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- THE BEST (AND NOT-SO-BEST) GAMES OF 1990
-
- For a look back at the games of '90, TEG is pleased to offer you the
- authoritative opinions of Charles Miles (IBM), Fleeting Thought (Amiga), The
- Doctor's Office (Atari ST, Commodore 64/128), Flying Gerbil (Macintosh), and
- Randy Snow (cartridge games). Without further ado, here they are:
-
- CHARLES'S IBM GAMES OF 1990
-
- In some ways, 1990 was a dull year for the MS-DOS world. There were no game
- concepts as innovative as those of SIMCITY or POPULOUS last year, and no new
- technology as innovative as sound cards were a couple of years ago. The MS-DOS
- game industry continues to be dominated by well-established companies -- Sierra
- and Origin celebrated their tenth anniversaries this year -- and many of the
- best-selling games were sequels.
-
- Beneath this calm surface, however, a lot was going on. Perhaps the biggest
- change was the adoption of 256-color VGA as a new graphics standard. Although
- VGA cards had been available for a couple of years, at the start of 1990 it was
- hard to find games that supported 256-color VGA mode; by the end of 1990, it was
- hard to find new games that didn't. Other technological changes crept in during
- 1990 as well: Many games began requiring hard drives, high density diskette
- drives, and '286 or faster chips. One game (WING COMMANDER) requires expanded
- memory for the game to operate with all of its bells and whistles.
-
- The other major innovation is the widespread adoption of Graphical User
- Interfaces. GUIs are typically mouse-driven, and use icons and menus instead of
- keyboard commands or parsers. The introduction of GUIs into the MS-DOS gaming
- world has been variously attributed to the influence of the Mac, WINDOWS, or
- cartridge games. In fact, the GUI owes its popularity in games to that Atari ST
- classic, DUNGEON MASTER (which once again failed to appear for MS-DOS machines
- in 1990). This year, GUIs appeared in such games as ULTIMA VI, RAILROAD TYCOON,
- and KING'S QUEST V, with varying success. (Some GUIs are clumsier than the
- keyboard commands they replace -- KNIGHTS OF LEGEND being one example.) GUIs are
- here to stay, however, and when implemented correctly (as in ULTIMA VI), they
- make games much more fun to play.
-
- The following lists are my personal rankings of 1990's games, so it might help
- you to know that I'm a fan of CRPGs and adventures who dabbles in strategy
- games. If I've slighted some outstanding action games or vehicle simulators, my
- apologies! (Thanks to Hercules and Tsunami for their help in compiling these
- lists.)
-
- THUMBS UP: THE BEST OF 1990
-
- THE SECRET OF MONKEY ISLAND (Lucasfilm) -- MONKEY ISLAND is a rarity among
- games, an adventure that seasoned players and beginners alike can enjoy. MONKEY
- ISLAND has loads of puzzles, fine EGA graphics, and a perfectly balanced
- interface. The outstanding feature of MONKEY ISLAND, though, is its humor. The
- game is nominally about young Guybrush Threepwood's attempts to become a pirate,
- but the real purpose of the game is to find as many ways to include jokes, puns,
- and silliness as possible. Highlights of MONKEY ISLAND include vegetarian
- cannibals, pirates who duel with one-liners instead of swords ("You, sir, fight
- like a dairy farmer." "How appropriate. You fight like a cow!"), and the
- funniest fight scene ever put on diskette. MONKEY ISLAND is like a Warner
- Brothers cartoon transformed into a game -- highly reccommended to all.
-
- RAILROAD TYCOON (MicroProse) -- Everyone likes trains. RAILROAD TYCOON not only
- allows players to run their own railroads, it allows train fanciers to
- concentrate on the aspect of railroading that most appeals to them. You can try
- to run the most efficient railroad, or become involved in takeover wars with
- other tycoons, or just sit back and watch your trains steam down the track.
- RAILROAD TYCOON's different historical scenarios and difficulty levels give it
- outstanding depth of play, and make it the best economic simulator since
- SIMCITY.
-
- ULTIMA VI (Origin) -- ULTIMA VI combines slick technology with good
- storytelling to make a great game. It features an improved combat system, better
- game balance, and the best storyline so far of the ULTIMA series. In ULTIMA VI,
- it's not clear who the good guys and the bad guys are: a refreshing change from
- other CRPGs. The game also features wonderful VGA graphics, an extremely
- detailed game world, and the best user interface of any MS-DOS CRPG. Various
- parts of the ULTIMA VI interface were taken from other games (notably DUNGEON
- MASTER), but ULTIMA VI represents the most user-friendly GUI in a game so far.
-
- KING'S QUEST V (Sierra On-Line) -- In many respects, KING'S QUEST V is a
- standard fantasy adventure. There's an evil wizard to kill, a princess to free,
- a lost temple to find, and so on. What sets KING'S QUEST V apart is its truly
- stunning 256-color graphics and wonderful animation. If MONKEY ISLAND is like a
- Warner Brothers cartoon, KING'S QUEST V is like one of the classic Disney
- features, with beautiful digitized backgrounds and smoothly animated characters.
- This is the game to show off what your VGA card can do. The forthcoming CD-ROM
- version of KING'S QUEST V, which will feature a digitized soundtrack, promises
- to be the first game where the quality of the graphics and sound are high enough
- to earn the title "interactive movie." It's a good game, too, although shorter
- than recent KING'S QUESTs.
-
- LOOM (Lucasfilm) -- LOOM is a fantasy adventure featuring elegant EGA graphics,
- a dark and witty storyline courtesy of Infocom veteran Brian Moriarty, and an
- innovative interface. Most of the player's interaction with the game takes place
- by selecting patterns of musical notes in order to cast spells. The usual
- complaint about LOOM is that it is too short and too easy, but that overlooks
- the fact that LOOM has one of the best storylines of any adventure game. The
- story is presented to the player in a 30-minute audio drama, the manual, and the
- game itself, and the plot takes many twists and turns before reaching its
- unexpected and ambiguous conclusion. LOOM is one of the very few adventures that
- works as a story as well as a collection of puzzles, and for that it deserves
- recognition.
-
- WIZARDRY VI (Sir-Tech) -- I've only played the demo of this game, but if the
- full game is anything like the demo, this could be one of the all-time fantasy
- RPG classics. WIZARDRY VI retains the traditional assets of the WIZARDRY series
- -- clever mazes and puzzles -- but gets rid of WIZARDRY's traditional
- liabilities, namely, primitive graphics and a clunky interface. WIZ VI features
- sharp graphics, nice animation, and digitized sound effects. Most importantly,
- WIZ VI features a complex and subtle skills system that makes combat a true
- tactical challenge, instead of just mindless hacking.
