105 lines
6.6 KiB
Plaintext
105 lines
6.6 KiB
Plaintext
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COUNTDOWN
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The screen shows two men sitting around a desk, talking and looking at some
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paper. Suddenly one man looks up with a surprised expression on his face. The
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scene changes to display a darkened figure standing at the door, holding a
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pistol. Three distinct shots: "pop pop pop!" The scene switches back to the
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surprised man. He grimaces, hands clutching at his chest where three fresh
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bullet wounds are clearly visible. He falls back in his chair. Now a closeup
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shows his face, and he is yelling out his last words: "Get Scorpio!" A scene
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from a mystery movie? No! This is one of several digitized and animated
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"flashback" sequences with Realsound speech that you'll see and hear on your
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computer screen when you play COUNTDOWN, the new adventure game from Access
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Software. (This review is based on the IBM-PC version.)
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Fresh from the success of MEAN STREETS, Access Software continues to employ its
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technology of integrating digitized, animated photographic images, and hi-res
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computer graphics in the production of COUNTDOWN, a spy adventure game. While
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the implementation of this technology is indeed dazzling, the adventure gamer
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who's looking for a meaty adventure with juicy puzzles may well be disappointed.
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In this game, you are CIA agent Mason Powers. Your section chief, Frank McBain,
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was murdered and you are the prime suspect, as you were the last person to see
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him alive. When the game begins, you find yourself locked up in a prison
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hospital, suffering from amnesia. Your first goal is to gather enough
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information and items to escape from the hospital. As you play, your memory
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gradually returns in the form of flashback sequences like the one described
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above. As you gather more clues and information, you will soon discover a
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terrorist group that is planning a major strike against the United States. As
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heroes usually find themselves in such situations, it is up to you to unearth
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the plans, foil the strike and get the girl at the end. Well, perhaps two out of
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three....
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The story is one of the highlights in COUNTDOWN. There are enough twists and
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turns to keep players intrigued: You'll want to keep playing just to see more of
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the story unfold. The surprise ending, which also includes the longest flashback
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sequence in the game, provides a strong and satisfying finish to an otherwise
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rather easy and short game.
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COUNTDOWN employs a parserless interface, which seems to be gaining a lot of
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popularity these days. Anyone who has played FUTURE WARS or the MANHUNTER series
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should feel right at home here. Nine verbs control all the actions available,
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and one of them is not needed to solve the game. A unique feature is the way the
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game handles interaction with non-playing characters (NPCs). When you TALK to
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them, you decide what approach to take. You can be HELPful or PLEASANT, or you
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can try to BLUFF or HASSLE, or any combination of the above. You can also OFFER
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them bribes, or ASK ABOUT things from a list of possibilities. The dialogs are
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predetermined and based solely on the approach combinations you select. Some of
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the NPCs require you to happen upon a particular approach sequence before
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they'll reveal anything useful.
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Except for the first part of the game, in which you try to escape from the
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prison hospital (known as the Sanctuary), the game is very linear. The puzzles
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primarily involve searching various locations and finding useful items, or
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talking to NPCs to elicit information. By and large, the puzzles are obvious and
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simple to solve. The difficulty lies in seeing the objects for what they are.
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Keys and other small objects either show up as tiny pixels, or they are drawn
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with such dark shades of colors that discerning them sometimes becomes a bigger
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challenge than actually solving the puzzles. It is really ironic that this
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should be a problem with this game, considering the great job the programmers
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did with the digitized photo images. There is no arcade action type of puzzle,
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and mapping is generally not necessary. There is a small catacomb maze in which
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mapping can help locate the exit a bit more easily. While the game may present a
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challenge to a beginning player for a few days, the seasoned adventurer should
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be able to breeze through it in a couple of evenings.
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Beware that this game supports _only_ VGA/MCGA 256-color graphics; there is no
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support for EGA or CGA. Aside from the flashbacks described earlier, digitized
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and animated photo portraits of various characters can be seen when they are
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TALKed to. The graphics for the various rooms and locations are drawn pictures
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that try to reflect some degree of realism. They are not the cartoonish
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illustrations found in games by Sierra, Accolade, and Lucasfilm. Whether they
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are superior is strictly a matter of taste. Personally, with a 256-color
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palette, I think the artists could have done better. While the digitized speech
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is amazingly clear and understandable and does not require additional hardware,
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it is mainly used during the flashbacks. There is a brief musical theme in the
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opening screen, and a few other sound effects are scattered around the game, but
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nothing spectacular. Soundblaster is supported, and if your machine is faster
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than 6MHz, you can also use AdLib and Covox Sound Master. The instructions
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specify that the Realsound digitized speech will only play on machines faster
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than 6MHz.
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The game comes in eight 5-1/4" low-density floppies. There is a coupon that
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lets you send for the 3-1/2" format for $7.50. There is no copy protection. In
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order to fully experience the audio and visual breakthroughs in this game, you
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should have an IBM-PC compatible or a Tandy running at 8MHz or better, a VGA
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card (obviously), and a hard disk. Anything less will be too slow. The game also
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requires quite a bit of free RAM. When I ran the game with 548K of free memory
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(using both my mouse and an AdLib card), it crashed during one of the flashback
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sequences. I finally had to boot from a "clean" floppy to play the game. The
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game supports a mouse or a joystick; I found that using the mouse was much more
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comfortable than either the joystick or the keyboard.
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COUNTDOWN is a rather short game with easy puzzles. The story and the special
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effects are clearly the main attractions, and they're both very well done. Even
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though, as an adventure, it was too simple for my taste, I did enjoy the game.
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If Access Software continues to improve on its game design and puzzle
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construction, as well as its proven digitizing wizardry, its next game may very
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well turn out to be a major blockbuster.
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COUNTDOWN is published and distributed by Access Software.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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