was another CD title that used motion video like NIGHT TRAP and
- SEWER SHARK; however, the graphics were even better, and the game looked
- much more interactive. DARK WIZARD was the first RPG I saw on the Sega CD,
- but the game was still in its Japanese form. FINAL FIGHT on Sega CD looked
- great. Although less colorful than the Super Nintendo version, all three
- characters were present, and now two players can play simultaneously.
- Other CD titles that were showing from Sega were: SPIDERMAN VS. THE
- KINGPIN, YOUNG INDIANA JONES, AFTERBURNER, and a new idea called VIRTUAL
- VCR. VIRTUAL VCR are videos featuring music artists or even cartoons. The
- sample they had at the show was for Prince. The CD has music with actual
- videos from Prince's hits that you can play back, fast forward, rewind,
- and freeze frame. Later on there will be VIRTUAL VCR classic cartoons that
- you can watch on your Sega CD.
-
- Many third-party companies were showing at least one CD player in their
- booth. Sony Imagesoft had their MAKE YOUR OWN MUSIC VIDEO with C&C Music
- Factory playing, and it looked a lot better than the Kriss Kross one. The
- graphics in the video windows were a lot cleaner. One of the most striking
- CDs at the show was BRAM STOKER'S DRACULA, which is also from Sony
- Imagesoft. DRACULA has unique graphics. You actually control a super-
- imposed actor through rotating and scaling 3-D rooms that look like actual
- film backdrops. The animation is absolutely incredible. Pendulums swing as
- though they're leaping out towards you face, and bats fly toward your
- character as though they're ripped right from a horror movie. It would
- take a separate article to describe the features in this game, but I can
- tell you that this will be one to watch for. Other titles from Sony
- Imagesoft that were not shown, but on the list for the Sega CD include:
- SON OF CHUCK, CLIFFHANGER, ESPN BASEBALL, ESPN FOOTBALL, JEOPARDY, LAST
- ACTION HERO, WHEEL OF FORTUNE, and JOURNEY TO THE CENTER OF THE EARTH.
-
- Renovation had one new SEGA CD title, it was the one at the show I
- probably played the most. In Japan its known as ROAD BLASTER F/X, but here
- in America, it will be titled ROAD AVENGER. This full-motion cartoon has
- you zooming down streets, into shopping malls, over bridges, and down
- enemy filled highways in a wild sports car. You control left and right
- movements, as well as turbo and break buttons. Cars try to run you off the
- road as you turbo boost your engine and literally bump enemy cars off
- cliffs, send motorcyclists flying off bridges, squeeze between trucks with
- fender-scraping sounds, and even have near misses with panic stricken
- pedestrians who throw all their shopping bags full of groceries in the
- air. This has got to be the most adrenalin pumping game I've ever played,
- and easily falls into the "Top 5 Best Games of the Show" category.
-
- Other third-party Sega CDs were: JVC's JAGUAR XJ200 (which is a one or
- two-player split-screen racing game using full 3-D scaling), Sierra On-
- lines's WILLIE BEAMISH (with full voice soundtrack), JVC'S MONKEY ISLAND
- (enhanced reggae musical score), and Virgin's TERMINATOR.
-
- Other third-party CD titles that are planned but weren't shown: HIEMDALL
- (RPG), DUNGEON MASTER II (RPG), ULTIMA UNDERWORLD, WING COMMANDER, WWF
- WRESTLEMANIA, ALIENS, THUNDERHAWK, KING'S QUEST V, STELLAR 7, SPACE QUEST
- V, RBI-V, PITFIGHTER II, and MORTAL KOMBAT. One interesting note: The Sega
- version of MORTAL KOMBAT will be a direct translation of the arcade
- version and will feature all the blood and guts of the original including
- the fatality moves. An Acclaim employee at the show stated that the Super
- Nintendo version will be tapered down a bit, although she said, "Acclaim
- will be allowed more leeway with Nintendo, than Capcom had with STREET
- FIGHTER II."
-
- New Carts From Sega
- -------------------
-
- Not as many new Sega cartridges were being shown as in the previous year,
- but the quality sure is getting better. Sega's new cartridges include:
- CHAKAN THE FOREVER MAN (a very weird platform game), X-MEN (hmm...it
- looked like it might be only a one-player game), CYBORG JUSTICE (a robot
- fighting game), DINOSAURS FOR HIRE (a really colorful, Ninja turtle-type
- game whose heroes are machine-gunning dinosaurs), and OUTRUN 2029 (a
- futuristic Outrun sequel that features dual upper and lower highway
- layouts).
-
- Third-Party Cartridges for the Genesis (keep 'em coming)
- --------------------------------------------------------
-
- Sony Imagesoft had the cartridge version of BRAM STOKERS DRACULA (a
- scaled-down platform game, which was different from the CD version).
- Other Sony carts you can expect to see this year will be: ESPN BASEBALL,
- ESPN FOOTBALL, CLIFF HANGER, and LAST ACTION HERO.
-
- Sunsoft had BLASTER MASTER 2 (a super version of the 8-bit Nintendo
- classic), AERO THE ACROBAT (another cutesy Sonic-type game featuring a
- masked bat in a circus of obstacles), and BATMAN REVENGE OF THE JOKER
- (which looked much better than Sega's own BATMAN RETURNS cartridge).
-
- Takara was showing FATAL FURY and KING OF THE MONSTERS. FATAL FURY looked
- absolutely incredible, and the characters seemed even bigger than the ones
- in STREET FIGHTER II.
-
- Namco had two surprises at the show: SPLATTERHOUSE III (a 16 meg haunted
- house that contains even more gore than the last) and ROLLING THUNDER III
- (which also tops the first).
-
- American Sammy will be releasing BREACH (a strategy board-like game) and
- SORCERER'S KINGDOM (why don't they release this excellent RPG already?!).
-
- Absolute was showing TOYS for the Genesis (hopefully it will turn out
- better than the movie).
-
- Domark, a leading European game company, had demos of JAMES BOND 007: THE
- DUEL and MIG-29 (a sophisticated jet simulator),
-
- Konami was in the Sega area with a few new products: TINY TOONS (excellent
- cartoon platform game that's different than the SNES version) and ROCKET
- KNIGHT ADVENTURES (another new platform star that has potential).
-
- Gametek was showing off THE HUMANS, a hot new LEMMINGS-type game.
-
- Camerica had the 8-bit Nintendo hit MICRO MACHINES for the Genesis, and it
- was incredibly playable.
-
- Mentrix had the first bowling game for the Genesis called CHAMPIONSHIP
- BOWLING (which looks exactly like SNES SUPER BOWLING).
-
- Rennovation showed one new cartridge game (which is old in Japan) titled
- ELEMENTAL MASTER, an excellent vertical shooter with a spell casting
- wizard (this game was created by the same team behind the THUNDERFORCE
- series).
-
- Sims, a newer company, will be releasing TECHMO WORLD CUP, a great playing
- soccer game.
-
- THQ has WAYNE'S WORLD for the Genesis (another movie license turned into a
- run-of-the-mill platform game).
-
- Taito was showing a few new titles: THE FLINSTONES, CHASE HQ II (blah!),
- and HIT THE ICE (an arcade-like hockey game).
-
- Although it wasn't showing, TECHMO'S SUPER BOWL should make its way to the
- Genesis this summer (I can't wait).
-
- Tengen was up to their usual strange ideas with a Sega version of RACE
- DRIVIN'. The polygon frame rate was faster than the SNES version so now it
- was slow, instead of very slow.
-
- Tradewest had BATTLETOADS, and it looks like it's going to be a winner.
-
- Virgin has an excellent lineup, including the mega-hit OUT OF THIS WORLD
- (excellent). Virgin's new SONIC-like game will be COOL SPOT, a superb
- fast-moving platform game starring one of the 7*up Spot characters (don't
- miss this one). Another great release from Virgin will be TYRANTS, a
- control-the-world-type game in the style of POPULOUS. MUHAMMED ALI
- HEAVYWEIGHT BOXING will be a knockout with its 360-degree rotating boxing
- ring and full body displays.
-
- US Gold had to have one of the best cartridges at the show. The game is
- called FLASHBACK, and it was programmed by the same Euro company
- responsible for OUT OF THIS WORLD. In fact, many people (including myself)
- thought FLASHBACK was actually OUT OF THIS WORLD Part II. FLASHBACK uses
- the same polygon techniques as OOTW, but takes the concept, animation,
- sound, and interaction to the next level. If you only buy one Genesis
- cartridge this year, this 12 meg game is the one!! STRIDER II will also be
- available from US Gold later this year.
-
- Game Gear's Great Year!
- -----------------------
-
- Sega's portable Game Gear was one of the hottest selling items for the
- holidays. Unfortunately, three days was not enough to see everything, but
- here is a list of what's expected:
-
- LAND OF ILLUSION (Mickey's sequel) TENNIS EVANDER HOLYFIELD BOXING HOME
- ALONE CHAKAN the FOREVER MAN LITTLE MERMAID GREENDOG MORTAL KOMBAT (what!)
- T2: THE ARCADE GAME JAMES POND TEAM WILLIAMS GRAND PRIX DESERT STRIKE ARCH
- RIVALS KRUSTY'S FUN HOUSE WHEEL OF FORTUNE JEOPARDY DRACULA HOOK
- BATTLETOADS STRIDER II DOUBLE DRAGON ROBIN HOOD: PRINCE OF THIEVES GLOBAL
- GLADIATORS
-
- to be cont'd...
-
- Nintendo's Big Top
- ------------------
-
- Separate from the South Hall, Nintendo was showcasing their new products
- in the usual massive circus tent-like structure. Since Nintendo's section
- housed all of their products (Gameboy, Nes, and SNES) under one roof, it
- certainly felt more cramped inside. Nintendo usually releases very few
- SNES games each year, but when they do, they're usually blockbusters. That
- was once again evident at this showing.
-
- With the introduction of the new F/X chip, Nintendo's first game to
- utilize this new technology was one of the big starts of the show. This
- new chip, (which enhances the speed of polygon objects), was in full swing
- in Nintendo's new STAR FOX game. Nintendo had a specially-made planetarium
- style dome that housed an entire circle of giant screen monitors, each one
- rigged up to a Super Nintendo with STAR FOX playing on each monitor. On
- the dark ceiling of the dome were black lights, laser projections, and all
- kinds of piped-in voices of co-pilots sending out coordinates (I'm sure a
- lot of game neophyte businessmen thought those voices were actually coming
- from the game).
-
- With or without the extra fluff that Nintendo likes to enhance their
- premiere titles with, STAR FOX stands on its own. This 3-D space shooter
- is like nothing you've ever seen. As you take control of your space
- fighter, you choose which planet to tackle on your fancy on-board map.
- There are high-speed chases through trenches, asteroid fields, collapsing
- space ships that rotate, huge enemy ships that have many moving parts, and
- all kinds of space junk. The view of your ship changes from in the cockpit
- to outside the ship. All in all, STAR FOX will blow your mind. As you can
- probably guess, this was also one of the top five games at the show.
-
- The other title Nintendo had on display was VEGAS STAKES, a very sleek
- gambling casino game that takes advantage of the Super Nes hardware (get a
- load of the mode 7 roulette wheel).
-
- Partying With SNES Third-Party Cartridges
- -----------------------------------------
-
- Starting down the endless aisles, I stopped at one of my favorite third-
- party companies. Konami was showing four new titles for the SNES: BATMAN
- RETURNS, TINY TOONS, CYBERNATOR, and some very early stages of NFL
- FOOTBALL. BATMAN RETURNS looked incredible. The characters are large and
- detailed, and the backgrounds are a knockout. NFL FOOTBALL looks
- promising, as it takes full advantage of mode 7 (look out John).
- CYBERNATOR and TINY TOONS should both be huge hits. TINY TOONS leaves even
- ROAD RUNNER in the dust.
-
- Capcom was showing off their sequel to FINAL FIGHT, titled FINAL FIGHT II.
- This new version featured Hagar (from the original) joined by two new
- characters. Capcom did it right this time, allowing two-player
- simultaneous play. Hot stuff!
-
- Activision had demos of MECH WARRIOR, SHANGHAI 2, and ALIEN VS. PREDATOR.
- MECH WARRIOR uses a first-person perspective, and features mode 7 terrain.
- ALIEN VS. PREDATOR was one of the worst games I saw at the show. Remember
- this title when it's released, and avoid it at all costs.
-
- American Technos had the arcade translation of COMBATRIBES; another
- fighting game that looked okay, but nothing to scream about.
-
- Asciiware's SPELLCRAFT is a very different RPG game. There are wizards,
- warriors, and a ton of spells that you can mix together and bring onto the
- battlefield.
-
- New games coming from Atlus are SUPER VALIS IV and METAL JACK. Both games
- seemed to be pretty drab, despite the fact that SUPER VALIS IV received
- pretty good reviews in the game mags (these reviewers were being too
- nice).
-
- TOXIC CRUSADERS from Bandai actually looked pretty good. The B-movie's
- theme is turned into a side-scrolling platform game.
-
- Clinging onto the TETRIS formula, Bullet Proof Software's new title
- YOSHI'S COOKIES (a huge hit on the Gameboy) will now be dropping in on the
- SNES. I played it, and yes it is addicting!
-
- A new company, DTMC INC., had CALIFORNIA GAMES II ready to ship. Most of
- the events had lots of cool mode 7 tricks.
-
- Data East was showing SHADOWRUN and DRAGON'S LAIR (which should be out
- now). SHADOWRUN looked like an interesting three-quarter perspective RPG,
- and DRAGON'S LAIR is basically a pretty platform game that's "pretty"
- uncontrollable.
-
- ENIX (one of my personal favorite SNES companies), had demos of EVO and
- THE SEVENTH SAGA. EVO is an interesting arcade-style RPG in which your
- character evolves into different stages of evolution. EVO will support the
- SNES mouse.
-
- THE SEVENTH SAGA looks like another RPG hit from the guys that gave us
- SOUL BLAZER.
-
- FCI was once again showing ULTIMA: THE FALSE PROPHET along with the
- intricate computer "toy" SIM EARTH (mouse compatible).
-
- Gametek was previewing THE HUMANS and KAWASAKI CHALLENGE. Those who
- enjoyed LEMMINGS will probably have a ball with THE HUMANS since the idea
- is somewhat similar.
-
- Hi Tech Expressions licensed TOM AND JERRY for the SNES, and will also be
- distributing HARLEY'S HUMONGOUS ADVENTURE. The latter uses clay-mation
- type effects and looks quite similar to the classic Sega Mickey Mouse game
- (CASTLE OF ILLUSION).
-
- Hudsonsoft will be bringing us SUPER BOMBERMAN, which will have the option
- of playing with up to five players (when the adapter becomes available).
- Other titles from HUDSONSOFT will include: BATTLE GRAND PRIX, POWER LEAGUE
- BASEBALL, and POWER LEAGUE FOOTBALL.
-
- Interplay had some strong showings with CLAYMATES, LORD OF THE RINGS, AND
- ROCK 'N' ROLL RACING. CLAYMATES is really shaping up to be a winning
- platform game. ROCK 'N' ROLL RACING features wild trucks on crazy, smooth-
- scrolling courses with lots of varied terrain. Based on J.R.R. Tolkein's
- "Middle Earth" novel, LORD OF THE RINGS is a huge RPG epic that will also
- support the SNES mouse.
-
- Irem has a new fighting game called STREET COMBAT (enough already!).
-
- JVC had one of the biggest selling games of '92 with SUPER STAR WARS, and
- although it was not shown, they will be releasing SUPER EMPIRE STRIKES
- BACK some time in '93. JAGUAR XJ220, a great split-screen racing game will
- also be pulling up to the SNES this year. Meanwhile, as of this writing,
- DUNGEON MASTER is still not available??
-
- Jaleco's newest offerings will be KING ARTHUR'S WORLD and UTOPIA. KING
- ARTHUR'S WORLD is a strategy game that will be the first to use a special
- Dolby soundtrack, and UTOPIA is another sure-fire hit similar to the now
- classic POPULOUS. Both games will support the SNES mouse.
-
- Kemco's got a unique platform game on the horizon called THE FIRST
- SAMURAI, as well as TOP GEAR 2 sometime in '93.
-
- Ocean of America had a slew of great movie-licensed-based games including
- COOL WORLD, ADDAMS FAMILY: PUGSLEY'S SCAVENGER HUNT, and LETHAL WEAPON.
- Ocean's newest ADDAMS FAMILY game is far superior to their previous one.
-
- Seika's newest games will be much better than the last batch with SUPER
- TURRICAN II, TRODDLERS, and AQUATIC GAMES. TRODDLERS is yet another
- delightful LEMMINGS clone, and SUPER TURRICAN is one of the better
- running, jumping shooters I've seen.
-
- Seta will be doing an adventure based on THE WIZARD OF OZ. F1-ROC RACE OF
- CHAMPIONS, another release from Seta, will be their first game to use a
- special chip similar to the one that was used for MARIO KART. It's another
- F*ZERO-like game with amazing 3-D scaling. Although it has been available
- in Japan for quite a while, MUSHYA will make its way to the US as well. If
- it's anything like the game I saw last summer, one word will come to mind.
- ..WHY?
-
- Sony Imagesoft has one of the hottest RPGs on their hands with EQUINOX, a
- very unique grand-scale adventure with some awesome mode 7 above-ground
- effects. Also coming from Sony Imagesoft will be BRAM STOKER'S DRACULA,
- which should be sinking its teeth into the SNES later this year.
-
- Squaresoft was showing the Japanese version of FINAL FANTASTY III, which
- already looked incredible. When it hits the US, look for it to be a 16 meg
- monster.
-
- Sunsoft's got a pretty wacky lineup with TAZMANIA, AERO THE ACROBAT, and
- DUCK DODGERS. The SNES version of TAZMANIA lets you control the TAZ down
- 3D-mode 7 roads laced with humor. SUPERMAN was finally finished and it
- was far superior to the Sega Genesis version.
-
- THQ will be releasing WAYNE'S WORLD and REM & STIMPY. Both games looked
- pretty decent for THQ, but then again, that's not saying much.
-
- Taito's two new titles were HIT THE ICE, and SONIC BLASTMAN. HIT THE ICE
- is a fast-paced arcade hockey game, and SONIC BLASTMAN is a new super-hero
- type game that's pretty hysterical.
-
- FATAL FURY from Takara should be hitting the stores real soon. This
- original NEO*GEO fighting game should appeal to all the STREET FIGHTER
- followers.
-
- TECMO SUPER NBA BASKETBALL is one of the best-looking, best-playing
- basketball games on the SNES (it will be worth the wait).
-
- Titus should be shipping THE BLUE BROTHERS by the time you read this, as
- well as a new racing game called LAMBORGHINI'S AMERICAN CHALLENGE.
-
- Takara was showing off the SNES version of FATAL FURY. While the sound was
- not quite as good as that on the original NEO*GEO version, the graphics
- were definitely comparable.
-
- Tradewest had BATTLETOADS IN BATTLEMANIACS, which looked close to being
- finished. BATTLETOADS will be the next Ninja Turtles-type game for the
- SNES (and not as easy).
-
- Virgin was showing some of their new SNES titles for '93. Included were
- WOLF CHILD (exactly like the Sega CD version) and GLOBAL GLADIATORS (good
- choice Virgin, we loved the Genesis version).
-
- Companies That Swing Both Ways
- ------------------------------
-
- Accolade had their own massive booth with games for both Super Nintendo
- and Genesis. BUBSY was the most talked about cartridge at CES. If anyone
- is going to give SONIC a run for its money (or rings), it will be this new
- cartoon-like character. BUBSY is capable of all kinds of incredible
- maneuvers in this incredibly huge world of clever animation. There are
- over 40 different types of animation for the BUBSY character alone. The
- sampled sounds are hilarious, and the special effects are top notch. The
- version I played was on the Super Nintendo, and a Genesis version is also
- in production at this time. This will be the new video game star of '93,
- and was one of the five best games at the show. HOT! Accolade has a great
- lineup of sports games for the Genesis, including HARDBALL III (which is
- exactly like the PC version, including Al Michael's commentary), SUMMER
- CHALLENGE, and POWER CHALLENGE GOLF.
-
- Located next door to Sega, Electronic Arts had its own booth featuring
- both Genesis and Super Nintendo carts. This could be a good year for
- baseball games, as EA will put the finishing touches on TONY LARUSSA
- BASEBALL for the Genesis. I was surprised to see a Genesis version of
- BULLS VS. BLAZERS. I remember EA saying it would be available only for the
- Super Nintendo. MUTANT LEAGUE FOOTBALL is a sicko football game featuring
- all kinds of bizarre creatures who play to kill. It may be the violence
- that will sell this piece, but on its own it's an excellent game. B.O.B.
- is a new platform game for the SNES that looks like a good one. The sequel
- to DESERT STRIKE titled JUNGLE STRIKE will be a 16 meg powerhouse. JUNGLE
- STRIKE will available on the Genesis later this year (wait until you see
- the night missions). ROLO THE RESCUE is a cutesy kids game for the Genesis
- featuring an elephant and his animal friends in a world of mystery and
- danger. Also coming for the Genesis is an isometric style adventure/arcade
- game titled HAUNTING starring POLTERGUY (hey, I didn't make up the name).
- Not getting too much attention (probably because it was just a crude demo)
- was a new JAMES POND sequel. I stood around for a while and watched as the
- little fish hero went zooming down giant slopes of Swiss cheese at speeds
- that would make even Sonic cringe.
-
- What the heck is 3DO?
- ---------------------
-
- As I left the South Hall, I began to make my way to the North Hall. The
- North Hall contains most of the big name companies like Philips, Sanyo,
- and Sony. But it was Panasonic I was looking for. They were the first to
- have a 3DO system in their booth. 3DO also had their own setup in the
- multimedia area much further away.
-
- What's all the hype about? This baby houses a 32-bit RISC-based processor
- that can spin, rotate, and zoom graphics at a frightening speed. You can
- have hundreds of full-screen animated objects without a trace of slowdown.
- The color palette has a whopping display of 16 million colors with almost
- no limit to how many can be displayed at the same time.
-
- There were only short demos running on each display, but it was enough to
- show some of the remarkable capabilities of the 3DO. One of the demos was
- of a game based on the up-and-coming Spielburg movie, "Jurassic Park." The
- display used four different layers of digitized scrolling trees and
- flowers. This forest-type setting looked REAL. Strolling down this forest
- scene was a digitized character who also looked REAL. Now, while
- everything was scrolling, there were pieces of animated video footage with
- giant parrots (making the bottom layer look closer in perspective) and
- other creatures animated right on the scenery. The effect blew me through
- both the North and South Halls. The people behind 3DO will push this unit
- to become the next home family entertainment system, much in the way the
- VCR found its way into every home (can you say Panasonic/Matsushita?).
- Down the road, when fiber optics come into play, 3DO will be able to
- attach itself into your local cable network for Pay-TV games! The machines
- shown on the floor were actually prototypes, so the final unit may look
- different by the time it's released (some time in late fall).
-
- Laser Wars!
- -----------
-
- Pioneer has a great new idea that they claim will be here as soon as
- September. It a new interactive laser disc based unit called L.I.F.E
- (LASER INTERACTIVE FAMILY ENTERTAINMENT). Pioneer is signing up companies
- to produce laser disc applications which will take advantage of full-
- motion video (as opposed to small video windows) in both entertainment,
- instructional, and educational software. Now for the bigger news: The
- Laser disc has an optional slot that will accept a special module that's
- licencesd by Sega and TTI (one or the other). Whichever one you choose to
- buy (or you can buy both), you will be able to plug both cartridge and CD
- based games from Sega or TTI into the Pioneer unit. For example: Let's say
- you buy the Sega expansion module. You will plug your Genesis controls
- into the expansion module and either pop a Genesis cartridge in the slot,
- or a Sega CD in the Laser player. So all together, this Laser disc player
- can play regular audio CDs, laser-disc-based movies, CD&G discs, Sega CDs
- and cartridge games (with Sega Module), and Turbo-Grafx CDs and cartridges
- (with TTI module).
