home *** CD-ROM | disk | FTP | other *** search
Text File | 1993-06-11 | 458.8 KB | 8,724 lines |
- The Seventh Guest from Virgin Games/Trilobyte
- Reviewed by Roland Yap
-
- Computer Graphics Memory Disk Space
- Minimum 386/20 320x200x256 ~570k,2Mb ~5Mb
- Max/Rec. 486sx/20 640x480x256 ~570k,4Mb
-
- Control: Requires mouse (not optional)
- Sound: Requires (not optional) soundcard with pcm sound and
- fm/midi music: Soundblaster, General Midi device,
- Roland Lap/c or MT-32, Proaudio Spectrum, Adlib,
- Adlib Gold, Proaudio Spectrum 16,
- Soundblaster Pro 1 and 2, Tandy Sensation
- CD-ROM: Requires CD-ROM drive, minimum 140k/s transfer rate and
- recommended 300k/s
- Notes: Supports simultaneous soundcard and midi music, MSCDEX
- CD-ROM driver version 2.20 or higher required
-
- Reviewed on: 386/20, 5Mb ram, SB pro soundcard,
- Panasonic cd drive
- Reviewer recommends: 486/33, SB pro soundcard, Roland Sound
- Canvas, SVGA card, 300k/s cd drive
-
- You have probably heard raves about the hottest CD-ROM game around.
- THE SEVENTH GUEST (abbreviated to T7G below) produced by Trilobyte and
- Virgin Games is new CD-ROM only game which really showcases what can be
- achieved with CD-ROM.
-
- The setting of T7G is an old spooky mansion. The preamble to the story
- starts with a strange and mysterious toymaker, Stauf, who becomes very
- successful and rich in the town of Harley. Then one day the children
- in the town start dying and soon after Stauf closes his business and
- secludes himself in an enormous and strange mansion he has built. The
- game begins with the telling of the above synopsis using full motion
- video, speech and music combined with computer graphics and animation.
- After that you learn that Stauf has invited 6 guests to the house...and
- that is where you start the actual gameplay, in the foyer of the
- house.
-
- Without having seen a demo, it is difficult to do justice to T7G using
- screen shots or a review. Perhaps the most similar game which uses
- video and sound is SHERLOCK HOLMES by Icom but the graphics and sound
- here are far superior. Think of it as a combination of ALONE IN THE
- DARK with full graphical modelling, speech and video instead of chunky
- polygons. The result is very much like a movie production: video,
- soundtrack, sound effects, computer animation and graphics all combined
- into an interactive movie-like multimedia presentation.
-
- The rooms inside Stauf's mansion have all been modelled realistically
- with computer graphics utilizing raytracing and realistic texturing.
- (Autodesk 3d Studio was used for this.) There are shadows, reflections,
- textured objects (like wood, carpet), etc., all of which give the
- graphics a sense of realism and submerges you into a more believable
- virtual reality. The screen shots should give an idea of the graphical
- level of detail. Some computer animation sequences of the modelled
- objects also occur occasionally; for example, in the dining room the
- plates, glasses and utensils rise up from the table and do a ghostly
- dance. Incorporated into the computer graphics are animation sequences
- using real actors which are intended to have a ghostly effect (the ghosts
- are translucent). This works very well and is used to tell much of the
- story and plot. On the audio side, it has a good musical soundtrack
- (done by the Fatman). There is no text in the game at all; all
- information is communicated using speech. Sound effects are used
- extensively to heighten the realism; for example, echoes give a sense of
- the dimension of the rooms and corridors. T7G brings all these elements
- together and integrates it dynamically into a single virtual reality.
- The graphics are always from a first-person perspective, out of your
- own eyes. You can move and turn around in the house and the graphics are
- animated to change to accommodate your changing view. In fact, it is
- only when you move around that you can see the detailed modelling which
- has gone into creating the rooms. Occasionally you can zoom into
- objects smaller than yourself, for example entering a doll's house. In
- this case, you zero in on the house with the door becoming bigger and
- bigger and suddenly you are past the door into the tiny house!
-
- So T7G gives us beautiful graphics, animation, video and sound. What's
- the gameplay like? Basically you get to explore the house and within
- various rooms you find various puzzles. These are not problems in the
- typical adventure sense but puzzles such as logic puzzles, chess
- puzzles, card puzzles, etc. For example, one of these is the classic 8
- queens puzzle. Solving a puzzle will unlock some other part of the
- game and also present you with a video/animation sequence. The game is
- entirely mouse controlled and you can either move around or select an
- object which may reveal an animation, a video sequence or a puzzle.
-
- While T7G is very impressive and well done, the gameplay is weak. The
- plot, virtual reality modelling with visual and audio effects is great
- but the actual mechanics of the gameplay for advancement lies mainly in
- the puzzles. These puzzles, while ostensibly the creations of the
- warped genius of Stauf in terms of the game plot, really have little to
- do with the scenario. Some of them are quite interesting and
- difficult. They can be quite frustrating to solve because part of the
- puzzle is to figure out what the object of it is. Unless you have
- solved some of the puzzles you cannot not reach certain areas in the
- house. Thus it is really a transparent implementation device which
- Trilobyte have used for structuring the game. There is little control
- over what happens in the game and the story line is quite linear. I
- suspect that most people will be stumped over some of the puzzles which
- can be rather annoying. Fortunately you can use the library to get
- hints to the puzzles and if all else fails the library can be used to
- bypass the puzzle. The downside is that you miss out on the animation
- and video sequence.
-
- Overall I found T7G to be quite enjoyable and only lamented that it could
- have been better in terms of game mechanics. The puzzles are fun and some
- of them quite clever. I manage to finish all the puzzles except for one
- (the microscope/virus game) but I did resort to a little "cheating"
- with the help of some computer programs. (This is one of the rare games
- where some CS and AI skills come in handy!) The ending appears to
- promise a sequel since it finishes with "volume 1". Replayabilility is
- low unless you particularly like doing some of the puzzles or didn't
- finish some. Hopefully T7G will set the standard for graphics and sound
- for other CD-ROM titles to come.
-
- Notes:
- As mentioned above, a soundcard, mouse and CD-ROM drive are REQUIRED.
- The game comes on 2 CD-ROMs with the 2nd one containing the install and
- end game sequence. The 2nd one also has separate audio tracks which are
- playable on a normal cd player for the soundtrack. A video describing
- the making of T7G is included (be warned for non US vcrs that my game
- was packaged with an NTSC video). Unless you have one of the double
- speed cd drives, T7G can push your cd performance to the limit. This
- results in jerky video and sound breakup and may force you to run in
- MCGA instead of SVGA mode. A cache may also help (Lightning CD has been
- reported to help). There have been numerous problems with T7G crashing
- with different hardware configurations. At least for me, these
- problems all seem to be fixed with a patch available on the Virgin BBS
- (US, 714 562 5030) and anon ftpable also from wuarchive.wustl.edu in
- /pub/msdos_uploads/upgrades/games/ and ftp.CD-ROM.com in /CD-ROM/. The
- new patch also seems to clean up the sound and speed up the video
- somewhat. A useful trick to know if you have a persistent crash during
- the opening demo sequence is to rename the file "save.z" to "save.0"
- and bypass the opening sequence and reload from game 0.
-
-
- This review is Copyright (C) 1993 by Roland Yap for Game Bytes.
- All rights reserved.
-
- AV-8B HARRIER ASSAULT by Domark
- Reviewed by Vince Alonso
-
- AV-8B Harrier Assault by Domark is aimed to please both flight simulator
- enthusiasts and wargamers by allowing them to assume the role of a Marine
- Amphibious Task Force Commander and an AV-8B Harrier pilot. Simis, the
- British programming team that did Domark's earlier Mig-29 simulation, has
- developed a fine product. Last year Mig-29 was hailed as an excellent
- flight simulator but a terrible game. Domark has remedied that problem
- with AV-8B's innovative operational campaign mode while improving the
- flight simulator code of its original release.
-
- The AV-8B flight simulator is impressive, rivalling Falcon 3.0's complex
- flight model and even surpassing it in some respects. Rudder
- implementation is much more realistic, similar to that in Microsoft Flight
- Simulator 4. Roll and pitch rate is responsive and fluid, giving one the
- impression of flight, unlike some other unnamed simulators that "ride on
- rails". Simis has experience programming flight simulators for the RAF,
- so this is not surprising. Frame rate was excellent on a 486/50DX2 and
- should be good on much slower machines. Gray out occurs at over 8 Gs, and
- complete black out is possible at sustained high Gs. The U.S. version of
- the simulation supports the Thrustmaster HOTAS setup entirely, including
- rudder pedals and the coolie hat. These features are undocumented and
- Domark customer support had to assist with the setup. Sound board support
- is good and the Roland sound effects are excellent. The VTOL capabilities
- of the Harrier are fully modelled and are quite interesting. It's a
- challenge to land vertically on the tiny flight deck of the LHA! Luckily
- the autopilot is very effective if needed.
-
- The campaign game allows a player to fully control all aspects of a Marine
- Amphibious Brigade Task Force assault on a small island occupied by
- Indonesian forces. This "wargame within a flight sim" is a unique
- approach. In an unprecedented span of campaign control, the player
- manages all naval, land, and air assets. One develops a battle plan
- before starting the campaign by assigning waypoints for all Harrier,
- helicopter, Special Forces, and Marine assets and determining their
- actions at each for the duration of the operation. The game scale allows
- control down to individual Marine platoons (three vehicles) and Special
- Forces teams that provide laser designation for CAS. Once the campaign
- begins, the plan can be modified as desired. The simulated forces execute
- the plan in the 3D world in real time as ordered. As one flies, it is
- quite entertaining to observe and support the friendly tanks and tracks as
- they advance on and attack an objective.
-
- The player assigns activity for the limited Harrier assets (16 total) as
- he does for all other forces. He can, however, enter the cockpit of a AV-
- 8B at any time during its mission execution or prior to take off (to
- assign weapons as desired). The game ends when the Marines have
- operational control of the island or one loses all his Harrier aircraft,
- whichever comes first.
-
- 3D graphics are nicely rendered throughout, comparable to FS4 graphics.
- The island is generally flat with a few polygon mountains. Contour
- shading a la F3.0 is lacking. The enemy bases and facilities are detailed
- enough for accurate bombing or strafing, but not to the standards of
- F15III. The Harrier cockpit is well detailed and includes simple
- avionics, but does not approach the level of realism of F15III or even F3.
- 0. Most interesting is an announcement in the box that Domark will
- release a S3 video driver to support accelerated SVGA graphics. Look for
- this in the next couple months -- this may revolutionize the look of
- combat flight simulations.
-
- The enemy AI seems to provide a challenging gaming environment. This is
- mostly due to their effective SAM and AAA employment. Going back for a
- second pass at a target is deadly as the sky fills with tracers and
- missile trails! The opposing aircraft mostly seem like weak opponents,
- however. Sidewinders are extremely effective and, given a good lock tone,
- the enemy A-4s and helicopters invariably go down before them. The base
- of F-16s on the west end of the island offers much more of a challenge --
- one must use the Harrier's vectored thrust capabilities to turn with these
- Indonesian Falcons which are evidently flown by experienced pilots.
- Inclusion of a padlock or tracking view would have been welcome as one
- endeavors to maneuver into the elbow for a satisfying gun kill.
-
- Although other friendly aircraft may occupy the airspace at the same time
- one is flying, there is no provision for a controlled wingman. A player
- could set up a CAP mission to follow a computer controlled Harrier and act
- as a wingman, but solo missions seem to be the order of the day. Another
- concern is the distinct lack of a rear view or at least a rear view
- mirror, which would be nice for target damage assessment after a bomb run.
- The exterior views work nicely but no die hard simulator pilot would want
- to use them.
-
- All in all, AV-8B is an exciting product. Even with its shortfalls, AV-8B
- Harrier Assault is a must have for flight simulation enthusiasts for its
- flight model alone, and it is a good game as well. Yet until Domark
- includes contour shaded terrain graphics, digitized voices and wingmen,
- authentic avionics, replays, and modem play, simulators such as Falcon 3.
- 01.1 will remain the standard that others are judged by.
-
- This review is Copyright (C) 1993 by Vince Alonso for Game Bytes Magazine.
- All rights reserved.
-
-
- CONQUEST OF JAPAN by Impressions
- Reviewed by David Pipes
-
- Reviewed On - '486DX, Logitech Trackman, Original
- Soundblaster, Oak Chipset SVGA board, QEMM
- Requires - '386 or better,
- VGA Sound - AdLib, SoundBlaster, PC speaker
- Incompatibilities - None
- Found Bugs - None Found
-
- First Impressions
-
- Impressions has brought us several interesting games in the last year,
- notably Air Bucks and Caesar. Conquest of Japan is not in the "build and
- watch it grow" vein, but is a traditional military game.
-
- CoJ is set in the 16th Century, on the island of Honshu - the main island
- of Japan. Japan at that time was in the throes of a major political and
- social change as the period of the Warring Daimyos came to a close with
- the unifying efforts of Oda Nobunaga and Tokugawa Ieyasu. >From a country
- torn by constant warfare between regional leaders and their families,
- Japan became a relatively peaceful land, with the entire island of Honshu
- and several of the outlying islands unified under the rule of the Shogun.
-
- The major theme of the time is the wars of unification. As various
- families attempted to control the Shogunate, they would unite their
- followers and face those who opposed them, in campaigns that often lasted
- for years of political and military maneuvering. Control of major cities
- went back and forth with the times; treachery and treason were often the
- linchpins of success. The time is an excellent one for computer games;
- many readers will be familiar with such classics as Sword of the Samurai,
- or Nobunaga's Ambition.
-
- This is roughly what ran through my mind as I loaded and booted the game.
- It doesn't take much space - my copy came on 3 5.25 high density
- diskettes. It will use a variety of sound cards and video modes - I
- tried AdLib and VGA, with SVGA battle scenes. Ultimately, however, no
- matter what mode I selected, the game just did not deliver as promised.
- It is a shadow of what it could be.
-
- The opening graphics are reasonable, and interesting. Difficulty levels
- are selected by varying the amount of money available to the players
- (computer or human). The game then opens onto the main screen - a map of
- the Central portion of Honshu, with a number of pagodas for cities, some
- mountains and a few other terrain types and a menu bar. The menu bar
- allows the player to access the game functions quickly and easily,
- although I found the icons to be a bit too abstract for my taste - I
- constantly had to try one before I was *sure* I remembered what it did.
-
- After selecting which side to play, or both computer controlled, the map
- comes up as described above. The player then clicks on each of his
- cities, buying troops with the funds available. There are infantry,
- archers, arquebusiers, samurai and cavalry. The more powerful a unit, the
- more expensive it is. As the army is built, it can be split up leave some
- troops in the city for defense, and others out in the countryside as
- mobile forces.
-
- Then, the mobile forces can be moved one square in one of 8 directions.
- The object is to capture all of the enemy cities - there are ten cities.
- Once all of the forces have been assigned the desired movement, the enemy
- gets to set up and move. Both sides forces are visible at all times.
-
- This part of the game is pretty cut and dried. The player tries to fend
- off the enemy armies with bigger ones of his own, while his cities slowly
- produce more money to buy more troops with. Armies can be combined in the
- field and drop off troops in the cities. The players take turns moving
- until two armies come together.
-
- At this point, the computer generates a tactical map of the area. This
- map depends on the terrain the battle is fought in. A battle in the
- mountains will have a lot of rough terrain, for example. The player can
- choose one of 7 classical formations, the use of which is explained in
- great detail in the manual and accompanying strategy guide.
-
- After the formations are chosen, the troops appear. They are arrayed in
- various lines, curves and block formations that convey the feel of a
- battle-ready army. The different elements can be told to move to certain
- locations - leaving them alone will default control to the computer, which
- will either wait on defense, or slowly and regularly advance on offense.
-
- As the units approach each other, the missle units open fire, knocking out
- a few enemy troops and sometimes routing a unit. But they are pushed
- back, or slaughtered by better armed footsoldiers, and the lines collide.
- Cavalry can be assigned to rush into dense formations to break them up,
- while the spear-armed infantry follows along, supported by the samurai.
- Each unit has a signalman, who must remain alive to allow the unit to be
- controlled. If one is killed, that unit is no longer controllable.
-
- The tactical combat thus lives up to expectations, with the sweep of units
- across the field, amid the zing of arrows and shot, and the thunder of
- horses hooves. Sort of. If your expectations don't extend too far.
-
- I was very puzzled by this aspect of the game - the heart of it,
- certainly. It has the right look, but it is presented in either large
- blocky closeups (regular graphics) which run at a fast pace and require
- you to constantly scroll around the map to check on things, or High-Res
- graphics, reccommended for local-bus machines. This mode gives a larger
- overview, but is slow and jerky on a non-local bus '486, and yet still
- evokes only VGA quality in the mind of this reviewer! This aspect is
- disappointing; a more equitable middle ground of showing the whole
- battlefield has been done in other games, why not here? However, it does
- not render the game unplayable.
-
- Next, the units. Your units start out in neat formations, decided upon
- by the cpu based on your army size and chosen army formation. So, if you
- have cavalry in a defensive formation, they might form a wing unit to the
- left and right of the main line, with some in the center. But if you order
- them to move as a unit, they move in the same relative positions! Even
- after losses create gaps in their lines! Of course, this does not render
- the game unplayable, as each one can be selected for individual control,
- one after the other, over and over...But it struck me as truly strange
- that a unit would hold its' relative formation in combat, even after
- breaking and running.
-
- Yet another weird choice - the arrows are shown in flight. Great touch,
- except that they follow the grid squares! So the little arrow icons make
- lots of right-angle turns on the way to their targets. Not the most
- realistic effect, but not unplayable either.
-
- As the battle progresses, the morale of one side or the other will drop
- enough that it will flee. This is a good touch. No fighting to the last
- man in an even battle, although occasionally a small force will be
- eradicated by a large one. In fact, there is a quick resolution option
- for just such occurances, bypassing the tactical game.
-
- And next...Well, there is no next. When you beat a garrison, you take the
- city and get its' future production. When you take all 10 cities, you win.
- This is the game. And this is my major complaint. While the game does an
- alright minatures battle, it seems merely sketched out when looked at in
- detail. Sure, it is Conquest of Japan - well, actually Conquest of
- Central Honshu. It does have a strategic aspect - move your icons one
- square per turn towards the enemy. It has individual troop units on the
- tactical map, all types differentiated, but moving in a constant lockstep
- to place the geographical center of a formation on the selected spot, with
- no consideration of enemy locations or terrain. All of this leaves me
- with very mixed feelings.
-
- On the one hand, it does work as is. You can fight intersting battles,
- take over the map, build armies, all that stuff. But there is no
- diplomacy, no real detail to the battles, no random events, no
- personalities to play off of one another...It is like a module in a larger
- game. I can't help but compare it to Sword of the Samurai, which had a
- great tactical battle system in EGA graphics. It did everything the
- tactical system here does, except allow individual control, but it showed
- you the whole battlefield and was different every time. Units were
- together, not spread out all over, and once they were involved, they were
- very hard to relocate. This was fun! Unfortunately, CoJ, while it is a
- complete game dedicated to the topic, does not cover it nearly as well.
- Quite a shame, although I am sure that some hardcore gamers out there who
- like tabletop miniatures would find it an interesting diversion. I just
- think that much more could have been done, and in fact has been, in
- competing designs. This game is way too focussed for my tastes.
-
- As has become usual for Impressions, the documentation is interesting
- and high quality. A thick manual contains lots of background info, while
- a strategy guide gives useful advice on running battles. A good setup and
- keylist booklet rounds out the set.
-
- This review is Copyright (C) 1993 by David Pipes for Game Bytes Magazine.
- All rights reserved.
-
- THRUSTMASTER FLIGHT CONTROL SYSTEM by Thrustmaster
- Reviewed by David Pipes
-
- Requirements: FCS - joystick port (speed-compensating rec'd)
-
- Reviewed on: '486dx-33 (no speed, memory or interrupt requirements)
-
- Incompatibilities: None
-
- A quick check of the radar reveals the target bogey dead ahead, about 15
- miles out and closing. A gentle stick motion nudges the F-16 into a wide
- turn while I change from ground weapons to air and select my AIM-9m's. As
- the target continues to close, I get tone and fire. Too late, he notices
- me and snaps off a missle as he begins to evade. I turn into it, then break
- as it approaches. As the missle flies by and goes ballistic, I level the
- plane and watch for any new threats on the radar. Time for the next
- waypoint.
-
- This was all so much harder when I had to touch the keyboard.
-
- ThrustMaster is the first company to market a military innovation, the
- HOTAS system. HOTAS denotes "Hands On Throttle And Stick", a system
- designed to allow the pilot to accomplish as many tasks as possible without
- removing his hands from the control devices. The savings in time and
- effort translate well into computer simulations. This review covers the
- stick portion of the ThrustMaster HOTAS system, and a fine stick it is.
-
- The ThrustMaster FCS is a full-size replica of an F-4 joystick handle. It
- is molded to fit the hand, with a support for the side of the palm to
- steady the stick as the hand relaxes. It houses a trigger, a thumb button
- on top, another on the side, and a lower button accessed by the little
- finger. On the top of the stick, to the right, is another joystick shaped
- like a little Devo hat (remember those?) called a top hat.
-
- The buttons all function, and in Falcon 3 and other games they perform
- similar functions. Since Falcon 3 makes extensive use of the ThrustMaster
- functions, I will discuss it here.
-
- The trigger fires the selected weapon, while the two thumb buttons control
- weapons selection and weapons mode. The lower button controls brakes, and
- the top hat (with some add-on software from the Pilot's Edge, or in
- conjunction with the upcoming WCS II) controls cockpit views. The shape of
- the stick is such that using the buttons does not torque the stick and
- shift its position. The buttons themselves are good quality and provide
- some feedback when pushed.
-
- The basic ThrustMaster FCS has a plastic base and stem, which is wide
- enough to remain stable under most condition. It uses springs which are
- heavier than most joystick springs to provide more stability. This goes
- well with the very sensitive pots. No centering adjustment is provided; if
- recentering is needed, some part of the stick mechanism has failed. More
- on this later. Suffice it to say that this is a stable stick with more
- sensitivity than most. It is also worth noting that real fighter joysticks
- have the same open center - they do not bring the plane back to level
- themselves when released.
-
- The FCS also uses very sensitive pots, and therein lies the strength and
- weakness of the ThrustMaster joystick. The weakness is that the pots do
- wear out. This causes unintended control inputs. This is true of all
- joysticks, but because the ThrustMaster pots are so sensitive, it is more
- noticeable. In addition, they have used a number of different suppliers in
- the past, some of which were more reliable than others. This has created
- an impression that they are prone to failure, which is no longer the case,
- I am glad to report. My recent experiences with the pots have been
- uniformly good.
-
- It is worth bearing in mind that the joysticks used by the military have
- fairly short lifetimes - often only 3 to 6 months. ThrustMaster has been
- outstanding in their support of their products, consistently interpreting
- the warranty in a very liberal fashion. They have a two day turnaround
- policy on repairs and very friendly, knowledgeable staff. If you feel
- comfortable doing repair work yourself, they will send you full
- instructions on replacing pots, as well as the pots themselves. I have
- never been charged for this. Further, the directions worked the first
- time. This then is ThrustMaster's strength - a true dedication to the
- customer.
-
- The FCS then is a good choice for a flight sim joystick, with the extra
- keys and potential for top hat view control (standard on some games, like
- AV8B Harrier). For almost 2 years, these sticks have had no competition,
- although it is now on the horizon in the form of the new CH FlightStick,
- which is near release. But it will take quite a stick to even challenge
- ThrustMaster's excellent products.
-
- I recommend this stick without a qualm.
-
- This review is Copyright (C) 1993 by David Pipes for Game Bytes Magazine.
- All rights reserved.
-
- THRUSTMASTER FLIGHT CONTROL SYSTEM PRO by Thrustmaster
- Reviewed by David Pipes
-
- Requirements: FCS PRO- joystick port (speed compensating rec'd)
-
- Reviewed on: '486dx-33 (no speed, memory or interrupt requirements)
-
- Incompatibilities: None
-
- In my previous review on the ThrustMaster Flight Control System, I describe
- the usefulness of the stick for serious flight sim players. But everyone
- knows someone who is really involved in flight simming, the kind of person
- who actually spends hours in Red Flag in Falcon3 perfecting the responses
- to a head-on pass, or trying precision flying through the wingman
- controls. This sort of person will find themselves wishing for an actual
- stick torn from the innards of a Real Fighter Plane and deposited on their
- desk. Well, ThrustMaster can't do this with their regular line (although
- they do offer such a product for the ThrustMaster Cockpit), but they can
- provide the next best thing - the ThrustMaster FCS Pro.
-
- The ThrustMaster FCS Pro is similar to the regular FCS, but is cast from a
- heavier plastic and uses more heavy-duty components. The base is aluminum
- and the gimbals are very closely machined. The metal base allows the use of
- *very* heavy springs, which not only provide stability, but actually
- increase the effort required to pull them as the stick moves farther out.
- Finally, you can feel the plane resist as it pulls a tight turn - there is
- no other stick which provides this feel. Once you get used to it, anything
- else feels like a toy.
-
- The stick itself is a replica of the F-4 joystick, and has a trigger, three
- buttons and a top hat. The buttons are on the top rear of the stick (I'll
- translate to Falcon3 functions, so this one is Select Weapons), the left
- middle of the stick (select Air-Ground or Air-Air weapons HUD mode) and on
- the lower left (speed brakes). The buttons are right under the appropriate
- fingers, and seem to not even require thought to use. The top hat is
- unused in Falcon3, but with a TSR can be used to control views. This
- function is available as a standard in some later sims, like Domark's AV8B
- Harrier.
-
- Why choose the FCS Pro? Simple...It is the best joystick for flight sims
- on the market. Living up to its name, it is durable, fairly heavy and
- hence vary stable. The use of metal rather than plastic internal
- components increases their lifespan beyond the already long-lived regular
- FCS. Finally, the overall feel of the joystick is real. You can imagine
- this stick in a cockpit with no modifications. For the discriminating
- flight sim addict who wants the best, there is no other choice. The
- ThrustMaster FCS Pro is the state of the art in flight sim joysticks, and
- is likely to retain that title for quite a while.
-
- This review is Copyright (C) 1993 by David Pipes for Game Bytes Magazine.
- All rights reserved.
-
-
- SPACEWARD HO! by New World Computing
- Reviewed by Bill Foust
-
- SPACEWARD HO! is an old Macintosh game finally ported to the PC as one of
- the very few Microsoft WINDOWS games on the market. The theme of Ho! is a
- game idea that has been around for ages, but is constantly renovated and
- released anew with great success. In Ho! you conquer the universe against
- any number of computer or human opponents by mining planets, exploring and
- colonizing new ones, or sometimes defeating an opponent for control of the
- planet. As easy as that may sound, Ho! is every bit the strategy game that
- made it famous with mac users in the first place.
-
- At the beginning of the game, you control and occupy a perfect planet with
- a large supply of ore and that is profitable. You must then explore the
- planets around you and colonize them in order to mine the ore that makes
- new ships for you to fight the opponents. It doesn't take long to
- completely mine your home planet clean of all ore, so quick expansion is
- necessary for survival. Besides the aspects of expansion and building
- your fleet, the real boost in complexity and strategy comes from the
- development of technology. You can't make radically new ships, but you
- can upgrade and improve the weapons, shields, speed, range and
- miniaturization levels of your ships. Advancement of technology is a
- critical aspect of the game - it will win or lose your game. As in the
- real world, once a technology level is reached, a lot of time and money
- must be put into development of the new spacecraft before it can be 'mass
- produced'. Suprisingly, this little aspect adds a lot to the game.
-
- One of the major factors of the addiction level is the fact that the skill
- levels of the computer players are wide and thorough. The computer
- opponents match your selected skill level, so I wouldn't suggest you lie
- about it. Once you beat the computer at one skill level you can try again
- in a galaxy of a different size or different computer skill level.
-
- The graphics are the same level as your Windows graphics drivers. Ho!
- does rely on graphics heavily with a full map of the universe (with scroll
- bars if necessary). Each planet has many graphical aspects that relay
- some information such as who the owner is, if a fleet is stationed at the
- planet, what kind of planet it is, and if it is profitable.
-
- I did have a small problem with the text in buttons or notification
- windows not wrapping or extending off of and being clipped from the window
- segment. Most of the time I could figure out what was being said, so I
- don't really consider this to be a major problem, just an annoyance and a
- sign that New World didn't test it as much as they should have. Other
- than that, I found no major bugs - something that is increasingly less
- common.
-
- In closing, Spaceward Ho! is a great strategy game for Windows, one I
- believe is one of the most overlooked products on the market.
-
- This review is Copyright (C) 1993 Bill Foust. All rights reserved.
-
- ┌─────────┬──────────────────────────────────────────────────────────────┐
- │ Game │ INCA │
- │ │ by Coktel Vision │
- ╞═════════╪══════════════════════════════════════════════════════════════╡
- │ Machine │ ∙ 8088/8086 (XT) √ 80286 (AT) √ 80386/80486 │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Graphics│ ∙ CGA ∙ EGA √ VGA ∙ SVGA │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Sound │ . PC Speaker √ AdLib √ Soundblaster ∙ Soundblaster Pro │
- │ │ ∙ Disney Sound Source √ Pro Audio Spectrum │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Control │ . Keyboard √ Mouse √ Joystick ∙ Gravis GamePad │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Memory │ ∙ EMS √ XMS │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Size │ 17 megabytes │
- ├─────────┼──────────────────────────────────────────────────────────────┤
- │ Other │ Microsoft-compatible mouse required │
- ╘═════════╧══════════════════════════════════════════════════════════════╛
-
- Reviewed by Mark Mackey.
-
- Coktel Vision is a little-known gaming company: the only previous
- release from Coktel that I had heard of was Gobliiins, in collaboration
- with Sierra On-line, although a brochure of the company's products lists
- several other games produced by Coktel such as 'Bargon Attack' and
- 'Ween'. The company's relative obscurity is perhaps explained by the fact
- that it is based in France, and most of its games to date have been
- 'multilingual', which invariably seems to limit their popularity in
- English-speaking markets.
-
- INCA comes in a black box with an outer sleeve, similar to the way Sierra
- products are packaged. Installation is relatively simple, and the program
- allows you to set the IRQ, port and DMA of the Soundblaster, which is
- important if you have a 'non-standard' soundcard setup. The game also
- supports joysticks, but not the Thrustmaster, WCS or any other non-
- standard stick.
-
- The game opens with a superb introduction which is visually and aurally
- stunning. Superb graphics (including morphing and ray-tracing effects,
- and the setting sun reflecting off rippling waters...) are accompanied by
- haunting pan pipes which sound much better than I would have expected
- from the Soundblaster. Those who have seen the demo will have an idea of
- just how impressive these graphics are. A voice speaking what I presume
- is the language of the Inca runs through the intro, with a translation
- appearing below:
-
- "When Kon Tiki Viracocha created our civilisation, he already knew our
- sun, Inti, would cease to shine for a long time on 'Tawantinsuyu', the
- four corners of the Empire. I felt ominous premonitions like a Tumi in my
- heart; catastrophes, earthquakes and finally the arrival of these bearded
- savages in our lands. Let them delude themselves with this gold that
- blinds them so. Oh, they'll be looking for the Inca treasure for a long
- time.
-
- The real treasures of the Incas, -our knowledge-, I have hidden
- away in a safe place. Like Viracocha, I know that one day, El Dorado will
- come. This mere mortal will once again find the forces and become the new
- Inca. So.... A new era will begin for Man. I can now leave this worn-out
- bodily shell, to become APU and wait for the prophecy to be fulfilled: 'A
- man will come in a iridescent disc, the fires of which will re-light
- Inti, our sleeping sun'. I will be there to guide you, Inti's chosen
- one."
-
- You are El Dorado, fated to recover the three treasures of the Inca so
- that the Empire may be reborn. You are aided in you quest by the spirit
- of Huayna Capac, the last grand Inca. Unfortunately, another _you_ has
- simultaneously come into existence, and opposes your quest. Aguirre is
- powerful, and you will have to defeat him to succeed...
-
- So much for the plot and the intro: what's the game like? Well, firstly,
- a Microsoft-compatible mouse is ABSOLUTELY REQUIRED for the game,
- although this is not stated overly prominently on the box. You can
- configure the game to use a joystick, but it will not run unless it
- detects a mouse driver. I found playing with the joystick difficult: the
- mouse is much easier to control.
-
- The game itself opens with a short speech from Huayna Capac, the dead
- Inca whose spirit will guide you in your quest. Then you're off to
- recover the first of the three secrets of the Inca. You travel in the
- Tumi, a golden spacecraft modelled on the sacred sacrificial knives of
- the Inca. Again, the graphics here are superb: full ray-traced cinematic
- scenes of the golden Tumi leaving its' stone bay and flying off into
- space.
-
- There are three main segments of the game: space flight, land flight and
- land exploration. The space flight section is the first you encounter,
- and is frankly quite disappointing after the stunning intros. The
- viewport is very small and the mouse interface is difficult. The
- background in space consists of a few fixed objects, the main one being
- the 'planet' you are heading towards, together with lots of 'stars'
- flying past your craft (the equivalent of the space debris in Wing
- Commander: this gives the illusion of movement). Unfortunately, the
- 'stars' don't rotate when you turn the Tumi, making it extremely
- difficult to know which way the craft is turning or even if it's turning
- at all, unless the planet happens to be in the field of view. The Tumi
- has a flight computer which is quite cute (it says "Welcome aboard, El
- Dorado. I hope you will enjoy this flight." when you first board), and
- provides warnings of space hazards such as asteroids and enemies sent by
- Aguirre. If it annoys you, you can turn it off.
-
- The asteroids are represented as chunky bitmaps and are difficult to
- dodge, although you only encounter them once. The main hazard in space is
- meeting enemies sent by Aguirre. The arrival of enemies is accompanied by
- another superb cinematic scene of a group of angular humanoids swooping
- down on you through the void. Although the enemies look polygonal, they
- are shown as bitmaps on screen, with all the attendant problems of
- chunkiness at close range and only a small range of viewing angles. The
- bitmaps of the enemies are not nearly as good as those in Wing
- Commander: for one thing, there appears to be only about three or four
- different viewing angles. As well as the humanoid attackers, in later
- scenes you may meet Spanish galleons (in space???) which fire cannon at
- you (biggest cannonballs I've ever seen...) and are much harder to
- defeat.
-
- You have three weapons with which to combat these enemies: guided
- guns, guided missiles, and 'bombs'. The last two come in a finite supply
- and are definitely needed later in the game: if you use them up in the
- first few encounters later ones become very difficult. Your flight
- computer targets any enemies in your field of view and displays their
- current 'hit points': when you reduce this to zero that enemy is
- destroyed. Unfortunately, INCA fails in trying to capture the 'spacey'
- feel of such games as Wing Commander and X-Wing: the space combat scenes
- become somewhat tedious after a time and are simple slugfests: little
- dog-fighting skills are involved.
-
- The second main game segment is land flight. This involves a race along a
- canyon with several of Aguirre's followers: you must reach the end of the
- canyon first. The graphics are quite nice until you realise that they are
- all pre-recorded: your craft's speed has nothing to do with the apparent
- motion of the canyon walls. In fact, the only thing you can control here
- is your speed (which you have to keep at maximum to win, so is relatively
- useless), and a gunsight pointer which you must use to blast away
- Aguirre's followers and the energy mines that they lay in the canyon
- ahead. The gunsight pointer takes quite a bit of getting used to: the
- up/down motion of the mouse is reversed, so that pulling the mouse
- towards you raises your gun's elevation. Once you are used to this,
- however, these scenes become relatively trivial to defeat.
-
- The interesting part of the game comes when you land at the end of your
- journey. Movement along corridors and through rooms is visually very
- smooth, but the motion is all pre-recorded. To quote the game box, this
- is 'Free movement through pre-calculated synthesized scenes'. What this
- in effect means is that you have no more control over your movement or
- heading than you had in the good old games such as Bard's Tale: although
- the screen shows your viewpoint smoothly swinging around you can only end
- up facing in one of eight directions. This gives the game the feel of a
- multiple-choice movie, and means that all the rooms and corridors look
- the same.
-
- The land areas are populated with followers of Aguirre, who take
- pot-shots of you from behind doorways. These scenes are digitised video
- shots of real actors: but again there is only one type of action
- evidenced (lean out from behind the doorway, shoot, duck back behind the
- doorway, repeat ad infinitum) so this too becomes tedious after a while.
- it is also too easy: the baddies only take a few shots to destroy, or
- 'send to a random place in space-time'. The game is very careful to
- avoid actually hurting anyone: maybe Coktel feared their games might be
- banned in Germany like Wolfenstein was? The enemies' shots show on the
- screen as blobs of red lightning which take 2-3 seconds to reach you.
- Although you cannot dodge (only one pre-synthesised viewpoint, remember?)
- you can shoot the energy blobs very easily.
-
- The meaty bits of INCA are the puzzles you find in the land sections.
- After wandering through the corridors for a while you eventually get to a
- puzzle area, where the movement stops and you are presented with a mouse
- cursor. When you place the cursor on objects, the name of the object
- appears at the bottom of the screen, and clicking the mouse buttons
- allows you to either pick up or use the object. Your inventory is
- accessed by moving the mouse pointer to the top of the screen: here you
- can store objects or click on an icon of Huayna Capac himself to gain a
- hint from the spirit of the dead Inca. I personally found all of the
- 'hints' absolutely useless in helping with the puzzle at hand, but they
- occasionally provide some insight into the Inca way of thinking.
-
- As you may guess from the above, none of the puzzles are overly
- difficult. You have a limited number of objects, and if all else fails
- use everything on everything else until something happens. Unfortunately,
- not all of the puzzle solutions are completely logical and so trying
- everything on everything else is sometimes the only way to make progress.
- After you complete the land sections, it's back in the Tumi for some more
- space combat...
-
- One really annoying thing about INCA is the method it uses to save games.
- On completing each section you are presented with an 8-digit code number.
- Enter the code number and you are returned to the start of the
- appropriate section. The code number cannot be typed in: it must be
- entered by clicking on numbered buttons with the mouse. Also, the code
- numbers are in some way hardware-dependent: they cannot be transferred
- between copies of INCA, and so if for some reason you need to re-install
- the game you must restart from the beginning. I have heard reports of one
- INCA owner who had a new motherboard installed in his computer and found
- that all his old codes were now invalid! There appears to be no copy
- protection in the game, although a booklet with lots of numbers and little
- coloured squares is included in the box. I have yet to be asked for
- any details from it, and in fact I have no idea why it is included.
-
- On the whole I found this game quite disappointing. It may have been
- truly amazing if released 2-3 years ago, but the quality of more recent
- games puts INCA at a distant second. It suffers from trying to do too
- much: the space combat scenes pale in comparison to Wing Commander, the
- 'movement through pre-calculated synthesized scenes' is primitive
- compared to the effects achieved in Ultima Underworld or even Wolfenstein
- 3D, and the canyon races are a simple shoot-em-up with a nifty scrolling
- background. To make matters worse, the game is very short. The average
- user should complete the game in around 6 - 8 hours, which is a pitifully
- small play time for a A$100 game. The end-game is rather tame: the famous
- 'You have won!' message in Eye of the Beholder comes to mind as a
- comparison.
-
- All in all, I cannot recommend INCA as being a worthwhile purchase. While
- some sections contain superb graphics, the actual gameplay is very
- disappointing. The game is far too short, and has little replay value:
- the puzzles never change and the flight scenes aren't interesting enough
- to be worth repeating. All in all, you would be better saving your money
- for something else. (ED. - Worth of note, it should also be pointed out
- that a full CD-ROM version with speech throughout is going to be released
- imminently.)
-
- (For those who have ftp access, a demo of INCA containing most of the
- introduction to the game as well as several cinematic scenes from later
- on is available from ftp.ulowell.edu in the msdos/Games/Demos directory.
- The demo is around 4.5 MB in size, and is well worth viewing.)
-
- This review is Copyright (C) 1993 by Mark Mackey for Game Bytes Magazine.
- All rights reserved.
-
-
- V FOR VICTORY: OPERATION MARKET GARDEN by Three-Sixty Pacific
- Reviewed by David Pipes
-
- Reviewed on: '486/33, ATI Graphics Ultra/1 Meg, 8 meg RAM,
- Logitech mouse
- Required: '386 SX or better, 3 Meg RAM, mouse, VESA video
- board/min 512k - supports FPU Sound: Supports Ad-Lib and
- SoundBlaster boards
- Incompatibilities: None Found
- Bugs: A few, most avoidable - see below
-
- Operation Market Garden is the third in the excellent V For Victory series
- from 360. It upholds the standards for quality and excellence established
- by the previous games, and is a solid addition to any strategy-minded gamer
- with a taste for traditional wargames done right. (If you are unfamiliar
- with the first two releases, Utah Beach and Velikiye Luki, look up the
- recent reviews in GameBytes to get a feel for the basics of the system.)
-
- Market Garden took place in the late summer of 1944 along a corrider
- centered on the highway between Eindhoven and Arnhem. General Montgomery
- evolved a plan to crack the last defenses of the Rhine river before the
- Germans could react, opening a clear path into Northern Germany and
- hopefully ending the war quickly. His attack involved dropping 3 airborne
- divisions close to the three largest bridges on the highway, with the
- objective of securing them and holding on until a large ground force could
- break out and string them together like pearls on a necklace. Unfotunately
- for him, the plans went off perfectly. The divisions dropped successfully,
- right into the jaws of the the 9th and 10th SS Panzer Divisions. They were
- enjoying a rest in Arnhem, building up strength and supplies and waiting
- to be reassigned. This happened much sooner than they expected.
-
- The British breakout went slower than was expected, as the addition of the
- SS divisions allowed the area's security forces to be shifted west to deal
- with the American and Polish paratroops, as well as the British. The
- advance eventually reached past Nijmegen, the last major town before
- Arnhem, but stalled before the British 1st Airborne division - the famed
- Red Devils - could be saved. The last remnants surrendered after almost two
- weeks of desperate fighting, which saw 3,000 of the remaining 6,000 men
- wounded. The bridge at Arnhem had been just one bridge too far.
-
- Arnhem finally fell in April of 1945, less than one month before the
- Russians tore the flag from the Reichstag. It was General Patton, not
- General Montgomery, who saw his troops first across the Rhine.
-
- This game has a number of new features for the series, mostly tweaks to the
- interface. A new box allows you to see the supply status of the selected
- unit, for example. You can also cycle through a stack of enemy units,
- something not allowed in Utah Beach.
-
- New units include many types of motorized units - machine gun battalions,
- mech recon (recce) and other fast types. One intriguing addition is the
- capability of engineers and specialized units to do bridge and ferry work,
- even to repair destroyed bridges in some cases. This is a welcome addition
- to the system.
-
- The game has the usual variants, mostly dealing with areas of operations -
- restricted or not; availability of "optional" units; air superiority or a
- random choice. The scenarios cover a few individual operations to capture
- some of the strategic towns, as well as the British breakout and the
- defense of Arnhem. The campaign scenario ties it all together. There is
- plenty to keep you playing.
-
- One of the attractive features of this series is the random setups
- introduced in otherwise identical scenarios. This allows a large number of
- replays. While you can't decide where to place each paratroop unit, you do
- have to deal with the problems of assembling and attacking after not just
- one but three airdrops into unfriendly territory. This coupled with the
- "fog of war" options to the game creates a wonderful sense of uncertainty
- as the paratroops struggle to their objectives. What is simple in one game
- is impossible in another - the variety is quite good.
-
- For lovers of Velikiye Luki and the wheel to wheel artillery barrage,
- there is the breakout of the British Corps. An interesting set piece
- battle, this features heavily supplied units attempting to force a river
- against determined German defenders. The Germans may even counter-attack
- if you give them the right opening, quite a galling occurence in the face
- of seemingly overwhelming odds. Of course, the victory depends more on
- bypassing the Germans rather than smashing them outright, making the task
- harder than it appears.
-
- So, Market Garden has some new features, lots of new units and a fresh
- battle within the system. What else does it have? Well, unfortunately,
- Atomic Games has fallen prey to the infestation of insectoid code manglers
- that seems to plague the industry.
-
- There are a few bugs in this game. One causes a crash; I don't know why it
- occurs, but it throws you out. Another can occur is you reset a units'
- supply value - it can't go back up to what it was! You can restart from a
- saved scenario, but if you reload without exitting the game first, the save
- file will be corrupted and lock up during the supply phase. (The solution
- to that is obvious - save often and never, ever, reload a game from within
- the game).
-
- These are mostly nuisances, however. The one to watch for occurs in a
- type of terrain called "polder". This is a marshy sort of ground that
- motorized vehicles cannot enter. If a vehicle rated bridge is blown in a
- polder hex, it will cut the road in, and your mechanized bridge engineers
- will not be able to get to it to fix it. You then cannot win unless you
- have another way across that river. This one is one to keep an eye out for.
- 360 promises a fix soon.
-
- One added advantage of this game is that it will Utah beach and Velikiye
- Luki to the new AI and features, and allow them to coexist in the same
- directory. One problem though - one of the UB scenarios and one of the VL
- scenarios are corrupted in the process. Again, fix coming soon.
-
- Let me stress that the bugs are not terrible. The game is 99% stable - all
- you really have to watch for is loading games and those couple of
- endangered bridges. Given 360's record with this series, this is a
- forgiveable state of affairs.
-
- One last hoped-for feature was not present; modem play. But it is also in
- development, so whenever it comes out it should be fitted to all three
- games.
-
- All in all, Market Garden is an entertaining game which stands up well to
- hard use and repeated play. I have never regretted getting any of the V
- For Victory games, and this one continues the seires with style. I look
- forward to the next release - Gold Juno Sword.
-
- This review is Copyright (C) 1993 by David Pipes for Game Bytes Magazine.
- All rights reserved.
-
-
- PACIFIC WAR from SSI
- Reviewed by Ken Fishkin
-
- Computer Graphics Memory
- Minimum 286 EGA 640k
- Max/Rec. 16-color VGA
-
- Control: Keyboard, Mouse (recommended)
- Sound: Adlib, Sound Blaster, SB Pro
-
- Reviewed version 1.x10 on: 386SX16 and 486DX250, each with SB, mouse
- Reviewer recommends: the more CPU power the better
-
- GAME TOPIC
-
- "Pacific War" (PW) is an extremely detailed strategic-level simulation of
- the Pacific Theater in WWII, designed by Gary Grigsby. The game is 2-
- player, with the second player either human- or computer-controlled.
-
- ONE-LINE SUMMARY
-
- A great hard-core wargame, once you get past the poor manual and UI.
-
- COPY PROTECTION
-
- Manual lookup.
-
- MANUAL
-
- While the manual seems nice at first read-through (nicely packaged, 155
- pp.), when you actually get into the game the manual is quite inadequate.
- Of the 155 paperback-sized pages, 30 are a reprint of a 20 year-old S&T
- article on the topic. Of the 125 remaining pages, 50-odd are charts and
- tables. This leaves 70 pages of explanation. For a game of this scope and
- detail, this is woefully insufficient. Many important details are not
- mentioned at all in the manual, or mentioned only in passing. Conversely,
- some simple commands are described three different times, _in the exact
- same language each time_.
-
- To give you a more precise idea of how lacking the manual is: the worth-
- its-weight-in-gold "pwhints6.txt" file, co-authored by Gary Grigsby, and
- largely devoted to explaining things not mentioned in the manual, is over
- 1900 lines - not much shorter than the manual itself! This file is
- available from forum (805;3) on GEnie, via ftp at ftp.ulowell.edu in /pub,
- or wuarchive.wustl.edu in /pub/MSDOS_UPLOADS.
-
- Finally, there is no index.
-
- GRAPHICS
-
- The graphics are decent EGA. They have a nice crispness to them, but are
- severely under-utilized. Many scalar quantities (size of land unit, size
- of air squadrons, amount of supplies, number of ships in port) are only
- shown as binary quantities.
-
- SOUND
-
- Practically none. There is a little opening tune, and that's it. This is
- too bad, because the end-of-turn phase takes a long time (5 minutes or so
- on my 386SX), and it would be _very_ useful if an audio cue let you know
- when it is done. Even a simple PC speaker beep would be plenty.
-
- BASIC GAME PLAY
-
- Each turn represents one week. To play the entire war will take over 150
- turns: this is a long, detailed game! Each week works in a "simultaneous-
- move" format: first the Japanese give all their orders, then the Allies,
- then the turn is resolved.
-
- This ordering of the Japanese orders before Allied orders is used very
- cleverly to incorporate the Allied advantage in cracking Japanese codes:
- each week, the Allies get to take a limited "peek" at a certain number of
- Japanese orders. The number of peeks, and information revealed in each
- peek, changes each week. Beautifully done.
