165 lines
9.5 KiB
Plaintext
165 lines
9.5 KiB
Plaintext
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HARMONY
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Accolade's importation of Assembly Line's E-MOTION is one of the smartest moves
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they've made; HARMONY is a truly innovative design that focuses heavily on
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excellence of gameplay, without sacrificing good quality in the design of the
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graphics or sound. If you'd like to try your hand at a game that has the
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excitement and challenge of a combination of pinball and pool, you won't be
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disappointed with this one. I think HARMONY is destined to initiate a whole new
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genre in arcade puzzle games, as addictive in their own way as TETRIS and
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ARKANOID. (This review is based on the Amiga version; IBM-PC version notes
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follow.)
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The manual introduces the game with a little explanation for the name: "...We
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just got weary of coming home to software 'entertainment' that drives us nuts
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with tension.... How about a challenge that demands total relaxation for optimal
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performance?"
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Ha! In the Normal mode, this is one of the most tense, most dynamic
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arcade-style games I've ever tackled! The time limits are fair, yet short. One
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of the first things you notice as indicative of excellent design in HARMONY is
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that the challenge is tough but _just_ right; a little more time, and each of
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the 50 different levels would prove too simple to solve; a little less, and the
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game would be too infuriatingly difficult to play. In fact, it seems quite
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infuriating when you start off, until you begin to understand the different
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kinds of tactics you can use to handle each new situation. Once understood, a
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particular level can be finished in a number of different ways, all of them
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taking just a little bit of time and careful maneuvering of your Seeker
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(described aptly as "a hovering sphericule with a pointer inside").
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Gameplay always begins wherever you want within the sequence of 50 levels, once
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you've managed to save your position. You can save at any place in the game, and
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restore the saved game in any level; there are no restrictions or artificial
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"goals" you have to reach before being able to save or restore.
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Upon startup, there are a number of options you can use to configure the game.
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Gameplay can be controlled from either the keyboard or a joystick (I can't
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imagine playing from a keyboard!), and there are two distinct movement modes to
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choose from. In Normal movement mode, you use the fire button to initiate
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movement of The Seeker, and the stick to rotate right or left, or flip 180
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degrees. In Alternative mode (which I find much more difficult), the fire button
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flips The Seeker 180 degrees, and the stick controls both right and left
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rotation, movement forward, and braking. (There's no braking in Normal mode, but
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The Seeker slows down pretty rapidly on its own, and stops if you flip it.) By
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giving you these two modes, the designers make it possible for you to configure
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the game for what you're comfortable with, and let you replay it with different
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control for a new kind of challenge.
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Along with the movement modes, you have the option of choosing Game Modes.
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Mantra Mode is the "peaceful" mode suggested in the opening game-name
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explanation, and is free of time pressure. In this mode, you have all the time
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in the world to herd spheres around the screen until they touch each other and
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dissipate. Using this mode, you can move easily through all 50 levels without
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ever losing a Seeker.
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If that's not enough, you can steel yourself for Normal Mode. Here's where all
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the fun really starts: The time limits are imposed, the spheres begin to pulse
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rapidly and explode if they're not merged (thus wiping out your Seeker's
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energy), and when different-colored spheres touch each other they have babies,
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which can be collected for extra power. The small spheres quickly mature and
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become pulsing threats themselves, if you leave them alone.
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The game is quite simple: In Normal Mode, you have from ten to 30 seconds
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(depending on the level) to use your Seeker to push spheres into other
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like-colored spheres so you can dissipate them. If you touch all the
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like-colored spheres together before they explode, you move on unharmed to the
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next level. If you touch different-colored spheres together, they reproduce,
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sometimes producing a sphere in a completely new color. There are different
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kinds of pinball-style bumpers present in each level, and you have to figure out
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how to use these to make your shots. Some levels' bumpers divide like-colored
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spheres onto different sides of the screen, thus producing yet another kind of
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challenge.
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One important thing to recognize is that the screen is entirely wrap-around,
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both vertically and horizontally; it's frequently better to head off the edge of
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the screen nearest The Seeker than into it, and there are all sorts of great
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strategies you can develop, once you understand where your Seeker is going to go
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when it glides off an edge.
