230 lines
13 KiB
Plaintext
230 lines
13 KiB
Plaintext
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STAR RANK BOXING II
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This is no ordinary match. The seats are packed, and they've even managed to
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get Don King to introduce you. The papers are promoting the event. The weeks of
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training go quickly, and before you know it, you're here, sitting in your
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corner, squinting through the glare and the smoke at the ugly, misshapen face
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sneering back at you from across the ring. You wonder if maybe you should've
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trained for another week or two. The bell rings, you bounce to your feet, step
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out to take your punishment...and give back some of your own.
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STAR RANK BOXING II from Gamestar (a division of Mediagenic) gives you a good
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clean fight; nothing below the belt. But the competition is fierce in the
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computer boxing game, and STAR RANK II loses a few points here and there. It's
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gonna be a split decision, 'cause STAR RANK II isn't quite the knockout you were
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hoping for. (This review is based on the IBM PC version; Commodore 64/128 and
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Apple // version notes follow.)
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All right, enough cute boxing analogies. STAR RANK II offers several nice
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features that separate it from the competition; however, it lacks two important
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features the competition does have. By "competition" I mean Sierra's
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CHAMPIONSHIP BOXING, the only other boxing program available for PCs and
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compatibles. (There are other boxing games for other systems, like Accolade's
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FIGHT NIGHT.) You'll want to compare before you decide on one of these programs.
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The manual is no-frills, but complete and very understandable. There's a small
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section on game strategy that you should read several times before and after
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you've played the game. It will definitely help you learn to control your boxer
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more effectively.
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Initially, the program offers you several options: Tournament play, Exhibition
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play, Manager, and Demo. The Demo, as expected, pits two computer-controlled
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pugilists against each other in an endless series of bouts. The Manager option
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lets you permanently retire one of the boxers you've created in order to make
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room for others on the disk. Exhibition play provides practice against the
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computer -- or another live player -- but does not compile your stats at the end
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of the game. Tournament play matches you against the computer in a regulation
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bout, and your player's stats (wins, losses, and division ranking) are updated
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on the disk. If you get good enough in Tournament play, you can eventually go up
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against the computer's champion boxer.
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You may create and save up to 18 of your own fighters on a disk, six in each of
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the three weight classes (heavy, middle, and welter). You can't use another disk
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to store additional fighters, but you can install the game on a hard drive. This
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permits you to save all the fighters you'd like, theoretically filling your hard
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disk. You choose the fighter's name, his race (black, white, non-human, elf, or
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dwarf), and his weight class. The program then generates the character and
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displays all his stats. You decide whether or not the character meets your
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standards, then accept or delete the character. The computer also has its own
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six fighters in each weight class.
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The computer's set of fighters is one of the disappointing areas. There's
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nothing particularly wrong with these characters, but Sierra's CHAMPIONSHIP
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BOXING has something I think appeals more to a true boxing aficionado: a working
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roster of over 50 authentic boxers from boxing history, at their prime and with
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their actual stats. You can fight them yourself, or match other past champs
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against them, influencing the outcome with your strategies. Having been spoiled
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by the wealth of opponents in CHAMPIONSHIP BOXING, STAR RANK II's list -- though
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a formidable bunch of guys -- seems paltry.
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On the other hand, STAR RANK II goes a bit further with its fighters' stats. It
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allows for "ranking" your own character, and you can't cheat here. The only way
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for your fighter to get better is to keep him fighting, and he'll surely
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improve. You can train your men in four ways: on the speed bag (increases
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agility and accuracy), on the heavy bag (increases strength), sparring (affects
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all areas), and running (affects endurance, strength, and, secondarily,
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agility).
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Before each game, whether it's a tournament or exhibition, you get six weeks
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worth of training. You have to pick one area in which to train for each week,
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and you can experiment with different combinations. For example, before a big
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fight, you might train your boxer in sparring for three weeks, running for one
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week, and light bag for two weeks, for a total of six weeks. This permits a
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somewhat greater degree of individuality in your fighters, a situation not
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possible in CHAMPIONSHIP BOXING. However, with CHAMPIONSHIP BOXING, you can
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simply alter your stats anytime you like (which, I suppose, simulates fixing a
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game).