-
- You give orders in 6 different areas: production, leadership, air, land,
- sea, and logistics.
-
- PRODUCTION
-
- Games of this type always have to decide whether they will allow players
- to "roll their own" armed forces, or give them the historical deployments.
- With one exception, PW uses the historical technique: players have no
- control over when land or sea units arrive, nor their strength, nor their
- initial location. On the other hand, this weakness is also a strength:
- units are historically named and rated. You don't move "12 points of
- infantry" to Mandalay - you move the 23rd Indian Infantry and the Gurkha
- regiment.
-
- The exception is in the area of airplane production. While you have no
- choice as to how many air squadrons you have, or their starting airplane
- type, you do get to choose which airplanes they eventually upgrade to -
- your factories can be tailored to produce different types of planes. When
- you wish, the squadron can upgrade to a newer or better model. This
- upgrading takes time and reduces experience - you have to trade off the
- future benefit versus the present loss. Great!
-
- VITAL NOTE: by default, the computer controls aircraft production. If you
- change production, your change will be _ignored_. To change production to
- human control, use the undocumented "alt/N" in versions x6 and later.
-
- LEADERSHIP
-
- Each side is controlled through a set of "headquarters" (HQs). An allied
- land unit in India, for example, falls under SEAC, one in Australia under
- ANZAC, and one in Alaska under "North Pacific". This comes into play in
- several ways.
-
- First of all, each turn each headquarters gets a certain number of
- "preparation points" (PPs). Virtually everything you do costs PPs. At the
- start of the war, the Allies have almost no PPs: it takes them a while to
- "get their act together". More aggressive leaders, among other things,
- "claim" more PPs for their HQ.
-
- In addition to aggressiveness, leaders have land, air, and sea combat
- ratings. When a unit gets into a fight, its behavior is partially
- determined by the attributes of its HQ leader.
-
- In addition to HQ leaders, you can also assign an "on-the-spot" leader.
- For example, you may decide that Admiral Mountbatten is better at
- coordinating SEAC overall, but Vinegar Joe Stillwell is the man for the
- Burma trail.
-
- Also, you can assign HQs to computer control: there is a _lot_ to track in
- this game, so you may want to, for example, delegate some "back-water" HQs
- to computer control.
-
- I loved the leader system, except that the game does a terrible job of
- allowing you to control the leader "resource". You have no way of seeing
- which leaders are available, and/or where they're currently assigned.
- This is particularly irritating because leaders don't retreat with their
- land units. If you assign Stillwell to Rangoon, and you have to retreat to
- Mandalay, Stillwell is still sitting there in (Japanese- controlled)
- Rangoon ("I can beat 'em all by myself!""). There is no way to find this
- out without clicking on Rangoon explicitly.
-
- AIR
-
- As mentioned earlier, you control each individual squadron: a squadron has
- between 1 and 60 planes, typically 30-50.
-
- Squadrons are based at airfields. Different airfields are different sizes.
- This affects both what type of plane can be stationed there (only bigger
- fields, for example, accept bombers), how many squadrons can be stationed
- there, and also how many planes each squadron can hold. If you send a huge
- squadron to a tiny air-strip, most of the planes get damaged. This is yet
- another excellent part of the game - it very accurately models your desire
- to control and/or upgrade certain "key" fields. Consider Henderson field
- at Guadalcanal: as a size "1" field, it can only take a 10-plane squadron
- of patrol craft. Upgraded to a "2" it can field 40 planes (2 squadrons of
- 20), and can now take fighter planes.
-
- Squadrons have an experience rating. This changes as they fight, as they
- train, or as they take on replacements (a crack squadron has its
- experience go down when new rookie pilots arrive).
-
- Squadrons are also rated indirectly by the type of plane they fly: its
- maneuverability, durability, payload, cannon, and range.
-
- Once at an airfield, squadrons can be given a "mission". This really isn't
- a mission, but rather a "stance": possible stances are "training", "day
- combat" (normal), "night combat" (fly at night - less risk, less reward),
- and "naval interdiction (keep an eye out for enemy shipping). You then
- specify a particular target base to attack, and your priority in the
- attack: the enemy airfield, ships in the port, land units, etc.
-
- This system works terrifically well, except, again, for severe flaws in
- squadron management. There is no visual way to see which airfields have a
- lot, and which a little, air power (you only see a binary yes/no). While
- you can obtain a list of all the squadrons, it doesn't show their mission
- or base - you have to visit each squadron explicitly. Finally, if you
- assign a target base which is outside the squadron's range, you are not
- told so - you only find out next week, when you see that nothing happened.
-
- Another bug/feature is that each week an air unit repairs 3/4 of its
- damaged planes. If you have a 60-plane squadron with 40 damaged planes,
- the ground crew can fix 30 in a week. If it only has 2 damaged planes,
- though, only _1_ gets fixed!
-
- LAND
-
- As mentioned earlier, you control individual land units. These vary
- greatly in size: from Army (some of the Chinese land units), all the way
- down to Battalion (marine garrisons). The bigger the land unit, the more
- PPs it costs to "activate it" - get it to move or fight. In an homage to
- the gung-ho marines, the 1st US Marine Division is _always_ activated.
- Semper fi, boys!
-
- Like air units, land units have an "experience" rating. In addition, they
- have a "readiness". This vital figure is almost always at maximum, except
- for just after a land unit moves, or when its supplies are interdicted
- (see "LOGISTICS").
-
- In addition to size, land units are rated on artillery and armor.
-
- Combat occurs when two sides put units in the same square. Combat favors
- the defender, and losses on both sides diminish in rougher terrain. Put
- these two together, and most combats become long wars of attrition,
- decided more by logistics and air/sea bombardment than by fighting skill.
- The only exception is the invasion of an "atoll", which is an all-or-
- nothing proposition - knock the defenders off, or get pushed back into the
- sea.
-
- This system works terrifically, except, again, for flaws in management
- (see a common theme yet?). There is no visual way to see how much land
- strength is allocated where - only a binary. While you can get a list of
- land units, you can't see their strength, readiness, or leader - you have
- to click individually over each base.
-
- SEA
-
- Believe it or not, the game works on an individual ship basis for all but
- the smallest ships. Since you're dealing with the entire Pacific Theater
- here, that's a lot of ships to track. Ships are rated in a zillion
- categories: anti-aircraft ability, cargo capacity, armor, durability, fuel
- consumption, etc., etc., etc.
-
- Thankfully, you do not give orders to each ship. Rather, you form packages
- of ships into "Task Forces" (TF). There are about 6 types of TF: surface
- combat, carrier, transport, and so forth. The computer can automatically
- pick the ships to go into the task force from those available at the port,
- or you can do it manually. Leaders are also assigned on a per-TF basis.
-
- Once a TF has formed, you can tell it where to move, and where it's home
- base is (by default where it's created). If it's a cargo/transport TF,
- you manually load it up.
-
- Furthermore, you can tell the TF what to do when it gets near its
- destination: how close to get to it (you may want a TF to "stand off" from
- an enemy base, for example), and whether the TF should return to its home
- base immediately, or stay "on station". Staying around on station lets you
- fight there longer, of course, but it also sucks down fuel.
-
- This system is great except for, again, severe flaws in information
- presentation. There is no way to see which TFs have which leaders, other
- than manually clicking on each one. There is no way to see which ports
- have a lot of units lying around in them (you only see a binary lots /
- less-than-lots). Finally, if you assign a TF a move for which it has
- insufficient fuel, you are given no warning. While you sometimes want to
- do this (you can re-fuel at sea), sometimes you don't - I lost a 30-ship
- squadron of PT boats by getting this wrong. Now I know why people complain
- about Unix...
-
- LOGISTICS
-
- As the saying goes, "amateurs talk strategy: pros talk logistics".
- Logistics played a vital part in the war in the Pacific: logistics
- accordingly plays a vital part in the simulation. Designers usually don't
- tackle logistics, as it's difficult to get a handle on and often knocked
- as "boring". Mr. Grigsby deserves credit for putting it in, and doing a
- good job of it.
-
- To make a long story short, land units need supplies, air and sea units
- need fuel (I'll refer to both fuel and supplies as "supplies" - sorry,
- it's a good word!). If units don't get the supply they need, they lose
- effectiveness. Each base stores a certain amount of supplies. If you're
- lucky, the base is not threatened by the enemy, in which case it gets a
- certain amount of supply "dumped off" each turn. If you're not lucky, or
- if the default amount "dumped off" isn't enough for you, you have to
- explicitly ferry the supplies there, either by air (there is an air-drop
- capability), by land (supplies "ooze" by land: unfortunately, you can't
- control this), or by sea. Sea supply is the most important, the most
- common, and the best handled: you create TFs, explicitly load them with
- explicit types of supply, and then send them on their way. Of course, if
- they're sailing into harms way, you need to clear the path. In 1942-44,
- in fact, protecting supply convoys is really the raison d'etre for your
- navy!
-
- To cite a particular historical example which is perfectly represented in
- the game, suppose you are barely holding on to Guadalcanal. You would like
- to upgrade Henderson field, so more planes can be stationed there. You
- would also like your land units to get more bullets. You need to send
- supplies to enable the upgrade, and to fuel whatever planes are there
- already. Finally, if you're using it as a naval base, those units need
- fuel too!
-
- Mr. Grigsby has done a very good job modeling a very difficult system
- here. While it's not perfect (you can't control land supply, and it's a
- mystery to me how it determines how much "routine supply" gets dumped
- off), it's close.
-
- AI
-
- Considering all the stuff to juggle in this game, the AI does a very good
- job. While it's not a brilliant opponent, it's solid and capable. It's
- particularly good at catching any glaring errors you make.
-
- Unfortunately, you can't tune the AI - it would be nice if you could "dumb
- it down" at the start, or if you could set AI "personality".
-
- UI
-
- User Interface refers both to how easy it is to accomplish a task
- ("Command management"), and how easy it is to decide that you want to
- perform that task ("Information management").
-
- COMMAND MANAGEMENT
-
- Command management is poor. Sometimes you use the right-mouse button to _
- complete_ an operation, and sometimes to _abort_ it. Needless to say, this
- takes a lot of getting used to! This is made worse by the inexplicable
- binding of the Escape key, not to abort, but rather to "right-mouse". This
- leads to the thoroughly counter-intuitive phenomenon of sometimes using
- the Escape key to complete an action, and sometimes using it to _not_
- complete an action.
-
- Another minor irritant is that while many commands are bound to hot-keys,
- those bindings are not shown on the display: it would help a lot for
- memorization if they were.
-
- INFORMATION MANAGEMENT
-
- Information management is very important for a game with this much
- information. And the game, I regret to say, does a terrible job of it. I
- mentioned a number of specific examples earlier in the review. I could
- write page after page of examples, but will contain myself to a
- representative few more:
-
- 1) You are often told that a certain event is happening at a certain base:
- "Wewak", say. OK, where in the name of creation is "Wewak"? There is no
- list of names in the rules. There is no "find base" command. There is no
- "show me all the places where this event is happening" command. Your only
- recourse is to click all over the map until you see the name "Wewak" flash
- by.
-
- 2) You should move your submarines (yes, there's submarine warfare too!)
- when they stop getting sinkings. But you are not told how many sinkings a
- submarine had last turn, only how many it has had since it last left port.
- You have to keep a piece of paper handy and write down this number for
- each sub each turn, and do the math yourself. Similarly, the only way to
- notice when your subs are getting sunk is to track the number of subs/wolf
- pack displayed each turn.
-
- 3) You need to do ASW patrols where enemy sub action is heaviest. But this
- is never shown in the battle report! You need to keep your eyes glued on
- the end-of-turn processing and watch for it.
-
- 4) When you load an air unit onto merchant ships for transport, you are
- not told how many planes the ship can handle - you only find out when you
- unload, and see to your dismay that some/many of your planes have
- vanished.
-
- 5) Naval units of a particular type vary drastically in their abilities.
- Some destroyers are excellent at A-A, for example,while others are
- terrible. The ship display, however, does not give you this information
- directly: it just dumps the exact armament, and leaves you to figure out.
- Thankfully, the most recent issue of CGW has a table which extracts this
- information for you.
-
- SUMMARY
-
- Playing Pacific War is like driving a hot sports car in which none of the
- gauges are labeled, the speedometer is in yards/second, and the steering
- wheel is on the right-hand side: once you can get past the interface,
- you're in great shape!
-
- While I hate the UI in this game, the underlying part is so addictive that
- I joined GEnie _for no other reason_ than to download the latest patch and
- the hints file for this game.
-
- This review is Copyright (C) 1993 by Ken Fishkin for Game Bytes Magazine.
- All rights reserved.
-
-
- PINEHURST RESORT & COUNTRY CLUB: SVGA EDITION by Access
- Reviewed by Brian Chung
-
- Requirements: PINEHURST requires LINKS, LINKS386 PRO or MICROSOFT GOLF.
-
- PINEHURST RESORT & COUNTRY CLUB is the latest addition to the growing list
- of SVGA courses available for LINKS, LINKS386 PRO and MICROSOFT GOLF. And
- it certainly is another triumph by Access.
-
- The actual Pinehurst Resort and Country Club is a golf resort with seven
- championship courses tucked away in a North Carolina forest. Of the seven,
- Access has painstakingly reproduced the verdant beauty of Number Two
- Course, known for hosting PGA Championships and the Ryder Cup. The first
- thing one notices is the new intro screen. It is the aerial shot of the
- clubhouse with an 1-800 number that one can call to get information about
- the golf tour packages. As the first hole appears, one will notice
- pinetrees, pinetrees and more pinetrees! By the time I finished my first
- round, I found out why this course was called PINEHURST. According to a
- little promotional card I received, the pictures of Pinehurst Number Two
- was digitized with the help of the new Kodak CD Photo technology. And one
- can certainly see how detailed this course is. For examply, as I was
- standing on the 18th hole green, I could even see the little shrubberies
- planted around the club house. I really felt like I was in North
- Carolina!
-
- I would rate the course itself as easy to medium easy. The most difficult
- part about playing PINEHURST is the lack of space outside the fairways.
- All the fairways are lined with pinetrees that seem to form a solid wall
- sometimes. To add insult to injury, couple of holes even have huge
- bunkers that run the entire length of the fairways on one side. The trick
- is to learn to shoot straight. If one stays within the narrow fairways,
- there will not be too much trouble. But if one strays onto the rough, the
- pinetree walls will raise the score faster than one can say "Did I hit a
- tree?" The greens are not too difficult to navigate through, and the dog-
- legs are not too difficult either. Overall, the course is quite easy.
- Just remember. Shoot straight.
-
- PINEHURST comes along with a real score card, a new "splash" screen, and
- v1.09 of the LINKS386 executable. Unfortunately, it doesn't tell you what
- v1.09 fixes, but I have not seen any changes in LINKS386. There is one
- minor difference between PINEHURST and the other SVGA courses. The "top"
- view for PINEHURST labels some of the structures in the course. So now we
- know where the driving range is, although we can't practice there. And if
- anyone out there knows what that Greek temple-looking building is behind
- the green of the fifth hole, the author would like to hear from you.
-
- In conclusion, PINEHURST is a welcome addition to the list of SVGA courses
- available from Access. The course itself is not too difficult, as long as
- one shoots straight. And the charm of North Carolina's pinetree forest
- will dazzle your senses. Kudos to Access for bringing us another great
- course.
-
- This review is Copyright (C) 1993 by Brian Chung. All rights reserved.
- POPULOUS II: TRIALS OF THE OLYMPIAN GODS by Bullfrog
- Reviewed by Damon Wischik
-
- SYSTEM REQUIREMENTS
-
- CPU: IBM PC or compatible
- Space: Hard disk, 11MB free
- Input: Mouse
- OS: DOS 3.3 or above
- Memory: Expanded Memory (EMS): 272K or 1040K depending on mode
- Graphics: Low-res (320*200*256) or High-res (640*480*16).
- [I recommend a fast graphics card for high-res mode.]
- Sound: Soundblaster only
- Notes: No copy protection
-
- Reviewd on a Viglen 386DX 25MHz with Paradise SVGA.
-
- INTRODUCTION ------------
-
- POPULOUS was a thoroughly original and groundbreaking program, which has
- deservedly become a classic. POPULOUS II is essentially a modern release
- of Populous: while technically the graphics and options have improved
- tremendously, the gameplay is pretty much the same. This has soured me
- somewhat: having exhausted my Populability by playing hundreds of levels
- of the original, does version II have enough new features to go through it
- all again?
-
- For those few unfamiliar with Populous, here is a brief overview. The game
- is played on a square landscape, viewed isometrically. You, as a deity,
- must control your people to overcome the enemy. Your opponent deity is
- played by the computer. Your people settle, breed, and fight, and you must
- use these capabilities as well as an arsenal of divine effects to wipe out
- the enemy.
-
- Originally, Populous was the only game of its kind. But now, given Maxis
- with SIMCITY and various other Sims, there is a new question: is Populous
- II arcade or strategy? The simple answer is - both. Especially at the
- beginning of the game, there are important decisions to be made about
- where to start and what your priorities should be. But as the action hots
- up, there is barely enough time to volcano the enemy as well as protect
- your leader from falling into a swamp, making sure the enemy heroes get
- nowhere near your cities, and choosing where to expand, let alone make
- strategic decisions. Essentially, I am sure Populous II is more arcade
- than strategy. I sometimes wonder what Maxis might have done with the
- concept: those funny little triangles for total control over what your
- people do? Poor graphics? Complicated rules?
-
- INSTALLATION ------------
-
- There were no problems, except crashing when I tried to install on a hard
- disk with too little space free.
-
- I will include mention of the pathetic introduction here, as you are
- unlikely to keep it on longer than one view. Mediocre music, looping
- cartoon animation... fortunately the manual says which files to delete.
- What a waste of disk space.
-
- GAME MECHANICS --------------
-
- Onto some detailed description. On each level, you each start off with a
- small number of people, typically separated by sea. As a deity you use
- your powers to help your people to settle, and to destroy the opponent's
- people.
-
- Among these powers are effects such as raising and lowering land, building
- walls, and also starting pillars and rains of fire, whirlpools, volcanoes,
- and many others. The effects are divided into six categories: people,
- vegetation, earth, air, fire and water. Each category has five effects,
- only certain of which will be enabled on a given level. Your ability to
- use these effects is given by your Mana, which increases as your people
- farm land, and is used up by doing these effects.
-
- As well as these direct interventions, you can influence your people more
- subtly. There are four ways to influence your people:
-
- * Settle directs them to build houses and settle land.
- * Fight directs them to attack the enemy.
- * Gather tells them to combine together to create stronger people.
- * Go to Papal Magnet causes them to be attracted to your leader,
- who in turn will go towards your Papal Magnet.
-
- Thus you can only control your people through their leader. If your leader
- is destroyed, the first settler to reach the Papal Magnet become your new
- leader. Certain effects apply only to the leader: those that convert him
- into a Hero, who rushes toward enemy land and people and fights them.
-
- Some of the effects will be familiar to players of the original; most are
- new. All have cute graphics, and some sound. Here is a detailed list of
- some of these effects:
-
- * Place Papal Magnet: Self explanatory. You use this to control where your
- people go: place it safely behind walls to allow your people to gather
- safely and create a strong leader; put it in the middle of the sea to
- expand your settlements; place it in the heart of enemy territory for
- conquest. Be careful not to loose it: if your people have no access to it,
- you won't be able to create a leader.
-
- * Fungus: Plants a deadly spreading fungus in enemy territory. Set up the
- right configuration, and watch it spread. Those familiar with Conway's
- Game of Life will recognize the growth patterns: I haven't yet built a
- glider gun, but it would certainly be interesting!
-
- * City Walls: At first, this seemed useless - but I was soon thankful for
- it, protecting my people from enemy Heroes, or keeping enemy people away
- from their Papal Magnet.
-
- * Volcano: Creates a towering mountain of rock, rains fire, and releases
- lava flows, which flow until stopped by ridges. * Helen of Troy: converts
- your leaders into the legendary beauty Helen of Troy, who will lure enemy
- people to leave their settlements and follow her.
-
- These are your tools, and the care with which you use them will determine
- whether you succeed or fail.
-
- INTERFACE ---------
-
- There are two views: a small overview of the entire world, and a larger
- close-up view of a selected area, selected by clicking on the overview map
- and scrolled with cursor keys. The buttons on the bottom of the screen let
- you choose effects and influences: choose a category, click on an effect,
- and click on the close-up to have that effect. There is also a colosseum
- which fills up with red and blue people, indicating your relative
- strengths, and also detailed information on a particular player or
- dwelling you have selected.
-
- New in Populous II is the full screen mode. This abbreviates the small map
- and icons, does away with the colosseum, and enlarges the close-up playing
- area. This is undoubtedly useful at times: unfortunately, so is the larger
- world overview. I thus found myself switching between the two regularly,
- which was a nuisance. Perhaps a better compromise in screen layout could
- have been achieved.
-
- The option screens are terribly thought out. It seems at Bullfrog they
- haven't even heard of Windows, let alone seen it. The are no distinctions
- between radio buttons, check boxes and buttons; the font is too big, and
- the layout is cluttered. Fortunately, these screens are used very little
- in the game.
-
- One _major_ difference is the option of Computer Assist. Here, the
- computer will help you by building for you, leaving you free to
- concentrate on the more interesting aspects of the game.
-
- OVERALL AIM -----------
-
- These levels have been wrapped up in a strategy, unlike the original. You,
- as bastard son of Zeus, seek to prove yourself worthy to sit with the gods
- on Mount Olympus. Zeus has set you a challenge of conquering a thousand
- worlds before you will be expected - with the Father of the Gods himself
- as your final opponent. Fortunately you don't have to play all thousand!
- You typically advance five or so levels after each win. Each level is
- played against one of the Greek pantheon.
-
- Also unlike the original is a small amount of character determination. You
- can select your appearance from an array of hats, eyes, mouths and chins.
- Supposedly this alters how your opponents attack you: choose a warrior
- face and they will be direct; choose a scholar face and they will be
- correspondingly devious. This aspect was too subtle for me to notice: my
- character seemed to have little effect on the enemy characteristics.
-
- Having chosen your character, you then allocate skill in the six effect
- categories. At the end of each level, you will be given lightning bolts,
- or skill points, to distribute, depending on how well the computer judges
- your play. Again, this didn't seem very relevant: I just allocated them
- evenly, and played on.
-
- CUSTOM GAME -----------
-
- You can either play the conquest game, described above, or you can
- customize. You can choose, for example, whether falling in water is fatal,
- and whether raise/lower is allowed. You can paint the screen, and you can
- specify which effects are allowed. (But only out of those made available
- on the conquest game so far: a nice touch). And, best of all, you can play
- with an opponent via serial cable or network. Next week when I get a new
- computer I will try this out straight away; but from my experiences with
- Populous, it should be thoroughly enthralling. Warning: the manual says,
- 'Two player mode may not work on computers that run at different speeds.
- If one of the systems you are using is faster than the other, you may be
- able to make them run at the same speed by turning off the Turbo button on
- the faster system.'
-
- GRAPHICS AND SOUND ------------------
-
- The graphics were impressive. The characters are cute, the picture is
- clear, the effects are appropriate. Technically, very good. In high-res
- mode, however, the game slowed so much as to become unplayable, due to my
- slow (Paradise 512K) video card. But then, low-res graphics were perfectly
- fine.
-
- Sound was a big let down. Gone are the throbbing heart-beats of the Amiga
- version; us PC owners only get a few digitized sounds, which get pretty
- tedious. Particularly the caw-caw of plague birds got so irritating I
- turned the sound off completely.
-
-
-
- GAMEPLAY --------
-
- And now for some subjective opinions. To answer the question I originally
- posed, No, I don't think Populous II has enough to keep me coming back,
- after spending so long on Populous. The new version hasn't fixed the most
- important gameplay problem: that Populous II has more civil engineering
- than being a god. Such a lot of effort is spent simply flattening the land
- for your people to settle. Granted, the computer assist can do this for
- you - but still, flattening land isn't the point of being a god. On one
- level, where raise/lower was turned off, I enjoyed myself much more: you
- actually had to take into account the lay of the land in deciding your
- strategy.
-
- The feel of play has in one respect changed: in Populous II you can
- totally surround an isolated enemy settlement, yet spend a long time
- waiting for your people to destroy it. This was off-putting at first: I
- put by people into Fight, and expected them to clean up any enemy in my
- heartlands - but they didn't. This brings the localized effects, like
- Lightning Storm, to the fore, allowing you to target a selected individual
- or settlement and eliminate it.
-
- The Populous magic still remains, which is good news. I was playing along
- quite happily, conquering world after world, when suddenly I found myself
- overrun - which infuriated me, causing me to modify my strategies and try
- and try again until I succeeded. There can be quite a savage feeling of
- triumph at completing a level, more so than in the original, especially
- when it is after many attempts. On the other hand, on a few levels, it was
- just a case of slowly building up my people, not doing anything special,
- and just waiting, while they gradually outnumbered the enemy. And when
- they had outnumbered the enemy, it was equally tedious waiting for the end
- of the level. Most levels do have the right balance.
-
- This brings up the issue of the games Artificial Intelligence. Of course
- AI is a very advanced topic; yet I can't help but feel disappointed when I
- see the enemy simply walking around the fortress I have built enclosing
- their Papal Magnet. Eventually the computer gets fed up and sends a
- hurricane to try and damage the fortress; but no human player would ever
- have waited. On each level you are reminded it is only a computer you are
- playing against - but then, overall, I have mentioned the feeling of
- triumph that could only be evinced if I was at least part-convinced I was
- playing a person.
-
- In summary, Populous II is up-to-scratch for a modern game. But I have by
- now become a little bored with the Populous concept, and I won't be
- finishing this game for a while. If you have never played Populous, I
- would strongly recommend you try out this game; if you have played it to
- death then think carefully and preferably try it out before buying.
-
- This review is Copyright (C) 1993 by Damon Wischik. All rights reserved.
-
- --------------------------------------------------------------------------
-
- POPULOUS 2 by Bullfrog Productions
- Reviewed by Carl Muckenhoupt
-
- Computer Graphics Memory Disk Space
- Minimum 386 VGA 480K base, 272K EMS 11 MB
- Max/Rec. 617K base, 1040K EMS
-
- Control: mouse/keyboard (mouse HIGHLY recommended)
- Sound: Sound Blaster or internal speaker only
-
- Reviewed on: 386-40, SB, installed in lo-res 256-color mode
-
- Over a year ago now, I got my first taste of POPULOUS 2, on a friend's
- Amiga. It inspired me to buy a copy of POPULOUS 1 for my IBM machine and
- wait eagerly for the inevitable IBM version of POP 2. Now that it is out,
- I am not disappointed: it is a faithful translation of the Amiga version,
- graphics, sound effects, and all.
-
- POPULOUS was based on an innovative idea: a realtime wargame with a
- terrain editor. Sure, there were wargames with terrain editors before,
- but in POPULOUS, both ran simultaneously. While your people walked
- around, settling in new areas and fighting with the opponent, the player
- would be busy flattening out hills to make more farmland or sinking the
- opponent's territory into the sea. To explain this, the authors decided
- that the player plays the part of a god, able to intervene in mortal
- affairs by creating various natural disasters.
-
- POPULOUS 2 takes this idea farther: the player is an aspiring god of
- Olympus, pitted against various deities from Greek mythology with
- different powers and different strategies. There are 1000 levels in all,
- but winning a level advances you through more than one, depending on how
- well you did. Between screens, you choose which of your deities' skills
- to improve, lending a touch of role-playing to what is essentially still a
- wargame. Alternately, you can create your own map, or play against a
- human opponent via modem.
-
- The forms of divine intervention are more varied than in POP 1. In
- particular, there are creative as well as destructive powers. In some
- screens, for instance, you can cause trees to grow around your
- settlements. Why? People like living in pleasantly wooded areas. The
- happier your people are, the more devout they are, and the more devout
- (and numerous) your worshippers, the greater your power. Those powers that
- are destructive tend to be destructive on a grand scale, and hard to
- control once released. Considerable planning must go into preparing an
- effective tidal wave, including buliding large hills to protect your own
- population. Finally, some powers simply spread chaos, such as the
- baptismal fonts that reverse the alignment of anyone who wanders into
- them.
-
- The forms of divine intervention available to you are divided into six
- "elemnts": fire, water, air, earth, people, and plants. Every element
- has six powers, for 36 powers in all. Add to this the various free
- actions, such as telling your people to migrate, and you have one monster
- of a user interface to contend with. Thus, the authors have done their
- best to smooth down the learning curve. When I first played POP 2, with
- no experience with POP 1, I managed to advance pretty well with no idea of
- what I was doing and without looking at the manual. Knowledge of POP 1
- helps you get through the early screens faster, but the first 50 levels or
- so (and remember, you advance several levels at a time) are essentially a
- tutorial.
-
- Gameplay is much better than in POP 1. For one thing, it's more varied.
- Not all of the 36 powers are available on any given level, so sometimes
- you are forced to deal with only using a few powers that you haven't
- gotten used to yet. This helps to keep the game fresh, as does the
- variety of opponents. The other improvement in gameplay is the speed. In
- POP 1, the most frustrating thing the player had to do was wait for his
- power to increase to the point where he could use raise/lower land, the
- smallest and most useful of the powers. This has not yet happened to me
- in POP 2. The chief limiting factor is not power, but attention: there is
- simply too much going on for the player to keep track of it all. Instead,
- you have to decide what is worth keeping track of.
-
- Graphics are much better than in POP 1 - smoother, faster, and more
- realistic. The natural disasters look like natural disasters. One notable
- improvement is a full screen mode, which allows the player a larger window
- into the map. This quickly became my preferred play mode. It makes
- scrolling around a little slower, but at 40 MHz, the scrolling was a
- little hard to control anyway. Switching screen modes is as easy as
- pressing a button.
-
- The opening cartoon is simply stunning, with high-quality, probably
- raytraced, images of plaetary formation and shifting continents. This
- takes up about 5 MB on disk, or almost as much as the rest of the game!
- Fortunately, it can be erased without any harm, but it there doesn't seem
- to be any way to avoid installing it.
-
- Games can be saved in the middle of a screen, but saving your deity
- between levels saves your progress in the game. Each level has a lengthy
- password of random characters associated with it as well, but there is no
- reason to record them, unless you want to skip ahead with another deity.
- There is no key-word copy protection in this game.
-
- Making a sequel to a classic is always risky. Too often, the intended
- improvements turn out to simply mar the elegance of the origianl.
- Bullfrog Productions has avoided this well, while removing the major flaws
- of POP 1. Let us hope that Psygnosis will be as successful with LEMMINGS
- 2.
-
- This review is Copyright (C) 1993 by Carl Muckenhoupt. All rights
- reserved.
-
-
-
- RINGWORLD: REVENGE OF THE PATRIARCH by Tsunami Media, Inc.
- Review by Sean Morgan
-
- Minimum System Needed:
-
- 386SX, 16Mhz or better
- DOS 5.0
- 640Kb with 590,000 bytes available
- VGA adapter (MCGA not supported)
- Supports Roland, MT-32/LAPC-1, ProAudio Spectrum, AdLib, SoundBlaster
-
- Hard disk with 10Mb available
- Microsoft compatible mouse
- 3.5" high density disk drive
-
- Review Platform:
-
- 386/33, SoundBlaster, SVGA monitor, 4 MB
-
- Capsule Summary: 7 out of 10. Great graphics and music, but a little
- buggy and slow. About as challenging as any other adventure game, but not
- too many hours of play, and the characters are uninvolving. I'm not a big
- fan of adventure games, but I liked this one, primarily because of the
- classic science fiction angle.
-
- The game RINGWORLD takes place mostly on, well, the Ringworld of Larry
- Niven's Known Space (the Ringworld is a hoop shaped construct that has a
- star at the center for a power supply--it's BIG). The action takes place
- twenty years after Louis Wu and the Kilrathi (oops, Kzin) Speaker-to-
- Animals have returned from the Ringworld. Humans and Kzinti are at peace,
- and have jointly built an unarmed Hyperdrive II exploration ship with the
- knowledge acquired by Wu and StA. However the Kzinti are upset with the
- discovery that the puppeteers have been breeding them for passivity, thus
- the subtitle, REVENGE OF THE [Kzinti] PATRIARCH. Obviously the breeding
- program wasn't too successful, since the Kzinti have secretly built their
- own version of the Hyperdrive II ship, and it is armed to the teeth. You
- have to go to the Ringworld for a technofix to defeat this threat. You
- even get to visit the Map of the Earth in this game, a very small fraction
- of the total surface area of the world that was turned over to a full-size
- replica of the Earth. I have always wondered about that area, ever since
- I saw it in the books.
-
- RINGWORLD is an adventure game, so you cannot freely roam around the map.
- The charter for the new USENET news group comp.sys.ibm.pc.games.adventure
- describes RINGWORLD very well:
-
- "Adventure games are generally games in which an unchanging character is
- presented with puzzles, problems and obstacles which must be solved to
- attain the game's goal. Generally, combat is not a major feature of the
- game, and all players are confronted with the same puzzles in the path to
- the solution. These games usually transport the character from place to
- place in discrete steps, using stylized art to enhance the backdrop and
- setting of the game, and present the player with unique puzzles that have
- unique solutions. Examples include the King's Quest series and the
- Indiana Jones Adventure series."
-
- In RINGWORLD the play revolves around watching a lot of cinematic scenes
- (some quite long) that lead into puzzles. The action stops while you try
- to figure out which of the (very few) items in you bag might be useful, or
- which of the objects around you have a purpose. As with any RPG, look at
- everything, take everything not nailed down, and try every thing on
- everything else. Notice that "write everything down" does not appear on
- this list (more on that later). Very little exploration or inventory
- building is required in this game (and no skill building, like in a role
- playing game).
-
- RINGWORLD uses the full screen approach, much like KING'S QUEST 5, STAR
- TREK 25TH ANNIVERSARY, and ULTIMA 7. There is lots of mouse action, and
- very little keyboarding, but the mouse interface wasn't as well used as in
- those other games. It was a little awkward to keep popping up the menu to
- choose the next function (touch, walk, look, talk, etc., much like in the
- ST25). It would have been improved by using one of the mouse keys to
- either cycle through the functions or toggle back and forth to the last
- one used, like in KQ5. Alternatively they could have made use of double-
- clicks like U7. (Why, oh why doesn't anyone offer an option to use the
- third mouse button for those of us who have one?!).
-
- The game is a little buggy, but not enough to seriously detract from the
- play. Tsunami took the odd route of notifying the user that the program
- had bugged out, and any saved games from that point on would not work, but
- you can continue to play. The great majority of players would drop out to
- DOS then anyway, so they could have just done that for you. "Oh no, our
- game doesn't crash, it just won't allow you save usable files sometimes."
-
- The sound effects seemed muted somehow, even with the software volume
- control cranked up. There was no digitized speech that I can recall
- (except when configuring, odd that), but there was a good variety in the
- tunes.
-
- It is ssloooow -- not the animation so much, but the time it takes to load
- up between scenes. This is especially annoying during conversations
- (mostly non-interactive) where the scene switches between close-up shots
- of the characters as they talk. I once waited about 5 seconds to see a
- character say something like, "Really?", and then 5 more to go back to the
- first character to elaborate.
-
- Actually the animation is a little annoying too, such as when waiting for
- a character to walk into the distance from the foreground (or the reverse
- of course). It would have helped to have been able to crank up the
- walking velocity, like in KQ5 again (sorry, I haven't played KQ6, I am not
- a big fan of fantasy stuff, just SF. I only played U7 out of respect to
- fond memories of Ultima II, but I digress).
-
- During the (text-based) conversations a selection of responses is
- occasionally offered. Unlike in, say, U7 or DUNE (#1), the menu is not
- merely to choose between different actions. It gave the appearance of
- irreversably affecting the game play. There was no going back to talk to
- the same person again as in U7. If I hadn't saved the game for a while, I
- got pretty nervous every time I saw a dialogue menu.
-
- I liked that in many of the scenery shots, you can see the ring extending
- up into the distance. I found that to be an important detail, to remind
- that I was "on" the Ringworld.
-
- A further point in favor of the scenery is that many times the picture
- will pan with you as you move. This gives a good panoramic effect,
- especially pleasing on some of the more picturesque sequences.
-
- There is minimal copy protection. The manual check is moderately involved
- but occurs only once (a little way into the game). I guarantee that no
- one will bother to crack this one. Except for that, and the seven
- paragraphs describing the background story, there is very little reason to
- read the manual, even for a habitual manual reader like myself ("There's
- got to be a clue in here somewhere!"). You can just jump right in and
- start clicking.
-
- Another nice feature is that there is hardly any note taking. I only had
- to grab a pencil twice in the whole game, and if I was able to remember
- seven plus or minus two things like I am supposed to be able to, I
- wouldn't have even needed it those times. The flow of the game is
- (mostly) linear, in that each problem must be solved as it occurs. This
- eliminates the need to create maps or notes on things to come back to days
- (or weeks) later.
-
- This does not mean that the puzzles are always easy. I got stuck a couple
- of time and had to get help over the internet (special thanks Byungwook YU
- [not Wu] at McGill). Small warning: the 1-900 number for tips doesn't
- work in Canada. In general, a little more perseverance on my part and I
- probably could have gotten it. No spoilers here, but if you get into
- trouble, check your assumptions. Have you really tried everything on
- everything else? Are you sure? Try them again.
-
- The game seemed to be over pretty quickly, five or six sessions of a
- couple of hours each. The shear size of the game (7 HD disks) had led me
- to expect more.
-
- Bottom line: unless you are a big Ringworld fan, the game is too short to
- be worth the money. If you are looking for a science fiction adventure
- game, get ST25 or Dune (1) instead.
-
- This review is Copyright (C) 1993 by Sean Morgan. All rights reserved.
- SOUND, GRAPHICS & AIRCRAFT UPGRADE for Microsoft Flight Simulator
- by Mallard
-
- Reviewed by J. Ollinger
-
- I have a mode for FS4 called "Concorde at Concord." I'm sitting in the
- left seat in the cockpit of the world's only flying commercial SST, the
- Concorde. We are sitting on Runway 31 on Buchanan Airport in Concord,
- California, which is located just east of San Francisco.
-
- We go through the checklist and everything looks okay. It's a beautiful
- autumn night, a few scattered clouds and the famous San Francisco fog
- over the bay. My copilot tunes in Buchanan's ATIS and there's no real
- weather to worry about.
-
- I engage the parking brake, extend the flaps, fire up the engine and wait
- for the whine to reach an ear-piercing shriek. I flip the brakes off and
- begin rolling down the runway. It is a short runway for the Concorde,
- but I can get off the ground with a little room to spare. Almost as soon
- as we're off the ground, I draw up the gear and swing the nose to San
- Francisco.
-
- The speed keeps picking up, 200 kts. 300 kts. 400 kts. I start
- throttling back and the whine subsides. I can hear the voice in my head.
- It is the Golden Gate bridge. It has beckoned me before.
-
- "James....James....fly under me, James...."
-
- I look at my copilot and he looks back at me blankly. He is not haunted
- by the ghostly yearnings of suspension bridges.
-
- I leave the seatbelt light on and flip on the intercom to the cabin.
- "Ladies and gentlemen, this is your captain speaking. Welcome to Flight
- 102 nonstop to Honolulu. Now if you look out your windows, you are going
- to get a rare treat indeed. Not only will you see one of the most famous
- sights on earth, San Francisco at night, but you are going to be able to
- see the underside of the Golden Gate Bridge as we fly under it at a
- little over the speed of sound."
-
- The airspeed indicator reads over 600 kts, and things are starting to get
- hairy. I have corrected the course and I am now flying approximately 200
- feet above sea level, with the bridge right in front of me. Or is it? As
- the speed creeps up, the bridge starts to waver horizontally. It starts
- jerking back and forth wildly. I look at my hands and I look at the
- instruments, and I know I'm rock steady, but one instant we're heading
- for the bridge and another instant we're going to buzz The Presidio.
-
- The copilot laughs in a staccato, growling bark. "Listen to the
- passengers scream."
-
- My eyes are fixed on the altimeter and the attitude indicator, but I can
- see the bridge flash over my head. I've done it. Time to climb out and
- set sail for paradise.
-
-
- Because I live in Northern California, I fly every airplane available
- around my local geography, and if the Golden Gate happens to be nearby,
- the bridge begs me to fly underneath it once more. When I only had FS4,
- I flew under the bay bridges so often in the Cessna and Lear that life
- got pretty dull. But then Mallard's SOUND, GRAPHIC AND AIRCRAFT UPGRADE
- (SGA) came along and gave me a whole new lease on life.
-
- The SGA is one of two packages that add aircraft to Microsoft Flight
- Simulator (FS4). The first was the Aircraft and Scenery Designer from
- Microsoft, which added the Boeing 747, Beechcraft Starship, and the Piper
- Cherokee Archer, but it was primarily a package for custom scenery and
- aircraft design. The SGA is a different package. It is a collection of
- enhancements to FS4 that change the sound, graphics, and aircraft
- capabilities of FS4.
-
- Since I started this review with a scenario involving the Concorde, I
- will begin with the aircraft additions. The SGA provides four very
- different aircraft. The first is the above mentioned BAe/Aerospatiale
- Concorde, the British-French supersonic transport, and star of the movie
- "Airport '79." So far it is the only supersonic aircraft represented in
- FS4.
-
- Added to that formidable craft is the famous World War II combat plane,
- the P-51D Mustang by North American Aviation, the version with the
- teardrop canopy. The SGA version has been defanged but the Merlin engine
- is still there, and it is a fast, maneuverable craft. Also, there is the
- Laird Turner L-RT Meteor, a big specimen from the golden age of air
- races. And to round it all out is the Spectrum Beaver RX 550, a Canadian
- built ultralight.
-
- The four aircraft make up a wonderful cross-section of aviation. While
- one can argue that the Concorde is not such a radical departure from the
- 747, and the P-51 and the Meteor are just more single engined, single
- winged aircraft, the ultralight is truly unique. With a cruise speed
- that is lower than the stall speed or nearly every other aircraft in the
- FS4 hangar, the ultralight is unparalleled for scenery gawking. Later
- scenery add-ons often mention that the ultralight is best suited for
- viewing the designers' handiwork.
-
- The SGA also includes new sound and graphics capabilities. The sound is
- a series of changes and additions, and the results vary depending on the
- user's sound card. Users with the Soundblaster and ATI Sound F/X get the
- most sound effects, including speech for the air traffic controllers
- (Soundblaster only). Those users with the Covox and the Adlib cards do
- not get speech, they do get a good variety of other noises.
-
- I only have an Adlib card, so I can only review what I get from that
- card. The most noticeable replacement comes in the form of engine sound.
- FS4's engines all the sound the same, a dull clicking sputter that sound
- rather like a playing card hitting the spokes of a bicycle tire, my
- favorite childhood noisemaker. The sound is the same for both prop and
- jet engines. But the SGA changes that. Prop noises are more of a roar,
- and the jet noise is the familiar whine. Gear up and down noises sound
- like white noise to me. It may be better on a different card.
-
- The stall horn, however, is something else. It really blares. So do the
- altitude claxons using the enhanced cockpits and the OMI markers.
-
- One strange thing about the Adlib is the fact that the SGA does not
- replace all the sounds. The crash sound, for instance, is still
- generated through the computer speaker. It is indescribably weird to be
- listening to the engine whine and the stall horn coming through the sound
- card speakers, and then hear the thin, lousy crash sound come from the pc
- speaker. And then as the mode automatically resets, the sound switches
- back to the sound card speakers.
-
- Finally, the SGA also adds graphics enhancements. I have a basic VGA
- setup so I cannot review the higher resolution cockpit enhancements. On
- my system the SGA adds a new video mode, 640x400x16 (FS only offers
- 640x350x16). Choosing that video mode gives me a somewhat smaller image
- with a thick black band surrounding the screen, which I find irritating.
- At first I did not think it made any changes to the cockpit, but it does
- replace the gyro compass on the standard cockpit. The standard compass
- had two digital readouts--a normal heading and a 180 degree reading
- underneath it. The new compass is an analog disk that rotates. That can
- make it harder to read a precise degree heading, but it gets rid of the
- inverse readout (which I never use) and it is a nice change. If only the
- image did not look so small on my monitor.
-
- The SGA offers two other instrument panels, an enhanced analog panel and
- a 747, "glass cockpit," panel, but one needs the super VGA capability to
- see it. When I upgrade to super VGA, checking out the different panels
- is high on my list of things to do.
-
- Despite the fact that my system is not capable of exploiting the full
- range of SGA enhancements, I was pleased with the package, especially the
- aircraft. When one uses the aircraft editor to redesign the airplanes,
- one cannot make radical departures with the airframe. I can sit down
- with all the specs and try to recreate all a P-51 Mustang, but while I
- could match wing area, fuselage area, weight, center of gravity, and a
- zillion other specifications, it would still look like a high-wing Cessna
- if I took an outside view of the plane. Mallard's new aircraft, however,
- look like the real things. The P-51D looks like a P-51, not a mutant
- Piper Cub. The same goes for the Concorde, the Meteor, and the ultra-
- light. Obviously they did not use the Aircraft and Scenery Designer.
-
- My only real complaint with the SGA regards the documentation, which is
- sparse. Microsoft spoiled me with thick, nicely produced books with lots
- of information. Mallard's 17-page booklet looks like it was printed on
- the company Laserjet, folded and stapled by hand. The printing is small
- and cramped. I am not asking for a four-color brochure with pictures,
- but larger fonts and a little graphic design can go a long way.
-
- And while the data on the sound and graphics are complete, the aircraft
- data is sparse. There are only five specs for the P-51D Mustang:
- height, length, weight, wingspan, and the engine, but nothing else. The
- Meteor offers the length, span, the engine and the top speed, but nothing
- else. The ultralight offers length, wingspan, engine, weight loaded,
- weight empty, stall speed, climb speed, cruise speed, takeoff roll, and
- ceiling. The Concorde lists the length, height, wingspan, engines, empty
- weight, maximum weight, maximum cruise speed, ceiling, range, and climb
- rate. I have no idea how Mallard determined which specs to publish on
- each aircraft.
-
- Documentation aside, this is a fine package if you have the hardware to
- exploit the enhancements, or an interest in collecting aircraft to fly.
-
-
- "Ladies and gentlemen, this is your captain speaking. Please fasten your
- safety belts and extinguish your cigarettes. We will be doing a barrel
- roll as we pass over the Pearl Harbor Memorial. Those of you with window
- seats won't want to miss this one."
-
- This review is Copyright (C) 1993 by J. A. Ollinger for Game Bytes
- Magazine. All rights reserved.
-
-
- THE SOCCER GAME II from New Era Software/Wizard Games
- Reviewed by Sir Launcelot du Lake
-
- Computer Graphics Memory Disk Space
- Minimum XT EGA 640 KB 250 KB
-
- Control: Keyboard only
- Sound: PC Speaker
- Notes: can be played from a floppy disk
-
- Reviewed on: 486DX-33, 8 MB RAM, SVGA monitor
-
- Many statistically-based sports management games have been made for
- baseball, American football, ice hockey, and basketball, yet there are
- hardly any for soccer. On closer consideration, this is not surprising,
- as most of the aforementioned games have been made by North American
- companies for the North American consumers, and soccer does not have as
- great a standing in that region as it does with the rest of the world.
- What is surprising is that when one looks to the European game companies,
- there are very few as well.
-
- It is thus with great delight that I happened to stumble across a little
- shareware product called THE SOCCER GAME II sometime last year while I was
- rummaging around in ftp.ulowell.edu in one of my bouts of wanderlust.
- This is a faithful and very detailed reproduction of the English Football
- League (North American readers, please note that soccer is known as
- football in the rest of the world, or more formally, Association Football;
- I shall thus use soccer and football synonymously). In this game, all 4
- divisions are represented, together with a hypothetical European Super
- League. The 2 domestic and 3 European cup tournaments are also available.
-
- Kick-Off (Interface)
-
- There are absolutely no graphics in this game, the interface consists only
- of menus, lists, and tables. However, this should not put off anyone who
- is statistically inclined, because all the information presented is very
- adequate and detailed. There are basically two menus from which one can
- assess the players' statistics, team history, past performances, league
- standings, fixture lists etc. Players are colour coded according to the
- positions they play - goalkeepers, defenders, midfielders, and attackers.
- This is standard in all player lists - team lists, top scorers, players on
- the transfer market, and opponent teams.
-
- A mouse interface would have helped, as the number of keystrokes required
- to select the options is rather numerous. However, as one gets familiar
- with the layout, this becomes less noticeable. All documentation is
- available on-line, and one can access it anytime during play, except when
- matches are in progress. The information given is adequate and it doesn't
- take very long before one gets into the swing of things.
