114 lines
7.0 KiB
Plaintext
114 lines
7.0 KiB
Plaintext
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TYPHOON THOMPSON: IN SEARCH OF THE SEA CHILD
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What a delightful, funny, simple, and playable game this is! Dan Gorlin (of
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CHOPLIFTER fame) has created an arcade game with none of the usual frustrations,
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but with enough challenge and variety to keep you coming back for another round
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of play. (This review is based on the Amiga version.)
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The premise is original: The year is 2124, and Intergalactic Transport Flight
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396 has been lost. Its last known position was near the ocean planet Aguar, in
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the Omega sector. It ditched in the planet's ocean, and only a faint signal
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remained, indicating that one human child survived the catastrophe. The Sea
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Sprites of Aguar have fallen in love with this child, and now keep it hidden
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away safely in a seemingly impenetrable observatory dome. Others who attempted a
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rescue have simply disappeared. It is your turn, as Typhoon Thompson, to get in
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there and bring the child out.
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The opening animation sequence is one of the funniest segments of the game: A
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flying saucer is poised over the surface of Aguar; suddenly its doors open. An
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official-looking person pushes you (Typhoon Thompson) unkindly towards the edge
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of the exit ramp, which hangs many feet above the Jet-Sled that's waiting on the
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surface of the planet. You resist with all your might; finally, you're dangled
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and dropped into the sled. You look up, unamused, and shake yourself off. The
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flying saucer departs, and you're on your way.
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The rest of the game is animated just as nicely. You begin each round among the
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Spirit Guardians. They assign you your mission (which involves collecting
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magical artifacts for them), give you some appropriate weaponry, and then send
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you on your way. You travel to a group of islands that constitute the Sea Sprite
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village, awakening the residents with a couple of shots from your Laser Cannon.
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Each time you hit an island, a mad Sea Sprite (and in later levels, a _few_ mad
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Sea Sprites) heads for its Flyer and comes chasing after you. There are eight
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different kinds of flyers in the game, and they do everything from just bumping
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you around, to trapping you in sticky bubbles and smashing your Jet-Sled.
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Different Flyers have different flight patterns and speeds, so you have to
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practice particular kinds of maneuvers to avoid each type.
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Your Jet-Sled is like a little one-person hovercraft/kayak. It's controlled
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entirely with the mouse: Presses of the right mouse button either give you a
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slight turbo boost (for speed), or send you diving underwater (to escape
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situations that are becoming rather troublesome); presses of the left mouse
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button fire your Laser Cannon; combinations of right and left mouse buttons
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handle the Scatter Bomb and Sprite Magnet at later levels. The space bar fires
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the Freeze Bomb. You steer your Sled with mouse movement; it's very easy to
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control.
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Once a Flyer is in pursuit of you, you may then fire at it; if you hit it, a
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Sea Sprite is left treading water in a slightly stunned state. If you pass over
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the Sea Sprite, you collect it and put it in your handy Sprite Bag for later
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use. But if you don't get to the Sea Sprite quickly enough, it wakes up and
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starts leaping like a flying fish toward its home island. You can fire at it and
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stun it again if you catch it soon enough, but if you don't catch it, it picks
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up another Flyer and comes back after you, twice as mad.
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This is where the game's challenge and strategy come into play. You can "wake
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up" as many of the islands as you want by firing at them. Once you've hit one
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island, news of your presence eventually travels around, and an increasing
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number of Flyers appear. Your time is divided between firing at Flyers and
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picking up stunned Sea Sprites; as the game progresses, you'll find that you
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must be engaged in both activities simultaneously. Trying to collect a bunch of
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stunned Sprites while Flyers chase after you becomes a wildly engrossing task;
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the more Flyers you hit, the more Sprites there are to collect, and the more new
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Flyers come after you. Pretty soon (especially at the higher levels), you find
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yourself in a sea full of both Sprites and Flyers; some Sprites are sitting
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stunned in the water, others are leaping home to get more Flyers, and new Flyers
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are circling, trying to pin you.
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You accumulate various types of weapons as you go along. At first, all you have
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is your Laser Cannon. Later, you get: a Scatter Bomb, which scatters all Flyers
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within range of you; a Sprite Magnet, which (when released) attracts all the
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stunned Sea Sprites to one place (handy when you need to collect a bunch
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quickly); and finally, a Freeze Bomb, which neutralizes nearby Flyers (also
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useful when you want to concentrate on Sprite collecting).
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Once you've captured all the Sea Sprites in the village, you then head to the
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Mayor's Island in the middle, which looks like a big cold-capsule. When you pull
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up your sled next to the island, the Mayor comes out, and you show her your bag
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full of citizens. She becomes hopping mad (quite literally), and demands their
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return. You unburden yourself, receiving the required magic artifact in
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exchange. You then head back to the Guardians to return the artifact and be
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assigned your next mission.
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It's not very hard to complete the first three levels, but the fourth is a real
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challenge. Even after finishing the entire game, this thing is so much fun it's
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worth playing over and over again. The different levels display various colors
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and shades, and the game's "sea-surface" 3-D orientation makes you feel as if
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you're rushing around a beautiful little sparkling harbor in the middle of the
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night. It's quite lovely to look at.
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TYPHOON THOMPSON is also one of the very few non-violent arcade games around.
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No one ever dies in the game (well, except for you, and you don't really
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die...you just sort of evaporate). The object is to save life rather than
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destroy it: The Sea Sprites get to go back home, you get to go back to your
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Guardians, and everyone's happy at the end of each level. You have not only five
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lives to begin with, but also a certain number of sea-sleds; more often than
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not, you merely lose your sled, swim back to the Spirit Guardians, and obtain a
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new one with which to try again. This could be very important to those looking
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for suitable games for younger children; it was even a pleasant relief for me!
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The game comes on one copy-protected disk, and runs on all Amigas with 512K of
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RAM. It's not hard-disk installable. If you have 1MB of RAM, you'll hear
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beautiful, full-stereo sound, which gives you audible warning of the approach of
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objects from off-screen. If you're using a monophonic speaker, you may specify
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mono sound for slightly better high-frequency definition.
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I highly recommend TYPHOON THOMPSON. It's cute, it's fast, it's easy to get in
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and out of, and best of all, it provides the sort of elemental fun we often
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overlook in our endless search for the bigger and better.
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TYPHOON THOMPSON is published and distributed by Broderbund Software.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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