151 lines
9.4 KiB
Plaintext
151 lines
9.4 KiB
Plaintext
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MEAN STREETS
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Experienced game players tend to be a little cynical about game ads. Veteran
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gamers know that advertising phrases like "revolutionary," "breathtaking," and
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"stunning" are to be taken with a grain of salt. More often than not, games
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advertised this way are more run-of-the-mill than revolutionary. This is
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especially true when the ads are from small or unknown software companies trying
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to break into the market.
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Therefore, I was somewhat skeptical when I read an advertisement last month for
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a new adventure game for the IBM and compatibles. The ad promised "stunning,
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digitized VGA graphics" and a "revolutionary new technology that allows MS-DOS
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computers to play high quality sound effects, music, and speech without
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hardware." Since there were no VGA adventure games out on the market, and the
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sound on other IBM adventure games was limited to beeps and bloops, these claims
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were pretty unbelievable. The name of the game is MEAN STREETS, the first
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adventure game published by Access Software. (This review is based on the IBM-PC
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version.)
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Playing the game dispelled my skepticism. In this case, the ad was accurate.
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MEAN STREETS is a major technical achievement for the IBM, showing what can be
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done with digitized graphics, 256-color VGA, and digitized sound. And it's a
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pretty good adventure game, too.
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One of the features that makes MEAN STREETS remarkable is its use of VGA
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graphics. VGA has been available for some time, but up to now it has not been
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widely used in games. VGA offers a vastly wider range of colors than EGA -- 256
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colors instead of 16. MEAN STREETS is the first adventure game to make use of
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this ability, with spectacular results. Even though the MEAN STREETS VGA
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graphics use the same resolution as EGA, the VGA graphics are sharper and mor
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realistic than typical EGA graphics, due to the larger number of available
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colors. Many of the images used in MEAN STREETS are digitized photos, which
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enhance the impact. The game makes extensive use of animated photo portraits,
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which have a subtlety of shading and movement not found in the animated drawings
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used in most games. The people in the portraits grimace, fidget, and blink their
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eyes realistically. The animation is rather rough, but the fact that these
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characters move like real people instead of cartoons makes up for it.
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The most important innovation in MEAN STREETS isn't the graphics, though: It's
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the digitized sound. Up until now, the IBM had been notorious for its lack of
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sound capability. MEAN STREETS changes all that by including digitized speech,
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sound effects, and music in the game. Unlike some other attempts at digitized
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sound on the IBM, the sound in MEAN STREETS is quite clear. Not only can you
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understand the digitized speech, but you can hear nuances like the slight
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Chinese accent of one of the characters.
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The sound effects are also spectacular, ranging from the roar of machine gu
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fire to the more subtle sound of a drawer opening. The music is less effective,
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although that partly reflects the inadequacies of the IBM's small speaker.
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Best of all, this new sound process (called RealSound) will work on virtually
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any IBM-compatible computer. The manual claims, "If it beeps when you turn it
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on, then it is compatible with RealSound." Unfortunately, the sound lacks
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dynamic range because the tiny IBM speaker was not built to do anything more
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complicated than beep. To get around the low fidelity problem, Access has
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included instructions for hooking up your IBM speaker to your stereo or boom
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box. Only a little electronic know-how is required for this procedure, but I
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suspect many gamers (like myself) will be too nervous about mucking with the
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insides of their expensive machines to go through with it. The price you pay for
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sticking with the IBM speaker is tinny sound and low volume. Aside from these
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annoyances, the only major problem I found with the sound was an underlying
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buzzing noise when music was playing and text was scrolling at th same time.
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MEAN STREETS is a murder mystery set in San Francisco and other various places
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in California in the year 2033. You play the main character, private detective
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Tex Murphy. Tex has been hired by the beautiful Sylvia Linsky to investigate her
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father's death. The police think it was a suicide, but Sylvia is sure it was
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murder. In the course of investigating this apparently straightforward case, Tex
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finds himself involved in a mysterious conspiracy to control the world. Tex's
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job is to find the leader of the conspiracy and solve the murder. Along the way
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Tex meets mutants, thugs, robots, and corporate executives.