-
- Overall Impressions
- -------------------
-
- The game outlook is getting more and more exciting. Companies are really
- starting to increase the number of megs in their newer games. TTI's new
- line is excellent, while both Nintendo and Sega are sharing an equal
- success. The result will be even more innovative games and add-ons
- throughout the year. CD mania is starting to catching on quite nicely, and
- newer machines like the 3DO will further heighten this new generation of
- entertainment. Although SNK and Atari were not on the show floor, both
- companies will mostly likely appear at the Summer CES with some new
- surprises of their own. Until then, enjoy!
-
- This report is copyright (c) 1993 by Joseph Cataudella. All rights
- reserved. Not to be distributed without permission.
-
- -------------------------------------------------------------------------
-
- Used with permission (with great gratitude) from CIS/Gamers Forum and
- full credit to Joe Cataudella and 'The Electronic Gamer' (TEG) for
- allowing us to publish this article in Game Bytes. We actively encourage
- all gamers who read this to take some time and check out the gaming
- forums on Compuserve. They are staffed by VERY intelligent and
- responsive people with an incredible insight into today's hottest games.
- Game Bytes Magazine is proud to be available in the GAMERS forum.
-
-
- GAME BYTES EXCLUSIVE - Front Page Sports: Football Contest
-
- Game Bytes is pleased to (pre)announce an upcoming first for the maga-
- zine. Watch these pages in issue #10 for details concerning a contest
- sponsored by Dynamix and Game Bytes for big, BIG prizes! Dynamix'
- wildly successful Front Page Sports: Football will be the arena where
- the competition will take place. First prize will be a high-quality
- Dynamix letterman's jacket. Full details will be presented in the 10th
- issue, so you gridiron coaches, get ready for some serious competition.
-
- See you in the next issue.
-
-
- Reviewer Bio: Sir Launcelot Du Lake
-
- The following is an account in his own words of the life, times, battle
- plans and armory manifest of Sir Launcelot Du Lake. Rumor has it that
- the current incarnation of our gallant and intrepid reviewer is none
- other than Winston Goh. -ed.
-
- I doth impart jewels of wisdom in Psychology at the Dept. of Social Work
- & Psychology here at the National University of Singapore. Verily, didst
- I journey into the world of the silicon warriors only in 1989. My
- previous partaking of such a world wert only with quests like Space
- Invaders, Alley Cat etc. which I doth find mindless and boring. Then a
- fair maiden doth took mine hand into the world of Ultima V, and to this
- day, I doth both curse and bless the day she showed me this world (
- **grin**). My journeys hence lie in CRPGs (thus my callsign :)) and
- Wargames; I doth journey to other worlds too, but I only limit myself to
- CGW Award winners (maybe GameBytes winners now too!); time, 'tis such a
- rare commodity. This self-imposed limitation dost not seem to quell the
- exponentially-growing backlog of games!!! - seem to be buying quicker
- than I can finish them! The most glorious quests? 'twould be the
- Ultima, AD&D, and Wing Commander series, Wasteland (played 3 times!),
- Second Front, Red Lightning, Conflict: Middle East, Conflict: Korea, and
- Warlords.
-
- Mine most sacred and trusty arms:
-
- Xsys 486DX-33 Starserver full tower (in matt and semi-gloss black finish,
- eat your heart out, Steve Jobs!! :))
- 4 MB Panasonic RAM, 200 MB Connor HDD, 1.2 MB & 1.44 MB Teac FDD 14"
- 1024 x 768 SVGA Monitor, 1 MB Trident 8900cs SVGA Card
- SoundBlaster Pro card wired to Aiwa NSX-330 midi hi-fi
- CH Flightstick and CH Gamecard III automatic,
- Microsoft serial mouse
-
- Software Environment: MS DOS 5.0, Windows 3.1, QEMM 6.02
-
- Planning to get: NEC CDR-84 CD-ROM drive; SB-16/PAS-16 (real soon!)
- 4 MB RAM, Roland LAPC-1/SCC-1 (soon)
- 200/330 MB HDD; 17/19/21" non-interlaced monitor (later)
- 1 GB HDD (far future **grin**)
-
- If thou dost wish to spin tales of valour, thou canst mindmeald with me
- at:
-
- Internet: swkgohw@nuscc.nus.sg
- Bitnet: swkgohw@nusvm.bitnet
-
- Till then, fare thee well fellow silicon warriors!
-
- Sir Launcelot Du Lake
-
-
- Name: Lonnie Barnett
- City: Cincinnati, OH
- Phone: 513-777-4419
- Email address: INTERNET - lonnie@meaddata.com
- Opponent wanted for: Perfect General, Conquered Kingdoms.
-
- Name: Andy Van Fossen
- City: Columbus, Ohio
- Phone: 614-771-7233
- Email address: INTERNET - andy.vanfossen@osu.edu
- Opponent wanted for: Command HQ
-
- Name: Scot Kight
- City: Ames, Iowa
- Phone: 515-292-8097
- Modem speed: 14.4K
- Email address: INTERNET - tarjan@iastate.edu
- Opponent wanted for: Falcon; Battle Chess; F1GP(when available);
- Perfect General
-
- Name: Marc Paulin
- City: Moncton, New Brunswick, Canada
- Phone: 506-855-4974
- Modem speed: 2400
- Email address: INTERNET - markus@info.umoncton.ca
- Opponent wanted for: Battle Chess 1 & 2, Fire Power, 688 Attack Sub,
- Populous I
-
- Name: Steve Crawford
- City: , Colorado
- Phone: 303-440-5917
- Modem speed: 14.4K-baud
- Email address: INTERNET - smithme@spot.Colorado.EDU
- Opponent wanted for: Conquered Kingdoms, Siege: Dogs of War
-
- Name: John Gantert
- City:
- Phone: 410-569-0416
- Modem speed: 2400
- Email address: INTERNET - jgantert@nyx.cs.du.edu
- Opponent wanted for: Wordtris, Super Tetris
-
- Name: Brett Lawler
- City: Hunstville, Alabama
- Phone: 205-464-0651
- Modem speed: 14.4K-baud
- Email address: INTERNET - brett@b8.b8.ingr.com
- Opponent wanted for: Falcon 3.0
-
- Name: Andrew Argyle
- City:
- Phone: 514-985-2998
- Modem speed: 2400
- Email address: INTERNET - uunet!sobeco!paxmtl!andrew
- Opponent wanted for: Command HQ
-
- Name: Jim Knutson
- City: Austin, Texas
- Phone: 512-892-1386
- Modem Speed/Type: V.32bis/2400/1200/...
- Email path/Internet number: knutson@mcc.com
- Modem opponent wanted for: Falcon 3
-
- Name: David Ondzes
- City: , MA
- Phone: 617-661-2597
- Modem Speed/Type: 2400
- Email path/Internet number: picasso@acs.bu.edu
- Modem opponent wanted for: Anything, I do not know what is possible
-
- Name: David desJardins
- City: Princeton NJ
- Phone: 609-683-0312
- Modem Speed/Type: Nuvotel 14400I (V.32 bis, V.42, MNP-5)
- Email path/Internet number: desj@ccr-p.ida.org
- Modem opponent wanted for: Conquered Kingdoms, Battles of Destiny,
- will buy other strategy games
-
- Name: Kevin Williams
- City: Cleveland, Ohio
- Phone: 216-754-2313
- Modem Speed/Type: 2400/Infotel
- Email path/Internet number: kbw@po.CWRU.Edu
- Modem opponent wanted for: Falcon3, TPG, Powermonger, CHQ
-
- Name: Chris Fodor
- City: San Diego, California
- Phone: 619-220-0115
- Modem Speed/Type: 2400 Hayes Compat
- Email path/Internet number: cfodor@UCSD.edu (most reliable)
- Modem opponent Wanted for: Modem Wars, Global Conquest, F29 Retaliator,
- Falcon 3.0?
-
- Name: Jim Green
- City: Madison, Alabama
- Phone: 205-464-0691 (home) or 205-730-8850 (work)
- Modem Speed/Type: 2400 Hayes compatible
- Internet/email: 129.135.142.103/jim@pdsjg.b24a.ingr.com
- Modem apponent for: Siege (Dogs of War), Mail or call me for other game.
- I can't remember ones that have modem support.
-
- Name: Ray Eifler
- City: Southfield, Michigan
- Phone:
- Modem Speed/Type: USR HST 14.4
- Email path/Internet Number: goldberg@iastate.edu (until spring)
- Modem opponent wanted for: Perfect General, others
-
- Name: Robert Keng
- City: Fremont, California
- Phone: 510-794-8421
- Modem Speed/Type: US Robotics Courier HST DS w/ v.32bis and ASL
- 14,400 max connection speed, 38,400 DTE
- Email path/Internet Number: primus@netcom.com
- Modem opponent wanted for: Falcon 3.0/OFT, F-15 III......
-
- Name: Brian Weaver
- City: Boulder, Colorado
- Phone: 303-786-0021
- Modem Speed/Type: 9600 v.32/v.42bis
- Email path/Internet Number: weaverb@rintintin.colorado.edu
- Modem opponent wanted for: Falcon 3.0, Armor Alley, I'll buy just about
- any good game.
-
- Name: Joel Schaubert
- City: Round Rock, Texas
- Phone: 512-388-4298
- Modem Speed/Type: 2400 baud connections
- Email path/Internet Number: schaubert@fisher.com
- Modem opponent wanted for: Command HQ
-
- Name: Dave Killion
- City: Concord, California
- Phone: 510-674-9143
- Modem Speed/Type: Generic 2400B, getting a Generic 9600B
- Internet/Email path: Killion@eis.calstate.edu
- Modem Opponent Wanted For: Perfect General, 688 Attack Sub, Falcon 3.0,
- others
-
-
- I'm pleased to announce the winners of the GAME BYTES GAME OF THE YEAR
- awards. The response was tremendous, and I hope even more will
- "turn out" next year as our nominations roll around again.
-
- Many of the races were very close, and still, some were complete runaways.
-
- May I have a drum roll please...... {thank you}
-
- In the Role-Playing category, the top four nominees were:
-
- ULTIMA 7 - ORIGIN
- DARKLANDS - MICROPROSE
- ULTIMA UNDERWORLD - ORIGIN
- CRUSADERS OF THE DARK SAVANT - SIR-TECH SOFTWARE
-
- and the winner is....
-
- ULTIMA UNDERWORLD - ORIGIN / LOOKING GLASS TECHNOLOGIES
-
- In the Sports category, the top three nominees were:
-
- HARDBALL 3 - ACCOLADE
- LINKS 386 PRO - ACCESS SOFTWARE
- SUMMER CHALLENGE - ACCOLADE
-
- and the winner is....
-
- LINKS 386 PRO - ACCESS SOFTWARE
-
- In the Action/Arcade category, the top four nominees were:
-
- WING COMMANDER 2: SPECIAL OPS MISSIONS 2 - ORIGIN
- GODS - KONAMI
- WOLFENSTEIN 3D- ID/APOGEE SOFTWARE
- OUT OF THIS WORLD - INTERPLAY
-
- and the winner is....
-
- WOLFENSTEIN 3D - ID SOFTWARE / APOGEE SOFTWARE
-
- In the Adventure category, the top four nominees were:
-
- INDIANA JONES AND THE FATE OF ATLANTIS - LUCASARTS
- STAR TREK: 25TH ANNIVERSARY - INTERPLAY
- THE SECRET OF MONKEY ISLAND II - LUCASARTS
- KING'S QUEST VI: HEIR TODAY, GONE TOMORROW - SIERRA ON-LINE
-
- and the winner is....
-
- INDIANA JONES AND THE FATE OF ATLANTIS - LUCASARTS
-
- In the Strategy/Wargame category, the top three nominees were:
-
- V FOR VICTORY: UTAH BEACH - THREE-SIXTY
- CIVILIZATION - MICROPROSE
- THEATRE OF WAR - THREE-SIXTY
-
- and the winner is....
-
- CIVILIZATION - MICROPROSE
-
- In the Simulation category, the top three nominees were:
-
- ACES OF THE PACIFIC 1.2 - DYNAMIX
- FALCON 3.0D - SPECTRUM HOLOBYTE
- A-TRAIN - MAXIS
-
- and the winner is....
-
- FALCON 3.0 - SPECTRUM HOLOBYTE
-
- In the Edutainment category, the top three nominees were:
-
- WORD RESCUE - APOGEE SOFTWARE
- ECOQUEST: IN SEARCH OF CETUS - SIERRA ON-LINE
- WHERE IN THE USA IS CARMEN SANDIEGO DELUXE - BRODERBUND SOFTWARE
-
- and the winner is....
-
- WHERE IN THE USA IS CARMEN SANDIEGO DELUXE - BRODERBUND SOFTWARE
-
- and finally, for Overall Best Game of 1992, the top four nominees were:
-
- ULTIMA UNDERWORLD - ORIGIN
- CIVILIZATION - MICROPROSE
- FALCON 3.0 - SPECTRUM HOLOBYTE
- ULTIMA 7 - ORIGIN
-
- and the winner is....
-
- CIVILIZATION - MICROPROSE SOFTWARE
-
- Thanks to the hundreds who voted on all the different services. These
- winners are YOUR winners and we congratulate these fine developers and
- publishers who make these great games available. Individual awards are
- being prepared and sent to each publishing company.
-
- We hope to hear from all of you next year and we'll do it all over again.
- And as always, thanks for reading Game Bytes!
-
- We are pleased to be able to be partners with the Software Creations BBS
- system, home of the Apogee software distribution network. Through this
- BBS network, we are able to have Game Bytes distributed on over 2000
- BBS systems throughout North America. Dan Linton, the chief sysop of
- Software Creations, welcomes new users and we would like to encourage all
- who would like to be participating members in one of the best BBS systems
- in the country to call and check it out. The numbers for Software
- Creations are:
-
- 508-365-2359 - 2400 baud
- 508-368-4137 - 2400 - 16.8K-baud - US Robotics Courier HST Dual Standard
- 508-368-7036 - 2400 - 14.4 Kbaud - V.32bis
-
- All new Apogee shareware releases START with Software Creations, so by
- being a member of this board you'll be guaranteed to be the first to have
- new releases from Apogee/ID such as the Keen series, and next year, the
- incredible Doom series. Plus, you'll always find each and every issue
- of Game Bytes on Software Creations first.
-
- Call today!
-
- This week the votes from 123 people have been used to compile this chart.
- Send your votes to appelo@dutiag.twi.tudelft.nl and you'll get the next
- chart sent to you personally. Ask for the document that tells how to vote.
- The format for every line with a vote is: points title publisher [ ID ]
- ==========================================================================
- The Net PC Games Top 100 Edition 9 - Week 9 - March 1, 1993
- ==========================================================================
- TW LW NW Title Developer/Publisher(s) ID Points
- --------------------------------------------------------------------------
- 1 ( 1) 9 Civilization MicroProse [1002] 820
- 2 ( 2) 6 Ultima Underworld 2 Origin/Electronic Arts [1127] 421
- 3 ( 3) 9 Ultima Underworld Origin/Mindscape [1009] 327
- 4 ( 7)^ 8 Dune 2 Westwood/Virgin [1110] 299
- 5 ( 4) 9 Wolfenstein 3D Id/Apogee [1013] 297
- 6 ( 5) 8 Crusaders o.t. Dark Savant Sir-tech/US Gold [1104] 197
- 7 ( 6) 8 Star Control 2 Accolade [1116] 223
- 8 ( 12)^ 7 World Circuit/F1 Grand Prix MicroProse [1123] 300
- 9 ( 8) 9 Wing Commander 2 (+ Sp. Oper.) Origin/Mindscape [1007] 233
- 10 ( 9) 7 Railroad Tycoon MicroProse [1121] 228
- 11 ( 10) 9 Ultima 7 (+ Forge of Virtue) Origin/Mindscape [1001] 154
- 12 ( 11) 9 Links 386 Pro (+ courses) Access/US Gold [1006] 185
- 13 ( 14)^ 9 Ind. Jones: Fate of Atlantis LucasArts/US Gold [1003] 158
- 14 ( 13) 9 King's Quest 6 Sierra [1015] 105
- 15 ( 18)^ 8 Comanche: Maximum Overkill NovaLogic/US Gold [1101] 155
- 16 ( 17)^ 6 The Incredible Machine Dynamix/Sierra [1128] 158
- 17 ( 16) 9 Falcon 3.0 (+ operations) Speum Holob./MicroProse [1005] 106
- 18 ( 20)^ 8 Alone in the Dark Infogrames [1105] 173
- 19 ( 15) 9 Wing Commander 1 (+ Secret M.) Origin/Mindscape [1026] 122
- 20 ( 27)^ 6 VGA Planets Tim Wisseman [1131] 162
- 21 ( 19) 9 Monkey Island 2 LucasArts/US Gold [1014] 97
- 22 ( 25)^ 9 SimCity Maxis/Ocean [1079] 152
- 23 ( 28)^ 6 Commander Keen 4, 5, 6 Id/Apogee [1129] 152
- 24 ( 24) 9 Eye of the Beholder 2 SSI/US Gold [1067] 113
- 25 ( 21) 9 A-train (+ constr. set) Maxis [1004] 88
- 26 ( 37)* 8 F-15 Strike Eagle 3 MicroProse [1103] 135
- 27 ( 22) 9 Out of this World Delph./Interpl./US Gold [1012] 65
- 28 ( 23) 9 Harpoon (+ disks) Three-Sixty/Electronic Arts [1058] 64
- 29 ( 36)^ 9 Lemmings (+ More Lemmings) Psygnosis [1095] 148
- 30 ( 30) 9 Darklands MicroProse [1008] 70
- 31 ( 42)* 5 Spear of Destiny Id [1124] 122
- 32 ( 35)^ 7 Conquered Kingdoms QQP [1122] 96
- 33 ( 26) 9 Star Trek: 25th Anniversary Interplay [1017] 29
- 34 ( 33) 9 Monkey Island 1 (+ vga v.) LucasArts [1027] 75
- 35 ( 29) 9 Aces of the Pacific (+ miss.) Dynamix/Sierra [1010] 42
- 36 ( 34) 9 Red Baron (+ missions) Dynamix/Sierra [1070] 68
- 37 ( 32) 9 Gods Renegade/Konami [1023] 52
- 38 ( 31) 9 Lost Files of Sherlock Holmes Electronic Arts [1016] 40
- 39 ( 44)^ 9 Eye of the Beholder 1 SSI/US Gold [1093] 85
- 40 ( 49)^ 4 Warlords SSG [1135] 93
- 41 ( 46)^ 9 Dune Cryo/Virgin [1075] 92
- 42 ( 40) 9 Quest for Glory 3 Sierra [1018] 24
- 43 ( 38) 9 Laura Bow 2 Sierra [1019] 25
- 44 ( 39) 9 Dungeon Master Psygnosis [1024] 36
- 45 ( 47)^ 6 The Humans US Gold [1112] 53
- 46 ( 58)^ 4 Empire: Wargame of the Century Interstel [1142] 92
- 47 ( 43) 9 Hardball 3 Accolade [1011] 30
- 48 ( 54)^ 7 Gobliins 2 Coktel V./Digital I./Sierra [1107] 61
- 49 ( 45) 9 Legend of Kyrandia Westwood/Virgin [1025] 48
- 50 ( 55)^ 7 V for Victory (+ scenario's) Three-sixty/El. Arts [1114] 60
- 51 ( 41) 9 Gateway Legend/Accolade [1022] 12
- 52 ( 52) 9 Push-over Ocean [1030] 64
- 53 ( 50) 9 Leather Goddesses of Phobos 2 Infocom/Activision [1045] 40
- 54 ( 51) 5 Car and Driver Electronic Arts [1137] 32
- 55 ( 61)^ 7 Might & Magic: Clouds of Xeen New World/US Gold [1102] 21
- 56 ( 48) 9 Chessmaster 3000 (+ windows) Software Toolworks [1029] 24
- 57 ( 57) 9 Police Quest 3 Sierra [1039] 45
- 58 ( 62)^ 6 The Lost Admiral QQP [1126] 48
- 59 ( 56) 9 Leisure Suit Larry 5 Sierra [1042] 40
- 60 ( 53) 9 Powermonger Bullfrog/Electronic Arts [1036] 20
- 61 ( 60) 9 Secret Weapons o.t. Luftwaffe LucasArts [1035] 22
- 62 ( 69)^ 9 Perfect General (+ scenario's) QQP/Ubi [1098] 64
- 63 ( 63) 9 Global Conquest MicroProse [1068] 33
- 64 ( 72)^ 3 Amazon Access/US Gold [1120] 68
- 65 ( 76)^ 5 Front Page Sports: Football Dynamix/Sierra [1133] 12
- 66 ( 77)^ 5 Battles of Destiny QQP [1132] 33
- 67 ( 65) 9 Gunship 2000 (+ missions) MicroProse [1047] 40
- 68 ( 59) 9 Crisis in the Kremlin Spectrum Holobyte [1021] 40
- 69 ( 75)^ 9 Dark Queen of Krynn SSI/US Gold [1050] 27
- 70 ( 64) 9 PGA Tour Golf Electronic Arts [1038] 28
- 71 ( 71) 6 The Summoning SSI/US Gold [1117] 24
- 72 ( 68) 9 Conquest of the Longbow Sierra [1055] 13
- 73 ( 70) 5 Stunt Island Infogrames/Disney [1130] 20
- 74 ( 80)^ 3 SimLife Maxis/Mindscape [1138] 25
- 75 ( 67) 9 Gobliiins oktel V./Digital I./Sierra [1034] 17
- 76 ( 78)^ 9 SimEarth (+ windows version) Maxis/Ocean [1091] 36
- 77 ( 73) 9 Siege Mindcraft/Electronic Arts [1063] 28
- 78 ( 74) 4 Pirates MicroProse [1140] 4
- 79 ( -)* 1 MechWarrior Activision [1159] 41
- 80 ( 99)^ 2 Populous 2 (+ disk) Bullfrog/Electronic Arts [1149] 15
- 81 ( 82)^ 9 Air Bucks Impressions [1082] 20
- 82 ( 86)^ 6 Curse of Enchantia Core Design [1111] 20
- 83 ( 79) 7 Spellcasting 301 Legend/Accolade [1108] 4
- 84 ( -)^ 1 Populous 1 (+ disk) Bullfrog/Electronic Arts [1155] 36
- 85 ( -)^ 1 Eric the Unready Legend/Accolade [1151] 7
- 86 ( 91)^ 2 Ultima 6 (The False Prophet) Origin/Mindscape [1153] 20
- 87 ( -)^ 1 Major Stryker Apogee [1161] 41
- 88 ( 84) 9 King's Quest 5 Sierra [1061] 20
- 89 ( 92)^ 5 Terminator 2029 Bethesda [1113] 9
- 90 ( -)^ 1 Cosmo's Cosmic Adventure Id/Apogee [1162] 52
- 91 ( 95)^ 2 Catacombs Abyss Softdisk [1141] 20
- 92 ( 98)^ 2 Spaceward Ho! New World/US Gold [1154] 20
- 93 ( 85) 9 Willy Beamish Dynamix/Sierra [1064] 8
- 94 ( 97)^ 2 Covert Action MicroProse [1143] 12
- 95 ( 89) 9 Grand Prix Unlimited Accolade [1056] 16
- 96 ( 83) 9 Lure of the Temptress Revolution/Virgin/Konami [1046] 16
- 97 ( -)^ 1 Champions of Krynn SSI/US Gold [1156] 20
- 98 ( 96) 3 Carrier Strike SSI [1144] 8
- 99 ( 87) 9 Lord of the Rings 2 Interplay/Electr. Arts [1044] 4
- 100 ( 81) 9 Sherlock Holmes Cons. Detect. ICOM/Mindscape [1037] 4
-
- Dropped out:
-
- ( 66) 8 Darkseed Cyberdreams/Mirage/Merit [1032]
- ( 88) 8 B-17 Flying Fortress MicroProse [1020]
- ( 90) 8 Nova 9 Dynamix/Sierra [1051]
- ( 93) 8 SimAnt Maxis/Ocean [1080]
- ( 94) 3 D/Generation Mindscape [1099]
- (100) 1 Task Force 1942 MicroProse [1145]
-
- =========================================================================
- The Net PC Games Tip 20 Edition 9 - Week 9 - March 1, 1993
- =========================================================================
- TW LW NW Title Developer/Publisher(s) ID
- -------------------------------------------------------------------------
- 1 ( 15) 2 Space Quest 1 (+ vga version) Sierra [1163]
- 2 ( 16) 2 Bane of the Cosmic Forge Sir-Tech/US Gold [1164]
- 3 ( 6) 5 Waxworks Horrorsoft/Accolade [1150]
- 4 ( 7) 5 Caesar Impressions [1147]
- 5 ( 8) 5 The Ancient Art of War at Sea MicroProse [1148]
- 6 ( 11) 3 Conan the Cimmerian Virgin [1160]
- 7 ( 10) 4 Police Quest 1 (+ vga version Sierra [1152]
- 8 ( 20) 2 Overkill TechNoir/PSP/Epic [1168]
- 9 ( 18) 2 Command HQ MicroProse [1166]
- 10 ( 13) 4 Magic Candle 3 Mindcraft [1157]
- 11 ( 14) 4 Inca Coktel V./Digital I./Sierra [1158]
- 12 ( -) 1 X-Wing LucasArts/US Gold [1169]
- 13 ( -) 1 Might & Magic 3 New World/US Gold [1170]
- 14 ( 17) 2 Kiloblaster Epic [1165]
- 15 ( -) 1 Wayne Gretsky Hockey 3 Bethesda [1171]
- 16 ( -) 1 Prince of Persia Broderbund [1172]
- 17 ( -) 1 Space Quest 5 Dynamix/Sierra [1173]
- 18 ( -) 1 Chuck Yeager Air Combat Electronic Arts [1174]
- 19 ( 19) 2 Seven Cities of Gold Ozark/Electronic Arts [1167]
- 20 ( -) 1 Veil of Darkness SSI/US Gold [1175]
-
- Sorry, no time for any comments this week. I've got some games to play.