-
- Half-Time (Gameplay)
-
- Play begins by selecting the level of difficulty - there are altogether
- four levels, with the difference being a lower starting capital and poorer
- players at the higher difficulty settings. One then selects a team to
- manage from the 100 teams from the Football League and the top European
- football clubs in the database. One can change the name of the teams, the
- players, and the managerial staff using the alter utility if one so
- desires. No matter which team you choose, you will always start out in
- the 4th division (and with the worst team to boot), even if the team is
- one of the top ones in the continent. It is then your job to bring the
- team up to the Super League.
-
- The 4 divisions are not an accurate reflection of the Football League, as
- there are only 20 teams in each division, whereas in reality, there are
- altogether 96 football clubs. So some clubs are definitely missing from
- the database, although the more famous and popular clubs are included (I
- myself choose to manage Manchester United - go, red devils, go!). The
- hypothetical European Super League has 20 teams from Europe in a league,
- with the English place going to Liverpool initially. The player database
- looks like it's from the 1990/91 season. Your team will start out with
- only 12 players, and you can build a squad of up to 20 players as you
- progress.
-
- I reiterate that this is a strictly managerial game; the matches are all
- decided statistically, though there is an interesting match commentary
- option to create a tense atmosphere. If one is looking for an action
- game, look elsewhere. As a managerial game, the amount of information and
- detail to monitor is tremendous, although eventually, one will probably
- end up paying attention more to some aspects than others. I will list most
- of the factors involved but space and time will only allow me to elaborate
- on some.
-
- The game mechanics can be roughly divided into two main tasks - finance
- and team management. While the latter is essential the heart of the game,
- the former is no less important. The player begins with only about 200,
- 000 pounds in the kitty. With this paltry sum, one has to decide how much
- to allocate to buying players, starting a youth team, stadium extensions
- and maintenance, staff salaries and contracts. To make more money, one
- can sell players, invest in the club's stocks in the share market, and
- acquire bank loans. Of course, the surest way of gaining more money is
- through success on the field. If the team hits a run of good results, one
- is likely to get TV and sponsorship money coming in, as well as donations
- from well wishers. Also, spectator interest will increase and
- consequently gate receipts will rise. Winning trophies goes without
- saying, and a good run in the cup tournaments usually has better returns
- than the league.
-
- Team management involves selecting players and formations for the matches.
- Here, one has a wealth of information to decide on the final 11. Each
- player is rated on emotional stability, experience, consistency, skill,
- and stamina. Lists are also available for top scorers, number of
- appearances and goals. Events like injuries, suspensions, transfer
- requests, exhaustion, loss of form, and international commitments add to
- managerial challenge. Besides the players, one's managerial staff is also
- rated - the assistant, the physio, scout, and the treasurer. If one is
- successful, better staff may offer to join the team. Other teams may also
- offer to buy your players or staff.
-
- The matches themselves can be resolved immediately upon the final
- selection of a team for that match, giving the score at the final whistle.
- One can also choose the slow resolution, in which case a move-by-move
- commentary (Hughes passes the ball the McClair; McClair teases the
- defence, McClair shoots...etc..) flashes across the screen, adding
- considerable tension - I used this option for all the cup games. Results
- of all matches from every division and cup round can be accessed, and
- league standings and tables can be printed. The program also keeps a
- record of past divisional and cup champions.
-
- Technically, one can play this game forever, though your appointment as a
- manager is on a contract for a specific number of years only. If one is
- successful, a bigger club may offer a contract, and you can choose to
- accept or refuse it, in which case your existing club will extend your
- contract. Fail, and you may find yourself joining the ranks of the
- unemployed.
-
- Extra-Time (Strategy)
-
- Be prepared to get a big bank loan initially, and expect to stay in the
- red for at least the first two seasons. Your first task is to get at
- least two more players as cover for the 12 that you begin with. If you do
- not already have a reserve goalkeeper, it is imperative to get one, for if
- your first-choice keeper is injured, the team won't survive matches
- without a keeper.
-
- Acquire a good scout, as this will help in the transfer market. A good
- scout is more likely to know exactly how much a player is worth and
- another club willing to let go for, thus saving yourself money. One can
- only bid about three times before the market is declared closed each week.
- Also, try to get a good physio, as this will reduce recovery time for
- tired and injured players.
-
- As soon as possible, put money into a youth squad, about #500 per week
- before the end of the first season. Money invested in a youth program
- will result in as much as one youth player being promoted to the
- professional team per season, which helps in filling up the reserve
- places. The more money spent, the better the youth players' ratings will
- be when they are promoted.
-
- Rest tired players, as tired players are more prone to injuries, and will
- need longer to recover if it happens. Increase the stadium capacity
- whenever the team is promoted, to take advantage of the inevitable
- increase in spectator interest. Never sell off more than 51% of the
- club's shares!
-
- Final Whistle (Conclusion)
-
- This is a very detailed game of soccer management, gamers who are not
- familiar with soccer, and particularly the English and European season may
- be lost in this game. For those gamers who are also soccer nuts, this is
- a must! At long last, the world's Number 1 sport has been given a long-
- overdue statistics-based treatment on the computer, not by any commercial
- software group, but by a little shareware company from Scotland. Those
- interested can write to:
-
- Wizard Games 4 Hoselaw
- Kelso TD5 8BP Scotland
-
- Upon registration (#15), one will receive a copy with the save-game
- feature enabled. For those wanting to see the unregistered version, it
- can be found at ftp.ulowell.edu in the msdos/Games/Misc directory (should
- be called soccer.zip). Soccer fans, beware! I guarantee you will lose
- sleep over this!!
-
- This review is Copyright (C) 1993 by Sir Launcelot du Lake for Game Bytes
- Magazine. All rights reserved.
-
-
- THE SUMMONING by Strategic Simulations, Inc.
- Reviewed by Alan Whitehurst
-
- THE SUMMONING, a new Role-Playing Game (RPG) from SSI, is set in a world
- ravaged by the effects of an earlier conflict between gods and men.
- During this conflict, the gods of Magic, War, and Intellect were thwarted
- in their desires to subjugate men by the efforts of a warrior king, named
- Borel. Unable to best Borel's army, the Gods withdrew to a great tower to
- heal themselves and re-plan their campaign. Borel followed the gods into
- their tower, to meet them in single combat, and was overcome by the
- devilish traps and devices the gods had set to guard them. Thereafter
- many heros attempted to meet the challenges of the tower, until finally
- one came who was destined to overcome both the traps and the gods,
- banishing them from the world of men. Now, a generation later, a new
- threat has arisen to the still war-scarred lands of men. A great
- sorcerer, known only as Shadow Weaver, has arisen to wage war anew.
- Operating from the heart of a labyrinth on his island kingdom, he has sent
- his hordes of evil to crash like great waves upon the unprepared armies of
- men. In desperation, the council of wizards have called upon their powers
- to identify a new hero, someone from the bloodline of that same hero who
- overcame the gods, to go forth and meet this new threat. Armed only with
- a few months of training in both arms and magic, and a few words of advise
- from the council, a hero is teleported into the labyrinth with the
- commission to stop Shadow Weaver at all costs.
-
- The basic premise of THE SUMMONING should be well-known to most fans of
- fantasy literature: while the armies of men are entangled in a brutal and
- hopeless war with the armies of darkness, a lone adventurer is chosen to
- penetrate behind the enemy lines and strike a killing blow to the evil
- commander. Despite the fact that the basic plot has been well used, Chris
- Straka, the creative designer, has done a good job of combining plot
- twists, surprises, and hidden quests into an integrated storyline that
- grabs and holds the attention. Adding to the enjoyment of this game is a
- unique magic system, a well-written manual that provides both detailed
- gaming instructions and interesting background information, and a gaming
- system that is intuitive, consistent, and well-implemented.
-
- Magic is divided into four categories: Sorcery, Wizardry, Enchantment and
- Healing. Each category of magic contains approximately eight possible
- spells that must be learned by finding spell parchments. Upon the spell
- parchments are recorded the series of hand gestures that constitute the
- spell. Once a parchment is found, the movements may be recorded or
- memorized, and the parchment may then be discarded. To cast a spell, the
- player selects a series of hand gestures. If the right gestures are
- selected, a spell icon appears in one of the four magic areas at the
- bottom of the display. In the beginning of the game, the player's magical
- abilities are limited in four ways: 1) by the number of spell points
- available, 2) by the experience of the character in each of the magical
- arts, 3) by the hand gestures available to the character, and 4) by the
- spells known. The experience of a character in one of the magical arts
- governs both the strength of the unleashed spell and the number of spells
- of a particular kind that a character can have readied. Once a player has
- found a parchment, the hand gestures involved in the particular spell are
- available to the character. It is not necessary to find the parchment for
- a particular spell to discover it...if one is willing to take the time to
- experiment with gesture combinations. The weaker spells involve only a
- few gestures (usually three), while the more powerful spells involve as
- many as eight gestures.
-
- The real-time nature of the game is frozen during spell selection, so
- having spells readied is not as important as watching the remaining spell-
- points. When released, a corresponding read-time effect is displayed on
- the screen. In contrast to most RPGs, there is no conflict between being
- a magician and a warrior. There are no penalties to magical abilities for
- wearing armor or fighting with edged weapons. In fact, most of the
- enchantment-type spells involve temporarily improving the abilities of the
- character in battle. There are a host of both offensive and defensive
- spells, and a set of spells to repair battle damage. Since the character
- is thrust into Shadow Weaver's labyrinth alone, he or she must be well-
- versed in both the magical and martial arts to survive.
-
- The manual is 90 pages long, and contains both background information
- about the setting for THE SUMMONING, and fairly detailed information about
- game play. The background information is well-written and is in the form
- of a narrative from the perspective of the head wizard of the council. It
- details the selection of the new hero, and is as good as most fantasy
- literature published today. The manual mentions that some people might
- feel that the detailed gaming information contained in the manual is
- cheating, so information like the rune effects and the bestiary (where the
- weaknesses of each of the monster types is explained) are relegated to the
- back of the manual where they need not be accessed. I feel that any self-
- respecting hero would have a certain amount of familiarity with his
- opponents, so I didn't feel guilty about using the manual. I found the
- gaming instructions in the manual to be very helpful, and referred to it
- frequently (especially to find out the meaning of the magical runes that
- are found in the game). The manual also contains a few pages dedicated to
- recording the spells that the character has discovered, which I found most
- helpful.
-
- The user-interface is one of the crowning achievements. While not
- stretching the state-of-the-art in graphics the way that some of the
- "virtual reality" gaming systems do, it is evident that a great deal of
- attention went into the user-interface design. The game is real-time, and
- most of the display is dedicated to a perspective view of the character
- and his or her surroundings. This is an "overhead and to the right" type
- of view. The overhead view scrolls smoothly as the character moves,
- keeping the character more-or-less centered. The bottom tenth of the
- screen is dedicated to a portrait of the character, a couple of lines of
- inventory, and the status of his hands (with readied weapons), and spells.
- This status display can be grabbed with the mouse and extended (like
- pulling down a shade), making the rest of the character's inventory
- available, as well as displaying experience information, and a detailed
- display of the character's body to show armor in use and readied weapons.
- The player interacts with inventory items by grabbing them with the mouse
- and moving them to the character's body. Most items must be held in
- either hand to be used. Things that are worn are "dropped" onto the
- character's body and become part of the display both at the portrait level
- and on the overhead view (ie, when you put on a helmet, both the detailed
- body display and the overhead view of the character shows the helmet).
-
- One disadvantage of the overhead view is that it is sometimes difficult to
- judge alignment. Many times I loosed spells intended to force a door
- open, only to have them impact against the wall next to the door. One
- spell, the "bouncing fireball", is particularly dangerous. The intention
- of this spell is to loose it at an angle down a hallway or into a room and
- to allow it to bounce around until it finds a victim. I managed to blast
- myself several times by loosing one of these straight against a wall, when
- I thought that I was at an angle.
-
- My only other criticism of this game is in interactions with others (Non-
- Playing Characters, or NPC) in the labyrinth. While the interface was
- nice, the conversations themselves were too structured and predetermined
- for my tastes. For example, it was impossible to offend an NPC that was
- predetermined to be friendly, and conversely, it was impossible to
- befriend an unfriendly NPC. Most of the NPCs were just used to introduce
- sub-quests, and so the limited interaction was not a fatal flaw; however,
- this is one area where the gaming system could stand substantial
- improvement.
-
- In summary, THE SUMMONING represents a solid entry into the ranks of
- computer RPG. The user interface is a joy to use, and easy enough for
- young children to master. The storyline is rich, filled with twists and
- surprises, and the quests and puzzles are challenging. More importantly,
- the puzzles and challenges are both motivated and consistent with the
- gaming world, providing a captivating gaming experience.
-
- This review is Copyright (C) 1993 Alan Whitehurst for Game Bytes
- Magazine. All rights reserved.
-
-
- TEGEL'S MERCENARIES from Mindcraft
- Reviewed by : Mark E. Kern
-
- Computer Graphics Memory Disk Space
- Minimum PC compat. VGA 640k 4 megs
- Rec. 286 or better VGA 1 meg 5 megs
-
- Control: Mouse and Keyboard
- Sound: Adlib, SB
- Notes: Digitized sound effects require 1 meg machine or better.
-
- Machine used : 486SX-25 with Logitech Soundman 16 soundcard.
-
- The game's premise sounded great. TEGEL'S MERCENARIES puts you in the
- position of the B.O.S.S. (Base Operations Squad Sergeant). As a B.O.S.S.
- I would get to hand pick a team out of 20 mercenaries, and lead them into
- various covert and not-so-covert missions of combat on a tactical level.
- I would be part of General Tegel's mercenary band in the year 2198, the
- "temp agency" for data-extraction, bodyguard duty and full-scale assaults
- in a universe full of deadly aliens and wealthy mega-corporations. But
- once you are past the premise, the convoluted game interface drains much
- of the enjoyment from this game.
-
- In Mindcraft's latest real-time, tactics-oriented combat game, you are
- General Tegel's new B.O.S.S. for operations. His missions send you
- throughout the far reaches of the galaxy in search of combat and credits.
- There are several missions throughout the game, each mission following the
- next in a linear fashion. You must successfully complete each mission to
- receive credits which enable you to hire the next round of mercenaries for
- the next operation.
-
- A rather ragged plot underlies these missions, and eventually culminates
- in a face-off with the K'kistik Queen - leader of an insect race bent on
- human destruction. The plot conveys itself through your mission briefings
- with General Tegel, and through introspective moments aboard your drop
- ship before each mission. These interludes are mainly static images of
- the General and your spacecraft, with a frame or two of slide-show
- animation from time to time. All in all, I had a difficult time following
- the General's jumps from one conclusion to the next as I was dragged along
- the very rough edges of this story.
-
- The missions themselves are portrayed from a top-down viewpoint covering
- the entire screen. Characters and buildings are illustrated at a slight
- perspective, resembling the newer ULTIMA games rather than Mindcraft's
- other games such as SIEGE. However, saying the perspective resembles
- Ultima is a somewhat generous statement. "Tegel's" uses cartoon-like
- graphics, and lacks the visual impact of the Ultima artwork. The colors
- used are garish, like a comic book, and are sometimes confusing at all too
- critical moments.
-
- Each mercenary in the game is billed as having unique skills. Of the 20
- mercenaries available, each will have skills in different areas such as
- weapons specialties, demolition, repair and medicine. Your character's
- skills will improve with each mission they survive, but you cannot aquire
- new skills. Strangely, some skills are crippled, such as the demolition
- skill. The manual in the game explains that a character skilled in
- demolitions can plant explosive devices to destroy walls and objects. A
- glance at the readme file indicates that this feature has been left out of
- the final version of the game. Most walls and objects remain
- indestructible.
-
- Each mercenary also has a set of equipment and a price tag. The credits
- you earn each mission are pretty much useless. You can't purchase new
- weapons or ammunition for the characters. The credits only function to
- allow you to keep hiring mercenaries for the next mission. If you need to
- replenish armor or weapons, you will have to do it by stripping it from
- the dead bodies of the battlefield.
-
- You control these mercenaries by clicking on the appropriate character,
- which pops up a menu on the screen from which you can choose an action.
- The menu manages to obscure most of the screen, but this isn't critical
- since all action freezes while you give orders. One nice feature is that
- you can chain together a long list of various commands to be carried out
- once you hit the "done" button in the menu. Unfortunately, the characters
- often get confused with simple tasks such as walking, and if they are
- unable to carry out a command they will stop, requiring you to access
- their menu, clear all previous commands, and build in a new list. If you
- don't clear out the previous commands, your character will behave
- unpredictably. Since there is no way to view the list of "stacked"
- commands, it is easier to clear them all and start over. This happens
- often during the course of the game and for each character.
-
- The most infuriating aspect of the game is the way the characters get in
- each other's way during a mission. If one character blocks another's
- movement, the blocked mercenary almost never seems to be able to figure
- out how to walk around that character to get to where he is going, and
- often just wanders off in random, far-flung directions. This always
- happens in the thick of combat, when you are trying to get characters to
- retreat in tight quarters. The end result is that the character often
- goes running into the enemy to be slaughtered. Since you have a finite
- amount of mercenaries to complete the game, this can be a real problem.
-
- A lack of intelligence in movement carries over to an inability to attack
- with much common sense at all. Characters never seem to be able to handle
- an enemy without a direct order to fire from the player. Given this
- order, mercenaries will happily blast away in the direction of the enemy,
- despite such obstacles as walls, objects, or even other characters
- blocking the way. This results in wasted shots and dead mercenaries.
-
- Dying is all too easy in this game. The lack of good AI prevents one from
- setting up attacks properly without having the characters bungle it though
- random movement or firing. It is also difficult to ascertain when a
- character is in danger. As an obvious afterthought (only documented in
- the readme file), the designers included some indicators of armor and
- health at the top of the screen for each character. The numerical format
- is color coded to your mercenaries armor color. This can be confusing
- because some mercenaries share similar shades of armor, and it is
- difficult to differentiate one character's readout from the next. It is
- also difficult to see who is being attacked at the moment, since attacks
- on a character are signified by tiny red and blue splotches that tend to
- blend right in with the bright colors of several of the game's maps.
- Death is swift once an attack begins on your character, and one only has a
- few seconds to pull that character out of the line of fire. But then
- again, asking the character to move out of the way only serves to bring in
- all the problems already mentioned above.
-
- Enemy AI is equally absent. Enemy characters consist of several entities
- wandering about in pre-defined areas, sometimes volunteering random
- comments in text balloons above their heads. Once a merc enters the
- area, the enemy will automatically attack. Opponents lack an overall
- strategy. In the first mission, I was sent to act as a team of bodyguards
- for a VIP giving a speech. My team landed and placed themselves around
- the perimeter, prepared to deflect any attack against the speaker. This
- attack never came. Eventually, I wandered around the complex until I
- found some entities holed up in sealed rooms. After killing these
- entities, the game pronounced the mission "complete."
-
- The music in the game ranges from good to repetitive, but is fine overall.
- The digitized effects are another matter. The effects come in once a
- mercenary begins an attack. However, the sounds seem to have little to do
- with what is going on in the game. No matter what I fired, I would hear a
- string of explosions, random screams, and what sounded like speech played
- backwards at a slow rate. This string of sounds would continue well after
- the weapon had finished firing. The problems I experienced with digitized
- sound may be due to some incompatibility between my Logitech Soundman 16
- (a Pro Audio Spectrum clone) and the game. In fairness, the game doesn't
- claim to support this card and the problem may be local to my particular
- hardware.
-
- The game also sports a mission editor. However, there is no documentation
- on this section, and even finding the editor was a chore. The editor is
- actually embodied in a separate program included with the game. Running
- this program invokes the editor.
-
- The editor itself is extremely confusing. The interface can't seem to
- decide between using the mouse to select objects, or the keyboard. The
- menus are displayed in haphazard form with cryptic labels that provide few
- clues as to the function of any selection. Sometimes text will overwrite
- itself, leaving unreadable garbage on the screen. I found it difficult to
- use, and never did finish editing a scenario before my frustrations would
- overtake me.
-
- When comparing the manual with the game, you can't help feeling that
- Tegel's Mercenaries is mostly an unfinished product. There are many
- discrepancies between the what the manual indicates is possible and what
- one can actually accomplish. The readme file is full of sections labeled
- as essential to being able to play the game and which are not found in the
- printed documentation. The graphics will sometimes glitch and update
- erratically, and even on a fast VGA card and fairly speedy system (486SX-
- 25), fades between scenes are full of "snow" sparkles.
-
- Mindcraft has a promising product idea on their hands that needs an
- overhaul on its implementation. The graphics and sound are adequate but
- are useless without an interface that allows you to play the game
- smoothly. The poor artificial intelligence and especially clumsy
- interface manage to put a barrier between the player and any enjoyment
- that may lie in the gameplay.
-
- This review is Copyright (C) 1993 by Mark E. Kern. All rights reserved.
-
- THE INCREDIBLE MACHINE from Sierra On-Line
- Reviewed by Michael Chin
-
- This game requires a 386SX or better, 640K RAM, VGA, Hard Drive and Mouse.
-
- In the genre of puzzle games such as LEMMINGS and HUMANS, THE INCREDIBLE
- MACHINE by Sierra has a series of puzzles with simple goals - "get the ball
- in the bucket", "free Pokey the cat" for example. What's not simple is how
- to get from the starting position to the end goal. To get from point A to
- point B, The Incredible Machine provides you with a toolbox of parts that
- you use to create a Rube Goldberg type machine. Using these parts, you
- build a simple (or complex) machine to achieve your goal. You set the
- machine in motion and watch the fun develop. Watching your machine run is
- half the fun.
-
- There are a wide range of objects in this game, including: fan, cannon,
- jack-in-the-box, bucket, bellows, bowling ball, fish (in bowl), cat, light
- bulb, rocket, dynamite, gun, pulley, flashlight, basketball, see-saw,
- baseball, cannon ball, tennis ball, candle, magnifying glass, solar panel,
- electric generator, windmill, electric motor, rope, mouse, gear, belt,
- treadmill, mouse-in-cage, wired dynamite, walls, pipes, scissors,
- balloons, ramps, eye hooks, switches, elbow pipes, bird cage, monkey on
- bike, punching glove. The box says there are 45 parts, and I only listed
- 43, so I'm sure I'm missing a few.
-
- Some people seemed to complain about the speed of the machine in the demo
- version. I too noticed this problem on the demo version. On the retail
- version, this didn't seem to be a problem except on one board. I should
- mention however that I am running this game on a 33 MHz 486 without a sound
- board. PC sound was very annoying -- especially on the one board (58 I
- think) that I was totally stuck on for hours. So, I turned it off. I've
- heard, though, that the music on a sound board is good.
-
- The game has copy protection of the match the picture type on entry into
- the game. It feels completely ridiculous, as if it was thrown in just for
- the sake of copy protection. Still it's a reasonable method.
-
- There are 87 puzzles, but the first 21 are tutorials. In general, the game
- is pretty good, and a number of the puzzles are very hard. Others, though
- listed as hard (indicated by bonus values) may be easily solved by very
- simple solutions. Of course, I don't think these were the solutions the
- designers intended :-), but isn't that what this game is about? Which
- brings me up to the first gripe I have with this game - the scoring. The
- scoring is time based, so the quickest solution wins. IMHO, there should
- be bonus values given for machines of various types (i.e. all the given
- pieces used, using fewer than N pieces). That way, the game would
- encourage you to think more.
-
- The game is really good in teaching scientific methods. Given the picture,
- you make a hypothesis about what needs to be done to finish the level, and
- then you try them out. Trying them out may require several "experiments"
- where you have to move objects pixel-by-pixel. Having to tweak objects did
- not seem like a chore, but was fun instead. Seeing where the ball bounces
- given the new configuration was fun. Once you've concluded your
- experiments, you can run the whole machine and watch it run. After the
- level is completed, you get a password which you may use to bypass that
- level in the future. You MUST complete all levels in order. If you're
- stuck, you can't bypass the level. Being stuck, detracts from the game.
- You simply can't go on if you're royally stuck (like I was). Another minus
- is that you can't save the configuration you used. What this means is that
- you need some form of external screen grabber to save your configuration to
- compare with friends. Since the game requires over 550 K of memory, an
- external grabber may be difficult.
-
- I found the game to be very enjoyable, except for that one time I was
- stuck. I would recommend getting it, especially if you liked the demo. I
- would also recommend it for children. Although there are guns, cannons,
- and dynamite, you can't really hurt anything except balloons and the
- goldfish bowl. No blood and gore. But if you're looking for close
- adhesion to physical rules, you'll be disappointed. The game appears to be
- bug free, which is a pleasant change from the current spate of buggy games.
- I only locked my computer up once, but I'm not sure that the game was at
- fault.
-
- In addition to the puzzle solver, the game includes a freeform mode where
- you can design your own machines. Although you can't exactly design your
- own puzzles, you can design a machine and ask your friend to solve it by
- adding only N different parts. Included with the package are several
- sample machines that are fun to watch. Even the introductory screens are
- interesting. In freeform mode, you can set different values for air
- pressure and gravity. It's interesting to see how these two forces affect
- the game elements.
-
- The box also included an offer for an add-on disk in 1/1/93 for $19.95. It
- says 70 new levels, 10 new parts.
-
- (ED. - This add-on disk is now available.)
-
- This review is Copyright (C) 1993 by Michael Chin for Game Bytes Magazine.
- All rights reserved.
-
-
- TONY LA RUSSA BASEBALL II by Stormfront Studios, from SSI
- Reviewed by David Masten
-
- Computer Graphics Memory Size
- Minimum 386 VGA 1 MB RAM 13 MB
- Max/Rec. 386/25 2 MB RAM
-
- Control: Keyboard, Joystick, Mouse
- Sound: Adlib, Soundblaster, and compatibles
- Notes: Game can be run on Dblspace drive, but is already compressed.
-
- Reviewed on: 386dx33, DOS6, 8 MB RAM, SB, CH Flighstick, mouse
-
- With the advent of another season of the national pastime comes the
- release of a few new computer baseball games. The latest to combine both
- arcade play and manage only options is TONY LA RUSSA BASEBALL II, an
- update of last years TL's ULTIMATE BASEBALL. Notice the name change, I
- guess "Ultimater" didn't have the right ring! It is also more accurate,
- as I understand this version is improved (I didn't play the original), and
- is far superior to EARL WEAVER II, yet it still leaves me wanting.
-
- The game comes with 26 all-time franchises consisting of the best to have
- played for each team. For instance, the Yankees have Ruth, Dimaggio,
- Munson, Guidry, etc. I like these, but wish they included active players,
- and chose career, instead of best season, stats. TLBB2 also includes 26
- great past teams through 1968 like the '27 Yankees, '55 Dodgers, '46 Cards
- and Red Sox. Plus two all-time "all-star" teams, with some bizarre
- selections (Sid Monge over Lefty Grove??). The '92 season disk is an add-
- -on.
-
- Play is on nine old-time stadiums: old Yankee, Comiskey, Ebbets Field, the
- Polo Grounds, Crosley, Forbes, the Baker Bowl, LA Coliseum, Griffith, and
- generic grass and turf parks. You can play an exhibition game in any
- stadium, and assign any as a team's home. If you want the current 28
- parks, you must purchase the stadium add-on. The ballpark graphics were a
- primary attraction, and are excellent. But be warned, the gorgeous full
- stadium shots shown in ads and box are not available. I think they are
- just composites of the displays you get when "viewing" a stadium. In
- normal play, you have very little feel for your environment until a ball
- is hit to the outfield, a bit of a letdown.
-
- You can choose to play, manage, or have the computer manage, one or both
- teams. You can play with two on the same computer (keyboard, mouse, two
- joysticks supported). You can also choose a fast play mode which hustles
- through a 162 game, 28 team season in 15 minutes on my 386/33. In manage
- or computer mode, you can opt for single pitch, which reduces game times
- to about 30 minutes.
-
- The graphics and sound support are strong. Players are fairly small, but
- are portrayed with the correct color and handedness (see below), and move
- believably. They are reminiscent of FRONT PAGE SPORTS: FOOTBALL, though
- not quite as nice. There are some goofs like the batter running inside
- the firstbase line, and most balls hit to the wall wind up as singles.
-
- This version comes with only 30 stock portraits shown next to the hitter,
- pitcher, or selected player. Strange to see Tom Seaver portrayed as
- black! I understand the season disks will have individual portraits.
- Another bit of chrome is some nicely rendered rotoscoped "big screen"
- highlights of homers, diving catches, doubleplays, etc. As they are
- canned, you'll see a generic lefty black player hit one out after every
- homer. I'm already tired of most, and opt to not show them.
-
- At first I didn't care for the Ron Barr play-by-play, but I've grown
- accustomed to it. It is somewhat limited. You will hear "next batter the
- leftfielder", or "caught by the shortstop", with no names used. It also
- often calls groundballs as line drives, and vice-versa. End result, I may
- get picked off when controlling runners. There are delays between the
- sound and graphics, especially on doubleplays.
-
- There are also slight delays when accessing menus and info screens. It
- seemed somewhat better when I moved it to an uncompressed drive. (TLBB2
- uses its own compression, so you don't save much with "dblspace" anyway.)
-
- I'm most interested in season recreation, and I'm very much a baseball-
- stat purist, but I was also interested in a graphically pleasing game,
- with the occasional foray into playing. Otherwise I would have just stuck
- with my PURSUE THE PENNANT (PtP). So I'll concentrate on the former, but
- will add my impressions of arcade action.
-
- Stats, ratings, and seasons ===========================
-
- Season recreation is a simple process. You can create leagues with up to
- two separate leagues, two divisions, 8 teams in each. Set season length
- to any desired, fast-playing up to a specified date. You can have it stop
- to let you play a particular team. You can save boxscores of all games,
- one team's, or where certain special events happen (no-hitter, 3+ homers,
- etc). You can set lineups vs lefty and righty, set 4 or 5-man rotations.
- A manager's profile, consisting of 15 different tendencies, can be
- tailored for each team. Rosters consist of as many as 40 players with 25
- active until Sept 1. The only gripe I have here is that you must have 15
- hitters and 10 pitchers active. The game fudges old-time teams that
- didn't have 25 players by adding part-timers from adjacent years!
-
- Stat presentation is good, allowing you to specify lists of the top (or
- bottom) 60 in most every standard stat, for both individuals and teams.
- The 320x200 graphics limit the amount that can be shown on a given screen.
- And the file dump command is really just a printscreen to disk.
-
- The game includes many stats and ratings. There are provisions for L/R
- splits, and percentages of grounders vs flyballs and pull vs opposite
- field. Through lack of data for oldtimers, some stats, and ratings for
- moral, leadership, and streakiness (three silly ratings IMO), day/night
- split, and individual pitch effectiveness are all set at default values.
- All pitchers are rated for control, velocity, fastball, curveball,
- changeup, and include a specific fourth pitch (knuckler, screwball, split-
- finger, but usually slider). There are goofs. For example, they
- incorrectly made all pitchers better against opposite-side hitters. And
- Hubble isn't rated for his famous screwball.
-
- Players are rated at only two positions. TLBB2 gets around this by
- designating "IF" or "OF" for some. While the two positions have
- individual fielding averages, they share the same arm and range ratings.
- Many ratings just seem ludicrous like Hornsby (known as a poor fielder),
- being about as good a 2Bman as Mazeroski. The same goes for running and
- power ratings. I could cite hundreds of such examples. Note that you can
- edit these.
-
- Ballparks are unique and have individual wall dimensions, altitude,
- humidity, temperature, wind direction and velocity, which are all supposed
- to affect play.
-
- I recreated many seasons to examine the stat reproduction. Admittedly, it
- is impossible to say what would happen when you mix so many stars, and
- from such different eras. But on the whole, stats seem to come out
- reasonably, with some obvious incongruities. Strangely, the franchise
- team replays seem to come out more believably than the great-team replays.
- But how the White Sox franchise could win their division in two
- consecutive replays is beyond me. And how could the '61 Yanks finish last
- so often? Steals come out extremely low, doubleplays too high. I've had
- teams steal only 3 bases in a year. And even when I bumped the manager
- profiles to as aggressive as possible, the 1900 era teams rarely stole.
- Errors came out generally low, except for pitchers and OF's who make too
- many. I think variances are also too high. A few players will hit sub .
- 200, and I can't imagine Ted Williams (.406 year) hitting just .270
- against any pitching. Ruth never seems to hit more than 30 homers,
- partially explained by the presence of the early "dead-ball era" teams.
-
- I have questions about the implementations of many of the stats and
- ratings. When radically varying pull/opposite and ground/flyball stats, I
- found no impact on homers in very asymmetric ballparks. Rather, the game
- engine just seemed to check if the player is a lefty or righty.
-
- There's also the question of how to "normalize" stats. How would Three-
- Finger Brown and his 1.04 ERA in 1906 (where the league ERA was a run
- lower than now) fare against Chuck Klein from 1930 (the year of the
- hitter)? There is no perfect way, but I would have normalized each player
- to his own year, factoring in ballpark effects. I think they just
- normalized to some overall average, so Brown always has a sub 2.00 ERA,
- while a great pitcher in a hitter era, like Lefty Grove, suffers.
- Meanwhile, a Duke Snider might be reduced to 25 homers. Yet when I play
- him and his '55 Dodger's against themselves he'll hit 70! In reality, he
- should hit about 40 homers against his own year's pitchers, and less
- against his own team's better than (that year's) average pitchers. Of
- course if you are more interested in the current season, then all this is
- moot.
-
- Examining computer AI is more difficult. It pinch-hits far too often, and
- it once yanked Christy Mathewson with 2 outs in the ninth when comfortably
- pitching a shutout. Otherwise no glaring errors. There are provisions
- for setting IF/OF depth and shift, but it is often difficult to see how
- the computer controlled team is set. This should be evident, and is
- important to know when batting. It is also impossible to check the
- computer teams bench or baserunner speed, unless you momentarily switch
- them to player controlled. The computer manager profiles are adequate,
- but not as flexible as PtP's. For example, you can't set your closer or
- spot starters.
-
- I'm being very critical to let you know where my priorities are. If stuff
- like the above is as important to you as it is to me, skip TLBB2 and get a
- text-based game like PtP. But it does a better job than other graphics
- games. And the play mode appeals.
-
- Play and graphics modes =======================
-
- You have the option of allowing the computer to control fielding,
- throwing, and/or baserunning. In fielding, you move the computer
- selected nearest player to a circle which shows where the ball will land,
- with the option of hitting the "enter" key to leap/dive. One cute effect
- is watching the circle drift with the wind. But I have trouble with
- fielding as I don't get a quick jump on infield balls, and get confused
- when the selected player may suddenly switch. More trouble is high
- choppers back to the pitcher which happen often. I have no idea where the
- ball will land, thus instant hit.
-
- Throwing works acceptably, you control which base to throw to, or whether
- to cutoff. As you make the selection only after the fielder has it, you
- must react fast!
-
- In running, you just control the lead baserunner using the keyboard or
- joystick. You go forward, back, slide, or overrun first. Seems to work
- well, though I lost the last game I played on a 9th inning bug. The
- computer wouldn't recognize any keystroke other than "advance". End
- result, DP, game over.
-
- In hitting, you have a pretty good view (catcher's viewpoint), though
- discerning the pitch type and location is difficult. You time your swing,
- and choose whether to go for contact, power, normal, bunt, or take a
- pitch. You also choose hit & run and stealing from the on-screen hitter
- menu, though these are not used when controlling runners.
-
- Pitching options include selection from the four pitches, then location
- (using the 9 keypad directions). I like this better than EWBB's as a
- pitcher can't curve the ball the opposite way of a curveball unless he is
- rated for a screwball. I don't know how the individual pitch rating
- factors in. You can also pitch out, pitch around, and attempt a pickoff.
- Joystick control doesn't work well. To get the pitch to actuate, I either
- have to give it a large displacement (resulting in a ball) or groove one.
- Keyboard works fine as you hit the direction multiple times to move the
- pitch further away.
-
- In final, this may be the best of the baseball games to combine play,
- manage, and season replay modes. It has a good combination of stats,
- ratings, features, graphics, and sound. Though I'm not a big arcade
- player, I find the play mode fun. They took great care in some facets,
- like the ballpark graphics, but missed on some details. I also dislike
- the manual copy protection which sometimes is called upon more than once.
- Some may love it, but if you are one of the new breed of fans who look for
- statistical "truth" (ie, read Bill James, and get livid over ESPN
- commentators' drivel), TLBB2 may not fully satisfy.
-
- This review is Copyright (C) 1993 by David Masten for Game Bytes Magazine.
- All rights reserved.
-
-
-
- TROLLS by Flare Software
- Review by Psycho & Oz
-
- In this game you're wading through masses of enemies, shooting round after
- round of heavy-duty ammo from your plasma rifle.... not!
-
- So why should you bother to play it after all ?
-
- Well - TROLLS is a classical jump'n'run game with some nice touches.
- You'll be running through huge levels filled with really nice graphics,
- nasty monsters and quite surreal goodies to collect.
-
- The game consists of 6 (7?) worlds with 3 or sometimes 4 levels each. Your
- objective is to find a differing number of baby trolls in each level, and
- to free them by running them over (sorry - touching.) After that you'll
- have to find the Pigstop (yes, PIGstop), which is usually placed in the
- lower right corner.
-
- A multitude of monster are out there waiting for you to bump into them.
- [Underlying game principle: you have three hearts representing life
- energy. Monster touches -> heart lost; all 3 hearts gone -> you're a
- troll with one life less; falling out of the bottom of the screen ->
- instant death.] Monsters can be temporarily killed by jumping on top of
- them (which reminds me of a certain Monty Python sketch, something about
- Raquel Welch?!?).
-
- The screen is virtually littered with balloons containing certain items,
- more or less useful: by collecting them you can obtain SPECIAL POWERS
- (Wow) or Bonus Points.
-
- The Items include
- * A YoYo (replicates Spiderman's ability to swing from high buildings
- - here, you'll be swinging from platform to platform -- also useful to
- blast those monsters to kingdom come, not to mention the ability to
- smash down yellow walls (try that, Guy Gardner !) )
- * Ball & Chain (Avoid. Slows you down for some time)
- * Beer (Avoid. Makes you dizzy fr shum taim)
- * Spring (Increases your jumping ability temporariliy [that is, in most
- cases, until you bump into one of the nasties])
- * Engine (Increase Of Horizontal Movement Power)
- * Wings (Fly fly away)
- * Letters (collecting the word 'BONUS' gives you access to a bonus level,
- but avoid the 'G' -> 'BOGUS' forces you into the bogus level, where you
- have to collect a pair of a special item in time, otherwise you'll lose
- a life)
- * Hearts (restore life energy by one heart)
-
- All other items are just points, every 5000 you'll get an extra life.
-
- The steering is as simple as this: use left/right cursor to walk around,
- cursor up makes you jump and SPACE lets you throw your yoyo (if you got
- one).
-
- The 7 worlds are:
- *Toyland : become adult and break your toys,
- *Medialand : lots of tapes and newspaperstuff, read the headlines
- carefully ;)
- *Soda Pop : this one is a bit different: you'll be diving
- and got only a certain amount of air, collecting bubbles out of some
- balloons helps you breathing.
- *Boardgameland : yeah, snakes'n'ladders, monopoly, checkers and chess,
- everything you used to play in the pre-computer-times.
- *Fableland : meet the Mad Hatter, dragons etc.
- *Fairground : including giant wheels, the ghost train and the tunnel of
- love.
- *Candyland : chewing gum can be dangerous to your health.
-
- Once you've entered a world, you'll have to finish it, before you come
- back to the hallway to enter another one (but you can choose them in any
- order you want). After finishing every world, you can enter the LAST DOOR
- (tadaa!) to exit, but maybe there's another world available (I just popped
- out and didn't look around for it, and couldn't muster the nerve to play
- it all over again, wasting about 4 precious hours).
-
- Tactical Tips:
- * The Troll's Inertia (he moves on after you've released
- the key) can in most cases _NOT_ be used to your advatage, it's just
- unnerving.
- * Go for the WARP Zones to finish the levels quickly. Spoiler: The Warp
- in Toyland, Area 1, is in the middle of the level: Shoot the
- yellow bricks in the upper half, jump up, and WOOM!
- * You don't have to collect every baby troll in sight - usually there are
- enough of the little buggers around so you can afford to abandon some of
- them if they are too hard to reach.
- * In case you run out of lives, you can Continue up to 5 times in the
- world/area where you left. To increase the number of Continues, collect
- LUCKY RABBITS (they're the cool variety, with shades and everything)
- NOTE: I haven't seen any rabbits, but Oz keeps telling me that they exist.
- * In each Level you'll find a pink elephant. Touching him allows you
- to restart from the place you found him in case you lose a life.
-
- By the way: Do not even consider to play this one on a 286 unless you like
- rreeaallyy slow animation.
-
- Overall, this game doesn't really induce a cardiac arrest, but if you're
- just looking for a nice jump'n'run this one is o.k.
-
- This review is Copyiright (C) 1993 by Psycho & Oz for Game Bytes
- Magazine. All rights reserved.
-
-
- WAVE BLASTER by Creative Technology/Labs
- Reviewed by Sir Launcelot du Lake & Flash
-
- Technical Specifications
-
- 4 MB Sound ROM with 213 instrument sounds and waveforms
- 128 instrument presets, 18 drum kits, 50 sound effects
- 16 channels and 32-note polyphony
- General MIDI compatible
- MT32 emulation mode
-
- The Wave Blaster is an add-on General MIDI module for the Sound Blaster 16
- ASP. It is a daughterboard for the SB16, so only owners of the SB16 will
- be able to use it. Adding on this module opens the world of MIDI and
- sampled wave synthesis for the SB16 as it uses the Proteus chip developed
- by E-mu Systems, one of the leading players in the MIDI industry.
-
- Installation of the Wave Blaster is just a simple matter of plugging it
- into the existing slot on the SB16. No other hardware components need to
- be added or adjusted - no additional IRQ, DMA, or jumper settings are
- required. No further additions to the autoexec.bat or config.sys are
- needed; the card will use whatever has been set for the SB16. Another
- bonus is that the SB16 + Wave Blaster combination fits snugly into just
- one 16-bit slot; the addition of the daughterboard does not cause a
- neighbouring slot to be blocked.
-
- The user manual is rather technical, and presumes knowledge of MIDI
- jargon. The section on setting up the MIDI environment in Windows and in
- DOS was a little too sparse. Users who buy the card just for games only
- (like Sir L) may encounter some difficulty in understanding some of the
- options. For example, the difference between General MIDI, Extended MIDI,
- and Basic MIDI was not explained. It was also unclear whether the
- settings in Windows would also affect the settings in DOS. For example,
- if one configures the Wave Blaster to run in MT32 emulation mode in
- Windows, what would be the mode in DOS? We only found out by trial and
- error that resetting is necessary if, for example, one wants to default
- back to General MIDI in DOS after running Windows in MT32 mode. The
- converse is not necessary as the startup process in Windows would set the
- Wave Blaster to whatever mode it was last in as configured in the Wave
- Blaster Control Panel. The manual also includes several appendixes which
- list the MIDI specifications, factory presets, drum presets and links,
- sound effects bank file, MT32 instruments map, and sampled sounds
- instruments.
-
- The software included are some MIDI utilities for switching modes in DOS,
- the Wave Blaster Control Panel for Windows, and Twelve Tone Systems'
- Cakewalk Apprentice for Windows, which is a 256-track graphic MIDI
- sequencer.
-
- Games (Sir L)
-
- In this section, I will list the games that I have tested using the MT32
- emulation mode and the General MIDI mode, and the problems that were
- encountered. Switching between modes is done by just typing WBMODE with
- the appropriate parameters in the WAVBLAST subdirectory.
-
- MT32 Emulation - the emulation is not perfect, much like when the Roland
- SCC-1 emulates the MT32/LAPC-1. Software that have their own custom
- settings for sound effects in MT32 will not be reproduced correctly under
- the emulation. For example, one may hear musical instruments instead of
- laser shots. However, if the software uses the default MT32 sounds and
- instruments (without SysEx messages), emulation is superb. In the list
- below, the games that run fine means that they can start and run, those
- that do not work either hung when executed or could not run eventually for
- various reasons. I suspect that these games are specifically looking for
- the LAPC-1 or MT32 card. Some of these games were also tried with the
- Roland LAPC-1/MT32 plus Sound Blaster option for music and sound
- effect/speech respectively.
-
- Runs Fine Does not Work
-
- Carrier Strike Buzz Aldrin's Race into Space (demo)
- Countdown to Doomsday The Magic Candle II
- The Dark Queen of Krynn Pirates of Realmspace
- Death Knights of Krynn Wing Commander II Deluxe CD
- Empire Deluxe
- Matrix Cubed
- Pacific War
-
- General MIDI - this is when games have the General MIDI plus Sound Blaster
- option for music/sound effects and sound effects/speech. I also tried the
- Roland SCC-1/GS Sound Canvas plus Sound Blaster option where available,
- since the SCC-1 follows General MIDI settings. For the titles that did
- not work, they were all using the SCC-1/GS Sound Canvas plus Sound Blaster
- option. I also suspect that these games were looking for the specific
- Roland cards.
-
- Runs Fine Does not Work
-
- X-Wing Buzz Aldrin's Race into Space (demo)
- Might & Magic: Clouds of Xeen (demo)
-
- At the moment, the only game I have with the General MIDI plus Sound
- Blaster option is X-Wing. The music and sound effects in this mode are
- excellent, even when using just the generic speakers.
-
- MIDI (Flash)
-
- The Control Panel allows for the configuration of standard MIDI parameters
- like channel number (16 altogether), channel on/off, volume and panning.
- Users are also able to control Global settings like master tuning,
- transpose, pitch bend, and velocity curve. Users do not have to rely on
- sequencer/editor software from third party developers to manipulate these
- features. The software found in the WB package also features an
- instrument Bank Arranger. This is especially useful for sequencing tasks
- where instrument sounds that are anticipated to be used can be rearranged
- to appear higher up in the instrument list and thus reduce much of the
- time spent searching for a desired instrument sound.
-
- The WB offers two complete and distinct banks of 128 instrument and 64
- percusion presets (divided into 18 different drum kits). All presets
- reside in RAM and can be replaced via SysEx messages. Normal MIDI program
- change commands received on channel 10 in the range of 0 to 63 will
- automatically be mapped to percussion presets. MIDI channel numbers are
- used to determine the voice stealing algorithm, with the percussion
- channel, i.e. 10, having the highest priority. A certain number of voice
- channels can be reserved for each MIDI channel so that the polyphony on
- these channels never fall below a set minimum. A maximum can also be set.
- The default maximum is 32 with the percussion channel having a default
- maximum of 16. Included are another 50 sound effects and these can be
- assigned to certain patch locations via WBPanel.
-
- Bundled together with WB is the Cakewalk Apprentice for Windows. This
- sequencer utilises the graphical interface associated with new generation
- of DOS sequencers running under Windows. Users more accustomed to the
- graphical interfaces that fully incorporate the mouse as a manipulation
- tool found in Macintosh or Atari based sequencing software will feel very
- comfortable with the Cakewalk Apprentice's interface. Basic sequencing
- tools like transpose and quantise are present and easily accessible. Most
- serious hobbyist would find this a worthwhile product to have as part of
- their composition arsenal.
-
- Conclusion
-
- For those who already have the SB16, the Wave Blaster is a serious
- consideration. Given that many games will now have the option of General
- MIDI plus Sound Blaster mode for music, sound effects and speech, this
- card will enhance your gaming experience. MIDI enthusiasts who want value
- for the dollar should seriously consider this product. Creative has
- finally included a sequencing software that matches the ability of the
- hardware and should go a long way in enhancing any MIDI setup. For those
- who are considering the SB16 ASP + Wave Blaster combination, or who are
- looking for a soundcard, do realize that this duo will not be cheap, but
- if you can afford the money, it is a sound investment (no pun intended),
- considering that you will be assured of Sound Blaster and General MIDI
- compatibility.
-
- This review is Copyright (C) 1993 by Sir Launcelot du Lake & Flash for
- Game Bytes Magazine. All rights reserved.
-
-
- Flashback, by U.S. Gold and Delphine Software
- For the Sega Genesis, 12 Megs
- Reviewed by Jer Horwitz
-
- What are the ingredients for a successful action game with a plot? Mix two
- parts Total Recall, one part They Live, a half part of James Bond and a
- dash of The Running Man. The result is Flashback, a futuristic attempt to
- snare action game players by actually providing them with a cinematic
- storyline, presented in several megabits of intermission screens.
-
- Originally billed as the sequel to Delphine's highly acclaimed action
- game, Out of This World, U.S. Gold's Flashback begins the saga of an
- entirely new character, retaining many play mechanics from OOTW and adding
- better cinema intermissions and character animation. Your character,
- Conrad Hart, is the average everyday secret agent who also happens to be
- an inventor. During an experiment with his newest gadget -- a lens which
- allows a person to see the molecular density of objects -- he glances at a
- group of people and notices that some of them are composed of a completely
- different molecular structure than human beings. When the alien creatures
- find out that Conrad has discovered their identity, they capture him, take
- him into outer space, and wipe his memory. He escapes on a hoverbike, and
- is shot down and left for dead in the jungles of the planet Titan, where
- you assume control of his destiny.