-
- REVOLUTION '76 (Britannica Software) -- You probably won't find this one in the
- games section of your local software store. You'll have to go over to the
- education section, since REVOLUTION '76 is being sold as a tool to help
- high-schoolers learn history. This is a pity, because REVOLUTION '76 is really a
- fun, fast-paced, grand strategy game that also happens to be historically
- correct. In REVOLUTION '76 you manage the American colonies' struggle to gain
- independence from Britain. Success depends on a delicate balance of military,
- political, and economic maneuvers. Games take only an hour or so, and a since
- wide variety of outcomes are possible, the game is fun to replay.
-
- ISHIDO: THE WAY OF THE STONES (Accolade) -- This is an apparently simple game:
- All you have to do is to place tiles on a grid according to a few rules.
- Appearances are deceiving, though. ISHIDO is actually a complex strategy game,
- requiring planning and concentration. The format of the game suggests a
- similarity to GO or OTHELLO, but oddly enough, the game is more like TETRIS. As
- in TETRIS, the goal is to create winning patterns, and as in TETRIS, you're not
- sure what the next piece you play will be. ISHIDO comes with lots of options and
- variants to enhance gameplay, and it has nice VGA graphics, too.
-
- SILENT SERVICE II (MicroProse) -- I remember playing the original version of
- this WWII submarine simulator several years back. This new version adds the
- obvious things -- improved graphics and better sound -- but also incorporates
- more complex scenarios and more accurate modeling of the subs. You can play just
- one battle, or engage in a full war career, retiring covered in medals (assuming
- you survive, that is). The digitized VGA graphics are spectacular and, as with
- all MicroProse products, the documentation is superb. SILENT SERVICE II is both
- an excellent game and an excellent historical simulation.
-
- DRAKKHEN (Data East) -- This fantasy RPG has a few problems. The plot is very
- linear and hard to follow, and the computer-controlled combat is boring. The
- main reason DRAKKHEN is on this list is its unique interface. For outdoor
- sequences, DRAKKHEN applies techniques used in flight simulators to create a
- startlingly realistic world. Instead of the grids used in other RPGs that allow
- you to move only in the primary compass directions, DRAKKHEN allows the player
- to rotate 360 degrees. Players can wander down polygon-fill paths, or past
- bit-mapped forests, buildings, and rocks. To navigate, the player must note the
- positions of the sun, the moon, and the stars. Five years from now, we may look
- back at DRAKKHEN as the beginning of a whole new way of designing CRPGs and
- adventures.
-
- HONORABLE MENTIONS
-
- WING COMMANDER (Origin) -- This is a space-combat simulator with fantastic VGA
- graphics, an innovative soundtrack, and a complex role-playing scenario. If I
- were an action/arcade expert instead of a fumble-fingered adventurer, this would
- be on the "Best" list above.
-
- COMMAND HQ (MicroProse) -- At last, a successor to EMPIRE! COMMAND HQ is an
- easy to learn, grand-strategic wargame that comes with scenarios for WWI, WWII,
- and various futuristic conflicts. Best of all, it can be played by modem so that
- when you've conquered the computer opponent, you can take on your friends.
-
- QUEST FOR GLORY II: TRIAL BY FIRE (Sierra On-Line) -- The sequel to last year's
- HERO'S QUEST, TRIAL BY FIRE has better combat, a longer story line, and more
- emphasis on role-playing. It's a unique combination of RPG and adventure, and
- because puzzle solutions depend on which character class you play, it's one of
- the few adventures to have real replay value.
-
- SPELLCASTING 101: SORCERERS GET ALL THE GIRLS (Legend) -- A text adventure with
- graphics, SPELLCASTING offers a point-and-click parser, hi-res EGA graphics,
- digitized sound effects, and lots of low humor. Best of all, it features the
- talents of former Infocom author Steve Meretzky. The text adventure lives!
-
- THUMBS DOWN: THE MOST DISAPPOINTING GAMES OF 1990
-
- It's easy to find truly terrible games. Dozens of uninspired, unplayable games
- are cranked out every year. There's no real point in talking about those
- products, though, since the rotten ones attract little attention and quickly
- disappear from sight. Instead, here's a list of promising games that never lived
- up to their potential. The following are the biggest letdowns of 1990:
-
- ULTIMA VI (Origin) -- It was the best of games, it was the worst of games. The
- initial release of ULTIMA VI was riddled with bugs. Most were small, but one
- particular bug not only locked up the game, but corrupted your saved game. Since
- ULTIMA only allows one saved game, those who were hit by the bug had to start
- over. Far worse than the bug was Origin's reaction to it. They went from denying
- it existed to denying that it affected many customers (despite a flood of
- complaints). Eventually they stopped talking about it altogether. To this date,
- I've never heard a clear explanation about the bug from Origin, or an apology
- for the inconvience it caused. Origin's customer service record regarding this
- problem was dismal. Fortunately, Origin seems to have learned its lesson. No
- major problems were reported with SAVAGE EMPIRE, and complaints to Origin
- customer service about problems with WING COMMANDER have been handled much more
- gracefully.
-
- CODENAME: ICEMAN (Sierra On-Line) -- It ought to have been perfect: Mix an
- adventure game with a submarine simulator, and get the best of both worlds. In
- fact, the "simulator" part of ICEMAN consists of a few arcade sequences, while
- the adventure part of the game is absurdly linear. The game that should have
- pleased everyone turned out to be the game that turned everyone off.
-
- CENTURION (Electronic Arts) -- "As great as [my earlier games] _looked_, they
- lacked the addictive involvement and interactive levels of great computer
- games.... It's all there [in CENTURION]: great graphics, ...strategy, and depth
- of gameplay...." So wrote designer Kellyn Beck in an ad for his Roman Empire
- game, CENTURION. He's half right: CENTURION does feature terrific graphics, but
- in terms of depth of gameplay, it's just as shallow as DEFENDER OF THE CROWN or
- ROCKET RANGER. The opportunity to create a good Roman military simulation was
- discarded in favor of including still more boring arcade sequences.
-
- SECRET OF THE SILVER BLADES (SSI) -- "The largest 3-D adventuring expanse ever
- in an AD&D computer game!" That's what the ads for SILVER BLADES claimed. What
- they neglected to say is that most of that expanse was a big, empty maze filled
- with uninteresting encounters. SILVER BLADES isn't a bad CRPG -- just a very,
- very boring one.
-
- STARFLIGHT II (Electronic Arts) -- The original STARFLIGHT is a classic, but
- this sequel is a disaster. If you can get past the ugly graphics,
- slow-as-molasses interface, silly saved-game format, and impossible
- copy-protection scheme, you'll find a good game underneath. Most players never
- made it that far.