-
- The Net PC Games Top 100 is compiled using votes sent by many people from
- all over the world. The latest chart is published every Monday on Usenet
- in the comp.sys.ibm.pc.games newsgroup. A collection of all editions can
- be found on the risc.ua.edu ftp-site. More detailed information on how the
- chart is compiled, can be found in the Top 100 document. Just ask for it.
-
- |------------------------------------------------------------------------|
- | TW : This Week | (c) 1992, 1993 all rights reserved Jojo Productions |
- | LW : Last Week | P.O. Box 3077 |
- | NW : No. Weeks | With many thanks to the 2601 DB Delft |
- | - : New Entry | Delft University of Technology The Netherlands |
- | ^ : Climbing | for providing us with the Tel: +31 15 613510 |
- | * : Bullet | necessary facilities. appelo@dutiag.twi.tudelft.nl |
- ==========================================================================
-
-
- HOW CAN YOU SUPPORT GAME BYTES?
-
- The positive response we've received from so many around the world has
- given us great hope for continuing to publish Game Bytes. As you may
- know, there is no income generated through any means for this publication
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- time. We would like to resist changing our strategy indefinitely, but
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-
- Thanks for helping us keep Game Bytes alive.
-
- Ross Erickson
- Editor and Publisher, Game Bytes
-
- An Interview with Warren Spector of Origin Systems
- by David Taylor
-
- Warren Spector produced the games Underworld I & II and is now finishing
- up Ultima VII, Part II: Serpent Isle. It is this last project that we
- concentrated on for the interview. The interview was great, and Serpent
- Isle proves to be *much* more than just a rehash of a published game
- engine.
-
- A quick note on the questions:
-
- We received so many great questions for Warren Spector, I simply
- printed them all out in the order I received them and underlined the
- ones we had time for. I've numbered the questions according to who
- submitted or inspired them. Although I mentioned to Warren where
- each question came from, it draws the written interview out a bit, so
- at the end there will be a list contributors corresponding to the
- numbered questions.
-
- I showed up at Origin at 1:30, got a visitor badge and signed in at the
- desk then went to the lounge to wait for Warren. He had a winningly
- cheery voice on the phone, so I was at first expecting a 6'2" blond
- salesman-type with too big a smile. What walked in was a brown-haired,
- bearded friendly guy of medium build. I was still underlining questions,
- so he played a game of Spy Hunter to kill a few minutes.
-
- The first thing he showed me was the introductory movie and endgame for
- Serpent Isle. The intro movie was spectacular. Completely 3D rendered
- and smooth- oh, so smooth. It was very sweet. Denis Loubet modelled even
- the human characters for this intro. And a wonderful ship- and wonderful
- water. You'll flip over this thing. I know it's not part of the game,
- but it very fun to watch. The voices are very good. The music (from a
- Roland sound card) is totally engrossing. This intro made the U7 endgame
- seem quite brief.
-
- Warren then took me to his office (he didn't have a Roland card, and it
- was a slightly slower machine) to show me the rest of the game. It was
- quite impressive and absolutely huge. There have been many artistic
- changes, are lots of new monsters, a complete overhaul of the inventory
- system, larger and more photorealistic portraits, and a new combat gump
- (those little windows that pop up) to make getting certain bits of
- information faster. They made several improvements to the game engine to
- enhance the speed up to 30% in some areas.
-
- Unfortunately, from the little I saw, some serious drawbacks from the
- Ultima VII engine still remained, including the slow scrolling speed when
- walking, the constant disk access, the less-than-ideal combat system, and
- the less-than-popular Voodoo Memory Manager. However, as Warren showed me
- all that this new world had to offer, it was clear that the point of
- Serpent Isle was to tell a neat, new story and this is likely going to be
- received well by those who are looking for content over glitz.
-
- Some interesting new additions included a Player Education Cave at the
- beginning, sort of a playroom where you can learn how to interact with the
- world. Another change was clear goals given immediately upon entrance to
- this new land. The pictures of the 12 winners of the Ultima VII contest
- are actually used in the game (obviously doctored a bit to put them in
- proper costume). The portraits are now oval and easily twice the height
- of the U7 ones, and they're nearly all digitized. And portraits can
- change! You can collect tattoos in portraits are game which help you
- speak to like-tattoo'd people. Also, much of the plot and setting of
- Serpent Isle ties up loose ends that have been dangling as far back as
- Ultima I. Also, you can pick any sex Avatar and choose from caucasian,
- hispanic, or black races. This will be reflected in your actual character
- on screen, as well as the portrait, inventory, and .. er .. sex scenes.
- We'll get to that later.
-
- After a healthy demo, we got to the questions. Here they are:
-
- GB: (1) Will there be a 'female only' plot in Serpent Isle?
-
- WS: Certainly not in Serpent Isle, although you'll notice that we're not
- very particular what sex your Avatar is, now. In the love scenes in this
- game (and it is an adult game), your partners are not particularly
- interested in your sexual orientation.
-
- GB: (1) Are there any motivations for guys to play female characters?
-
- WS: Only personal ones. For variety's sake. There are some different
- things that happen depending on if you're male or female.
-
- GB: You say it's an adult game, would you say explicit?
-
- WS: I wouldn't go so far as to say explicit with characters 16 pixels
- tall, but there is some nudity in the game. There is a scene of a trist
- between you and a female character, and you're discovered in flagrante
- delicto and go on trial for various transgressions, and all sorts of
- things happen for your .. uh .. activity.
-
- GB: (2) How many people have worked on this game?
-
- WS: It's varied over time, but it started out with 8 or 10 who did some of
- the intial conceptualizing and basic work on the new technology that is in
- the game. We have a team now of about 15 or so, and at its peak about 35.
- My staff list is 53 total, so 53 people on and off. It was steady at 35
- for a while. Scary. By far biggest project i've worked on.
-
- GB: (2) Who does most of the plot details?
-
- WS: I take a different approach from Richard. Rich has a strong
- conception of what he wants in his story. I have basic ideas, but i like
- to work on several projects. I was also doing Underworld II and Arthurian
- Legends at the time. I gave guidelines to my project leader. One was,
- "Get me off Britania." I didn't want Rich to ever say "that wouldn't
- happen in Britania." I had several plot elements addressed concerning the
- Great Earth Serpent and finding out what happened to Shamino's Land of
- Danger and Despair. I said, "Give me a philosophical underpinning which
- is equally valid but different." He went off with the writers and came
- back with a proposal, and i bled all over that, they came back again, and
- i bled some more. I can show you it in a sec, there's red ink everywhere.
- It's great. Then that particular project leader left. It was funny- the
- first pass at a plot was something called Pirates of Britania. It could
- have been cool, but it wasn't quite a Britania adventure. It had a
- Caribbean flavor involving witch doctors, and all kinds of neat stuff, but
- he left. And another guy, a refugee of the paper game business like me,
- Bill Armantrout, took his place.
-
- GB: What is the "paper game business"?
-
- WS: It's D&D, Gurps, Runequest, etc. Pen & paper roll-playing stuff.
- Turns out Bill was a wonderful writer, a programmer, and pretty much a
- natural leader, too. I wanted a much more traditional fantasy game, so
- when I got Underworld I out of my hair, I said, "Lets go back to square
- one." So we finally got a plot outline we really liked. By the time we
- got done with that, we had a team of about 10 or 15 that were ready to
- start work on it. So we started doing what I call "round robin design"
- where a small portion of the plot is written up in some detail, and we
- pass it around and everybody got to comment on it. Then Bill and I went
- over all the comments and decided how we wanted it to work out. It worked,
- and it didn't. It was very time consuming and I'm not sure if I'd do it
- the same way again, but with a team as big as this one was, I needed to
- make sure that everyone knew what we were doing and that everyone bought
- into it, or I was afraid that it was going to splinter and break up. We
- ended up with a very very detailed plot document. There's a shelf over
- there which is all documentation for this game. Some of it is technical,
- but there's a 3-inch binder which is just plot documentation. It was
- necessary. The game was huge. Even with all the documentation, when we
- got to implementation, people were making stuff up right and left all the
- time.
-
- GB: Tell me about your previous experience in the "paper business."
-
- WS: I started in 1987 with Steve Jackson Games and I was the developer of
- Toon. I love that game. It's still available 10 years later! Went to TSR
- and eventually ended up being the supervisor of their game division.
-
- GB: What was your major in college?
-
- WS: Radio-Television-Film. I almost finished my PhD.
-
- GB: Why didn't you?
-
- WS: I always thought the actual process of making movies was kinda dull. I
- saw all my friends going off for non-tenure-track positions at Podunk U.
- What was the point? Especially when people were paying me to make games.
- I've always loved games- always been a gamer. I could either teach and
- make no money and worry about tenure, or I could make games. Didn't seem
- like much of a choice. And the neat thing is that we are making movies
- here. I wish I could show you the original intro to Serpent Isle- I mean
- it was stunning! (He later did) There's stuff in there no one has ever
- done in a computer game- ever. And when we get CD's, man, we're there! I
- thought I wasted those 7 years in college, but I didn't- it's all coming
- back.
-
- GB: Do you wish you'd finished?
-
- WS: In retrospect, I kinda wish I had. But circumstances were such that
- the timing wasn't right.
-
- GB: (2) Does Serpent's Isle feature more choices and/or less guidance in
- the main plot than did Ultima 7?
-
- WS: Well, we gave more guidance without forcing them in any direction. I
- want people to have clear goals. I think the key to a good game is to not
- let the player ever sit there and say, "Well ... wha .. what do I do now?"
-
- GB: (2) Should we look for any New World's of Ultima games?
-
- WS: Not under that title. For whatever reason, the Worlds didn't perform
- up to expectations. That sort of bothered me because I came up with the
- idea for Savage Empire then passed it onto another producer. I had
- nothing to do with the game beyond the first 20-page design papers. That
- was kind of my baby. Martian Dreams is still the best Ultima game ever. I
- can say that because Serpent Isle isn't out yet. I'm really prejudiced,
- but that game, with the one problem of too much damn walking around, did
- everything I wanted it to do.
-
- GB: What sets Martian Dreams apart from the others in your mind?
-
- WS: I think what sets it apart is its grounding in reality. I wanted
- historical characters in positions that they could find themselves. I
- don't like terms like "edutainment," but you really could learn something.
- It was an opportunity to bring Bly and Tesla and others that no one ever
- seemed to hear of back into the limelight. Also there was a good balance
- between combat and puzzle-solving. Once you got ability to teleport, the
- pacing of the game was really good. Pacing is something i'm worried about
- in SI. Is there too much walking around? Enough monsters? Too many?
- It's kind of a crap shoot until you go into testing. I loved the
- characters in MD and thought the pacing was good, too.
-
- GB: Why was this called Part 2 instead of Part 3?
-
- WS: Forge of Virtue was a benny. Someone realized that we could do it,
- and so they did it. I was already well into SI. SI was conceived as a
- direct continuation.
-
- GB: Do you plan to go on with Ultima 8?
-
- WS: No, Rich is still the Ultima Number guy. I understand he's giving
- John Watson, the guy who did Forge of Virtue, more responsibility there.
-
- GB: (2) Richard mentioned in a CompuServe conference that SI was intended
- as the future setting of Ultima and that Britania was going to be retired.
-
- WS: That's news to me. Actually, I've always seen SI as a kind of weigh
- station. It was a place that would be cool to explore with a great story,
- but I want to use it as a springboard to new worlds. Whether that's Earth
- or Pagan doesn't matter to me. Of course it will always be there if we
- want to come back to it, and I hope people will want to. Lemme get back
- to Worlds of Ultima for a second. Because Martian Dreams and Savage
- Empire didn't do as well as we wanted, we're still trying new approaches
- to using Ultima technology to tell new stories. That's where the idea for
- Arthurian Legends was conceived. Instead of going to weird places that
- Warren wants to do games about, we're going to try one more experiment
- which is to take recognizable traditional fantasy elements but having
- nothing to do with the Ultima mythos.
-
- GB: (3) A lot of people asked this- There was an "upset spectre named
- Warren" in Ultima Underworld I. Was this something you knew about?
-
- WS: No, the guys up at Blue Sky (now Looking Glass) did this. Either the
- guys there really hated me or really liked me, but either way, there's
- easter eggs like that in any game. I think they thought that would be
- cute. In SI, there's one that involves Dallas Cheerleaders. In Martian
- Dreams, there were ruby slippers you could use to go to Kansas. I was
- quite amused by the spectre one.
-
- GB: (4) What kind of graphics will be used in SI?
-
- WS: 320x200x256 colors. Same perspective. Rich is changing the
- perspective for Ultima 8. He's skewing it so that up is up instead of
- being at an angle. It looks really good. (We later met Denis Loubet to
- see this, and it does look quite gorgeous. It appears that the characters
- will be totally rendered and much larger in Ultima 8. The camera angle is
- trey cool.) It has some problems. You're going to miss the back half of
- every house. One change we're making in SI is that we're going to be a
- little more realistic than Ultima 7. The grass isn't flourescent green.
- More detail.
-
- GB: (4) Still uses the Voodoo Memory Manager?
-
- WS: Yes it does. That is something I personally dearly would love to
- change, but it's not in the cards right now.
-
- GB: (4) Will you ever write Windows versions of these games?
-
- WS: Almost certainly not. The problem is speed. Doing a Windows version
- of an Ultima or Wing Commander game would just be bog-slow. So what we're
- talking about now is doing games that are designed to run under windows
- from the start, the stuff that doesn't need high-speed animation.
-
- GB: (5) When did you first start working at Origin?
-
- WS: April 12, 1989. I'm an old-timer. I think I was the 26th employee
- down here in Austin. We were on half of one floor here. Now, we take up
- all of one floor, all of another floor, and three separate suites in
- another building. We're moving into a new building with 55,000 sq. feet,
- slanty walls, primary colors, I mean it's going to be a great place to
- play green guns (sorta like Laser Tag except it's still available).
-
- GB: Did Richard have any influence in the building design?
-
- WS: Let's just say Rich had a lot to do with it. It's definitely going to
- be a showplace.
-
- GB: (5) Is the character Dr. Spectre in Savage Empire/Martian Dreams meant
- to be you?
-
- WS: Well, yeah. And I'm in SI, too. I am the no-longer-evil-Dr.-Spectre-
- -the- Avatar's-friend (tm). There are so many characters who are either
- based on real people or look like real people. When you look at the
- characters Shamino or Lord British, you're going to see Richard Garriott.
- (That's true- the portraits look just like the real people now). When you
- look at Spectre, you'll see me.
-
- GB: Where'd your last name Spector come from?
-
- WS: There's a story in my family that may or may not be true. My family
- came from Estonia when it was under Soviet rule. There was some deal
- where if you had more than one son, he was conscripted into the army. So
- my great great grandfather changed one of his kid's last names. I have no
- idea whether that story is true.
-
- GB: (5) Well, we know what game engine SI will use- the Ultima VII one
- with improvements, right?
-
- WS: With improvements! Don't forget- paper dolling, the bigger
- photographic portraits, more speed.
-
- GB: (6) I quote the next question, because although I too was curious, it
- was a little forward. "I'm interested to know what the pay scale for
- producers is. I have heard that Warren gets paid a lot less than some
- producers at Origin because he hired on early when Origin was in its
- infancy."
-
- WS: That must be my wife who asked that! Thank you, dear! To be honest,
- one of the things I like about Origin is that no one talks about money. I
- don't want to get into it, and no one at Origin gets into it. Let's just
- leave that one alone and not talk about money. Origin producers in
- general get paid less than producers on the West Coast.
-
- GB: Is that going to change with EA having bought Origin?
-
- WS: We've been told that will not change. It's just cheaper to live in
- Austin than it is in S.F. or San Mateo. Origin is not a place to get
- rich. It's a place to change the world and see stuff everyday that no one
- has ever seen before, but it's not a place to get rich.
-
- GB: (7) Will they create add-ons for SI or older Ultimas?
-
- WS: There won't be add-ons for old Ultimas. You can probably count on
- add-in disks (like Forge) for every future Ultima. Ultima 7 wasn't
- designed to allow that. Ultima 8 is being designed from the start with
- add-in disks in mind.
-
- GB: (7) How does everyone at Origin feel about the EA buyout?
-
- WS: Hey, so far so good. It's natural to be a little nervous when you are
- "acquired", but they've really left us remarkably alone. I haven't
- noticed any significant difference, except that we're getting lots of cool
- t-shirts and there isn't as much arguing over small purchase requisitions.
- It may reflect the deep pockets of EA or just the Christmas season. I
- think everyone is real excited about it. They're cool people. When I
- went out there, I found out they're basically just like us. And before I
- perceived them from afar as towering monster things. It's like when I
- left Steve Jackson Games and I found out everyone at TSR was just like me.
- Same thing; when you're a little tiny company, you tend to think a big
- company is made up of these big evil ogres. But no, it's been great.
-
- GB: (8) Here's a "flame" as well call it on the net. It starts by saying,
- "This isn't a flame, but... I really enjoyed Ultima 7, but I was really
- disappointed that Origin seemed to do its beta-testing with the consumers.
- What are you doing to make sure that SI will be bug-free."
-
- WS: First of all, it's never our intention to play-test with the
- consumers. That's just not in anybody's best interests. The problem is
- that our games are HUGE. There's no one who does games that are as large
- and complex as what we do. That's not me talking as an Origin employee,
- it's just that no one pushes the technology the way we do. There are a lot
- of games out there, and I will not name names, but where people say, "Wow,
- look at that!" And two days later, we'll have working prototypes that do
- the same thing. I mean, we push the technology further than anyone else
- around. When you do that, you're going to have bugs. We always try to do
- the best we can. We don't rush products, but you never have as much
- testing as you want. We have had some problems in the past, there's no
- denying it. Will SI be bug free? No. I mean, you just sort of resign
- yourself to that. We have a QA staff of 17 people. We have 12 people
- playing 8-12 hours a day of SI. All we can do is all we can do. I think
- one example of Origin's commitment to shipping clean games is Underworld
- II. There was a version which would have made Christmas. When it got to
- the final stage of sign-off, everybody said, we think we could ship this
- one, but let's take some more time to be sure. Just to be sure! We
- missed Christmas- capital letters- WE MISSED CHRISTMAS. That's a BIG
- deal. Is Underworld II bug-free? No, of course not. I genuinely think
- that it's impossible to ship a game that's bug-free. One thing we did do
- on UW II is that we started using out-of-house testing firms. Before
- people start screaming, "Oh- me me me me!", this is a professional testing
- firm, not individuals who want to play the game. We're not quite ready to
- take that step yet. I hope we use them more than we have in the past.
- They have a really good adversarial relationship with the producers. They
- make their money by making us look bad, and that's exactly the sort of
- thing we need. The guys in the QA department have to get bored and are
- going to start to cut corners after playing it for weeks. That's human
- nature. The guys out-of-house are fresh, still hate us, have nothing to
- loose by pissing us off.
-
- GB: (9) Where does the Ultima get their storyline?
-
- WS: I don't have a clue. We watch a lot of movies, read a lot of books.
- We're wacky creative guys. You sit in a room with enough weird people,
- and ideas start coming. This is the highest stress place I've ever
- worked, and yet it's the best place I've ever worked. There aren't many
- places where you can but your feet up on a desk and say, "Hmmm. Shoud
- that dragon be red or green?" Sometimes we'll go out and see a movie, and
- say, "Gosh, we've gotta do a game like that." There's a movie I want to
- do so bad I can taste it. The inspiration for it is a movie named "Hard-
- boiled" by John Wu. I had a vague tickling of an idea for a game, and
- when I saw that movie, it all crystalized. We suck stuff in from the
- culture around us.
-
- GB: (10) Will SI be as dark or darker and more forboding than Ultima 7?
-
- WS: It is certainly not a Happy,Happy-Joy,Joy kind of game. I don't think
- it is quite as dark as U7. That was Rich's phase he was going through or
- something. SI is still an adult game.
-
- GB: (11) Here someone asks about the paper-doll inventory. Will it look
- like the screenshots?
-
- WS: No. I'm ashamed of those screen shots now. It's much nicer. The
- other thing is that the inventory gump now has a button which you can
- press to pop up a combat gump.
-
- GB: Why do you call them "gumps"?
-
- WS: I dunno. They're little window-like things. Most of the game was
- written in AGIL, an in-house language for conversations and usecode. AGIL
- stands for Another Goofy Interpretive Language. Funny-Little-Acronyms-R-
- Us.
-
- GB: (12) When is an enhanced CD version of this game going to come out?
-
- WS: Ultima 7 does not lend itself to CD's as they exist right now. That's
- because we hit the hard drive ALL the time. The engine hits the hard
- drive constantly. It would just be painfully slow playing off a CD. We
- may use it as a delivery medium. That's more of a marketing decision. We
- prefer doing Wing Commander games, for example, because you can play them
- from the CD. When are we going to go CD-happy? It can't happen too soon.
- I would kill to be able to ship the 21 Mb intro to SI that some people saw
- at the trade shows. I would love to a whole game that does that. We were
- doing stuff like match cuts with overlapping action. They've been doing
- that in Hollywood since 1910. We can't do it on computers because we
- don't have the storage capacity. We had stuff like that in the original
- intro all over the place. CD's bring 'em- we want 'em. Buy 'em!
-
- GB: (13) Has the problem of almost continual disk access been solved?
-
- WS: No. It has not been solved.