-
- Flashback is a futuristic version of Broderbund's Prince of Persia -
- Conrad runs, jumps and grabs ledges in a manner which should remind
- everyone of the screen-by-screen movement in Jordan Mechner's classic. The
- games are also similar in that both have a lot of emphasis on opening doors
- and avoiding traps, although there is less emphasis on jumping from
- platform to platform in Flashback. The battles in this game are all fought
- with a handgun instead of the Prince's sword, and the main character has
- more moves than the Prince did in the first Persia adventure.
-
- Conrad awakens on Titan with his gun and a electronic shield which can take
- four hits without a recharge. Although his memory has been erased, his
- skills as a secret agent somehow survived the procedure. He can tumble on
- the ground and come out of the roll shooting. He can sidle against walls
- with his gun drawn, use the butt of his gun to knock out nearby enemies,
- and run at a reasonable pace if he's caught in a dangerous spot. The
- variety of his moves is impressive, but the execution is even better - the
- game's graphics are animated at a rate of 20 frames per second, which
- exceeds the speed of the "full motion" video displayed on many Sega-CD
- games. In a process known as rotoscope animation, all of the characters'
- body movements were digitized from video of Delphine employees going
- through the same motions. The visuals are silky smooth, although the
- characters themselves are quite small. (Probably about 1/24 of the screen,
- each, or thereabouts.) Although they're not large enough, they move
- beautifully - you *will* start to wince when Conrad takes a shotgun blast
- to the chest (but is kept alive by his shields), and perhaps even enjoy
- the recoil of your pistol as it fires round after realistic round. The
- bullets even leave traces of smoke streaming from the walls.
-
- Flashback's strongest assets are the layouts of each of the six levels in
- the game -- the map designers created worlds which were small enough to
- have memorable landmarks but large enough to pose a challenge to the
- player. On the one confusing world, where several subways lead to
- different "Europa", "Asia", "America" and "Africa", the programmers were
- nice enough to provide a map of the four areas (with important landmarks
- noted) in each subway station. Each level is designed with several quest-
- like puzzles for Conrad to complete; the word puzzle may scare some people
- off, but I assure you that the action in this game is every bit as intense
- as Rolling Thunder 2 or other action games with an emphasis on shooting.
- The puzzles are a combination of traversing obstacles and shooting/
- avoiding waves of alien attackers. The obstacles include laser cannons
- hooked up to nearby sensors, doors triggered by distant floor panels and
- elevators which always seem to be inaccessible. Luckily, you're not forced
- to beat the traps with wits alone - chance meetings with other characters
- (and occasionally just looking around) will net you items like teleporters
- and explosives, keys and money. The teleporters add some great spice to
- the game.
-
- On each of the planets, your goal is to complete a mission which involves
- either getting from point A to point B or locating items and bringing them
- to designated places. Trust me, it's harder than it sounds. The alien
- troops found on the various worlds start out as savages who die from a
- single bullet and evolve into resilient terrors who can take several hits
- and transform into energy. There are no "bosses" in Flashback, something
- which doesn't hurt the experience (and may win it some points from
- computer gamers), but you almost wish for them when you realize how great
- the rest of the game was programmed.
-
- The game's difficulty level is configurable from an options menu, the only
- noticeable difference being the increasing population of aliens on each
- planet, placed in strategically challenging areas. Adding these creatures
- in greater proportions *does* change the game, since completing a lot of
- the missions depends on your ability to jump onto a platform which may or
- may not contain an alien ready to knock you to your death... and you
- *will* find yourself dying a lot - long falls kill you instantly, and you
- can't always find a place to recharge your shields. There are "save"
- points in each level, where you can begin after dying with whatever items
- you had at that point. Unlimited continues are reasonably employed, as
- well.
-
- The game's aesthetics are above average when taken on the whole.
- Backgrounds are not generally animated, and the colors used to draw all of
- them are very dark. The shading in some levels is quite well done
- (especially those with liquid textures) and there is a tremendous amount
- of detail in the artwork. The scale of the characters and the background
- art is a little too confined, in my opinion, but the character animation
- is the real star of the game anyway. You'll love the Terminator 2-style
- puddles that morph into humanoids. The sound effects and music are good,
- although there are too few of each - Delphine's style of music is
- cinematic - near dead silence until a moment of suspense, and suddenly a
- quick tune will start your heart pounding. I would have preferred a full
- soundtrack, myself.
-
- I've been reluctant to give away the game's story beyond what the
- instruction manual tells you, because it's really well done and a good
- portion of the appeal of the game. I *can* tell you, however, that the
- plot is revealed well. The cinema intermissions are quite beautiful, with
- more of the rotoscoped animation -- a (roughly) half-screen box is filled
- with well-choreographed scenes illustrating the results of the successful
- completion of each mission. Other cinema screens appear *during* the
- gameplay - each time Conrad finds an item, you see his hand reaching down
- and picking it up. Certain items actually have their own special cinema
- displays, such as the Holocube you find at the game's beginning (remember
- something similar in Total Recall?). Because the cinemas are done with
- highly detailed polygon shapes instead of bitmapped graphics, there is the
- occasional truly scaling polygon object - a very impressive thing to see
- Conrad coming up an elevator shaft with smooth scaling. There are also
- some great death scenes, although a few more wouldn't have hurt. (You see,
- there are *some* drawbacks to releasing a "CD-ROM game on a cartridge" -
- you run out of memory for the little things.)
-
- Out of This World and Flashback are two very different games. I like them
- equally; Out of This World's intermissions weren't as detailed, but they
- had a lot of subtle class -- seeing yourself gored by the first level's
- beast is a sight no one will ever forget. Flashback's intermissions are
- more movie-like in that there are more characters, a broader story, and
- better and more detailed animations. You have far more abilities in this
- game than you did in Delphine's first - The gameplay in Out of This World
- was much more limited to figuring out what to do with the scenery;
- Flashback's gameplay is more about using Conrad's many talents in
- increasingly precise situations. Each game is a great challenge -
- Flashback, like its predecessor, has a password feature because the levels
- are very long. After you've won the game, there's a password that will
- take you directly to the ending, a nice way to show the game off to a
- friend or two.
-
- The graphics (especially the animation) are the main draw for many people,
- but Flashback's gameplay is the feature that impresses me the most. The
- difficulty curve is fair, and you have to learn how to use the controls to
- beat the game. The puzzle solving will keep you thinking, not frustrated.
- It's a great Prince of Persia-style intellectual action game geared
- towards the technological age.
-
- If you're looking to try a game that requires skill and intelligence, look
- no further. Flashback delivers a good challenge, with a great plotline --
- and even if you remember seeing some of the story and play mechanics
- before, that's what a flashback is all about, right?
-
- This review is Copyright (C) 1993 by Jer Horwitz for Game Bytes Magazine.
- All Rights Reserved.
-
-
- FINAL FIGHT 2 by Capcom
- For the Super NES / Super Famicom, 10 Megs
- Japanese Version Used for the Review
- Reviewed by Jer Horwitz
-
- The title of the game may be oxymoronic, but let's save that discussion for
- an EGM or Die Hard editorial. After racking up months in the number one
- spot in both Japan and the US, the original Final Fight was proclaimed the
- 1990-91 king of the "mindless side-scrolling fighting game" genre. The
- concept to these games was simple; the screen scrolls from left to right
- as you walk in three dimensions, punching and kicking the tar out of gangs
- of thugs. At each level's end, meet the boss, who has more strength and
- stamina than 10 of the punks put together. Defeat the boss, repeat the
- process several times, and then meet the "big" boss, someone who has done
- you great harm. Beat him or her, and you've saved the world, rescued a
- beautiful girl, or found the stolen amulet and given it back to Professor
- Shabazz. You know the routine.
-
- Final Fight's plot followed the above guidelines precisely. The main
- character, Haggar, was the typical "former wrestler who happens to be the
- Mayor of a major metropolitan city," which, coincidentally, was named
- "Metro City." After his daughter Jessica was kidnapped by the Mad Gear
- gang (the local Mafia branch), Haggar called Cody, Jessica's fiancee, to
- help bring down the Mad Gears and rescue the bride-to-be. Although the
- Super NES version omitted it, the arcade version also included Cody's
- friend Guy, a "Ninja" who came along to bash some heads. The game was
- wildly successful because the graphics were twice as good as the
- competition -- huge (roughly 1/2 screen height) characters and detailed
- urban backgrounds, and also because the characters had "the cool factor"
- (my favorite Capcom advertising phrase). The game was the first of its
- kind to have huge martial artists doing over-the-shoulder flips, backhand
- punches and piledrivers -- all in one game with good animation and
- attention to detail. The big complaint about the SNES version was that it
- omitted the arcade's two-player simultaneous feature because of the
- flicker and slowdown it would have caused.
-
- It was to have been the "final fight". Cody and Jessica lived happily ever
- after, Guy went back to selling knives on late night TV, and Haggar finally
- had something to show for his "law and order" campaign. Life goes on until
- Haggar suddenly receives a call from Maki, a female martial artist who is
- tracking another suspicious set of kidnappers in Hong Kong -- this time,
- the kidnappers have taken Guy's nearest and dearest, and Maki wonders if
- Haggar knows anything about them... "The Mad Gear Gang."
-
- A beautiful opening cinema display opens Final Fight 2, relating the story
- above and introducing Carlos, a friend who has decided to help out. Thus,
- you are presented with three characters - Maki (the weak but agile Ninja-
- type), Carlos (the mid-strength martial artist with a sword), and Haggar
- (the powerful but low-stamina middle-aged ex-wrestler who has decided to
- come out of retirement yet again and fly to Hong Kong). Like the original
- arcade game, there are six levels, each with several unique sections. The
- extra 2 megs are used to provide a full cast of characters, a problem which
- plagued Batman Returns and one which would have forced the programmers to
- cut either the opening, a full level, or one of the player characters.
- Bravo to Capcom for doing what needed to be done.
-
- The most significant feature of this game is the 2-player simultaneous
- option, where a nearly flicker-free game can be played with any two of the
- three player characters on screen at once. Flicker is infrequent and
- quickly vanquished when it does appear, achieved by limiting the number of
- on-screen characters to a maximum of five at once and moving them around
- to keep them out of each others' scan lines. It is noticable, however, in
- that it sometimes happens when only four characters are on screen in one
- player mode -- luckily, there isn't slowdown, and the flicker disappears as
- quickly as it comes. The characters are roughly the same size as those in
- the original SNES Final Fight, although two or three of them appear to be a
- little shorter than their predecessors - on the average, they're the same.
-
- You find yourself walking the streets of several countries in Europe and
- Asia and hopping on the occasional boat and train. There are also two bonus
- stages - break the car and smash the flaming barrels - each much better
- visually and play-wise than the original Final Fight. Along the way, quite
- a few items and weapons are hidden in barrels and crates - there are more
- items than Final Fight, and better weapons, too. The Tonfa stick (a black
- pole with a perpendicular handle, the length of which is kept under the
- forearm and swung out) is a terrific addition, the knife remains and a
- piece of lumber replaces the metal pipe found in the first Final Fight.
- The swords have disappeared. The three characters are each pretty neat;
- Maki and Carlos look especially good standing still, and Haggar has a new
- combat outfit. They're balanced much like the original three characters in
- Final Fight.
-
- The levels are a sight to see. The detail in the backgrounds is extremely
- impressive for a game never released in the arcades - shading, color and
- layout are very impressive for a Super NES title, although there will
- likely be some dispute over which has better backgrounds - Batman Returns
- or this game. There are some levels with vertical scrolling, also - a nice
- change but not overly well executed. The music is great, too - a lot of
- the old Final Fight tunes were rescored and made funkier and more upbeat,
- although the instruments still aren't exactly orchestra quality. You may
- actually want to tape and listen to some of them if you were a fan of the
- old music.
-
- Some little problems from FF have been fixed, too. If you use up all of
- your lives, and decide to continue, you continue at the beginning of the
- section where you died, instead of at the beginning of the level. The
- clock actually ticks once in a while, although it still seems to be using
- some elephantine units of measurement. Also, things from the arcade Final
- Fight, like walking up staircases and into doors, have been put back into
- this game. Another nice thing is that the game doesn't dwell on the same
- background too long; the game doesn't send out waves of characters to
- attack you without advancing the screen a little.
-
- Those are the good points. Here's the abrupt change - sorry to spoil your
- joy.
-
- The gameplay hasn't progressed beyond the level of the original Final
- Fight - in fact, it has actually suffered somewhat. Fewer of the enemies
- block your attacks or require any sort of technique to defeat. On easy and
- normal, the game is a total pushover - I defeated the final boss on my
- first game, which is made somewhat easier with six continues given to the
- player. The bosses themselves are amazingly similar - a motley bunch of
- freaks who are great looking but offer surprisingly little resistance.
- Only two of the bosses - one, a holdover from the arcade Final Fight who
- never made it to the SNES translation, and the final boss - are remotely
- challenging. The cast of characters increases over three or four of the
- levels, then tapers off abruptly, so you find yourself fighting the same
- people again and again. A few of the characters, like Andore and his
- brothers (?), make return appearances in this sequel - what's especially
- odd is that the Andores aren't at all as aggressive as they used to be...
- The only noticable difference between the difficulty levels besides
- *slightly* better dodging by enemies [I mean slightly; see below] is that
- the bosses have more life energy, as do some of the characters later in the
- game.
-
- Gone are the stylish touches which gave Final Fight "the cool factor"; no
- more bosses who whistle for backup, no more policemen who spit out gum you
- can pick up to replenish your lifebar, and no more seedy alleys or gritty
- arenas to battle in. The best battle takes place on top of a train, but
- the other scenes aren't quite the places you'd expect to be fighting a
- gang. (For that reason, I prefer Batman Returns' backgrounds. They're more
- interactive and more appropriate to a fighting game.) The thugs themselves
- are pretty boring, too -- no more guys with knives who fly over your head,
- just a bunch of guys who walk around and punch you. One guy carries an
- electric shocker, another a metal rod, and the fire-bombers are back.
- Besides the fact that the characters don't attack in an inspired manner,
- they don't dodge all that well, either. Perhaps the coolest things in
- Final Fight 2 are the continue screens (which, like the original, show
- your characters on the verge of death, rescuable only by pressing your
- start button) and the occasional animations in the backgrounds. [The "cool"
- animations that come to mind are Chun Li and Guile, each found in a level.
- ]
-
- The control is just as good as the original. The gameplay is probably
- quite adequate for any fan of the first game who wants a 2-player
- simultaneous version. My only question - it's been more than 4 years since
- the game first debuted in Japan: Why is the game is still limited to two
- buttons (punch/jump)? The play mechanics are very shallow in that respect,
- made worse by the fact that you're meeting the same enemies level after
- level. At least there are quite a few characters to choose from and fight
- against - if there were only two player characters or a smaller cast of
- enemies, the game would be too boring, as the little diversity Final Fight
- 2 offers comes from changing characters after your lives are used up.
-
- Batman Returns had more involved play mechanics but too few enemies. Final
- Fight 2 has mediocre play mechanics and a reasonable cast of characters.
- The bonus stages are arguably the best parts of the game - the car is
- cooler than the first game's, and the barrels (not stacked like SF2's) are
- a challenge similar to the glass pane shattering of the first Final Fight.
- You won't beat that stage the first time you try, unfortunately unlike the
- game itself.
-
- Capcom is a terrific company, no doubt about it - the Street Fighter II
- series has earned them a spot at the top of everybody's lists. This type
- of flat game practically ignores the things which made the SF2 games such
- a success -- diversity, multiple buttons for attacks, and impressive boss
- characters. Final Fight 2 is very much like its SNES predecessor, except it
- has two-player play. For that feature alone, it is the best large
- character 2-player game on the system; far better than Brawl Brothers or
- Rival Turf. I still prefer TMNT 4 and Super Double Dragon as games, but
- the FF2 programmers were obviously up against a wall. To release a Final
- Fight 2 with smaller characters would have been a media disaster, but to
- release a sequel with more moves and more animation (with characters this
- large) would have required more memory and more programming time.
-
- The king of the hill in this genre is still Sega's Streets of Rage 2,
- which has more moves, more background interactivity, and better music than
- any other side-scrolling fighting game out there. Perhaps we'll see
- another not-so-final Fight vying for the throne in the near future.
-
- [Let's see if Nintendo USA allows the female enemies to stay in the game
- now that there's a female hero to fight them with...]
-
- This Review Copyright (C) 1993 by Jer Horwitz for Game Bytes Magazine. All
- Rights Reserved.
-
-
-
- JOHN MADDEN '93 FOOTBALL from Electronic Arts
- Review by Cedric Higgins
-
- With John Madden '93 Electronic Arts has captured the heart and soul of
- every sports fan that enjoys the game of football. The improvement from
- the '92 edition (which is still a good game) is impressive. With the 28
- NFL teams and eight "All Time Great" teams, the game play is much faster
- and smoother. The computer is a better opponent than before because it
- analyzes your play calling technique on offense and defense, therefore
- allowing itself to call better plays.
-
- The offensive and defensive plays are the same as the '92, but with the
- added features of No Huddle and the Quarterback can stop the clock for
- offense. Added features for defense are close line tackles and the
- ability to "knock" a player out of the game with a crushing tackle.
-
- Madden '93 also features a coin toss at the beginning of each game. Losers
- of the toss can select which goal to defend, thus allowing them to play
- against or with the wind if this is a factor. There are 2 types of
- playoffs for the Madden '93, first is the regular season playoffs which is
- 8 games total and second is the "All Time Greats" playoffs which is also 8
- games before the championship game. One feature that stands out while
- playing either of the playoffs is that there are playoff score updates,
- and at the half of *your* game the computer will show you the last few
- seconds of another playoff game. There is an instant replay feature to
- see hard hits, a great play call or even to contest penalties; unlike the
- '92 edition of Madden Football, '93 allows you to overturn one penalty per
- game -- now you have to make the right call at the right time.
-
- If you ever wanted to play in the NFL now here is the chance to make the
- big play and score the winning field goal from 45 yards out. If you ever
- wanted to be a coach in the NFL, now play the coach mode, call your plays
- and watch the action. John Madden '93 offers a lot of possibilities for
- fun, and if you're a sports nut this game is definitely for you!!
-
- This review is Copyright (C) 1993 by Cedric Higgins for Game Bytes
- Magazine. All rights reserved.
-
- SUPER NBA BASKETBALL by Tecmo for SNES
- Reviewed by Rob Nava
-
- Tecmo has finally taken the plunge into the 16-bit world! And they've
- decided to stick to what they know best for their first SNES entry--
- Sports. TECMO SUPER NBA BASTKETBALL (an official NBA licensed product) is a
- relief for all those SNES sports fans out there that have been swamped with
- poorly animated, shoddy, poor-excuses-for-sports-games sports games (NCAA
- is an exception).
-
- The intros (2) are quite good for a sports game. In fact, they're quite
- good for a non-sports game. The first thing that comes on the screen is
- the Tecmo logo. It comes in from the right and settles in the middle of
- the screen as its reflection on the floor follows along. Then a rabbit
- ("The Tecmo Rabbit"??) comes up to the logo from the left, leans on it, and
- twirls its whiskers. It's animated very nicely. The game intro itself
- consists of several basketball players (supposedly from different NBA
- teams) working together to get a bucket. I was more impressed with the
- Tecmo logo intro :-). BTW I'm sorry if you think that I spend too much
- space on intros, but I happen to think that good intros are fun to watch.
- I DO admit that they don't make or break a game though (SF2 didn't have a
- good intro). So let's move on to something more important... the
- cornucopia of options and features built-in to this quite revolutionary
- cart.
-
- The options/game select screen is the first to appear. The available
- choices here are:
-
- --Preseason Game...You have the option to play several different ways: Man
- vs Com, Man vs Man, Man vs Coa, Coa vs Com, Coa vs Coa, and Com vs Com.
- The "Coa" of course stands for "Coaching" in which a human player calls the
- plays (choice of four), and makes decisions about timeouts, substitutions,
- game speed, and even music during the game.
-
- --Season Game...You play your season games which are saved via battery
- backup. Only one season may be saved at one time, but more than one team
- can be manually controlled (all the teams can be manually controlled for
- the whole season if you like!). All the records for each team, the top 18
- players in each of the League Leaders categories, and the upcoming games
- for the season (complete with dates) are all saved automatically when
- playing in this mode.
-
- --All Star Game...Pretty self-explanatory. An East vs West war on the
- court with all of your favorite players of last season. The same options
- are available for this as are for the Preseason Mode.
-
- --Game Speed...Choose between Fast (it's REAL fast), Normal, or Slow play.
- The characters can really jam in fast mode, but beginners can be easily
- confused too. This option is also available during the game (press
- select).
-
- --Period Length...Choose from 2, 3, 4, 8, or 12 minute periods.
-
- --Game Music...Choose to turn the background music on or off. This option
- is also available during the game.
-
- --Team Data...Pick the NBA team of interest and view the following info:
- The conference of the team, its division, and its current record are shown
- automatically in the upper right hand corner. Below that you may choose to
- change the starters, look at the playbook (each team gets 4 plays), or view
- a starter's data (only the five original starters' data can be viewed). If
- you choose to view a starter's data, you'll see a small b/w picture of the
- player in the upper left hand corner, last years stats for that player, his
- height, weight, position, and current condition (injured, etc.). The
- players abilities are also shown on the bottom half of the screen. The
- abilities shown are the player's running speed, jumping, stealing,
- blocking, shooting range, an stamina. A true stats lover's dream come
- true!! But there's more...
-
- When you play season mode, even more stats are available, the most obvious
- one being the League Leaders data. As your season progresses, Super NBA
- calculates and then remembers the top 18 players in each of these seven (7)
- categories: Points Per Game, Three Point %'s, Blocked Shots, Field Goal
- %'s, Free Throw %'s, Rebounds, and Steals. The standings (w/l, % won, and
- games back) of each team are also kept and upgraded as the season
- progresses. Another feature offered in Season Mode is the ability to change
- all the teams' operators to either man, com, coa, or skp anytime during the
- season. So you can switch to a team with a better record if you want, right
- in the middle of the season while making the computer take over your team.
- Also, up to all of the teams can be manually controlled. But if one of
- your friends is playing another team, you must wait until he plays his game
- before you are able to continue in the season. Unless of course, you
- change his team temporarily to "skp" in which case the computer will play
- out he game without you having to sit through it. If a team is man, com,
- or coa controlled you will have to watch and/or play all the games out.
- You are also allowed to program the win/loss records for each team to mimic
- the real season to date! But enough about the stats!! How's the game??
-
- Well the game is actually pretty good. It is much more fluid than EA's
- BULLS VS BLAZERS for the SNES ever hopes to be even with all the space
- allocated for the stats (not sure how much that actually is though). NCAA
- BASKETBALL is really a different type of game. It's hard to compare the
- two. Some people like NCAA's point of view, and some like Super NBA/Bull
- vs Blazer's point of view. As a game, both NCAA and Super NBA are quite
- good. But if you're a die hard stats man (or woman) though, Super NBA is
- the way to go.
-
- Super NBA has many good features besides the stats. The control of each
- character is good. But, since Tecmo decided to use a generic sprite for
- all the players (Spud Webb looks like Manute Bol), having five basically
- identical players on the court at one time can be confusing at first. I
- suggest slow game speed until beginners get the hang of it. Also, generic
- characters mean NO signature moves. Bummer. There are some nice cutaway
- cinema sequences sprinkled throughout the game. Bullet passes, certain
- slam dunks, and some 3 pointers are animated. They are basically random
- happenings (except the slam). Speaking of cutaway sequences... the referee
- has some animation when he blows his whistle: traveling, charging, pushing,
- shot clock, 5 & 10 second violations, out of bounce, and backcourt no-no's
- are all ref cutaway sequences.
-
- There are a few quirks in the game too. The freethrows are actually jump
- shots!! Yes, the players actually jump into the air for freethrows. All
- the players have small Afro's. My friend calls it Super 70's NBA.:-)
- Rebounds tend to be harder than actual shots themselves. Sometimes players
- will shoot from under the basket and the ball will rebound all the way to
- the sidelines!! Another flaw is that teams NEVER switch sides. If your
- home, you play the whole game going to the right (or is it left?).
- Kinda cheesy. The cheerleaders at halftime, are all digitized from one
- person, and it looks very... I don't know... stupid. The digitized
- graphics, and the animation is quite fluid, but they still look kinda dumb
- when they dance. And either the cheerleaders NEVER stop, or they dance for
- a very, very long time.
-
- The setup... Even though all the arenas look that same, the home team's
- logo is nicely represented in the middle of the court and the keys are
- colored appropriately. Their are two scoreboards, one on each side of the
- court in the background, that display the name of the team, fouls, bonus,
- period, and time remaining. The shot clock is located right above the
- backboard, and is somewhat difficult to read at times because it lies at
- such a severe angle. There is a number (1 or 2) above the two players being
- controlled on the screen and the names of the players currently being
- controlled are displayed in the lower right and left corners of the screen.
- When a player scores a basket, though, his name is temporarily shown in big
- letters in the bottom middle of the screen. All players not being
- controlled have a letter representing their position above them (C, G, or
- F).
-
- Playing against another human is a lot of fun. But, unlike so many sports
- games, I found playing against the computer rather fun as well. It is
- quite easy to defeat the computer once you acquire some game experience,
- but the multitude of stat features kept me playing more and more. I want
- ALL my players to be Number 1!! BTW Super NBA even allows players to
- intentionally foul. The L and R buttons can send the opposing player to
- the stands. Remember how the football players practically flew across the
- screen in the original Tecmo Bowl for the NES? Well now basketball players
- are flying high too!!:-)
-
- THE RATINGS
-
- GRAPHICS: The graphics of Super NBA are not bad. The use of generic
- characters detracts a little from the game though. At least the characters
- were smoothly animated though. There was absolutely NO use of Mode 7 in
- Super NBA that I can remember (I don't think the title screen had any).
- Although, there was no real call for its use anyway. Overall the graphics
- were good, but not exceptional. [7.5]
-
- SOUND/MUSIC: The background music can get annoying at times. Good thing
- that you can turn it off in the middle of a game. No real strong showings
- as far as sound goes either. Average. [6]
-
- PLAYABILITY: The playability is fairly high. It takes some getting used to
- before people really start noticing the control though. I could never
- really tell if my play selections were working or not though. [7.5]
-
- ENDURANCE: I still play this game. After all there are MANY games in an
- NBA season (I forget exactly how many). Plus if a friend comes over, we
- can always play it too. [9]
-
- FUN FACTOR: Super NBA is a pretty fun game. Especially the two player
- mode. It's a toss up between NCAA and this one as the best basketball game.
- It just depends on your opinion of the views. Like Mode 7? NCAA. Like
- stats? Super NBA. Both are fun. [8.5]
-
- Final SCORE: [8]
-
- This review is Copyright (C) 1993 by Rob Nava for Game Bytes Magazine. All
- rights reserved.
-
-
- PGA TOUR GOLF II by Electronic Arts
- Reviewed by Cedric Higgens
-
- It's 6:00 am on saturday morning, you've just checked over your golf clubs
- and made a few practice putts in the front room while waiting for the rest
- of the gang to arrive. Hoping you don't lose the box of Maxflites you
- bought the night before, your ready to shoot a new course record of 62.
- Finally, it's TEE time. You pop in Electronic Arts PGA Tour Golf II
- cartridge, for the Sega Genesis, select your course to play on, and now the
- luck of the swing comes in to play.
-
- Electronic Arts PGA Tour Golf II is one the best sports games that they
- have made. It is a 1 to four player game, and has all the elements and
- excitement of being on an actual course. There are six courses to choose
- from and three types of play mode. One, there is a practice round in which
- you are playing to get familiar with the course, and determining what type
- of player you are. Some nice features in this play mode are the ability to
- take a mulligen, practice putting on any of the 126 greens in the game, and
- select any hole to start off on. Second, is the Tournament round. A
- tournament encompasses four full rounds (72 holes) on the same course.
- Sixty professional golfers, plus 1 to 4 players in your party. All players
- compete for cash prizes. Significant features that stand out immediately,
- you are required to use the professional tee opposed to the amateurs, and
- mulligans are not allowed. Also, players need to make the cut in order to
- advance to the second round of play. Generally, if you shoot par or better
- you will make the cut. Third is the Skins play mode. This play mode is for
- two to four players to compete for cash. The game is played over the course
- of 18 holes, with each hole assigned to dollar value. The player at the end
- of 18 holes that has the most cash is the winner.
-
- Electronic Arts has really beefed up the graphics in this game. They
- provide the player with aerial shots of the course (which they call a "Fly
- By" ) to a 3 dimensional view of the putting green. The instant replay
- feature is notably better than the first PGA Tour Golf. Though the graphics
- are really hot in this game, it lacks real sound capabilities. Besides a
- cheer for making a putt, and moans for a bad putt, the only other sounds
- that are present are birds singing in the wind. The six golf courses that
- a player can choose from are exact duplication of famous PGA courses from
- around the world. They provide lots of bunkers, trees, ruff, and water.
- Along with unstable wind conditions on many of the holes. Each of the 126
- putting greens are different, therefore accuracy is very important.
- Electronic Arts has also done a good job on keeping statics on players. At
- any given time in a game players can see what place they are in depending
- on what play mode they are using. Players can view there accuracy
- percentage on putting, driving and how well they save par. The most
- important feature that Electronic Arts has incorporated into the PGA Tour
- Golf II cartridge is the 90 page instruction guide. It offers helpful hints
- on club selection to a brief history of the PGA tour.
-
- If there is any sports game that needs to be part of a video game
- collection, this is the one. Don't think of this as a ordinary golf game,
- you must have accuracy, patience and a lot of golf balls. This game
- provides lots of fun and may even teach you the game of golf. Don't be
- surprised, the next time you tee off, it may be on a real course.
-
- This review is Copyright (C) 1993 by Cedric Higgens for Game Bytes
- Magazine. All rights reserved.
-
-
- Dead Dance / Tuff Enuff by Jaleco
- For the Super Famicom / Super NES, 16 Megs
- Japanese Import, US Version AKA Tuff Enuff
- Reviewed by Jer Horwitz
-
- I like one-on-one fighting games quite a bit. I would even go so far as to
- say that they're the last hope of real game players - the only games which
- put pressure on both your strategy and reflexes simultaneously. I haven't
- given many of them a full review, though, as it seems that the majority of
- them just don't measure up to Street Fighter II. While Fatal Fury, Power
- Moves and the two Ranma imports are pleasant diversions, the unbalanced
- artificial intelligence and limited number of moves in each have prevented
- them from being enjoyable in the long term.
-
- Recent arcade one-on-one fighting games have become significantly better,
- and are quite close to the level of balanced perfection which the Street
- Fighter II upgrades have attained. The first console title showing real
- improvement [as I measure it] is Dead Dance, a one-on-one combat game which
- draws its character ideas heavily from Jaleco's soon-to-be-released Brawl
- Brothers (see Game Bytes 9). The improvement, however, is most noticeable
- on the highest level of difficulty only.
-
- You are able to choose between four characters; Syoh and Zazi are the Ryu
- and Ken of the game, sharing bodies but using different heads. They can
- throw fireballs, a special energy punch, and a dragon punch which is
- derived from Streets of Rage 2's Axel. Kotono is a female Ninja girl,
- wielding two knives which can be thrown or used for slicing in hand-to-hand
- combat. Vortz is a wrestler like SoR2's Max and Zangief combined, with
- some moves taken from each of those two characters.
-
- These characters can be used in three modes. The first is "Story" mode,
- where you proceed through a Street Fighter-like competition, this time
- with a map screen which takes your character from a Gladiator's Arena to
- the various floors of a huge tower ruled by Jado, "the big boss" who lies
- in wait on the top floor. The second mode is a "Vs. CPU" mode, where you
- can practice against the non-player character "enemies" who reside in the
- tower. The last mode is a "One-on-One" where you can fight your friend
- with the aforementioned four characters.
-
- The control mechanism from the best fighting games has been retained - up
- on the joystick is "jump", back+down are defensive crouch, and there are
- buttons allotted for both weak and strong punches and kicks. The response
- is generally very good, and each character has SF2-style special moves
- hidden with combinations of the joystick and buttons. The game is ever-so-
- slightly slower than SF2, which is certainly not enough to detract from the
- play, at least from my point of view. A friend who is a staunch supporter
- of Street Fighter 2 did voice the complaint, however, and for those of you
- interested, it is certainly faster than Fatal Fury and Power Moves.
-
- Here's a list of the important general details vital to understanding the
- design style of the game: The player characters become more powerful after
- every two fights, and their throwing weapons and mystical auras transform
- from simple shapes to flames and dragons. During the fight, characters
- faces are bloodied as they lose life. There are no "dizzies". The moves
- are very well balanced, and take off a very reasonable amount of damage
- (although I would have liked to be able to choose the damage in an options
- screen). There are air and ground throws. There is a "replay" feature:
- After either player has won two of three rounds, you're able to rewind,
- fast forward and play through the loser's depletion of his last ounce of
- life. The game does not steal as many SF2 ideas as most other one-on-one
- games - quite a few moves are taken from Streets of Rage 2 (which moves, I
- believe, belonged in a one-on-one fighting game to begin with). There are
- some completely excellent original animations and some great enemy
- characters.
-
- Ah, the enemy characters. Beans is an American punk who has an oxygen cord
- under his nose, platform shoes on his feet and a Joker-esque laugh. Dolf
- is a Libyan who carries a missile launcher in one hand and a knife in the
- other. Rei is a young female Aikido artist who has iron shoes and Japanese
- clothes. Gajet is a wrestler and clone of Vortz. Sirou is a Ninja who looks
- suspiciously like the one from Brawl Brothers, but carries a sword. K's
- (quite a name) is a German whose metal extended arms and rocket boots make
- him deadlier than almost any other character. The final boss, Jado, wears a
- body suit which enhances his already powerful body to superhuman levels.
-
- The characters are excellent, as is the background art created for each of
- them. Dolf arrives into the arena on the tip of an ICBM which becomes part
- of the background art. Sirou has a dojo complete with wooden floors and a
- paper door in the center. Rei's level is a room filled with candles and
- lamps which glow and reflect off of the glossy wooden floor. Speaking of
- the floors, they adjust in 3-D in each room, as do the ceilings. The
- general style of the scenery is appropriate to the game's theme, which is a
- story about the power-struggle ensuing after a 21st-Century war, with black
- mist blowing through some levels and a weathered look to the buildings.
-
- In my judgment, the graphics deserve a very high score based on the
- character movement animations, intelligently conceived backgrounds, and
- high level of detail. The 16 megs were put to good use; characters have
- neat little weirdnesses which will catch your eye more than once, and
- they're always moving in some way (even if they're just waiting). The
- opening, options screens and individual character endings have the "flow"
- (using fade outs, music and sound effects to move smoothly) which was
- lacking in Brawl Brothers. I especially liked the changing animations for
- the special moves as the characters become more powerful, a nice new
- concept for the genre.
-
- The music is adequate in some places and pretty good in others. This is
- the weakest feature of the game, except for the fact that the two- or
- three-rounds of each match are fought without interrupting the music;
- something I felt was a nice feature in the Neo-Geo Fatal Fury only to find
- it screwed up in the Super NES translation. The sound effects, however,
- are very nice, with lots of digitized voices and two channels allotted so
- that both characters can announce their special moves simultaneously.
-
- I was very happy to see that there were two buttons for punching and two
- for kicking, with throws incorporated into those buttons rather than
- creating a separate one. The computer opponent plays at three levels of
- difficulty which are perhaps the equivalents of SF2's levels 1, 3 and 5 or
- 6; easy is quite easy, normal can be beaten within several hours, and hard
- may take a day or two. Two or three computer opponents on normal could be
- taken out with the same combination of moves I figured out, but on hard
- they seem far more aggressive and less vulnerable. The game feels as if it
- was playtested enough to remove any rough edges, something I appreciate a
- lot, but the artificial intelligence is just too weak. The fun level
- overall is slightly below SF2 (primarily because of the spotty challenge),
- but it's certainly the second best console fighting game out there.
-
- To eliminate the boredom of fighting a character who you've been able to
- defeat, Jaleco incorporated a password system which allows you to start at
- whichever character you've worked your way up to. Unfortunately, this
- feature detracts from the long-term challenge and value of the game, as I
- found myself (on "hard") just luckily winning 1 battle after losing 10
- times to certain characters, and I never had to fight them again. I wasn't
- necessarily able to find "their weak point", I just got lucky, as some
- beginners might after pressing random buttons on Street Fighter 2. The
- difference on Dead Dance was that my luck was enough to get me completely
- past an enemy permanently.
-
- A few more things which deserve small notes: There aren't enough options
- in that screen - you can only configure three levels of difficulty, your
- buttons, and whether or not you have a time limit. The password feature
- records these things, as well, so if you turn the timer off and later want
- to resume a game and turn it on, you can't. There are multiple endings
- based on the difficulty levels and characters you choose, in a similar
- manner to SF2. The game does have a plot in "Story" mode, which involves
- small dialog boxes appearing, unfortunately, during the fight, which
- detracts somewhat from the pacing [as you must scroll through a page or
- three before each round].
-
- Dead Dance will unfortunately will be renamed for (what they must perceive
- to be idiotic) American audiences to "Tuff Enuff", and although I can't
- say I like the former name, I hate the latter. Would I recommend
- purchasing the game? Maybe. On the hard difficulty level, it's a solid
- challenge which should keep a tenacious player occupied for a day or two
- (if they want only to see one character's full ending), and someone not-so
- -committed busy for longer. On any other level, it's not "Tuff Enuff" for
- me, but it's still the most attention-worthy Street Fighter clone released
- for the SNES to date.
-
- This Review is Copyright (C) 1993 by Jer Horwitz for Game Bytes Magazine.
- All rights reserved.
-
-
- THE LOST VIKINGS by Interplay
- For the Super Nintendo (SNES), 8 Megabits
- Reviewed by Jer Horwitz
-
- Very rarely does a game impress me enough that I'll say, "Drop whatever
- you're doing and *buy* this game". In the case of Interplay's The Lost
- Vikings, I have to make that recommendation. Any company can make a game
- where the main character runs, jumps, slashes and shoots his or her way
- through a few levels. What Interplay and their developer group Silicon &
- Synapse have done is to divide those play mechanics between three really
- funny Viking characters, and force you to beat mazes using a combination
- of their talents. Plus, the game has amazing music.
-
- The main characters of the game are Olaf the Stout, Erik the Swift and
- Baleog the Berserker, three classical Vikings who live together in a
- village with their families. In the opening of the game, you're introduced
- to each character with a demonstration of their abilities; Olaf carries a
- shield which blocks almost anything and can be used as a hang-glider, but
- he cannot attack nor jump. Erik can run faster than the other Vikings,
- head-butt breakable walls and also jump, although he can't attack monsters
- or defend against them. Baleog, by process of elimination, has the
- attacking powers of close-range sword slashing and long-range arrow
- shooting. His arrows can also be used to trigger switches. None of these
- abilities were doing them much good in a peaceful hunting village, so the
- programmers decided that an alien spacecraft might be an interesting test
- of their abilities.
-
- Lo and behold, the spacecraft captures the Vikings and draws them into
- their cargo bay, which is where the game begins. The point of each level
- is to manuever the Vikings, as a team, towards a distant exit which is
- invariably guarded by an assortment of monsters and traps. The levels
- following your escape from the spaceship take place on various planets and
- inside various complexes which start out tame and become much more
- difficult. The learning curve is very gradual, so don't expect to find
- yourself throwing the game in the closet after level two because you "just
- don't understand what the heck to do".
-
- The game has some humorous touches which seem to only exist in games
- programmed or reprogrammed by English-speaking designers -- little
- obnoxious text box comments at the beginning and end of many levels, and a
- great 'viking' sound effect which accompanies the eating of food. A lot of
- the humor will appeal to kids, like the way Olaf picks his nose when he's
- standing around holding his shield up, or the way Baleog flexes his muscles
- when he's waiting to be utilized.
-
- The best part of the game is where it should be - the gameplay. With the
- various powers of each character, you must learn strategies on how to
- tackle unexplored territories without dying. That's right, if one of your
- Vikings suddenly gets burnt to a crisp or drowned in a pool of acid, you
- can't complete the level. Period. You can still use the other characters
- to explore as much of the room as you can access without the dead Viking's
- talents, but you'll eventually have to restart the level. Luckily, death
- isn't always a concern, since your characters each have three life points
- (upgradable to four if you use a special protective item), and there is a
- reasonable amount of food lying around to replentish your life supply. The
- levels involve searching for keys, smashing walls, setting off traps,
- blowing up computers with bombs, and climbing palm trees - not necessarily
- in order... and there are LOTS of levels, with a handy password feature.
- (Special thanks to Silicon & Synapse for programming the password option
- without using similar-looking letters, therefore reducing your risk of
- screwing up when you enter something you've scrawled on a sheet of paper.)
-
- The graphics are reasonable, not spectacular, a fact which may turn
- prospective players away from it. It's their loss. The animation of the
- main characters is perfect for what they do, but the enemy characters
- don't have too much to show off. One nice thing is that the enemies never
- get boring; there is a large selection of monsters and humans which are
- used with themed backgrounds from caves to deserts to castles. The
- backgrounds themselves are all drawn well, and although lots of the same
- pieces of art are recycled for multiple levels, there are a lot of pieces
- of art to recycle. There aren't any elaborate boss characters throughout
- the game, so there isn't anything to critique there.
-
- You'll never forget the music in the Lost Vikings. A combination of techno,
- house, and some odd (yet beautiful) jungle music, the songs are among the
- best ever designed for a game. The sound quality is crystal clear,
- especially welcome when there are voice samples and delicate, unique
- instruments such as the ones featured in the house and jungle tunes. I
- wish there were more songs (or an evident 'sound test' feature), but I'll
- be content to wait for the sequel to hear more from the sound programmers.
-
- The value of this title as a puzzle game is quite high, since there are a
- lot of levels and they do become tough. The enemies get stronger and more
- capable of attacking your characters from undefendable locations, and the
- levels become longer but not intolerably so. I seriously doubt that many
- people will be finishing this game in one day, although there's always an
- exception, I'm sure. (In this game, that exception would have to play for
- about 20 hours straight without mistakes.) There is also a two player
- option, which allows simultaneous control of any two of the Vikings on
- screen at once. Unfortunately, as soon as the first player moves off the
- same screen as player two, player two is completely incapable of moving,
- and can't even be moved back on-screen. This doesn't necessarily matter,
- since you can tell your friend not to move so fast/slow, and it is
- extremely useful to work as a team. The programmers were also nice enough
- to add a screen-saver to the game, a spotlight that moves around and keeps
- the rest of the screen black. The music doesn't stop when you pause, so
- you can listen while you're doing something else and not worry about
- damaging your screen.
-
- The Lost Vikings is fun, humorous, and has smooth graphics and music. It's
- also challenging, intellectual, and not as frustrating as the majority of
- puzzle games out there. The game won't blow your mind visually, but it's
- an extremely playable action/puzzler which should please almost anybody --
- I'd recommend this as the perfect "gift" game for someone who has a Super
- NES.
-
- [Please note: I was very disappointed to see this game receive a review
- from EGM with an average of 7.5/10. It's truly a disservice to the readers
- when an excellent game like this is not heralded for what it is.]
-
- This review is Copyright (C) 1993 Jer Horwitz for Game Bytes Magazine. All
- Rights Reserved.
-
-
- AIR DUEL / DOG FIGHT by Microprose
- Previewed by Ross Erickson
-
- Though just hitting the stores on this side of the pond, Air Duel (AD, here
- in the U.S., Dog Fight in Europe), looks to provide those with a passion
- for pure dogfighting just what the doctor ordered - nothing but great head-
- to-head air combat.
-
- Air Combat doesn't pretend to have ultra realistic flight models or
- avionics borrowed from the military, but it does offer the flight simu-
- lation novice the opportunity to learn the basics of dogfighting in a
- fun, new way. Air Duel offers two main features that make it a worth-
- while addition to your gaming library. First, the 'What If' scenarios
- that allow the player to pit aircraft from vastly different eras against
- each other in air combat. Imagine taking on a Fokker Triplane with an
- F-15?? Not as easy as it sounds. Not exactly simple to get radar lock on
- a plane that small. You'll also find yourself outturned quite easily and
- possibly in the gunsights of what appears to be an inferior plane. Air
- Duel will allow the pilot to choose from the Sopwith Camel, the Spitfire,
- the F-4 Phantom, the Harrier Jump Jet, the F-16 Eagle, the Fokker DR1, and
- the Mig-23. All of these aircraft can be pitted against each other to
- provide for some very interesting matchups. A heat-seeking Sidewinder
- doesn't do much good against a prop-driven Sopwith Camel!
-
- The other great feature of Air Duel is the head-to-head modem play mode.
- Here, you can take on your pilot friends in a duel with the aircraft of
- their choice, again from different eras.
-
- The Air Duel manual is very well done with plenty of pages devoted to air
- combat maneuvering (ACM), teaching flight novices the nuances of Scissors,
- Split-S, and Yo-Yos. When you practice long enough, you'll find yourself
- reacting instinctively to your opponent moves as you both try to get on
- the other's 'six'.
-
- Air Duel is made of of three main modes: Duel Mode, where you match famous
- aircraft from the same historical period against each other; the 'What-If'
- mode, that allows you to put any aircraft from the game up against any
- other plane; and finally, the Mission Mode, that provides full mission
- planning, allocation of resources, and targeting of ground and air
- targets. You begin in WWI and work your way all the way up to the
- conflict over Syria. Here you'll use all your flying skills as well as
- your landing and taking off skills.
-
- Air Duel/Dog Fight is available now.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- REALMS OF ARKANIA: BLADE OF DESTINY by Sir-Tech Software
- Previewed by Ross Erickson
-
- Though the game is not new in Europe (under the German title of Das
- Schwarze Auge), Realms of Arkania (RoA) will soon be making its debut on
- the American shores soon, much to the delight of FRPG players everywhere.
- This game is a pure complement to the Sir-Tech Wizardry family of games
- and provides much more of the same fantasy 'Tolkien-like' adventuring.
-
- Set in the fantasy land of Arkania, the Thorwallians (good guys! :-) are
- being backed up to their northern coast by hordes of marauding Orcs that
- threatend to wipe out their very existence. Villages and homes are plund-
- ered and crops and fields are laid to waste. There are rumors that an
- entire army of Orcs are standing ready to destroy the very civilization of
- the humans. With no hope of readying an army of their own, the
- Thorwallian leader puts their last hope on finding a long-lost artifact,
- the sword of Grimring, and sends a party of adventurers off to find it.
- Blade of Destiny is the first of several planned RPG adventures in
- Arkania using this engine designed by Attic Entertainment Software of
- Germany.
-
- The character generation capabilities of RoA are terrific. The stand-alone
- module ties into the main program to reduce memory requirements, but allows
- character generation to have great depth. 12 different classes of
- character can be chosen. Also unique is the positive AND negative
- attributes that are assigned to each character. Negative attributes such
- as green, superstition, and various fears and phobias will directly affect
- the character action on screen.
-
- The world of Arkania is truly immense. There are 52 different towns and
- villages in the Thorwal region of the Arkanian continent. The party must
- investigate the entire region, communicate with the townspeople, and build
- a network of informers to locate the sword of Grimring and stop the Orcs.
- Plenty of opponents will stand in your way as you explore the area.
-
- The magic system of RoA offers more than 80 animated spells and 12 spell
- realms. Characters are not limited in which spells they may learn, but
- classes do have inherent abilities in certain realms making specialization
- a fact of life. It's also nice to note that RoA offers two difficulty
- levels - novice or advanced that will simply magic creation and combat if
- the player desires an easier game.
-
- Combat in RoA is handled in a turn-based or 'phased' approach rather than
- a real-time basis. Each combat scenario is shown in a fully animated 3-D
- view, allowing the player to view the entire situation without missing any
- spatial depth. Landmarks and terrain are true to the character's location.
- Players must rely on a strategical thinking approach to maximize their
- success in combat. In the novice mode, the player can also choose to have
- the computer pick the character's fighting modes and action. Combat can
- take a long time in RoA and a successful combat scenario becomes an
- important milestone during the game itself.
-
- All things considered, RoA should be a good FRPG for the PC in 1993.
- It is due to ship by early to mid June, 1993.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- DAY OF THE TENTACLE: MANIAC MANSION 2 by LucasArts Entertainment
- Previewed by Ross Erickson
-
- Since their very first adventure game years ago, LucasArts has had the
- Midas touch on almost every adventure they've published to date. From
- the wildly successful Indiana Jones and Monkey Island adventures, to the
- Zak MacCraken and Maniac Mansion games, LucasArts always seems to hit the
- mark on delivering what the avid adventurer wants - a compelling, yet
- humorous storyline, well-developed characters, and intriguing puzzles.