-
- FLEETING THOUGHT'S AMIGA GAMES OF 1990
-
- Users of other platforms seem continually eager to predict the inevitable
- decline of the Amiga. This year proved them all dead wrong (for the fifth year
- in a row...when will they ever learn?), as it was a banner year for Amiga game
- releases with much more yet to come. What improved most was emphasis on the
- quality of gameplay, rather than on flashy graphics and sound (though there was
- plenty of that). Computer games in general are getting more and more
- sophisticated in terms of interface and sheer imaginative opportunity, and this
- enrichment of the actual gaming experience, rather than any technical wizardry,
- is the basis of my selection criteria this year.
-
- It was difficult to pick the ten best for 1990: I started with a "30 best" list
- and whittled down, with great regret in some instances.
-
- THE TOP TEN
-
- IMPERIUM (Electronic Arts) -- Matthew Stibbe has come up with my gaming heart's
- ultimate desire in this one: a grand strategy outer-space world-conquering game
- in the REACH FOR THE STARS tradition, with a system so complex yet so rational
- that it provides food for thought many months after initial contact. Others may
- want to "go to the movies" in a 13-inch box; me, I want endlessly amusing
- gameplay. IMPERIUM certainly has that: It requires lots of skill, patience, and
- imagination. The design makes the inter-relationship between economics,
- diplomacy, internal politics, foreign policy, and military capability quite
- clear, and provides a dynamic model for the almost endless testing of these
- inter-relationships in a continually changing context. The fact that there are
- three brilliantly designed yet configurable computer opponents, and a
- well-defined series of goals in the game, is just gravy.
-
- MIDWINTER (MicroProse) -- Mike Singleton, another British game designer, has
- been involved in gaming for years and years. MIDWINTER is the culmination of his
- depth of game design experience, and is a showcase for the kinds of things a
- computer strategy game can do that a boardgame can't. The games mixes a series
- of solid-fill graphics simulations (skiing, hang-gliding, snowmobiling) with a
- kind of adventure game (find the right equipment and people at the right places
- at the right time and combine them in the right ways to win); it also includes
- role-playing elements (skills and strength and other characteristics of your
- ever-increasing "party" are determinants of success or failure, and can be
- gained or lost), and never obscures the fact that the main thrill of MIDWINTER
- is in the strategic and tactical decision-making. (Should I climb a tree to
- snipe at the bomber? Should we attempt to encircle the enemy, flank him to the
- right or left, come swooping down out of the mountains or sneak up on him from
- the valleys?) Such a combination of genres and elements could easily turn into a
- botch. Here, it all integrates wonderfully into a seamless whole.
-
- M-1 TANK PLATOON (MicroProse) -- Surprisingly similar to MIDWINTER in a number
- of ways, this IBM-original tank simulation has everything else in the genre beat
- cold. It's a wargame, it's a simulation, it's almost introductory training for
- the real thing. MicroProse has surpassed even itself in the design of M1, and
- given us a game that could literally last for years. The 200-page manual
- introduces the player to the complexities of equipment and platoon management
- with great acumen, and the Amiga version contains improvements (in the way of
- control) over the original that really add to the feel of the simulation.
-
- SUPREMACY (Virgin-Mastertronic) -- An IMPERIUM-like design for gamers who
- really want all the splash, color, and sound, SUPREMACY is a surprisingly
- cheerful planet-busting strategy game. Nowhere near as complex as IMPERIUM,
- SUPREMACY nevertheless has plenty to recommend it in the way of gameplay, and
- proves challenging, as well as attractive. The graphics, sound, and control
- system are all intent on giving the player a "you are there" experience. They
- succeed admirably. (Note: SUPREMACY will soon be marketed in the U.S. as
- OVERLORD.)
-
- DRAKKHEN (Data East) -- This computer role-playing game puts everything else in
- the genre to shame in terms of sheer gameworld simulation. It's one small step
- for humankind toward that ultimate dream of a Holodeck system, as in "Star Trek:
- The Next Generation." And it's a wonderful CRPG to boot: All that flash would be
- meaningless without any game behind it, and DRAKKHEN delivers as much in the
- arena of gameplay as it does in graphics and sound. In the sequel, no doubt, the
- onscreen party will turn suddenly towards the gamer and ask "What are you doing
- here?!" -- it's that real.
-
- BANDIT KINGS OF ANCIENT CHINA (Koei) -- Koei has been carefully designing and
- redesigning what is essentially one kind of game engine for all their games, and
- I think it reaches its current perfection in BANDIT KINGS. The Amiga version has
- a very handy mouse, menu bar, and windows interface, which really facilitates
- the flow of gameplay, and shows real understanding of the Amiga's multitasking
- abilities. The game is a beautiful historical simulation (a genre we're going to
- see a lot more of in the future), and is as absorbing as any epic novel. Take a
- trip to the past and don't forget to bring your imagination.
-
- WINGS (Cinemaware) -- One year ago, Cinemaware would have won the top place on
- the list hands down with this game. It's a sign of how far things have come that
- WINGS is in seventh place instead. It's still an excellent combination of arcade
- game, WWI flight simulation, and ace biplane pilot role-playing game, all
- integrated nicely with a personalized historical narrative as the background
- thread against which the 230 missions in the game take place. Superficial
- attention to what's going on in the game might lead you to believe there's a
- certain sameness about the various missions, but in fact, the course of your
- experience throughout WWI (from 1916-1918) is quite varied, and the differences
- in difficulty, type of mission flown, and sequence of missions are all
- determined by the effectiveness of your pilot. An increasing variety of
- scenarios is introduced as things progress, and the game remains full of
- surprises all the way to the end of the war. If you're sensitive to the
- subtleties of flight simulation, character effectiveness, mood, and situation,
- you'll find plenty here to chew on.
-
- DAMOCLES (Novagen/Bethesda Softworks) -- Paul Woakes, the designer of
- MERCENARY, has come up with another classic here, in the STARGLIDER
- II/FEDERATION/INFESTATION mold. Really more of a solid-fill 3-D exploration and
- adventure game than a spaceflight simulation, DAMOCLES nevertheless does an
- excellent job of providing a range of interesting and different vehicles to
- operate; even more importantly, it's uniquely gamer-friendly: The player never
- dies (true in WINGS as well, by the way). There's nothing in the design to break
- you out of the metaphors of the gameworld, and the solid-fill animation's so
- fast, original, and varied that you'll find yourself dizzied by the
- possibilities. Much to explore, much to do, and the built-in adventure goals of
- the game are just one option to choose, among many others. Truly an original
- design.