-
- GB: (13) Has the jerky motion of the screen when you're moving fast been
- solved?
-
- WS: We've gotten some speedup of the engine. Our benchmarks say that
- you'll get up to a 30% speed increase. Is it a speed demon? No, but it
- is somewhat faster than the original engine. Believe me, we all feel that
- painfully, but we've done the best we could. You're still going to be
- hitting that disk a lot.
-
- GB: (13) Did the combat intelligence of your partners increased? Was the
- light sourcing algorithm changed?
-
- WS: Answer to both is no. We would have had to go really deep into the
- engine to mess with the combat code. Our mission was not to mess with the
- engine but to tell a neat new story. The lightsourcing I thought was
- pretty good. There are certainly problems. When going into a dungeon,
- finding a torch if you don't already have one can be a real pain. We came
- up with ways to deal with that which were appropriate in each context.
-
- GB: (13) The screenshots of the intro reminded me of the KQ6 intro. Is
- the 3D modelled animation done at Origin?
-
- WS: That's in house. Our entire art department is the best in the
- business. I'm absolutely convinced of that, and no one is going to sway
- me. Our senior artist, Denis Loubet, is brilliant. He can do things on a
- PC that the guys at SIGGRAPH with their Suns and SGI's say can't be done.
- He does it routinely. He's immensely talented. We do storyboards. He
- routinely trashes them and makes them better. In Wing Commander, I did
- the original shot breakdowns. Chris Roberts, Jeff George, Denis Loubet,
- and I sat on that balcony right there and went over the storyboard stuff,
- and I might as well have just thrown mine away. Denis just started
- sketching and I'm going, "Oh yeah. Oh yeah." I mean, I've taught people
- how to make movies- I did that in grad school, and he's just got a real
- flare for that stuff. We did pretty much the same thing with Serpent
- Isle. He built this amazing boat model. Then we said, we also need
- water. And he said, "Well, you can't really model water." So we said, "Oh
- sure you can, Denis." So he did it and came back with water.
- Unfortunately, animating modelled water takes up immense amounts of
- diskspace. Then we asked for a modelled guy. I didn't want to rotoscope
- him. So two days later, he came back and there he was. The guys in the
- SI intro *never existed*. They were all in Denis' mind. Richard saw
- those, and now he's going to use little modelled guys throughout Ultima 8.
- I think that's so cool. Denis is a genius.
-
- GB: (13) Does Serpent's Isle take place before or after Underworld II?
-
- WS: Here's the the sequence: it's Ultima 7: The Black Gate. Then
- Underworld II takes place a year later on the aniversery of the defeat of
- the Guardian. Serpent Isle takes place 6 months after that. 18 months
- after Ultima 7, you're ready for Serpent Isle.
-
- GB: (13) Where exactly does Serpent Isle exist?
-
- WS: Frankly, we didn't want to answer that. At various times when the
- moons of Britania and the sun are in the right position, these huge
- pillars rise out of the sea. The original intro animation for this was
- great. The pillars would come up, and the water would roil and boil, and
- water would be dripping off of them and everything. (It was awe-
- inspiring). If you sail through them at that time, you like go to another
- dimension. Where is Britania in realtion to Earth? Well, who knows?
-
- GB: (14) What sort of technical breakthroughs are here?
-
- WS: The paper-dolling. Our mission wasn't really technical breakthroughs
- here. It was to tell a neat story. We compensated for that by making a
- MUCH bigger world than Ultima 7. I think Ultima fans appreciate that epic
- scope.
-
- GB: (14) How much space on the disk drive does it take?
-
- WS: Probably a meg or two more than Ultima 7. Probably about 22/23 Mb.
-
- GB: (14) What new peripherals are supported?
-
- WS: Same as Ultima 7.
-
- GB: (14) When will it ship?
-
- WS: Now there's a question. I'll give you the same answer that I give
- upper management, which believe me, asks on a daily basis. How many bugs
- are there in the game? You tell me. There's one legitimate task to do-
- to get the endgame music into the endgame. And that should be today or
- tomorrow. After that, we're doing nothing but debugging. My guess is
- late February.
-
- GB: (14) What kind of memory requirements are there?
-
- WS: About 575k of lower RAM. And it's Voodoo, so 2 Megs of memory total.
- It's a big game. Buy lots of 486's!
-
- GB: (14) When will there be an Ultima where the conversations are totally
- speech and not text?
-
- WS: *sigh* The sooner the better. My guess is probably a couple of years
- away. It will probably involve CD's. It could happen this year. But
- it'll probably be '94.
-
- GB: (14) When will we see SVGA games?
-
- WS: There are proposals on the table now for 640x480x256 colors. Frankly,
- games that don't use SVGA in the years to come aren't going to make it.
-
- GB: (14) What about multiplayer games?
-
- WS: Doubt it for the near future, but some proposals on the desk have to
- have it. I'd say next year at the earliest.
-
- GB: (14) What are the premises for the next to Ultima games, 8 and 9?
-
- WS: Talk to Richard. He's the Ultima Number guy.
-
- GB: (14) Has EA had any involvement in the planning, development, or
- approval of Origin games?
-
- WS: Not so far. They've left us pretty much to our own devices.
-
- GB: (14) Forge of Virtue was kind of a strange product. Is there anything
- similar going to come out for Serpent Isle?
-
- WS: It's certainly been thought of. It's a sales thing. If SI does well,
- we'll be able to do it. We've got two good proposals for one already.
- The setting for one is Earth, the other isn't.
-
- GB: (14) And a last loaded question from our beloved Editor: What do you
- think about Game Bytes?
-
- WS: I think GB is swell. I have the first seven issues. I love the
- screenshots and am very impressed with it. I think it has much better
- perspectives on games than the glossy magazines.
-
- Well, that was the interview. Warren was very friendly and talkative and
- seemed really excited about the work they're doing. Expect some creative
- games from this guy.
-
- With that, we wrapped up the interview. Warren took me to the room where
- they edit the world of Serpent Isle. It had a master computer which
- stored the world and acted as a sort of world control system, where slave
- machines could check out little pieces to edit and then check back in.
- The editor was at least as elaborate as the game itself and took almost as
- long to write.
-
- We then went to visit Denis Loubet to see this wonderful 21 Mb intro which
- couldn't be shipped with the game because of its size. Suffice it to say
- that it knocked my socks off. When you see the intro which ships with the
- game, try to imagine yourself much closer to the action, with hundreds
- more details flooding your vision and animation so smooth the 320x200
- resolution seems like something more. And the pillars rizing from the sea
- are just plain flattening.
-
- We also took a look at the perspective that Ultima 8 will be played from.
- Place the camera about 10 feet south and 45 degrees up from the main
- character, facing north, and you'll get an idea of what we were looking
- at. The character is 3d rendered and can walk in 8 directions. If I get
- the chance, expect Loubet to be the next target of my tape recorder!
-
- Here is the list of kind people who submitted questions for the interview
- (thanks!):
-
- (1) Liz Stokes, New York, New York (USA)
- (2) Daniel Starr, New Haven, Connecticutt (USA)
- (3) Sean O'Rourke, San Antonio, Texas (USA)
- (4) Michael McCarthy, Dublin (Ireland)
- (5) Hades Kong, Melbourne (Australia)
- (6) Nadine Miller, College Station, Texas (USA)
- (7) Alan Stewart, Burnaby, British Columbia (Canada)
- (8) Kevin Kramer, Eagen, Minnesota (USA)
- (9) T. H. Brian Chung, Ithaca, Ney York (USA)
- (10) Trent Richards, British Columbia (Canada)
- (11) "Alexx," Dorchester, Massachusetts (USA)
- (12) Unknown
- (13) Richard Wyckoff, Portland, Maine (USA)
- (14) Ross Erickson, Alabama (USA)
-
- This interview is Copyright (C) 1993 by Game Bytes Magazine. All rights
- reserved.
-
- GAME BYTES INTERVIEW WITH RON GILBERT OF HUMONGOUS ENTERTAINMENT
-
- GB: First off, Ron, thanks for taking the time out of your busy schedule
- there at Humongous to "talk" with us at Game Bytes. Since your departure
- at LucasArts and the genesis of Humongous, many of our readers would like
- to know what you've been up to and what's going on in your gaming life
- now. We appreciate your willingness to share your insights with us.
-
- I think many of us would like to know some about your background Ron.
- Tell us how you got into gaming.
-
- RG: I started in computers back before there were personal computers.
- When I was in junior high school, my father brought home a HP-64
- programmable calculator. From that point on, I was hooked on programming.
- I spent hours getting that little machine to scroll number across its LED
- display.
-
- Soon after that we got what was one of the first personal computers, a
- S-100 bus North Star CP/M machine. I bought a very simple graphics card
- and proceeded to program my own versions of the then very popular Atari
- VCS games. From there I moved to the Commodore PET computer and then
- onto the Commodore C64. It was on the C64 that I got my first break into
- the world of "professional" programming. I started to hack the C64 ROMs
- and figured out how the BASIC interpreter worked. From there I wrote an
- extension to the C64's BASIC that added graphics commands (sorely missing
- from C64 BASIC). I sent my version of GRAPHICS BASIC to one of the
- largest software publishers at the time; Human Engineered Software (HES).
- They bought GRAPHICS BASIC and offered me a job. I took the job and
- moved from my home town in Oregon to California. Six months later, Human
- Engineered Software went bankrupt. I was left without a job and never
- made a dime from the (quite large) sales of GRAPHICS BASIC. I moved back
- to Oregon and began pondering my next move. Just as I had given up on a
- career in the computer industry, I got a call from the General Manager of
- Lucasfilm Games. They were looking for someone to convert one of their
- Atari 800 games to the C64. I set up an interview, packed everything I
- had into my car and moved back to California. I began work at Lucasfilm
- in March of 1985 and was there for 7 years.
-
- GB: You were with LucasArts for quite a while producing exceptional
- adventures? Why the move 'out'?
-
- RG: I read in a computer game magazine that I got into a big fight with
- George Lucas, stormed out of his office and quit to start my own company.
- Nothing could have been further from the truth. My decision to leave
- Lucasfilm (now called LucasArts) was a very hard one to make. I had
- invested a great deal of myself into the company (in the form of the SCUMM
- system and my games) and was not looking forward to leaving everything,
- including my friends, behind. I always wanted to start my own company and
- was beginning to feel that it was the time to do. I had created enough of
- a name for myself in the games' business that I could raise money and find
- distribution. I talked this over with the General Manager of Lucasfilm
- Games and was very pleased to find that he supported what I wanted to do.
- We worked out a deal where I could use the SCUMM system for my own games
- and I would continue to support and upgrade the system. I was very
- excited that I would be able to continue to work with Lucasfilm.
-
- GB: Will we ever see a Monkey Island 3 from you? Does LucasArts now
- retain the rights to a potential third installment? We want more!
-
- RG: I am afraid that I don't own the rights to Monkey Island. I don't
- know if LucasArts plans on doing a Monkey 3 in the future or not. Sorry.
-
- GB: Tell us about Humongous. What is the philosophy of the company and
- how did it come to be?
-
- RG: Humongous Entertainment was founded by Shelley Day (a producer at
- Lucasfilm) and myself in March 1992. Our goal? To create a small company
- that is very dedicated to producing high-quality games. To start with, we
- will be concentrating on (big surprise here) adventure games. The
- advantage small companies have over larger ones is the ability to move in
- new directions quickly. Hardware standards change rapidly and being able
- to adapt to new platforms and trends is important. Another trend that
- you'll notice is most of the successful companies were started by people
- who love to make games, and Humongous' main goal is to make great games.
- If we do that, the money will follow.
-
- GB: Your first product, Putt Putt, is obviously aimed at young children.
- Will future products strictly be focused on this same audience?
-
- RG: This question brings up an interesting point. Although I agree with
- you that Putt-Putt is aimed at young children, I don't think its appeal
- ends there. My goal in doing Putt-Putt was to create a really great
- adventure game, never mind that the theme is geared towards children. I
- would put Putt-Putt (as a game and a piece of entertainment) up against
- any other adventure game on the market today. There are going to be many
- people who will never see Putt-Putt because they'll assume it's a kid's
- game and therefore of no interest to them. It was a real struggle, when
- we uploaded the Putt-Putt demo to CompuServe, to get people to try it.
- Finally, someone downloaded the demo and was so impressed that he wrote a
- long raving review and urged people to take a look. I think that, along
- with my reputation for Monkey Island, piqued people's curiosity. Putt-
- Putt is one of those games that once you get it into someone's hands (kids
- and adults) they become mesmerized by it. Its only downfall for
- experienced game players is the short play time. Also notice that I said
- "experienced game players," not "adults." Putt-Putt has gotten an
- incredible response from adults who haven't played computer games. For
- them, it's enough of a challenge as is.
-
- But I guess to answer your real questions, Humongous will be producing
- several games aimed at grown-ups.
-
- GB: What products will be produced from Humongous for the 12 - 120 age
- group?
-
- RG: Right now, we have one game in development (or should I say design).
- I can't say too much about it except that it is a fantasy adventure and
- it's going to blow you away.
-
- GB: What's your advice to someone wanting to break into the gaming
- industry? From your perspective, what are the skills that are in high
- demand for a job in this industry?
-
- RG: There are two kinds of people I look for (please don't send me
- resumes). One kind is people who are very good programmers - they know
- PCs inside and out. I look for programmers that eat, sleep, and drink
- computers. Games tend to push computers further than most other types of
- software and we need people who really know how to pull off the "tricks".
- If you're interested in breaking into this industry, you better know low-
- level programming. The second kind of people that are needed (very badly)
- are those who have a good sense of game design, writing and the dramatic.
- As this industry moves away from techno-feats and more into the mass-
- market, pushing pixels around the screen faster then the next guy isn't
- going to guarantee success. People are going to want to be entertainment
- and it takes a very special type of person to pull that off.
-
- GB: Tell us about your vision for the future of gaming? What do you see
- becoming new and important in the industry?
-
- RG: I see the future of gaming to be more "mass-market". People are
- constantly becoming more accepting of computers in their homes, and more
- intrigued about what they can do. What I think we'll find is that this
- larger, mass audience wants a different type of game. If we're going to
- capture, rather than turn off, this audience we need to re-think what a
- game is. More on this in the next answer.
-
- GB: What are the limitations you see in the gaming market that prevent
- much more widespread acceptance in homes? Are we destined to all play our
- games on a Sega or a Nintendo in the future?
-
- RG: The biggest problem with games today is that they are being designed
- by geeks for geeks. I hate to be blunt about it, and I also don't mean
- it as an insult, it's just the market of today. The games industry is
- considered a "hobbyist market", made up of a small group of people that
- are very well-informed and very technically inclined. Technology drives
- most of the successful games today; the average "mass-market" consumer
- isn't as interested in technology, they want an experience and today's
- games don't deliver. Today's games have reached such a high level of
- complexity that they have out-run any entry-level person. That was one of
- the reasons that I put an easy mode into Monkey Island 2, and it was still
- way beyond the mass-consumer. If the games industry of going to reach the
- mass-market, they need to completely re-evaluate the experience they are
- selling.
-
- GB: Many keep proclaiming "this year" as the year for multimedia and CD-
- ROM. What is your take on this technology? Is it here yet? Will you be
- delivering CD-ROM products in the future? What will be unique about them?
-
- RG: CD-ROM is a joke. I'll say it. No one else will, even though I know
- a lot of other people agree with me. What is CD-ROM? It's a very large,
- very slow floppy drive, and nothing more. I was making my rounds of the
- local computer stores when I happened upon a man looking at a demo of a
- recently released adventure game. The company that makes this game put
- the demo, and several other demos, on a CD-ROM and sent it to stores for
- display. This man watched (very ordinary 256 color VGA graphics) and
- proclaimed that the CD-ROM was "amazing...just look at those graphics."
- CD-ROM has nothing to do with graphics, except that you can store a lot of
- them. People have been fed a line about CD-ROM and multimedia, so they
- think it is something special. If it's so special, why hasn't anyone done
- anything special with it?
-
- CD-ROM's biggest drawback, and in my opinion, its death, is the speed at
- which you can get at information. The CD-ROM is twice as fast as a floppy
- disk and 5 times slower than a cheap hard-drive. The other drawback is
- the amount of storage it has. Right now everyone is excited that you can
- store thousands of still pictures and hours of digital dialogue, but 500
- Megabytes is nothing if you want to store full motion video. If the CD-
- ROM is going to ever fulfill its promises, it will need to store 5 times
- as much information and run 10 times faster. The problem is that as our
- technology increases, so do our expectations. Just about the time we got
- 1.4meg floppies, we also got VGA and digital audio, so we're right back
- were we started. This isn't to say that we aren't any better off than we
- were with 360K floppies and CGA, but don't expect miracles from CD-ROM.
-
- GB: What about SVGA (640x480x256 or higher) resolution support? Are you
- going to do it?
-
- RG: I doubt very many people will be supporting 640x480x256 in the
- adventure game market. There is just too much memory to move around, even
- for today's 486's. I know there are a lot of game players that are dying
- to see it, and there will be a few companies that will do it, but don't
- expect it to be the norm. I would much rather concentrate on getting full
- screen, full motion animation and high quality sound and speech. You have
- to realize that TV is only 511 pixels across.
-
- GB: You chose to have your products distributed by Electronic Arts. Why
- EA and not distribute them yourselves or through a different publisher?
-
- RG: One of the goals for Humongous Entertainment is to have complete
- freedom to do what we want, and the only way to do that is to be a
- publisher of our own games. As the publisher, we are responsible for
- every aspect of the game, from the design, to the marketing. As for
- distributing the games ourselves, that is something we will eventually do,
- but it takes a large body of products before you can do that. It would be
- very difficult to get buyers and large store chains to take you seriously
- with only one game from a completely new company. The risk would be too
- high for them. They want to know you're going to be in business long
- enough for them to return all your games that didn't sell.
-
- GB: There are a number of new and very innovative sound cards out on the
- market today, like the Gravis Ultrasound. Will you be directly supporting
- these cards in your products?
-
- RG: I currently license my sound drivers from another company that seems
- dedicated to supporting every sound card on the market, so I'm sure I will
- be supporting most of the new sound cards.
-
- GB: As a developer, what resolution to the operating system wars that are
- going on would you like to see? Beyond the obvious memory constraints of
- DOS, what other issues affect you as a producer of game software?
-
- RG: What I would like to see is a very nice interactive game machine that
- hooks to your TV and doesn't run DOS, Windows or System 7. As any game
- developer will tell you, the first thing their program does is shut down
- as much of the operation system as it can and starts accessing the
- hardware. The only real problem with DOS is the 640K limit, but EMS and
- going to 386 protected mode solves most of these, so I've got say that
- considering how bad it could be, I'm really pretty happy.
-
- GB: Wow, sounds like you've almost described the new 3DO system! Our
- time is short, Ron, and we must cut this off for now. Once again, thanks
- for taking the time to let us in on this important part of your life. We
- anxiously look forward to your new 'creations'.
-
- RG: My pleasure.
-
- This interview is Copyright (C) 1993 by Game Bytes Magazine. All rights
- reserved.
-
-
- ED. - Notes on finishing the final mission for Terminator 2029.
-
- --------------------------------------------------------------------------
-
- >Will sombody post here or me a semi-walk through (locations of cards etc)
- for the final mission (the one in Skynet)
-
- The final mission for destroying Skynet is obviously very difficult.
- Difficult enough that I personally can not give you the exact locations
- of the keys to access the security sections. But here are some hints to
- look for:
-
- 1. Go slowly down the the corridors so that you won't get seriously
- injured as well as destroy a reasonable amount of opponents.
- 2. Go to the security levels where the locked corridors are.
- 3. When you go there, you have to go to the back end of the halls.
- These halls lead to other sections with various rooms to enter
- and exit.
- 4. What you have to look for are the security emplacements that
- hang from the ceiling. These indicate that the key that leads
- to the reactor relays is near by. The one I remember best is
- the Alpha relay. It lies dies north of the gun emplacement.
- It is heavily defended and is the most difficult to obtain.
- 5. You have to go play a lot of hide-and-seek with the machines.
- 6. You may at times have to hide in a nearby room to repair your-
- self, before going on.
- 7. When you get into each security corridor, use your automap to
- find the relay. It is like a maze in there, so procede care-
- fully.
- 8. When you reach the relay, lay down a proximity mine and back
- off. When you do that, there will be another key laying
- in the relay's place. This key enables you to leave the
- corridor. Check your inventory to see what I mean.
- 9. Remember to play hide-and-seek with the enemy. Repair damage
- when you can. You have the time.
- 10. When all relays are destroyed, return to level with the reactor
- 11. Lay down the fuse and RUN.
- 12. Don't bother to destroy enemies, just head for the elevator.
- 13. On the first level, just run straight through no matter if you
- are being fired upon. Remember you have thirty seconds.
-
- 14. If you did all of what I said then you should by fine. And
- CONGRADULATIONS on destroying SKYNET.
-
- >Also what does everybody think is the ultimate combination of weapons?
-
- When I completed the game I used the following configuration:
-
- LArm : Armour
- RA : Armour
- RShoulder : 100-WATT PPC
- LS : COM-TECH repair unit
- RWaist : AUTODOC
- LW : Thermolite
-
- Using this configuration, I used the PPC and the Thermolite together when
- I wasn't damaged. If I were seriously damaged, I took a defensive position
- in a nearby room or place I have open field of fire on approaching enemies
- and switched the thermolite with the COM-TECH for repairs (or used AUTODOC
- if I was dying).
-
- This is a very hard and long mission. The time it took me to finish it
- was 2 hours.
-
- Don't be discouraged when playing it. If you are careful, use the
- automap feature, and are quick with your reflexes, you will be fine.
-
- HAVE FUN and enjoy the END GRAPHICS.
-
- This review is Copyright (C) 1993 by Rafael the Ravager. All rights
- reserved.
-
-
- Solution to the Secret of Monkey Island by LucasArts Games.
- Solution by Lee Beng Hai
-
- This solution only touches on the essentials in the game. You may want
- to try out other possibilities not written here.
-
- Part One - The Three Trials
-
- You must complete three trials in order to prove that you are fit to be a
- pirate. The three trials are:
-
- Mastering the sword
-
- You will need to get a sword. Find someone to train you. Then challenge
- the swordmaster. Mastering the art of thievery
-
- You need to steal the idol of many hands from the governor's mansion.
- Treasure hunting
-
- You need to get the map to the treasure and get a shovel. Then go and dig
- for the treasure.
-
- Walk to the Scumm Bar. Open the door and get inside Talk to the pirates
- inside to find out about the situation on the island. Talk to the
- important looking pirates and they will tell you about the three trials.
- When the cook is serving the pirates. Get inside the kitchen. Get the
- meat, and the pot. Chase the bird away by rocking the plank. When it fly
- away, get the fish.
-
- Now, walk to the cliffside to the outpost. Walk to theth outside the
- village. You will see map with a figure representing Threepwood. Go to
- the clearing. You will find a circus there. Go inside and you will find
- two brothers quarreling. Talk to the Fettucini Brothers. They will ask
- you to perform a dangerous feat. When ask whether you have brought a
- helmet, show them the pot you found in the kitchen. Go ahead and do the
- feat, you will beid 478 pieces of eight.
-
- Now that you have enough money, go back to the village. Walk along the
- street until you found a man with arrot. Buy the map from him. Talk to
- the three men standing in front of a rat. Take the minute if theyy you 2
- pieces of eight.
-
- Walk to the voodoo house. It is in one of the house between the man with
- therrot and the three men with a rat. Walk inside and get the rubber
- chicken. Walk to the right and talk to the voodoo man inside. Ask him
- about you fortune.
-
- Go to the old man shop. It is the first house you will find after you
- walkss the archway under the clock. Press the bell if he is not around.
- Get the sword and shovel. Pay the required amount to the old man before
- you leave. The shopkeeper only sell certain items when do certain things.