- Quite soon, we'll all be seeing the next installment in the LucasArts
- adventure hall of fame - Day of the Tentacle (DOTT): Maniac Mansion 2.
-
- In this interactive cartoon, you find yourself playing one of three
- very different characters - Hoagie, a laid-back roadie for a heavy metal
- band; Laverne, a moderately crazy medical student; and Bernard, a well-
- meaning computer Geek - all trying to save the world from Dr. Fred
- Edison's mutated pet tentacles. With the psycho neon tentacles out of
- control, Dr. Fred sends the kids into different eras of time to solve
- the problem of the tentacle and save the world. All three characters must
- be manipulated in these different time periods cooperatively to solve the
- puzzles. For example, upon coming out of the time capsule (actually, I
- believe the time pods are all actually outoor toilets!), one of the
- characters in the future finds him/herself stuck in a tree. To get that
- character out of the tree, one of the other characters must convince a
- character from the past to chop down the tree, thus preventing it from
- being there in the future. This type of cooperative time logic abounds in
- DOTT.
-
- The graphics have a very extreme look to them. This isn't surprising,
- given that the DOTT creators, Tim Delacruz and Dave Grossman both shared
- billing with the Monkey Island adventures. The characters are very
- expressive, oversized, and exaggerated in their actions which makes for
- a very hilarious appearance. The disk and CD-ROM versions are due to
- be released simultaneously, with the CD version having a full voice
- soundtrack throughout and a full "talkie" introduction. The sound effects
- are very cartoon-like in nature and add a lot to the wacky atmosphere
- of the game. I wouldn't consider playing this game without a digital
- soundcard of some kind.
-
- If you're looking for an adventure that is on the light-hearted and wacky
- side while retaining a challenge, DOTT may be just what you're looking
- for. It is expected to be shipping by late June or July.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- MIGHT AND MAGIC: DARK SIDE OF XEEN by New World Computing
- Previewed by Ross Erickson
-
- For several years now, New World Computing (NWC) has passionately devoted
- their creative energies to create a gaming world as compelling as the
- Ultima series of games for serious FRPG'ers. Their most recent game,
- Might and Magic: Clouds of Xeen put the player into the most graphical and
- complex Might and Magic world to date. Yet, as players discovered while
- finishing "Clouds", there was a part of the world they could not pass into
- and continue the adventure. The "Dark Side of Xeen" was not opened yet.
- With the most recent release from New World, this other half now opens up.
- The second half of this RPG experience is now unfolding for Might and Magic
- gamers in Might and Magic: Dark Side of Xeen (DSoX).
-
- In DSoX, NWC introduces a new gaming concept to the FRPG genre: inter-
- connected games. With Clouds of Xeen and Dark Side of Xeen installed on
- the same computer, the gamer can actually move the characters from one
- world to another in one seamless whole. NWC claims the whole is greater
- than the sum of its parts. In this second in the Xeen saga, the future
- of Xeen looks bleak as Alamar the Tyrant has stolen the cube of power, a
- source of great magic and a key to the destiny of Xeen. The Queen and the
- Dragon Pharoah are besieged and deserted by friends, and the covenant of
- peace between men and monsters is broken. Enter you, the player. Inasmuch
- as there is no linear way to play DSoX, you can set your own course of
- exploration and discovery. You begin in the town of Castleview and on
- your adventures, you'll discover dungeons, castles, towns, and more on
- your way to discovering the secrets of Xeen. The game also features
- automapping, auto-note taking, and even programmable Quick Fight options
- to make combat less tedious. There's also an impressive amount of
- digitized speech, stunning music and sound effects. I was particularly
- impressed with the quality of visual effects when magic spells are cast.
- You can tell that the designers put a lot of creative energy into this
- part of the game.
-
- NWC continues to evolve the graphical advances of the Xeen universe with
- every new edition. DSoX is no exception. The NPC monsters and characters
- seem to have a smoother and not-so-harsh colored appearance to them. The
- designers are obviously improving their artistic talents with each
- successive game. The game still features "tiled-based" movement. Though
- not ineffective, it does present a stark difference to the smooth motion
- sensation we've all come to enjoy in the Underworld style of games.
- Nonetheless, Might and Magic enthusiasts will still enjoy this latest
- effort. The game is due to ship by the end of May, 1993.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
- GATEWAY II: HOMEWORLD by Legend Entertainment
- Previewed by Ross Erickson
-
- Legend Entertainment is doing it again! One of their most successful
- games is coming back as a sequel and it looks to be another sure hit.
- Gateway II: Homeworld (G2) is based on the continuing saga of the Heechee
- alien race created by the Frederik Pohl in his award-winning series of
- science fiction.
-
- In G2, an unidentified artifact emerges in the solar system and you, the
- player, are pressed into service again to rescue another prospector held
- captive on what turns out to be a Heechee starship. Your mission will be
- made more difficult by religious fanatics on earth who aim to cleanse
- earth of its inhabitants in a sweeping fire. You'll begin your adventure
- on 22nd century earth and end up discovering new worlds, eventually arriv-
- ing in the Heechee homeworld itself, hidden in the core of a massive black
- hole. The final confrontation will pit you against the Phoenix Sect, the
- religious terrorists who aim to end humanity. The Sect attempt to
- accomplish this destruction by soliciting the help of the Heechee's ancient
- enemy - The Assassins.
-
- There will be plenty to keep the adventurer busy in G2. Players will
- encounter murderous robots, dinosaurs, and threatening humanoids. You'll
- encounter various new beings on distant planets where crystalline creatures
- metabolize electricity. You must also rescue a fellow prospector marooned
- inside a robot-controlled Heechee biological station and escape using
- knowledge stored in the digitized brains of former prospectors.
-
- The cinematic effects of G2 are truly grandeur. There is a true sense of
- the immensity of space and Legend has done well to preserve the pure
- science fiction atmostphere of the Frederik Pohl novels. Graphically,
- this is undoubtedly the most artistic work Legend has produced yet. 256
- color graphics abound in SVGA resolution and many of the major sound boards
- are supported.
-
- Anyone who longs for the rebirth of science fiction on the computer will
- revel in G2. It is due to be ship in July.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- HIGH COMMAND: Europe 1939 - '45 by Colorado Computer Creations and
- Three-Sixty Pacific
- Previewed by Ross Erickson
-
- It was only just last issue that Game Bytes published a very thorough
- review of High Command by Colorado Computer Creations. So, what are we
- doing back here again Previewing the same game again? Simply. This is
- a vastly new game that has been redone from the ground up. It's also
- being distributed through the Three-Sixty/Electronic Arts distribution
- network so many more wargamers and non-wargamers alike are likely to play
- it.
-
- High Command is a grand game of war and resource strategy set in Europe in
- 1939. As either the Allied or Axis side, you will be fully responsible for
- all of the military, economic, and political decisions for your side.
- Should you allocate your resources to military units immediately or should
- you invest in your country's infrastructure first? Do you allocate
- resouces to sabotage or to negotiation? Once war is waged, the player
- has complete control over all land, air, and sea forces anywhere in the
- European theater. Playing as the Axis powers, the player truly has the
- ability to fight a completely different war if he/she chooses. There
- need not be an Eastern front if you decide against it. Economic options
- in High Command include production and research and development to give the
- player the flexibility to determine the course of weapons development and
- usage. Political options include diplomacy, intelligence, and foreign
- aid. Again, it's possible to develop entirely "anti-historic" alliances
- in WWII depending upon your decisions and goals. High Command also
- features flexible weather conditions, the ability to adjust Allied and
- Axis intelligence, and a also a strong computer AI.
-
- The SVGA graphics are a far cry from the somewhat crude 320x200x16 color
- graphics of the first High Command. Rich 256 color graphics at 640x480
- and utilizing the icon-driven interface make playing and choosing options
- a breeze. One feature I especially liked is the ability to assign any of
- the game elements to the computer and just leave whatever decision making
- responsibilities that I choose to handle initially until my experience
- increased. This way the learning curve of the game is quite short and
- enjoyable.
-
- Three-Sixty and Colorado Computer Creations intend to make High Command
- just the first in a series of new strategy games to be released in 1993
- and 1994. For true miilitary strategy buffs, High Command is destined to
- please. The game should be shipping by mid-June, 1993.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- MAD DOG McCREE by American Laser Games
- Previewed by Ross Erickson
-
- Anyone who has set foot in one of the ubiquitous video arcades in most
- American shopping malls during the past year has likely seen a lot of
- action around a game that features laser disk quality live video action
- combined with a life-size pistol. Players would be lined up waiting their
- turn to "fire" the gun at the screen, dropping the bad guys in the old
- west. This phenomenon is the laserdisk game, Mad Dog McCree (MDM) and it's
- coming out of the mall and into your home. MDM will actually be available
- on three different platforms - PC CD-ROM, Sega CD, and even the new 3DO
- systems later this year.
-
- MDM puts you behind the six-gun and the sherrif's star in a typical old
- west town. You play the game through the eyes of this sherrif and your
- job is to use your keen reflexes and eyes to take the bad guys down with
- your virtual six-shooter and avoid killing the good townsfolk and also
- getting shot yourself. Using this technology of captured live action
- video, there is a real sense of "being there" in the old west. On-screen
- characters will converse with you just as if you were "in the game".
- Obviously, the arcade pistol will not be used in the PC version though the
- mouse makes a reasonable substitute. To aim, the player will use a small
- on-screen crosshair for reference purposes. MDM is the first in a series
- of live video action games from American Laser Games. Using their branch-
- ing video programming, which changes the action based on variable outcomes
- such as hits or misses, the gamer can quickly find him/herself in different
- parts of the game, including dead and starting over! While the home
- CD-ROM video quality is not up to the standards of real arcade laser disks,
- it's still good enough to enjoy the gaming experience and lose yourself in
- the old west.
-
- Mad Dog McCree should be available for PC CD-ROM this summer.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- KING'S RANSOM by ReadySoft
- Previewed by Ross Erickson
-
- King's Ransom (KR) is one of those games that is hard to classify. It's
- certainly not just an arcade game, but it's also not in the category
- of pure adventure either. It best fits in the somewhat nebulous category
- of 'action adventure'. KR is certainly one that will give the joystick
- a workout with plenty of action/animation but also requires the player
- to don his thinking cap to solve the puzzles. In some respects, KR is
- also an RPG as there is distinct character development, weapons and
- armor choices, and plenty of NPC interaction.
-
- The storyline (have you heard this before?) is set in a fantasy world
- where evil has been caged for a long time by the powerful wizards of the
- land, but evil continues to grow unabated until such time as things get
- out of control, and the king sends you off on your quest to destroy the
- crystals that house the demonic forces of your world. In your quest,
- you'll explore six different cities, 150 different locations and interact
- with over 500 different characters on your quest. There are over 40
- different monsters to dismiss on your way to the mountain of Kandar to
- destroy the crystals.
-
- KR has multiple save games to provide for contingencies if you end up in
- trouble. In your quest, you will visit many temples, taverns, armorers,
- shops of all kinds to equip you with both information and equipment to
- help you on your way. King's Ransom has a "Risky Woods"-like appearance,
- but with a much stronger adventure element. Readysoft claims there are
- hundreds of hours of game play in KR, so those seeking a lot of game
- value might find this new title especially attractivve.
-
- King's Ransom is expected to ship in September for the PC, Amiga, and
- CD-ROM.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- RAGS TO RICHES by Interplay
- Previewed by Daniel Silevitch
-
- A stockmarket simulation by Interplay, and comments based on the Interplay
- interactive demo.
-
- My first impression on trying to run the demo to this game was, "It didn't
- work. That's just screen junk." An hour of fiddling revealed the cause,
- unmentioned in the README file. I needed to load a VESA driver for my video
- card. That done, the RTR demo loaded flawlessly, bringing up a title screen
- and then the main demo, in 640x480x256.
-
- The game simulates the stock market in todays world. There are 4 stocks
- that can be bought and sold; Bonds, Chips, Gold, and Oil. You are a broker,
- trying to make yourself wealthy (of course). The demo starts you off in a
- nice office, with a lot of money. Presumably the full game starts in a
- scummy office with only a pittance. To aid in your quest for riches, you
- have the ability to hire various employees. Secretaries field phone calls,
- etc, Accountants provide detailed breakdowns of your status, pit runners
- bring orders to the 'pit', where they are executed, etc.
-
- You get to watch a continous graph of how one stock is doing, as well as a
- tickertape giving data on all stocks and outside events. That's right,
- outside events. There is a reasonably complex economy that drives the
- motions of the various stocks. You can affect the market, but not greatly.
- Your information on the outside events comes from the ticker, one of 4 TV
- stations (digitized speech, 1 station for each stock), and from reading the
- newspaper, a copy of which you recieve every day.
-
- In my opinion, the best draw for this game is the user interface. The
- interface is completely mouse driven. Keyboard shortcuts exist for all of
- the commands, but I found myself only using the mouse. For example, to
- change channels on the TV, or change the active stock (price movement
- displayed on the graph), simply click on the TV or the graph until the one
- you want comes up. To make a telephone call, click on your Rolodex until
- the name you want comes up, and then click on the telephone to make the
- call. I like calling my mother, she gives a mix of old neighborhood gossip
- and adds for other Interplay games!
-
- I have only two complaints with the game as presented in the demo. The
- first is that there is no speed control. On my 486DX-50, things moved too
- fast for me to watch everything at once. I couldn't track the ticker tape
- and the active stock, listen to the TV, and give orders, all at the same
- time. I hope the final version has this.
-
- My other complaint has to do specifically with the demo. If you don't touch
- the controls for a certain time, the computer assumes that you don't want
- to play, and starts an automatic game. I lost a few games because it timed
- out when I was waiting for a stock to hit a certain price. I would have
- liked either a longer delay, or a confirmation. This is just a problem with
- the demo, though.
-
- All in all, the demo of Rags to Riches has me very hopeful that Interplay
- will deliver a fine game in an area that has not seen much activity
- recently.
-
- The demo can be had via anonymous ftp to wuarchive.wustl.edu, in pub/MSDOS_
- UPLOADS/demos, as rtrdmo.zip. It should be unzipped with the -d option
- (subdirectories inside file), and is about 1.3 megs compressed. Minimum
- system requirements include a VESA capable video card (must be able to do
- 640x480x256), and a hard drive. Sound Blaster supported for music and
- speech.
-
- This preview is Copyright (C) 1993 by Daniel Silevitch for Game Bytes
- Magazine. All rights reserved.
-
-
-
-
-
-
- MIG-29 (Add-on for Falcon 3.0) by Spectrum Holobyte
- Previewed by Ross Erickson
-
- In all fairness to all readers, this is such a last-minute thing, that the
- article here will not present much in the way of observation and detail
- about Spectrum's newest addition to the Falcon 3.0 family. Mig-29 will
- be making its appearance very soon and I thought this would be useful to
- show you what kind of graphics and artwork will be in place for this
- exciting new product.
-
- The Mig-29, of course, is Russia's premier air-to-air dogfighting aircraft
- that compares to Falcon 3.0's own F-16. The Mig-29 has been proliferated
- among many of the countries that appear in the Falcon 3.0 theaters, so the
- timing is perfect and qualified. The Mig-29 will be a worthy opponent
- for Falcon flyers now and the add-on will allow you to enter a mission
- with Mig-29s in the aircraft itself and fly for the opposing forces. The
- Mig-29 is as agile and quick as an F-16, but does not have the fly-by-wire
- controls that makes control much easier in a Falcon. Thus, the Mig-29 will
- have the ability to do more "on the edge" kind of maneuvers that may
- overstress the aircraft (and the laws of aerodynamics!).
-
- This add-on product also introduces some very exciting concepts in the
- area of multi-player options. Via the network or modem, true adversarial
- roles in the mission planning can be setup. The two premier air superior-
- ity jets can face off in a battle over the strategic theaters of the world-
- just like the real thing!
-
- Mig-29 should be available by June or July of this year.
-
- This preview is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- TORNADO by Digital Integration, Distributed by Spectrum Holobyte
- Previewed by David Pipes
-
- Note: This preview is based on a beta version of the game. This means that
- the game is subject to change and revision before release; some features
- described here may not exist in the release versions, and there may be some
- functions not mentioned here which will be in the game.
-
- Digital Integration is an English company not particularly well known here
- in the United States. Some will remember a previous release from them
- called "F-16 Fighting Falcon", which came out a few years ago. I can't
- speak to that, I never saw it. But I can speak to their recent efforts,
- which are impressive indeed.
-
- The Tornado is a British ground attack plane, which is also manufactured in
- an Air Defense Variant. Both of these planes are modelled in the game.
- The plane itself is a two-seater, pilot in front, Navigator/Weapons Officer
- in the rear. It has two engines with afterburner (reheat) capability, and
- a 3 position sweeping wing. It also features a very advanced terrain
- following system which combines a forward looking radar to read terrain and
- a digital map system to predict general features before they appear. It
- can carry quite a respectable bombload.
-
- This game will inevitably be compared to Falcon 3.0, which after all also
- contains Air-to-Air and Air-to-Ground work. Falcon, which was developed
- in-house by Spectrum Holobyte, the American marketer of Tornado, has
- become the standard for realistic military flight sims and as yet has no
- real competition. Tornado is the first military flight sim to follow in
- Falcon's footsteps, and yet it is not a direct competitor.
-
- Falcon 3 is primarily an air combat simulator with extensive ground attack
- capabilities. Tornado is the inverse, with perhaps even proportionally
- less Air-to-Air capabilities. It is also more systems oriented - for
- example, in the beta there was no radio chatter. The Tornado is used
- stealthily, skimming as low as 200 feet AGL on automatic, with a digital
- timing system to allow all the planes to fly divergent courses and still
- arrive on time over the target. So radio comms would actually give away the
- location of the incoming Tornados. In Falcon 3, since the planes operate
- at higher altitudes and are more likely to be spotted for that reason,
- emissions control is less of a concern.
-
- This is just one example of the careful attention to detail in this game.
- I found enough details to keep me busy for months. The game has 3 major
- parts - simulator missions, live practice missions (which can be run before
- in the simulator, a good touch) and war. The player starts as commander of
- his plane in a campaign, and progresses to being an Air Group commander,
- with responsibilities for prioritizing targets and organizing entire
- sorties.
-
- The missions are set up from the heart of the non-flying portion of the
- game, the Mission Planner. This is based on both the specs of the current
- RAF system, and the specs for the next generation of systems, expected to
- be online in a year or two. In effect, the features available in the
- mission planner are not only realistic, but are what the actual systems
- *will* *be* in 2 years. You get it before the RAF!
-
- The mission planner consists of a map, complete with up to 32x zoom and
- 250' elevation contours, covering the active area (there is one training
- map and 3 war campaign maps). Along the sides of the map are boxes which
- bring up different informational and utility windows, which in turn can be
- opaque or transparent. These windows provide all the functions needed to
- set up a mission - flight path planning, weapons loadouts, even a terrain
- profile with estimated enemy radar coverage. You can display all the
- different target types selectively on the map, and zoom in to get a close
- look at the relationship of the target to the surrounding terrain.
-
- The terrain is much like Falcon 3, with a few enhancements. Hills are
- better defined visually to allow manual low-level flight. There are trees
- and the like scattered around, and many towns with varied buildings -
- homes, gas stations, convenience stores. There are TV towers and power
- line, nuclear power plants and street lights, microwave comms towers and
- industrial smokestacks. Military bases are extensively modeled. All of
- the graphics are crisp and performed only very slightly slower than Falcon
- 3 on my machine with the detail turned full on. The effect of flying
- through a real world is very good.
-
- Back to the mission planner. You set up a mission by specifying the
- waypoints, starting with the first one after takeoff. You need to check
- the prevailing wind first, and choose the proper runway (the machine will
- suggest this, but you can change it). As the manual puts it, "Anything
- which flies and has a brain lands and takes off into the wind". And yes,
- you will have to worry about crosswinds, not a big factor on takeoff, but
- one which can really screw up your approach for landing.
-
- After setting up your first waypoint, you then pick your others to allow a
- course to be flown. You can set altitude, speed, and heading info for the
- autopilot, as well as mode - terrain following (with a height setting, 200'
- AGL minimum), loft attack, level bombing, etc. You can use terrain and
- altitude to mask your ingress to the target, after looking at suspected
- enemy radar and SAM coverage in both horizontal and vertical profiles of
- the terrain. Even likely CAP points are available. You then set the time
- to each waypoint; you will be expected to be extremely precise (the on-time
- indicator only shows 30 seconds of variance either way; screw up that
- badly, and you will be in serious trouble).
-
- Once you have your flight plan ready, you can fly through it in the
- planner, to get a look at various parts of the route beforehand. This is
- essentially an aid to allow you to see the terrain as you will in flight,
- and note any potential problems. This is another useful innovation not
- found in Falcon 3.
-
- When your course is set, you can set up the packages your planes will
- carry. Your supply officer has kindly provided you with a base package of
- munitions which you will be expected to carry along. You can also choose
- other packages if you have the hardpoints and mounts and weight and fuel to
- carry them. Packages are groups of weapons which are intended for a
- particular target. The plane has a large number of hardpoints; each
- hardpoint can take a weapon, or a mount. A mount can carry multiple
- weapons. Weight and drag of weapons and external pods are taken into
- account; sometimes, the only way off the ground will be with full reheat.
- Since the waypoints can have packages associated with them, the autopilot
- can assist in some attacks to reduce your workload.
-
- The weapons are fairly standard; thousand pound bombs, 500 pound laser
- guided munitions, standoff radar attack missles and one tremendous load - a
- 5 ton pack called JP-233, a mixture of about 50 runway penetrators and
- hundreds of AP submunitions, designed to be dropped along the length of a
- runway. It takes 4 seconds to empty this thing, and it will create a
- nightmare for the enemy. (In the course of reading about the use of this
- weapon, I found another interesting touch; your base can be attacked while
- you are out zooming around the landscape, and if someone craters your
- runway, you have to deal with it - land short, land long or <gulp> try to
- steer around the holes. You could land on a stretch of road, but then
- someone has to ferry the plane back. Remember another tip from the manual
- - "Try to choose a section of road without bridges". Of course, you could
- probably get your wings swept back fully in time. Probably.)
-
- So mission planning is similar to Falcon 3, but still different enough
- that you don't feel you are playing the same game. Another difference is
- the ability to wipe a mission out if you don't like the result. While
- there was no flight recorder like the Falcon AVTR in the beta, there is a
- detailled debrief; if you don't like your performance, take it off your
- record.
-
- The next step is obvious - get out there and fly the plane! I only had a
- few days to test the flight model, and so I did not push it. It seems
- accurate, and the drag/weight effects were obvious, but I don't have enough
- practice to compare it usefully to Falcon 3. I will limit myself to saying
- that it seemed very realistic.
-
- The systems are another matter - they are *definitely* realistic. You can't
- enter this cockpit and expect to do anything without some memorization.
- You need to know where the gear safety indicator is and what the colors
- mean. Ditto for the various switches, dials and buttons scattered around.
- They all function, and they are all important. This is one of the few
- games with instructions about, say, standard engine temperatures - 400 C
- for mil power, 700 C for reheat. Much higher and you know your engine is
- on fire! Or maybe not - there are random systems failures which can occur.
-
- How well do you have to know these systems? Well, suppose you forget to
- sweep your wings back after takeoff, even though you have that nice wing
- position indicator right there on the left, under the flaps/slats
- indicator. Your plane will begin to thump and vibrate as parts of the wing
- go supersonic and the shockwaves grow. You will hear the warning sound
- and a light will flash. You need to check with your backseater to make
- sure that is your only problem, then punch the wing sweep key to start the
- wings moving. If that is they haven't jammed in position because of your
- carelessness. When the flight smooths out again, hit the master alarm
- reset button to turn the light and sound off. Similar procedures exist for
- enough systems to warrant keeping a checklist for certain activities. This
- is not in any way a forgiving aircraft.
-
- The backseaters' position is the heart of weapons, nav and countermeasures.
- There are two large and one small multifunction displays, which feature a
- moving map system on which new waypoints can be plotted and activated; a
- ground and an air radar, both of which use the mouse to zoom in and out and
- designate targets; a forward looking camera to provide orientation; and the
- Thermal Imaging and Laser Designator sytem, or TIALD. The TIALD system
- allows you to manually track and lock onto ground targets with a laser; you
- can jump the laser from place to place to perform realistic ripple attacks
- with laser guided weapons. This is the first game I've seen to allow this.
-
- The Tornado is a highly automated aircraft, and missions can be flown on
- autopilot from shortly after takeoff to shortly before landing. Even some
- attack profiles can be flown by wire, with the computer arming weapons at
- the right time while you do whatever active targetting is needed and
- control changes in altitude and speed. On landing, you can set up on the
- proper course, speed and rate of descent, then hand over flight to the
- computer while you just wait for the right moments to extend flaps, drop
- gear and flare. This too creates a different, but no less detailled feel
- from Falcon 3.
-
- While you are flying or attacking, the HUD is you primary tool for
- maintaining situational awareness. It provides the usual airspeed
- indicator (in mach numbers or knots) and pitch ladder, as well as flight
- path indicator and time to waypoint indicator. There is a heading to
- waypoint indicator as well, and angle of attack is modelled and controlled
- automatically or manually (autotrim is standard). In the attack, for
- example in a loft bombing approach, you get several indicators - a release
- path indicator, a fly-to indicator to put the release path over the
- target, an altitude indicator to remind you of the explosive radius for the
- weapon and a time to release counter to allow you to figure when to pull
- the trigger. This is very complicated, especially with the timing
- component. Not to mention that your hits are tallied in the debrief by how
- close they came to the target, in feet, and clock position deviation. By
- the time you get used to this, you will be thinking in all three
- dimensions.
-
- Landing, you can usually find an ILS on the active runway in a cone which
- extends out from the runway approximately 10 miles. It is only 8,000 feet
- wide and deep at the maximum distance. You can easily fly right out of
- this ILS. Another little detail, although if you need to you could just
- land on a taxiway or a disused runway. Watch out for helicopters and
- taxiing aircraft...
-
- I found the flight itself to be smooth and fluid. The plane handles with a
- certain deliberation - it seems to have a lot of mass. I did not have the
- temptation to yank it all over the sky like Falcon. Good thing too - it is
- a bomber, after all. (I haven't tried the Air Defense Variant much, but it
- is obviously a missle platform. The Tornado can roll at almost 180 degrees
- per second, but its turning rate is such that you will want to play
- *between* hills, not above them. Again, deliberation is required.)
-
- While you are flying around, the war goes on. The effects of your bombing
- will become apparent in the conduct of the campaign. This promises to be
- as detailled as Falcon, although I did not have enough time to verify this.
- By all descriptions in the manual, you should be able to see combat on the
- ground, but no promises here.
-
- The manual is very useful and full of details and advice, like Falcon.
- Tornado has current graphics, and the flight model seems to be up to the
- level of Falcon 3. It breaks new ground in the area of systems
- simulations, however. I expect this to appeal to all the Falcon 3 pilots
- out there, and maybe even some of the Civil Aviation types who are bored
- with FS 4 and want something nearly as detailled in its' depiction of
- cockpit systems. This will be a welcome addition to my library as soon as
- it hits the shelves, and DI promises more like it in the future. If they
- continue like this, we high-end flight sim fanatics will soon have a number
- of choices for detailled military flight simulation.
-
- This review is Copyright (C) 1993 by David Pipes for Game Bytes Magazine.
- All rights reserved.
-
-
- CD-ROM AND THE PC: Introduction
- by Ross Erickson
-
- Welcome to the special edition focus of Game Bytes #11 - CD-ROM for the
- PC! A little history behind the existance of this set of articles - quite
- frequently, I've been getting a lot of email from our Game Bytes readers
- asking, "Should I buy a CD-ROM drive now? What games are available on
- CD-ROM? What's good? Besides entertainment titles, what else is good to
- have on CD?" I've been a proponent of the CD-ROM on the PC for sometime
- now, so with this type of questioning, I wanted to answer the question,
- "Should I buy a CD-ROM drive now?" with a resounding YES! But, talk is
- cheap and I wanted to talk ABOUT the titles that ARE out there right now
- that definitely deserve a look. If, by the end of this series of articles,
- you're still not convinced that buying a drive now is a good thing, then
- you're just a pessimist or you're broke! :-) Honestly, the CD market for
- the PC is just exploding right now and prices are dropping like crazy for
- very capable CD drives.
-
- We're going to divide this topic into a series of articles based on the
- genre of CD-ROM titles available: Entertainment, Academic Reference,
- Personal Enhancement/Reference, and General Multimedia. We'll also present
- an article on CD-ROM drives, and also CD-ROM software futures - what can
- we expect next?
-
- It should be made clear up front that the products covered in this series
- of articles are not meant to be comprehensive, lengthy reviews, but rather
- a short paragraph discussing their features and general purpose. There
- are some products that we will give an unqualified recommendation to, and
- others that we'll let each person judge for themselves based on their
- needs.
-
- We hope that by the end of these articles you'll be convinced that finances
- permitting, now is a GREAT time to buy that CD-ROM drive. Given that
- PC companies such as Gateway 2000 are putting CD-ROM drives standard in all
- their high-end systems, it doesn't take a rocket scientist to figure out
- that there's some great things going on with these products. As always,
- if you have any follow-up questions, please feel free to email us at the
- usual places.
-
- Ross Erickson, Editor/Publisher
- Game Bytes MagazineCD-ROM AND THE PC: Entertainment
- by Ross Erickson
-
- Introduction:
- ~~~~~~~~~~~~~
- Here's what we've all been waiting for - a new entertainment form that
- takes us well beyond traditional PC format games to date. The storage
- capacity of CD-ROM makes adding exciting new features like full audio
- speech, real video, and high-resolution graphics a reality. But make no
- mistake - CD-ROM is not Shangrila simply because of its capacity. It's
- still entirely possible (and probable!) that CD-ROM may not be used to
- its fullest potential. "Shovelware", as the phrase has been coined,
- denotes a so-called CD-ROM title that has simply been 'shoveled' from a
- diskette format to the CD. This isn't entirely bad if expectations are
- not set in another direction. These days, in the era of 20MB+ games,
- hard disk space is always at a premium. A huge game on CD-ROM simply
- for distribution and delivery purposes is still valuable. But the real
- benefit of CD-ROM entertainment will be when the developers see this
- 600+ MB of space as an opportunity to do vastly newer and better things
- with these entertainment products we all love so much. It's starting to
- happen now with significant products now being launched like The 7th
- Guest and others.
-
- This rundown is not meant to be a comprehensive review of each product,
- but rather a quick overview of many of the CD-ROM games available now and
- some quick comments about their features. In no particular order...
-
- Ecoquest I: The Search for Cetus - Sierra On-Line - This game is a new
- version of the original disk version that now features full speech
- throughout the entire game. It makes a world of difference to actually
- hear Adam speak and the animals respond instead of reading balloon text
- boxes. Well worth the upgrade price for the original disk owners.
-
- The Dagger of Amon Ra - Sierra On-Line - Like Ecoquest, this CD version
- provides full speech for Laura Bow and all the other characters in the
- game. I was particularly impressed with the quality and choice of the
- voice actors in this title. Laura has a VERY distinctive southern belle
- drawl. It adds a lot of character and atmosphere to the game.
-
- King's Quest V - Sierra On-Line - The first in the multimedia conversions,
- KQ5 provides a full voice soundtrack for King Graham and all of the
- characters in the kingdom of Daventry. The speech and sound effects add
- a great deal to the already beautiful music composed for this adventure.
-
- Space Quest IV - Sierra On-Line - One of my favorites! This CD conversion
- features the voice of Gary "Laugh-in" Owens as the narrator as Roger Wilco
- makes his way through the past, present, and future of the Space Quest
- adventures. The commentary gets hilarious as Roger manipulates the world
- (and himself) to counter his long-time nemesis, Sludge Vohaul.
-
- The Adventures of Willy Beamish - Dynamix - Dynamix' first entry into the
- CD-ROM world. This title is a pretty decent effort, though the narration
- is a bit weak. It gets a bit tedious in places. A better debut CD
- adventure might have been Rise of the Dragon or Heart of China. Still,
- it's a lot of fun to listen to Willy and his sisters get on each other's
- case at the dinner table.
-
- Loom - LucasArts Entertainment - The classic Brian Moriarty tale for
- beginning adventures is a wonderful example of how to do an adventure game
- on CD-ROM. Full dialog is spoken throughout without any narration. As
- Bobbin, you can hear his thoughts aloud as you make your way through the
- Loom world. Also included with the CD-ROM version is a 30 minute audio
- drama that you can play on your standard audio CD player that provides a
- lot of background information on the adventure. Though the game is fairly
- easy to play and finish, the polish on this product is well worth the
- price.
-
- The Secret of Monkey Island - LucasArts Entertainment - This game you can
- put in the shovelware category, but with some nice things added. The game
- itself is unchanged from the disk version, but LucasArts has put some high
- quality reggae music that adds a lot of atmosphere to the game. This CD
- version also includes the game in 5 languages. This title comes from
- Software Toolworks.
-
- Secret Weapons of the Luftwaffe - LucasArts Entertainment - Software Tool-
- works also did this version from LucasArts. It is also 'shovelware' in
- that the entire game, plus all four of the expansion plane disks are
- included on the CD. It does offer a complete and full game and saves
- precious hard disk space.
-
- Conan the Cimmerian - Virgin Games - Full voice and speech throughout as
- you become the mighty Conan and set out to avenge your village's destruct-
- ion and your wife's murder. There are points in the game where the speech
- would seem to get disconnected with the game action, but a simple game
- restore seemed to solve the problem.
-
- Spirit of Excalibur - Virgin Games - Like Conan, this game features full
- speech throughout the entire game as you adventure in the days of Camelot
- to save the kingdom. Something seems to be missing here. The simple
- addition of speech is very effective, but the gameplay doesn't seem to
- match the quality of the audio output.
-
- Eric the Unready - Legend Entertainment - From the fertile mind of Bob
- Bates comes this utterly hilarious adventure. The main difference between
- this CD version and the one on diskette are the 256 color hi-res SVGA
- images in place of 16 color images. Rendered in 640x480, this game
- looks terrific on CD. No audio changes to the original game were
- made.
-
- Wing Commander I / Secret Missions - Origin/Software Toolworks - This game
- actually comes in two flavors; you can get Wing Commander with either both
- Secret Mission disks or with Ultima VI. I think the choice is obvious.
- The game is pure shovelware, but does save an incredible amount of disk
- space.
-
- Ultima I-VI Series - Origin / Software Toolworks - The entire Ultima series
- up to and including Ultima 6: The False Prophet are now available on CD.
- Though none of the games are enhanced by CD-ROM, it's nice to finally have
- both trilogies of this timeless classic series available all in one place.
- The installation program puts certain directories on your harddrive for
- loading and menu purposes, but all the games are played from the CD.
-
- Wing Commander II Deluxe Edition - Origin Systems - Like the Wing I bundle
- listed above, this CD offers no improvements over their originals other
- than saving huge amounts of disk space. There are two versions of this
- CD-ROM: one with both the Special Operations mission disks included; and
- one with Ultima Underworld: The Stygian Abyss. Your hard drive will thank
- you. Both versions come directly from Origin.
-
- Battlechess - Interplay - Available in both DOS CD and MPC (Windows)
- formats, this classic offers just gorgeous SVGA (640x480x256) graphics
- and CD quality audio sound bytes for the chess piece fighting scenes.
- The music is played via a soundboard.
-
- Sherlock Holmes Consulting Detective Vols. 1, 2, and 3 - ICOM Simulations
- These games are terrific examples of games designed from scratch for
- CD-ROM. Designed as 'whodunit' mysteries and general logic detective
- puzzle solvers, they include very well done full motion video and speech
- throughout the games as you become the famous Sherlock Holmes in the late
- 19th century. All are excellent products for those who enjoy deductive
- reasoning challenges.
-
- The Chessmaster 3000 - Software Toolworks - This multimedia edition is
- for MPC Windows machines and adds a number of very useful and effective
- features to the standard disk version. Foremost on this list of features
- is the Chessmaster audio tutoring and advice feature. At any point in the
- match, you can call upon the Chessmaster. He'll think for a few moments,
- then advise on what move he recommends. But along with the recommendation
- is an explanation of WHY this is the correct move. For learning chess
- players, this is an excellent tutorial on this classic strategy game.
-
- Maddog McCree - American Laser Games - See the preview in this issues
- First Looks! section. Just the beginning of laserdisk games for the
- home PC.
-
- Where in the World is Carmen Sandiego Deluxe? - Broderbund - This family
- of educational games has been around in various incarnations for quite
- sometime, but no other version comes close to the quality of this CD-ROM
- version. High resolution 16 color graphics are used perfectly in the game
- but the real win is the audio. Music from around the world is used
- judiciously when your travels take you from place to place. Plus, you
- just gotta hear 'Shirl'.. She's a crackup.
-
- Mantis - Microprose - A full review of Mantis appear in Game Bytes several
- issues ago. This CD-ROM version offers a much longer and more graphical
- introduction sequence, and provides full voice and speech throughout the
- entire game.
-
- Putt Putt Joins the Parade - A full review of 'Putt Putt' will be appearing
- in Game Bytes next issue along with it's companion product, Putt Putt's
- Fun Pack. Suffice it to say that both of these products are excellent
- for the younger 3-9 audience range. Putt Putt is a cartoon car that has
- adventures in Cartown. The production quality is outstanding. They take
- full advantage of the CD format by providing full speech throughout. The
- funpack is a collection of fun, easy kids games like X's and O's, etc.,
- that really engage the young kids. If you have youngsters in your home,
- both these CD's are great to have for them.
-
- Rodney's Fun Screen - Activision - For the MPC machine, this is an inter-
- esting product for young kids. Kids can pick from one of five games to
- play from a Concentration-like "Guess-O-Matic" to counting, spelling, and
- letter recognition games. Speech is provided throughout for easy
- instruction for the kids.
-
- The Manhole - Activision - This critically acclaimed product of a few
- years ago comes back on CD-ROM with more sound, more colors, and much
- clearer speech. It's basically a game of free form exploration. Even
- the smallest parts or objects on-screen can unlock an entirely new realm
- for exploration. You never "win" in The Manhole; you just continue to
- explore and watch.
-
- The 7th Guest - Virgin Games - This landmark CD-ROM game alone may make or
- break the CD-ROM entertainment field. Stunning high-resolution 256 color
- graphics with amazing animation and sound. It will be reviewed in full
- in an upcoming issue of Game Bytes.
-
- Power Modeller: European Racers - Revell/Monogram - These two modelling
- companies are taking on the software market in a big way. Their debut
- product is an excellent game that uses CD-ROM capacity to its fullest
- with a very creative idea - automobile fine-scale modelling on screen,
- then being able to race your creation. The CD-ROM comes with four high-
- performance cars from Europe including the famous Lamborghini Countach.
- You build them, then race them on one of the included raceways in Europe.
- Full motion video clips are included when succeed or fail or the road.
- A full review will appear in a future edition of Game Bytes.
-
- Conclusion:
- ~~~~~~~~~~~
- The entertainment category of CD-ROM is literally exploding with growth,
- creative products, and stunning visuals. 1993 will bring more creative
- and exciting products in the entertainment category than all other previous
- years combined. Some companies, like Software Sorcery are betting all the
- marbles on CD-ROM, and to these visionaries and pioneers, we take our hat
- off to you. Other huge ventures, like the 3DO multimedia player are
- destined to add even more credibility and vitality to this rapidly emerging
- classification of entertainment.
-
- It's going to be a great 1993 for CD-ROM.
-
- This article is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
- CD-ROM AND THE PC: Personal Enhancement / Reference
- by Ross Erickson
-
- Perhaps in no other category is CD-ROM-based software more unique and
- personally rewarding than in the personal enhancement area. The nature
- of the medium provides the storage space for vast amounts of varied data
- types that can educate, improve, and enhance us on a personal level.
-
- The Software Toolworks:
- ~~~~~~~~~~~~~~~~~~~~~~~
- The Software Toolworks company has made it a corporate priority to deliver
- content-driven CD-ROM titles in quantity to the market. 1993 will bring
- many new titles to their already strong offerings.
-
- The Animals - Available for both MPC (Windows) and DOS CD formats, this
- title opens up the world of the San Diego zoo to users. You can visit any
- one of the 10 biomes and explore all of the animals that make it their
- habitat. There are also narrated tours showing animals which share a
- common theme such as 'Jaws', 'Claws', etc. There's a real sense of the
- ecological balance that goes on in nature presented in the Animals. The
- CD also includes over an hour of different video clips, plus over 1300
- pictures of the animals in the zoo. This is an excellent demonstration
- of content-driven CD software.
-
- 1993 Guinness Multimedia Disc of Records - Remember as a kid leafing
- through the Guinness Book of World Records and being amazed at all the
- incredible things in it? Remember how hard it was to find something you
- KNOW was in the book? Well, now you can have all the latest world record
- breaking data at your fingertips, AND be able to search on a quick and
- easy to use index to find just what you're looking for. This disc includes
- the thousands of world records, hundreds of color pictures, and even sound
- and video clips of record breaking performances. Anyone interested in
- the trivia of extremes in our world will find this CD a must-have.
-
- Mavis Beacon Teaches Typing - This product has been on diskette for quite
- a few years now in various versions and now comes to the CD-ROM with some
- impressive new features. What is most significant for typing tutors is the
- dictation feature that speaks aloud the sentences you're to type during
- your tutelage. The help function, typing analysis, and demonstrations
- also includes voice-over speech. The product can be installed for DOS
- or MPC Windows and is critically acclaimed for its methods on teaching
- typing to new users.
-
- Time Table of History - This multimedia CD offers history up to the user
- in an innovative timeline approach. Taken from the theoretical big bang
- to present day, the CD offers more than 6000 stories and a library of
- graphics, sounds, and video clips. A first class history teacher!
-
- Microsoft:
- ~~~~~~~~~~
- The biggest software company in the world also intends to participate in
- a big way in the content-driven multimedia software market. They have
- released several titles that show their commitment to this method of
- delivering useful information to the consumer.
-
- Cinemania - For anyone who even has a remote interest in movies, the
- actor and actresses in them, and the awards and people behind the movies,
- Cinemania is a 'must-have' title. It offers over 19,000 movie reviews from
- 1914 to 1991, biographies of actors, directors and producers, as well as
- movie stills, dialog from classic movies, and a complete rundown on all the
- academy award nominees and winners. It's quite a treat to be able to
- search for all movies made by Spielberg, Lucas, or Scorcese, or find all
- the academy award nominations Jack Nicholson has been granted. All of
- Leonard Maltin's Movie and Video Guide 1992 is included as well. The
- screen presentation and filter tools are easy to learn and use. This
- focused title is a perfect example of the efficient and good use of the
- CD-ROM format.
-
- Musical Instruments - Another very focused and well-done title from Micro-
- soft is the Musical Instruments multimedia database. This title offers
- an interactive environment to learn and explore the sights and sounds of
- over 200 musical instruments. The library of instruments are divided into
- families: brass, woodwinds, strings, keyboard, and percussion, and each
- title has many different high-quality sound samples that demonstrate the
- instrument in various settings. The instruments are also subdivided into
- their respective parts to demonstrate the makings of each. A descriptive
- paragraph is included about each part. Musical ensembles are also included
- to demonstrate the variety and diversity of musical styles, such as chamber
- music, reggae, rock, and jazz. Even rare and exotic instruments are
- included in this title which makes it a fascinating global look at the
- musical world around us. Another excellent title from Microsoft.
-
- Multimedia Beethoven: The Ninth Symphony - Quite some time ago, Macintosh
- users were amazed to see a CD-ROM title that went far beyond other
- reference materials of the day. It was a multimedia expose on the life
- of Ludwig van Beethoven and his ninth symphony. Now PC users can enjoy
- the same title under MPC and Windows. MM Beethovenhas innovative search
- capabilities that allow the user to explore any part of this musical
- masterpiece in any order. The CD allows the user to explore background
- information on Beethoven's life, take a look at the musical architecture
- of the symphony or review a measure-by-measure commentary. This type of
- product truly opens up the world of music and the life of Beethoven in
- incredible detail even to casual music listeners.
-
- E-Book:
- ~~~~~~~
- Establishing themselves as a premier provider of CD-ROM based information,
- E-book continues to develop and distribute more content-based CD-ROM
- software than most other companies. They have several products on the
- market in the personal enhancement and reference category:
-
- Electronic Library of Art: Survey of Western Art - Organized in
- the cardfile metaphor, this CD-ROM offers a beautiful look at western
- civilization art masterpieces. Over 1,000 images are included and are
- easily indexed by author, medium, date, school, or object. For art
- students, collectors, or artists themselves, this is a great addition.
-
- Electronic Library of Art: Renaissance Masters I and II - Life the title
- above, this collection of two CDs (can be purchased separately) offers
- a personal tour through the most famous pieces of art in our museums
- throughout the world today. da Vinci, Botticelli, Michaelangelo, Raphael
- and hundreds more are all here. Combined, both CDs offer over 2,600
- high quality images with an easy to use search and indexing function.
- Short biographies of the artist's life are also included.
-
- Electronic Library of Art: Impressionism and It's Sources - The latest
- in the Art series features one of the most popular periods in art history.
- Like its counterparts, this CD offers a cardfile approach to the most
- famous paintings in the Impressionism era. Paintings by Renoir, Degas,
- Monet, and Cassatt are all featured with over 1200 images included. An
- interesting essay on Impressionism is also included. E-Book has also
- included beautiful music of Chopin and Faure while you view the online
- art.
-
- Mozart - Though not as focused on one symphony as the MM Beethoven CD,
- this product provides a fascinating glimpse into the overall life and
- musical style of the most famous classical composer in the world. It
- includes a critical analysis with music notation for each work on the disc
- and includes a detailed description of Mozart's life and premature death.
- Some of his most beautiful music is featured on the disc to study. Plus,
- the disc also includes a music glossary, biography, essay, and trivia.
-
- Twelve Roads to Gettysburg - To any Civil War history fans, this title
- is indispensable. It teaches in great detail about the greatest battle
- fought in North America - the battle at Gettysburg. It gives a day-by-
- day synopsis of the battle, with the action reviewed by both sides, as it
- happened. Animated maps help to see the ebb and flow of the various
- encounters. Scanned photographs really add flavor to this already strong
- work. Over 200 biographical sketches and drawings are also included with
- this CD.
-
- California Travel - With over 1,000 photographs of California, this CD
- really opens up the state to those planning a trip. This product makes
- planning a trip to any of the many sites in California a breeze. Video
- for Windows does all the introductions to each destination. The state
- gets divided into several subparts and within those divisions, each of the
- many tourist sites are spotlighted and described in great detail.
-
- Compton's NewMedia:
- ~~~~~~~~~~~~~~~~~~~
- Originally known as Britannica Software, Compton's NewMedia is now a
- leading producer of content-based software. Their breadth of titles is
- impressive and they plan many more titles in 1993 including a math
- teaching product based on "The Human Calculator" and a retrospective on
- the Beatles.
-
- Jazz: A Multimedia History - This title explores thie history of Jazz
- music from its roots to modern day. You'll hear jazz music and sound
- effects from 1923 and read quotes and interviews from yesterday and today's
- jazz masters like Louie Armstrong, Duke Ellington, and Herbie Hancock.
- Biographies of jazz greats are included plus video clips and photo stills
- are also part of 'Jazz'. All of the music is recorded in CD quality
- audio for great playback.
-
- USA Wars: Desert Storm with Coalition Command Data Game - A full and
- complete description of America's most recent war comes to life in this
- MM title. The product featuresa tremendous amount of detailed facts
- on the war, its armament, personnel, and a final report on the war from
- the Department of Defense. The datagame included makes it possible for
- the user to recreate the war events and apply different strategies to see
- the makeup of the battle from a different perspective. All throughout the
- game, the comprehensive database of men and equipment can be accessed
- for detailed analysis. For strategy game fans, this is a great way to
- wargame with exacting detail. It's too bad the Patriot game wasn't this
- effective.
-
- USA: Wars - Civil War - In similar fashion to Desert Storm, the Civil
- War series title offers an unique perspective into the war of 1860-1865.
- This MM database includes biographies or prominent Civil War figures,
- chronologies, descriptions of campaigns and battles, statistics and
- plenty of high quality photographs. The search and retrieval engine
- makes searching for information or media types of any kind a breeze.
- Different icons appear in the report body when pictures, sounds, or
- illustrations are available. While the 12 Roads to Gettysburg CD-ROM
- is an excellent detailed report on one famous battle, USA Wars: Civil War
- provides much insight into the entire war.