-
- INDIANAPOLIS 500 (Electronic Arts) -- Introduced not long ago on the IBM to
- universal acclaim among serious racing simulation fans, INDY 500 takes over in
- areas where FERRARI FORMULA ONE left off. The graphics animation speed is
- incredibly fast and fluid, even at the highest selectable density and on the
- minimal Amiga hardware, and the details of the actual simulation, complete with
- analog control (a MouseStick is a must for INDY 500, though simple mouse control
- is surprisingly easy), must be seen to be believed. No racing fan will want to
- be without this one; it does for racing games what FALCON has done for air
- combat simulation.
-
- HARPOON (Three-Sixty Pacific) -- Amazing how many good games on this list are
- available across a number of systems, equally effective on all of them, isn't
- it? HARPOON is a realistic wargamer's dream come true, as deep and as
- challenging and as satisfying as IMPERIUM in a number of ways. HARPOON is a
- thinking person's game and a reading person's game. It rewards those willing to
- study its massive equipment database carefully, as well as those willing to
- master a wide range of systems and group combinations over a relatively long
- period of time. Like M1 TANK PLATOON, it's really a companion piece to a larger
- study of the subject, though it stands admirably on its own.
-
- PROBABLY JUST AS GOOD: HONORABLE MENTIONS
-
- For the sake of space, I'll list briefly another ten games I think equally
- worthy of the year's accolades:
-
- FULL METAL PLANET (Data East) -- Just out, this is an excellent small-scale
- boardgame-style strategy game. Fast, timed-move play, in some ways a little bit
- like playing speed chess (though a very different kind of game).
-
- CHECKMATE (Interplay) -- Touted as one of the best new chess simulations to
- appear, CHECKMATE provides many useful options for the professional chessplayer,
- and is practically all anyone could want in the genre.
-
- WATERLOO (SSI) -- A unique, UMS-style overhead solid-fill view of the
- historical battle, with an equally unique text-oriented command interface. Best
- Napoleonic wargame on the Amiga. (_Only_ Napoleonic wargame on the Amiga, as a
- matter of fact.)
-
- RED STORM RISING (MicroProse) -- An exciting, excellent simulation with plenty
- to do and think about. Nice companion to HARPOON, in many ways.
-
- TV SPORTS: BASKETBALL (Cinemaware) -- A successful mix of arcade-style and
- stats-oriented basketball gaming, with the usual high-quality combination of
- Cinemaware graphics and sound. Great introduction to sports gaming for newcomers
- to the genre.
-
- GOLD OF THE AMERICAS (SSG) -- It's a shame we haven't seen more from SSG this
- year; this is simply one of the fastest, most attractive small-scale historical
- strategy games available. If you don't have months to complete a wargame
- scenario, boot GOLD up for a few hours of addictive challenge.
-
- PRINCE OF PERSIA (Broderbund) -- Along with TYPHOON THOMPSON, this game's a
- reaffirmation of the possibilities of arcade adventure design. The animation of
- the main figure is a special treat.
-
- THE IMMORTAL (Electronic Arts) -- Except for a somewhat repetitive soundtrack,
- this is simply the most _beautiful_ game to show up on the Amiga this year.
- Proof that high-quality graphics and animation are the result of careful
- artistry more than anything else. Gameplay is wonderful, too, if you can handle
- the arcade side of it.
-
- THEIR FINEST HOUR (Lucasfilm Games) -- Excellent value for money spent on this
- one; it's been one of the most popular air combat simulations of all time, and
- despite the port of 16-color EGA graphics and needlessly slow solid-fill
- animation at full complexity, it's eminently playable.
-
- CONQUESTS OF CAMELOT (Sierra On-Line) -- Sierra games are always a delight to
- play, and remain unequalled in the area of adventure design. The graphics on the
- Amiga conversions have improved considerably in 1990, and we can expect even
- better further down the road. Consider this a stand-in recommendation for all
- the Sierra games for the Amiga released this year. In my opinion, it's the best
- of the lot, but aside from MANHUNTER: SAN FRANCISCO, none of the rest should be
- missed.
-
- THEY FELL ON THEIR FACES, THEY DID, THEY DID
-
- This last list mentions games which, for one reason or another, proved a
- disappointment on the Amiga. Many of them in fact remain desirable games, if you
- can get past the disappointments; I'm spending much of my time playing a couple
- of these and enjoying them immensely.
-
- CHRONO QUEST II (Psygnosis) -- Given what Psygnosis can do, this French import
- seems a mild stain on their reputation (a wine stain, perhaps?). It can prove
- intriguing, but as an adventure game it's stripped down to the barest basics of
- a point- (at a particular pixel onscreen) and-click interface. Give me any
- Sierra or Lucasfilm game over CHRONO II.
-
- IRON LORD (UbiSoft/Electronic Arts) -- Again, there's much in the way of
- potential here, disabled only by a few excessively difficult arcade sequences
- that lock the player out of big portions of the game. An adventure in the
- Cinemaware style, character interaction is interspersed with arcade sub-games.
-
- THE THIRD COURIER (Accolade) -- Accolade's actually done quite well by the
- Amiga this year, and a number of their games just missed my top-ten list. This
- one's a disappointment mainly in the graphics arena; for people used to the
- minimalist style of the 8-bit CRPG games, there's a great _game_ here. No flash,
- but worth the cash if you want to play an interesting (and difficult) espionage
- CRPG.
-
- MANHUNTER: SAN FRANCISCO (Sierra On-Line) -- Unfortunately this game has
- started to show its age, and isn't particularly appealing either visually or in
- gameplay. In days when there were periods of game drought, MH:SF could certainly
- fill a gap, but there's just too much better stuff going on now for it to serve
- that purpose any more.
-
- SHADOW OF THE BEAST II (Psygnosis) -- The new Beast's a disappointment mainly
- because he could have been so much more than he actually proved to be. People
- frustrated by the tough challenge of SHADOW OF THE BEAST (my last year's number
- one pick) will find BEAST II even more infuriating. I _have_ seen one complete
- walkthrough, though, so there's proof somewhere that someone actually got past
- the first three screens.
-
- POOL OF RADIANCE (SSI) -- Portions contracted out to UbiSoft apparently locked
- this one up for a long time, and stemmed the tide of new CRPG releases from SSI
- for the Amiga. POOL OF RADIANCE is a classic, and certainly plenty of fun in its
- Amiga incarnation, but after all this time, more could have been done with the
- interface, graphics, and sound.
-
- A-10 TANK KILLER (Dynamix/Sierra On-Line) -- On stock A500s and A2000s (i.e.,
- on the main games platforms for the Amiga), this one wins the prize for the
- slowest solid-fill animation ever to show in an Amiga game. Nevertheless, once
- again, the game itself is just fine if you can get past the slide-show effect.