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In CHAMPIONSHIP BOXING, you've got three modes: simulation, strategy, and
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arcade. STAR RANK II has only one mode: boxing. There's no "strategy" mode; no
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hanging by the ropes to provide encouragement between rounds. You have to go out
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there and fight every time, controlling the boxer's movements completely from
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the joystick or keyboard. The moves aren't difficult to learn: There are five
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punches (jab, left hook, right cross, uppercut, and the ever-popular body shot)
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and three defensive moves (ducking, leaning, and covering-up); you can also
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weave right or left. And if you're about to go down for the count, you can
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sometimes "shake it off" by backing off a bit.
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Each player has a large square in the upper corner of the screen. The square
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changes color to reflect the corresponding fighter's condition from moment to
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moment. This is an adequate but crude indicator, dividing the scale into five
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degrees of vulnerability.
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The sounds heard in STAR RANK II are a lot of fun. The original music is
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ambitious and amusing; the "roar" of the crowd doesn't sound like a real
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audience, but it's impressionistic and stylish, as is the swish of the punch
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that misses its mark. The opening sequences and credits are presented
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sensationally, in an appropriately broad humor.
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The graphics strive for excellence, but fall short on the PC. STAR RANK II has
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two possible outputs: 4-color CGA mode for IBM PCs and compatibles, and 16-color
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for the Tandy and PCjr (it does not support 16-color for an EGA- or VGA-equipped
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PC). The majority of PC owners will be using the 4-color mode, and although the
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graphics are humorously detailed, they're just plain hard to see.
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The actual game graphics feature a screen divided roughly into thirds. The top
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third provides the aforementioned status boxes. The lower third shows the timer,
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the bell, and the count (when a knockdown occurs). The center third shows the
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ring surrounded by an audience, and the fighters. This portion is also strangely
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striped or striated, so it's difficult to follow the boxers, who are small to
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begin with. What they're actually doing with their arms is sometimes difficult
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to see.
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The boxers are smoothly animated, more so than Sierra's boxers. But the
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combination of their small size and bizarre striping makes them hard to look at
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for long periods of time. Sierra's characters are much larger, more detailed,
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and come in four varieties instead of just two. The graphics are where STAR RANK
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II lost it for me. As much as I wanted my boxers to rise in the rankings, I
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couldn't stand to watch their amorphous images flailing at equally
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poorly-defined opponents.
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This situation, however, is probably different on other systems. The
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aggravating striping is typical of IBM CGAs. On other systems (even a PCjr or
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Tandy) the picture is, no doubt, more pleasant, and the boxers' shapes and
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positions are very likely more visible. Therefore, if you have something other
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than a PC with a CGA, I urge you to take a look at the game screen before
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dismissing STAR RANK II. It may be perfectly acceptable -- in full color,
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perhaps a clear and pleasant display. However, for CGA users, STAR RANK II is an
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invitation to a major headache before the first punch is thrown.
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Were it not for the poor quality of the CGA graphics, STAR RANK II would be
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close contender for the position of top cat in the computer boxing arena. In its
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favor: smooth animation, amusing characterizations, and interesting statistical
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handling. Against it: the lack of historical players, as desirable as real
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baseball teams in a computer baseball program. You'll need to judge which
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features you find most important.
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COMMODORE 64/128 VERSION NOTES
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The Commodore 64 version of STAR RANK BOXING II, while not as humorous as
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Accolade's FIGHT NIGHT, is well done. The Softworks Factory and Scott Orr (wh
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knows his sports, as we've seen before in ON-COURT TENNIS, ON-FIELD FOOTBALL,
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and 2-ON-2 BASKETBALL) have put together a competent and accurate boxing
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simulation.