-
- KGB-CIA World Factbook - This title offers a unique perspective to
- database information of the world around us - information from the CIA
- perspective as well as information taken from real KGB files. The data-
- base of information provides indepth geographical information and analysis
- on the countries and regions of the world. The search engine makes it
- easy to find articles, pictures, and other data types in the massive amount
- of data presented.
-
- The Grammy Awards - This title is the first compilation of the 34 year old
- Grammy awards - the music industry's "Oscars". This rich title offers an
- incredible amount of sound, video, and highlights from all of the awards
- presentations back to the award's inception. You can select an artist
- and see what nominations he/she has received over the years, and even
- watch and listen to the actual dialog spoken during the awards ceremony.
- The CD-quality sound is excellent (no soundcard required) and the hundreds
- of included images show many of your favorite artists accepting their
- awards. This title is a lot of fun. A trivia contest/game is also
- included to test your knowledge of who won and who was nominated. This
- title is an excellent example of the real application of MM technology.
-
- Compton's Multimedia Golf Guide: California/Hawaii Edition - Before you
- leave on your next golf vacation to the west coast or Hawaii, you owe it
- to yourself to check out this title. Over 750 golf courses are featured
- and include detailed data about each course such as slope rating, member-
- ship requirements, cost, yardage, and even course layouts. Included are
- over 100 aerial photographs of the courses, audio clips from the course
- architects, and over 175 digitized scorecards. Also included is the award-
- winning Links golf game from Access Software (not Links 386 Pro) that
- includes the Torrey Pines golf course in La Jolla, California. For golfers
- on the west coast or those travelling often to California or Hawaii, this
- is a terrific product.
-
- U.S. Presidents - This title provides a full biography of all 41 U.s.
- presidents up to and including President Bush. It has not been updated
- to include President Clinton. Each president's full biography is
- presented along with the First Lady and the Vice Presidents as well.
- Color pictures and photographs are also included.
-
-
- Conclusions:
- ~~~~~~~~~~~~
- This is only but a small sample of the type of titles that can be found
- today for PC CD-ROM systems to educate and enhance your understanding
- of a wide variety of topics. Many more titles that offer a unique insight
- into other various topics of interest are also available.
-
- This article is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
- CD-ROM AND THE PC: Academic and Geographic Reference
- by Ross Erickson
-
- Introduction:
- ~~~~~~~~~~~~~
- CD-ROM technology enables pure reference material to be made available to
- users at remarkably lower costs and new types of information to be
- accessable by more users. In the past, the term 'encyclopedia' usually
- conjured up images of an entire bookshelf full of thick reference material.
- Now, that same quantity of information can be found on one CD-ROM disk
- and is infinitely more accessable. This article focuses on a few of the
- academic reference materials available to the CD-ROM user today.
-
- Delorme Street Atlas U.S.A. - This personal U.S. Atlas is one of the most
- amazing products on the market today. It contains, in map format,
- virtually every road, street, avenue, and boulevard in every town in the
- entire United States! The CD starts with a map of the entire U.S., showing
- every state. Using the mouse, you can begin to zoom in on the area you are
- interested in and find more and more detail as you zoom further. The
- detail just continues to grow until finally, in any town/city of your
- choice, you'll find individual streets and roads with their streetnames
- listed. Find the street where you live with this title. You'll find your-
- self moving around the U.S. for hours just discovering where different
- landmarks are in the country. Anyone with even a mild interest in U.S.
- geography will love this title.
-
- Delorme Global Explorer - As good as Street Atlas U.S.A. is, I've recently
- discovered a new CD-ROM title that is even better and more fascinating.
- Imagine 75% of the detail of SA:USA on an entire global level! This is
- what Global Explorer provides. You begin with a map of the globe, and
- using mouse zoom windows, you can zero in on any particular place on the
- entire planet for an incredible amount of detail. As you zoom further,
- icons will indicate an important geographical landmark. Once selected,
- a text box will appear with information about that landmark. It's
- a terrific way to learn all about the world around us. Over 100,000
- gazetteer items are a part of Global Explorer. Detailed street maps of
- 100 of the largest cities in the world are also included. Finally, the
- Airnet interface shows commercial air travel routes throughout the world,
- making it easy to map out travel plans from virtually any place TO any
- place on the globe. There's even more, but suffice it to say that
- anyone who has a CD-ROM drive owes it to themselves to have this CD-ROM
- in their collection.
-
- World Atlas and U.S. Atlas - Software Toolworks - These two CD titles,
- though much less in geographical map detail than Global Explorer, provide
- a wealth of sociological and geographical statistical data that no other
- product offers. The World edition shows the world continents and then
- provides individual country maps with topographical and political data.
- Once at the country level, numerous information categories such as birth
- rate, population grown, medical statistics, and transportation and comm-
- unication data is provided. The CD version also plays the national anthems
- from each country and displays that country's flag. The U.S. version
- starts with a U.S. map and then allows the user to focus in on any
- individual state. Topographical and county data is also shown. Once
- at the state level, all of the statistical data for that state is
- available. To research this level of data would take days or weeks with
- other standard reference material. World Atlas and U.S. Atlas makes this
- level of study a breeze.
-
- Compton's Dictionary of the Living World - This title offers an insight
- into the world of nature and life on earth. It is a visual database of
- over 5,000 species, and contains thousands of articles, and hundreds of
- video clips and pictures. Authentic audio clips of various animals sounds
- are included in the database as well. Once an animal is selected, a
- distribution map of the habitat of that animal is available to learn more
- about it's home and environment. This title is an excellent resource for
- students who write term papers about biology.
-
- Software Toolworks Reference Library - This electronic library offers a
- vast amount of reference data to aid in a wide variety of research
- projects. It includes The New York Public Library Desk Reference,
- Webster's New World Thesaurus, Dictionary, Guide to Concise Writing, and
- Dictionary of Quotable Definitions. It also includes The Dictionary of
- 20th Century History, J.K. Lasser's Legal and Corporate Forms, and the
- National Directory of Addresses and Telephone Numbers. For writers or
- researchers, this title is very useful.
-
- Grolier's Multimedia Encyclopedia - Software Toolworks - This is an
- impressive collection of all 21 volumes of the Grolier Encyclopedia. It
- includes over 33,000 articles ranging from NASA missions, sporting events,
- and famous people history. It also includes more than 3,000 color photo-
- graphs and illustrations and many different audio and video clips as well.
- The search index is impressively fast and friendly and provides a knowledge
- tree outline that lets you begin with broad topics and leads you to more
- specific inquires based on associated topics. A historical timeline is
- also available that presents data from prehistoric days to modern day.
- Overall, an excellent example of how encyclopedic data can be presented
- to the CD-ROM user.
-
- Compton's Interactive Encyclopedia - Compton's encyclopedia may be the
- most impressive of all the competitive offerings, simply because they have
- done their research and discovered how people use reference materials.
- Using a Virtual Workspace concept, reference look-up windows are kept
- open on a virtual desktop that is mapped out on a small window on the
- bottom of the screen. This represents a workspace that is much larger than
- what is available to display physically on the screen. If a research
- project involved several related topics, each of these topics could be
- open at once on the screen. Moving to and from these topics is as simple
- as pointing to their windows in the Virtual Workspace. A very novel and
- useful approach. An on-screen map illustrates a grin which represents an
- 18-foot-by-13-foot work area. You can move windows and panels over the
- workspace easily, using the map as a guide. The encyclopedia itself
- contains the complete 26-volume Compton's Encyclopedia and includes more
- than 15,000 pictures, 60 minutes of audio clips, and wide variety of
- video clips. For research projects that involve a combination of various
- topics, Compton's Interactive Encyclopedia is top notch.
-
- Encarta - Microsoft - Being the latest in the market has its advantages
- and disadvantages - you end up playing catch-up with other great products,
- but you also can pinpoint weaknesses and exploit your product in those
- areas. This is true with Encarta. The other encyclopedias have been on
- the market much longer and have more market share, but Encarta offers some
- brilliant features and is extremely well integrated. Encarta has three
- main parts - The Encyclopedia, which has over 25,000 topics to choose
- from; the Atlas, which allows you to zoom in on any place on the globe,
- read about the culture and history, enhancing this with video and audio;
- and the Timeline, which provides a way for you to explore the events that
- shaped human development. What is so effective about Encarta is its
- presentation of category information through the Browser. Categories such
- as Physical Science, Life Science, History, Geography, Religion and Phil-
- osophy, and Sports are just some of the areas you can explore in Encarta.
- Each individual article is considered a Topic and the cross-referencing
- function of Encarta is superb. Through each topic there will likely be
- several other topics referenced and highlighted to make switching to
- related topics a breeze. The multimedia gallery items (audio, video,
- image clips) are very high quality. Encarta is very enjoyable to work
- with and makes just general interest browsing a lot of fun.
-
- Conclusions:
- ~~~~~~~~~~~~
- No other topic seems to provide as much utility on a personal basis than
- your choice of a good Encyclopedia. With a well-designed interface, it's
- a joy just to go exploring into new knowledge territories. There are
- plenty of great products to choose from with more products coming in the
- year ahead.
-
- This article is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
- CD-ROM AND THE PC: General Multimedia / Multimedia Storybooks
- by Ross Erickson
-
- Introduction:
- ~~~~~~~~~~~~~
- This particular category of CD-ROM products are unique in their presen-
- tation and are certainly not for everyone. These products are designed
- to present classic literature and stories to a younger audience and
- provide an interactive and engaging environment wherever possible to the
- player. Using my own 7 and 3 year old as a "test market", I found this
- class of products to be indispensable to get them interested and focused
- on learning and listening. Nothing captures the imagination of a child
- better than a well-told story. This is where these products excel.
-
- The Products:
- ~~~~~~~~~~~~~
- THE LIVING BOOKS by Broderbund
-
- Broderbund has been around as a software entertainment company for many
- years producing such hit games as the Carmen San Diego series and the
- successful Prince of Persia games. Their emphasis has shifted somewhat
- in the past couple of years, focusing much of their creative energies on
- the younger audience and creating an interactive world through story-
- telling. The Living Books are a perfect example of multimedia story-
- telling done well.
-
- Just Grandma and Me - This debut product from Broderbund tells the story
- of 'lil Critter' as he and his Grandma take a trip to the beach. The
- author of the story, Mercer Mayer, is well respected among children's
- authors. The conversion to CD-ROM puts the child in control of activating
- many of the interesting pieces of the environment he/she will discover
- during the story. Each click of the mouse on an object on the screen will
- result in a cute and sometimes very elaborate animation with terrific
- accompanying sound effects. Umbrellas launch into the ocean, crabs skitter
- across the sand, fish jump out of pails, and much more. Also, every
- word of the story is presented on screen and is read aloud to the child.
- Reading skills are thus enhanced as well. Additionally, each word, when
- clicked on, can be read back to the child. This goes a long way towards
- word and pattern recognition. If Game Bytes would have had a CD-ROM
- category for CD-ROM Title of the Year, 1992, Just Grandma and Me would
- have been a strong contender to win.
-
- Arthur's Teacher Trouble - This second installment in the Living Books
- series is even stronger than the first. It tells the story of a young
- boy named Arthur and his first day at school. He ends up in the class of
- the infamous Mr. Ratburn and tells the story of how Arthur ends up in
- the school-wide spelling bee. This Living Book has even more great
- animations and objects to activate than Just Grandma and Me. The music
- is great and the story is very engaging. Any Game Bytes reader out there
- who has a child in the 3-10 year range owes it to themselves to check out
- the Living Books series. They are tremendous additions to anyone's CD-ROM
- library.
-
- Other Living Books planned for later this year are the famous story/fable,
- The Tortoise and the Hare, and a new story entitled New Kid on the Block.
-
- E-BOOK:
- ~~~~~~~
- This company, and recent affiliate of Electronic Arts, is making multi-
- media the cornerstone of their business. E-Book may have more CD-ROM
- products on the market than any other company in the world. They have
- several different areas of focus as a company, one being multimedia
- storybooks. Though not as interactive as the Living Books, they do open
- up the world of classic storytelling to the younger audience with
- attractive artwork and music. The MM storybooks from E-Book will make
- re-telling of these classics an easy and enjoyable experience. All of
- these products require an MPC class machine (Windows 3.X, Soundcard, and
- SVGA 640x480x256 video resolution).
-
- Aesop's Fables - This collection of fables, written by Aesop around
- 500 B.C. live to teach one of life's many lessons and morals. E-Book has
- successfuly put all of these fables on CD with very attractive artwork
- and illustrations. Each fable is read aloud and an on-screen dictionary
- will pronounce and define difficult words. Because the fables are short
- and brief, children will find it easy to stay focused. Adults will also
- appreciate having all of these fables in one place as a useful teaching
- tool.
-
- A Christmas Carol - This famous tale by Dickens comes to life on the CD
- combined with excellent illustrations by Sir Arthur Rackham. Also, a
- variety of Christmas carols are also kept on the CD-ROM for audio play-
- back on your standard stereo CD players. The narration of the story is
- very well done and really draws the reader into the atmosphere of this
- classic novel.
-
- Don Quixote - Using truth and honor as his lance and sword, Don Quixote
- and his faithful companion, Sancho Panza, set forth into the world to
- rid it of evil. The CD-ROM version of this story is replete with classic
- artwork and illustrations from the story with beautiful background music.
- This Cervantes masterpiece is well-served in this multimedia version.
-
- The White Horse Child - This story by Greg Bear comes to life on CD-ROM
- that also includes Video for Windows interview clips with the author. In
- the interview, Mr. Bear discusses creation and writing of the story. The
- White Horse Child tells the tale of a young boy's encounter with his
- imagination and the censorship he faces in school, home and society in
- general.
-
- The Star Child - This story by Oscar Wilde tells the tale in classic
- fairy tale format of a baby discovered in the woods by a woodcutter.
- Raised as if he were not of this world, the child grows into a self-
- centered and proud man. One day he happens across and insults a poor
- beggar-woman and turns into a very ugly person. This sends the Star
- Child on a quest for forgiveness and personal redemption. The full-color
- and black and white illustrations are very well done along with a original
- musical score.
-
- The Sleeping Beauty - This famous fairy tale is presented well by E-Book.
- It tells the tale of Kings and Queens, Princes and Witches and a hundred
- year spell. This MM story combines original illustrations, animations,
- sound effects, and an original musical score for an all-around engaging
- story. This book will bring children back to this famous story many times.
-
- Beauty and the Beast - Given the tremendous success of the recent Disney
- movie of the same name, this CD is likely to be a big hit with kids. It
- tells the story of personal transformation of the heart and all of the
- engaging characters that make up this fantasy tale. The illustrations are
- beautifully rendered and the animation in the final scene is very well
- done. The narration is spoken clearly and encourages children to read
- along.
-
- Mowgli's Brothers - This is the first in E-Book's Jungle Book series. It
- tells the famous Rudyard Kipling story of a young boy raised by wolves in
- the jungle. This fully narrated edition is complete with an extensive
- musical score that sets the tone of the 19th century Indian jungle. The
- disc also contains a selection of music that can be played on a standard
- audio CD player.
-
- Kaa's Hunting - The second in the Jungle Book series, Kaa's Hunting
- continues the tale of Mowgli as he grows older and disregards the advice
- of his friends and becomes acquainted with the Bandor-log, the monkey
- people and his experiences with Kaa the snake. This CD adds new features
- to the E-Book titles, offering a lively selection of animations. Standard
- CD audio is also available on the disk for standard CD audio playback.
-
- Goferwinkel's Adventures - Dubbed the world's first multimedia CD-ROM
- comic book, Goferwinkel's Adventure breaks new ground by bringing to life
- a classic style of cartoon character. The CD presents the cartoon in
- classic panel format, synchronized speech and text, and offers interactive
- questions to the reader to draw them into the story. The story teaches
- concepts of bravery, loyalty, moral dilemmas and their consequences.
-
-
- More E-Book storybook titles are on the way, including the third in the
- Jungle Book series, Tiger, Tiger!, and also Jack and the Beanstalk,
- Aladdin, and Trouble in Mind.
-
- This article is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
- CD-ROM AND THE PC: Future Titles
- by Ross Erickson
-
- Plenty of great titles for the PC CD-ROM are coming in all categories
- during the remainder of 1993 and into 1994. What follows is a brief
- rundown on a few of the titles to watch for that are definitely slated
- for the near future.
-
- Personal Enhancement and Academic Reference
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Microsoft:
-
- Dinosaurs
- Multimedia Stravinsky
- Multimedia Mozart
-
- Software Toolworks:
-
- Multimedia Newsweek
- Video Encyclopedia of the 20th Century
- World Atlas 4.0
- U.S. Atlas 4.0
- Space Shuttle
- Oceans Below
- Capitol Hill
-
- Compton's New Media (and affiliates):
-
- Lifestyles of the Rich and Famous Cookbook
- Learning at Home: Upstairs
- USA Today: The 90's Volume I
- The Beatles
- The Human Calculator
- Kathy Smith's Fat Burning System
-
- E-Book:
-
- Vivaldi
- A Zillion Sounds
- Oshkosh '92
- Publically Speaking
- Bach
- Airworks
- Wine
- Battle of the Bulge
- Duke Ellington
- Count Basie
- Billie Holliday
- Louie Armstrong
- Browning McGee
- Muddy Waters
-
- Multimedia Storybooks:
- ~~~~~~~~~~~~~~~~~~~~~~
- Broderbund:
-
- New Kid on the Block
- The Tortoise and the Hare
-
- E-Book:
-
- Aladdin and His Wonderful Lamp
- Trouble in Mind
- Wallobee Jack
- Eddy the Robot
- Jersey Devil
- Jack and the Beanstalk
- The Three Little Pigs
- Tiger Tiger
-
- Entertainment/Games:
- ~~~~~~~~~~~~~~~~~~~~
- Access Software:
-
- Multimedia Links (through Microsoft)
- Tex Murphy 3: Under a Killing Moon
- Amazon (through Tandy)
-
- Activision:
-
- Return to Zork
-
- Electronic Arts:
-
- Kasparov's Gambit
- The Labyrinth
-
- Gametek:
-
- NFL Video Pro CD
- Beat the House CD
-
- Humongous Entertainment:
-
- Fatty Bear's Birthday Surprise
- Fatty Bear's Fun Pack
-
- ICOM Simulations:
-
- GGA Tour: Earth Invitational Golf
- Beyond Shadowgate
-
- Interplay:
-
- Omar Sharif on Bridge CD
- Simcity CD
- Lord of the Rings CD
- SimAnt CD
- Mario Teaches Typing
- Star Trek: The 25th Anniversary
- SimEarth CD
-
- Intracorp:
-
- Terminator 2: Chess Wars
-
- Legend Entertainment:
-
- Gateway II: Homeworld
-
- LucasArts Entertainment:
-
- Indiana Jones and the Fate of Atlantis "Talkie"
- Rebel Assault
- Maniac Mansion 2: Day of the Tentacle
-
- Microprose:
-
- Civilization
-
- Novalogic:
-
- Wolfpack Multimedia
-
- Pop Rocket:
-
- Total Distortion
-
- Psygnosis:
-
- Microcosm
- Phantom
- Planetside
- Dracula
-
- Reactor:
-
- Spaceship Warlock
- Screaming Metal
- Virtual Valerie
-
- Revell/Monogram:
-
- Power Modeller Backroad Racers
- Power Modeller Hi-Tech Aircraft
-
- Sierra On-Line:
-
- Leisure Suit Larry I
- Phantasmagoria
- King's Quest VI
- Inca
- Freddy Pharkas Frontier Pharmacist
-
- Software Sorcery:
-
- Jutland
- Aegis
- Fantasy Fiefdom
- Dead Zone Jr.
-
- Software Toolworks:
-
- Chessmaster 3000 Pro
- Mario is Missing Deluxe
-
- Spectrum Holobyte:
-
- Iron Helix
-
- SSI:
-
- Dark Sun
-
- Virgin Games:
-
- The 11th Hour
- Kyrandia
- Curse of Enchantia
- Dune
- Monopoly Deluxe
- Shuttle
-
- White Web:
-
- Sierra Hotel
- Rolling Thunder
- Alliance
- Alpha Strike
- Deep Six
- Operation Phoenix
- Defender of the Stone
-
- This article is Copyright (C) 1993 by Ross Erickson for Game Bytes
- Magazine. All rights reserved.
-
-
- MULTIMEDIA BATTLECHESS from Interplay
- Reviewed by Richard Wyckoff
-
- Computer Graphics Memory Disk Space
- Minimum 386/SX 640x480x256 3MB 1MB+CD-ROM
- (Can be copied to
- hard drive - 40MB)
- Max/Rec. Fast 386 or better
-
- Control: Mouse or Keyboard
- Sound: CD-audio plus MPC digitized audio
- Notes: Requires MPC compatible machine, also supports modem for
- two-player option
-
- Reviewed on: 486/33, 8MB RAM, Gravis Ultrasound card
- Reviewer recommends: Fast CD-ROM drive
-
- I have to admit that I find chess to be rather boring, especially against
- a computer, which takes the whole intense two-player mental conflict and
- turns it into a mechanical and uneven contest. MPC BATTLECHESS, however,
- changed my mind about the game. Interplay has provided enough graphical
- flash to make the most Origin-jaded game player forget that they are only
- playing chess. Even if you are not a chess player, you will enjoy this
- game.
-
- MPC BATTLECHESS runs under Windows, and provides a screen with 640x480x256
- color graphics. It is best played with a 640x480 screen driver, as the
- program is a little buggy under higher resolutions, and the pieces are
- harder to see. You can play from a top view of the board, where you only
- see static images of traditional chess pieces, or you can choose the
- perspective view. In this view, your pieces are incredibly detailed renderings
- of armored knights, faithful pawns, the doddering old king and his seductive
- wife. When a piece is captured, there is an animated battle, where the
- pieces hack off limbs and use magic to turn their oponents to piles of dust.
- This game is a sort of medieval version of the hologram game that Chewbacca
- plays on the Millenium Falcon in the first Star Wars movie, and it was that
- scene which originally inspired Battlechess.
-
- The soundtrack is all CD-audio, and the songs and sound effects are high-
- quality. The only sounds that aren't recorded directly on the CD are the
- footstep samples for each piece. There are three or four songs which play
- while you are thinking, a theme for each piece, and, of course, the sounds
- of combat. The only drawback to using so much CD-audio is that there is
- no continuous music - every time a piece is moved, the 'thinking' music
- gets cut off, and then a little snippet of theme music is played while the
- piece walks into position, which gets cut off immediately by other sounds.
- This isn't a problem when playing with the animated pieces, but it would
- be nice if the game would keep the background music playing when the flat
- chessboard is used, since no other sounds occur, but it still gets cut off
- after every move.
-
- There is a tutorial included for each piece, where they come forward and
- explain to the player the history of the piece, and give basic
- instructions on movement and strategy. The voice acting is generally
- quite nice, but this section could have been much more interesting with
- large close-up animation.
-
- MPC BATTLECHESS does have two big drawbacks to play: one is that it is
- often quite hard to tell where individual pieces are on the board in the
- animated view, which can lead to severe mistakes. Luckily, there is an
- unlimited 'Undo' feature. The second drawback is that, while the box
- claims that the game includes a library of thousands of opening moves,
- these are only available to the computer, not the player. There are also
- no play analysis options either, and this makes MPC Battlechess mostly
- useless as a learning tool.
-
- While MPC BATTLECHESS may not have the complex options of a package like
- Chessmaster MPC for the casual player, it is infinitely more entertaining
- to play. Even if you despise chess, this game will wow you and all your
- friends, and you will find yourself playing it long after you finish the
- typical adventure or RPG.
-
- This review is Copyright (C) Richard Wyckoff 1993 for Game Bytes
- Magazine. All rights reserved.
-
-
- MAMMALS, A MULTIMEDIA ENCYCLOPEDIA
- aka National Geographic's Mammals
- Reviewed by Jeff Blatt
-
- MAMMALS is an intriguing journey into the lives of mammals that live all
- over our planet. More of an educational toy than a game, Mammals is one
- product that utilizes multimedia as it was intended to be.
-
- Features:
- 700 full-screen photos each with its own caption.
- 150 world range maps.
- 150 fact screens.
- 150 vital statistics screens.
- 155 authentic vocalizations.
- 45 full-motion color movie clips from National
- Geographic TV documentaries.
- essays equivalent to 600 pages of text.
- a mammal classification game.
- a pop-up glossary.
-
- Mammals is completely mouse driven. From the main menu you can go to an
- alphabetized listing of all the animals, or you can first select the
- taxonomic order you're interested in and then select from a list of
- animals from that order. The menus are set up so that you can move around
- easily and quickly.
-
- The animals range from the aardvark to the zorilla. There is even an
- entry for humans. Each animal has at least one photograph; most have
- several. Many also have an accompaning range map, vital statistics
- screen, and essay. Some of the photographs have an attached sound clip.
-
-
- The sound clips are very good quality, and go a long way to bring the
- images to life. The sound of the Tazmainian Devil is particularly
- interesting (yes, it is an actual animal). In addition to the
- vocalizations, every animal's name can be pronounced.
-
- The best feature is the video clips. They are not full screen as you
- might expect and there is no sound, but it is amazing to see some of the
- world's best wildlife photography running, swimming, hopping, and leaping
- on your screen. Several of the videos last over a minute. The video clip
- usually depicts the animal in an interesting activity -- not just walking
- down a trail but chasing prey, burrowing, or breaching.
-
- There is an audio tutorial that takes you through the different features
- of the program. If you still run into trouble they provide a 1-800 number
- for help.
-
- The documentation stresses the use of PS/2 computers, but it runs just
- fine on my clone. It would also be nice if you could copy the text to a
- file instead of just being able to print it out.
-
- The classification game is targeted towards a grade school to high school
- audiance. It has the look and feel of WHERE IN THE WORLD IS CARMEN
- SANDIEGO?. You are sent on a mission to find and photograph an animal.
- There are 36 missions in all. In each mission you are initially given
- several clues about the animal you are searching for. You must then find
- the animal and identify where in the world it lives. You finally
- photograph the animal and if you have answered the previous multiple
- choice questions correctly you will have completed the mission. You are
- given an opportunity to use the encyclopedia to do a little 'research' to
- see if you're on the right track. Your results can be saved to disk for
- future play.
-
- The program also contains a glossary of terms. Through out the essays and
- captions you will find words that are highlighted. If you click on one of
- these words a pop-up window will appear with a definition of the word.
- There are also 11 essays on various topics about mammals in general, as
- well as complete credits for the program and all of the photographs used
- in it.
-
- If you are not curious about the diversity of mammals that exist in our
- world this CD will only collect dust for you, but if such things spark
- your imagination this CD will provide you with many hours of fun and
- exploration for both you and your children.
-
- This review is Copyright (C) 1993 by Jeff Blatt for Game Bytes Magazine.
- All rights reserved.
-
-
- MEDIA CLIPS: WORLD VIEW from ARIS
- Reviewed by Richard Wyckoff
-
- Computer Graphics Memory Disk Space
- Minimum 386/SX 640x480x256 4MB 1MB+CD-ROM
- Max/Rec. Fast 386
-
- Control: Mouse, keyboard
- Sound: MPC standard digitial audio
- Notes:
-
- Reviewed on: 486/33, 8MB RAM, T8900 video card, Gravis
- Ultrasound
- Reviewer recommends: Accelerated video card for film clips
-
- Aris' MEDIA CLIPS:WORLD VIEW is one of a series of thematic CD-ROMS with
- pictures, music, and movies. WORLD VIEW is a collection of satellite views
- of earth, photos of planets, moon landings, and other space-related images.
- It includes 100 640x480x256 color images, each with its own accompanying
- digitized song (low quality 8-bit .WAV files, unfortunately), and 25 movies.
- This may sound interesting, but unfortunately, the product can not decide if
- it wants to be a space image data-base or a musical slide show, and fails in
- both attempts.
-
- On the WORLD VIEW disc are DOS, MPC, and Macintosh versions of the
- program, which explains why the selection of images is so limited. Each
- image also has a lower-resolution version stored as a separate low-res
- image for the selection display, taking up even more room.
-
- When you start the program (the Windows version was used for this review),
- the low-res version of the first picture is displayed, and the
- accompanying soundtrack is played. This is the first problem with WORLD
- VIEW - if you are just using it to skim through images, the songs, which
- can't be turned off, but can be interrupted, slow down the process. The
- songs themselves are another part of the problem. They range from
- relatively inoffensive but totally unoriginal 'adult contemporary
- electronic jazz' to completely cheesy synthesizer noodlings - the random
- beeps accompanying one image of the space shuttle launching a satellite
- were particularly disturbing. I can understand Aris' attempt to appeal
- to a wider market by excluding the more pop-oriented soundtracks of the
- typical game, but there were so many more interesting choices they could
- have made - Sun Ra or Philip Glass, for example - real composers, not
- 'studio musicians' (a politically correct term for the semi-talented).
-
- The next serious failing of the package is the movies, one of the reasons
- I bought it. This product was released before Microsoft invented the
- Video for Windows standard, unfortunately, so Aris came up with their own
- movie player, which is woefully inadequate. On the Macintosh side, the
- movies are in Quicktime format, and presumably more watchable, but the PC
- versions, which are *only* accessible in the MPC version, play in a window
- that is tiny with a 640x480 resolution Windows driver and miniscule at
- 800x600, and they play incredibly slowly. This is to be expected with the
- access time of a CD, but some form of buffering could have sped things up
- tremendously. Worst, however, are the soundtracks which some movies have
- - the digitized audio plays at about the same frame rate as the movie, it
- seems, which means the roar of a rocket taking off is cut up into a series
- of short bursts of static.
-
- These complaints seem a little less valid when the following is
- considered: Aris allows royalty free non-commercial use of the entire
- contents of the disc, which explains the 'Media Clips' portion of the
- title. This explains why original (albeit poor) music was used, and also
- explains why the Windows shell allows the user to copy images to files.
- This disc is also relatively cheap, so if you are in dire need of a few
- photos of space and can't download them from NASA, you may be interested
- in WORLD VIEW. If you are looking for a mind-blowing CD-ROM or a useful
- space database, however, look elsewhere.
-
- This review Copyright (C) 1993 by Richard Wyckoff for Game Bytes Magazine.
- All rights reserved.
-
-
- SPACE QUEST IV - ROGER WILCO AND THE TIME RIPPERS from Sierra On-Line
- CD-ROM Version
- Reviewed by James E. Luchford
-
- RATINGS: (Based on MS-DOS/Windows versions)
- Graphics: 8/9
- Music: 8/8
- Speech: 9/9
- Playability: 9/9
- Originality: 8+/8+ (see review)
-
- REQUIREMENTS: (From the box)
- CD-ROM (no kidding!)
- 2MB RAM
- Dos 5.0
- 580K Free memory (MS-DOS version)
- 386SX or Better VGA (vga320 driver in configuration for MS-DOS)
- Sound card w/DAC - Pro Audio, Sound Blaster, Thunderboard, Sound Source
- Mouse or Joystick
- Windows version: Win 3.0 MME or Win 3.1
-
- OPTIONAL:
- Sound: MT/CM32, General MIDI
- Video: Windows SVGA 640x480x256 driver
- Digitized Speech: Sound Blaster or 100% compatible
-
- EXTRA:
- "Space Piston Magazine"
- TSN (The Sierra Network) with 3 Free hours play time.
- Free Prodigy startup kit Mail-In Card
-
- REVIEWER'S EQUIPMENT:
- 486SX/25 4MB RAM On-Board Cirrus Logic SVGA chip w/512k
- Sound Blaster Pro (T4 firmware rev)
- CD-ROM (Creative Labs) rated at 290ms
-
- INTRODUCTION: After leaving those ingrates from Andromeda (see SQ III)
- when join our hero Roger Wilco as he rockets through space headed for his
- home planet Xenon, which he hasn't seen since Space Quest II. Not knowing
- that his travels are being watched from afar, decides to make a "pit stop"
- at a bar on the planet Magmetheus.
-
- INSTALLATION: MS-DOS: Change to the CD-ROM drive and type "install"
- Install will also let you read a file that tells you subtle things that a
- Pro-Audio 16 board should use the Sound Blaster driver, since the Pro-
- Audio option is designed for the 8 bit Pro-Audio. The file also suggests
- that you put a switch in the MSCDEX line of your AUTOEXEC.BAT for your
- CD-ROM "/M:10" for audio buffers as a minimum. They say that if your
- game play is too slow or the sound breaks repeatedly, you can try
- decreasing whatever the buffer is set for.
-
- INTERFACE: Microsoft compatible mouse or joystick is used to change your
- cursor to Walk, Look, Touch, Speak to, Smell, Taste, or Use a selected
- object in your inventory -- in other words, the standard Sierra interface.
-
- GRAPHICS: The graphics are well drawn to give a 3d-feel to the
- background. As Roger appears in different screens, his size is changed
- relative to where he appears in the background. The _depth_ is thought
- out very well. I started with the (320x200) MS-DOS version and discovered
- the Windows version runs with a 640x480x256 screen with no apparent loss
- to the appearance or speed (as long as I'm not foolish enough to run an
- intensive application at the same time).
-
- The only difference I noticed was that the cursor was now B/W where in
- MS-DOS it was color. That and the Windows title border above the status
- bar were the only two things that told me I was in Windows -- not a MS-DOS
- window but a full-fledged MPC game. I could not, however, load the MS-DOS
- saved games because the save format was different, which shows they had to
- rewrite the interface entirely to optimize it for Windows. By comparison,
- I've tried the KING'S QUEST IV CD version for Windows and whole frames
- were skipped in the animation.
-
- SOUND AND MUSIC: What is the use of a CD-ROM with its 600MB+ of disk
- space if you don't use as much as you can? Sierra uses it for music and
- much more. More in the way of speech to be exact. Almost all the text in
- the game has been replaced by voices of actors, in particular Gary Owens,
- who narrates all of Roger's antic's. He, or rather I, would use the Eye
- icon and look at Roger: "It's _you_ -- Roger Wilco, _space hero!_" When I
- changed to the Hand icon and clicked on Roger and I broke up, helplessly
- rolling on the floor, as I heard: "Hey, _watch it_ -- this is a _family_
- game!"
-
- Another benefit of the Windows version is that your Windows drivers are
- almost always better sounding than the MS-DOS (at least mine are).
-
- MANUAL AND DOCUMENTATION: Almost non-existent, unless you count _Space
- Piston Magazine_ which is filled with hilarious Ads like Radio Shock,
- Buckazoid Bill's Arcade and Sushi Bar, and a succulent Ad from Monolith
- Burger on the back. The installation is simple and even comes with hints
- on-line if you have trouble.
-
- PLOT: Roger Wilco, space janitor, continues to foil his adversaries in
- this latest game in a popular series by stumbling his merry way down the
- old rabbit hole of time. As Roger, I not only made contact with my past
- life but saw what the possibilities were in store for _our hero_ and they
- were not always happy ones. He starts out in visiting the site of Space
- Quest XII, where he not only doesn't get a his expected hero's welcome,
- but discovers ruins of the planet he once saved.
-
- Of course, this serious mood is purposely broken by the narrator: "You
- wonder what catastrophe befell your homeworld." "You wonder what happened
- to all the people." "You wonder why you're _talking_ to yourself!" I'm
- surprised at this point that you don't wonder if you have to clean up this
- mess when _boom boom boom boom_ -- in walks the EverWise Bunny.
-
- PLAYABILITY: It's hard to play when you're laughing....
-
- PUZZLES: The hardest puzzle is figuring what you should _not_ do to
- complete a part of the game. I was stuck for a week in the Space Quest I
- part until I found out that I only had only _one_ thing to do there....
-
- RECOMMENDATION: It's _the_ CD-ROM to get. Even if you've played the
- text version to the end, it's really a whole 'nother game folks. As for
- Roger, he's everybody that you know and everyone you would like to be.
- He's a lazy slob. He's a common janitor. Yet -- he takes you places
- where you've never imagined. He's the kid that needs your help to
- survive in the hostile universe, and he is the side of you that can see
- humor in almost everything. He's even a father this time....if he can
- live that long.
-
- He is Roger Wilco, _Space Hero!_
-
- This review is Copyright (C) 1993 by James E. Luchford for Game Bytes
- Magazine. All rights reserved.
-
-
-
- A View From the Edge
- Editorial by Ross Erickson
-
- Welcome to another issue of Game Bytes! Now that we've got the train
- firmly back on the tracks with some solid code (fingers crossed), I hope
- that we'll be reporting into the gaming world on the networks with great
- regularlity. Once again, I apologize for the delays with the two previous
- issues. I'm a perfectionist and hate putting something out there when I
- know it has bugs in it. Thanks to Ed Rafalko for putting up with my
- rants and demands for a polished product. Ed is to be congratulated
- for making Game Bytes 'technically' possible.
-
- Several things are going on with Game Bytes right now. CES is upon us
- again. The annual pilgrimage in Chicago looks to be one of the best and
- well attended of many CES's in recent memory. There are a LOT of new
- products being announced and I'm proud to say that Game Bytes will be
- covering them all in great detail. Look for issue #12 to have a very
- broad and comprehensive report on all the goings on at CES.
-
- Game Bytes is also moving (inching, rather...) closer towards a Windows-
- based interface. The nightmare that has arisen out of the desire to
- support all the SVGA cards out there makes this move a desireable one.
- Not having to worry about which chipsets and whose VESA driver is running
- is a big boost to making the magazine easier to manage.
-
- The magazine is also starting to take advertising to try to offset our
- costs of production and distribution. Phone bills from hell!! We are
- thrilled to have the support of Epic Megagames and others who might join
- with us to help us keep this magazine afloat. I would especially like to
- appeal to you, the readers. Game Bytes is for you and my intention is to
- keep it free for you as long as possible, but it becomes prohibitive to
- keep putting more issues of the magazine out while continuing to mount
- personal losses. Any contribution you feel you can afford will be GREATLY
- appreciated! We hope you feel this magazine is worth continuing to
- produce as we do.
-
- I'm also pleased to 'officially' announce that Daniel Starr is now my
- REAL assistant editor, taking a ton of work from my shoulders so I can
- concentrate on expanding and furthering our efforts. He'll be the main
- contact person for submitted reviews and other specific issues for the
- magazine. Congrats and HUGE thanks to Daniel.
-
- Unfortunately, because of some strict policies about "commercial
- advertising", one of our distribution sites, Compuserve, has elected to
- bar Game Bytes from its readers. A long debate can occur at this point
- about what comprises 'commerical advertising', but that debate would grow
- tiresome quickly. Internet, the BBS network(s), America On-Line, and
- hopefully soon, GEnie and Prodigy, will continue to be our main
- distribution points.
-
- Enough for this issue. I look forward to greeting you in issue #12 with
- LOADS of excitement about the new fall '93 products demo'ed at CES.
-
- Thanks for reading Game Bytes!
-
- Ross Erickson, Editor/Publisher
- Game Bytes Magazine
-
-
- Rumors and News
- by Ross Erickson
-
- With the CES show ready to begin in just over 36 hours from now, I'm going
- to keep this report short, sweet, and to the point. After all, I'm not
- going to spoil the fun of all the excitement of CES, even though we've
- been briefed on many new products. I'll be merciful and give you a few
- things to look forward to in greater depth in the next CES special issue.
-
- Watch for an announcement from Accolade regarding a new license from the
- Speed Racer character. Something is brewing. Accolade is also making it
- clear their long-term direction is NOT with the computer game market, but
- rather towards the cash-cow cartridges.
-
- Capcom will be showing both Turbo Street Fighter 2: Championship Edition
- for the SNES and also Street Fighter 2: Championship Edition (GOSH I hate
- typing all that!!!) for the Genesis at CES. Also, watch these screens
- for a big announcement of their Aladdin game and Super MegaMan for the
- SNES.
-
- Sony has purchased the U.K.'s own Psygnosis Ltd., so this could help the
- struggling U.K. company get their newer products out on time.
- Armorgeddon??? A year late??? A schedule! Look into it. Their newer
- CD titles like Dracula and Microcosm might get a much needed boost too.
-
- One company I'm VERY high on is Software Sorcery. This relative newcomer
- to the games market is actually not so new after all. Their aggressive
- plans include publishing ONLY on CD-ROM (YEA!!!) and only in SVGA! Yes,
- they can get frame rate too. It's incredible, but they seem to have hit
- on something that others claim is next to impossible. Moving 4 times as
- many pixels around the screen without sacrificing what's actually ON the
- screen. A tip for a REALLY hot late summer product - Aegis.
-
- No specifics yet, but Broderbund supposedly has a hot CD-ROM game up their
- sleeves that they've been hiding for sometime. Watch for an excited
- newsflash on this next issue.
-
- EA's also been good at keeping a hot new title under wraps. But, it's TOO
- LATE! Marine buffs who want to get back under the waves will thrill with
- the sequel to 688 Attack Sub ("688 Attack Sub II???"....Nahhh). Subs are
- also the talk of the town in Oregon where Dynamix will be briefing us at
- the Museum of Science and Industry in Chitown on their upcoming WWII-era
- sub game. "The waves, the waves...." (inside joke. Sorry Jerry, couldn't
- resist!). Microprose will do the honors in the futuristic sense on the
- subs with SubWars 2050. Boy, when it rains, it pours.
-
- The last bit of news unfortunately might end on a sad note. Disney
- Software, who gave us the incredible Stunt Island, just might be packing it
- up as a game software developer. More news soon, but talk is that they are
- going back to their roots as a developer of more kids oriented products,
- plus they're going to get a lot more involved in development and animation
- that involves their own licensed Disney characters. Unnatural Selection
- was my dark horse pick of 1993, but now it may not ever even see the light
- of day.
-
- Watch this space intently soon for a full round-up of all the softs and
- carts, hits and dogs, from this summer's 1993 CES.
-
- Ciao.
-
- Ross Erickson, Editor/Publisher
- Game Bytes Magazine
-
- ============== GAME BYTES ================
-
- Editor and Publisher
- ~~~~~~~~~~~~~~~~~~~~
- Ross Erickson
-
- Assistant Editor
- ~~~~~~~~~~~~~~~~
- Daniel Starr
-
- Programmer
- ~~~~~~~~~~
- Ed Rafalko
-
- Contributors
- ~~~~~~~~~~~~
- Nicholas Deakin Drew Hess
- Jer Horwitz Jurgen Appelo
- David Taylor Ron Dippold
- Roland Yap Vince Alonso
- Richard Wyckoff David Pipes
- Jim Knutson Cedric Higgens
- Jeff Blatt Rob Nava
- John Garcia Ken Fishkin
- Brian Chung Damon Wischik
- Daniel Silevitch Sean Morgan
- James Ollinger Sir Launcelot Du Lake
- James E. Luchford Alan Whitehurst
- Mark Kern Michael Chin
- Dave Masten Psycho & Oz
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Game Bytes is published monthly by Ross Erickson,
- 108 Castleton Drive
- Harvest, AL 35749
-
- INTERNET - ross@kaos.b11.ingr.com
- Compuserve - 71441,1537
- America On-Line - RossGBytes
-
- Contents are copyright 1992, 1993 Game Bytes, unless otherwise indicated.
-
-
- Reviewer Spotlight: Ron Dippold
-
- Right, I've been asked to give a short reviewer profile.
- This is Volume I.
-
- It was a dark and stormy night. Suddenly, a shot rang out! A ship
- appeared on the horizon. In other news, I'm a native of Alaska (though
- not an Alaskan Native), having lived in Juneau nearly all my life. I
- currently reside in San Diego, California, though I consider that it
- would be a big plus if San Diego was in another state.
-
- I attended college at Rose-Hulman Institute of Technology, a small,
- respected science and engineering university in Terre Haute (the armpit
- of the Midwest), Indiana. I graduated from there with a degree in
- Electrical Engineering and Computer Science, and various minors
- including Psychology (what a surprise, Ah ha hahahahahahahahaha!)
-
- After graduation I started work for Qualcomm, Inc in San Diego, which is
- a high tech, high pressure communications firm. So far, we've been
- kicking butt, and they haven't grown afraid enough of me so I still work
- here. Cutting edge technology development, flexibly hours, smart
- people, great company!
-
- Okay, so much for the trivialities. Let's talk about games. My first
- experience with a "personal" computer game was with a really old
- behemoth of an Olivetti calculator that had minimal programmability. It
- was capable of doing the "I've got a number between 1 and 100, try to
- guess it, I'll tell you if your guess too is high or too low" game,
- although it strained its tiny microbrain. Next was a huge step upwards
- - a programmable HP calculator. Only a one-line LED display, but it
- could do lunar lander, and I could make improvement.
-
- In another direction, I was there for the arcades. I played Pong, I
- camped out for Space Invaders and Asteroids. I haunted the old arcades,
- back in the old days when they were (unfortunately) almost estrogen-free
- zones.
-
- Given those two influences, it wasn't a big step to my own Apple ][ (I
- still have the famous Red book) and all the excellent games that came
- out for that. The graphics weren't as good as the arcades, but the
- games were plentiful, didn't cost a quarter, and had games which you
- wouldn't find in the arcade. For instance, _Alkabeth_, the predecessor
- to _Ultima I_ was an early favorite, and _Wizardry_. I learned the most
- about the machine by cracking games - 5 1/4" disks were very fragile
- compared to 3 1/2" disks, and losing my original _Bolo_ disk would have
- been a disaster.
-
- I moved on to the IIgs, and finally to the PC when it became obvious
- that software companies were abandoning the // after Apple abandoned
- hardware upgrades for it. In fact, it was _Ultima VI_, which Origin
- decided not to do for the Apple //, that was the final straw. In many
- ways the PC was inferior to the IIgs (only recently has there appeared a
- sound card for the PC which could match its sound), but the software
- base was hard to argue with. I still pull out a game on the // and play
- it now and then: _Castle Wolfenstein_, _Wavy Navy_, _Bandits_, _Drol_,
- _Ali Baba_, etc.
-
- I get into all sorts of games, from RPGs to arcade to flight simulators,
- and I've programmed quite a few (though no flight sims). My big
- complaint is that days aren't 30 hours long. Remember the days of High
- School when you could play from 3:30 PM to midnight if you'd just gotten
- a good game? And college, where you could skip that English class?
- Sigh...
-
- Presenting... the Game Bytes Issues Index! (Issues 1-11)
-
- Game Bytes has covered well over 170 products in the past several issues.
- Using this index, you can look up the particular games you're interested
- in, find out what issues of Game Bytes cover them, and download those
- issues. Also included is a list of the interviews and other special
- features GB has done to date -- the interviews from several issues ago
- still contain a lot of current material.
-
- The easiest way to use the games index is to employ the search command of
- your favorite word processor to find a distinctive string, such as
- "Ultima", "Perfect", or "Lemmings". The list is alphabetized; series have
- been listed together rather than by individual subtitle.
-
- All issues of Game Bytes to date are available by anonymous FTP at ftp.
- ulowell.edu in the /msdos/Games/Game_Bytes directory. Contact Ross
- Erickson, ross@kaos.b11.ingr.com, if you need assistance acquiring Game
- Bytes or have other questions.