-
- BATMAN: THE MOVIE (Data East) -- Once upon a time this kind of arcade platform
- game was the hottest thing going. Much has changed in this genre, and BATMAN:
- THE MOVIE, for all its professional and intelligent design, has been left in the
- dust. Plenty of fun if you're a Batman fan, though.
-
- F29 RETALIATOR (Ocean Software) -- Available intermittently as an import, F29
- proved a real bust in some ways. The flight simulation is essentially
- non-existent, and the game is hilariously buggy. Due for official release in the
- U.S. soon, I hope something will be done about both aspects in the new version.
- Great solid-fill graphics demo, though.
-
- SPACE ROGUE (Origin) -- Origin's apparently working on improving its Amiga
- releases, but this one's just not there yet. The graphics and sound represent
- the least amount of effort ever put into a conversion, and are in fact
- improvable with any good Amiga paint and sampling utility. Should have been
- released as shareware.
-
- DOC'S COMMODORE 64/128 AND ATARI ST GAMES OF 1990
-
- The usual state of gaming can most charitably be described as mediocre: Some
- games are plain great, others are flat-out horrible, but most are poor clones
- and translations, boring sequels, and uninspired variations of the same old
- dungeon and cockpit ideas. In 1990, however, more games than ever had something
- to recommend them. Of the handful of Top Ten lists that I've compiled for TEG,
- this was the toughest: A preliminary list comprised twenty possibilities for the
- ST alone, and at that point, I hadn't even thought about the Commodore 64. In
- addition to those that all but automatically landed on the list, many games just
- came and went quietly, when maybe they should have been greeted with more
- fanfare.
-
- This "Best of 1990" collection is an obviously one-sided attempt to select
- those Atari ST and Commodore 64 games that most smoothly blended entertainment
- and playability, the two main reasons to buy a game that costs $30, $40, or $50.
- While the order is arbitrary and each is first-rate, the ST versions of SIMCITY
- and THE FOOL'S ERRAND, and the C64 versions of MEGAPACK and WHERE IN TIME IS
- CARMEN SANDIEGO?, deserve special acknowledgement (which is not meant to take
- anything away from the others). The Honorable Mentions, which could easily have
- been listed with the Best, deserve places in your software library, as well.
-
- THE TOP TEN
-
- THE FOOL'S ERRAND (ST) (Miles Computing) -- The only thing about THE FOOL'S
- ERRAND that I didn't like was that ERRAND II, III, and IV didn't come with it.
- Writer Cliff Johnson should be given lots of money (not by me, of course) just
- for thinking it up. Great graphics, 80 mind-blowing puzzles, a sense of humor,
- and a complex story (with animated Prologue and Finale) based on Tarot cards
- make this one of the best computer games ever invented.
-
- SIMCITY (ST) (Broderbund) -- After languishing for three years on the shelf
- (not gamey enough), Will Wright's SIMCITY, released in 1989, became an
- "overnight sensation." After another year of development in Europe, SIMCITY
- finally made it to the ST. Simplistic in terms of city planning -- which deals
- with real people (most of them crooked) instead of computer "sims" (which can be
- tricked) -- SIMCITY nevertheless did more to educate and illuminate real-life
- city problems than any politician ever did. Apart from the absence of digitized
- voices, the ST version was equal, in graphics and playability, to all other
- versions. (Actually, the C64 version was the only one that suffered, and not all
- that much, either, due to file format incompatibility.) Now, not only does just
- about everyone have a version, but Ancient, Future, and Designer city disks are
- available, and SIMEARTH is out there somewhere. (What next? SIMUNIVERSE?
- SIMBLACK HOLE?) Like THE FOOL'S ERRAND, SIMCITY is one of the best computer
- packages ever made.
-
- MEAN STREETS (C64) (Access) -- I had seen ads for the IBM version of STREETS,
- and while drooling over the promises of digitized and animated color graphics,
- flight simulation, and adult story line, it never occurred to me that it'd be
- ported to the Commodore 64. I mean, "advanced coding techniques" are usually
- misguided attempts to cram too much game into too small a machine, and if ever
- there was a ported-from-the-IBM-to-the-C64 game that screamed out for advanced
- coding, MEAN STREETS was it. Right? So much for that theory: Slick coding tricks
- might actually have been used to translate STREETS to the C64, but the program
- exhibited no signs of it. STREETS was not perfect: There was lots of
- disk-swapping and file access (eased by the built-in fastloader); the speeder
- craft was lethargic at best; and the game overall wasn't even close to the IBM
- version. Nevertheless, STREETS on the C64 had excellent graphics, digitized and
- animated images, a host of believable characters, and a complex, violent, and
- adult story that was well-written and humorous.
-
- FUTURE WARS: ADVENTURES IN TIME (ST) (Interplay) -- NEUROMANCER, DRAGON WARS,
- BATTLE CHESS, CHECKMATE: Interplay has yet to release a bad game, and even
- though FUTURE WARS came from France (Delphine Software), all it proves is that
- Interplay knows good stuff. Each of FW's single scenes was wonderfully drawn and
- animated, and accompanied by appropriate sound effects that were never overdone.
- The point-amd-click interface worked without a problem, and the time-travel
- story jumped from the ancient past to the distant future. Other than its
- inability to run from a hard drive (which wasn't a necessity), FUTURE WARS was a
- perfect game.
-
- MONDAY NIGHT FOOTBALL (C64) (Data East) -- Most football fans I know make it a
- point to turn off the volume on Monday nights when ABC's loudmouths come on
- (John Elway and Laurence Taylor are "magnificent athletes"; everyone else is a
- jerk). Still, it was amusing to hear digitized voices ("I'm Frank Gifford,
- Welcome to Monday Night Football!" and "Let's go down on the field") spill out
- of a Commodore 64. MNF not only looked and sounded great, it played great, far
- better than Cinemaware's TV SPORTS FOOTBALL, which was supposed to capture the
- excitement of television crunch time, but didn't (it seemed to operate by
- itself). MONDAY NIGHT FOOTBALL did, and most entertainingly.
-
- THE IMMORTAL (ST) (Electronic Arts) -- THE IMMORTAL was written by the same
- Will Harvey/Sandcastle team that wrote ZANY GOLF, a ponderous, self-indulgent,
- and overrated exercise in graphics and animation. A visual DUNGEONS & DRAGONS
- arcade epic, IMMORTAL had the look and feel of GOLF, but moved more smoothly and
- played more easily. Character and creature movement was lifelike, and the many
- small, hyper-realistic details (such as splattering blood, flickering torches,
- and fleeting spirit forms) brought amazement and delight. THE IMMORTAL makes
- true the claim by Electronic Arts that it is "an association of electronic
- artists," something that many EA games of late do not.