- So, after some encounter, you might want to return here again.
-
- Go outside the village. Walk to the bridge. Give the fish to the troll
- so that you may ss. You might want to talk to the troll before you give
- him the fish.
-
- Go to the house. Open the door and talk to the one eye jack. Pay him the
- fee required to learn sword fighting. Show him the sword you have bought.
- After many hours of training, you will learn how to fight.
-
- In this game, sword fighting skill is dependent on how well you can insult
- your opponent as well as responding correctly to an insult. You will
- begin with a few insults and responds. As you come across other insults
- and responds, they will be added to your own list. So what you should do
- now is to fight with all those pirates that are moving around on the map.
- Just put yourself near the fork and they will automatically look for you.
- There is no need for you to go after them. Make sure you remember the
- correct responds. If you find a new insult, you should use as soon as
- possible so that you will know its correct responds. The better insults
- are listed at the top of your list. After you have won enough battle.
- You can then seek the swordmaster.
-
- Go to the fork. Take the following th to reach the swordmaster.
-
- North. You should see a plant with yellow flowers. Pick up the flowers.
- North. East. East. West. North. You should see a sign post. Push it
- to lower the bridge. Cross the bridge and you will find the swordmaster.
- Once the swordmaster is found, you can go there directly from the map.
- You will need to respond to her insult correctly for five times before you
- can defeat her. Choose the correct responds from those you have gathered.
- Try until you have defeated her. Once defeated, her will give you
- something to prove her defeat.
-
- Go back to the village and go to the governor's house. The mansion is
- guarded by deadly piranha poodles. Use the yellow petal on the meat. The
- meat will become drugged. Give the meat with condiment to the dogs.
- After they fell asleep, get inside the mansion. Open the door inside the
- mansion and you will get into the fight. This sequence is automatic, so
- sit back watch the cut screen. Check your inventory after the fight, a
- few items will be added to it. You will need a file in order to get the
- idol.
-
- Go to the prison and talk to prisoner. You will find that he will need
- some breadth refreshers. Go back to the shopkeeper and this time you can
- buy the breadth mints from him. Get the breadth mints and give it to the
- prisoner. Ask him for the file, he will then ask you for some rat
- repellent. Give the gopher repellent you found in the mansion to the
- prisoner and he will give you a carrot cake in return. Use (eat) the
- cake. There is a file inside.
-
- Now, go back to the mansion to get the idol. Jump into the gaping hole
- and you will get into another fight. After getting the idol. Talk to the
- sheriff. The governor will appears and chase the sheriff away. Talk to
- her (if you could). After she left, open the door to get outside the
- mansion. The sheriff will be waiting for you. You will be then be thrown
- into the sea by the sheriff. Inside the water, get idol and then walk up.
- Talk to the governor on the docks.
-
- Go to the Scumm Bar and talk to important pirates. Tell them your
- progress.
-
- Now go the the fork again. This time you will need to find the lost
- treasure. Take the following path. North. You should see yellow
- flowers. West. You will find a campsite here. Take the left th to the
- north. West. North. West. You should see a skeleton here. North.
- North. East. West. North. You should find a place full of red flowers.
- East. You will find an 'X' on the ground. Use the shovel on the 'X' to
- get the treasure.
-
- Return to the village. You see the ghost ship sailing away. Talk to the
- cook. He will tell you that the governor was kidnaped by the ghost
- pirate, LeChuck. Now, you must find a ship and get a crew of three to go
- after the ghost ship.
-
- Go to the Scumm Bar. Pick up all the five mugs that are on the tables.
- Go to the kitchen. Use the mug with the barrel which contains grog. The
- grog inside is very corrosive and thus a mug will not hold the grog for
- long. When the mug is near dead, use it with another mug. You got no time
- to loose now, so better hurry up. Find the shortestth to the prison.
- Change the mugs on the way. When you reach the prison. Use the melting
- mug on the lock to melt it. Ask the prisoner to join your crew. If the
- mug is dead before you switch, go back to the bar and try again. Don't
- worry, you can always get new mugs in the bar.
-
- Go to the swordmaster place. Ask her to join you. She will agree and ask
- you to meet her at the docks.
-
- Walk outside the village and go to the shore. Use the rubber chicken on
- the cable to reach the island. The man, Meathook will ask you to take a
- test. The test is quite simple. Touch the beast and he will join you.
-
- Go to the place where you find lights. You can find Stan's Used Ship
- Emporium there. Talk to Stan. Make sure you mention about buying the
- ships on credit. Well, you might want to look through all the ships but
- you will not be able to any single one of them. Before you leave, he will
- give you a business card.
-
- Now go the the shopkeeper house. You might want to save the game at this
- moment. Ask him to get a note of credit for you. He will open the safe
- and get the note. Watch how he open the safe. When you are sure of the
- correct combination (Note that the combination is different when you start
- another game. So, it is not possible to write it down in this solution)
- If you miss the combination, go outside and come back again. The
- shopkeeper will repeat the sequence again. When you are sure of the
- combination, Ask him to look for the swordmaster. Open the safe while he
- is away. Get the note of credit from the safe.
-
- Walk outside the village. Go the the Used Ship Emporium. Talk to the
- man. Buy the Sea Monkey from him with the note of credit. Make sure you
- do your bargaining with him. You can do away with all the extra in order
- to cut price. Start your offer with the minimum amount and gradually
- increases. When you bought the ship, he will give you a magnetic coss.
-
- Go back to the village. Your crews and ship will be waiting for you to
- set sail.
-
- Part Two - The Journey
-
- After your conversation with the crew. You will find yourself in the
- captain's room. Get feather pen, ink. Open drawer and get the dusty
- book. Read the book carefully, it gives hints as to how to reach the
- Monkey Island.
-
- Walk to deck. Talk to crew. Walk to rope ladder. Get the Jolly Roger
- (pirate flag) on top.
-
- Go down to the deck. Walk to the hatch behind the crew. You will find
- another hatch that led to the store and a door that led to the kitchen.
- Walk to kitchen. Get pot. Open cupboard, get cereal. Open cereal to get
- the prize. Look at the prize, it's a small key! Go down the second hatch
- to the store room. Open the chest to get the fine wine. Get the giant
- coil of rope. Open the kegs to get gunpowder.
-
- Go the captain's room. Open the cabinet with the small key. Open the
- chest inside the cabinet to get a recipe and some cinnamon sticks. Read
- the recipe.
-
- Go to the kitchen. It's time to get rid of all the redundant stuff in
- your inventory. Use the pot with the followings:
-
- minutes note business card feather pen cereal piece ofper Jolly Roger ink
- breath mints fine wine 100% cotton T-shirt T-shirt rubber chicken staple
- remover small key dusty book cinnamon sticks gunpowder
-
- The pot will explode and release a voodoo spell that will bring the ship
- to the Monkey Island. Note that not all items are necessary to be thrown
- into the pot. You do it just to reduce your inventory list. So throw in
- the gunpowder only when you have got rid of all the redundant items.
- Don't worry, any items that could be thrown into the pot is not important.
-
- Use the map on the red hot fire to get a flaming mass. Go to the store
- room to get more gunpowder. Go to the deck. Use the gunpowder in the
- cannon nozzle. Use the rope on the cannon to serve as a fuse. Now, use
- the pot as a helmet. Light the cannon and sent yourself to Monkey Island.
-
- Part Three - Under Monkey Island Some explanations
-
- The island can be assess by clicking at the crosshair to move your
- character. When move to a place of interest, its name will be shown. The
- names of location used here are exactly those used in the game. When in
- doubt, move around until the appropriate place is found.
-
- The cannon will sent you to the beach. Pick up banana.
-
- Go to the fort to the western side of the island. Push cannon. Get
- cannon ball. Get gunpowder. Get rope. Get spyglass. Talk to Herman
- Toothrot.
-
- Go to river fork. Pick up stone under note. Look at the stone, it's a
- piece of flint. Climb up the hill with the footholds. At the middle of
- the hill, you will find a catapult. You can push/pull it to adjust its
- aim. Go to the hill top. Use the spyglass. If you don't see the banana
- tree, go down and adjust the catapult again. Do it until you have the
- banana tree on target. Push the rock to activate the catapult. A message
- will be shown if you hit the banana tree. If your hit is not successful.
- Pick up another rock from the heap of rock and try again. Hitting the
- tree will cause the bananas to drop. You can collect it later on when you
- go to the beach. Go down the hill.
-
- Go to the pond at the end of the dry river bed. You will find a man
- hanging on the tree. There is a coil of rope on his hand. So, in order
- to get the rope. Go back to the river fork. Walk to dam. Use gunpowder
- on dam. Use the flint on the cannon ball to produce a rk. This will blow
- up the dam and release the water. Go back to the pond, the log will be
- floating and the dead body is on the ground. Get the rope from the dead
- body.
-
- Go to the crack. There is air of oars at the bottom. Tie the rope on the
- strong branch. Go down the rope. Tie the other rope on the sturdy stump.
- Climb down to get the oars.
-
- Go the beach with the banana tree. Pick up the bananas. Use the oars on
- the boat. Now, you can travel by sea to the northernrt of the island.
- Note that you must land your boat on a beach before you can travel on
- foot.
-
- Go to the village to the north. Walk to the giant head to the left. Pick
- up the bananas on the fruit bowl. Walk out of the village. You will be
- stopped by three cannibals. Talk to them. They will then lock you inside
- their guest room. Inside hut, get skull. Open the loose board underneath
- the skull. The hole will let you get out of the village.
-
- Go to the forest north of the beach with the banana tree to find the
- monkey. Look at the monkey. Give all the five bananas to the monkey.
- This will make him happy and follows you. When successful you will find a
- gray dot following you wherever you go. If you happen to lose sight of
- him, go back to look for him. (This only happened when you travel by
- boat)
-
- Go to the clearing at the eastern end of the island. Make sure the monkey
- is following you. Walk to totem pole. Move the cursor around until you
- find the nose on the totem pole. Pull the nose to open the gate. The
- monkey will then pull the nose for you so that you can go near the
- Gigantic Monkey's Head. Pick up the wimpy little idol. Look at idol.
-
- Go back to the village. Give the idol to the cannibals. They will then
- be friendly to you. Walk to the hut where you were taken to the other
- time. This time the door is opened. Get the banana picker. Walk to the
- right. The hermit Toothrot will be waiting for you. Give him the banana
- picker and he will give you the monkey head key. Exit the village and
- come back again. The cannibals will talk to you. Give them the leaflet.
- They will give you the navigator's head and necklace.
-
- Go to the Gigantic Monkey Head. Use the key the dig the Gigantic Monkey
- Ear to open the Monkey Head. This will open the Gigantic Monkey Head.
- Walk inside the Monkey Head. Use the navigator's head. It's nose will be
- pointing to the correct direction. Follow it until you have found the
- ghost ship.
-
- Don't go inside the ship yet. Talk to the navigator's head. Ask him
- until he agreed to give you the necklace. Wear the necklace before you
- enter the ghost ship. It will make you invisible to the ghosts.
-
- Go to the captain's room. Use the magnetic coss on the key. Walk to the
- deck. Climb down the hatch. You will be in the bedroom. Walk to the
- passage to the right. You will find some ghost chickens there. Get the
- ghost feather. Unlock the hatch with the key. Go down and you will find
- yourself surrounded by rats. You will need to get something in order to
- getss the rats. Go back to the bedroom. Use the ghost feather on the
- sleeping ghost. When tickled, he will drop the wine bottle. Get the jug
- o'grog and go back to the rats room. Pour the jug o'grog on the dish.
- The rats will get drunk after drinking it. Get the glob of grease.
-
- Go back to the deck. Use the glob of grease on the squeaky door. Open
- the door. Get the ghost tools beside the ghost guard. Go back to the
- ghost chickens. Use the ghost tools on the glowing crate to open it. Get
- the voodoo root. Go back to the cave.
-
- Cut screen : You will travel back to the village and give the root to the
- cannibals. They will then prre the root for you. Then you will travel
- all the way back to the ghost ship. You will find that the ship is gone.
- The ghost pirate, LeChuck, is going to marry the governor. So, you will
- need to go back to Melee Island to stop the wedding. Talk to funny ghost.
- Don't kill him. When your crew is back, listen to their conversation.
- Last
-
- Part 4 - GuyBrush Kicks Butt
-
- After another journey, you will be at the docks in the village. Use the
- potion on any ghost you encounter.
-
- Find you way to the church. Talk to LeChuck. Your potion will becomes
- jammed and you will be whack by the ghost pirate continually. You will be
- flying all over the place.
-
- When you find yourself in the emporium. Try to get the root beer before
- the ghost hit you. After you get the root beer, try to use it on the
- ghost. If you did it successfully, you will destroy the ghost. Talk to
- governor and watch the fireworks.
-
- This walkthru is Copyright (C) 1993 by Lee Beng Hai. All rights reserved.
-
-
- Tips for CASTLES II: SIEGE AND CONQUEST from Interplay
- by Daniel J. Starr,
-
- General Information & Tips
- ---------------------------------------
- 1. You can "fast-forward" at any point, both on the main map and during
- a battle, by holding down the right mouse button. This is tremendously
- useful for people who are, like me, patience-impaired.
-
- 2. Your maximum number of military units is:
-
- 9 + military rating + # of territories + # of castles.
-
- Both you and the computer players always get a free unit each of infantry
- and archers for defense only. The number of troops defending unaligned
- territories goes up with difficulty rating --at Impossible, it's often
- easier to attack an enemy nation than a neutral territory.
-
- 3. You can and should apply unused task points in one area to another
- area. Points are effective no matter where they come from. Particularly
- if you have something you need done in an extreme hurry, you should pull
- in points from everywhere.
-
- 4. A nation only defends any province with half of its total forces.
- Offense is thus much easier than defense -- under most conditions it's
- easier by far just to run away when attacked and strike back later.
-
- 5. When you conquer a province, you have a certain "grace period" during
- which there are no revolts. Thereafter, a revolt is certain to occur at
- some random point unless there you have a large castle (100+ points) in an
- adjacent territory. Happiness does not affect the likelihood of revolts.
-
- 6. Happiness has a strong effect on the performance of your troops. Get
- happiness up to 9 as soon as you can afford to.
-
- 7. Countries with which you have relationship 8 or 9 will not attack you.
- Cultivate a good relationship with anyone you're not busy attacking. The
- computer players don't cancel attacks, so a previously ordered attack may
- still take place even though current relations are good. Note that an
- attack from either side lowers relations by four points.
-
- 8. Useful bug: merchants can trade away resources you don't actually
- have -- you can give away an infinite amount of imaginary timber for real
- gold or iron, for example. On the other hand, the computer players
- automatically get free resources if they lack them for a task, so don't
- bother trying to starve a nation into submission -- it can't be done.
-
- 9. When powers send diplomats to you, you lose no relationship points if
- you refuse them. Only give them money if you want to improve relations.
-
- 10. Councils are very useful for finding out who's at war already (and is
- therefore weaker) and who's blessed by the Pope.
-
- 11. If you plan on attacking someone who's blessed, be sure to send lots
- of diplomats to the Pope to avoid excommunication (which occurs at Papal
- relations 2 -- you gain one point with every diplomatic success or
- donation, and lose one point for every attack on a blessed nation).
-
- 12. As far as I can tell, troops do much better with Battles = On, even if
- one just hits 'begin' and lets them go.
-
- 13. If your forces are barely superior to the opposition during a
- campaign, you'll find yourself continually replacing and losing troops.
- It is much more efficient to add several before going on the attack, so
- that you don't lose any at all.
-
- 14. Make sure you have an adequate stockpile of Food and Gold for your
- troops. The last thing you want is desertions in the middle of a
- campaign. The troops demand gold every April, and food every October.
-
- 15. If you have a Ballista or Catapult, set it close to the walls and have
- your other troops 'stand' until it has demolished a path for you. Then
- you can have your forces rush in directly with much less time for fire
- from enemy archers.
-
- 16. The name of the game notwithstanding, castles are hard to build but
- easy to capture. The worthwhile uses of castles are doubling production,
- particularly of gold, and preventing revolt -- not aiding defense. Given
- the time involved to build one, wait until you're not under attack or have
- task points to spare. Often it's easiest just to capture them from
- enemies.
-
- 17. Once you've claimed the throne, no one will receive your diplomats
- (although they may send their own), and everyone who had relations with
- you of less than 9 will attack in full force. Buy rivals off _before_
- claiming the throne.
-
- 18. Rating at the end of the game is determined first and foremost by
- level of difficulty. The next consideration is time to completion, and
- then score.
-
- Game Strategy
- ---------------------------------------
- In general: The essential idea throughout a successful Castles II game is
- to alternate between several conquests in a row and several tasks' worth
- of regrouping. This is _much_ more effective than continual skirmishing.
-
- This is a blueprint that's worked for me from Easy to Impossible:
-
- 1. Secure your border. Pick two to five adjacent provinces that insulate
- several more from other nations. If you are on a high difficulty level
- you may wish to recruit an extra unit or two; then immediately devote
- every possible point to attacking these provinces as fast as possible.
- This will give you room to expand without taking on the other nations
- before you're ready.
-
- 2. Regroup. Add troops, restock your resources, and buy off at least one
- neighbor thoroughly. Retake provinces as they revolt -- quickly, if
- they're on the border. Retreat from attacks and then retake the provinces
- with an attack of your own -- don't waste troops on a hopeless defense.
- If you can't acquire a necessary resource, use merchants.
-
- 3. Slow expansion. Take the remaining available neutral provinces.
- Build a large castle (100+ points) in a central area to stem the tide of
- revolts. Increase your happiness to 9.
-
- 4. Take out a target nation. Call a council and/or send out spies to
- find out who the good targets are. (The ideal target (a) is not blessed,
- (b) is at war with someone else, and (c) has a weak army.) Assemble an
- army whose size is equal to or greater than your target's. Then hit as
- many provinces as you can, as rapidly as you can. Try to cripple him
- before you give him a chance to regroup. If the target's blessed, send
- out as many diplomats to the Pope as needed. Work hard at keeping your
- other neighbor(s) bought while you're busy with this one. As soon as
- you've regrouped your forces from your first several attacks, wipe him off
- the map. (You'll get a specific message when you take out his last
- province. Don't leave him around to return in force later!)
-
- 5. Pick a second victim and repeat #4.
-
- 6. At this point you almost surely have over 7000 points. Make sure you
- have relationship 9 with the remaining nations. Claim the throne -- your
- rivals will have relationship 8 with you and won't attack.
-
- 7. Bask in your victory.
-
- This article is Copyright (C) 1993 by Daniel Starr. All rights reserved.
-
- TACTICS AND TIPS FOR DYNAMIX' ACES OF THE PACIFIC - Ground Attack
- by Robin G. Kim
-
- ACES OF THE PACIFIC is a rich simulation, with lots of variety and many
- subtleties built into it. This article outlines many of the tactics I've
- developed over countless hours spent playing the game. It is by no means
- exhaustive, but hopefully the reader will be able to pick up a few tips
- that will enhance his or her enjoyment of one of the finest air combat
- simulations on the market. My comments apply specifically to the latest
- version of the game (patch B), with all the difficulty settings at their
- hardest.
-
- This is the second of a two part series. This part deals with air-to-
- ground combat. Part one talked about air-to-air combat.
-
- AIR-TO-GROUND ORDNANCE
-
- Any weapon except tail guns can be used for attacking ground targets, but
- obviously some are more effective than others. The following is a list of
- all available weapon types, in increasing order of effectiveness:
-
- Machine Guns (larger caliber is better)
- Cannons (larger caliber is better)
- Rockets
- 132 lb. Bombs (small bombs)
- 500+ lb. Bombs (large bombs)
-
- Damage Potentials:
-
- Large bombs - Can destroy anything, though warships may require more
- than one hit.
- Small bombs - Can destroy anything except the largest warships. Even a
- destroyer takes many hits to sink.
- Rockets - Can destroy anything but a warship or very large building.
- May require two salvoes to destroy a freighter.
- Cannons - Can destroy anything but warships, large buildings,
- bunkers, and cranes. Large amounts of cannon fire can be
- used to finish off an already damaged freighter. Large
- buildings include anything larger than a green HQ
- building.
- Machine Guns - Can destroy anything cannons can except freighters, but
- many more hits are required.
-
- Scoring hits with cannons and machine guns is easy. Just put the cross-
- hairs on the target and fire. Most targets become visible before they are
- within range, however, so you must judge how long to wait before opening
- up so you don't waste ammunition.
-
- Rockets are almost as easy to use, but you must be relatively close to the
- target and under 1000 feet when you launch them. Hits are much easier if
- you have at least a 20 degree dive angle when you fire. Rockets fly in a
- straight line, and are uneffected by gravity.
-
- Bomb trajectories are modeled very simply in ACES OF THE PACIFIC.
- Basically, they drop diagonally downward at a very high constant speed. If
- the bombing plane flies straight and level at a constant speed after
- releasing the bombs, the bombs will appear to have to relative motion
- forward or backward. I've found two reliable methods for scoring hits
- with bombs, dive bombing and low altitude level bombing.
-
- Dive bombing can be performed by any plane. The steeper the dive, the
- better, as long as your plane will be able to pull out at the bottom
- without crashing into the sea or ground. Just aim your plane a little
- beyond the far edge of your target, and release just before pulling out at
- the lowest safe altitude you can manage. Larger bombs have a significant
- blast radius, so you should not release them below 1000-1500 feet or your
- plane will be damaged or destroyed. If your dive angle is shallow, you
- will have to point the nose of your plane further past your target, making
- a miss more likely. Ships are narrow targets, so you'll definitely want
- to dive along the ship's main axis to give you the largest margin for
- error when dive bombing.
-
- Level bombing can actually be performed from any altitude, but is much
- more accurate from lower altitudes for obvious reasons. Point your plane
- directly at the target at around 1500 feet if you're using large bombs, or
- around 500-1000 feet if you've only got small bombs. Level out, and
- switch to the F6 view (internal, looking straight down). Release just
- before the target reaches the middle of the screen. A tiny amount of lead
- is required at low altitudes and moderate speeds. If you would like to
- try level bombing from higher up, I suggest you do the following first.
- Fly level, switch to the F6 view, then drop a bomb, putting some kind of
- mark on your monitor screen at the exact place where the bomb fell. This
- will be your aiming point. All that's left to mastering high and medium
- altitude level bombing is to practice judging the lead necessary at
- various speeds.
-
- Level bombing from low altitudes is deadly accurate. You can take
- advantage of this when bombing small hangers or AA gun emplacements by
- dropping your bombs right between two targets. Even small bombs will
- destroy both of them, if aimed precisely.
-
- For rockets and bombs, it is not clear whether hit location plays a role
- in determining the amount of damage done, or whether it is completely
- random. I always try to hit the center of the target, as this _seems_ to
- work better some of the time.
-
- GROUND-BASED AIR DEFENSES
-
- There are two types of ground or ship-based threats you may have to deal
- with whenever you fly in the general vicinity of enemy ships or ground
- installations. AA gun emplacements will put up a barrage of flak, and
- green HQ buildings will fire small caliber machine gun rounds at you at
- short range. Ships are even worse since they can fire one or the other,
- depending on how close you are.
-
- Anti-aircraft machine gun fire does the same damage as a similar aircraft-
- mounted gun would do, but it is often very accurate, and difficult to
- avoid without moving completely out of range. It probably won't destroy
- your aircraft unless its already very damaged or you hang around it for
- much too long, but it will do cumulative damage to your engines, making
- you vulnerable to flak or enemy fighters. Lucky hits are also possible,
- so this is not a threat that can be safely ignored.
-
- A flak burst is essentially a cloud of shrapnel produced when a shell
- fired from an AA gun or ship that explodes at a preset altitude. It is
- extremely dangerous. A direct hit will destroy your plane, but
- fortunately these rarely occur. More likely your plane will fly through a
- shrapnel cloud and take some amount of damage. The closer you fly to the
- burst, and the sooner after the explosion you fly through it, the more
- damage you will take.