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Spheres often come attached to each other, and to your Seeker, by the
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equivalent of a rubber band. Stretching and snapping this band has interesting
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and productive effects on the motion of the spheres, although sometimes the
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combination of rubber bands and bumpers makes the puzzle a real test of your
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vectoral imagination.
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Finally, there are periodic bonus levels, where you can only gain points by
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gobbling up small spheres PAC-MAN-style in a particular order. Small spheres
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sometimes appear randomly on normal levels, as well; gobbling them will give you
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the ability to dissipate any sphere you touch.
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The game starts with four Seekers at your disposal, and an energy bar begins at
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full on the top of the screen. When you gobble the smaller spheres, the energy
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level of your Seeker increases; when spheres explode, it decreases. This leads
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to some interesting possibilities. I've played levels where my goal has been not
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to eliminate spheres but to produce as many "babies" as possible, thus
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generating plenty of fodder to keep up The Seeker's energy level, despite
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periodic explosions.
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Graphics and sound on the Amiga version are quite wonderful; the spheres and
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bumpers have a real ray-traced look, and the backgrounds are beautifully shaded
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and blended in colors that put the skies in both F-15 STRIKE EAGLE II and
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DRAKKHEN to shame. Whenever a sphere or Seeker bumps into anything else, a
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musical note is emitted, and each type of bump emits a differently-pitched tone.
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Imagine how it all looks and sounds when you manage to fill the screen with
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spheres!
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HARMONY also has a two-player mode, which is cooperative rather than
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competitive. In two-player mode, there are two Seekers on-screen, each one
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controlled independently by either joystick or keyboard/keypad commands.
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The game comes on one copyable disk, and the manual includes simple and
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complete instructions for installation on a hard drive. A floppy disk is needed
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for game saves and high scores even on a hard-disk system, which I think is an
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excellent idea (less danger of corrupting the HD with a problem write). Before
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starting the game, there is one purple-brown paper lookup procedure. For once,
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this isn't the royal pain it usually is; there are 24 numbered monochromatic
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screenshots, one of which must be matched with what appears on the
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copy-protection screen. The pictures on the purple-brown paper are relatively
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legible, but don't try scanning them in a darkened room unless you want a
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migraine. HARMONY will play in 512K of RAM (more is needed if you have a hard
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drive, of course) on A1000s, A500s, and A2000s, and there's even a function-key
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command to center the game on your monitor. The game requires either joysticks
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or the keyboard for play (the number of joysticks being dependent on whether
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you're in one- or two-player mode).
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Since ARKANOID, I haven't seen an action/puzzle game as original, as
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user-friendly, and as enticing as HARMONY. If there's any justice in the world,
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this will be just as big a hit!
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IBM-PC VERSION NOTES
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While HARMONY itself rewards you for "staying calm," unless your plan is to
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always boot this game from the supplied 5-1/4" diskette, some elements of
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Accolade's packaging might have the opposite effect.
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For example, if you need a 3-1/2" diskette, you'll have to pay a premium by
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mailing in the 5-1/4" diskette, along with an enclosed coupon and $5.00. But
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that's minor compared to the copy protection scheme used here -- which is, to
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put it mildly, a pain in the rear.
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HARMONY is easily installed on your hard drive, using a batch file found on the
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floppy. When you boot the game, you must match the first screen with one found
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on the "copy protection sheet," and type in the corresponding code number. The
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problem is, each one of the 24 possible screens has the same layout of spheres
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(the "seeker" appears in a different place in each), and the paper of the
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booklet is brown, with gray printing. It's difficult to read even in bright
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light, so some people may find that the three attempts allowed aren't enough. By
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the way, if you should lose this sheet, Accolade will charge you $15.00 for a
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replacement.
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Graphics modes supported include VGA, MCGA, EGA, CGA and Tandy 16-color. VGA
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graphics (as pictured on the rear of the box) are nice: warm pastel shades very
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much in keeping with the theme of the game, and figures with a nice 3-D look.
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Support is offered for Roland, CMS, and AdLib sound boards, as well as any
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device with a MIDI interface.
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Accolade recommends PCs with a clock speed of at least 8MHz. Playing on a
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386-20, animation was flawless. You can use either the keyboard or a joystick as
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a controller; a joystick is definitely recommended.
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HARMONY is published and distributed by Accolade.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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