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The animation of the fighters is smooth and reasonably realistic. Putting
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possible statistical limitations aside, the fighters are easy to control, and
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notwithstanding Joshua Mandel's comments on the graphics problems of the IBM
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version (and the fact that the legs of the fighters are somewhat jagged), the
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screen action of the C64 is fast and furious, bright and cleanly detailed, and
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easy on the eyes.
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Sound effects came across as strange: Crowd noise, most apparent after a
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knockdown, reminded me of the ominous winds that arise from the void moments
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before the hideous creature appears; missed punches were too loud and whooshy to
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be realistic. Most amusing were the noises of knockdowns and of the blows that
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landed on an opponent: A rapid flurry of punches sounded like Haitian voodoo
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drums, while a body hitting the canvas might make your favorite heavy-metal
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drummer reconsider his sordid lifestyle.
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I hasten to point out that my impressions of the sound effects do not diminish
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the game at all. Once I'd entered the ring, either to accept or dish out gloved
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punishment, the sounds were obliterated by the action. They are still there, of
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course.
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You can create up to five boxers (as opposed to six in the IBM version) in each
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of the three weight classes. They will be saved on the game disk, and the
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various skills of each fighter will be updated as each moves (or doesn't move)
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up the ranks. Results of tournament bouts are stored on the game disk as well
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The joystick controls punches and defensive moves: jabs, hooks, uppercuts,
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crosses, and body blows, each of which is progressively more tiring. You can
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also move your fighter left or right, and duck, cover up, or lean back from the
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punches of your opponent. Defensive maneuvers take some practice, for certain
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defenses work better against certain attacks.
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Once you've selected an opponent, you are allowed a designated number of weeks
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for training; however, unlike FIGHT NIGHT, there is no actual training. You
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allocate time to each facet, exit the training screen, and head for the ring.
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For Exhibition bouts, you can select the present weight-class champion to fight
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against your opponent (not a good idea!). For Tournament matches, you'll have to
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move up through the ranks in a methodical fashion.
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If you are hoping for finesse and strategic depth, you'll have to look
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elsewhere. If you merely want to go head-to-head with progressively tougher
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fighters, the C64/128 version of STAR RANK BOXING II is a winner.
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APPLE // VERSION NOTES
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The Apple // version of STAR RANK BOXING II differs in both minor and major
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ways from its IBM and Commodore 64 counterparts. The minor differences are just
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that; the major differences are so major, SRB2 all but self-destructs. SRB2
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tested fine on an Apple-compatible Laser 128, so, presumably it'll work on an
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Apple system as well.
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You'll need a joystick for a one-player game. In two-player mode, the second
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fighter must be controlled from the keyboard. In the IBM version, you designate
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keyboard commands before play; in the Apple version, the key commands are listed
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on the Command Summary card. The slight alterations in joystick functions are
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also indicated on the Command card.
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You can create and save boxers, but the Manager screen (from which boxers can
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be deleted) has been combined with the Choosing Your Fighter screen.
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The major differences which short-circuit SRB2 are the graphics and sound
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effects. The graphics of the Apple version are hideous. The crowd looks like
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something a 6-year old child might have created on a really bad day at the
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easel, which is not to say the Apple screen display has any artistic value. The
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fighters seem to have been latched together from special-effect body parts l
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over from "Evil Dead Part 2," although they move decently enough around the
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ring.
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The problem here seems to stem from a crummy selection of colors, not from
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crummy graphics. Switching to composite mode from RGB made the display even
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worse by smearing what colors there were. It doesn't take long, in either mode,
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for your eyes to blur.
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Sounds are all but non-existent. In fact, the only available (punching) sound
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seems blunted, as if the sound channel, upon entering its routine, couldn't
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decide whether to continue or give up: Usually it gave up.
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Assuming your eyes can handle the gnarly screen display, the Apple // version
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of STAR RANK BOXING II plays all right. Other than that, however, the game has
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nothing to recommend it.
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STAR RANK BOXING II is published by Gamestar and distributed by Mediagenic.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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