-
- Since the damaging effects of flak only occur over a limited area, it is
- possible dodge the most of the bursts. Maneuverability is an asset here.
- Jinking around trying to throw off the aim of the flak gunners does not
- appear to be effective, nor does flying at extremely high speeds. Flying
- at higher altitudes is much safer than low altitudes, however, since the
- guns are less accurate, so the flak tends to explode further away from
- you. Even if you have excellent reflexes and a maneuverable plane, you
- will not be immune from flak since it may occasionally explode very near
- you, causing immediate damage, or so close in front of you that you can't
- turn away in time to avoid flying through it.
-
- The two best ways to deal with flak are to stay out of range or destroy
- its source by taking out the ships or AA gun emplacements that are firing
- at you. Unfortunately, this is not always possible. One rather cowardly
- technique is to let your wingmen go in first, since flak usually targets
- the closest or more threatening target. The latter point is important,
- because if you start your bombing run after your wingmen have already
- finished theirs, the flak guns will probably begin targeting you. You can
- turn this around and use it to your advantage by timing your run to be
- just _before_ your wingmen's, so that you dodge flak on the way in, but
- have some time to get out of range after you pull out.
-
- Usually, the best you can do is try to minimize your risk, while still
- accomplishing your mission objectives. You can either dive in at maximum
- speed to minimize your exposure time, or go in slower, so you have more
- time to dodge the flak bursts. The best choice depends on how
- maneuverable your plane is, especially at high speeds.
-
- When attacking ground installations with anti-aircraft capabilities, the
- first thing I usually go for is the green HQ building. I do this because
- it is easy to take it out on the initial approach, since I can throw out a
- burst of fire that will destroy the building before it can begin firing at
- me. If you attack from close range, even if you destroy it, you will
- still be hit by a stream of bullets that were already fired in your
- direction before the building blew up. My next priority is to take out
- all of the AA gun emplacements. I do this regardless of if I'm being
- chased by enemy planes. It's very risky to dogfight amid a barrage of
- flak. Machine guns can destroy AA gun emplacements, but it takes quite a
- few shots, even for a P-47, which has more machine guns than any other
- plane. A better alternative, if available, is to use cannon(s). Two
- short bursts will take out an AA gun. Strangely enough, if you just hold
- down the fire button for one long burst, it will take more ammunition. It
- is best to fire a minimal length burst, watch the tracer hit, then fire
- another. Cannon ammunition is always precious, and you do not want to use
- any more than you absolutely have to. Two cannon shots will also destroy
- an HQ building. Of course, rockets and bombs will work on AA guns, but
- they are often needed for more important targets, like hangars and supply
- buildings.
-
- Attacking ships is much more difficult. The volume of flak is generally
- higher, and all ships can fire machine guns at you. Unless you drop bombs
- from higher altitudes and avoid the flak, you will certainly take at least
- some damage from machine gun fire. If the ships are all very small, then
- the best approach is to blow them all up with your guns and rockets. Make
- sure you take out at least a couple on the way in, so they can't fire
- back. If you're attacking a large, spread out formation such as a carrier
- group, then you will get a brief respite from the intense flak barrage if
- you destroy the carrier. Once you begin your egress, however, you will
- fly within range of the ex-carrier's escorts, so be prepared. For other
- sea targets with medium sized ships close together, if you're committed to
- a low-level attack then about all you can do is try to get in and out as
- fast as possible to minimize your exposure time. Take out as many ships
- as possible quickly to reduce the number of firing platforms the enemy has
- available.
-
- This article is Copyright (C) 1993 by Robin G. Kim. All rights reserved.
-
- CIVILIZATION Trade Summary
- By Mark Hesidence
-
- I've had questions about how to make money and how to win in civilization,
- so I thought I'd give a summary of trade since it is THE MOST IMPORTANT
- part of the game.
-
- Each city is generates a certain amount of trade (see below for how much).
- Trade is split into three things: luxuries, taxes(money), and science.
- Luxuries increase the number of happy people in a city. Taxes increase
- the amount of money you have. Science is the rate at which you generate
- new technology.
-
- If you've played any at all you know that all of these are critically
- important, thus trade is the most important part of the game.
-
- You can control how much trade goes to Lux, taxes, and science by changing
- your tax and luxury rates.
-
- HOW TO GET TRADE
-
- You get one point of trade when you put people to work on:
-
- grassland with a road
- plains with a road
- desert with a road
- river (no road needed, thus good spot to start new cities)
-
- Two points for people working on an ocean sector. I forget the exact
- number six or seven for a gold sector and four or five for a gem sector.
-
- GOVERNMENT EFFECTS ON TRADE
-
- If your government type is Republic or Democracy you get an additional
- point of trade for each sector that has trade. Most of your trade will
- come from plains and grassland, so if you have Republic or Democracy your
- trade will be much much higher than other forms of government. (On the
- down side it is harder to wage war if you are a Republic or Democracy,
- but that is another topic)
-
- All government types have corruption except democracy. Which means the
- farther a city is from the capital the more trade is reduced. Corruption
- can be seen as black trade makers in the city production screen. An
- exception is communism whose corruption is always one, no matter how far
- from the capital.
-
- HOW CITY IMPROVEMENTS EFFECT TRADE
-
- All the effects are only for the city with the improvement.
-
- Courthouse decrease corruption
- Library 50% increase to science
- University 50% increase to science
- Market place 50% increase to lux and tax
- Bank 50% increase to lux and tax
-
- CARAVANS
-
- Each city can have three trade routes (the city builds a caravan and sends
- it to another city more than 10 squares away). Once you've established a
- trade route it will continue to generate trade each turn until one of the
- cities is destroyed.
-
- Trade routes generate more trade if the route is between big cities, the
- route is to a city on another continent, or the city is from another
- civilization (twice as much if it is from another civilization).
-
- I've had trade routes of size 10, so you can see how important they are.
- You can get 30 points of trade per city just from trade routes. To get
- trade routes this big you must trade with other civilizations. In other
- words you can't go rabid and kill off everyone. You need to leave at
- least 3 large enemy cities. You can always contain them with a few
- battleships and some veteran riflemen in mountain fortresses.
-
- How to apply the above information to make a winning civilization is left
- as an exercise to the reader. The defensive value of a rifleman in a
- fortress is left as exercise to the reader.
-
- This review is Copyright (C) 1993 by Mark Hesidence. All rights reserved.
-
- GUIDELINES: Books for Sim-Jet-Jockies
- by Dave Masten
-
- Books for those who wonder what a "high yo-yo", and "vertical scissors"
- are. That is, what the hell are all these hot-computer-flight-jocks
- (TM) talking about?
- -------------------------------------------------------------------------
-
- First, what is considered The Book (though an ex-F18 pilot told me he
- hadn't heard of it):
-
- "Fighter Combat, Tactics and Maneuvering" Robert L. Shaw Naval Institute
- Press, 1985 428 pages, $32.95
-
- Shaw is a Commander in the Naval Reserve, and an F4, F14 pilot and
- consultant. This book is very technical, fairly dry, but is amazingly in
- depth. Has a fair number of drawings to help you along, but expect some
- slogging through. But if you want to know everything, this is the one you
- want.
-
- ------------------------------------------------------------------------
-
- "Modern Air Combat" Bill Gunston, Mike Spick Crescent Books (originally
- Salamander Books), 1983 224 pages, about $17
-
- This is an incredible buy! Why? (1) Has the usual Gunston pretty photos,
- diagrams, and drawings of fighter/attack planes. Unfortunately it is too
- old to include the Su27 and Mig29 and Rafale. (2) Although it only covers
- 46 planes, this allows more in depth (and understandable) coverage than
- Jane's. (3) Most importantly, a terrific 100+ pages of technical
- information, and opinions on subjects like design, aerodynamics,
- electronics, weapons, and of course, maneuvers. The discussion of ACM and
- maneuvers is nowhere near as in depth as Shaw, but gives you the basics
- and then some, with nice drawings and many great photos. Get this book!
- I'd love an updated version.
-
- ------------------------------------------------------------------------
-
- Most flight sims come with fine manuals, with varying levels of coverage
- of basic maneuvers. I think Chuck Yeager's Air Combat covers the greatest
- number with nice drawings. Aces of the Pacific's is decent, with about a
- dozen maneuvers discussed. Secret Weapons of the Luftwaffe concentrates
- more on tactics than actual maneuvers, with more info on intercept of
- bombers. Falcon 3.0 doesn't cover the basic maneuvers, they basically
- recommend use the F16's superior capability to out-turn the bogie. It
- does include worthwhile info on geometry of approach, wingman interaction,
- and weapons envelopes. I don't think the companion "Falcon 3.0 Air
- Combat" guide adds enough to merit spending $19.95. Birds of Prey doesn't
- cover maneuvers at all. OK, since you don't need them in the game! Can't
- comment on the other games I don't have.
-
- ------------------------------------------------------------------------
-
- Last, a book that doesn't discuss maneuvers, but is a fairly up-to-date,
- nice picture/photo/information book on fighters:
-
- The World's Great Interceptor Aircraft Gallery Books, 1989 248 pages,
- about $17
-
- Covers 20 modern aircraft in depth, with photos, cutaway drawings,
- foldouts, and more text-like discussion of the histories of the aircraft.
- Similar info on the specific aircraft as Modern Air Combat, but includes
- the Mig29, and info on more recent variants of most planes. I give this
- one a mild recommendation.
-
- ------------------------------------------------------------------------
-
- I think you'll have to special order all these books through your local
- bookseller.
-
- This article is Copyright (C) 1993 by Dave Masten. All rights reserved.
-
- Advanced Gravis Ultrasound NEWS:
-
- Today on America Online Mr. Brad Craig of Advanced Gravis said the
- following:
-
- "As for GUS 3D it's cool. We presented it to the press last Friday at this
- bistro. While they were chowing down, we pumped up the volume and had ...
- crickets chripping around the room, then cows mooing, planes and bikes
- zooming, missles flying and music jumping.
-
- There are no hardware changes....We demo it on the regular everyday GUS.
- This will be a new software package. The technolgy comes from NASA.
-
- The developers think it was great. And we WILL see lots of new amazing new
- software titles with GUS 3D support."
-
- Then he added:
-
- "Next week... Jan 25-26 Gravis will ship the new and completed general
- midi set, all 192 instruments and they do sound great. If you are going to
- NAM stop by and check out 3-D... We are sharing a both with Eye and I
- Productions.
-
- Also included to all GUS owners a new SBOS that does not use any options,
- and the program Patch Manager and a new set of Window's driver's. We will
- also include a coupon for ULTRA CHUCK YEAGER for $15.00.
-
- A memory up-grade option coupon and a coupon for Howling Dog's software
- and MidiSoft programs.
-
- A quick note on the new SBOS. I have not found a program that did not
- work with this new version. I am sure that you'll find it easier to use
- and you'll all like the changes that we made.
-
- Many thanks to everyone for your valid comments. We're trying.... so
- please keep up the feed back."
-
- Brad Craig
-
- --------------------------------------------------------------------------
-
- Titles Planned for UltraSound Support!
- Shipping the 1st Qtr. of 1993
-
- Publisher Working Title Rel.Date
- _____________________________________________________________
-
- 1. Electronic Arts NHL Hockey Feb-Mar
- Ultra Chuck Yeager Dec-Jan
-
- They have planned support for other titles, but can not
- release the working names of the titles as of yet.
-
- 2. Interplay Buzz Aldrins Race into Space Mar.
-
- Interplay has planned support for all future titles in 1993.
- Interplay now handles Virgin Games and they are also planning
- to support GUS.
-
- 3. Accolade Star Control 2 Shipping
-
- Selling thousands of copies per month, the box is being
- sticker with labels stating that (This Product Supports
- UltraSound). Accolade plans support for other titles for 1993.
-
- 4. MicroProse World Circuit Shipping
- David Leadbetter's Golf Jan-Feb
- Harrier Jan-Feb
-
- These titles will have either a patch to support the GUS or
- will have re-vision with UltraSound support.
-
- 5. Ibis EarPlay Jan
- RiffTutor Feb
-
- Well know for their Music programs. They plan support for all
- up-coming titles.
-
- 6. S.S.I (EA AFL) Great Naval Battles Shipping
-
- This program supports GUS through an SBOS patch. They are
- also planning a revision in the spring. They plan support for the
- Gravis UltraSound board as well as the PC Game Pad. S.S.I. is well
- known for their Combat Simulations and D&D Software.
-
- 7. Three Sixty (EA AFL) Battle Cruiser 3-D Feb
-
- Three sixty is well know for their air, combat, and war
- simulations games. They plan support for GUS with several
- other titles in 1993.
-
- 8. Epic Games Drum Blaster Jan
-
- This shareware is planning support in all their new titles
- Track Blaster, Zone 66, Solar Winds, Savage Crusade, Armada
- 2525, Screen Tracker, and several other titles.
-
- 9. ID Software Bio Hazard Feb-Mar
- Major Stiker
-
- Famous for Wolfstein 3-D. They are planning support for all
- new titles in 1993.
-
- 10. Apogee Software Pickle Wars Feb-Mar
-
- Big things are planned for GUS support this year, including
- new educational titles.
-
- 11. Psygnosis Lemmings 2 Feb
-
- Well known for their arcade style games, Lemmings and Oh' no
- More Lemming's. They plan support for Gravis UltraSound in
- several of their tiles in 1993.
-
- 12. Mystic Software Music Works Shipping
-
- Mystic Software is planning to bring out several other music
- titles that will take advantage of boards rich sounds.
-
- 13. Odessey Software Space Wars Jan
-
- They are coming up with a Wing Commader type game with GUS
- support. Received great press in Computer Gaming World Nov.
- edition.
-
- 14. New World Computing Empire Deluxe Feb
-
- New World is an AFL of Broderbund Software. They have planned
- support in all their future releases.
-
- 15. Hollyware Johhny Quest Feb
-
- Famous cartoon adventure of the sixties, has several titles
- planned for Gus support in 1993.
-
- 16. Win Jammer Software. Win Jammer Jan
-
- One of the finest Music Shareware companies. Wind Jammer is
- producing a new commerical Midi Sequencer with Gus support.
-
- 17. Kesmai Corporation Air Combat Warrior Feb
-
- On-Line gaming system has big plans for supporting the Gravis
- Ultrasound.
-
- 18. The Blue Ribbon SoundWorks Ltd. Super JAM Feb-Mar
-
- This well known Music has been producing music titles for
- everal years now. They are also working on othe MPC tiles.and
- have had several features in Keyboard Magazine.
-
- 19. Norsehelm Products Inc. Ragnarok II Mar
- Seven Wonders
-
- Arcade adventures game producers. Looking forward to
- supporting GUS.
-
- 20. VOR Technologies, Inc. Empires of the Known Universe Mar
-
- On-Line gaming system. They are working on adding support of
- GUS to take advantage of the digital audio.
-
- 21. Intel Corporation 960 Family Features Demo's Feb.
-
- They are planning to use GUS in several of their Multi-Media
- projects.
-
- 22. IntraCorp Inc. Terminator 2 Chess Feb
- Trump Castle 3 Mar
-
- One of the top game producers, they have produced such hits as
- Hme Alone 2, Bridge Master and Dark Half.
-
- 23. MidiSoft Recording Session Jan
-
- Midisoft will support GUS in all the future titles.
-
- 24. NovaLogic Comanche Maxium Overkill Shipping
-
- AFL of EA. Produced the number 1 selling fall title. NovaLogic
- produced a SBOS for their title. The Sound Balster version
- only plays mono. The GUS rocks in stereo, with much clearer
- sound effects.
-
- 25. Bt Software Enterprises Xanthus Feb
- PC Composer Mar
-
- Bt has produced 3 selling titles to date. Will support GUS
- in all future titles.
-
- 26. Mercer Comp Systems Midi Performer Feb
-
- Music Software Company plans on support of GUS with several
- new titles in 1993.
-
- Also look out for Josh's CYBERSTRIKE. It's like smash TV with
- some wicked Graphics and awsome music. 4-channel music for
- SB owners and more for GUSers.
-
- ED. - Suffice it to say that all the 1st quarter products listed above
- will not make it out by the end of March.
-
- This article is Copyright (C) 1993 by Advanced Gravis. All rights
- reserved.
-
- Guidelines: Joysticks for Flightsims
- by Dave Masten
-
- A common question is "what joystick should I buy"? Most flight sim
- jockies use one of four: The CH Flightsick, Gravis Analog, Thrustmaster
- FCS, or FCS Pro.
-
- I have the CH, and I am very happy with it. Now available for $37 (Chips
- and Bits). The only one in this group with a throttle wheel (supported by
- F3, FS4, AotP, GS2000, amongst others). Looks reasonably like a jet stick
- and is plenty sturdy, with a big, solid base which stays put. The two
- buttons are well placed right on the stick. Only slight negatives are its
- long throw and low tension.
-
- The Gravis' (about $35) plusses are variable tension adjustment and a
- shorter throw. But at high tension, you better anchor it somehow. I
- don't like the button 2 position on the base. There have been some recent
- usenet complaints about its reliability.
-
- For true fanatics, there is the FCS (Flight Control System), at about $70.
- Modelled after an F4 stick, it looks like the real thing. Besides the
- usual two buttons, it has two extra buttons and the famous 'coolie hat'.
- Games have to specifically support the extras. But the buttons feel cheap
- and the springs have a rep for crapping out.
-
- The FCS Pro addresses this with sturdier springs, a metal base, and better
- buttons. Has the same features as the basic FCS. You pay a lot for the
- ultimate, no less than $109.
-
- Falcon3 supports the two extra buttons as air-brakes and AA/AG selector
- toggle. You need a TSR to get 'hat' support for view changes. Aces fully
- supports the buttons and hat (great for switching views in this game). A
- TSR is also available for Lucasgames and MPS sims. Each TSR is $16. So
- if you have bucks to burn, get the Pro and all the TSR's for about $160.
-
- Finally, I should mention that all shit-hot computer jocks will want the
- TM Weapons Control System (WCS, about $80) which is a throttle plus 6
- buttons and rocker switch. Makes the throttle wheel (and a good deal of
- keyboard use) obsolete. It may also make some of the FCS buttons
- redundant, so a TSR is also available to reconfigure the FCS buttons to
- whatever you want (yet another ~$20). Too bad you can't remap the WCS
- buttons also. Updated PROMSs for new games cost $25 and are released
- about twice a year. I just use settings for similar, older, supported
- sims.
-
- This review is Copyright (C) 1993 by Dave Masten. All rights reserved.
-
- ED. Another interesting thread from INTERNET regarding strategy and
- tactics for Planet's Edge by New World Computing.
-
- --------------------------------------------------------------------------
-
- PLANET'S EDGE TACTICS
- by Martin Meier
-
- Jeff Honnold writes:
-
- "Ok, Please! I have been trying to destroy the ships around Deneb 2. I
- destroyed the one called "The Wind", but I can't take either of the other
- ones out. What do you use? What weapons, ship, etc? I am using a
- Harbringer, armed with a variety of weapons. Please give me some advice!
- This thing is driving me nuts!!!!!!"
-
- To destroy any any number of ships, do the following.
-
- WHAT TO BUILD
-
- 1. Get a ships hull that can mount a mega-missile on a turret. (2 qualify)
-
- 2. Mount the mega-missile on the turret, and then install an engine that
- use up the rest of the ship's hull points. You will have only one
- weapon and very little room for cargo.
-
- 3. Fly to the planet in question.
-
- HOW TO FIGHT (If ships are slower than you)
-
- 1. Big ships with lots of fire power are usually slower than you are. Put
- your weapon on automatic fire and start to fly towards them. Once you
- get to a distance of about 20 or so, do a U-turn and have the other
- ships chase you.
-
- 2. While these ship(s) are chasing you, circle around the perimiter of the
- battle field staying close to the boundary. Target the particular ship
- that is closer to you. Keep a distance of about 11-13 between you and
- your targeted ship. The mega-missile has a range of 9, which is the
- furthest of any weapon. Mega-missile fires by itself when on automatic.
- Because speed and distance is based on a fixed co-ordinate system,
- your missile will hit but any missile the enemy fires will fail to reach
- you. The damage caused by this attacking is small, but eventually you
- will wear the other ship down.
-
- 3. When making a turn be sure to speed up a little so that the enemy can't
- cut down the angle and catch up. Be sure to slow down after the turn.
-
- 4. If you make a mistake, and the enemy is to close, dive over the battle
- field boundary. Since the enemy ships don't cross the boundary, they
- will do a U-turn and chase you from the far side. Regroup, and reset
- yourself for attack.
-
- HOW TO FIGHT (If ships are faster than you)
-
- 1. You will usually get a group of ships. One of these might be faster
- than your top speed. What you want to do is seperate that ship from
- the others. Position yourself so the fastest ship reaches you first.
- Stay close to the boundary and be in a position to run. Mega-missile
- will fire when the enemy gets close. Start moving toward the boundary,
- and when the enemy gets withing firing range, cross over and wait on
- the other side.
-
- 2. Keep doing this until the faster ships are destroyed and you left with
- only slower ships. Then use that first method.
-
- Remember that after you destroyed the faster ships, you can break off
- combat and repair you ship. Then go back in again and destroy another
- ship.
-
- HOW TO KILL A BASE
-
- 1. For this you don't need turreted mega-missile. A forward firing mega-
- missile will do. Move in to the base slowly from either the SW, NW,
- SE, or NE, ie an angle.
-
- 2. Since the base orbits the plant, make sure it is at least 9-10 units
- away from you at it closest point and stop. Put the mega-missiles on
- automatic and wait. You will slowly destroy the base. A strong base
- might take 5 minutes, but as long as you see the missile hit the base,
- your actually destroying it.
-
- 3. When the shields are gone and the damage is about 50%, you can move in
- a bit so the missile can cause more damage.
-
- Bonus spoiler!
-
- This was posted to the net a few months ago, so I'll repeat it. You can
- STEAL minerals from a planet that is guarded by other ships without
- fighting them.
-
- Enter orbit around the protected planet. Then break orbit, and as fast as
- you can, go to the 'dump cargo' section on the menu. You will be able to
- load in that planets resources from the 'dump cargo' menu.
-
- This article is Copyright (C) 1993 by Martin Meier. All rights reserved.
-
- THE OFFICIAL BOOK OF ULTIMA
- Author: Shay Addams
- Publisher: Compute! Books
- Reviewed by Sir Launcelot Du Lake
-
- "What do chivalry, the Dead Sea scrolls, Paul McCartney, The
- Wizard of Oz, Monty Python, Stonehenge, and NASA have in common?"
- - blurb from book
-
- What indeed? The answers are found within the 244 pages of this
- informative tome on the inside story of the Ultima saga. Author Shay
- Addams, the publisher and editor of Questbusters: The Adventurer's Journal
- and editor of Origin's Quest for Clues series, takes us into the
- fascinating story of how a 16-year-old turned his high school project into
- this critically acclaimed computer role-playing series.
-
- The answers to the questions above? Chivalry - the Paladin Dupre, whose
- counterpart in real life is the epitome of chivalry and honour. The Dead
- Sea Scrolls - a television documentary about the life of Christ which
- featured a segment on Hindu yogis aiming to achieve avatarhood. The Wizard
- of Oz - the quests of the Scarecrow, the Cowardly Lion, and the Tin Man,
- and their influence on the evolution of the Three Principles of Truth,
- Love, and Courage. NASA - Richard's father, Owen Garriott, was an
- astronaut. These are just some of the wealth of in-depth information
- about how events have shaped Lord British and the Ultima series.
-
- A Decade in the Dungeons: Ten Years of Ultima
-
- "There was a certain kind of magic about my life during the early
- days that makes the first three Ultimas very special. I did
- these entirely on my own, and there was something magical about
- them being utterly my own creation, utterly my own vision. I
- really lived to work on those games."