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The game has four basic components: investigating suspects, searching rooms,
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gunfights, and traveling from place to place in your flying car. Investigation
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makes up the bulk of the game. You can ask suspects about other characters in
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the game, or about a short list of other subjects. If the suspects seem to be
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withholding information, you can threaten or bribe them. You use the information
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gathered by questioning to get new leads. But like any murder mystery, there are
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plenty of false leads and dead ends. This questioning process uses ordinary
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text, not digitized speech. During questioning, animated portraits of the
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suspects are shown. The suspects' facial reactions are often amusing, and
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sometimes useful.
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You can also obtain information by calling your secretary or your informant on
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the videophone. Your secretary will tell you what she knows for free, but your
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informant will only give you information for a price. The videophone sequences
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feature digitized speech and some of the best animation of the game: Your
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secretary blows you kisses, but your informant rebukes you with a digitized "Be
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realistic!" if you offer too little for information.
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Your investigation sometimes requires searching a room. These segments are
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presented from a third-person perspective, as in a Sierra game. You guide an
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animated figure of Tex around a room, and manipulate objects using a no-typing
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system similar to MANIAC MANSION. The number of commands is limited: You can
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look at items, get them, move them, open them, turn them on or off, or taste
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them. Rooms have puzzles to solve, and most of them are simple find-the-key
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problems. When you enter some rooms, a burglar alarm goes off, and you have a
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short period of time to disarm it.
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Carrying out the investigation can be dangerous. Every so often you meet
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hostile thugs. When you run into bad guys, the game switches to an arcade
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shoot-out between Tex and the gun-wielding goons. These sequences -- featuring
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the digitized gun fire and crisp animation -- show MEAN STREETS at its technical
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best. The difficulty level of these sequences is adjustable, which is good new
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for those of us with slow reflexes.
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The most unusual aspect of MEAN STREETS is the method of transportation. You
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travel from place to place in your 21st-century "speeder," a flying car. The
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speeder, in fact, is a full-fledged flight simulator. Controlling the flight
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simulator is fairly simple, and it's impossible to crash. For those unable or
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unwilling to steer themselves, there is an auto-pilot feature. The data base for
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the flight simulator covers the whole state of California, including such
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landmarks as the Golden Gate Bridge, Mount Shasta, and the Hollywood sign. The
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flight simulator graphics are relatively rudimentary, however, in direct
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contrast to the digitized graphics used in the rest of the game.
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MEAN STREETS clearly has some problems. The animation is primitive compared to
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a Sierra game, the puzzles are mostly easy, and the options available when
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investigating suspects or searching rooms are extremely limited. Because of the
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complex graphics and sound, screens are often slow to load. Characters in the
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game have no memory: If you insult a character, leave, and then return, the
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character will have forgotten the insult. The same graphics screens are used
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several times -- all of the characters who live in the suburbs seem to live in
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the same style of building. The most annoying feature of the game is the flight
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simulator. It takes at least a minute to get from place to place using the
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simulator, even on auto-pilot. During the course of the game that adds up to a
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lot of time spent sitting around waiting to arrive at your destination. This
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gets to be very dull very quickly, and shortly you begin to wonder why Access
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didn't simply allow you to bypass the simulator section altogether.
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Compensating for these faults are the handsome graphics and the wonderful
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sound, as well as a strong storyline and a sly sense of humor. I hope the
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problems in MEAN STREETS are due simply to its being Access's first adventure
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game, and I look forward to their next release. Even with its faults, MEAN
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STREETS is a technical breakthrough, comparable in many ways to KING'S QUEST I's
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pioneering use of animated color graphics. But next time, guys, work on the
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adventure and skip the simulator!
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This version of MEAN STREETS for IBM-PCs and compatibles requires 512K of
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memory. The game supports VGA, EGA, and CGA, but the digitized graphics lose
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much of their impact in CGA and, of course, the colors are terrible! The game
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doesn't support a mouse or a joystick. The game is not disk-protected, but uses
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a manual-based scheme of copy protection.
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MEAN STREETS is published and distributed by Access Software.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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