180 lines
9.3 KiB
Plaintext
180 lines
9.3 KiB
Plaintext
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BEYOND THE BLACK HOLE
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The Software Toolworks is creating games for a very eclectic and
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somewhat sophisticated audience. First there was CHESSMASTER 2100,
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one of the top chess programs. Then there was LIFE & DEATH, a
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relentlessly graphic and fascinating surgical simulation. Most
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recently, they released CRIBBAGE KING/GIN KING, a superb combo
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platter of card games. Now they offer their most bizarre game to
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date: BEYOND THE BLACK HOLE, which is part PONG, part BREAKOUT, part
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IQ test, and -- believe it or not -- part 3-D comic book. (This
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review is based on the IBM-PC version.)
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The package and manual give you almost no idea of what to expect
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when you play BTBH. Despite the brief science-fiction plot described
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on the back of the box and in the documents, this is no sci-fi
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adventure. Rather, it's a series of puzzles (35 in all) played on a
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7x7 grid. Each puzzle is unique, and ranges from elementary to
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fairly difficult. For example, there's a chess problem, a
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sliding-tile puzzle, a game of concentration, a round of
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scissors-paper-stone, and a little session of hangman. However, many
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of the puzzles are totally unfamiliar. What are you supposed to do
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with those seven ducks? And why in th world are those nine eyeballs
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staring at you?
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While most of the puzzles are easy, solving even the simplest of
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them requires patience and a keen sense of spatial relations. That's
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because your only implement for manipulating the pieces of the
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puzzle is an orb. The orb is _always_ in motion, bouncing between
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two paddles ("Abrams Rebound Fields") located on either side of the
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screen. You control the paddles, which move in sync (a la PONG),
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making sure the orb stays in play.
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Now, this is no ordinary orb. Strap on your Grenovision 3-D glasses
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and you'll see that the orb doesn't simply bounce back and forth;
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it's in orbit around the grid, getting smaller and smaller as it
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appears to recede behind the grid and somewhere into the depths of
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your monitor. It rises to the "surface" of the screen just in time
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to bounce off the paddle (if your timing is right), and then it
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continues the ellipse in front of the grid, seeming to rise off the
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screen and into your face.
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At any given moment, you hit the space bar (or mouse key, or
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joystick button) and the ball immediately plunges or rises. As it
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does, it almost invariably collides with a puzzle piece, causing
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that piece to move, or mutate, or spin, or do any of the dozens of
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weird, unexpected, kicky things these puzzle pieces do. The object,
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then, is not only to solve the puzzle, but to figure out what the
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puzzle _is_, and then to maneuver the orb so that it lands on the
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right pieces in the right sequence. Sound confusing? Although my
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description may leave you scratching your head, it all becomes clear
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in the first minute of play.
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There are complications. The orb has a limited amount of fuel. That
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fuel is consumed very slowly, except during dives, which require
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greater fuel expenditures. Also, should you let the orb wander
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off-screen, it's returned to you at a cost of nearly half your
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fuel. When your fuel becomes low, it's time to refuel...and that
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means a trip to Vern's.
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Vern's is one of my favorite sequences in the game. A refueling
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base floats in space, and the base has seven irises. To maneuver the
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ball through these irises calls for precisely-timed dives. Each time
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you pass through an iris, you gain back some fuel. The irises begin
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to close on their own, so you must act fast. When all seven are
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closed, you automatically head back to the black hole (the puzzle
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grid). Also, each bit of fuel costs you some of your points. If you
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don't have enough points to pay for a refueling, you can activate a
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credit card, but the payback terms are tough to meet. And each time
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you refuel, your paddles shrink. That makes scoring enough points to
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pay off your credit even more difficult.
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When performed just right, the 3-D effect of diving in and out of
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those seven holes is positively poetry in motion. The orb swoops and
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dives and looks like a zero-gravity ballet.
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The other hazard is a Fuel Pirate. This is a renegade puzzle piece
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that changes shape and chases the orb. If the orb is caught, a chunk
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of fuel disappears. If the orb evades the pirate, the pirate
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eventually turns into another orb, and you have what pinball fans
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call "multi-ball play."