- - Richard "Lord British" Garriott (pg. 3)
-
- This section chronicles, more or less, the life story of Lord British, and
- the major events and significant others that shaped the game and his
- philosophies. We read that if 16-year-old Richard's teacher at Creek High
- School had not agreed to allow him to do a computer fantasy role-playing
- game for his computer science project, we may never have Ultima today!
-
- Richard's fascination for myth and legend can be attributed to his
- mother's lessons on Indian lore, which Helen taught at summer camps.
- However, believe it or not, his only experience with the fantasy
- literature is Tolkien's Lord of the Rings, and Lewis's Chronicles of
- Narnia! (actually, this should be enough, since these two are often
- considered the fathers of fantasy).
-
- Another event which struck me was the intense reaction to the use of
- children as monsters in a room in one of the dungeons in Ultima V. This
- led to one playtester refusing to have anything to do with Origin
- subsequently, and also became an issue with Richard's parents and his
- brother Robert. The room remained in the final code as Richard was
- convinced that such events would actually make people think and elicit
- emotional feelings, which were major goals of the 2nd Ultima Trilogy.
-
- Addams goes on to describe significant events and people that occurred
- during the evolution of the Ultima saga from I to V. This section is
- easily the most captivating of the book. Addams mixes the narrative with
- Richard's thoughts on those events and the effect is like being on a
- biographical documentary with comments by the subject. Indeed, I couldn't
- put the book down till I had finished this section.
-
- Backstage at the Castle: Designing and Developing Ultima VI
-
- Part 2 is devoted to the events surrounding the creation of Ultima VI
- (note that the book was published in 1990, when Ultima VI was the latest
- installment in the series). The goal of simulating a fantasy world with
- real world physics is first attempted here. Ultima VI was the first
- Ultima to be programmed for the IBM first, given the power of that
- platform and its suitability to this goal. We learn about the influence
- of Chris Roberts' Times of Lore graphical interface on the extensive
- overhaul of the Ultima look.
-
- New technology, new people, and their impact on the design are discussed.
- This section ends with a segment on the final rush to meet the release-
- date deadline. Guess what? They made it! (somewhat of a rarity these
- days). And even though Richard was knocked on the head by a falling metal
- plate and had to be rushed to the hospital a few weeks prior to the
- deadline!
-
- The Solutions: Ultima I - VI
-
- The final section is a rather candid and sometimes hilarious account of
- how the fictional Alfred from Sheboygan, a travel agent (!) by occupation,
- answered the calls to be Lord British's champion, and his six sojourns
- through the lands of Sosaria and Britannia. This is the first time that
- the complete solution to Ultima I has been published. Most of the lists
- given are essentially geographical locations. However, no maps are
- included. There are also mentions on various cheat keys, including one in
- Ultima VI which will allow you to create any object (hint: say to Iolo
- something Scrooge would, after something else in front - warning: this is
- dangerous!)
-
- Conclusion
-
- As a hintbook, it is not thorough, and looking for specific hints may be
- difficult as the narrative is rather general, especially for the 2nd
- trilogy. A better book for hints would be Ultima: The Avatar Adventures
- by Rusel DeMaria and Caroline Spector. However, as a reference book on
- the real life lore and legends surrounding this series and Richard
- Garriott, this is THE resource. Ultima enthusiasts will be missing a lot
- if this is not in their collection.
-
- This review is Copyright (C) 1993 by Sir Launcelot Du Lake. All rights
- reserved.
-
- MIGHT and MAGIC : CLOUDS of XEEN by New World Computing
- Walk-through / Info sheet (Version 1.0)
- by Mitch Aigner and Phil Rice
-
- Send complaints about the walkthru to: Mitch Aigner
- Send complaints about the Armor/Weapons classification to : Phil Rice
- Send complaints about the Auto-mapping bug to: New World Computing
-
- GENERAL TIPS
- ------------
-
- Equip your crew with bows, as well as their main weapon. Click on the
- bow icon on the main screen when enemies are in sight (but not close
- enough to attack). This unleashes a volley of arrows from your party,
- and will wipe out lesser monsters before they get close enough to be
- a problem. It will also take the edge off some of the nastier critters.
-
- Don't sleep unless you absolutely have to (i.e. "Your Party need rest").
- Your team will age rapidly otherwise, and their effectiveness will go
- down. Casting a lot of "Cure"-type spells is a necessary evil.
-
- To swap items: Fire up the weapons/armor list for the party member you
- wish to transfer the item out of. Click on that item to select it, it
- will change color. Then click on the picture of the party member that
- you wish to transfer the item to.
-
- The "Wizard Eye" spell is really handy. It shows secret areas that
- are otherwise impossible to find. Especially useful in dungeons.
-
- Enchant Item spell: This spell turns generic weapons/armor into better
- stuff. I.E. casting on a "sabre" could turn it into an "amber sabre"
- or a "poisonous sabre". This only works on items that do not already
- have any special qualities.
-
- You will need to use the "Levitate" spell to walk upon clouds without
- falling through. This is needed for the areas at the top of the
- various towers. The Levitate spell also lets you float over hidden pits
- in the dungeons. It won't save you from hidden elemental traps (ie. fire,
- gas, etc). You can use the jump spell to avoid those traps.
-
-
- NOTES: You will need to have at least 1 character with 100+ Might
- before entering the Northern Sphinx
- You will need to have at least 1 charater with 100+ Intelligence
- before entering the Dragon Lair
- Trick to Dragon Lair: walk backwards, slowly. Use "Teleport"
- spell to avoid Dragon Tax.
-
-
- SPELLS - (L means level of caster, M means number of monsters)
- (G means affects group of monsters, P means affects whole Party)
- --------------------------------------------------------------------
- NAME SP/gems * Damage Description
- ----------------- ------- --- ---------- ---------------------------
- Acid Spray 8/0
- Awaken 1/0 P Wakes up all Party members
- Beast Master 5/2
- Bless 2L/1 +1L Armor Class
- Clairvoyance 5/2 Gargoyle heads give advice
- Cold Ray 2L/4 G 2LM to 4LM Cold damage to group of monsters
- Create food P Creates 1 unit / Party member
- Cure disease 10/0 On one Party member
- Cure Paralysis 12/0
- Cure poison 8/0 On one Party member
- Cure wounds 3/0 +15 HP on one Party member
- Dancing Sword 3L/10 6L to 14L
- Day of Protection 75/10 P Light, Prot. from ALL elements,
- Heroism, Holy bonus, Bless
- Day of Sorcery 40/10 P Light, Levitate, Wizard Eye,
- Clairvoyance, Power Shield
- Deadly Swarm 12/0 G -25M -25 PD / monster
- Detect monster 6/0 Shows nearby monsters
- Divine Interv. 200/20 P Heals entire Party of all wounds
- Dragon Sleep 10/4 Puts one dragon to sleep
- Elemental Storm 100/10 G -150 HP / monster
- Enchant Item 30/20
- Energy Blast L/1 2L to 6L Energy damage
- Etherealize Moves party forward 1 square
- despite barriers. May work
- where Teleport fails
- Fantastic Freeze 15/5 G -40 Cold damage / monster
- Fiery Flail 25/5 -100 Fire damage
- Finger of Death 10/4
- Fire Ball 2L/2 G 3LM to 7LM -3L to -7L Fire damage
- First Aid 1/0 +6 HP on one Party member
- Flying Fist 2/0 -6 Physical damage
- Frost Bite 7/0 -35 Cold damage on one monster
- Golem Stopper 20/10 -100 pts on one monster
- Heroism 2L/3 +1L level increase
- Holy bonus 2L/1 +1L damage increase in combat
- Holy Word 100/20 Kills Undead
- Hypnotize 15/4
- Identify Monsters 5/0 Shows health pts of monsters
- Implosion 100/20 -1000 Energy damage
- Incinerate -250 fire damage, one monster
- Inferno 75/10 G -25 Fire damage / monster
- Insect Spray 5/1 G coats group of monster w/poison
- Item to Gold Turns plain iten into Gold
- Jump 4/0 P Party jumps over 1 square
- Levitate 5/0 P Use to walk on clouds
- Light 1/0 Day spell
- Lightning Bolt 2L/2
- Lloyd's Beacon 6/2 Teleport
- Magic Arrow 2/0 -8 Magic pts
- Mass Distortion 75/10 Cuts monsters' HP in half
- Mega Volts
- Moon Ray 60/10
- Nature's Cure 6/0 +25 HP
- Pain 4/0 -8 Physical damage
- Power Cure 2L/3 2L to 12L
- Poison volley 25/10 Sends 6 arrows @ 10 Poison damage
- apiece into each square in front
- of Party
- Power shield 2L/2 P +1L reduction in party damage
- Prot. from Elements L/1 then select which Element
- Raise Dead Ressurect 1 Party member
- Recharge Item 15/10
- Revitalize 2/0 Removes weak condition
- Shrapmetal L/0 G 2ML -2ML Physical damage
- Sleep 3/1 G puts monsters to sleep
- Sparks L/1 2L -2L Electrical damage
- Starburst 200/20 G -500 HP per monster
- Stone to Flesh 35/5 removes STONED condition
- Sun Ray 150/20 G -200 Energy damage / monster
- Super Shelter 15/5
- Suppress Disease 5/0
- Suppress Poison 4/0 slows effects of poison - no cure
- Time Distortion 8/0 to run away from a combat
- Town Portal Teleports Party to selected town
- Toxic Cloud 4/1 G 10M -10M Poison damage / monster
- Turn Undead 5/2 -25 damage
- Walk on water 7/0 P allows Party to walk on deep
- water
- Wizard Eye 5/2 Top view - shows unexplored
-
-
-
- DWARF MINES - LIQUIDS TOMB JUICE (Tomb of 1000 Terrors)
- ------------------------ ----------------------------------
- Yellow +2 Accuracy +5 Accuracy
- Green +2 Endurance +5 Endurance
- White +2 Luck +5 Luck
- Purple +2 Speed +5 Speed
- Red +2 Might +5 Might
- Blue +2 Personality +5 Personality
- Orange +2 Intellect +5 Intellect
-
- DWARF MINES - Deep Mine Codes
- -------------------
- Alpha
- Theta
- Kappa
- Omega
-
-
-
- SKILLS
- -------------------------------------
-
- Cartography - $100 - (Vertigo, 8, 16)
- Pathfinding - $2500 - (Vertigo, 25, 26) allows travel through Deep
- forest (2 Party members minimum)
- Secret Doors - $500 - (E3, 11, 12)
- Swimming - $100 - (Rivercity, 19, 23) allows swimming in shallow
- water (ALL Party members minimum)
- Mountaineering - $5000 - (Rivercity, 30, 30) allows mountains to be
- crossed (2 Party members minimum)
- Navigation - $2000 - (Rivercity, 22, 30)
- Armsmaster - $300 - (Rivercity, 30, 3)
- Body Building - $1000 - (Rivercity, 30, 1)
- Linguist - FREE - (Castle Burlock 1, 6, 5) Allows you to read
- cryptic runes. Handy in several places.
- Astronomer - FREE - (Castle Burlock 1, 10, 5)
- Prayermaster - $10,000 - (A2, 6, 13)
- Prestidigitation - FREE - (Tower of High Magic 4, 7, 8)
-
-
-
- NOTES
- ----------------------------
-
- Hit "=" to get overhead display (like Wizard Eye spell, but does not
- show secret areas)
- The '=' will display YOUR map in an overhead display in the top
- right hand corner of the screen. Your map will only show the
- areas where you have 'physically' walked through. The Wizard Eye
- spell will show ALL areas (only a small radius near your party) on
- the map.
-
-
- Food: 5 days worth at Vertigo tavern
- 20 days worth at Rivercity tavern
-
-
- Characters may get up to Level 20 (max.). There are 2 level bonuses, if
- you get them both AFTER level 20, you can get to Level 22.
- Vertigo - Train up to level 10
- Rivercity - Train up to level 15
- Newcastle - Train up to level 20
- +1 Level bonuses in: Golem Dungeon, Shangri-La
-
- NEWCASTLE: You will need to buy this for 50,000
- Three sets of improvments will have to be made
- Each improvement will cost 5 King's Megacredits
- Megacredits are found in the Temple of Yak, Tomb of 1000
- Terrors, and Golem Dungeon
- Each improvement is made by the Master Builder in Castle Burlock
- The final improvement will require an Excavation Permit from
- the Royal Advisor in Castle Burlock (you will need to free
- Crodo from Darzog's Tower first)
- The first improvement fixes the main floor of the castle
- The second improvement adds a second floor, after which the
- locals immediately set up shop (Blacksmith, Trainer, Bank,
- and Temple)
- The third improvement finishes the dungeon, in which you will
- find the weapon you need to finish off Xeen, as well as
- a few "Potions of the Gods". NOTE: make sure that your
- troops are not max'ed out on Miscellaneous items. If
- there isn't enough room in your inventory, you will
- be throwing away your possible 4 Potions of the Gods.
-
- Golem Dungeon: 1) Wood Golems area - Flip all of the switches and use
- a "Teleport" spell to get out
- 2) Stone Golems area - push the buttons until 6 out of
- the 8 blocks are destroyed
- 3) Iron golems - flip the switches to create path to
- diamond golem area. "Teleport" works well here if
- you have trouble with the switches.
-
- Northern Sphinx: There are the following spells available here:
- Teleport, Item to Gold, Divine Intervention, Starburst
- There are also several thrones to sit in. If the
- correct Party members sit in them (Dwarf, Orc, Elf,
- Gnome, Human) you will get experience. Also, there
- is a special throne for Thieves (more experience).
- NOTE: One of your Party members will have to have
- a Might >= 100 to open the Sarcophagii.
-
- WARZONE: Go here to gain experience. You can take on assorted monsters and
- rapidly increase the experience levels of your party members. Be
- sure that you don't get any of them killed, as this causes
- permanent damage to their maximum-obtainable stats. It seems
- that each time one of your characters gets killed, all of their
- stats are reduced by 1.
-
- Drums in clouds above Tower of High Magic - Rumor has it that by
- beating on these drums, you can cause all of the Gems in
- the area to be replenished. This provides a method of
- getting more Gems (lots needed to complete the game), if
- you have already used up all the Gems otherwise available.
- I have NOT verified this! So don't take my word for it.
-
-
- King's Megacredits: 8 - Temple of Yak
- 8 - Tomb of 1000 Terrors
- 14 - Golem Dungeon
-
- Shangri-La is at the bottom level of the Volcano Cave.
-
-
-
- LANDMARKS - Where places are
- ----------------------------
-
- Asp - (C2, 9, 15)
- Castle Basenji - (A1, 8, 8)
- Castle Burlock - (D2, 8, 2)
- Cave of Illusion - (B4, 2, 15)
- Darkstone Tower - (B3, 11, 0) Can't get in until Darkside
- Darzog's Tower - (D3, 4, 13)
- Dragon Cave - (E1, 14, 12)
- Dwarf mines - (F3, 5, 13) Several other entrances also in this
- area
- Golem Dungeon - (B4, 11, 10)
- Master Builder - (Castle Burlock 1, 2, 7)
- Newcastle - (C4, 11, 12)
- NightShadow - (D4, 13, 5)
- North Sphinx - (B1, 12, 8)
- River City - (C3, 11, 7)
- Royal Advisor - (Castle Burlock 1, 8, 2)
- South Sphinx - (A2, 11, 9) Can't get in until Darkside
- Temple of Yak - (E4, 4, 4)
- Tomb of 1000 Terrors - (C4, 6, 6)
- Tower of High Magic - (C4, 6, 15)
- Vertigo - (F3, 10, 13)
- Volcano Cave - (E1, 15, 2) approach from the south (Shangri-La)
- Warzone - (B2, 12, 4)
- WinterKill - (A3, 4, 6)
- Witch Tower - (F4, 10, 9)
-
- Witch Tower spells: These can be purchased for Gems instead of Gold:
- Lightning bolt, Toxic Cloud, Clairvoyance, Beast
- Master, Pain, Sleep.
-
- Temple of Yak spells: (FREE) Light, Sparks, Acid Spray
-
- Northern Sphinx spells: Teleport, Item to Gold, Divine Intervention,
- Starburst
-
-
- TEMPORARY ENHANCEMENTS (Drink from wells, pray at shrines, etc.)
- ----------------------
-
- Cold resistance +50 (A4, 12, 14)
- Electricity resistance +50 (D3, 15, 4)
- Elemental resistance +20 (E3, 9, 14)
- Energy resistance +50 (A1, 7, 6)
- Fire resistance +50 (E2, 13, 3)
- Magic resistance +50 (C3, 15, 0)
- Poison resistance +50 (F3, 14, 6)
- Accuracy +50 (B3, 0, 3)
- Endurance +50 (C1, 2, 4)
- Intellect +50 (B3, 15, 4)
- Luck +60 (F3, 1, 7)
- Might +50 (D2, 3, 8)
- Might +50 (Winterkill, 6, 11)
- Personality +50 (C3, 0, 0)
- Speed +50 (E2, 3, 4)
- Physical statistics +10 (C3, 15, 10)
- Mental statistics +10 (D3, 8, 9)
- HP +25 (F3, 7, 7)
- HP +100 (Asp, 8, 3)
- HP +250 (A1, 4, 12)
- SP +25 (E3, 8, 6)
- SP +100 (Rivercity, 14, 18)
- SP +250 (A4, 3, 3)
- AC +5 (F3, 12, 12)
- AC +20 (Newcastle 1, 9, 14)
- AC +30 (A3, 3, 14)
- Level +5 (F3, 0, 1)
- Level +10 (Nightshadow, 7, 7)
- HP restored - (Vertigo, 14, 17)
-
-
- TOWNS - Quest solutions
- -------------------------------------
-
- Rivercity - Kill everything that moves !
-
- Asp - Set SW crystal ball to red, NE red, SE blue, NW blue
-
- Winterkill - (kill ghosts, ring gong & talk to Randon)(repeat 3 times).
- Ring both northern gongs twice to activate well.
-
- Vertigo - Find the sales slip in Joe's storeroom (Vertigo, 14, 5) and
- return to Gunther the mayor (Vertigo, 9, 22)
-
- Dwarf Mines - Kill the Mad Dwarf King (Deep Mine Omega, 30, 26)
- return to Gunther (Vertigo, 14, 5)
-
- Nightshadow - Set the sundials all to 9
- Count Draco's coffin may only be opened at night
-
- Temple of Yak - Turn crosses to open secret doors (use "Wizard Eye" to
- see this). There are 8 Kings Megacredits here.
-
-
- Find Princess Roxanne's Tiara (Rivercity, 1, 3) and
- return to Princess Roxanne (Castle Burlock 3, 2, 11)
-
- Find Barok's Magic Pendant (Rivercity, 1, 20) and
- return to Barok (Rivercity, 25, 20) (He throws in an "Enchant Item"
- spell along with the Experience Points
-
- Key to High Tower of Magic - (Cave of Illusion 4, 7, 14)
-
- Find the EverHot Lava Rock (E2, 7, 11) and
- return to Halon (B3, 9, 6) to get Widget
-
- Skeleton Key to Darzog's Tower (Tower of High Magic 4, 7, 12)
-
- Stone of 1000 Terrors - Newcastle (after 1st improvement)
-
- Golem Stone of Admittance - Newcastle (after 2nd improvement)
-
- Yak Stone of Opening - Mirabeth (D4, 12, 3)
-
- Xeen Slayer Sword - (Newcastle Dungeon, 7, 4)
-
- Summer Druid (B2, 1, 10) - Start here
- Autumn Druid (C2, 15, 9)
- Winter Druid (A3, 6, 1)
- Spring Druid (E3, 3, 14) - will reverse unnatural ageing of Party
-
- Rescue Celia (D4, 15, 15)
- return to Derek (F3, 4, 5)
-
- Get Bone Whistle (E4, 5, 14)
- return to Orothin (F3, 9, 6) to activate nearby statues
- statues will the give spells (Cure Poison, Cure Disease) for free
-
- Key to Witch Tower from Valia (F4, 9, 3)
-
- Get Alacorn of Falista (Witch Tower 4, 7, 4)
- return to Valia (F4, 9, 3)
-
- Find Wand of Faery Magic (D4, 8, 14)
- return to Danulf (C3, 14, 5)
-
- Find Ligono's Missing Skull (D4, 2, 1)
- return to Ligono (D3, 12, 8)
- he throws in a "Recharge Item" spell + the experience pts.
-
- Find Elixer of Restoration (Temple of Yak, 30, 25)
- return to Mirabeth (D4, 12, 3)
-
- Find Scarab of Imaging (C1, 15, 11)
- return to Carlawna (C2, 10, 6)
- she throws in a "Moon Ray" spell + experience
-
- Destroy Ogre Lair (C2, 5, 0)
- return to Captain Nestor (C2, 9, 1)
-
- Find Holy Book of Elvenkind (B4, 14, 13)
- return to Tito (C3, 3, 8)
-
- Destroy Ice Troll Lair (B4, 2, 7) AND all of the Ice Trolls
- return to Thickbark (B3, 6, 3)
- he throws in a "Super Shelter" spell + experience
-
- Destroy Ninja Pagoda (A3, 15, 6)
- return to Kai Wu (A3, 15, 12)
-
- Destroy Cyclops Outpost (A4, 10, 8)
- return to Glom (A3, 10, 0)
-
- Destroy Water Beasts around Darzog's Tower
- return to Medin (C3, 12, 13)
-
- Find Crystals of Piezoelectricity (Asp, 8, 11)
- return to Falagner (C2, 9, 11)
- he throws in a "Mega Volts" spell + experience
-
- Find Scroll of Insight (Castle Basenji 3, 3, 9)
- return to Arie (A1, 11, 5)
- get Key to Northern Sphinx + experience
-
-
- Password for Witch Tower - "rosebud"
-
- Name of Northern Sphinx - "Golux"
-
- Password for Castle Basenji - "There wolf"
-
- Password for Newcastle Dungeon - "laboratory"
-
-
- Other things to get experience:
- ------------------------------
- Destroy Orc outpost (E3, 14, 13)
- Destroy Orc outpost (E2, 9, 2)
- Destroy Srpite Eggs (D3, 3, 1)
- Destroy Evil Ranger Camp (C4, 1, 11)
- Destroy Evil Archer Camp (B4, 10, 12)
- Destroy Barabarian Camp (C2, 1, 8)
- Destroy Barabarian Camp (A3, 8, 14)
-
-
-
- HOW TO KICK BUTT
- ------------------------------------
-
- 1) Wait until just after 5:00 AM (to get the most out of your day)
- 2) Nightshadow - drink from well (+10 Level)
- 3) Vertigo - drink from well (Max HP)
- 4) Rivercity - drink from well (+100 SP)(some chars may drink twice)
- 5) Asp - drink from well (+100 HP)
- 6) Winterkill - drink from well (+50 Might)
- 7) Cast "Day of Protection" and "Day of Sorcery"
-
-
- INTERESTING SPOILER
- -------------------
-
- Go up to any mirror and type "showtime" to see the end-game.
-
-
- ARMOR / WEAPONS NIGHTMARE
- -------------------------
-
- Here begins the Mitch Aigner version of the incredibly complex
- weapons/armor system. It is followed by the Phil Rice version.
- --------------------------------------------------------------
-
- In each version, you start with the "base" class for a weapon or armor,
- and then modify appropriately depending upon the Material or Magic
- modifier. There are literally THOUSANDS of possible combinations, making
- a comprehensive list unworkable. As a result, you will find a few blanks
- we were unable to fill in. Please send me any info that you may have that
- might shed some light on this otherwise cloudy and confusing picture.
