98 lines
5.8 KiB
Plaintext
98 lines
5.8 KiB
Plaintext
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JAMES BOND: THE STEALTH AFFAIR
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JAMES BOND: THE STEALTH AFFAIR (JB:TSA) is the second in a series of parserless
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graphic adventures from Delphine Software in France, distributed in the United
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States by Interplay. (The first was FUTURE WARS.) Like the spy movies that it
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imitates, the game has more style than substance. Aficionados of Sierra-style
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graphic adventures will find much here to like, but it's doubtful that JB:TSA
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will win many new converts to this game genre. (This review is based on the
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IBM-PC version.)
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In JB:TSA, the player takes the role of British super agent James Bond, on loan
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to the American CIA to recover a stolen Stealth bomber. The original European
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version of the game, available in import editions for the Atari ST and Commodore
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Amiga, reportedly concerned a Bond-like agent named John Glaimes. Interplay,
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hoping to increase sales with a movie tie-in, licensed the Bond name for the
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American version of the game. And, in fact, the cartoonish figure of the main
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character actually does bear a slight resemblance to Timothy Dalton's Bond.
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Most of the game takes place in the fictional South American country of Santa
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Paragua, where spies seem to be hiding behind every palm tree. An evil spy
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organization, apparently backed by the Soviets, is involved in a typical
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nefarious plot and Bond has to stop it.
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The graphics are a straightforward 16-color port from the Atari ST version.
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(Interplay has announced plans to release a full 256-color VGA version as well,
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though it was not yet available at the time of this writing.) Within these
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limitations, the art is surprisingly stylish and easy on the eyes. The music, at
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least in the Sound Blaster version, consists mostly of well-done European-style
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synth rock with a touch of a salsa beat to match the setting. (There is no
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facility, as far as I can tell, for toggling the music on and off. Too bad,
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because it does become annoying in large doses. Fortunately, many scenes are
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silent.)
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The parserless interface is essentially the same one used in FUTURE WARS and
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should ideally be navigated via mouse. Clicking on the left mouse button guides
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Bond around the screen. Clicking on the right button calls up a six item menu,
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from which you may select the verbs EXAMINE, TAKE, INVENTORY, USE, OPERATE, and
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SPEAK using the left mouse button. EXAMINE, TAKE, INVENTORY, and SPEAK are
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self-explanatory. USE allows you to use one item on another; OPERATE manipulates
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a single item.
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Clicking on the EXAMINE or OPERATE commands with the right mouse button instead
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of the left calls up a list of the items in Bond's inventory, so that these
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items can be examined or operated. (Clicking with the left button allows you to
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examine and use items in Bond's immediate environment.) This isn't intuitively
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obvious to anyone who hasn't thoroughly read the manual, and can be a source of
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some confusion early in the game, when Bond must open his briefcase (an
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inventory item) in order to solve a puzzle.
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The dialog and text messages in JB:TSA read like hasty translations from the
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original French. (A typical message, appearing when you try to use an object for
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an inappropriate task, reads: "If you have anything else like this, go ahead and
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finish it. It's like you did nothing.") Although Interplay has reportedly
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polished up the text from the original import version, the rough edges still
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show.
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The off-disk copy protection is annoying, at best. As in FUTURE WARS, you must
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match portions of a monochrome picture onscreen with a color illustration on the
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back of the manual, and identify the color of the indicated areas.
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Unfortunately, some of the colors (dark green, light green) are close enough to
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encourage mis-identifications. And several colors are difficult to identify in
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poor light. I found that the brown areas of the drawing looked purple in the dim
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illumination around my computer. Until I learned to hold the page next to a
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light while making identifications, I was rejected roughly 50 percent of the
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time. When rejected, you're returned to the title screen, which takes nearly 30
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seconds to cycle back for another attempt at the CP screen. Color-blind players
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are advised to approach this program with caution.
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The game itself is constructed in the same workmanlike, if uninspired, manner
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as FUTURE WARS. The puzzles vary from embarrassingly simple to frustratingly
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tough. As in most parserless games, many of the puzzles involve using inventory
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items on objects in the character's environment until one of them produces a
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desired effect. Other puzzles involve using the EXAMINE verb to detect tiny
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objects in the scene, though there are fewer such puzzles here than in FUTURE
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WARS. As in most adventure games, it's possible to miss an item early in the
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game that's necessary for solving a puzzle later in the game. There are plenty
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of slots for saving multiple games and they are unquestionably needed.
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JB:TSA runs on IBM/Tandy and 100% compatibles. It requires 512K of RAM, and DOS
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2.1 and up. Sound support is provided for Roland and AdLib cards, and the
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internal PC speaker. Graphics are displayed in VGA (16 colors), MCGA (16
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colors), EGA, CGA, Tandy, or Hercules modes. The Microsoft Mouse is recognized
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as an input device.
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If you're an avid fan of Sierra-style graphic adventures who's played
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everything from Sierra and Lucasfilm Games, and you still need more games to
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satisfy your insatiable appetite, you could do worse than to buy a copy of JAMES
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BOND: THE STEALTH AFFAIR. But if graphic adventures are merely a passing
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interest, you might want to pass on this one. It's competently done, but
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unexceptional. Perhaps nobody does it better than Bond, but Sierra and Lucasfilm
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still do this kind of thing better than Delphine.
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JAMES BOND: THE STEALTH AFFAIR is published by Delphine Software and
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distributed by Interplay Productions.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253 |