-
- MEGAPACK (C64) (Mastertronic) -- With ten games in the package, the average
- cost per game came to $3.50, even though some of the programs were duds. Two of
- them, the frantic and unbelievable THING BOUNCES BACK and the fast-scrolling and
- three-dimensional COSMIC CAUSEWAY, are definitely worth $17.50 each; and a
- third, KRAKOUT, though another version of ARKANOID (itself a version of
- BREAKOUT), could enjoy great popularity if only because ARKANOID does: Even
- three good ones out of ten serves to bring down individual prices and raise the
- overall value. TRAILBLAZER is a previous version of COSMIC CAUSEWAY, and who's
- to say which one a user will prefer? FUTURE KNIGHT also came across well,
- although screen breakup and flicker shortcircuited it. But who knows? Maybe
- it'll work better on another C64. Most importantly, in spite of my theoretically
- impartial and informed opinions, anyone could find any of the MEGAPACK games
- appealing: If kids can enjoy DOUBLE DRAGON or PAPERBOY, they can enjoy anything,
- no matter how dopey. The value/price ratio alone makes MEGAPACK one of the best
- bargains of the year. The two or three (and maybe more) good games inside make
- it one of the best products of the year.
-
- WHERE IN TIME IS CARMEN SANDIEGO? (C64) (Broderbund) -- If I'm not mistaken,
- WHERE IN TIME IS CARMEN SANDIEGO? is the first and only package in the four-part
- CARMEN series to be ported to the C64. Why is that? With its masterly blend of
- education, mystery, and good humor, CARMEN has been a best-seller since its
- inception. CARMEN is like SIMCITY: _Everyone_ should be able to have it.
- 50,000,000 people going ga-ga over Milli Vanilli (not anymore!) is no indication
- that M-V are any good; to be fair, WHERE IN TIME's 100K sales is no indication
- of anything, either: Hype will sell anything. In this case, however, 100,000
- people weren't wrong: WHERE IN TIME IS CARMEN SANDIEGO? (and by default, the
- previous three CARMENs) is equal in value, entertainment, and playability to THE
- FOOL'S ERRAND, SIMCITY, and MEGAPACK. The C64 version's brilliant color graphics
- and easy to use point-and-click interface are the perfect complement to the
- brain workout Carmen and her band of zany thieves give you.
-
- HERO'S QUEST I: SO YOU WANT TO BE A HERO (ST) (Sierra) -- HERO'S QUEST I (now
- called QUEST FOR GLORY) is the role-playing equivalent of the arcade-oriented
- IMMORTAL. The basic elements were limited: one hero, one town, one quest, and a
- limited assortment of objects and characters; but, thanks to Sierra's inspired
- graphics and superb animation, HQ became greater than the sum of its parts. Too
- many CRPGs create a fantasy world so huge and populated that any piece of our
- reality, such as those accursed clocks, is an intrusion. HQ blended fantasy and
- reality into a totally believable world, and even if this is due to the compact
- and intimate nature of the game, well, that's fine. No, it's better than fine;
- it's one of the best of the year.
-
- THE THIRD COURIER (ST) (Accolade) -- When THE THIRD COURIER came out in 1989,
- most of us had no inkling that the Berlin Wall would soon crumble. When it did
- crumble, it took much of the credibility of Cold War espionage with it. (Even
- the film version of THE HUNT FOR RED OCTOBER, made before the Wall's collapse,
- had a disclaimer.) In addition to excellent graphics and a smooth
- point-and-click mouse interface, COURIER offered a unique "Electronic Dossier,"
- where selected personality traits went a long way toward vivifying Hit and
- Health Point statistics into flesh and blood characters. True, we're the ones
- who have to add imagination in order to identify. But it beats identifying with
- any of the zillions of generic sword-swingers. A modern-day spy tale in a
- perfect setting, characters with human qualities, excellent graphics and sound
- effects, and a mouse interface that had none of the problems of the IBM and
- Amiga versions make THE THIRD COURIER one outstanding piece of work.
-
- HONORABLE MENTIONS
-
- PIRATES! (ST) (MicroProse) -- One of the all-time greats made better by a
- perfect translation.
-
- HARMONY (C64) (Accolade) -- Regardless of how you feel about HARMONY's New Age
- hype, there's no denying its "obsess-ability." If you're really obsessed,
- HARMONY can let you slip into the same dreamy altered state that Shirley
- MacLaine enjoys.
-
- JIGSAW PUZZLEMANIA (ST) (Artworx) -- The family, that oft-neglected user group,
- gets its due: Digitized images can be sliced into as few as 16 pieces, or as
- many as 230, thus creating puzzles for all ages and eye strengths.
-
- DRAKKHEN (ST) (Data East) -- A sight and sound extravaganza that sets new
- 16-bit, CRPG game-playing standards.
-
- RED STORM RISING (ST) (MicroProse) -- A tense, exciting, and complex simulation
- of World War III in Europe. Heavy-duty and high-tech.
-
- THE WORST
-
- The worst games of 1990 are Sega's ALTERED BEAST in both ST and C64 formats;
- Titus's glitch-riddled and horrible-playing KNIGHT FORCE for the ST; and any
- Run/Jump/Punch/Kick/Die/Restart game even remotely resembling DOUBLE DRAGON or
- DOUBLE DRAGON 2 (also one of 1990's Worst, regardless pf which machine it played
- on). The original DOUBLE DRAGON, of course, is the all-time leader of crummy
- R/J/P/K/D/R games.
-
- A special hurrah of disgust goes out to Psygnosis, whose ST versions of ANARCHY
- and SHADOW OF THE BEAST violated all principles of decency and good taste: These
- two sank gaming to a new low by using copy-protection schemes so paranoid and
- malicious that the games would not work. So far, of the five ANARCHY disks I've
- seen -- three of them pre-tested by Psygnosis's U.S. technicians -- only the
- first package worked...if you consider a single, full-screen, no-further-access
- skull and crossbones as working.
-
- As for SHADOW OF THE BEAST, what I thought were copy protection noises actually
- turned out to be the loading of megabytes of compressed sound and graphics data.
- After multiple bumps and grinds of the drive head -- I counted 15, at least
- seven of which repeat when you restart -- and less than five minutes of play
- time, the program bombed; after the thousandth bomb-out, it became apparent that
- "compressed data" is Psygnosis's current euphemism for copy protection. No
- matter how great a game is, there's no way it can be worth the destruction of
- your equipment. And I thought BARBARIAN and BALLISTIX were bad!