-
- Phil and I each came up with a different way of organizing this nightmare
- of statistics. Pick whichever one works for you. Both systems contain
- pretty much the same info, just organized differently. Since Phil's
- lists were a compliation of several people's data, they were more
- complete than mine,... so I admit to stealing some of it to fill in the
- blanks in my system (sorry about that Phil).
-
- One last note: There are some unresolved discrepancies between the two
- lists. It seems that some of the Material/Magic modifiers don't always
- have the same values from game to game, item to item. We have yet to
- figure out why this is. So consider all values to be approximate.
-
- One last final note: No responsibility is assumed for any stress,
- insanity, or psychopathic behaviour caused by trying to understand this
- screwy weapons/armor system. All blame resides firmly with New World
- Computing.
-
-
- BASE base base
- WEAPONS cost damage
- ---------- ------ ------------
- Bardiche 200 4-16 damage
- Battle axe 100 3-15 damage
- Broad sword 100 3-12 damage
- Club 2 1- 3 damage
- Crossbow 50 4- 8 damage
- Cudgel 15 1- 6 damage
- Cutlass 40 2- 8 damage
- Dagger 8 2- 4 damage
- Flail 25 1-10 damage
- Flamberge 400 4-20 damage
- Glaive 80 4-12 damage
- Grand axe 200 3-18 damage
- Great axe 300 3-21 damage
- Halberd 250 3-18 damage
- Hammer 120 2-10 damage
- Hand axe 10 2- 6 damage
- Katana 150 4-12 damage
- Long bow 100 5-10 damage
- Long sword 50 3- 9 damage
- Mace 50 2- 8 damage
- Maul 30 1- 8 damage
- Naginata 300 5-15 damage
- Nunchakas 20 2- 6 damage
- Pike 150 2-16 damage
- Sabre 60 4- 8 damage
- Scimitar 80 2-10 damage
- Short bow 25 3- 6 damage
- Short sword 15 2- 6 damage
- Sling 15 2- 4 damage
- Spear 15 1- 4 damage
- Staff 40 2- 8 damage
- Trident 100 2-12 damage
- Wakazashi 60 3- 9 damage
-
- BASE base base
- ARMOR cost AC
- ----------- ------ ------
- Boots 40 +1 AC
- Cape 100 +1 AC
- Chain mail 400 +6 AC
- Cloak 250 +1 AC
- Gauntlets 100 +1 AC
- Helm 60 +2 AC
- Plate armor 2000 +10 AC
- Plate mail 1000 +8 AC
- Robes 20 +2 AC
- Ring mail 200 +5 AC
- Scale armor 100 +4 AC
- Shield 100 +4 AC
- Splint mail 600 +7 AC
-
- BASE base
- ACCESSORIES cost
- ----------- -------
- Amulet 2000
- Belt 100
- Broach 250
- Cameo 300
- Charm 50
- Medal 100
- Necklace 1000
- Ring 100
- Scarab 200
-
-
-
- Material modifiers
- ------------------
- The material of which the base weapons/armor/etc is made changes all of
- the statistics of the object, as well as the price.
-
- For Weapons: The bonus is added to the minimum PD, maximum PD, and to
- Hit Modifier
- For Armor : The bonus is added to the base Armor Class
-
- So start with the stats for the base class, and modify appropriately
-
- ARMOR WEAPON WEAPON
- Material Bonus Bonus to Hit Cost multiplier
- ----------- ------- ------- ------- ---------------------
- Amber +3 +3 +3 x 30
- Bronze -1 -2 +2 x 5
- Brass -2 -4 +3 x 0.5
- Coral +1 +1 0
- Crystal +1 +1 0 x 5
- Diamond +16 +30 +9 x 90
- Ebony +5 +4 0 x 40
- Emerald +12 +15 +7
- Glass 0 0 0 x 2
- Gold +6 +8 +4 x 20
- Iron +1 +2 +1 x 2
- Lapis +2 +2 0 x 20
- Leather 0 0 -4 x 0.25
- Obsidian +20 +50 +10 x 100
- Pearl +2 +2 0 x 20
- Platinum +8 +10 +6 x 20
- Quartz +5 +5 +5 x 50
- Ruby +10 +12 +6 x 60
- Sapphire +14 +20 +8
- Silver +2 +2 0 x 5
- Steel +4 +6 +3 x 10
- Wooden -3 -3 -3 x 0.1
-
- ED. - To be cont'd...
-
- Due to the length of this walkthrough and guidelines, Game Bytes must
- publish the second-half of this article in Game Bytes issue #10. Don't
- worry - I promise you won't wait half as long for #10 as you did for #9!
-
- This article is Copyright (C) 1993 by Mitch Aigner and Phil Rice. All
- rights reserved.
-
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- Don't you think this would be a GREAT place for an advertisement?
-
- Look at all the gamers who would notice your products. Plus, we can
- fine tune this ad space to add graphics as easy as 1-2-3.
-
- Call Ross Erickson at 205-730-4019 or fax at 205-837-6565 for details
- about advertising in Game Bytes.
-
- We would like to take this opportunity to extend an invitation to all
- readers of Game Bytes to express your views back to us. Let us know if
- you like the concept we have developed with this type of publication.
- Our reviewers love a little controversy and would welcome alternative
- opinions to their own. Be prepared, however, to back up your stand if
- you disagree with what was written. These are, after all, opinions.
-
- Game Bytes truly wants to become the people's sounding board for the
- gaming industry as a whole. Through your comments and feedback, we can
- not only make our publication a better vehicle for communicating gaming
- information, but we can also effectively communicate our desires for
- better and/or different gaming experiences to the software publishers
- themselves.
-
- We also want to extend and invitation to all to become regular reviewers
- themselves. We have no permanent "locked-in" reviewer staff. Those that
- write for us now and excited to do so, but we welcome other reviewers who
- wish to have their opinions made known as well. Game Bytes is a magazine
- for the gamer from the gamer, and we hope our reviewer ranks will grow.
- Don't be bashful - let us hear your views on your favorite games.
-
- In future editions of Game Bytes, we will use this column to publish your
- letters, comments, raves, and complaints for all to share. We hope you
- will take the time to use it. Editorially speaking, we'll only be
- concerned about certain types of four-letter words, so keep those to a
- minimum, and we'll not be concerned about censorship. This is a free
- forum, but a certain sense of decorum should prevail. Nothing more needs
- to be said.
-
- There are several ways to send your letters and comments to Game Bytes if
- you wish to be heard. We'll start with the U.S. postal system. Letters
- can be mailed to:
-
- Game Bytes
- 108 Castleton Drive
- Harvest, AL 36749
-
- Using Compuserve, your letters can be sent to the address:
-
- 71441,1537
-
- On America On-Line, send your comments addressed to:
-
- RossGBytes
-
- And finally, using Internet mail, feel free to mail your letters to:
-
- ross@kaos.b11.ingr.com
-
- Any of these three mailing methods are perfectly acceptable. If you
- happen to have an account on EXEC-PC in Wisconsin, one of the largest
- subscription service bulletin board systems in the world, or Nitelog in
- California, you can also leave a mail message for me there. My full
- account name on both systems is Ross Erickson.
-
- We look forward to reading your comments about Game Bytes and how to make
- it better with each issue. There are a lot of active gamers out there,
- and if we can reach just some of you, we will know this effort is
- worthwhile.
-
- Hope to hear from many of you soon!
-
- Ross Erickson
- Editor and Publisher
-
- We'll be repeating this message in a few more issues of Game Bytes to
- encourage readers to respond.
- Jean-Yuan Chen of Taiwan writes:
-
- Ross Erickson:
-
- I'm Macbear Chen from Taiwan R.O.C, a National Central University student.
- I write this mail to you because I wish to ask your opinion about
- GameByte.
-
- GB: I'm all ears.
-
- GameByte is really a very nice electronic-magazine in Internet. I like to
- read it, but GameByte is written by English, so it is difficult to us to
- read it. Sometime we Chinese need to spend some time to understand it's
- meaning. Our native language is Chinese, not English, so some of my
- friends just read the graphics of these games of GameByte, they don't read
- the document of GameByte, because it's English. Here I have an idea --
- translate GameByte to Chinese. That is why I write this mail to you.
-
- GB: Wow! I'm flattered. One problem. I don't know know 'rice' from
- 'beansprout' in Chinese.
-
- Do you offer the privilege for me to translate the GameByte's documents to
- Chinese? In fact, I am not sure if I can finish the idea or not, because I
- have no such free time. Maybe I just select some useful documents for
- Taiwan readers, not all documents. I will translate them to Chinese, and
- send them to game-magazine.
-
- GB: Um...I'm not sure how to proceed on this because like you, I have no
- free time either!! ahaha! Isn't that the understatement of 1993.
-
- Do you agree me to do that? Oh, maybe I should pay some charge for you.
-
- GB: Hey, now you're talkin'!!
-
- But I am just a poor student, I wish to do it just for my idea. Maybe I
- also have no freeback, too. And it's complex to send cash to foreign (from
- Taiwan to U.S.A), I guess. So let's forget the charge. Ok? Or you really
- care about the charge? Come on, come on. I am not sure your situation of
- my opinion. *sigh* Money talks? Or idea is great? :-)
-
- GB: I dunno, I kind of like the 'money talks' part myself. Seriously, I
- don't really think its practical at this point in time in Game Bytes
- young life to start thinking about translations. Believe me, you're not
- the first. Others in Moscow want it in Russian! I think we need to
- mature a little bit first.
-
- -----Later that day....
-
- I'm Macbear Chen from Taiwan. I send a mail to you last week.
-
- GB: Yes, yes, I got it. Only it was two days ago!
-
- I don't have the privilege to "TRANSLATE" GameByte to Chinese. First, you
- don't agree, so I won't do it. Second, my English ability is poor, I
- can't do it well.
-
- GB: Well, hold the fort here, chief! I didn't disagree either. I just
- said we need to move more slowly. There are some real severe logistical
- problems that need to be worked out for translations to happen. We're
- just not ready for them yet. A band of one doesn't go charging headlong
- into the fray without seriously considering the consequences.
-
- I give up to translate GameByte to Chinese. I send this mail to tell you
- that. I want to tell you Taiwan isn't a pirate island, I won't do the
- illegal task.
-
- GB: Did I say anything about that? No inferences made here!
-
- Sorry for my rude to request you to give me the rights to translate
- GameByte to Chinese. Sorry.
-
- GB: Macbear, you're just moving too fast for me. You weren't rude and
- your English is a treat to read. Keep reading Game Bytes and get it to
- all your Taiwanese gamer friends too!
-
- And I got the GameByte #8, it's good, especially about Ultima Underworld
- II and UU's technology. Continue!
-
- Go! Go! Go!
-
- GB: {sound of whip cracking!} Woah! Easy there. o.k., O.K.!! ;-)
- Hehehe. I know who to look up if I'm ever in Taiwan now! Thanks for
- reading.
-
- <G>
-
-
- James Ollinger from California writes:
-
- Congratulations on GB #8. Another excellent issue, though that makes me
- increasingly impatient for the next issue.
-
- GB: Oh boy, I'll bet I just made your January and February then.
- {ducking..}
-
- Thank you also for the kind words preceding my reviews on Flight Simulator
- scenery.
-
- GB: You are very welcome. Well-deserved.
-
- I do have a suggestion, for what it is worth. I find it somewhat hard to
- follow the flow in the "letters" section. One paragraph is the
- originators, and then another may be your comment, followed by a
- continuation of the originator's remarks, and another comment of your own,
- and so forth. It isn't always easy to tell when one ends and the other
- begins, particularly when you resume the originator's comments.
-
- GB: Gee, kind of like this, right?
-
- Magazines usually handle their letters by printing letters in one font and
- the editor's reply in another, which makes it much easier to read. So may
- I suggest.
-
- 1. Print the letter all in one piece, and then write your reply all in
- one piece. This makes it real easy to know who is writing what.
-
- GB: Yeah, I get it.
-
- 2. *OR* assign a different color for the two sources. Currently you are
- printing GB as white on a blue background, right? Why not have the
- original letter as white on blue, and have your reply as light red on
- blue, or some other pleasing combination? If you don't like the color
- scheme, consider putting an ANSI box around your comments (Ron Dippold
- makes these boxes on his reviews). That would make it very easy to
- distinguish your comments from the body of the letter.
-
- GB: Yes, but Ron is a whiz with TheDraw. I'm all thumbs. Seriously, you
- make good suggestions, and if you can be patient with us, we *do* plan on
- making some significant changes to the 'engine' that will allow for much
- better use of color text.
-
- That's a triffling matter. Again, good show on GB #8. I'm anxiously
- awaiting #9.
-
- GB: I hope I haven't stifled that interest too bad.
-
-
- Mac Su-Cheong, Ph.D of Taiwan writes:
-
- Hello,
-
- Just download GameByte #8 and not yet finish reading. I read almost all
- articles in every issue of Gamebyte, so it usually takes days to finish.
- Hope to see GameByte #800 in future (it must be in multimedia format at
- that time 8-)
-
- GB: Game Bytes #800, eh? Hmm, at the rate I'm going now, I'll be as old
- as Moses by that time! Thanks for the compliments. Actually, multimedia
- Game Bytes isn't all that far away. We're looking at some video capture
- boards like the Video Spigot right now that have some interesting
- potential. Problem is, (buy a CD drive), in order for (buy a CD drive)
- this type of major (buy a CD drive) enhancement to be practical, everybody
- (buy a CD drive) would have to be equipped (buy a CD drive) with a CD
- drive. I just don't know (buy a CD drive) how we could convince all the
- readers (buy a CD drive) to get this new (buy a CD drive) equipment.
-
- There is problem again on viewing SVGA screenshots. The color palettes of
- some pictures are totally messed up. I can figure out what the picture is
- but the color is a big mess. I have a Trident 8900C with 1Meg RAM on it.
- Maybe the BIOS is too old (GB#8 works normally on another machine with the
- same display adapter). Anyway I have found a solution for this problem.
- There is a VESA driver on the driver disk of my display card. Run VESA
- driver before running GameByte and the picture is now ok! No color mixed
- up now! (VESA drivers for many display cards can be found on SIMTEL too.)
-
- GB: I believe you've just described in perfect detail one of the reasons
- why this issue is so late. We completely overhauled the graphics code in
- this issue to fix these very problems. I hope (and pray!) that these
- display problems are now thoroughly behind us.
-
- Is it possible to include a list of release dates of new games? Strike
- Commander will absolutely stay on the list for years! 8-)
-
- GB: Yes, it's possible. I just don't think it's very practical, as the
- dates change all the time. I like to publish things I have confidence in.
- Until a game gets much closer, publishing long-range dates do nothing more
- than inflame the audience when the date slips. And it invariably will.
-
- In current issue of GB we can grab text to a file. Can this function be
- extended so that screenshots can be grabbed into files? I really want to
- store some nice pictures from games.
-
- GB: Unfortunately, no. We don't own these files/pictures. We have been
- given permission by the publishers to use them in Game Bytes. We don't
- have the right to start spreading them out individually. They aren't our
- property. However, have you heard of PCXDump?
-
- Thank you for providing such a wonderful magazine to gamers.
-
- GB: My pleasure (and pain!).
-
-
- John Metzner of Cray Research writes:
-
- Ross,
-
- Yesterday I downloaded my first issue of Game Bytes (#7). GREAT STUFF!!
- I want to congratulate you on a great idea and an equally great product!
- My check is in the mail.....no REALLY it is! You need not send me the
- next copy s-mail, I can get it easier and quicker off the NET.
- CONGRATULATIONS again!
-
- GB: Wow! What a nice guy! You see that everybody?? What a NICE guy!
- Sincerely John, my deep thanks for your support and your compliments.
-
- One question for the upcoming CES. If FTL is around, could you find out
- if there is anything in the works to port "Oids" from Atari to the IBM as
- they have done with "Dungeon Master". I asked the net a couple of weeks
- ago and didn't get a response. "Oids" was a great arcade game that was
- highly addictive and I'd love to see it on the IBM.
-
- GB: Sad to report, John, that FTL was nowhere in sight (or out of sight..
- we scoured Las Vegas for them and nary a trace) at C.E.S.
-
- Thanks in Advance, best of luck with GB!
-
- GB: Thank you and keep reading.
-
-
- Nigel Tan of Singapore writes:
-
- Once again, congrats for a fine GB 8! I found the interviews with Looking
- Glass Technologies, as well as the well written essay on RPGs, insightful
- in their analysis. I feel this gives GB more depth. Bravo!
-
- GB: Thanks. We feel like it's one of our best interviews yet. We're
- working hard to top it.
-
- Recently, there have been many who feel that current games are sacrificing
- playability for stunning graphics or digitized speech. Comparisons are
- often made between classics like Zork, Wiz 1, Ultima I, and so on. While
- I do tend to agree with many of the people who decry the lack of
- playability in current games, I feel that perhaps sometimes, our memories
- of classic games are coloured by nostalgia and a certain aura of
- sentimentality. I believe many gamers out there have been gaming for a
- decade or so, and in that time, we've seen games evolve in quantum leaps.
- But our memories of early 80's games were at a time when many of us were
- much younger, more impressionable, and when the gaming industry was first
- taking off. Since then we've seen many games come and go, and with time,
- we also develop a sense of "I've seen it before", or we become jaded.
- Possibly, with the advent of 15 MB games, we subconsciously also long for
- the simpler but truly enjoyable games of our earlier days (somehow, Zork
- always springs to mind). Infocom, realizing the groundswell of nostalgia
- amongst the gaming community, has, in response, re-released all its
- classics. Timely indeed. It just goes to show how much some of us really
- want to wander around the Great Underground Empire one more time for old
- times' sake! (me included)
-
- GB: What a glorious short essay. I'm proud to publish this in Game
- Bytes. Your meaning and choice of words are excellent. O.K. class, repeat
- after me, "Recently, there have been....."
-
- Moving on to more prosaic matters, I was wondering about reviews. With a
- readership of tens of thousands, I'm sure many gamers feel they have a
- word or two to say about a game they've played recently. What do you guys
- look for in a review? Is there an ideal format? Also, with such a large
- readership, it seems somewhat surprising that so few readers write in. It
- would be nice to see more active participation by readers, in the form of
- feedback about GB, short agreements/disagreements about reviews; a sort of
- readers' forum. Readers might also send in short essays on issues they
- feel they need to get off their chest: copy protection, software bugs etc
- etc. The gaming community is a highly opinionated one. Come on guys,
- let's hear from you!
-
- GB: I couldn't agree more. There's nothing more enjoyable for this
- editor than to answer and read email from his readers. I would love to
- have more exchange with those who pick this up and find it useful. I'm
- totally open to criticism and would always welcome views on how to make it
- better. Our programmer, however, does have limits. He also has a 'real'
- job that pays 'real' bills, so our needs are not the highest priority. {
- Ed, stand up and take a bow.....{clap clap clap}}. We are also negligent
- in not publishing our writer's guidelines in each issue, but the fact of
- the matter is, we simply have to watch every byte of space. It gets
- really expensive.
-
- Finally, a little quibble. I find the bright white colour used for the
- main text in GB somewhat glaring after some time. Is it possible to
- change it to normal white (like the MS-DOS 5 Editor default settings), on
- the same blue background? What do you guys out there think?
-
- GB: Our plans for the April/May timeframe (fingers crossed) are to add
- some real color capabilities to the reader so that each user can configure
- this anyway they like. As always, patience.
-
- Finally, I can't wait for the hardware review edition of GB! There go my
- final exams!
-
- GB: Well, in deference to your studies (we wouldn't want to cause you any
- academic damage, now would we?), we decided to hold off this issue an
- extra month so you could study harder (tongue firmly planted in cheek).
- Thanks for reading Game Bytes.
-
-
- Oleg R. Gasanov of Russia writes:
-
- Only a few weeks ago I got access to UUnet where I learned about Game
- Byte. It's a great idea! I hope I'll be able to contribute to it some day.
-
- GB: We would be honored to have our first Russian reviewer!
-
- It also prompted to me that perhaps you are the person who can help me. Of
- course if it's not too much of a trouble for you.
-
- GB: Shoot.....(Now PUT THAT DOWN!) ;-) (for the non-American reader,
- 'shoot' indicates, "go ahead, begin, spill your guts...NO, not spill your
- guts, I mean, proceed! <sigh>)
-
- In a nutshell, I have an almost finished 3D adventure game. The demo
- can be mailed immediately. Due to some specific problems in my country
- I have no contacts in game publishing business at present.
-
- GB: We could probably put your game in front of a few people who are some
- decision makers. We've had quite some success with the magazine and have
- been fortunate to meet many influential business people in the industry.
- Please send it along.
-
- I'd very grateful if could help me find such contacts to get a really
- expert opinion of the quality of my product. Or maybe somebody who is
- interested in starting out a company for publishing and marketing games
- with a Russian partner.
-
- GB: I admire your entrepreneurial spirit and encourage your to not give
- up, regardless of the results of this first experiment. Let us know how
- we might be able to help further.
-
-
- A. Salmela of Finland writes:
-
- Hi!
-
- GB: Howdy! :-)
-
- I just got Game Bytes #7. I just love it! (but you probably knew that
- already!). First question that I have is that how do you make those
- screen shots? OS/2 maybe?
-
- GB: No, actually our product of choice for screen shots is PCX Dump
- version 7.1 from the famous (and sometimes infamous) Jesper Frandsen.
-
- And then there was mentioned ( in #6 or #7) that there are drivers for 9
- different SVGA cards. I just began to wonder which ones, since I am about
- to upgrade my Trident to S3 or something in the near future.
-
- GB: Hopefully, your choice will be irrelevant to this issue of Game Bytes
- as our new graphics code should take care of any and all SVGA compatible
- graphic board types.
-
- And then one proposal: The scrolling speed with mouse could be a bit
- faster. It sometimes, when you want to skip the article after reading
- first paragraph, is pretty annoying with the current speed. In general,
- however, your magazine is by bar the best of it s kind so keep up the
- excellent work.
-
- GB: Thanks again. We're trying to do some new work on the interface in
- terms of color and control, so stay tuned with us while we slowly figure
- this out.
-
-
- Dave Haertig at AT&T writes:
-
- Ross -
-
- Thanks for publishing GameBytes. I look forward to each new issue.
-
- GB: Thanks a bunch. Though it gets sometimes tedious, we enjoy putting
- it together too.
-
- As far as ARJ goes, it's not much of a problem for me but I would think it
- might present problems to others who like to play games but don't have
- alot of PC knowledge (or interest in that knowledge.) It seems like using
- ARJ will only be a temporary fix for you though. The way things are going,
- you'll need "Super-ARJ" in another month or so.
-
- GB: We're going to make the compression wars moot as we plan to make each
- new issue self-extracting from now on.
-
- Why not change GameBytes around so it uses more files (read: smaller
- files) and can be distributed on multiple disks? This seems like a more
- long-term solution to me. This reorganization of GameBytes might allow
- you to implement another of my suggestions: Restructure GameBytes so that
- *useable* files may be stored on floppy (not just the zipped stuff.)
- This sounds confusing as I write it - what I mean is that I would like to
- keep a small GameByte executable on my hard disk that would read support
- files from floppies (or another directory on the hard disk for that
- matter.) If I choose to review a certain game, and GameBytes can't find
- the needed files in the current directory, it would prompt me to enter a
- drive and path (that defaults to the last one I entered) where the
- required files could be found. This would allow me to keep older issues
- fairly accessible (finding disk space and unzipping - as I presently must
- do - is not always easy with a full hard disk.)
-
- GB: I *think* I understand, but I'm not sure our programmer can handle
- another major rewrite of the code now. We have some ideas of where we
- want to go for the future and I believe we'll get there. Multimedia and
- sound are definitely in our future sometime, but we absolutely don't want
- to compromise our production values just for convenience sake.
-
- Just a thought ....
-
- Thanks again for a great magazine. I admire your efforts and envy your
- dedication.
-
- GB: Thanks and keep reading!
-
-
-