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Enough about the plot. The 3-D effect worked beautifully for me,
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although it's a little disconcerting to have one eye darkened. This
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is not the anaglyphic (red/blue) 3-D of comic books and Three
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Stooges shorts; this is full-color Grenovision. Vaguely reminiscent
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of the 3-D used for the 1989 Superbowl halftime show and Coca-Cola
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commercial, Grenovision relies on constantly moving objects to
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produce the 3-D sensation. The speed of the objects and the
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brightness of the room also play a part in the effectiveness of the
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illusion.
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If your machine runs significantly slower with EGA graphics than it
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does with CGA, you might want to install the game for CGA to enhance
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the 3-D. Conversely, the game can be played just as easily without
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the glasses (a real necessity, since not everybody will experience
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the 3-D effect perfectly). On my 7.14 MHz XT, the game ran a bit
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slowly in EGA (particularly when a fuel pirate was onscreen), though
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the 3-D was still quite effective. Those with an 8 MHz AT (or
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better) should have no problem whatsoever with the more colorful EGA
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graphics.
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Speaking of graphics, BLACK HOLE's are pretty good. The puzzle
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pieces were cute, cleverly animated, and a delight to watch. The orb
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is very smoothly animated (necessary for the 3-D to work). Even the
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sounds are commendable. On the IBM's primitive speaker, most games
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emit sounds that are downright annoying. In BLACK HOLE, the audio is
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used judiciously and imaginatively; I was never even tempted to shut
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it off.
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There's a provision for one saved game, though the implementation
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is unusual. You may save when you quit the game, or you can save
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when you _lose_ the game by running out of fuel. Restoring the game
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in that case will put you back to whichever level you last attempted
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to complete, with half a tank of fuel. A saved game can be loaded
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either from the command line or during a game in progress. There are
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several other handy command line options, including sound and speed
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toggles.
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The manual is about as barebones as you can get. It describes the
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installation procedure, keystrokes, refueling constraints, and the
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"plot." It leaves the player to discover what's really required,
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which I found initially disturbing because of the difficulty of the
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opening puzzle. In version 1.02 and later, the first puzzle is much
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simpler and serves as a better introduction to the game. Also
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included are a pair of Grenovision glasses, a compact but
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fascinating guide to the history and lore of 3-D, and a pair of
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anaglyphic 3-D glasses to view the 16 3-D pictures and photos in the
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guide.
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The copy-protection scheme is Software Toolwork's laudable
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arrangement. The master disks are copy-protected, but the installed
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game is not. Thus, once your game is installed (onto floppies or the
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hard drive), you may back up your installation, move it to another
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floppy or subdirectory, and so on. No key disk or document check is
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required to boot the game. However, should you change your hardware
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configuration, or if you wish to change graphic modes, you'll need
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to create a new installation, since the installed game memorizes
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your system setup.
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General requirements for the MS-DOS version: an IBM PC, XT, AT,
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PS/2, Tandy or compatible; CGA or EGA/VGA (VGA cards will show EGA
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graphics); 512K of RAM. A mouse or joystick is optional; I found the
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keyboard perfectly suited (particularly since there are keystrokes
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that cannot be duplicated using the mouse or joystick). Both disk
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formats are included in the package.
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My complaints with the game are as follows: I think a second pair
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of Grenovision glasses would have been appropriate. The game is a
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one-player game only, but even so, most people would love to have a
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friend watch along. Software Toolworks will sell you another pair,
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but they're expensive (for cardboard glasses). A little
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experimentation with punching one lens out of an old pair of
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sunglasses might be worthwhile. Or perhaps you have a pair of
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Grenovision glasses left over from the Superbowl.
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I also wonder about the game's replay value. I was able to finish
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most of t game in just a few (admittedly, concentrated) evenings.
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Granted, I could go back and learn to do a _lot_ better at solving
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the puzzles efficiently, and I will. But the game relies heavily on
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the 3-D novelty and the variety of puzzles. Once you've seen and
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played them all, you may not be driven to play them again. Yet this
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is one of those games you'll love to hook your friends on, because
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it's both easily learned and impressive.
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I think BEYOND THE BLACK HOLE is terrific. It's an action game that
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doesn't insult the player's intelligence, as most action games do.
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It's full of endearing graphic touches and novelties. And it's like
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no other game you've ever played. In a world full of "me-too"
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computer games, BEYOND THE BLACK HOLE is a welcome, whimsical breath
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of fresh air.
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BEYOND THE BLACK HOLE is published by The Software Toolworks and
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distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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