-
- A FINAL NOTE
-
- A lot of ST and C64 games came and went without fanfare in 1990, and many of
- them were, if not spectacular, solid pieces of work. Here are a few for the ST:
- BALANCE OF POWER: 1990 EDITION; BREACH 2; SHARK ATTACK; MANHUNTER: SAN
- FRANCISCO; CHAOS STRIKES BACK; SHUFFLEPUCK CAFE; and MANIAC MANSION. (Some of
- these ST games probably should be in the Top Ten, or at least the Honorable
- Mentions, but with the C64 to consider, the line had to be drawn somewhere.)
- Here are a few for the Commodore 64: SECURITY ALERT; PICTIONARY; BUCK ROGERS:
- COUNTDOWN TO DOOMSDAY; DRAGON WARS; F-16 COMBAT PILOT; and CURSE OF BABYLON.
-
- FLYING GERBIL'S MAC GAMES OF 1990
-
- I had expected to start this "Best of 1990" list grumbling about how bad the
- Mac games were this year, what with the number of ports and new games falling
- faster than a Gerbil off a van. But after pausing to think and review the Mac
- year thoroughly, I realized that this was a better year for Mac games than I had
- originally assumed. And there is a light on the horizon: Many new games are
- coming out even as I type, some of which are extremely impressive.
-
- I must make an apology to the many companies who released Mac games in late
- November and early December. Due to the fact that they were much better than I
- had imagined, and because new games don't immediately arrive at the mail-order
- houses (which is where Cape Codders are forced to buy games), I must omit them
- from this review, even though they may deserve to be mentioned this year.
-
- The following games are listed in reverse alphabetical order, just to show that
- I don't pick favorites.
-
- THE BEST!
-
- WELLTRIS (Spectrum Holobyte) -- It shows off what the Mac can really do.
- Loosely based on its predecessor (TETRIS), the object of this addictive,
- maddening game is to drop pieces down a well, arranging them in rows that
- disappear, thus making more room for pieces. The superb graphics and sound
- surpass TETRIS' sound and graphics: no mean feat. The color version is a
- must-have for any color Mac gamer. You can only find fault with its rather
- annoying copy protection.
-
- STARFLIGHT (Electronic Arts) -- This one combines the space combat of NETTREK,
- the puzzles (and length) of an Infocom SF story, and a very good CRPG. Long
- heralded as one of the great IBM CRPGs, STARFLIGHT for the Mac is one of the
- best port jobs I've ever seen. The game lost nothing in translation, and took
- advantage of the Mac interface well enough to keep it far away from the trash
- can. This is also one of the most difficult CRPGs around.
-
- SOLARIAN II (Stick Software) -- This is a great shoot-'em-up. It has the look
- of GALAXIAN, and vaguely reminds me of CRYSTAL QUEST. It also possesses a great
- sense of humor, such as the Birds and the Fundie Option (if you lose, the
- computer says "Praise Jesus!"). This is not, however, a game for the masses,
- requiring 2Mb of RAM and 8-bit color. Considering that one person produced it
- (it's shareware), this game will inspire awe.
-
- SKY SHADOW (Casady & Greene) -- SKY SHADOW was released by the same company
- that gave us the Mac classic (game, not computer), CRYSTAL QUEST. Although this
- is a shoot-'em-up, the relation stops there. SKY SHADOW has great detailed
- graphics, small sounds that enhance the flavor of the game, and enough enemies
- to keep the challenge going. The game is rather devoid of humor, but going into
- MegaMode (twice the speed) makes up for that fact.
-
- PIPE DREAM (Lucasfilm Games) -- This is a game based on plumbing. The object is
- to lay enough pipe (which you are given in a variety of shapes) to contain the
- flooze, a pink fluid. The game has different modes, one of which is
- (thankfully!) a training mode. There is even a two-player mode (keyboard and
- mouse) that can breed teamwork, or a rather interesting plumbing system. Color
- is marginal, but the sound quality is acceptable.
-
- PANZER BATTLES (Strategic Studies Group) -- This game uses the Battlefront
- system of HALLS OF MONTEZUMA. This Battlefront system is advanced, and gives the
- feel of a great war game. PANZER BATTLES is based on the massive tank combats
- between the Allies and the Axis in WW II. The combat can become very complex,
- although the color and sound cannot be considered so. There is, of course, an
- opening tune appropriate to the game.
-
- MACSKI (XOR Corporation) -- The only humorous sports game I've ever seen. The
- object is to ski, of course, but there are many twists beyond that object. You
- must avoid obstacles ranging from skiers who are carried off screen, to rabbits
- and ski bunnies (who insult you if you hit them). The game takes time to get
- used to (falling down often is an common event), but if you fall down five
- times, you get rescued by a Saint Bernard and his barrel. The color is not
- mind-shattering, but it's attractive, and the sounds are superb.
-
- LEGENDS OF THE LOST REALM (Avalon Hill) -- This game doesn't get many points
- for originality (you could just call it another WIZARDRY), and it's not in
- color, but it's so great you won't mind. Because it's a Mac-only game, it uses
- the Mac interface to the greatest advantage. This may only be a computerized
- version of AD&D, but it's easy enough not to daunt you, and hard enough to make
- its cost worthwhile.
-
- ISHIDO: THE WAY OF THE STONES (Accolade) -- ISHIDO is really a rather simple
- strategy game. The object is to place stone runes on a board, matching pieces on
- all four sides. Various enhancements, such as the wind chimes and oracle, add to
- the Oriental atmosphere. The sounds are not disturbing, and the colors are
- great. You can even design your own runes! What more could you want?
-
- BOMBER (Inline Design) -- This is a perfect example of the versatility of
- HYPERCARD. Although black and white, the graphics are some of the best I've seen
- in a game. You can take the job of four crewmen of a B-17 Bomber (pilot,
- navigator, gunner, and bombardier). The stress level can change quickly, which
- only enhances the feel of the game. Headphones are included, but they should
- quickly be discarded when the drone of the airplane gets to you.
-
- HONORABLE MENTIONS
-
- WHERE IN TIME IS CARMEN SANDIEGO (Broderbund Software) -- This is the fourth in
- the CARMEN SANDIEGO series. It tries to pass itself off as an educational game,
- but it's really an adventure game with some educational facts. (We all know that
- a game this good can't actually teach us!) You must wend your way through space
- _and_ time to find the agents of Vile, all the while learning about historical
- events. Color is great, but sound is pitiful.
-
- DARWIN'S DILEMMA (Inline Design) -- This program is based on Darwin's Theory of
- Evolution. You must push single and multi-celled creatures against each other to
- form higher life forms. This can become difficult, so you are allowed to
- TeleSwap pieces around. The color is fantastic, and the sound is acceptable. The
- only feature that could improve the game is the ability to customize it easily.