-
- Game Bytes Features List, Issues 1 - 10, Chronological Order
- -----------------------------------------------------------
- Issue Interview (Sample Associated Games)/Feature
- ----- -----------------
- 2 Richard Garriott of Origin (Ultima series)
- 3 Chris Roberts of Origin (Wing Commander, Strike Commander)
- 4 ID Software (Wolfenstein 3D, DOOM, Commander
- Keen)
- 5 Damon Slye of Dynamix (Red Baron, Aces of the Pacific)
- 5 Scott Miller of Apogee (Wolf3D, Duke Nukem)
- 6 Bob Bates of Legend (Part 1) (Spellcasting 101)
- 7 Bob Bates of Legend (Part 2)
- 8 Looking Glass Technologies (Ultima Underworld)
- 9 Warren Spector of Origin (Serpent's Isle)
- 9 Ron Gilbert of Humongous (Putt Putt)
- 9 -- Winter CES Report --
- 9 -- Hardware Issue: sound cards, joysticks, etc. --
- 10 Sid Meier (Pirates!,Civilization,RR Tycoon)
- 11 John Garcia of Novalogic (Comanche, Ultrabots)
- 11 --CD-ROM and the PC: Entertainment, Multimedia, and more--
-
- Game Bytes Article Index (Issues 1-11), Alphabetical by Title
- ------------------------------------------------------------
- Product Title Review Preview Tips
- ------------- ------ ------- ----
- 4-D Boxing 10
- The 7th Guest 11 5
- A-Train 3
- A.T.A.C. 5
- AV8B Harrier Assault 11
- Aces of the Pacific 3 1 8,9
- Action Stations! 8
- Air Combat 5
- Air Duel 11
- Air Force Commander 8
- Alien 3 (Genesis) 7
- Alone in the Dark 9
- Amazon 6
- Armorgeddon 10
- ASCIIpad (SNES, Genesis) 9
- Assault Suits Valken/Cybernator (SNES) 9
- Axelay (SNES) 8
- B-17 Flying Fortress 6 4
- B.A.T. II: The Koshan Conspiracy 7
- Batman Returns (Genesis) 9
- Batman Returns (SNES) 10
- Battlecruiser 3000 A.D. 8
- Battles of Destiny 9
- Betrayal at Krondor 9
- Birds of Prey 7 4
- Bio-Metal (SNES) 10
- Bubsy: Claws Encounters ... (SNES) 10
- Buzz Aldrin's Race into Space 10
- Caesar 9
- Carrier Strike 6
- Carriers at War 6
- Castle Wolfenstein 3-D 2
- Castles II: Siege and Conquest 9 9
- Challenge of the Five Realms 4
- Chessmaster 3000 2
- Civilization 5 9
- Comanche: Maximum Overkill 10 6
- Conflict: Korea 6
- Conquered Kingdoms 10 7
- Conquest of Japan 11
- Conquests of the Longbow 3
- Contra 3: The Alien Wars (SNES) 5
- Crisis in the Kremlin 6
- Cyber Empires 9
- D/Generation 2
- Dark Sun: Shattered Lands 6
- Darklands 7 3 7
- Darkseed 5
- Dead Dance (SNES) 11
- Doom 9,10
- Dune 3
- Dune II 10
- Dungeon Master 7
- Dynamix Football 3
- Earl Weaver Baseball 2 4
- Ecoquest: The Search for Cetus 2 5
- El-Fish 10
- Eric the Unready 10 8
- Eye of the Beholder 2 1
- Eye of the Beholder 3 8
- F-117A Stealth Fighter 3
- F-15 Strike Eagle III 10 5
- F-Zero (SNES) 10
- Falcon 3.0 1 5,8
- Falcon 3.0: Operation Flying Tiger 6
- Fatal Fury (Comparison) 10
- Fatal Fury 2 (NeoGeo) 10
- Fatty Bear's Birthday Suprise 10
- Fighter Power Stick (SNES) 9
- Final Fight 2 (SNES) 11
- Flashback PC 10
- Flashback (Genesis) 11
- Flight Simulator 4.0 (Scenery Round-up) 8
- Front Page Sports: Football 8 6
- Galactix 6
- Gateway 4
- Gateway 2: Homeworld 11
- Global Conquest 3
- Gobliiins 10
- Gods 6
- Gravis Gamepad 4
- Gravis Ultrasound 9
- Great Naval Battles 8
- Greens! 2
- Gunship 2000 2 10
- Hardball 3 4,5
- Hardball 3 Statistical Utilities 7
- Harpoon 1.3 Designer Series / IOPG 6
- Heaven and Earth 4
- Heimdall 7
- High Command 10
- High Command SVGA 11
- Hong Kong Mahjong 3
- Humans 9
- Inca 11
- Indiana Jones and the Fate of Atlantis 5
- Jack Nicklaus Golf: Signature Edition 2
- Jimmy Connor's Tennis (SNES) 9
- Joe and Mac (SNES) 2
- John Madden Football '93 (Genesis) 11
- King's Quest VI: Heir Today, Gone Tomorrow 9 6
- King's Ransom 11
- Laura Bow 2: The Dagger of Amon Ra 4 3
- Legacy: Realm of Terror 10
- Legends of Valor 8
- Lemmings II 9
- Les Manley: Lost in L.A. 1
- Lightning Force (Genesis) 9
- Links 386 Pro 5 1
- Links Courses: Mauna Kea 10
- Links Courses: Troon North 2
- Links Courses: Pinehurst #2 11
- Loom -- CD-ROM version 5
- Lord of the Rings II: The Two Towers 7 3
- Lost Treasures of Infocom 5
- The Lost Vikings (SNES) 11
- Lure of the Temptress 8
- Mad Dog McCree 11
- Maniac Mansion 2: Day of the Tentacle 11
- Mantis: XF5700 Experimental Space Fighter 7 4
- Martian Memorandum 5
- Mech Warrior (SNES) 10
- Micro League Baseball 4 6
- Mig-29 (Add-in for Falcon 3.0) 11
- Might & Magic: Clouds of Xeen 8 9,10
- Might & Magic: Dark Side of Xeen 11
- Mike Ditka's Ultimate Football 6
- Monkey Island 1 9
- Monkey Island 2: LeChuck's Revenge 5
- Monopoly 9
- NCAA: The Road to the Final Four 3
- NCAA Basketball (SNES) 8
- NFL Pro League 7
- NHLPA Hockey '93 (Genesis) 7
- Nova 9 2
- Oh No! More Lemmings 3
- Out of This World 6
- Pacific War 11
- PGA Tour Golf II (Genesis) 11
- Pirates! Gold 2
- Planet's Edge 3 9
- Pools of Darkness 2
- Populous 2: Trials of the Olympian Gods 11
- Powermonger 5
- Power Politics 10
- Prince of Persia 4
- Pro Audio Spectrum 16 9
- Prophecy of the Shadow 7
- Pursue the Pennant 4.0 4
- Quest for Glory I (VGA edition) 7
- Quest for Glory III: The Wages of War 7
- Quarterpole 10
- Rags to Riches 11
- Rampart 4
- Rampart (SNES) 7
- RBI Baseball 4 (Genesis) 7
- Realms of Arkania 11
- Red Baron Mission Builder 8 4
- Rex Nebular and the Cosmic Gender Bender 5
- Return of the Phantom 10
- Ringworld: Revenge of the Patriarch 11
- Risk for Windows 1
- Risky Woods 9
- Road Rash II (Genesis) 10
- Road Runner Rescue (SNES) 9
- Robosport for Windows 8
- Roland MT-32/LAPC 9
- Rules of Engagement 7
- Screen Antics: Johnny Castaway 8
- Secret Weapons of the Luftwaffe 4
- Sega CD (Genesis) 8
- Shadow of Yserbius 10
- Shadow President 9
- Shadowrun (SNES) 9
- Starfox (SNES) 9
- Sherlock Holmes, Consulting Detective Vol.I 7
- Shining in the Darkness (Genesis) 4
- Siege 6
- SimAnt 4
- The Soccer Game II 11
- Solitaire's Journey 5
- Sonic the Hedgehog 2 (Genesis) 8
- Sound, Graphics and Aircraft for FS 4.0 11
- Sound Blaster 16 ASP 9
- Space Megaforce (SNES) 7
- Space Quest V: The Next Mutation 3
- Spaceward Ho for Windows 11
- Spectre 10
- Speedball 2 5
- Spellcasting 301: Spring Break 8 8
- Spellcraft: Aspects of Valor 9 3
- Spelljammer: Pirates of Realmspace 9
- Splatterhouse 2 (Genesis) 5
- Star Control II 8
- Star Legions 10 6
- Star Trek: 25th Anniversary 1
- Street Fighter 2 (SNES) 8
- Streets of Rage 2 (Genesis) 9
- Strike Commander 10 3
- Stunt Island 8 7
- Summer Games 8
- Summer Challenge 5
- The Summoning 11
- Super Advantage Joystick (SNES) 9
- Super Double Dragon (Genesis) 10
- Super Hi-Impact Football (Genesis) 8
- Super NBA Basketball (SNES) 11
- Super Play Action Football (SNES) 9
- Super Mario Kart (SNES) 9
- Super Smash T.V. (SNES) 9
- Super Sonic Blastman (SNES) 9
- Super Star Wars (SNES) 7
- Super Tetris 3
- Take-a-Break Pinball 6
- Tegel's Mercenaries 11 6
- Terminator 2029: Cybergen 9 5 9
- The Castle of Dr. Brain 5
- The Incredible Machine 11 7
- The Legend of Kyrandia 7
- The Lost Admiral 6
- The Magic Candle II: The Four and Forty 5
- The Miracle 3
- The Mystical Quest (SNES) 7
- The Perfect General 3
- Theatre of War 6
- Thrustmaster Weapons Control System 4,9
- Thrustmaster Flight Control System 11
- Thrustmaster Flight Control System Pro 11
- Thunderhawk 2
- TimeQuest 2
- Tony La Russa Baseball II 11 8
- Tornado 11
- Triax Turbo Touch (SNES) 9
- Tristan Pinball 9
- Trolls 11
- Turbo Science 7
- Ultima 1, 2, and 3 (First Trilogy) 7
- Ultima 7: Forge of Virtue 6 4
- Ultima 7: The Black Gate 3 1 5,6
- Ultima 7: Part 2 - Serpent Isle 10
- Ultima Underworld: The Stygian Abyss 3 7
- Ultima Underworld II: Labyrinth of Worlds 9 8
- Ultimate Fighter (SNES) 9
- Utopia 9
- V for Victory: Utah Beach 7
- V for Victory: Market Garden 11 9
- Veil of Darkness 8
- Virtual Pilot 9
- Wave Blaster 11
- WaxWorks 7
- Wayne Gretzky Hockey III 5
- Wilson Pro Staff Golf 9
- Wing Commander 2 1
- Wing Commander 2: Special Operations 2 4
- Winter Challenge 5
- Wizardry 6: Bane of the Cosmic Forge 1
- Wizardry 7: Crusaders of the Dark Savant 8 5
- Wonderdog (Sega CD) 10
- Wordtris 4
- World Circuit 10 7 10
- X-Wing: Star Wars Space Combat Simulator 10 7 10
-
-
- 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
-
-
- Name: Wity Ganda
- Internet/Email path: wity@iastate.edu
- City, State, Country: Ames, IA, USA
- Zipcode/Postal Code: 50012
- Phone number: (515)294-5016
- Modem Speed/Type: 14,400 bps (Intel)
- Modem Opponent Wanted For: Knights of the Sky
-
-
- Name: Simon Garton
- Internet/Email path: sgarton@ucsd.edu
- City, State, Country: La Jolla, CA USA
- Zipcode/Postal Code: 92037
- Phone number: 619-458-8390
- Modem Speed/Type: 14.4 Kbaud (v.32bis)
- Modem Opponent Wanted For: Falcon 3.0
-
-
- Name: David Ondzes
- Internet/Email path: picasso@acs.bu.edu
- City, State, Country: Cambridge, MA USA
- Zipcode/Postal Code: 02139
- Phone number: 617-661-2597
- Modem Speed/Type: 2400
- Modem Opponent Wanted For: Any modem game
-
-
- Name: Steve Krispli
- Internet/Email path: 00048323@ysub.ysu.edu
- City, State, Country: Youngstown, OH USA
- Zipcode/Postal Code: 44512
- Phone number: 216-726-7647
- Modem Speed/Type: 14.4 Kbaud (v.32bis)
- Modem Opponent Wanted For: Interested in playing Perfect General, Empire
- Deluxe, Battles of Destiny
-
-
- Name: Kris Ong
- Internet/Email path: krismon@quack.kfu.com
- City, State, Country: Sunnyvale, CA USA
- Zipcode: None given
- Phone number: 408-736-9518
- Modem Speed/Type: Zoltrix 14.4 v32bis/v42bis
- Modem Opponent Wanted For: Falcon3, Modem War(old)
-
-
- Internet/Usenet Gaming Top 100
-
- This week the votes from 157 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 23 - Week 23 - June 7, 1993
- ===========================================================================
- TW LW NW Title Developer/Publisher(s) Cat ID Points
- ---------------------------------------------------------------------------
- 1 1 23 Civilization MicroProse ST [1002] 783
- 2 2 14 X-Wing LucasArts/US Gold AC [1169] 534
- 3 6^ 20 VGA Planets {S} Tim Wisseman ST [1131] 284
- 4 3 23 Wolfenstein 3D {S} Id/Apogee AC [1013] 237
- 5 7^ 22 Dune 2 Westwood/Virgin ST [1110] 257
- 6 4 20 Ultima Underworld 2 Origin/Electronic Arts RP [1127] 226
- 7 5 21 World Circuit/F1 Grand Prix MicroProse SP [1123] 232
- 8 8 10 Ultima 7 Part 2 (Serpent Isle) Origin/El. Arts RP [1195] 208
- 9 11^ 20 The Incredible Machine Dynamix/Sierra PU [1128] 226
- 10 10 21 Railroad Tycoon MicroProse ST [1121] 186
- 11 12^ 22 Alone in the Dark Infogrames AD [1105] 181
- 12 15^ 6 Strike Commander Origin/Electronic Arts SI [1218] 189
- 13 9 22 Star Control 2 Accolade ST [1116] 129
- 14 13 23 Ind. Jones: Fate of Atlantis LucasArts/US Gold AD [1003] 136
- 15 18^ 23 Harpoon (+ disks) Three-Sixty/Electronic Arts ST [1058] 158
- 16 16 23 Ultima Underworld Origin/Mindscape RP [1009] 121
- 17 17 23 Ultima 7 (+ Forge of Virtue) Origin/Mindscape RP [1001] 126
- 18 19^ 23 Falcon 3.0 (+ op.) Spectrum Holob./MicroProse SI [1005] 132
- 19 20^ 22 Crusaders o.t. Dark Savant Sir-tech/US Gold RP [1104] 132
- 20 14 22 Comanche: Maximum Overkill NovaLogic/US Gold SI [1101] 81
- 21 25^ 14 Space Quest 5 Dynamix/Sierra AD [1173] 118
- 22 22 7 Monster Bash {S} Apogee AC [1213] 93
- 23 21 21 V for Victory (+ scenario's) Three-sixty/El. Arts ST [1114] 76
- 24 23 12 Minesweeper MicroSoft ST [1184] 74
- 25 27^ 13 Empire Deluxe New World ST [1177] 94
- 26 26 23 Darklands MicroProse RP [1008] 72
- 27 28^ 23 Aces of the Pacific (+ miss.) Dynamix/Sierra SI [1010] 81
- 28 24 23 Lemmings (+ More Lemmings) Psygnosis PU [1095] 56
- 29 45* 4 Prince of Persia 2 Broderbund AC [1232] 157
- 30 29 11 Nethack 3.1 {freeware} DevTeam RP [1186] 60
- 31 34^ 4 7th Guest Trilobyte/Virgin AD [1230] 84
- 32 30 20 Commander Keen 4, 5, 6 {S} Id/Apogee AC [1129] 55
- 33 32 23 King's Quest 6 Sierra AD [1015] 60
- 34 35^ 23 Out of this World Delph./Interp./US Gold AC [1012] 74
- 35 37^ 7 Lemmings 2: The Tribes Psygnosis PU [1207] 81
- 36 33 18 Warlords SSG ST [1135] 54
- 37 31 23 Wing Commander 2 (+ Sp. Oper.) Origin/Mindscape AC [1007] 33
- 38 36 23 Eye of the Beholder 2 SSI/US Gold RP [1067] 50
- 39 38 23 Monkey Island 2 LucasArts/US Gold AD [1014] 41
- 40 46^ 5 Eye of the Beholder 3 SSI/US Gold RP [1225] 74
- 41 39 19 Spear of Destiny Id/FormGen/Psygnosis AC [1124] 32
- 42 40 20 The Lost Admiral QQP ST [1126] 36
- 43 48^ 23 Links 386 Pro (+ courses) Access/US Gold SP [1006] 67
- 44 42 21 Conquered Kingdoms QQP ST [1122] 38
- 45 44 23 Wing Commander 1 (+ Secret M.) Origin/Mindscape AC [1026] 33
- 46 43 22 F-15 Strike Eagle 3 MicroProse SI [1103] 20
- 47 47 20 The Humans (Human Race) Imagitec/US Gold/Mirage PU [1112] 36
- 48 41 23 A-train (+ constr. set) Maxis/Spectr. H./Ocean ST [1004] 10
- 49 53^ 23 SimCity Maxis/Ocean ST [1079] 44
- 50 49 13 Prince of Persia Broderbund AC [1172] 26
- 51 52^ 20 The Summoning SSI/US Gold RP [1117] 32
- 52 50 23 Eye of the Beholder 1 SSI/US Gold RP [1093] 25
- 53 51 14 Ultima 6 (The False Prophet) Origin/Mindscape RP [1153] 26
- 54 54 15 Cosmo's Cosmic Adventure {S} Apogee AC [1162] 26
- 55 62^ 13 Command HQ MicroProse ST [1166] 45
- 56 58^ 16 Populous 2 (+ disk) Bullfrog/Electronic Arts ST [1149] 30
- 57 55 19 Stunt Island Assembly Line/Disney/Infogr. AC [1130] 20
- 58 57 9 Violent Fighter Star AC [1185] 26
- 59 56 15 Eric the Unready Legend/Accolade AD [1151] 20
- 60 59 18 Empire: Wargame of the Century Interstel ST [1142] 26
- 61 60 21 Gobliins 2 Coktel V./Digital I./Sierra PU [1107] 24
- 62 72^ 3 Romance o.t. Three Kingdoms 2 Koei ST [1231] 51
- 63 63 23 Quest for Glory 3 Sierra RP [1018] 26
- 64 61 10 Solitaire's Journey QQP ST [1183] 18
- 65 65 8 Bandit King of Ancient China Koei ST [1210] 26
- 66 84* 3 Flashback Delphine/US Gold/SSI AC [1236] 60
- 67 64 12 Veil of Darkness Event Horizon/SSI/US Gold AD [1175] 20
- 68 71^ 23 Perfect General (+ scenario's) QQP/Ubi ST [1098] 33
- 69 68 5 Core Wars Intern. Core Wars Society ST [1227] 26
- 70 76^ 19 Battles of Destiny QQP ST [1132] 36
- 71 67 10 Galactix {S} Cygnus AC [1194] 15
- 72 73^ 3 Stunts Broderbund AC [1221] 26
- 73 66 11 Zone66 {S} Renaissance/Epic AC [1190] 10
- 74 69 11 Tony Larussa's Ult. Baseball 2 SSI SP [1191] 16
- 75 74 23 Red Baron (+ missions) Dynamix/Sierra SI [1070] 21
- 76 83^ 3 Solitaire for Windows MicroSoft ST [1214] 36
- 77 77 14 Might & Magic 3 New World/US Gold RP [1170] 25
- 78 70 12 Inca Coktel V./Digital I./Sierra AC [1158] 3
- 79 82^ 4 AD&D Unlimited Adventures SSI RP [1219] 23
- 80 79 21 Might & Magic: Clouds of Xeen New World/US Gold RP [1102] 16
- 81 78 5 Ultrabots (Xenobots) NovaLogic/Electronic Arts AC [1201] 14
- 82 75 17 SimLife (The Genetic Playgr.) Maxis/Mindscape ST [1138] 8
- 83 95^ 2 Shadow of the Comet Infogrames/Interplay AD [1224] 33
- 84 87^ 16 Catacomb Abyss {S} Softdisk AC [1141] 20
- 85 85 23 Dungeon Master Psygnosis RP [1024] 13
- 86 81 15 MechWarrior Activision AC [1159] 6
- 87 -^ 1 MS Flight Simulator 4.0 MicroSoft SI [1233] 37
- 88 86 4 M.U.L.E. Ozark/Electronic Arts ST [1228] 13
- 89 88 14 Wayne Gretzky Hockey 3 Bethesda SP [1171] 13
- 90 92^ 8 Rex Nebular MicroProse AD [1115] 18
- 91 100^ 23 Monkey Island 1 (+ vga v.) LucasArts/US Gold AD [1027] 26
- 92 -^ 1 Tristan (Solid State Pinball) Amtex AC [1247] 43
- 93 90 15 Major Stryker {S} Apogee AC [1161] 13
- 94 91 14 Chuck Yeager Air Combat Electronic Arts SI [1174] 13
- 95 94 23 Push-over Ocean PU [1030] 15
- 96 99^ 2 Freddy Pharkas Frontier... Sierra AD [1237] 18
- 97 89 23 Conquest of the Longbow Sierra AD [1055] 5
- 98 96 23 Global Conquest MicroProse ST [1068] 13
- 99 97 11 Rise of the Dragon Dynamix/Sierra AD [1181] 13
- 100 -^ 1 The Legacy (Realm of Terror) MicroProse AD [1242] 26
-
- Dropped out:
-
- 80 22 Gods Renegade/Konami [1023]
- 93 4 Bard's Tale 1 Interplay [1226]
- 98 9 Savage Empire Origin [1192]
-
- ===========================================================================
- The Net PC Games Tip 20 Edition 23 - Week 23 - June 7, 1993
- ===========================================================================
- TW LW NW Title Developer/Publisher(s) Cat ID
- ---------------------------------------------------------------------------
- 1 1 7 Cobra Mission Megatech AD [1222]
- 2 2 8 Ween: The Prophecy Coktel V./Digital Int./Sierra AD [1215]
- 3 3 8 Paganitzu {S} Apogee PU [1216]
- 4 5 5 Eco Quest 2 Sierra AD [1234]
- 5 7 3 El-Fish Animatek/Maxis/Mindscape ST [1244]
- 6 9 4 Robosport Maxis/Broderbund/Ocean ST [1238]
- 7 8 5 Red Storm Rising MicroProse SI [1235]
- 8 11 3 Ragnarok Norsehelm RP [1243]
- 9 12 4 Shadowgate for Windows ICOM AD [1239]
- 10 16 2 Bard's Tale 2 Interplay RP [1248]
- 11 18 2 Sword of Aragon SSI RP [1249]
- 12 14 4 Buzz Aldrin's Race into Space Interplay/El. Arts ST [1240]
- 13 13 4 Zool Gremlin AC [1241]
- 14 20 2 SVGA Air Warrior Kesmai/Konami/GEnie SI [1251]
- 15 15 3 Street Fighter 2 Capcom/Electronic Arts AC [1246]
- 16 - 1 Might & Magic Darkside of Xeen New World/US Gold RP [1252]
- 17 17 3 Risky Woods Electronic Arts AC [1245]
- 18 - 1 Legend of Myra Grandslam AC [1253]
- 19 19 2 Twilight 2000 Empire RP [1250]
- 20 - 1 Executioners {S} Bloodlust AC [1254]
-
- 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) 1993 all rights reserved Jojo Productions
- LW : Last Week | Weena 41 a
- NW : Number of Weeks | With many thanks to the 3013 CD Rotterdam
- - : New Entry | Delft University of Technology The Netherlands
- ^ : Climbing | for providing us with the Tel: +31 10 4114510
- * : Bullet | necessary facilities. appelo@dutiag.twi.tudelft.nl
- ---------------------------------------------------------------------------
- AC : Action PU : Puzzle SI : Simulation ST : Strategy
- AD : Adventure RP : Role-Playing SP : Sports {S}: Shareware
-
- 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!
-
- 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
- to continue, yet there are significant expenses, both monetarily and
- time. We would like to resist changing our strategy indefinitely, but
- expenses are getting tight. As you will see in these 'pages', we are
- considering adding advertising to Game Bytes to offset these expenses.
-
- If you enjoy Game Bytes and feel it is of some value to you, please
- consider making a donation or contribution of some kind to our cause to
- help keep Game Bytes alive. We need your assistance. Your welcome
- contributions can be sent to:
-
- Game Bytes
- 108 Castleton Drive
- Harvest, AL 35749
-
- In return for your donation of $15.00 or more, we'll make sure we mail you
- directly the next issue of Game Bytes.
-
- Thanks for helping us keep Game Bytes alive.
-
- Ross Erickson
- Editor and Publisher, Game Bytes
-
- ED. - We would like to acknowledge Robert Spencer of PC Games Plus Magazine
- out of Australia and offer our sincere thanks for allowing us to publish
- his interview with John Garcia, President and Founder of Novalogic, authors
- of the hit product, Comanche: Maximum Overkill. Our scheduled interview
- for this issue fell through at the last minute and Robert was kind enough
- to allow us to publish this interview. In fact, look for another great
- interview with Larry "X-Wing" Holland, also from Robert, in issue #12.
-
- ---------------------------------------------------------------------------
-
- Rob: Can you tell us something about your earlier projects and how you got
- involved with games?
-
- John: Sure, I got involved with games about eleven years ago with this
- company called Datasoft. The first project I was involved with was
- programming the Apple version of a game called Zaxxon. After that I became
- the Vice-President of the company. In 1985 I left Datasoft and started
- Novalogic and we started out by doing conversions for other people. Then we
- started doing original work and licensing it to others. The first
- significant thing we did was Wolfpack which we licensed to Broderbund in
- USA and Eurosoft in the UK. Eurosoft was the head of the UK and Australian
- scene and of course you know what happened to them! But it actually did
- very well for us. In fact it was over three years ago. In the last year in
- overall sales. The product is kind of underwater and the underground bit.
- People don't know about it but they are buying it. What happened was
- Broderbund dropped the price to 19.95 in January and from that point on
- sales just skyrocketed. And in November we had the best sellers list from
- Software Etc. we had Comanche was #1 and Wolfpack was #3.
-
- Rob: That's fairly impressive.
-
- John: Yes! From that point on, we primarily did original product. We
- didn't publish it ourselves, bur rather, we did it for other companies.
- Things like the Rocketeer, for example, we wrote on PC and SNES. The
- project we just signed off on we worked on for over three years, we
- licensed to Electronic Arts. It was called Ultrabots. EA will release it
- next month and that is really a LARGE project. (ED. - As you all know,
- Ultrabots has already been released.)
-
- Rob: Three years is a long time for a game. How long did it take for
- Comanche?
-
- John: We were working for about a year, although by the time it became
- Comanche with the name and became a helicopter simulator it was already
- another year and R&D was constantly coming out with new technology.
-
- Rob: Comanche was a very big hit for you can you tell us how the concept
- evolved?
-
- John: Every once in a while you get lucky, right? It wasn't so much that
- we had to work real hard at coming up with the concept, but it was the fact
- that we had the technology and it was such a compelling technology. I
- would say about two years ago we had the first prototypes and we had
- basically a map, which at the time was done by hand with NO gameplay. All
- you could do was move around and explore. There was a lot of critical
- projects going on in house that had a lot of gameplay to them. Yet
- everybody gravitated towards the Comanche demo just so they could move
- around explore. Nobody had done anything like that before. So right then
- and there, we knew we had something that people were attracted to. It was
- just a matter of saying, "We know what this technology can do, how can we
- wrap it up into a game?" It was just a pretty easy call to say a helicopter
- simulation, as it can provide the most freedom as far as the exploration
- aspect. And, of course, it also allows you to shoot, which every good bo
- -toy should have.
-
- Rob: Yes it has some very nice digitized effects for the explosions and
- things. The only real complaint I would have with Comanche, and I have
- played a lot of the game myself, is that there is not enough missions, or
- not enough variety there.
-
- John: Well Mission Disk #1 is about to come out with 30 more missions!
- (ED. - Mission Disk #1 is now available.) We have BEAUTIFUL snow terrain.
- Actually, I will give you this background. We shipped the only major game
- for Christmas and to do that we had to get this out fast. So the terrain
- in Comanche is not as good as the ones we are now shipping in the scenario
- missions where we have had months to really polish them. The look is
- significantly better and a little bit better thought out. Also, we got a
- lot of feedback on Comanche through the registration cards and everybody
- said their #1 thing was "We want more missions!". Their second issue
- concerned the balance of the missions. It's interesting. Some people say
- "they are too easy" while others say "they are too hard". What we are
- doing is three sets of ten. The first set is pretty easy where you might
- have options like no damage. One registration card said, "Is there an easy
- mode so my son can play it?". We know this a very large segment of the
- market so we want to have ten easy ones, then another ten pretty much like
- Maximum Overkill (which is somewhat arcade-like), then the third segment,
- which will provide ten more missions that will be closely based on reality.
-
- Unfortunately, when you model reality, the missions are not as much fun.
- With this kind of hardware, you can get a hellfire missile within an eight
- kilometer range which means you can hardly see your target. It takes the
- gameplay out of it. But nevertheless, there was a lot of people that
- requested more 'simulation'. What we will probably do is have a lot fewer
- bad guys, but they are pretty smart. You will have to stay out of trouble
- hoping you see them before they see you because in modern warfare, if you
- can see it you can kill it.
-
- Rob: Or, if you can see it they can kill you!
-
- John: By the way, going back to Wolfpack, this one will probably be a WW2
- simulation rather than a contemporary sub simulation. In contemporary sub
- warfare, there is just no play. I think this is one of the reasons why
- Dynamix has done so well with Red Baron - flight simulation based on bi-
- planes rather than Mach 3 aircraft because you can really fly these things.
-
- Rob: Yes that's a problem with simulating the modern planes. Especially
- with the F-117A and F-22.
-
- John: Like the F-117A, it's a really cool plane and I'd love to do a game
- around it but what do you do, you know? <laugh> Nobody can see you, you
- fly past everything else... You drop your bombs and your out of there. By
- the way, I want one thing, just for clarification purposes. A lot of
- people have asked about the title, Comanche: Maximum Overkill. The Maximum
- Overkill part started as an in-house joke to describe the technology more
- than the gameplay. Plus, it was catchy. Although we are finding it really
- polarizes people. I read all the registration cards today and I counted a
- total of four women who had bought this game.
-
- Rob: What technologies are you working on at the moment?
-
- John: Well, I can't get into too much detail but we are about to obsolete
- Comanche technology.
-
- Rob: There is going to be a Comanche 2, of course?
-
- John: You know Comanche will never die! But we will not be a one product
- company.
-
- Rob: I've heard rumors of some urban scenarios for Comanche. Can you
- confirm this?
-
- John: People certainly WANT urban scenarios. That's probably how the
- rumors get started. Being candid, it's probably not going to happen in
- this revision of Comanche. It's something we would probably be looking at
- in Comanche 6.0 or something! You know we can do anything but it takes up
- a lot of processor bandwidth and as you get into it, particularly urban
- landscape, you run into that problem. We are evaluating the Pentium. We
- hope that we can do things like urban landscapes and other things that we
- can't do right now. The flip side of it is that it's going to help every-
- body, not just voxel technology. It can help Strike Commander <laugh> and
- everybody else too. So I think the winner will be the consumer. The
- consumer is going to get the most of it.
-
- Rob: What would you like to change about the PC if you worked for IBM back
- in 1980? The common things designers complain about are the bus, the
- operating system...
-
- John: In fact, we are pretty happy with DOS. The problems we've had are
- people who are trying to enhance DOS, like QEMM, and the rest who have
- actually tried to emulate the old, you know, maintain the status quo as far
- as memory models by doing all these complex gyrations. Whereas, Microsoft
- is going more in the right direction with HIMEM.SYS in keeping a pretty
- clean environment. So I think all these complex memory managers will die
- eventually. The other thing that has to happen quickly is some
- standardization of sound card where obviously speech plays a part. Once you
- have 'talkies' you never want to go back. Sound Blaster is okay. Let's
- say IBM said "Our hardware is now going to include Sound Blaster-
- compatible audio", that would work for me. But now you have Microsoft
- wants to have their standard and somebody told me TI is coming out with
- something else. You have to try to support ALL these people and that's a
- pain in the butt. But more horse power, more RAM.
-
- Rob: The 4MB that Comanche requires is pushing the boundaries a little
- bit, but I would imagine that is limiting the size of your map.
-
- John: Yeah, that is the primary consideration. We would like to have 16
- MB. We also thought 4 MB was a lot to ask for but that didn't seem to hurt
- our sales. What tended to happen was that if you had a machine that has
- 4MB and a 486, this was THE game to buy. We got a lot of that. I think the
- next step that makes a lot of sense for us is if we want something
- significantly different, we go for 16 MB. We are looking at that in a year
- / year and a half, when the 4MB SIMMs starts dropping in price a little
- bit.
-
- Rob: Is Voxel technology similar to the Voxel technology developed at
- Pixar or is Voxel space just a similar name?
-
- John: The underlying concepts are very similar, but what we have that is
- different is the transform. Voxels have been around for awhile, primarily
- in medical applications but they have been very, very slow as far as the
- 3D/2D screen transform. What we have is an incredibly fast transform. We
- have filed for patents on it and we will continue to build up our
- intellectual property coverage on it.
-
- Rob: You said it was two years - a year developing the game and a year for
- the technology. How many people ended up working on the game?
-
- John: A lot of people ended up working on the game but the technology was
- primarily developed by the programmer Kyle Freeman.
-
- Rob: I imagine there is going to be a family of Voxel space games. What
- have you got on the drawing board at the moment that you can tell me about?
-
- John: Several things. I can go as far as telling we have at least two
- major games that we are working on, but for a variety of reasons, I can't
- reveal them to you. We will be making announcements at June CES. (ED. -
- Mysteriously, no major Novalogic product announcements were made at CES.)
-
- Rob: Can you tell me what they are going to be simulating?
-
- John: No, that's what I can't tell you, but I can tell you that we will do
- category after category.
-
- Rob: How fast can the technology go as far? Obviously, a helicopter was
- good because you didn't have to move the scenery past at too fast a rate
- while a Mach 3 jet...
-
- John: It's a different situation. Moving it fast isn't a problem. It is
- just that we run out of it. At Mach 3 the ground is moving pretty fast, and
- it would certainly be a challenge.
-
- Rob: So you can't stretch the technology to be a falcon 4 competitor at
- this state?
-
- John: Aaahhh...I can't confirm that right now.
-
- Rob: Okay, so there is no sign of Comanche version 2 at this stage?
-
- John: No. Not this year, not in 1993
-
- Rob: Wolfpack is going on a CD-ROM, I saw on your release sheet. What
- other developments are planned? Are you looking at high resolution
- graphics?
-
- John: Higher resolution is not a very high priority. We would rather have
- high frame rates.
-
- Rob: Domark is working on their Harrier simulator. They are going to be
- using the S3 graphics accelerator chip. Do you see that any of your
- products would take advantage of something like that? Obviously Comanche
- wouldn't have any advantage for that.
-
- John: It's funny, we had a meeting yesterday where it came up that we
- could use the S3 chip to speed up some of the processes. I think if we
- evolved the technology we might go in a direction like that. Right now, we
- would rather concentrate on letting the CPU do most of the work and doing
- the very general system rather than start optimizing at this point.
-
- Rob: So you prefer to stick with the processor to get as much bandwidth as
- you can. Obviously, the Pentium will make that job a little bit easier.
- As the processors become more powerful will we be getting new types of
- games or the same types of games done better?
-
- John: I think it opens up the possibilities for different types of games.
- One of the things that intrigues us is having the type of game where you
- call up a 'group-ware' or multi-player game, simulate a city or whatever.
- A complete environment to run around in. I think that would be very
- interesting.
-
- Rob: You haven't got any plans on doing anything like that in the near
- future?
-
- John: No, but we are evaluating the situation. We are getting two or
- three phone calls a week from people who have projects like that or similar
- that would want to use our software.
-
- Rob: So that's something you are keeping your eye on but not actually
- doing anything at the moment?
-
- John: We have been involved with human opponent activity for a long time.
- When I was with Datasoft, we worked with AT&T in the mid-80's on this
- project that was called Teleplay. It was primarily to evaluate those
- systems which interacted with the user. AT&T funded this thing, allowing
- us to explore a lot of potential.
-
- Rob: Sounds like a reasonably fun project. That reminds me, any plans on
- multi-player Comanche?
-
- John: Yes, probably the next revision. It's too far off to think
- seriously about how we would do the upgrade. I would say about a year from
- now we might see some activity there.
-
- Rob: Would you say that a lot of your products are technology based or do
- you tend to have a more rigorous "Okay let's sit down and design a a Mech-
- type game, how are we going to write it?" or is it just sitting around and
- playing with technology saying, "Wow! I wonder how we can do this?"
-
- John: Ultrabots was probably the former. We decided we wanted to write a
- game with robots where you could get up close and see some real cool robots
- and then we designed the technology around that concept. So projects are
- pretty much done on a game by game basis. It's generally driven by
- something that we want to do. Sometimes you get lucky and wind up with a
- technology which makes a slam dunk. That really makes you think about how
- you are going to implement it and make it better than anybody else.
-
- Rob: So are you trying to set up several different product lines with
- things like an Ultrabots-type engine and a Comanche engine?
-
- John: Well, we are doing another product using the Ultrabots system which
- is a forthcoming game called Armored Fist, a tank simulator. We probably
- won't do much more than that. One of the things we try and do is obsolete
- our own technology. So rather than rest on our laurels and let other
- people get ahead of us, we are already doing a post-Comanche technology.
- (ED. - Novalogic has already announced that they are redesigned Armored
- Fist to take advantage of their Voxel technology first seen in Comanche).
-
- Rob: Is there going to be an Ultrabots 2?
-
- John: There may be. It really depends how well Ultrabots does in the
- market. One of the things we are looking at is nobody has yet done a
- successful robot simulation. There has been FASA titles such as
- Mechwarrior and Battletech. I'm not quite sure if this is correct, but
- what I had heard is that life time sales on one, (I think it was
- Mechwarrior, the one that looked a little like Ultrabots but uses Dynamix
- weapons and engines) sold about 16000 units which as you know, would be
- considered not a great hit. I played the game and I wasn't very impressed
- with it. Nevertheless, nobody in that category, to my knowledge, has had
- any major sales. We sold 140,000 units in ten weeks. So nothing has had
- that strength. We will see. I think Ultrabots should do very well and
- depending on the strength of that before we will determine whether we do
- any follow-ons.
-
- Rob: What games do you, or have you played, that influence your design
- philosophy?
-
- John: Hmmm. Good question. I play very few games these days since I'm
- somewhat burnt out on games. One of the things that lets me know if a game
- is good is that it catches my interest at this point in my career. I like
- things like Lemmings, SimCity, Comanche <laughs>. I played that a lot and
- not just because I had to. Of course, I sample a lot of games like flight
- simulators. I've really enjoyed the ones in the past few years. I
- thought Lemmings was very cute.
-
- Rob: How do you see the future of PC games? What direction will be be
- going next?
-
- John: We are very actively working on a VR project, full blown, total
- immersion VR!
-
- Rob: On what platform?
-
- John: I can't say.
-
- Rob: That's not fair <grin>.
-
- John: That's more than most people have gotten.
-
- Rob: Has is got anything to do with Sega's home VR plans?
-
- John: I can't say any more.
-
- Rob: What about the seasickness problems that some people are complaining
- about with Comanche? Are you attempting to minimize this problem with your
- VR products?
-
- John: Well, I was just talking about this to someone yesterday. I have
- not seen this first hand, we haven't had any complaints of people getting
- sick playing Comanche. What I heard is that if you strap someone up to a
- motion base, then you start running into motion sickness problems. But in
- Virtual Reality, when you have a head tracker and you look right, the whole
- scenery moves accordingly, almost instantaneously. You lose that motion
- sickness problem.
-
- Rob: It is exactly the opposite to seasickness. Your inner ear doesn't
- recognize that you are moving at 200 mph, while your eyes and brain are
- firmly convinced that you are about to crash into a cliff.
-
- John: Yeah, you know I don't have that much experience with it. It's one
- of the reasons why we are so interested in what we are doing right now. We
- will probably have what will be the first mass market total immersion piece
- of software, and that intrigues me a lot. Not so much for the financial
- aspects but just from getting the feedback, you know, being the first to
- get REAL feedback on what happens when you expose people to this.
-
- Rob: One other problem is the data glove, your hand gets heavy after
- sitting there using all these hand signals to do different things.
-
- John: Are you talking about the ones that ran on the Nintendo or the real
- ones, the $5000 job?
-
- Rob: Both. Anything. Just keeping your hand up above the desk, just
- sitting there playing a game. At least with Comanche, you can sit there
- for an hour or two playing, just using the joysticks. But, using a data
- glove sitting there for an hour and your arm gets very, very tired.
-
- John: I haven't tried it all, but the system I played was the Virtuality
- system and that doesn't use a glove.
-
- Rob: What is your role at Novalogic now?
-
- John: President. There has not been a hostile take over... yet. I am
- trying to get myself in the position where I am more involved with the
- product than doing a lot of the things I have been doing, which is
- basically running the company.
-
- Rob: There is a big danger that as the company grows you tend to lose
- touch with the entertainment side of it.
-
- John: Yes, that is something we are acutely aware of and we're taking some
- very definite steps to make sure that does not happen.
-
- Rob: Do you tend to follow an approach of one person who takes the idea
- all the way through to completion or is it more of a team concept?
-
- John: I can't generalize. You have things like Ultrabots with two
- programmers working on it for three years, or six man years. We have
- projects where we have a team work on one project, could be just one
- assigned programmer or an artist on one project. We have projects that
- have one programmer to the available resources. It really depends on the
- project. Trying to identify the best working environment for any given
- person or project causes us to evaluate how to make the best of it rather
- than make them fit into some structure which might look good in the
- corporate flow chart. It's a very individualistic art form here and we
- try to work with that rather than against it.
-
- Rob: How many projects do you have in development at the moment?
-
- John: Quite a few, off the top of my head, maybe ten. We have been around
- for eight years. Since Comanche, people have been going crazy and we've
- become an overnight success. They don't realize it's a fairly substantial
- company and we do a lot of work with a lot of people. We worked for
- Philips, Sega and others. We still have involvement with people like
- Disney.
-
- Rob: It seems to be one of the more free-form companies around. You guys
- seem to have a lot of different things going on, all heading off in
- different directions.
-
- John: Yeah, we have a good mixture, a good stage, a good financial base
- and I can sleep at night. We are profitable, and there is a lot to be said
- for that. We are very conservative. It has taken us eight years to get
- where we are. Whereas other people have come and gone, we're still taking
- very deliberate steps to keep on growing in a very well-thought out way.
-
- For the VR project, certain milestones we can talk about, but because we
- are doing this in conjunction with somebody else, there is a great deal of
- hardware involved and it is really the other party that is gating the
- dissemination of information. Two weeks ago, I couldn't have even told you
- we were working on a VR project. So as that progresses, the other party
- will be working on other announcements.
-
- Rob: Is it an American company? Can you tell me that much?
-
- John: Yes and No. It's a Multinational company.
-
- --------------------------------------------------------------------------
- ED. - At this point the interview moved towards local issues for PC Games
- Plus Magazine and Novalogic and wouldn't be of interest to Game Bytes
- readers. We hope you enjoyed this interview and look forward to publishing
- more in the future. Our thanks, once again, to Robert Spencer of PC Games
- Plus Magazine.
-
- This interview is Copyright (C) 1993 by Midnight Publishing. Used with
- permission in Game Bytes Magazine. All rights reserved.
-
-
- CES Early Press Release Information (Or so it seems)
- By Jer Horwitz
-
- The following information on new game releases has been provided to me in
- advance of the Summer CES in Chicago -- As promised on UseNET, when I get
- the info, you get the info... So, here goes.
-
- ABSOLUTE ENTERTAINMENT is brimming with pride over their new RPG sequel to
- the successful tank strategy game, Super Battletank. Their new one, "No
- Gays in the Military", carries the endorsement of the famous retired
- General, Stormin' Norman Schwarzkopf. Working your way up the ranks from
- Fort Dix, you earn your medals by removing effeminate men, butch
- women and cross dressers. Face the final battle on Capitol Hill with the
- evil henchman Barney Frank and the "Commie-in-Chief" himself, Bill
- Clinton. Don't forget to wrap yourself in the Red, White and Blue - you
- just may need it! (Amiga, IBM PC SVGA, Sega Genesis, Super NES)
-
- To appease Nintendo fans of the successful arcade title Mortal Kombat,
- ACCLAIM ENTERTAINMENT is considering two methods of including the gore
- in the SNES version -- both using pack-ins. The box for the game will
- either contain a blindfold and a coupon for counseling *or* will leave
- the gore out of the game entirely, instead including a packet of
- photographs of real people being burned alive, decapitated, and injured
- "in popular ways." People are encouraged to write to Acclaim to express
- their views on the subject of 'gore in video games', although an insider
- at Acclaim says that "No one around Nintendo gives a rat's ass anyway."
- (Super NES)
-
- Back on the gaming scene again, ATARI is gearing up to show their brand
- new Jaguar game system, touted in the more questionable gaming media as
- 64-Bit and $99. Jack Tramiel, owner and CEO of Atari, claimed that the
- genius is in the marketing. "When the kids see a box that reads 'Some
- Assembly Required', they know it's going to be excitement from minute
- one... We're marketing this as 'a gaming kit' - you put the system
- together with your own hands and save that cash right up front. If you
- don't like our company's logo, you don't put the sticker on the machine --
- it's *your* choice." On the subject of Atari's infrequent software
- releases and lack of third-party support, "Those problems are both in
- the past. Our new plan - every system ships with JagBasic.
- Program the games yourself. These are the '90s. We can't be everything to
- everybody."
-
- CAPCOM's recent signing as a licensee for the guys at Sega has been
- turning a lot of heads... especially those at Nintendo. In a pre-CES press
- release, Capcom announced a special deal they had worked out recently to
- appease both of the 16-bit manufacturers -- They'll release games for both
- systems, but the Genesis ones won't be any good.
-
- More TV game show titles are on their way courtesy of GAMETEK. Expect to
- see hot conversions of England's BBC's "Name That Plant", Japan's "Benny-
- Chan's Sugoi! Sugoi! Animal Torture" and "BET [Black Entertainment
- Television]'s Obscure Nations of Africa." Negotiations are in progress
- for Lifetime's "Supermarket Sweeps", as well as games based on the
- whinews shows "Hard Copy" and "Inside Edition." GameTek
- will also show "Kawasaki Caribbean Challenge." (Sega Genesis, Super NES.)
-
- JALECO has announced "Pat Robertson Plays Super Bases Loaded 2." (SNES)
-
- Great digitized pictures are the highlight of the MICROPROSE's brand new
- 3DO, Super NES and Sega Genesis release, "God's Stockpile: Super David
- Koresh and the Divine Battle at Waco", the first title in their Religious
- Understanding line. The line will "emphasize the tolerance of 'different'
- religions," says Mary Seriph, a Microprose spokeswoman. Negotiations
- with the FBI are underway to obtain voice samples from telephone
- conversations with Koresh, including "Let's get it on!", "Which wife
- are you referring to?" and one that's only rumored: "No - I said
- Bud Light." [Ba-dum-dum, ching.] (3DO, Genesis, SNES)
-
- The hype machine at NINTENDO is working overtime to promote their new $200
- 32-Bit CD-ROM, which has been nicknamed "Steam-CD" (in honor of deceased
- Nintendo sales rep. Herman Vapor). The first three titles, "Misty the
- Whale", "Super Mario Haze", and "The Mystical Cloud of Heated Gaseous
- Water" will ship with the system. Representatives also announced that
- they'll be "giving away a free car with every Game Pak sold," and that the
- Big N also intends to "start selling Florida swampland" and "pieces of
- famous New York monuments." And to think they only used to sell playing
- cards and video games...
-
- The exciting new three-CD product from ORIGIN, TRILOBYTE and VIRGIN GAMES,
- "The Seventh Guest Part 2: The Serpent's Isle," is right on schedule for a
- Christmas release. Although I tried calling each company, none of them
- could speculate on the actual year the game would be released... only
- "Christmas time." (IBM PC, other versions to follow upon completion.)
- Origin also plans to release a special 4-disk collection titled "Origin
- Bug Fixes 1989-94", a compilation of software patches for games such
- as "Strike Commander", "Ultima 6", "Ultima 7", "Ultima 7 pt. 2", and
- several unreleased games such as "Ultima 7 pt. 3" and "Wing Commander 3."
- The 4-disk set will cost $49.95 -- a price that Origin insists is profit-
- free, as the boxed set will contain a rabbit's foot, miniature Blarney
- Stone, and a "lucky" penny. You can probably guess why they're included.
- A $9.95 hint book for the Bug Fixes, "Assembly Language Programming" is
- forthcoming. (IBM PC, Amiga.)
-
- Word from SEGA of America is that their new Virtua (Virtual Reality
- headset) will ship with several exciting simulation titles. "Cheers VR"
- will be based on the hit TV show, and players can expect to play bar games
- such as 'Table (Paper Triangle) Football', 'Hit the Bartender with
- Beer Nuts', and 'Guess What's in Norm's Pants'. "Chimpy and the Cheetah"
- is Sega's first two-player simultaneous Virtua game, where you play as one
- of two zoo animals let free by crazy animal rights activists. Your goal is
- simply to avoid capture -- at any cost. Finally, "Street Fighter 3" is the
- sequel to the wildly successful arcade title, specially programmed by
- Capcom and Sega for exclusive use on the Genesis. SF3 will use polygon-
- filled, 4-color graphics to represent all of the old famous fighters *and*
- their 25 new friends, but won't have any sound effects because of the
- memory limitations of the cartridge. Sega has promised to insure that the
- game "isn't too tough for our core owner group, 8-13 year olds."
-
- SEGA also announced the development of a Sega-CD version of "Street
- Fighter 3", which will be the exact same game as the cartridge, delayed
- for several months and, for no apparent reason, minus the two-player
- option. A CD version of the upcoming movie, "Howard Stern's Fartman", is
- also in the works; developers say that it will "have really good sound
- effects and intermissions, but we're not sure about the game itself."
- Game Gear and Sega Menacer versions of "Ice-T's Cop Killer" are to
- be released in the third quarter '93, but rumors of a Menacer game
- with a caricature of Super Mario are "completely unfounded."