-
- CITADEL (Postcraft) -- Here's another WIZARDRY look-alike. It's not in color,
- but the great sounds make up for it. The size of the game is rather limited, but
- tactical combat is great. The object is to rescue the Princess (who joins your
- party), then seek and slay the evil wizard. You can see that originality isn't
- this game's strong suit, either. The least enjoyable aspect of this game is the
- number of bugs, which have been known to take out entire parties before a spell
- can be cast.
-
- Thankfully, there are no "Worst Games of the Year." Happy gaming, and wait for
- next year's great Mac games!
-
- RANDY SNOW'S CARTDRIGE GAMES OF 1990
-
- Here is a list of my top ten 1990 picks. It's based on comments from players,
- sales of games, and my own personal opinion (as you will very well notice).
-
- POPULOUS (Electronic Arts) -- This is the most intriguing war/strategy game on
- any cartridge-based or computer-based system. Originally written for the
- personal computer, this translation can hold its own against any of the computer
- counterparts. There is nothing like POPULOUS on the market, and I doubt there
- will be for quite sometime. POPULOUS sets a new standard in war/strategy gaming,
- regardless of the system it's played on. POPULOUS is available for the Sega
- Genesis and well worth the money.
-
- HERZOG ZWEI (Sega) -- This is one of my personal favorites. The game mixes
- arcade and strategy skills in a very unique way. The sound and and graphics are
- wonderful. I especially enjoy the two-player mode, which makes this game a rival
- for the number one position on my list. Just like POPULOUS, HERZOG ZWEI is an
- orginal game design that I have never seen before. Not one game that I know of
- comes close to resembling the graphics or gameplay of HERZOG. HERZOG ZWEI is
- available on the Sega Genesis, and is an orginal cartridge game. I doubt that a
- computer translation could do it justice.
-
- NINJA SPIRIT (NEC) -- I can't ignore the glowing reviews that this game has
- received: super graphics, excellent sound. NINJA SPIRIT reminds me a bit of some
- of the martial arts games on the Nintendo (only in gameplay, mind you). The
- graphics and sound in NINJA SPIRIT are far beyond anything I have seen lately.
- NINJA SPIRIT is a game that shows off the Turbografx-16's ablities and (as far
- as I know) is available for the Turbografx-16 only.
-
- BONK'S ADVENTURE (NEC) -- Yes, this is a cute game, but also a very challenging
- one. You will find yourself guiding prehistoric Bonk through many levels. BONK
- is the TG-16's answer to SUPER MARIO BROTHERS. The nifty power-ups and unusual
- attack method give BONK a unique look and feel. Graphics are great, sound is
- super. Another Turbografx wonder.
-
- GOLDEN AXE (Sega) -- This is another personal favorite. GOLDEN AXE has
- wonderful graphics and good sound. In my opinion, it is one of the best
- side-scrollers. The only problem is the length of play: It should be longer.
- Sega brought GOLDEN AXE to the Genesis from the arcades, and the Genesis version
- is very similar. It's almost like having the arcade version in your home. A
- worthy addition to any Genesis collection.
-
- GHOULS 'N GHOSTS (Sega) -- A classic. For almost a year, this game has been the
- showpiece for the Sega Genesis, offering lovely graphics and superb sound. It's
- a bit difficult to master, but that just adds to the play value. Like GOLDEN
- AXE, GHOULS 'N GHOSTS was ported to the Genesis from the arcades. There is a
- Nintendo version, but it doesn't do the game justice.
-
- BLAZING LAZERS (NEC) -- This fast-paced arcade game is very diffcult and will
- keep a TG-16 owner busy for quite some time. The graphics and sound work well.
- BLAZING LAZERS can only be found on the Turbografx-16, but is similar to a few
- other shooters. I hear that CYBERCORE (also for the TG-16) is somewhat
- comparable.
-
- R-TYPE (NEC) -- Another arcade-style game for the TG-16, R-TYPE has wonderful
- graphics and is a showpiece for this machine. The occasional flickering is a
- drawback, but R-TYPE is still a pleasure to play.
-
- DEVIL'S CRUSH (NEC) -- With this program, pinball fanatics can play pinball in
- a completely different way. The graphics are excellent, and the sound is
- wonderful. A definite TG-16 addition. Another game that is _very_ similar is
- ALIEN CRUSH, also for the TG-16.
-
- LEGENDARY AXE (NEC) -- This luscious side-scrolling TG-16 favorite looks like
- it will be around for quite some time. Graphics? Wonderful! Sound? Terrific!!
- You might want to pick up a copy of LENGENDARY AXE II, too (also for the TG-16).
-
- And a game that I especially enjoy and would like to give an Honorable Mention
- to:
-
- BUDOKAN (Electronic Arts) -- From what I've heard and read, BUDOKAN didn't earn
- many rave reviews. Nevertheless, I like it a lot. Based on comments in The
- Gamers' Forum, I decided to buy BUDOKAN, and I'm really enjoying it. Mastering
- all the complex moves in this martial arts game will challenge and entertain
- you.
-
- THE WORST
-
- Here are few games that did not really agree with me, or that I thought were a
- complete waste of money:
-
- BRAVOMAN (NEC) -- One of the worst TG-16 games that I have played in a while.
- The graphics are okay, but the speech synthesis is terrible. Every time Bravoman
- attacks an opponent, he says "Bravo." You can barely understand him, and that
- becomes annoying after a while. If you like playing cartoon games that look all
- right, and you don't mind repetitive gameplay and sound effects, then maybe this
- game is for you. It just did not appeal to me at all.
-
- KEITH COURAGE IN ALPHA ZONES (NEC) -- Sorry for slamming two TG-16 games in a
- row, but I just can't help it. KEITH COURAGE, the product that NEC packaged with
- the TG-16, is one of the lamest games I have ever played! For a while, this
- program made me wonder why I purchased the TG-16. The graphics are so-so and
- gameplay is very boring. Big mistake, NEC. NEC now lets you choose your own free
- game when you purchase the TG-16; I guess they're trying to make up for this
- idiotic excuse for a game. Some of you may enjoy KEITH, but it just didn't do a
- thing for me, except make me ill.
-
- SPACE HARRIER II (Sega) -- I don't remember exactly when this game was released
- for the Sega Genesis, but I didn't do a list last year so I am allowed some
- leeway! All in all, SPACE HARRIER II is not too bad, but it is just boring. I
- never could get very interested in it, no matter how long I tried playing the
- game. The sound and graphics are fine, but it's way too dull.
-
- LAST BATTLE (Sega) -- The graphics are great, the sound is fine, but the
- gameplay is well-nigh impossible. I couldn't get anywhere in this game. (Several
- friends tried to play it, too, and they couldn't get very far, either.) Some
- difficulty is necessary in order to make a game enjoyable and worth the money,
- but too much difficulty just turns me off.