-
- The guys at SENDAI PUBLISHING are vehemently denying printed rumors that
- they intend to clone Electronic Gaming Monthly into 5 publications, which
- would consist of a Super NES magazine, a Sega Genesis magazine, a Japanese
- gaming magazine, a computer magazine, and a comic book magazine, while
- retaining what is currently known as EGM. According to the rumor, the 50+
- page splinter magazines would have contained most of the same pictures and
- articles from EGM, but would have appeared on news stands a week or two
- earlier to entice people to buy both the mini-magazine *and* EGM. "You
- can't believe everything you read," said Steve Harris, President of Sendai
- Publishing, when contacted by phone. Thanks for the advice, Steve.
-
- Big news from SNK Home Entertainment. They're planning to sell stripped
- down $99 versions of their pricey Neo-Geo entertainment system -- capable
- of playing less expensive versions of their high-mega games, which will
- reportedly run from $50-65 each. The first three games have already
- shipped, and four more are on the way. Upon contacting SNK for more
- details, a representative informed me that they were already taking
- pre-orders, and would start shipping the Genesis and Super NES systems
- as soon as they arrived.
-
- Adding on to their successful 'edutainment' releases for PCs and game
- consoles, SOFTWARE TOOLWORKS plans to unveil "Secrets of the Female
- Erogenous Zones Starring Hugh Hefner" for the Turbo Duo and 3DO systems.
- Although the 3DO version will supposedly feature "full-motion video", the
- Duo system has a smaller RAM buffer (2 meg) so the video will "come on
- screen in short spurts." Can't wait... A Super NES version of "Secrets
- of the Male Erogenous Zones" is planned, but Software Toolworks'
- programmers are having trouble making it harder, longer, and faster.
-
- After the success of their Super NES versions of "Home Alone" and "Home
- Alone 2", TOY*HEADQUARTERS (aka T*HQ) has decided not to release another
- Home Alone game... but they do have a new line of big licensed carts in
- the works. The "Washed Up" series will begin with "Bob Hope's Comedy
- Palace", which will feature a one-meg "comedy game" and a seven-meg golf
- section for people who find that they can't win the first part. T*HQ
- has also announced plans to work with Sony Imagesoft to develop a
- "Washed Up" line of "Make Your Own Music Videos", which will begin with
- games featuring Jerry Lee Lewis and Willie Nelson. Proceeds from the
- games will go directly to the IRS. Negotiations for an Ed McMahon game
- are in the works. (Sega Genesis, Super NES)
-
- TURBO TECHNOLOGIES INC. announced the theme of their new advertising
- campaign, "The Comeback Company," and several game licenses to help
- solidify that image. "Jim Kelly Football" will carry the endorsement of
- the 3-time SuperBowl-contender Buffalo Bills' Quarterback, who has had
- his hands in the design of the game. Programmers note it will be one of
- the most realistic ever; "Jim helped a lot with the 'RealInjury' feature,"
- says Jack Darman, "which will take a key player out of the game during
- a critical moment -- adds to the challenge. With Jim's help, we also
- wrote in several 'status' types for each of the players, and to the best
- of our knowledge, this is the only football game ever to incorporate
- 'drunk' and 'hung-over' as status types." Darman also noted that they
- were interested in signing former Bills' place kicker Scott Norwood for a
- few digitized pictures in the kicking sections of the game, "but we're
- having a hard time finding him." TTI will also show "Jimmy the Greek's
- Hard Knocks Casino" and "General Motors Auto Racing." (TurboGrafx-16 and
- TTI TurboDuo)
-
- That's all for now, but you can count on more honest information direct
- from Game Bytes after the show. Until then, CIAO...
-
- - Jer Horwitz
-
-
- THE LOST FILES OF SHERLOCK HOLMES: THE CASE OF THE SERRATED SCAPEL
- by Electronic Arts
- Game Solution
-
- --------------------------------------------------------------------------
- Game notes:
-
- 1. Talk to EVERYONE, including your pal Dr. Watson!
- 2. Try ALL the replies you see on screen.
- 3. Look at EVERY OBJECT. Especially those you picked up. They
- usually lead to a new location on the map.
-
- --------------------------------------------------------------------------
-
- Go to Alley.
-
- Get cigs butts, battered piece of paper, white powdery residue, and iron
- pipe. Look at EVERYTHING! Like the corpse, abrasions, scratches, etc.
- Anything you can point at: LOOK AT IT. Likewise, LOOK AT EVERY OBJECT you
- pick up.
-
- Talk to Inspector Lestrade. Exhaustively use up all your reply option.
- It's also a good idea to talk to Dr. Watson or anyone else. Just use all
- the reply option. You never know what sort of information you can get from
- them.
-
- Open stagedoor and go into the dressing room.
-
- Get perfume bottle, spring (under the wardrobe), flower, and handwritten
- note. (REMEMBER TO LOOK AT EVERY OBJECT YOU GET!) Talk to Henry
- Cattruthers. Give him the spring. Talk to Shelia Parker. Tell Watson to
- give her a sedative to calm her down. Question Shelia again.
-
- Go to Sarah Carroway's Flat; it should be on the map now.
-
- Open umbrella; get brass key. Look at laundry basket; pick up sweater;
- look at rugby sweater.
-
- Go to Belle's Perfumerie (this will appear on the map once you look at the
- perfume bottle). Talk to Belle about the man who purchased the perfume
- bottle. Just exhaustively ask/answer her questions. Buy perfume number 4:
- Cote D'Azur. Belle will go into the storage room to get it; this is your
- chance to talk to the cleaning woman. Again, ask her about the man who
- purchased the perfume bottle.
-
- Go to 221b Baker Street and go inside your house.
-
- Use flower on lab table; use flower on microscope. Use oil-wicker burner.
- Use flower on flask.
-
- Use powdery residue on lab table. Use residue on flask. Use oil-wicker
- burner. Use reside on test tube.
-
- Go outside and give flower to Wiggins (the boy next to the newspaper
- stand). Tell him to locate the person who sells this artificially dyed
- flower.
-
- Go to Southwark Morgue.
-
- Ask the coroner for the effects of Sarah. Try to get the large key. He'll
- tell you that you need permission. Talk to Inspector Gregson. Go to
- Scotland Yard.
-
- You won't be able to go in; go back to the Morgue. Talk to Gregson AGAIN.
- He'll fix things for you. Go in and talk to Duty Officer. He'll tell you
- to get lost. Go outside and talk to apparently blind vendor. Tell him that
- you need some advice on getting pass the Duty Officer or else you will
- turn him in. Go in and talk to the Duty Officer again. Ask for Inspector
- Lestrade; tell him that you need his permission to get at Sarah's effects.
- Talk to Duty Officer to obtain permission slip. Go back to the Morgue.
- Show permission slip to the coroner. Now get large key.
-
- Go to Alley.
-
- Open stagedoor with large key. Go inside; open drawer with brass key. Look
- at top drawer and get the opera tickets.
-
- Go to Chancery Opera House.
-
- Show tickets to usher on the left. Talk to the manager. Tell him you want
- to see Anna Carroway's dressing room. He'll say no. Don't worry. Go right
- and show tickets to usher on the right. Go upstairs. Show your tickets to
- the elderly woman. Follow the dialogue and she'll give you a note saying
- you can have access to Anna Carroway's dressing room. Pump the elderly
- woman for ALL the information you can; it's crucial she tells you that
- Sarah's boyfriend (the one who HATES Sarah's pendant) name's is JAMES. Go
- down and show the note to the manager.
-
- You need to open up the drawer inside the dressing room. Talk to Watson so
- he can distract the manager by going into the closet searching for
- something. Open the drawer and look at the middle one. Get the ring of
- keys. Leave the opera and ...
-
- Go to 221b Baker Street.
-
- Wiggins should be back by now. If not just wander around other locations
- until he is. He'll tell you that he's located the flower seller in Covent
- Gardens.
-
- Go to Covent Gardens.
-
- Talk to the young girl selling flowers. Buy a flower from her first and
- then pump her for all the info. she's got! Pick up the flower bouquet in
- the barrel. Use the wire basket in the barrel to get the cuff-links. Go
- into the Moongate pub.
-
- Ask the bartender (publican) about the cuff links. Then ask him about the
- guy who came into the bar. You'll have to beat him at darts before he
- gives you this bit of info. Challenge the other three drunks. Beat them
- and then challenge the bartender.
-
- Go to Hattington Street Chemist.
-
- Buy any potion from the chemist first. Then talk to the stockboy. Pump him
- for all he's got.
-
- Go to South Kensington Field.
-
- Now the guy you're looking for his named James. You need these three
- pieces of info. in order to find him. What he smokes (from the cleaning
- lady in Belle's Perfumerie), his name (from the elderly woman in the
- opera), and his physical appearance (from Belle of Belle's Perfumerie). If
- you have all that then talk to the coach and James will come running out
- from the field. Talk to him about Sarah Carroway. Then lower the boom by
- showing him the perfume bottle!
-
- Go to the Dormitory.
-
- Talk to James; in the end he won't believe his beloved Sarah's dead until
- you bring him PROOF ... like a death certificate. If anyone managed to
- snag the certificate from the Morgue let me know! I can't do it. Instead
- let's bring James something else ... like a NEWSPAPER!
-
- Go to 221b Baker Street.
-
- Talk to Jonas the newspaper seller. Tell him that you want last week's
- paper. Then talk to Wiggins as he can get it for you. (Actually he HAS it.
- .)
-
- Go to the Dormitory.
-
- Show the newspaper to James. Now while he's all depressed fire those
- questions away!
-
- Go to St. Bernard's Publick House.
-
- Talk to the two billiard player and the spectator. You won't get much from
- them initially. The player in the yellow sweater (Jack Mahoney) has the
- info. you need. After talking to the trio, talk to the bartender. Ask him
- about the marriage status of Jack Mahoney. Then talk to Jack again. He'll
- probably tell you to bug off at first, but then he'll listen when you
- threaten to tell his wife about his mistress. He'll give in and tell you
- where Antonio Caruso's flat is.
-
- Go to Antonio Caruso's flat.
-
- Talk to Antonio. Ask him all the questions you can. He'll tell you the
- location of Anna Carroway's flat and a little boy who's attached to Anna
- and how he likes to play with a gyroscope.
-
- Go to Anna Carroway's flat.
-
- Ring the doorbell or pull the knocker a couple of times first. Then you
- can just use the ring of keys to open up the door and go on in. Look at
- the silver salver and get the calling cards. Be sure to grab the calling
- card of Jacob Farthington, Barrister. You can ignore the calling card of
- Antonio Caruso. Now MOVE the left plant pot to spill over some dirt. Go
- upstairs and talk to the cleaning lady. Tell her you spilled some dirt
- downstairs. When she's gone move the statue and get the book. Look at the
- book.
-
- Go to The Law Officer of Jacob Farthington.
-
- Talk to him and he'll tell you the whole sob story of the Carroway's
- family.
-
- Go to 221b Baker Street.
-
- Talk to Wiggins and get his gyroscope.
-
- Go to Picnic Site and Playground.
-
- Use gyroscope on solitary boy. Talk to him and then GIVE him the
- gyroscope. He's going to leave his cap. Take it and LOOK at his cap.
-
- Go to Eddington's Equestrian Shop.
-
- Talk to the counterman. He won't tell you who purchased the cap. Not yet
- at least. Look at the coat of arms. Some of them are FAKE! Cry fraud and
- watch the two customers depart! Talk to Watson and see what he thinks and
- then talk to the counterman again. Now he's singing a different tune!
-
- Go to Bradley's Tobacco Shop.
-
- Talk to the young man behind the counter. Then start moving those crates.
- When he says you can't just talk to him again. Move all three crates so
- they form a step under the moose head. Step up and look at the head. Then
- MOVE it.
-
- Go to Oxford Taxidermy.
-
- Get the knife (right next to the carcass on the table) and the smock. Look
- at both item. Talk to Watson. Talk to Lars. Tell him that if he doesn't
- tell you where Blackwood is then he's a whole mess of trouble. Then talk
- to Watson so you can get Toby the wonder dog to sniff out Blackwood in the
- Surrey.
-
- Go to Sherman's Place.
-
- Talk to Sherman. Get the leash. Use the leash on Toby (he's under the
- store's two front windows) and you'll be transported to the docks.
-
- Open shed door and get hammer. Move barrel so it's in front of the right
- door. Step up on barrel and get pail. Get rag. Use pail on Thames River.
- Use rag on pail. Use wet rag on window. LOOK in window. Use hammer on
- door.
-
- Now you're back at 221b Baker Street.
-
- Go to Scotland Yard.
-
- Talk to Duty Officer and tell him you need a pass to visit the prisoner in
- Row Street Police Court.
-
- Go to Row Street Police Court.
-
- Show pass to guard. Open gate and talk to Blackwood.
-
- Go to Jaimeson Buying and Selling.
-
- Talk to Nigel Jaimeson. Just try all the different dialogue and Nigel will
- cave in eventually.
-
- Go to Moorehead and Gardner Detective Agency.
-
- Talk to the receptionist. Try all the different dialogue here, too.
-
- Go to London Zoological Gardens.
-
- Talk to Officer Dugan. Open the gates. Go right. Look at corpse, its
- broken leg, etc. Talk to Inspector Gregson and his constable. Go into Head
- Keeper office. Talk to Hollington. You just need to get the name of lion
- keeper from Hollington: Simon Kingsley.
-
- Exit Hollington's office. Go right to where the elephant is. Go right
- again. Look at the shiny object in the lion's den. Try to get it. Exit
- zoo.
-
- Go to Simon Kingsley's flat.
-
- Talk to Simon. Look at his boots. Talk to him again. Look at the picture
- of Felix the lion. Talk to him. Look at his books about animals. Now you
- should be able to ask him to hold down Felix while you go into the lion's
- den to retrieve the shiny object.
-
- Go to London Zoological Gardens.
-
- Go to lion's den and retrieve shiny object. Look at it. It's a pocket
- watch with a piece of paper inside.
-
- Go to Moorehead and Gardner Detective Agency.
-
- Try to open the door. Talk to Watson. Talk to the receptionist. Pick up
- typewriter and throw it through the door!
-
- Watch the scene between Robert Hunt and Moorehead and Holmes and Watson.
- Like those English accent (if you have a SB or PAS-16)!
-
- You'll be back at 221b Baker Street.
-
- Go to Moorehead and Gardner Detective Agency.
-
- (What a ROYAL receptionist! Both her bosses are DEAD and yet she's still
- here!) Go into office. Move comfy chair. Move the false shelf of book. Use
- safe combination (the piece of paper) on safe. Open safe and get pendant.
- Look at pendant. Read letter.
-
- Go to Lord Brumwell's Manor.
-
- Ring bell. Go in and talk to Lady Brumwell. Open door and confront Lord
- Brumwell. He's going to leave and lock you in the room. Move left Persian
- sword. Move painting and open safe. Get key and use key on door to open
- it. Follow Lord Brumwell outside. Watch the bridge jumping scene.
-
- Go to Robert Hunt's flat.
-
- Open small book (on the night stand next to the bed) and get bookmark.
-
- Go to Jaimeson Buying and Selling.
-
- Give bookmark to Nigel. Look at Tarot cards.
-
- Go to Covent Garden.
-
- Go into the Palmist place. Use key on desk drawer. Open it and get silver
- key. Move the candle that's on the left column. Use silver key on strong
- box. Open it and get parchment. Look at parchment.
-
- Go to Savoy Street Pier.
-
- (Save your game here if you want, because the next move is the LAST move.)
- Use iron bar on door. Sit back and watch the ending.
-
- Modem Games Across the Internet
- by Jim Knutson
-
- My addiction to multi-player games started many years ago when I was
- introduced to DECWAR, a real-time multi-player Star Trek game played on a
- DEC-10. It has taken quite a few years for the PC game industry to catch
- on to the spice a human opponent adds to any game. Now, we see flight
- simulators, racing simulators, strategic games, and action games supporting
- multiple players either over modems or local networks.
-
- I'm also a flight simulator nut in addition to being a fan of multi-player
- games, so when FALCON AT was released with multi-player support, I jumped
- at the chance to fly air combat against someone. I would have preferred to
- fly against my father, a retired Air Force F-4 Phantom driver, but he
- graciously declined. The intelligence of the computer controlled planes
- was pretty predictable and human opponents was what I really wanted so the
- next problem to be conquered was where do I find an opponent.
-
- FALCON 3.0 fixed the AI problem, but it only added to the burning desire to
- fly against someone. Here I was, in the capital of Texas, a major high
- tech region of the US (3 out of 4 Austinites use a computer at home or at
- work), and I can't find an opponent to fly against. Yet I see several
- people on USENET news looking for opponents everyday. The problem is that
- they're spread across the world and I certainly can't afford those kinds of
- phone bills.
-
- That's when it hit me. Why not use the Internet to link these would-be
- opponents from around the world together? So in March 1993, I quickly
- threw some design documents together, created the IHHD (Internet Head to
- Head Daemon) mailing list and announced my intentions on USENET. It didn't
- take long to spark the interest of quite a few people. Since that time we
- have gone from a small group looking at the concept to over 200 people
- doing proof-of-concept testing with some simple software we've written.
-
- One of the most common questions is "What is IHHD?". Eventually, I see it
- as a network based service which allows game players from around the world
- to gather in real time over the Internet to converse about their favorite
- games, to find opponents to play against, and to handle the linking between
- those opponents. Currently, we use electronic mail and USENET news for
- finding opponents. "Talk" or "chat" (two person real-time conferencing
- over a network) is used to coordinate link up between opponents, and we
- have written some simple network software that runs on the Internet host to
- do the actual link.
-
- The way it works is that a player uses their favorite terminal emulator or
- file transfer program to login to some host connected to the Internet. The
- IHHD software is then run on the Internet host to establish a link between
- the player's host and their opponent's host. The player then exits the
- terminal emulator without dropping the modem connection, starts the game,
- and configures it to use a direct or null modem type link.
-
- Theoretically, this should act like a REALLY long null modem cable. In
- reality, there are interesting problems that come in to play. One of those
- has to do with applications using RS-232 signals on null modem cables.
- Another has to do with the way applications exchange data. Most of the
- proof of concept work we are doing now involves classifying these problems
- and categorizing the applications into the problem areas and attempting to
- find work arounds.
-
- Applications that expect RS-232 signals on the cable are probably a lost
- cause as far as using IHHD to play them over the Internet goes. There isn't
- a way for us to capture these signals and pass them through to the other
- side. In addition, DTR signal changes usually tend to make modems hang up
- although this can usually be prevented by changing a modem setting.
-
- Other applications do strange things such as send the Hayes escape sequence
- (+++) regardless of whether or not you are using a direct connection.
- Break signals would also be problematic. Problems can occur if you don't
- modify the way the modem behaves when it sees these.
-
- Lastly, there are problems with applications and the way they expect their
- data to be transferred. There can be significant delays in the transfer of
- data across in the Internet, particularly if it involves a round trip.
- There can also be asymmetrical delays where one side can get data faster
- than it can send it back. Although these delays are measured in
- milliseconds, they can add up to a significant amount of characters
- depending on your baud rate.
-
- Our first successful use of the IHHD software was using Kermit between
- Austin, TX and the University of Hawaii. It ran at about half the normal
- modem to modem speed and clearly showed the problem with applications that
- use a round trip or ACK/NACK protocol. Fortunately, modern Kermits also
- supports a sliding window protocol to get around this problem.
-
- To date, the following applications have been reported to work using the
- IHHD software.
-
- Application First Success -----------
- ------------- KERMIT 3/19/93 MEGA255
- 4/10/93 MICRPROSE DOGFIGHT 4/29/93 PERFECT GENERAL
- 5/10/93 SVGA AIR WARRIOR 4/29/93
-
- Other applications currently being tested include ARMOR ALLEY, F15 STRIKE
- EAGLE III, FALCON 3.0, SPECTRE, and WORLD CIRCUIT. You might note that
- most of these applications are strictly MS-DOS based. This is just an
- artifact of where IHHD grew from. There seems to be a growing interest
- from the Amiga folks in getting FIGHTER DUEL PRO working. The only real
- requirement is a serial line and modem connection to an Internet host.
-
- For the future, we are actively working with vendors to make them aware of
- the issues in game playing over long haul networks. The sheer number of
- users on the Internet (roughly 5 million at last estimate) coupled with an
- exponential growth rate should make the vendors stand up and take notice of
- a huge potential market. We are also lobbying for the support of more than
- a single opponent over a modem link where the IHHD software would handle
- the information dispensing as long as the application took care to identify
- the source in the data.
-
- If you are interested in finding opponents to play against, testing your
- favorite modem game, contributing to the development, lobbying or talking
- with vendors or following the developments of the IHHD project, then you
- should consider joining the mailing list. The IHHD mailing list can be
- subscribed to by sending electronic mail to listserv@cactus.org with the
- following text:
-
- subscribe ihhd <your name>
-
- This article is Copyright (C) 1993 by Jim Knutson for Game Bytes Magazine.
- All rights reserved.
-
- ON BEING GOD: Behind the scenes programming at Origin and Id Software
- by Dave Taylor
-
- Most game players don't realize what goes into a high-end commercial
- game today. We can be told how much money, how large a staff, and how
- much time it takes. But what are they spending all their time doing?
- All of the staff should get credit for a good game, but of special
- importance is the programmer. If the game is a small universe, then
- the programmer is God. He creates and arbitrates the laws of the
- universe.
-
- Being God isn't easy, however. As game players, we expect huge
- universes emulated so well that we are sucked into them quickly. The
- first requirement for this is a complete fluidity of movement because our
- reality is not a jumpy slideshow. This requirement is paramount, and also
- happens to be one of the most difficult parts of a game. The problem is
- that our eyes are far too advanced. We can't really believe animation
- slower than 10 frames/second. For this reason, game programmers spend most
- of their time on what is called the "graphics engine" or that part of the
- program which draws the world.
-
- On Being a 2-dimensional God
-
- There are two entirely different balls of wax to consider when looking
- at a graphics engine. Is it 2D or 3D? The techniques are very different.
- 2D graphics require an impressive ability to scroll by quickly so that you
- can travel the world without having to shrink it to unbelievably small
- proportions. John Carmack, who wrote the graphics engines for Commander
- Keen series, needed the main character to travel the world smoothly.
- In Keen 1-3, he used a "smart tile refresh". He maintained two
- pictures of what you see on the screen in the EGA memory, and made each
- one a tile larger than the actual screen. Because a little more is
- drawn than is needed, in order to scroll the screen, all he had to do
- was redefine where the screen started. In Fig. 1, the visible
- screen is defined as you see in the solid lines, and the next screen
- is the dotted lines, then you effectively want to move where the screen
- is defined a little down and to the right.
-
- ------------------
- ---------------- | |
- |................|. | |
- |. |. | |
- |. |. | |
- |. |. | |
- |. |. | |
- ---------------- . | |
- .................. ------------------
-
- Fig. 1 Fig. 2
-
- As it turns out, EGA and VGA cards allow you to redefine where you want
- the visible screen to start. Fig. 2 shows that you need a picture of
- the screen slightly larger in all dimensions so that you have room to
- slide around like this.
-
- But there's a problem with this. If you keep scrolling in a certain
- direction, let's say right, then you need a picture in memory that looks
- like Fig. 3:
-
- --------------------------------------------------------
- | |
- | |
- | |
- | |
- | |
- --------------------------------------------------------
-
- Fig. 3
-
- If any of you have played Commander Keen, you know that it's a mighty
- big world, and you can move up and down, not just left and right. Can
- you imagine the size of this virtual screen? Yeouch! So it turns out
- that you can use this scrolling technique a little ways, but it's a
- super-good idea to just start over and redraw a slightly shifted piece
- of the world. That's exactly what John Carmack did. After sliding the
- definition of the starting point of the screen in 16 pixels of any
- direction, he moved his slightly larger viewport of the world over about
- 16 pixels. That one shift is somewhat slow, because you have to redraw
- the entire picture. So on top of this sliding trick, Carmack kept track
- of what the last screen looked like and said, "what needs to change here?"
- There were lots of repeated tiles in Commander Keen, which meant that he
- didn't have to actually change most of those. Let's say that you had 9
- red, blue, and green tiles being displayed on the screen as in Fig. 4 and
- that the user wants to move one tile to the right. The new colors are in
- the dotted lines.
-
- -----------..... -----------
- | | | | . | | | |
- | G | G | G | G . | G | G | G |
- |---|---|---|.... |---|---|---|
- | | | | . | | | |
- | R | R | B | G . -----> | R | B | G |
- |---|---|---|.... |---|---|---|
- | | | | . | | | |
- | R | R | B | B . | R | B | B |
- -----------..... -----------
-
-
- Fig. 4
-
- What's the difference between these two sets of tiles? The top line is
- identical. The next line changed two of its colors (from RRB to RBG). The
- last line changed from RRB to RBB or only one of its colors (the middle
- one). So instead of changing 9 tiles, you change only 3! The performance
- savings is considerable on a PC. One of the slowest things on a PC is
- the system bus which is what allows the CPU to talk to peripherals such
- as the video card or hard drive. Drawing things over that bus is slow,
- so if you can get away with drawing only a third as much as you need to,
- then you can often increase the game speed almost three-fold!
-
- But when Carmack wrote Keens 4-6, the background was quite complex,
- and the slimiarity between one set of tiles and the next often wasn't
- very good. And looking to see what changed wasn't really worth it
- because usually, almost everything changed. But because they were
- also smooth-scrolling games, he really wanted to use that slick scrolling
- technique defining where the visible screen started. That part worked,
- but what about redrawing it every 16 pixels? That was too slow, now. The
- screen would almost always have to be completely redrawn. So what
- if he *didn't* shift everything every 16 pixels? What if he just let
- the screens sort of float through memory? Normally, that would be a
- really really bad idea, because eventually, it might float somewhere
- important, like the memory where your program is stored or even DOS.
- But he found another trick with the VGA memory. Apparently, if you
- told the VGA card to define the start of the screen near the end of
- its memory, you'd think that there wouldn't be enough memory and the
- VGA card would return some kind of error, or you might get garbage
- on the screen where there was no memory. Instead, VGA cards draw
- whatever is stored at the top of their memory. They actually wrap
- around. So now, floating around wasn't such a bad idea. The screens
- could never actually get away, because the screen memory behaved like a
- globe (actually a toroid or donut). You can move north, south, east, or
- west all you like, but you'll never get off the planet! In this case,
- you'd never get out of the address range of the video memory. Because
- he didn't have to worry about spending much time drawing anymore, he
- decided to add a neat feature where he could combine two pictures to
- generate what looked like one. "This let us have complex backgrounds (like
- the forest in the first level) behind the sloping foregrounds, which would
- have required thousands of tiles if done in a single plane."
-
- On Being a 3-dimensional God
-
- So drawing in 2 dimensions isn't entirely trivial. But 3D is all the
- rage nowadays. Can you use your 2D tricks? Not really. You can't use
- that scrolling technique anymore, because when a person moves his head
- to the left or right, he sees different things. Try sliding your head
- from the left to the right. You'll see the left side of your monitor,
- then it'll disappear, then you'll see the right side. If you were
- animating that with 10 frames, every frame would be slightly different.
- Fortunately, things with solid colors will only change their boundaries.
- Their insides will be the same. So if you go through what you just
- drew and compare it to the last thing you drew, pixel by pixel, you'll
- find that there aren't too many differences. Paul Isaac, who wrote the
- graphics engine for Strike Commander, says that they used a kind of
- "triple buffering." They drew one screen in memory, compared it to the
- last screen drawn, then only drew the parts which changed to the video
- card. This way, only the part of the scene which changes has to go
- over that slow PC bus. Local video buses make this technique redundant
- as there is no savings in speed (it's actually slower).
-
- When Paul wrote the graphics engine, he made it so that you specify your
- point of view in any direction and could see as far as you like. But
- this caused problems. If you could see as far as you like, you have to
- draw a super-tiny, perfectly modelled fighter craft, even if it's miles
- away. The computer will spend quite a while on this, and the user will
- only see a speck in the distance. So it became obvious, hey, if it's
- really far away, draw a simpler image. The user won't even notice.
- In fact, for each object in the game, there were four models. There was
- the extremely detailed model for close-in views, and the extremely simple
- (unrealistic) models for things that were far away. This increased the
- amount of memory needed for speed, a common tradeoff, but this was well
- worth it. They used the same technique with the terrain meshes. The
- terrain is a large 2D array of numbers, each representing a height. There
- is also an array specifying the colors. Each point represents the top
- vertex of 6 triangles which end there. For instance, if you had the
- matrix:
-
- 0 0 0 /\
- 0 6 0 / \
- 0 0 0 ___/ \___
- 0 6 0
-
- This would represent what looks like a pyramid of height 6. To create
- a skinny mountain-range, you could make one that looks like this:
-
- 0 0 0 0 0 0 0 0 0 0 0 0
- 0 6 0 2 4 5 1 6 1 2 5 0
- 0 0 0 0 0 0 0 0 0 0 0 0
-
- >From the side:
-
- /\ . /\ .
- / \ /\ /\ / \ /\
- ____/ \_/\/ \/ \./ \./\/ \____
- 0 6 0 2 4 5 1 6 1 2 5 0
-
- Frank Savage, who wrote the Strike Commander terrain editor, had to
- maintain this huge set of data. "The original mesh was supposed to be for
- terrain, but then we found out we had to use it for cities, too," says
- Savage. You can perhaps imagine the amount of space it would take to
- store all this for a decent-sized world. That's a lot of diskettes just
- for drawing the ground! Unfortunately, there's a big shortage on diskettes
- due to Microsoft having bought a huge number for distribution of Windows.
- So what did he do? Frank actually creates the world on your machine when
- you install it using a midpoint displacement fractal algorithm discovered
- by IBM scientists. The cities were drawn by the technical data assistants
- (TDA's). Savage notes, "What would have taken 15Mb is reduced to just
- 70-80k compressed."
-
- On Being a 3-dimensional Demon
-
- Origin is well-known for its huge, immersive, detailed style. Id
- Software, on the other-hand, was made quickly famous by the incredibly
- fluid Wolfenstein 3D. John Carmack is not the God of his worlds but
- the Speed Demon. Through the use of several clever ideas, Carmack was
- able to animate his world so fluidly that many complained of motion
- sickness shortly after its release.
-
- One technique used was "compiled scalers". Normally, when you want to
- scale an object to simulate it being close to or far from the viewer,
- you pass it a value to scale it to and a picture to draw larger or
- smaller than normal. But this routine has to work for all the pictures,
- and it has to "clip" them to make sure the program doesn't draw beyond
- the screen boundary. Instead of having one routine to do all this, he
- automatically generates all the possible needed routines when you specify
- the size window that you want to view the world from. Carmack writes,
- "[I had] one for 2 pixels tall, one for four, six, etc on up to several
- hundred pixels tall."
-
- But instead of just drawing differences between one screen and the next,
- Carmack used another feature of the VGA card, the ability to assign
- one value to several pixels at once. For walls with regions of solid
- color, this saved a lot of time.
-
- But that wasn't the core of the graphics engine. "The 3-D code was based on
- ray casting, where each vertical column had a ray cast out into the world
- to find out where it hit." But because everything was restricted to
- 90 degree angles, that ray would always hit a wall, and above that wall
- would be ceiling, and below it, floor. Most columns as drawn would have
- three parts: ceiling, wall, and floor. To illustrate this, Fig. 5 shows
- a section of wall at a perspective angle and a piece separated so that we
- can look at it more carefully.
-
- CCCCCCC C
- CCCCCCC C
- WWCCCCC C <--- ceiling
- WWWWCCC C --
- WWWWWWC C | ---
- WWWWWWW W | \
- WWWWWWW W <--- wall (eye) < --------- | crt >
- WWWWWWW W | /
- WWWWWWW W | ---
- WWWWWWF F --
- WWWWFFF F
- WWFFFFF F <--- floor
- FFFFFFF F
- FFFFFFF F
-
- Fig. 5 Fig. 6
-
- If you project the ray at an angle originating at your eye, assuming that it
- is centered in front of the screen as in Fig. 6, passing through the center
- of a column in the screen, the ray will always hit the middle of a wall. He
- then rendered that column of the wall, the floor below it, and the ceiling
- above it.
-
- The net effect, with a fair bit of assembly, is a very fast 3D graphics
- engine.
-
- On Keeping the Gods from Making Mistakes
- and Making Gods' Creations Intelligent
-
- There are many comments about the long-awaited Strike Commander, but what
- few expected was such a bug-free product from Origin. Jason Yenawine was
- responsible for much of this. Using the 386's ability to specify
- read-only pages of memory, he forced programs to crash whenever they
- accessed forbidden areas of memory with a program called JEMM. The problem
- is, you have a pointer which is set to zero, which is a bad thing in
- itself, but it points to another pointer which points somewhere illegal.
- "Usually, the game freezes up minutes later after a bad access. You can't
- trace the problem at all," comments Yenawine. By specifying that certain
- areas of memory were not to be touched, any crash would indicate the
- offending piece of program which greatly aided the programmers in making
- a bug-free product. He adds, "You can expect fewer bugs when we start to
- get more protected-mode games."
-
- Yenawine was also responsible for the artificial intelligence of the
- wingmen in Strike, which have been noted to be more useful than their
- predecessors. In each group, be they enemies or friends, there are
- leader pilots which talk to their wingmen, telling them what to do.
- Often when chasing the tail of an enemy leader, the leader will tell
- his wingman to circle round and take you out from behind. Also,
- friendly wingmen tend to cover your rear better.
-
- Where the Gods Go from Here
-
- Carmack is currently working on a product called Doom without the limit-
- ations of its predecessor, Wolfenstein 3D. The graphics engine for this
- product promises to feature more realism and speed than ever before in a
- game of this genre. He has already gone through four graphics engines in
- his effort to find the best one.
-
- Savage has already begun work on Wing Commander III using the Strike
- graphics engine (without the terrain and haze) which should be out...
- nevermind- I don't want to jinx it. :)
-
- This article is Copyright (C) 1993 by Dave Taylor for Game Bytes Magazine.
- All rights reserved.
-
-
- WING COMMANDER: FREEDOM FLIGHT by Mercedes Lackey & Ellen Guon
- Published by Baen Books
- Reviewed by Sir Launcelot du Lake
-
-
- United they fly, divided they fall
- Ralgha nar Hhallas, captain of a war cruiser, noble lord of the
- Kilrathi Empire - and a rebel....
- Captain K'Kai of Firekka, first of her winged species to leave
- her planet for the stars....
- Captain Ian St. John, call sign, "Hunter," hotshot human pilot -
- he thinks he's just in it for the thrill of the chase....
- Rikik, K'Kai's niece, hereditary leader of her clan - all she
- wants to do is follow in her notorious relative's footsteps and
- fly the stars....
- They were as disreputable a gang of misfits as ever flew between
- the stars. But together they would free a world.....
- - blurb from the book
-
- It had to happen sooner or later, one of the most beloved and hugely
- successful games ever to come our way has spinned-off a series of novels;
- the only thing left now is a movie. While Freedom Flight, the first book
- in a planned series, isn't going to win any Hugos or Nebulas, it is a
- fairly exciting and fast moving book that is very easy to digest and
- suitable for light reading. Interestingly, one of the authors, Ellen
- Guon, is the lead writer at Origin, and she has teamed up with Mercedes
- Lackey previously on a few other novels. Lackey is also the co-author of
- The Bard's Tale novels, Castle of Deception and Fortress of Frost and
- Fire.
-
- The storyline is based on Wing Commander Secret Missions 2: Crusade, and
- the first half of the book follows the plot in the mission disk
- faithfully, as seen from the eyes of the main protagonists. Everyone
- from the TCS Tiger's Claw is featured - Iceman, Spirit, Knight, Maniac,
- Colonel Halcyon etc.. Naturally, the hero of the Wing Commander series
- does not make an appearance. The major events from the game are also
- used, Ralgha's defection, Bossman's death and Angel's subsequent
- depression, the missions in the captured Kilrathi fighters, and the
- disruption of the Kilrathi ceremony on Firekka. The second half of the
- book is a totally new plot, in which the Kilrathi took several Firekkan
- leaders as hostages in their retreat and the subsequent, er, hastily
- arranged rescue mission which is obviously the theme of the title, though
- it only comes in the latter half of the book. The mission is depicted as
- Paladin's first in the Bonnie Heather under the Special Operations group.
-
- There isn't much characterization here, and in fact, the blurb is a
- little misleading. Rikik isn't one of the main protagonists at all in
- the novel; Kirha hrai Ralgha nar Hhallas, Ralgha's first mate (who
- subsequently becomes Kirha hrai Hunter nar Aussie through some amusing
- circumstances), is actually a key character. There are, however, some
- amusing anecdotes of cultural clashes between the Confederation humans,
- the Firekkans, and the defecting Kilrathi.
-
- It was fun reading this novel and I would recommend it to all those who
- liked the Wing Commander series. It should bring back memories of the
- harrowing days in the Secret Missions. It is a stand alone book and the
- other novels in the planned series are not strictly sequels. The next
- one, Intruder/End Run (it was listed this way in the Origin catalogue),
- introduces totally new characters and situations never before seen in the
- game.
-
- This review is Copyright (C) 1993 by Sir Launcelot du Lake for Game Bytes
- Magazine. All rights reserved.
-
-
- Epic MegaGames is pleased to become the first advertiser in Game Bytes
- Magazine. Like Game Bytes, our shareware games are distributed through
- on-line channels. Over the next year you will see some really exciting
- games coming from us, including this gem - Solar Winds by James Shmaltz.
- Check them out on your local BBS, CompuServe or Software Creations.
-
-
- ----------* S O L A R W I N D S *----------
-
- From Epic MegaGames
-
- In Solar Winds, you play the role of Jake Stone, bounty hunter. You'll
- interact with a wide variety of characters. Some will become your allies
- and help you while others will prove to be dangerous adversaries who may
- try to lead you to a tragic ending. All along, a dark and mysterious plot
- is developing as you progress. If you; carefully examine all of the
- clues, avoid dangerous situations, win in combat against your enemies,
- obtain the proper items and complete all the missions, you -may- survive
- long enough to learn the secret of Solar Winds.
-
- Solar Winds features beautiful smooth-scrolling 256-color VGA graphics,
- sound card and mouse support. Requires a 286 (or higher) processor and a
- hard disk drive.
-
- Solar Winds is two complete episodes. You can try the first episode
- as shareware. When you register, you'll receive both episodes, a hint book
- and cheat codes. The price is only $30 US.
-
-
- -- SPECIAL OFFER TO GAME BYTES MAGAZINE READERS --
-
- Check out our special offer for Game Bytes readers for $5 off the price
- of your next order from Epic MegaGames. An order form is contained in
- this month's Game Bytes. Print it and send it by fax or mail to the
- address on the order form and the savings are all yours!
-
-
- ============[ GAME BYTES READERS SPECIAL OFFER ORDER FORM ]===============
-
- Epic MegaGames Toll-free: 800-972-7434 (Orders Only)
- 10406 Holbrook Drive Questions: 301-983-9771
- Potomac, MD 20854 USA Fax: 301-299-3841
- Compuserve: 70451,633 or GO SWREG
-
- ** You always receive a bonus Epic shareware game with your order! **
- Please place a check mark in the [ ] boxes below, and add up the totals.
-
- ---------------------*- GAME BYTES SPECIAL OFFER -*-----------------------
- [ ] Special discount! Game Bytes readers can save $5 off your
- order by mailing or faxing this form to the above address.
- Sorry, no phone orders can be accepted for this offer.
- Also, if you buy TWO or more games this dicount is $10!..... ________
-
- [ ] Solar Winds: Both episodes of Jake Stone's adventure in
- 256 colors, with arcade, adventure, & role playing ($30).... ________
-
- Zone 66: Ultra fast 32-bit VGA fighter jet arcade game...... ________
- [ ] Missions 1-4: Foreign Shores, Ice Wind, Heat, Plains ($30)
- [ ] Add-on Missions 5-8: Fury, Plantation, Hell, Frontier ($25)
- [ ] Zone 66 Mega Pack: Game plus all eight missions ($45)
-
- [ ] Ken's Labyrinth (3D): 256 color VGA 3D trilogy. Search for
- Sparky, Sparky's Revenge, & Find the Way Home ($30)......... ________
- [ ] Dare to Dream: A trilogy of graphical adventures through your
- dreams and nightmares! For Microsoft Windows ($30)......... ________
- [ ] Jill of the Jungle, Jill goes Underground, and Jill Saves
- the Prince! The entire action-adventure trilogy ($30)...... ________
- [ ] OverKill: Fast-action arcade conquest of six unique
- planets + hint sheet & cheat code ($30)..................... ________
- [ ] Brix & Brix 2 Deluxe: Thrilling 256-color puzzle action,
- 224 levels of fun, with Sound Blaster support ($30)......... ________
- [ ] Castle of the Winds -- Fantasy role-playing for Microsoft
- Windows 3.0 or later (Two immense game worlds) ($25)........ ________
- [ ] Gravis PC Gamepad: 4-button digital joystick makes games twice
- as fun! Plugs into your computer's joystick port only $25
- when ordered with any of the above games or $30 alone...... ________
-
- Shipping & Handling (International add $2 extra)........ __$4.00_
-
- Maryland residents MUST add 5% tax........ ________
-
- Total enclosed ________
-
- IMPORTANT! Circle disk size: 5.25 AND High Density
- 3.5 Low Density
-
- Is this your first order from Epic MegaGames? YES NO
-
- Name: _______________________________________________
-
- Address: _______________________________________________
-
- City, ST Zip: _______________________________________________
-
- Country: ____________________ Phone: __________________
-
- Payment by: [ ] Check [ ] Money order [ ] Mastercard [ ] Visa
-
- Card # _____________________ Exp Date: _______ Signature: _______________
-
- 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.
-
-
- Nicholas Deakin of the University of Tasmania, Australia writes:
-
- Dear Ross,
-
- I happened to come across a large file titled gb10-gra.zip the other day
- while browsing through wuarchive.wustl.edu and downloaded it to see what it
- was all about. I unzipped it, loaded gamebyte.exe and BANG!!
-
- GB: Gotcha!! :-)
-
- I simply couldn't believe what I was seeing. A complete magazine with
- screenshots and decent articles available free! I was simply blown away by
- the thought that there's a group of people out there providing such a
- fantastic service at no cost to the user.
-
- GB: I'm blushing!
-
- Hence this letter to both congratulate and thank you for such an excellent
- presentation.
-
- I also have a couple of questions.
-
- 1. The people who review your games. You mentioned that you have no
- permanent set of writers as such. Can anyone who has bought a copy of a
- game send in a review or do you send (electronically) a copy of a game to
- someone to review. I ask because I wouldn't mind writing for Game Bytes but,
- living where I do means that by the time a game finally reaches the shops
- it is already well established in America. I am also a poverty stricken
- student which means I am lucky to buy a game more than once every couple of
- months.
-
- GB: Well, we're starting to get a more permanent base of reviewers now
- that we're getting our feet underneath us. We're now starting to crawl,
- whereas before, all we could do is tumble around the crib. We're not
- distributing games electronically be no means. That would make the
- publishers more than a little uptight! Typically, our reviewers beat us
- to the punch, providing reviews in many cases before we even ask for a
- review. Stay with us. We're growing.
-
- 2. How do I get into ftp.ulowell.edu? I tried to so I could download
- earlier issues but the computer kept requesting passwords which I didn't
- have. Have you considered sending earlier issues to wuarchive.wustl.edu
- which I do have access to?
-
- GB: When you receive the 'login' prompt, just type "anonymous" (no quote
- marks), then when you're prompted for a password, just type in your
- Internet email path (like ross@kaos.b11.ingr.com would be my password).
-
- Finally, a word concerning advertising.
-
- Here in Australia we had a similar debate about advertisments on the ABC
- (our national television broadcaster) due to government funding cuts.
- Although the idea was dropped due to public disapproval many people held
- the view that as long as it was kept unobtrusive (unobtrusive advertising?
- Isn't that a contradiction in terms?) it would be okay. In fact SBS
- (national ethnic broadcaster) now does have advertising but between
- programs rather than during them. The point is, I think most people would
- prefer to have advertising and Game Byte rather than no advertising and no
- Game Bytes.
-
- Advertising doesn't have to be irritating. Add a few cool screenshots of
- upcoming games and people will be glad to read them.
-
- GB: We share your sentiments. We think that if advertising is available,
- and not forced upon someone, in fact, they will be more receptive to the
- topic and promotion element of the ad itself. Nice to hear from you.
-
-
- Drew Hess of Stanford, California writes:
-
- DS: Please don't construe this as bashing or criticism, since I know
- you're certainly not doing Game Bytes because it's profitable. I think we
- all appreciate Game Bytes, but I think I can take a stab at why your mail
- volume has gone down.
-
- GB: Having composed on-line rather quickly, I think I already had the
- answer to my question. But, I digress, please proceed...
-
- DS: The last 3 or so issues have been delivered late, and unfortunately,
- by the time we get them it's usually all old news. I think that the one
- thing Game Bytes had going for it was that you had news on games that were
- not yet delivered. Now your "sneak previews" are usually out-of-date by
- the time you distribute the mag.
-
- GB: Yes, no doubt. We have certainly felt the pains of squashing the bugs
- we encountered earlier this year. The 'trickle-down' effect of that has
- been very annoying, but I think we're over the rough spots now. With very
- stable code running, it will be much easier to produce issues on a much
- more regular basis. In our own defense, however, even with some problems,
- we still beat every other magazine to print and distribution on reviews
- like Strike Commander, Ultima 7 Part 2: Serpent Isle, and many others.
-
- DS: The reviews in Game Bytes are usually pretty good. However, by the
- time most of us get our hands on an issue, we've already either purchased
- the games ourselves or heard countless other reviews by netters. I'm sure
- the situation is similar on Compuserve and the various BBSes that you use
- to distribute Game Bytes.
-
- GB: Now Drew, surely you must realize that there's no way we can compete
- with the speed of the net for delivering RAW information. We can't
- possibly do an issue every other day. What we pride ourselves on is the
- completeness of the whole, not the little pieces that make up each menu
- item. Our goal is to make each issue as current as possible, no doubt, but
- we can't possibly be as timely as casual comments on the net. We want to
- provide more than casual electronic conversation anyway.
-
- DS: Personally, the parts of Game Bytes that I enjoy the most are the
- *true* sneak previews, the interviews with various gaming industry
- celebrities, and your own "Rumor Bag"-type columns. Until you can start
- churning out mags again with this type of news, I'm afraid that most people
- don't see Game Bytes as having any real value when compared to the mini-
- reviews they can read on the net or the other gaming magazines that are
- available at newsstands.
-
- GB: Well, here we have a disagreement. You're certainly entitled to your
- opinion, but I think we can offer more than the net can in some ways, and
- certainly more than the print magazines. We just need to get our act
- together now that the bugs are behind us. We've never stopped producing
- rumors, news, and previews. In fact, you'll read ALL about CES in Game
- Bytes long before you'll read about it in any paper magazine. And, you'll
- get a more complete picture of the show than you ever would from the net.
-
- I hope you'll stay with us. There's some exciting things ahead, and with
- some help that I've recently received from some very gracious people, Game
- Bytes will improve even further. Given our price, though, we intend to
- double our per issue price soon. <GGGG>.
-
- DS: Again, please take this for what it is: some helpful/hopeful
- suggestions as to what it is that makes Game Bytes appealing. I don't
- think anyone envies your task of having to make the engine work with
- umpteen million video cards, but late is late, after all.
-
- GB: Late is late, if you have someone paying you a subscription price and
- they aren't getting what they paid for. GB is late when it can't deliver
- what I want it to deliver. With problems behind us, now it can.
-
- DS: I think you should consider ditching the engine period: just
- distribute the formatted text file (better yet, how about doing it in
- Microsoft Word or Write -- it would look pretty) and then include a
- separate .ZIP with a bunch of GIFs that are your screen shots. Let people
- use their favorite graphics viewer and text file viewer. I realize that
- you publish a text-only version now, but instead of publishing an
- integrated text/graphics viewer that seems to cause you nothing but
- trouble, maybe you should distribute the screen shots in a separate .ZIP.
- (Of course, vendors may prevent you from doing this.)
-
- GB: I appreciate your suggestions, Drew, but this will never happen. GB
- will never simply become a random collection of ASCII and .PCX files. It
- simply isn't what I wanted to do. You can go on Compuserve now and get the
- text files. Game Bytes always will be something different and unique. When
- it isn't, we won't make it anymore. (and we'll refund your money!) :-)
-
- Good luck,
- Drew Hess
-
- GB: Thanks for your comments, Drew. It's very helpful to hear feedback.
- I know you speak for a lot of readers, and we're aiming first and foremost
- to keep the readers impressed. Luck has nothing to do with it.
-
- (BTW, this is not a Game Bytes letter :) )
-
- GB: The heck it isn't! It's probably one of the best letters we've ever
- received about the magazine.
-
-